Screenshot analysis!

Thanks. Was hoping to get a shot with yield icons on, but this at least denies one possible theory I was coming up with to explain the fact that cities seemed to be getting a lot more food than I was expecting. Now I think I just need to look closer for other explanations :p
The BAStartGaming guy has the yields on in his later videos. But I don't think it's working properly in this build; it only shows the base yield of the tile.
 
Not sure if this has been talked about but the "feudalism" civic grants +1 food to each adjacent farm when 3 farms are adjacent to each other. So that is confirmation of how adjacent farms will get a big boost. You will definitely want to have a lot of adjacent farms in civ6.

Spoiler :
feudalism.jpg

Map placement is going to be so much fun in this game. My favorite in CivV was finding good places for terraces as the Inca, and now that's kind of extended to everything.
 
Districts add to a city center's Combat Strength, and so pillaging districts actually does reduce the city's strength.
Spoiler :

civ6_city_defense1.jpg

And rivers add to city defense. So neat.
 
Here, I got a nice one confirming a system that we probably assumed would be there but hasn't really been covered yet: Specialists!

Spoiler :

S2EmX2N.png



Snagged from someone opening their Civilopedia in-game: https://www.youtube.com/watch?v=5f92o34LEGw

Edit: He also views the entry for the palace, which suggests that you start with the palace in your capital, and after your original capital is captured you need to actually build the palace to make a new city your capital.
 
Here, I got a nice one confirming a system that we probably assumed would be there but hasn't really been covered yet: Specialists!

Spoiler :

S2EmX2N.png



Snagged from someone opening their Civilopedia in-game: https://www.youtube.com/watch?v=5f92o34LEGw

Nice! It says that the number of specialists that a district can support is based on the number of buildings in the district. So districts can have multiple citizens on them.
 
A thought on the leaf unit at the Conservation civic.

We don't see National Parks on the civic or tech trees. I know they are incomplete, but every other improvement is there. What if they have to be revealed and developed like archaeology sites.

Maybe the leaf unit is like a Park Ranger or Warden or something that makes National Parks on high appeal sites.
 
A thought on the leaf unit at the Conservation civic.

We don't see National Parks on the civic or tech trees. I know they are incomplete, but every other improvement is there. What if they have to be revealed and developed like archaeology sites.

Maybe the leaf unit is like a Park Ranger or Warden or something that makes National Parks on high appeal sites.

I believe it was mentioned by a developer somewhere that National Parks were built on tiles that had very high appeal. But yeah, we're not sure exactly how they are built, so maybe there is a unit there with Conservation that does that.
 
Here, I got a nice one confirming a system that we probably assumed would be there but hasn't really been covered yet: Specialists!

Spoiler :

S2EmX2N.png



Snagged from someone opening their Civilopedia in-game: https://www.youtube.com/watch?v=5f92o34LEGw

Edit: He also views the entry for the palace, which suggests that you start with the palace in your capital, and after your original capital is captured you need to actually build the palace to make a new city your capital.

Good catch. This is exactly how I figured they'd end up working specialists in the game, really. It makes the most sense to tie them to their specific district and have their slots associated with buildings.

However, none of the building tooltips mention specialists so I'm curious when and how they become activated if it's not automatic.
 
Other question about specialist are of they gain a fixed yield or multiplies the district yield? The latter culd be quite op for Japan and Brazil with the right policy card.
 
Districts add to a city center's Combat Strength, and so pillaging districts actually does reduce the city's strength.

Spoiler :
civ6_city_defense1.jpg


Also I heard in one of the videos that the Base Strength of the city is determined in part by how many units that city has produced in the past. I'll post the video if I can remember which one it was. It was one where one of the developers was talking.
 
Shot of Boudica and Euclid in Marbozir's Brazil vid (parts 5 and 3?4? respectively). On my phone so I leave it to some else to screenshot.
 
Shot of Boudica and Euclid in Marbozir's Brazil vid (parts 5 and 3?4? respectively). On my phone so I leave it to some else to screenshot.

May she never be anything else. ;)
 
It wasn't a neighborhood, it was a campus with no buildings.
 
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