Screenshot stills from the video: more content

Still a problem?
No prob, thanks, I made them myself.

More weirdness: sailing requires pottery?
Writing requires pottery?
Mathematics requires archery?

Perhaps not in the hard sense, but what comes first and loosely connected to the later one:

like first there was clay/stone made objects... then they carved into clay/stone tables/walls: writing

as for sailing, I have no clue -
but wait, what if sailing mainly means "trade with ships"?
Then first you have pottery made containers, then trade by ships... uh... hmmm... ;)
 
Wasn't pottery required for sailing(or the equivalent) in civ1 or civ2?

edit: You need fresh water, while you're sailing. And you need pottery to contain the water.
 
More weirdness: sailing requires pottery?
Writing requires pottery?
Mathematics requires archery?

Some (tenuous but possible) reasons for those connections...

For me, Sailing has always been mainly a trading tech and the use of pottery containers for shipping trade goods was important.
Maybe the pottery-writing connection is the need to create clay tablets before the use of papyrus.
I'm guessing they are thinking about the use of mathematics in ballistics and the path of the arrow in flight leading to advances in that area.

Hey...I did say they would be tenuous. :)
 
For me, Sailing has always been mainly a trading tech and the use of pottery containers for shipping trade goods was important.
Maybe the pottery-writing connection is the need to create clay tablets before the use of papyrus.
I'm guessing they are thinking about the use of mathematics in ballistics and the path of the arrow in flight leading to advances in that area.

I agree a tenuous link can be made... but its a big stretch.

Lets hope then that there is a Fishing tech in tier0 that allows you to work water tiles. Ridiculous to think you can't catch fish without pottery.
But then... pottery requires fishing???
 
You put fish on a plate. No fish, no plates, no pottery.

:think:

Nope, that's the best I can do.
 
Another thing; does anyone else find the ages odd?
Currency, metal casting, civil service, engineering are *medieval*?

So what was ancient Rome, or Greece?
 
I think a lot of the techs we have lost (although not all) were what I would call 'fluffy' techs...not really advances in technology so much as changes to the social structure of your Civ, these appear to have been moved in some form to the new social policies tree.

I always found it strange treating things like polytheism, monarchy and divine right as techs so this seems like it could be a good move.
 
Well there probably are more Eras, since we've only seen the beginning of the tech tree:
4 tiers are visible at a time
the tab is 2 inches, the whole thing is 9 inches
so I'd guess 16-18 Tiers (taking some off for the blank space at the ends)

I'm thinking
Ancient-2 or 3 Tiers (I'm not sure they have any tiers on the far left, since there are no prerequisites there.... Agriculture/Fishing/Mysticism may be eliminated... you Start with those abilities... just like you start with Barracks, Warriors, Settlers and Workers)
Classical-1 Tier
Medieval-2 Tiers (900-1300)
Renaissance-2 Tiers (1300-1600)
Enlightenment-2 Tiers (1600-1800)
Industrial-2 Tiers (1800-1950)
Atomic/Space-2 Tiers (1950-1990)
Information-2 Tiers (1990-2010)
Future-2 Tiers (2010+)

That would give 17-18... and a few Eras could still be dropped to 1.

Of course another thing to remember is this tree will be rebalanced before release

Side note: the Tree does seem to have the same upper/lower split (lower=production/military, upper=economic/cultural)
 
Another thing; does anyone else find the ages odd?
Currency, metal casting, civil service, engineering are *medieval*?

So what was ancient Rome, or Greece?

I think they shuold've gotten rid of the ages. They are an arbitary classification of tech levels that only vaguely applies to europe. The chinese invented among other things the printing press and gunpowder and had an advanced bureaucracy without ever "inventing" alphabet.
 
these appear to have been moved in some form to the new social policies tree.
I'm fine with this in general. Its just a shock seeing so much emptiness. And hard to see enough places for lots of military units and wonders.

Where will all the military units go? Lots of those governmental techs were unit pre-reqs in Civ4.
The military techs are going to be pretty condensed.

Renaissance-2 Tiers (1300-1600)
Enlightenment-2 Tiers (1600-1800)
Industrial-2 Tiers

Would be nice. This has always been the weakest part of Civ, brushed over in too much of a rush.
A distinction between renaissance, enlightenment and industrial revolution is strongly needed.

