Screenshot analysis!

Harbor district screen:
- Citizen yield is 2 gold and 1 science
- Adjacency bonuses +1 gold for each resource, + 1 gold for every 2 districts
- Surprisingly, you can build it on a lake
- Extra trade route capacity for all civs is confirmed (was likely and may have already been confirmed)

Spoiler :
harbor.png
 
Amsterdam's city-state info:

Spoiler :
Screen_Shot_2016_09_07_at_4_49_53_PM.png


Some great people:

Spoiler :
Screen_Shot_2016_09_07_at_4_33_48_PM.png
 
Harbor district screen:
- Citizen yield is 2 gold and 1 science
- Adjacency bonuses +1 gold for each resource, + 1 gold for every 2 districts
- Surprisingly, you can build it on a lake
- Extra trade route capacity for all civs is confirmed (was likely and may have already been confirmed)


Hmm, I wonder if they're going to require a minimum size lake to allow a harbor on it. It would seem odd to have that on a one-tile lake.
 
It's quite confusing to me that "Ranger" is the name of a promotion and a unit.
 
It's quite confusing to me that "Ranger" is the name of a promotion and a unit.

:lol: True! Sometimes their creativity astounds me. :rolleyes: It's the verbal equivalent of giving Seoul and Taoism the same icon. There are other symbols from Korean history Firaxis!
 
It's quite confusing to me that "Ranger" is the name of a promotion and a unit.

That's assuming these are promotions for all recon units and not merely the promotions for the Scout (and a "Ranger" has a different promotion tree)
 
That's assuming these are promotions for all recon units and not merely the promotions for the Scout (and a "Ranger" has a different promotion tree)

Well they did say outright that Scout upgrades into Ranger, and I think we've been told that units keep their promotion upon being upgraded.
 
so basically the "scout" path or the "commando" path

I never imagined using the policy card for double experience for Recon Units (Survey), but having seen these promotion options, I imagine using it over the +5 vs barbs card every time.

I'm just salivating at the thought of Rangers in the mid-game with the Guerrilla and Ambush promotions. 65 base and 80 ranged strength with move after attack? That's going to be so dominant. Pretty thrilled by these cool promotions.
 
Hmm, I wonder if they're going to require a minimum size lake to allow a harbor on it. It would seem odd to have that on a one-tile lake.

You would think it should need more than 1 lake tile, but probably won't.

So this makes me realize you should be able to have infinite trade routes, a pretty substantial change from Civ 5, right? (Note, I haven't seen any techs that say they unlock additional trade routes, it seems like +1 per Harbor and +1 per Commercial Hub.) Meaning 2 per city if you're near the coast plus a few from wonders, probably. It also seems like the gold cost of units is relatively lower (compared to production cost) than in Civ 5, but I'm not sure.

I don't know if we have confirmation yet that sea trade is worth more than land trade, but suspecting that it will, coastal/naval civilizations focused on dominating trade could be incredibly powerful, just drowning in gold. Imagine having 12 cities, 24 trade routes, 15+ gold per route...
 
Can we get screenshots of the new Tech and Civic trees? There were a lot more icons during this livestream.

Also, does the Colossus seem super weak compared to the other Wonders to anyone else? +1 Trade route and a Trader, and a little bit of gold...so, a Harbor? Should be +2 trade routes or make all trade routes to that city provide +1 gold for both parties, at least.
 
Can we get screenshots of the new Tech and Civic trees? There were a lot more icons during this livestream.

Also, does the Colossus seem super weak compared to the other Wonders to anyone else? +1 Trade route and a Trader, and a little bit of gold...so, a Harbor? Should be +2 trade routes or make all trade routes to that city provide +1 gold for both parties, at least.

Well, remember that all wonders generally give bonuses to adjacent districts, so a Colossus built on a coastal tile could also impact a building on shore. But an extra trade route is still pretty fly, and of course, it's possible your competition for it will be slight if other civs aren't on the coast. Extra trade routes mean food/hammers/gold/faith/science, depending on where it's going, that that's always good.

Plus, more roads. I think one extra trade route, plus adjacency bonuses, is pretty sweet.
 
Trade routes don't necessarily seem easy to come by in the game.
 
Trade routes don't necessarily seem easy to come by in the game.

It requires work; the main thing I've seen increasing these are:

1. Harbor Districts / Unique Districts replacing Harbors.
2. Commercial Districts / Unique Districts replacing Commercial ones.

Both of these increase the trade route cap by one.

It basically means by the Renascence era you'll probably want every city to have a commercial district plus every city near an ocean to have a harbor district just for the additional trade routes, but early on when there's not much yield from trade routes there's more important districts.
 
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