Screenshot analysis!

Yeah I know the sewer is in the game, it appears to come with sanitation.

9aoSv6c.png


I just thought that, given the boost requirement of that tech, it's more likely a Neighborhood upgrade. It makes way more sense to require neighborhood districts than aqueducts.

Oh, that DOES look like a Neighborhood building.

Wonder what goes in an Aqueduct, then. I would still assume Hospital and any other sanitation buildings.
 
It's a guess that the Sewer goes in the Aqueduct district, but I think it's a pretty good guess. The Neighborhood graphic doesn't have any clear slots where buildings would go; the only upgrade we've seen is that some of the houses turn into larger buildings.

I think those larger buildings looked like slots, actually. And the fact that Sewer unlocks so late and its Eureka is "build 2 neighborhoods" says to me that its either the 2nd building in the neighborhood or the 2nd/3rd building in an Aqueduct.
 
But they're sewers lol, they'd be underground. It's not really important, your comment just struck me as amusing.
 
I'd guess the neighborhood district has varying levels to reflect its quality, so you can see at a glance which ones are the best in terms of appeal. Why would you need to see that? For pillaging, of course!:p

Perhaps district adjacency is a factor also; it would be odd to have them off in the hinterlands on high appeal spots but nowhere near the city or other districts.
 
The other thing to consider is that there can be multiple Neighborhoods, and so any buildings built in Neighborhoods could potentially have multiple copies. Not sure that makes sense for Sewers.

I think Neighborhoods work similiary to how I think Spaceport works, in that instead of having buildings, it is upgraded. So you have say 3 levels of Neighborhoods, which each boosts growth/housing, same how you have 3 steps to achieve Science victory.
 
Let's do this deductively then; All but two districts in the game get its first building in the same tech that unlocks the district itself. Those two districts are the Aqueduct and the Neighborhood. It's also important to note that as of the build we have the most comprehensive look into - it would seem that the Aqueduct/Neighborhood only get one building between them. I personally can't identify anything that looks like an additional building for either district that doesn't at least look as if it belongs somewhere else.

Sanitation and Urbanization fall, era wise, in the exact same spot in their respective trees - the end of the industrial era. So either; The Sewer is an upgrade to the Aqueduct that comes several eras later. Would make sense. Or, The Sewer is the first building of the neighborhood and they unlock at relatively the same time provided progression balance. This is also makes sense, given the pattern of the rest of the districts.

You could say that Sewers being an Aqueduct upgrade is more likely because that gives two separate mid-late game housing boosts. One tied to tech (Sewers) and one tied to Culture (housing). Plus, past civ games typically have a progression from aqueducts to sewers.

Or, you could note that the last 3 major governments have themes and require specific buildings and therefore districts to be built to boost them. Communism requiring factories (industrial zones), Fascism requiring Military Academies (Encampments), and Democracy requiring sewers (In question).

Though Democracy's bonuses don't really fit a theme tied to a district, however the next question I would ask would be, what's more likely - having four aqueducts in your empire or having four neighborhoods.

I'd be inclined to think Neighborhoods may be more common.

The other thing to consider is that there can be multiple Neighborhoods, and so any buildings built in Neighborhoods could potentially have multiple copies. Not sure that makes sense for Sewers.

Even under the multiple neighborhood model, the difference between the tiny housing area we've seen and the apartment complex models could be something as simple as an upgrade. Such that if you had multiple Neighborhoods. You'd only need to construct one "sewer"

All of that said, Sewers extend everywhere in the city. So despite my wordy post I still think it's entirely possible that Sewers could be yet another building constructed in the city center meant to increase housing for the city. I mean in reality, you'd have sewers beneath all of your districts. This possibility keeps the idea of having two different mid-late game housing increases coming from each tree - one from tech (sewers), one from the civics (neighborhoods). Oh and also, this would mean that neighborhood and aqueducts get no buildings, which at least retains some level of consistency rather than having 1 district get it's first building 3 eras later, or the other district get it's first building at roughly the same time but from a different research tree - all while the rest of them unlock their first building at the same time as the district itself. It may be more likely that aqueduct and neighborhoods simply have no buildings.

Personally, of the three options - Aqueduct is lowest on the totem pole for me.
 
Don't forget that both aqueducts and neighbourhoods are districts and therefore add adjacency to other districts that get that sort of thing.

So while an aqueduct on a river city may not actually give it much vs a city that had no water to begin with, that aqueduct next to the city would combine for an adjacency bonus to some district.


Or for Japan be yet another bigger boost. And if multiple neighbourhoods are a thing, I could see Japan's plan being to fill in gaps around districts in nice locations.


....


