Screenshot analysis!

Do we have some Prince player here? Was this standard for that difficulty in civ 5?

Also, some new policies (names only).

Spoiler :
2933431f8442cf59e08b75d8e8a4e453.png

I don't have details for 2 of those policies in my notes, but Traveling Merchants is +2 Great Merchant points.
 
OMG this looks absolutely amazing :)

First time I see so many farms together, nicely put districts, Pyramids and Petra where they should be, lovely Holy Site and Campus at Nagoya, Dead Sea looks also great this time... Just amazing.

Spoiler :
ef3bc45ce61fa901b677346ab96f84bb.jpg


EDIT: I feel really stupid, but again, how do I post screenshot in spoiler? I see spoiler button, but I don't know what to do to put screenshot there. Thanks for detailed explanation, one that I can understand :D

Dead sea on that screenshot. wow.
 
Hmm, Arioch has it worded as "+1 Food for each farm when 3 are adjacent" - I don't recall if that is the exact phrasing or if he paraphrased it - which would imply flat +1 either for simply having 3 adjacent farms or +1 for each adjacent farm when 3 or more exist.

Though now that I've thought about it more, the screenshot implies that it is +1 for the 3 adjacent *and* +1 for each additional.
It's a bonus unlocked with the Feudalism civic. When three farms are adjacent, each gets +1 Food.
 
It's a bonus unlocked with the Feudalism civic. When three farms are adjacent, each gets +1 Food.

Which Could actually be coded as 1 food per 2 adjacent farms.
 
The Japan Electronics Factory bonus looks really awesome, particularly if the regular factory is like +2 production with a 3 tile radius.

Do we actually know something about regular factories, in terms of output?

And do we have any proof/strong hint that other cities actually do get same (full) bonus as the city which built factory/electronic factory? I can imagine that they could get half or something.
 
Do we actually know something about regular factories, in terms of output?

And do we have any proof/strong hint that other cities actually do get same (full) bonus as the city which built factory/electronic factory? I can imagine that they could get half or something.

Well, wasnt it said that industrial zones benefit more cities than just the one that built it? Maybe the production boost on 6-tile adjacent cities is for all factories?
 
No. The bonus doesn't activate unless there are 3 farms adjacent, and you get +3 Food in that case.

The only question is how (or if) this stacks when there are more than 3 farms adjacent.
But it could be coded as 1 food per 2 farms, rounded down. I don't really think that's the case if wording is indeed "+1 food if three farms are adjacent" - more likely there's an additional +1 food also from fresh water - but either can be consistent with the information we have.
 
Feudalism said:
Farm improvements now gain +1 Food for each adjacent Farm Improvement when 3 Farm improvements are adjacent to each other.
http://forums.civfanatics.com/showthread.php?t=572033

Another question about the farm bonus: Do the 3 farms need to be adjacent to each other or are the bonus just that one farm need to be adjacent to 2 other farms?

Is this the farm adjacency equation?

f = 0 if n < 2
f = a-1 if n >= 2

f = adjacency bonus and a = number of adjacent farms

So if you have 2 adjacent farms you get one extra food from the farm and if you have 3 adjacent farms you get two extra food from the farm.

I would assume you can only get +1 food from adjacency bonus otherwise feudalism would pretty much make food obsolete but then with unstacked cities and wonders you have less tiles to work with and you must also consider housing and amenities so even if you can produce loads of food may not mean super growth.

The 5 food grassland mean that either each adjacent farm give 0.5 food or that each triangle of farms give +1 food (there are two triangles). Of these two I would assume +0.5 food per adjacent farm with a roundown of half numbers, the farm equation would thus be:

+1 a = 0-1
+2 a = 2-3
+3 a = 4-5
+4 a = 6

Which seems rather reasonable as it make adjacency important but do not obsolete food. Basically you can think the farm as a district who get a minor adjacency bonus for each adjacent farm in the same way district get a minor adjacency bonus for being next to other districts which sound logical to me.
 
