Screenshot analysis!

So I just went and checked: *none* of the UUs mentioned in the first look videos are described as replacing anything, while buildings/districts are. :think:

For UU's it wouldn't be overpowered if it was an additional unit, while for buildings/districts it would. So if this is the case I would like this change. I am curious though how they will upgrade. If the upgrade unit will appear to soon, then it is also not fun to have it as additional unit.
 
I don't see any reason to assume that the Samurai does not have a normal unit that it replaces. That's a very strange leap of logic.

We have unique buildings which replace other buildings. In their description, narrator don't say "requires X tech", she says "replaces Y building". If unique unit replaces other unit, it would be more logical to mention the replaced unit, not required tech.
 
Most of the policies on undiscovered civics have faint numbers on them and are greyed out - different policies have individual costs to institute, maybe.

That would make sense, particularly if the costs are based on what policies are currently in use - it has troubled me that one could potentially switch policies at will as easily to an extremely different policy (philosophically or practically) as to a very similar one.

Neither they have mention about tech required. Could be anything.

The point I was getting at is that the UUs in Civ 6 could very well all be in addition to regular units, and not replace anything. Edit - never mind, you understood me.:)
 
I think i can ask in this thread - is there a single screenshot of citizens working their tiles, or tile yields screenshots? I watched the gameplay videos but somehow i didn't see a screen where you see what tiles the citizen work...
 
I think i can ask in this thread - is there a single screenshot of citizens working their tiles, or tile yields screenshots? I watched the gameplay videos but somehow i didn't see a screen where you see what tiles the citizen work...

There are some where we see citizens moved to other tiles. I think in the builder preview was one such situation.
 
Now that would be interesting.

Interesting indeed. But remember that samurai were a replacement for LONGswordmen in civ5, so this alone it's no proof.

Considering this is a new engine, there's no compelling reason to program replacement units. The code could be much clearer and more mod-friendly if each unit has it's own code.

Then again, why should Rome have a separate swordsman unit? Some UU's work better as replacement, some better as addition. Maybe they have a mix of the two systems?

Having both replacement UU's and truly unique UU's could also help with upgrade paths (thinking about the horsemen - keshik - cavalry upgrade problem).
 
Unknown White and Flowery/Planty Resource:
Spoiler :
Unkown_Resource.png

I'm wondering if this might be Mint.
 
I'm wondering if this might be Mint.

I thought about this as well.

Agreed it looks a bit like mint but that would be an odd resource wouldn't it?

Tobacco, cotton, spices, tea, coffee, ivory, etc. have all featured in history with colonial expansion and wars fought to control their trade. But not mint, correct me if I'm wrong.

It's on a tundra tile though - what sort of plant with little white flowers grows in the tundra?
 
Agreed it looks a bit like mint but that would be an odd resource wouldn't it?

Tobacco, cotton, spices, tea, coffee, ivory, etc. have all featured in history with colonial expansion and wars fought to control their trade. But not mint, correct me if I'm wrong.

It's on a tundra tile though - what sort of plant with little white flowers grows in the tundra?

No one has fought a war over mint, but it does have a long history of use as a flavoring and a medicinal herb. It may be more of a bonus resource (for tundra areas) rather than a luxury.
 
If it were Wintergreen, I think they would be showing the bright red berries more prominently.
 
Don't know if this has been mentioned yet but we see two new techs/civics and their eurekas from the Japan video:

tech: industrialization (eureka: build 3 workshops)
civic: nationalism (declare war with a casus belli)

Also the samurai unit has +10 combat versus anti-cavalry units. Not sure if that is a promotion or a bonus inherent to the samurai.
 
civic: nationalism (declare war with a casus belli)

Yikes! I can already foresee that this is going to be a tough eureka for me to unlock in most games.

I tend to gravitate toward a passive playstyle, so declaring war, even against someone who deserves it, is not something that comes naturally to me. This eureka will really push me out of my comfort zone!
 
Yikes! I can already foresee that this is going to be a tough eureka for me to unlock in most games.

I tend to gravitate toward a passive playstyle, so declaring war, even against someone who deserves it, is not something that comes naturally to me. This eureka will really push me out of my comfort zone!

You could just research Nationalism, it will take twice as long. Or declare a just war on the weakest civ you can but don't take the offensive and sue for white peace as soon as possible.
 
Don't know if this has been mentioned yet but we see two new techs/civics and their eurekas from the Japan video:

tech: industrialization (eureka: build 3 workshops)
civic: nationalism (declare war with a casus belli)

Also the samurai unit has +10 combat versus anti-cavalry units. Not sure if that is a promotion or a bonus inherent to the samurai.

If I had to guess, it's something inherent to the "swordsman" line. It was suggested earlier that warriors had +5 against spearmen if I recall. I think it's a good balance if units like swordsmen, medieval infantry (whatever they end up being called), and samurai get bonuses against spearmen and pikemen.
 
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