Wrt the 'district location' choice thing, don't forget wonders. The desert +2 location on the other side of the mountain might not have the wonder requirement spot which means giving up another hex on the grassland +2 location in the hope of getting the wonder. For example. So yeah, some choices are just 'fill in the puzzle' and others have risk reward choices. But it's ok if cities are more puzzle than 'game changing choices' because they all get pillaged anyways. Especially that desert location on the wrong side of the mountains that will be harder to protect.
 
I find it interesting that it don't show any limit on how many people that can work the district. We know there have been a limit due to the peek in civilopedia but it could have been removed in a further version. Instead it is possible that each building make the specialist stronger instead of allowing more specialists.

We've seen buildings having specialist slots, so no it works as before. You need some buildings with slots to place people on districts and that's the natural limit of their number.
 
I noticed this little guy lurking in the background of the U-Boat screenshot on the Germany blog page:

civ6_boat1.jpg


It's quite small, smaller than the U-Boats, and about the size of one of the Fishing Boats.

It's clearly based on the Soviet "Nanuchka-III"-class antisubmarine missile corvette, and is presumably the naval vessel unlocked at Lasers.

Spoiler :
18_big.jpg
 
The gamescom video from IGN includes several different builds based on the UI. It has been improved from what is seen in the recent community playthroughs even the Yogscast one from this week.

This was the district placement of a Holy Site in the Yogscast @ 19:06:

Spoiler :
district_placement00.jpg


This is the placement in the IGN build @ 9:07:

Spoiler :

district_placement5.PNG
district_placement6.jpg


You can see there are now arrows for the district adjacency with a small hexagon indicating the source of the bonus. For this Holy Site, the stars are for other districts (city center) while the trees are for the unimproved woods.

For this Campus district (@ 4:41, @ 6:01), the hexagons are for rainforest or the city center while for the Hansa Industrial Zone (@ 6:20) the gray leaves are from adjacent resources.

Spoiler :

district_placement0.PNG
district_placement1.jpg
district_placement2.jpg
district_placement3.PNG
district_placement4.jpg


There is also a new City Details screen (@ 5:55). It is accessed by clicking the top left (first) button when the main UI control has a city selected.

Spoiler :

city_details.PNG
main_ui.PNG


@AriochIV - The victory screen @ 14:09 has tabs for all the victory conditions now. The one on your site was missing "Religion". They visit the score and religion ones.

Sources:
IGN - http://www.ign.com/videos/2016/08/17/civilization-vi-developer-interview-ign-live-gamescom-2016
Yogscast #3 - https://www.youtube.com/watch?v=sK2D53uMMXc
 
[Separate post to allow attaching more screenshots]

Starting @ 9:30, the video goes through all the steps of setting up a religion: selecting pantheon (@ 09:52), picking religion name (@ 10:36), picking beliefs (@ 10:48), founding religion (@ 11:05), adding belief using apostle (@ 13:10). These screens are more complete and polished than the ones in the first-150-turns demos from the recent events.

It then shows missionaries (@ 11:32) and apostles (@ 12:47) in action.

When the missionary is selected, the Religion Lens is applied. Under the city nameplate, a ring appears that is like a pie chart indicating how many of the citizens have religion, 5/7 for Aachen and 1/4 for New Orleans. The missionaries appear to be like builders with a figure for each charge ("Spread"). They went from 2 to 1 after spreading religion in New Orleans.

Spoiler :

missionary2.jpg
missionary3.jpg
missionary4.jpg


The apostle also showed the Religion Lens. It had 2 figures as could do 2 spreads like a missionary. However, the ability "Evangelize Belief" was used which consumed both figures.

Spoiler :

apostle3.jpg


The industrial era portion of the IGN video is showing a build interface (@ 5:53, @ 6:13) that appears to be a newer version of the one in the early and religion parts of the demo. I don't see where the "Hide Unavailable" option has gone. The top now has three tabs instead of two: Production, Gold Purchase and Faith Purchase. As someone mentioned earlier, it groups several buildings underneath the district they would appear in.

Spoiler :

build_menu.PNG


These are comparable menus from the earlier build (@12:20, @ 13:33). All the buildings and units are now using small versions of their buildings or units (in the 150-turn demos units were using icons). The purchase screen is small versions of the buildings and icons for the units.

Spoiler :

build_menu3.PNG
purchase_menu2.PNG


For the units, I find the icons easier to understand than the small models. Not clear what the final standard will be. Maybe they'll offer an option that lets you choose icons vs models for the units in the menu.

The city nameplate (@ 11:16, @ 12:35) now shows the actual building/district/wonder under construction and a number for how many turns until complete.

Spoiler :

city_plate.jpg


Source:
IGN - http://www.ign.com/videos/2016/08/17/civilization-vi-developer-interview-ign-live-gamescom-2016
 
New unit model of Germany(probably use for European civs) Pikeman, which is much less cartoony.

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After looking at Silverdawn great post it looks like Hansa district won't get any bonus from mines and quarries whicj makes me wonder if it is an improvement compared to normal industrial district.
 
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