Is this new? This russian video shows late game japan

The gameplay in that video seems to be mostly the same as used in this video that has been around for a while:
https://www.youtube.com/watch?v=NdmWt_V6rMg

That build seems to be the one that was used for the caster "150-turn" playthroughs recently (that max was confirmed by a Score screen listing turn 151 as the end of the game).

This Japan case is of note because at the point they do the fly-overs, they are at turn 147 which is the latest we've seen for that build.
 
One for Arioch (you have this unclear on your site, so I guess nobody posted this SS before): Heavy chariot indeed gains 1 bonus movement when they start on flatland. Also, it is confirmed that it is heavy cavalry.

Spoiler :
a37ee08c9a8904ea1f8954c3d519a5f8.png
 
Wait, so this makes Egyptian Chariot so much less fun? That's really disappointing.

Also why can't they just simply split The Early cavalries into Melee and Ranged units?
 
I believe the Egyptian war chariots are ranged units while the normal heavy chariot is a melee unit.
 
Industrial roads reduce movement cost by 25% (seems a bit low, but I like that we can't just zip all over the map as easily)

Well, it's Industrial (19th century), not Modern or Atomic. As an example, just after World War I, there was an expedition of Army cars (which involved then Major, later President Dwight Eisenhower) crossing the USA from Washington D.C. to San Francisco. They averaged less than 6 miles per hour. The real zipping around should come in the late Modern or early Atomic era, when countries started to build nationwide highway systems.

But it could be coded as 1 food per 2 farms, rounded down. I don't really think that's the case if wording is indeed "+1 food if three farms are adjacent" - more likely there's an additional +1 food also from fresh water - but either can be consistent with the information we have.

I agree with you and I think it is just a badly worded version of "Farms get a minor adjacency bonus from other farms". Which might get upgraded in the Industrial era to "Farms get an adjacency bonus from other farms".

Moderator Action: Two posts by same user in rapid succession merged.
 
The Egyptian chariot is still much faster and is a ranged rather than a melee unit.

One for Arioch (you have this unclear on your site, so I guess nobody posted this SS before): Heavy chariot indeed gains 1 bonus movement when they start on flatland. Also, it is confirmed that it is heavy cavalry.

Spoiler :
a37ee08c9a8904ea1f8954c3d519a5f8.png
Thanks.
 
Well, it's Industrial (19th century), not Modern or Atomic. As an example, just after World War I, there was an expedition of Army cars (which involved then Major, later President Dwight Eisenhower) crossing the USA from Washington D.C. to San Francisco. They averaged less than 6 miles per hour. The real zipping around should come in the late Modern or early Atomic era, when countries started to build nationwide highway systems.

To be fair, most of the roads that the US Army 'convoy' traversed west of the Mississippi were not even "Industrial', they were unpaved dirt roads title better than 'Medieval'!. And Eisenhower's experience with that convoy and those roads was one of the contributing factors to his pushing for the Interstate Highway System when he was president.

'Industrial' I suspect means the MacAdam process graded, well-drained roads with stone or gravel paving. Hard surface ('tarmac') roads didn't come along until the end of the 19th century, which in Civ VI seems to be the beginning of the Modern Era. The really modern concrete multi-lane highways start in the 1930s, with the Pennsylvania Turnpike in the US and the first German autobahns.
If Civ VI gets this right, the Industrial Road should give a slight boost in speed, while the Railroad and Modern Road should give a Major boost in speed but also require a lot more maintenance cost.

Also, since Roman Roads were functionally very similar to the MacAdam type, Roman Engineers/Legions should be able to build Industrial Roads quite a few centuries ahead of anyone else!
 
Hmm, Arioch has it worded as "+1 Food for each farm when 3 are adjacent" - I don't recall if that is the exact phrasing or if he paraphrased it - which would imply flat +1 either for simply having 3 adjacent farms or +1 for each adjacent farm when 3 or more exist.

Though now that I've thought about it more, the screenshot implies that it is +1 for the 3 adjacent *and* +1 for each additional.

Could it be 2 base yield + 1 for farm + 1 for adjacent farms + 1 for access to fresh water?
 
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