I'd be more than happy with a condensed medieval if this were expanded.

2 tiers for 1800-1950 sounds terrible though.
I would hope more like: industrial (1800-1930) 2-3 tiers
20th century (1930-1980) 2-3 tiers
Information (1980-2010) 1 tier
Future (2010-2050) 2 tiers
 
I'm fine with this in general. Its just a shock seeing so much emptiness. And hard to see enough places for lots of military units and wonders.

Where will all the military units go? Lots of those governmental techs were unit pre-reqs in Civ4.
The military techs are going to be pretty condensed.



Would be nice. This has always been the weakest part of Civ, brushed over in too much of a rush.
A distinction between renaissance, enlightenment and industrial revolution is strongly needed.

I'd be more than happy with a condensed medieval if this were expanded.

2 tiers for 1800-1950 sounds terrible though.
Information (1980-2010) 1 tier
Future (2010-2050) 2 tiers
maybe

Ancient-2 Tiers
Classical-1 Tier
Medieval-2 Tiers (900-1300)
Renaissance-2 Tiers (1300-1600)
Enlightenment-2 Tiers (1600-1800)
Industrial-2 Tiers (1800-1900)
Global-1 Tier (1900-1950)
Atomic-1 Tiers (1950-1990)
Information-1 Tier (1990-2010)
Future-2 Tiers (2020+)
 
Global-1 Tier (1900-1950)
4-6 techs for ww1-ww2, including fighters, bombers, modern warships, infantry, machineguns, tanks, radio, rockets, modern artillery, combustion/refining, modern medicine (penicillin!), modern physics, electronics, refrigeration, mechanized agriculture, etc. etc.
Seems light.
[Even once you take out social/cultural/political, like communism and fascism]

16 tiers total seems low too; average of 5 techs per tier means 80 techs.
 
I also took some stills from the video. I'll try not to duplicate what has already been posted, and only highlight things I haven't already seen posted here. Some of this could maybe be added to the confirmed info thread if it isn't already. Here are ten stills with comments about what I inferred from them.



1. Here we see bananas, plantations, and the longswordsman unit.
Spoiler :
bananas.jpg



2. Not really significant, but notice the battle result shown. Shows the damage system sort of (the cavalry took 1 damage point).
Spoiler :
battleresult.jpg



3. This shows the pop-up message about city combat (no real new info). Also, there is still the symbol showing connection to the capital (trade route). Also notice that in the tile information for where the mouse is hovering, it shows "Trade route!!". This reinforces the idea that roads will be like in CivRev, only able to build one between each combination of cities.
Spoiler :
beseigedtraderoute.jpg



4. If you look at Kyoto, you can see a pretty clear representation of its health/damage points.
Spoiler :
cityhealth.jpg



5. Here we see that cities can conduct offensive ranged attacks (probably just one per turn like units). Also, if you look at the top bar, you can see the purple numbers 922/890 (+14). Purple seems to represent culture in Civ V. I think this means that the player has surpassed a milestone allowing them to choose a new social policy, supported by the "adopt policy" bottun above the mini-map. Speaking of the top bar, I also noticed a frame not shown here where next to the red resource numbers, it says "resource deficit" or something, confirming the suggestion already made that it was thrown together in worldbuilder, and the red numbers mean there are more units than certain resources (and maybe they would be disbanded or something at the end of the turn).
Spoiler :
cityrangedattack.jpg



6. Not really significant at all, just notice the info "we have luxury resources to trade". So I guess those are just minimized when the screenshot was taken. I'm really curious what's under the "other players" category. Maybe just the same old "stop trading with X" and "go to war with "x".
Spoiler :
luxuryavailable.jpg



7. Don't know if this was pointed out before, but we can see here that the pikeman gets a negative terrain defense modifier, which is new (for defense).
Spoiler :
negativeterrainmodifier.jpg



