Screenshot analysis!

Also, Oxford University will not be in the city of mainz (or New York or Kyoto) it will be on a tile... that tile will be the "town/minor city/suburb of Oxford"..which was totally unimportant until a University was built there.

This. Just consider the tile where the University is built is the "Oxford" district and it's fine:) Like all the districts in fact, which seems small suburban towns (harbor district > Ostia, etc)
 
There was a thread related to trading great works, but I can't find it, so I post it here. In newest episode of PCGamesN playthrough, they actually BUY great work for 20 gold (after refusing paying with open borders). It is not clear whether its a permanent thing though.

Spoiler :
55b2975d113760deb27ac74f88a74002.png
 
It was show in a previous playthrought (with France I guess) where Teddy was obsessed by a Relic (a skull) and was constantly trying to buy it for 20 gold.
 
I hope it's a bug where the AI values it wrongly and that after they fix it the price should rather be 600 gold.

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It was show in a previous playthrought (with France I guess) where Teddy was obsessed by a Relic (a skull) and was constantly trying to buy it for 20 gold.

I know, it happened also to Marbozir, my point was that here they actually bought it.

I hope it's a bug where the AI values it wrongly and that after they fix it the price should rather be 600 gold.

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Yep, this is another thing. It seems totally off.
 
They seem to be really scared of allowing slinshots with all the free techs and eurekas being random.

While on one hand slingshot arent great Im not so sure randomness is cooler.
If the problem is getting free techs... why not simply not have free techs.
 
By the way, Arioch's list of wonders (http://well-of-souls.com/civ/civ6_cities.html#wonders) is missing the effect of Great Zimbabwe, which we've known for a while:

Great Zimbabwe:
+ 1 Trade Route Capacity. Trade routes from this city generate +2 gold for every bonus resource in this city's territory. Must be built adjacent to Cattle resource and Commercial Hub with Market. + 5 gold. + 2 Great merchant Points per turn.

From http://forums.civfanatics.com/showthread.php?t=569147.

So the wonders we still don't know about are:
Broadway
Christo Redentor
Estadio de Maracanã
Syndney Opera House
The wonder unlocked at Opera and Ballet (Bolshoi Theater?)
The wonder unlocked at Natural History (The Hermitage?)
 
It's generally a common observation that V is a slower game than previous titles in the series in most respects, because of 1UPT. If units were produced at the same speed in V as they were in past games, the map would fill up very quickly. And yes, it is slower to move those units.

This ^^^^^

I play marathon on huge maps and so I like my games being slow and epic; but I am looking forward to the tinkering with 1UPT in VI.
 
Did we have this info on forts before?

Also, it says "Roman fort", so could standard fort be different (less powerful)?

Spoiler :
96ad73e7ff477e53dea7ad1ef46a666f.png
 
Did we have this info on forts before?

Also, it says "Roman fort", so could standard fort be different (less powerful)?

Spoiler :
96ad73e7ff477e53dea7ad1ef46a666f.png


It's probably the special version for the Legion available earlier and otherwise indistinguishable.
 
Did we have this info on forts before?

Also, it says "Roman fort", so could standard fort be different (less powerful)?

Spoiler :
96ad73e7ff477e53dea7ad1ef46a666f.png
No ... also, +4 defense seems pretty lame, so I really don't hope normal form is even less powerful?
 
No ... also, +4 defense seems pretty lame, so I really don't hope normal form is even less powerful?

How is it lame?

+4 alone seems to have solid impact from what we've seen.

But you also get automatic fortification bonus for any unit standing there. Which means that you can replace (heavily damaged) unit which was defending a choke-point with next one (fresh) and still get the fortification bonus same turn - which was impossible in Civ 5, if I understood it correctly (I always thought fortification bonus applies from the next turn on).
 
No ... also, +4 defense seems pretty lame, so I really don't hope normal form is even less powerful?

A constant buff is actually a lot better. This means that the early game will benefit from forts, and late game wont be getting much use of forts. Who uses forts today? No one... yet another good change.
 
How is it lame?

+4 alone seems to have solid impact from what we've seen.

But you also get automatic fortification bonus for any unit standing there. Which means that you can replace (heavily damaged) unit which was defending a choke-point with next one (fresh) and still get the fortification bonus same turn - which was impossible in Civ 5, if I understood it correctly (I always thought fortification bonus applies from the next turn on).
+4 seems lame considering that a swordsman has something like 35 in CS if I'm not mistaken - so this is roughly a 10 % bonus. You might have a point about the instant fortification bonus being valuable, I never really looked into the specifics on how the Civ5 version worked, but the text says +50 % combat strength for defending unit which to me seems a whole lot better than +4 flat bonus even if you don't get to fortify on the fist turn (couldn't you do that if you had a road, or did it take a full turn to fortify?).
 
People are forgetting that strength in Civ 6 is no longer about ratios but rather absolute differences.
 
A constant buff is actually a lot better. This means that the early game will benefit from forts, and late game wont be getting much use of forts. Who uses forts today? No one... yet another good change.

+4 seems lame considering that a swordsman has something like 35 in CS if I'm not mistaken - so this is roughly a 10 % bonus.

You guys have been locked in the prison for last month or what? How could you possibly not know known details about battle calculations in Civ6 :D

As far as we know there are only +X bonuses in Civ6, and battle outcome depends on difference between units strengths, not ratio. I.e. 40 vs 30 equals 80 vs 70, not 80 vs 60. So fort is equally valuable in the late game and +4 should make a difference.
 
Fortification bonus + 4 strength just from standing in the fort is extreamly powerful. In total that is maybe +10 strength or so (do not know how much the fortification bonus is).

A legionary standing in a fort is pretty much unkillable, it will have like 50 strength and it can even attack from the fort while still keeping the fortification bonus so the enemy can basically not counterattack it. This mean a few legionaries in forts can block a whole army.
 
Fortification bonus + 4 strength just from standing in the fort is extreamly powerful. In total that is maybe +10 strength or so (do not know how much the fortification bonus is).

A legionary standing in a fort is pretty much unkillable, it will have like 50 strength and it can even attack from the fort while still keeping the fortification bonus so the enemy can basically not counterattack it. This mean a few legionaries in forts can block a whole army.

It's unlikely you can build forts in enemy lands, but if you could, you could do some really cool recreations of the Siege of Alesia :lol:
 
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