Finally. Civ gives us a 'musketman' that can be precisely identified. These are matchlock musketmen, and since they aren't shown with forked musket rests, they are carrying the 'lighter' musket from roughly after 1640 CE (typical of the English Civil War rather than the start of the Thirty Year's War) The wide-brimmed hats are a little more typical of French or Spanish troops than German or English, but not exclusive. And since they are not carrying pre-loaded 'charges' of gunpowder and ball in paper or cloth or wooden 'cartridges' they are really earlier than the 1670s, after which they should have the 'twelve apostles' - 12 pre-loaded charges slung from the leather strap over their left shoulder.
I fear the leader attributes alone are enough to keep the game imbalanced forever... but maybe, hopefully, they add a lot to replayablity and fun.
Finally a look at the Expansionist attribute tree.
I don't think weve seen anything about game speeds.On unexpected (unexpected for me at least) consequence of ages is that the auto-upgrade of units at the start of each age means that unlocking units in the prior age is optional - there's no game-long penalty if you miss one or two. This, along with the mastered version of some units, means that we're getting some more fine graining than ever before, with more frequent and smoother jumps. This is great for fixing things in a particular historical context!
But how will it affect strategy? The old way to start a war with advantage: a beeline to a new powerful unit followed by a mass upgrade and a ~20 turn window before anyone can match you, might not be so dominant anymore. Which is probably good, because it always felt like a rather gamey exploit and was very strong on slow speeds but almost impossible on fast ones. Now you'll have to really out science / culture someone to have a dominant unit advantage, and even that is limited by ages. I wonder if this will make the AI feel stronger, even if it's no smarter?
On that note, what do we know about the different game speeds of Civ7?
That's still possible, it will just be beeline to powerful unit that's 2/3 through the age and use it in the 20 turns before the Age ends to get a bunch of territory which you then use in the next age.On unexpected (unexpected for me at least) consequence of ages is that the auto-upgrade of units at the start of each age means that unlocking units in the prior age is optional - there's no game-long penalty if you miss one or two. This, along with the mastered version of some units, means that we're getting some more fine graining than ever before, with more frequent and smoother jumps. This is great for fixing things in a particular historical context!
But how will it affect strategy? The old way to start a war with advantage: a beeline to a new powerful unit followed by a mass upgrade and a ~20 turn window before anyone can match you, might not be so dominant anymore. Which is probably good, because it always felt like a rather gamey exploit and was very strong on slow speeds but almost impossible on fast ones. Now you'll have to really out science / culture someone to have a dominant unit advantage, and even that is limited by ages. I wonder if this will make the AI feel stronger, even if it's no smarter?
On that note, what do we know about the different game speeds of Civ7?
It looks as though they can get individualized-looking soldiers by having 3 boot types, 3 hat types, 3 facial hair types, 3 sleeve types, etc and then mix-n-matching them.
But how will it affect strategy? The old way to start a war with advantage: a beeline to a new powerful unit followed by a mass upgrade and a ~20 turn window before anyone can match you, might not be so dominant anymore. Which is probably good, because it always felt like a rather gamey exploit and was very strong on slow speeds but almost impossible on fast ones. Now you'll have to really out science / culture someone to have a dominant unit advantage, and even that is limited by ages. I wonder if this will make the AI feel stronger, even if it's no smarter?
On that note, what do we know about the different game speeds of Civ7?
Ed said the Exploration Age stream was on Standard Speed, unlike other streams which are often at Quick Speed.On that note, what do we know about the different game speeds of Civ7?
And one more question. What is the actual benefit of moving the capital other than possibly upgrading a town into a city?
Considering that it's a free action, it's probably purely a roleplaying factor, although you may benefit from having access to the coast in your capital at the beginning of the Exploration Age.I'm curious about this, too. The last time I recall a material reason to move your capital around was when corruption was a game mechanic that caused diminishing returns on gold/science/happiness for cities the further those cities were from your capital. There's probably been something since that I'm forgetting, but I don't recall being motivated to move my capital since. I'm looking forward to hearing whether Civ 7 has a reason to change your capital, other than for flavour or to boost a town into a city for free.
Capital switching happens during the Age transition. It's one of the options at the bottom of the legacy list and costs zero legacy points.In the past capital switching was done via a build option, so it's likely something like that, in which you have to spend production or gold.
Presumably the palace and city hall provide some kind of bonuses, but I haven't seen what they are. (You can try to reverse-engineer them from the few yield shots we have, but I think there are too many potential variables for that to be reliable.)
I know, but that's not necessarily the only way it can happen.Capital switching happens during the Age transition. It's one of the options at the bottom of the legacy list and costs zero legacy points.
Old Glory, one of the largest manufacturers of miniature (wargaming) figures in the USA, started this 'way back in the 1980s: producing a 'standard' figure with 4 - 5 facial/hat variations, a few changes in posture, a couple of variations in costume: even a simple 5 x 3 x 3 gives you 45 potential variations, which is enough to make every single 10 - 30 man unit distinctive. - And that's before you even worry about color variations in uniforms, plumes in the hats, flags, etc.It looks as though they can get individualized-looking soldiers by having 3 boot types, 3 hat types, 3 facial hair types, 3 sleeve types, etc and then mix-n-matching them.
Where did you get this Musketeer model? a videofeed showing this unit? (and I Think this is generic choice rather than unique 'Tercio'. to me Tercio is comvined arms.
Also, these matches are best be longer. But still, modelling challenge to me how to run a match chord around a musket using Blender. And frankly, running a rigging rope when doing sail ship model (and even galleys) isn't really easy.They are also shown a suitable distance apart: those prominent 'ropes' or matches dangling from the lock of their muskets should be smouldering, since they had to keep them lit throughout the battle, and they had to keep a good distance from each other to avoid accidentally setting their neighbors or themselves on fire while trying to reload. The Manual of Arms for reloading had over 40 movements, most of which were concerned with Safety rather than Loading: since they handled loose gunpowder constantly, their clothes became impregnated with gunpowder dust making an accidental contact with a live flame even more exciting than usual!
This is from today's video short. And yes, it appears to be a Musketman and not a Tercio. (Although the figure model looks pretty much the same between the two.)Where did you get this Musketeer model? a videofeed showing this unit? (and I Think this is generic choice rather than unique 'Tercio'. to me Tercio is comvined arms.
Also, these matches are best be longer. But still, modelling challenge to me how to run a match chord around a musket using Blender. And frankly, running a rigging rope when doing sail ship model (and even galleys) isn't really easy.
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^ Just finished yesterday.
And @Boris Gudenuf . why generic 'European' Musketeers always wear leather gloves? and tell me about this leather vest. Is it 16th-17th C. Fashion or it provides some protection against blades (or doesn't it?)
is it a Tiktok or what? It doesn't show on my Firefox browser (PC).This is from today's video short. And yes, it appears to be a Musketman and not a Tercio. (Although the figure model looks pretty much the same between the two.)
There's a version on YouTube and on Twitter.is it a Tiktok or what? It doesn't show on my Firefox browser (PC).![]()