War support is a diplomatic effect for wars. If you surprise attack a civ without cause, they get more support, which gives you combat adn production penalties. Additionally, a civ gan add support to other civs who are in wars that they aren't involved in.
Yeah resources are all just “resources” now, but they all confer different kinds of bonuses to the city that receives them. I say receives because you can collect some dates in the capital and send it to a second city to give that city bonus food and happiness.
Also, strategic resources are not needed to build horsemen/swordsmen/etc. You can build them by default, but owning those associated resources makes them stronger.
This is a great change. Not having a resource to build your UU in past Civs could really damper why you were playing them in the first place. It would also really hurt the AI, as they wouldn't be as good at getting and improving them in the late game. Limiting the number of troops you could build was also annoying. If you didn't have oil or aluminum in the late game, you were at a severe disadvantage against someone who did.
Changing it to production boost/combat bonus for having the resource rewards you for having it, while making the punishment not binary for missing it is the right move.
Curious if they will bring back buildings that boost luxury resources like Civ 5 had.
There's lots of little micro terrains. In the B Roll footage, you can see at one point the tooltip for a Sagebrush Steppe or something like that in the desert by the Egyptian city.
There’s a screen shot of it somewhere. Fortifications seem to be multi-hex affairs, with the one I saw taking up 7(?) spaces around a commander and his deployed army. With a ring of wooden spikes sprouting from mounds of earth.
There's lots of little micro terrains. In the B Roll footage, you can see at one point the tooltip for a Sagebrush Steppe or something like that in the desert by the Egyptian city.
Given all the disasters we've seen in-game and the new Crisis mechanic...I wonder if one of the Modern Age crises is a huge influx of natural disasters. Would be cool if the "crisis culminates" was some mega-disaster like sea-level rise or something like that, which would work well with the new terrain height.
My only concern is that it may sacrifice terrain readability. Barring hills potentially, it was pretty easy to look at a tile in Civ6 and know what its yields would be; in Humankind, there were so many different terrains and modifiers that it was hard to discern that without mousing over the tiles or having yields turned on (at least for me) - this may have been compounded by the visuals though.
My only concern is that it may sacrifice terrain readability. Barring hills potentially, it was pretty easy to look at a tile in Civ6 and know what its yields would be; in Humankind, there were so many different terrains and modifiers that it was hard to discern that without mousing over the tiles or having yields turned on (at least for me) - this may have been compounded by the visuals though.
From what I've seen, from a cinematic low-angle view the terrain looks gorgeous but somewhat hard to read, whereas from the normal top-down playing view it looks pretty readable.
My only concern is that it may sacrifice terrain readability. Barring hills potentially, it was pretty easy to look at a tile in Civ6 and know what its yields would be; in Humankind, there were so many different terrains and modifiers that it was hard to discern that without mousing over the tiles or having yields turned on (at least for me) - this may have been compounded by the visuals though.
It's much too early to say anything definitive, but what we've been shown so far, Civ7 looks more readable than Civ5 and much, much more readable than HK, but maybe less readable than Civ6. (I do love how clean Civ6's visuals are.)
My only concern is that it may sacrifice terrain readability. Barring hills potentially, it was pretty easy to look at a tile in Civ6 and know what its yields would be; in Humankind, there were so many different terrains and modifiers that it was hard to discern that without mousing over the tiles or having yields turned on (at least for me) - this may have been compounded by the visuals though.
Yeah, in reviewing a lot of this footage frame-by-frame I'm gobsmacked at how gorgeous everything is...but it is all so very busy. It will take some time to learn to parse out the gameplay-relevant information from all the pretty details for cities and terrain, I think.
EDIT: I hope they bring back the Strategic View from Civ6:
Something about the angle of Civ6's strategic view gave me a headache, but I'm very sensitive to that kind of thing. I also get motion sickness very easily (including from games).
Playable Map Area: Ages determine the overall size and scope of the playable map, expanding as the player transitions into new Ages.
So... there's the implication here that when you're exploring during the first two Ages there will be some kind of artificial barrier that prevents you from exploring the entire world. That seems like it will be incredibly artificial... especially during the Exploration Age when you should historically be able to circumnavigate the globe.
I don't know if this has been pointed out elsewhere, but the Mortuary Tomb unique building for Egypt has the descriptor "Ageless" in the description; this implies that some buildings may become obsolete or get destroyed upon advancing to a new Age.
It would be interesting to see what later-Age settlement would look like. In previous Civs, even when founding a city in the Modern Era you had to go through the motions of building Monuments and Colosseums. If these buildings are obsolete in later Ages in Civ7, that implies new cities will have a different building pathway. Maybe later cities already start with some default buildings? Do obsolete buildings in older cities get automatically upgraded to their newer versions or do you have to do that manually?
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