8. This illustrates the promotion system, which looks pretty similar to Civ4. If you watch the video slowly, you can see those triple chevrons blinking upward. When he clicks on that bar, it reveals the two available promotions above. The existing promotions can be seen in the bar below. Also, notice the tile information "4 Horses". And visually there are four horses in the pasture. So maybe this indicates that each horse tile provides maybe 5-6 horse resources. So it would actually be 1 horse resource per horse unit, rather than 5:1 or something. Interesting, more intuitive way to represent it in my opinion. In picture number 5, you can see a pasture with only 2 horses running around. So I think the number of horses total you see in all your pastures represents how many more horse units you can build. So maybe if you've maxed out your horse units, you won't see any horses in your pastures. Make you wonder whether they would try to represent the same thing with iron for example, a certain number of chunks of iron sitting on the tile or something?
Spoiler :
promotion.jpg



9. This just seems to very clearly show a ranged attack radius for the selected unit.
Spoiler :
rangedattackrange.jpg



10. Screen capture of the tech tree when "Trapping" is being hovered over. Confirms the camp and trading post improvements. Deer, ivory, and fur resources. The trading post creating gold as a tile improvement suggests that gold producing cottages are gone.
Spoiler :
trapping.jpg
 
you watch the video slowly, you can see those triple chevrons blinking upward. When he clicks on that bar, it reveals the two available promotions above.
Only two available promotions? Laaaame. Not much customization.

Also, notice the tile information "4 Horses". And visually there are four horses in the pasture. So maybe this indicates that each horse tile provides maybe 5-6 horse resources
Wha..?
Wouldn't this indicate that a tile with a horse feature, and a pasture, would provide 4 horse resources (ie enough for 4 cavalry units)?

So I think the number of horses total you see in all your pastures represents how many more horse units you can build.
Maybe, or it could just be that being that the way the river goes in 5. means there isn't as much space, so only 2 are displayed. Individual tiles are displayed differently depending on what is around them; there is considerable artistic blending across tiles.

I don't see how your theory would work well, because your resources are tracked at an empire level not an individual tile level, and because then if you were consuming all your horses the pastures would be empty (so it wouldn't be clear that it was a horse tile).
 
Only two available promotions? Laaaame. Not much customization.


Wha..?
Wouldn't this indicate that a tile with a horse feature, and a pasture, would provide 4 horse resources (ie enough for 4 cavalry units)?


Maybe, or it could just be that being that the way the river goes in 5. means there isn't as much space, so only 2 are displayed. Individual tiles are displayed differently depending on what is around them; there is considerable artistic blending across tiles.

I don't see how your theory would work well, because your resources are tracked at an empire level not an individual tile level, and because then if you were consuming all your horses the pastures would be empty (so it wouldn't be clear that it was a horse tile).


About the promotions: I would guess it'd branch out from there, like how combat 1 unlocked stuff in IV.


About horses:

Before seeing this screen, I assumed each horse tile would count as one horse resource. And each horse resource would support perhaps five horse units. And somewhere it would just show how many extra horse units you can still build, or how many you are over the limit.

After finding this still, I started getting this idea of a more interesting system. You may be right that my theory is way off. But to clarify what I meant.. each horse tile by default has say 5 horses running around. If you build pastures on a few, and then build a few horse units, it would take one or two horses out of each pasture. Enough in total to meet your global horse need. That way, it's really easy to tell visually how many extra horse units you can build. Also, it makes for a very easy way of seeing how many extra horse units your enemy can build.

Now that I think about it more, I see two potential problems with my idea. One, I'm not sure how they would represent the same thing for certain other resources. Two, how would it show it if you were importing excess horses. You wouldn't have enough pastures to fit them all.

However, I still wonder what the "4 horses" means in the tile info in that screenshot. It isn't the overall net quantity of horses, because that's displayed in the top bar (10 horses). Really, the only thing I can think of is that that tile contains 4 horse resources (either total, or after subtracting build horse units). And it may or not be visually represented by the number of horses running around. So I still think each tile with a resources provides multiples of that resource, and that it's 1 resource per 1 unit.


EDIT: Also, look at picture 4. There, one tile has 2 horses, one has 4. I don't see any obvious reason (river, etc) that it's just space related. Though it could just be random, so that they don't all look the same. One possibility is that some tiles with resources provide more of that resource than others. But I highly doubt that, because it would be really weird and doesn't fit with what we've been told so far in previews.
 
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