Screenshot analysis!

A handful of the districts seem to break what most seem to define as district "rules". It seems that Industrial and Entertainment districts affect cities beyond the one that constructed them, Aqueducts don't factor in pop and, quite possibly dealing with people's primary complaint about the neighborhood; Neighborhoods aren't restricted to 1 per city.

This is actually neat, I was worried that entertainment districts would get overbuilt to keep amenities up in each city, but being able to share them between cities helps in that regard. It also encourages building cities close together, which is a strategy I tend to favor. Aqueduct not counting helps with balance, since we know it has somewhat strict requirements for placement.

I assume that neighborhoods start to replace farmland when housing becomes a bigger concern than food. Don't really know how late game cities generate food, but I assume they have a plan for that.
 
Can anyone corroborate the return of Trading Posts? I'm 99% sure I saw a mention of it in the trade route UI. I think maybe you could spawn one using a Teader Unit? Or maybe they get generated automatically. No idea where I saw it though.
When a trader completes a trade route to a new city a message pops up staying something on the lines of "your trader has completed a trade route to [____] and has built a trading post in the city"


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Could you provide a link by any chance. Wanna go over it with a fine tooth comb.

Medieval Roads provide bridges over rivers btw.
 
When a trader completes a trade route to a new city a message pops up staying something on the lines of "your trader has completed a trade route to [____] and has built a trading post in the city"


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So, it sounds like it's figurative.
 
I was thinking the "built a trading post" was an indicator that you could now cancel the trade route, I know the timings aren't as strict as they were in V. But that's pure speculation.
 
It just occurs to me... the English Sea Dog is a replacement for the Privateer, rather than the Caravel.

possibly. Didn't it have the same stats as the caravel?
 
Could you provide a link by any chance. Wanna go over it with a fine tooth comb.

Medieval Roads provide bridges over rivers btw.

So, it sounds like it's figurative.

It must provide something, else why include it?


Well I'm thinking flavor since it appears both after completing a trade route to:
Your own cities
Spoiler :
oq7xU5p.png


Or CS/Other Civ cities
Spoiler :
E8HRVZt.png


But then I didn't take the time look for the tech or the SocPol which unlocked the trader, nor did I look for a mouse-over of the trader to see if they mentioned anything pertinent to trading posts

I was thinking the "built a trading post" was an indicator that you could now cancel the trade route, I know the timings aren't as strict as they were in V. But that's pure speculation.

Actually this message appears only after the whole mission is complete and that trader is ready for new orders
 
It's also possible that you can only perform diplomatic trades after the Trade Route has constructed the trading post.
 
It's also possible that you can only perform diplomatic trades after the Trade Route has constructed the trading post.

Maybe it's related to gossip or espionage in general?

This issue with these suggestions is that it appears for both internal and external trade routes.

And if it's just flavor, why would there be a *notification* of it? Notifications are used much more sparingly in this iteration, so it seems like it should indicate something to, you know, take note of.

I'll hazard a guess that it might be related to a mechanic where the more often you send a TR to a destination the more profitable it becomes, a la BE's station TR mechanic.
 
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