Small Observations General Thread (things not worth separate threads)

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Quick translation:

ESPIONAGE REPORT

OPERATION SUCCESSFUL
SPY DISCOVERED

You have discovered that Augustus is carrying out the espionage operation Military Infiltration against you. Because of this discovery, Augustus receives a -4 influence penalty for 10 rounds. They have gained the following effect: They have received visions of our commanders.
 
Small detail, but I found it really funny that the wonder building animation decided to give the nave and the crossing of Notre Dame a flat ceiling rather than the usual vault.

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Quick translation:

ESPIONAGE REPORT

OPERATION SUCCESSFUL
SPY DISCOVERED

You have discovered that Augustus is carrying out the espionage operation Military Infiltration against you. Because of this discovery, Augustus receives a -4 influence penalty for 10 rounds. They have gained the following effect: They have received visions of our commanders.
Oh, very interesting. An Influence penalty for espionage going wrong.
 
I am feeling that one complaint you could levy against Civ7 (and I will) is that they have gone for flavour over gameplay too much of the time. Unlocks are probably the clearest example, Mexico's or Spain's makes sense if you want something flavourful, but has 0 relationship to gameplay.
I'm not sure how much those unlocks should be related to gameplay. You have 2-3 options unlocked by default, so it's not like you're totally depending on them. And if your plan involves a civ like Mexico, while not having historical unlock from leader or previous civ, you totally could target those conditions. They are like city-state quests - not always fit your default gameplay, but it actually creates some choices.
 
(and a Canada would be Tundra in the Distant Lands** hopefully as a 4th age civ though)
Maybe we could get Samuel de Champlain to compensate for our lack of French leaders.
 
Curious that the Hospital creates -3 Happiness.
I'm not up to date on buildings tbh, but I thought that many buildings have a happiness maintenance (in addition to gold). I'm surprised that you of all people are surprised by it. Was I wrong?
 
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Translation:

Unlocked

Civilization

These people who live on the river are also skilled horsemen... It can be said that they are experts in roaming and wandering. Most importantly, these people yearn to move. For now, this is very beneficial to the Han Dynasty's ports and markets, but who knows what ambitions these wanderers harbor in their hearts?

Songhai

Have three settlements with at least three navigable river tiles each.
 
I'm not up to date on buildings tbh, but I thought that many buildings have a happiness maintenance (in addition to gold). I'm surprised that you of all people are surprised by it. Was I wrong?
Some do, and I'm saying that it seems odd that a hospital should cost Happiness rather than adding it.
 
normans.png


Translation:

Unlocked

Civilization

As the last few horses enter the city, the city gates close with a thud. Ordinary people always think that merchants and travelers dream of distant lands and gold; but in reality, what they desire is safety. Under the protection of these walls, a new order formed through the construction of castles is taking shape.

Normans

Build five walls.
 
Some do, and I'm saying that it seems odd that a hospital should cost Happiness rather than adding it.
American company reflecting how American healthcare makes us feel 🫠
 
Exploration Age units' icons and names. Arquebusier is ranged. The Tier 3 cavalry unit is the Lancer.
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Unit names and capabilities confirmed
1. First handgun 'infantry' is now called Arquebusier rather than Musketeer. literally breaking tridecade old traditions deliberately.
And now... ranged unit. and 'ranged' means a full range of TWO HEXES! rather than being the last Melee combat infantry of this age.
This reflects Civ7 gameplay concept that each one play now a campain of three scenarios set in the same map. and not a continious playthrough.
Heavy arquebus has a range of archers or light cannons huh? translating into Civ6 system this 'arquebusier' has a range of 1 (one) hex away, similiar to slinger.
Does a heavy 'forked' musket has the same range as bow and medieval war crossbow? What I know is that
1.1 A generic musket has a nominal range of 50 meters. or 100 at maximum
1.2 my latest googling shows that a medieval war crossbow (using steel prods) has a maximum range of 300 meters. thrice a range of generic infantry musketry, and roughtly a range of magazine rifle of carbine lenght.
Interesting enough. ranged choice should be either Sakers or Demiculverins.
My speculation is right since this expressed 'different age, different rules' (and the world becomes increasingly bigger. Two hexes distance of Age II are smaller than 1 hex of Age III.)
BUT. historically heavy field cannons (the 24 pounders to be specific) of 1500s can have a range of exactly a 1 (one) kilometer. this thrice the range of archers. I'm not sure if lighter field guns (of 12 pounders at maximum) also has reduced range? or forked heavy muskets do have their nominal ranges extended beyond those of generic musketry.
The only reason for this is that it is intended for a pike and shotte formation to be made manually. at different proportions possible. though these are not what pike and shottes are commonly deployed.
^ Breitenfeld is one such examples how pike and shotte are actually deployed.
The other possible reason is to reflex the limited use of field artillery before 1600s (or 1700s).... light field guns didn't have really better ranges than heavy muskery or what?
2. Lancer now being successor of knights, but being 'lancer' only in name :P Cholan 'lancers' are actually pistoliers. but this could be 'self upgrading graphics' if gunpowder is researched.... maybe FXis did pursue the use of Technical upgrades as purposed by @Boris Gudenuf . Heavy lancers wearing heavy full plate armor of 15th Century didn't show up at all.
Exactly against my speculations.
3. And bombards shown here is shown as supergun with no trunions. exactly the same big gun in Civ6.
4. Galleon returns! after so many installments of absence. What would maritime history be without galleons?
And good thing is that Caravel now becomes scout transport rather than a full unit. this due to their small hulls, too small to mount big guns properly.
 
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Translation:

Unlocked

Civilization

These people who live on the river are also skilled horsemen... It can be said that they are experts in roaming and wandering. Most importantly, these people yearn to move. For now, this is very beneficial to the Han Dynasty's ports and markets, but who knows what ambitions these wanderers harbor in their hearts?

Songhai

Have three settlements with at least three navigable river tiles each.
What is a character that made 'Songhai' means individually? if one to the right is 'Hai' means 'sea' the other is surprisingly not using '松' which means 'pine'. but using a character that has 'tree' below other compositions. it could be the same as 'song' that made up of a chinese imperial dynasty before Yuan. right?
 
Flavor uber alles
Kinda how it feels. Though this probably makes me the only fanatic complaining about too much historicity. Usually the argument goes the other way.
I'm not sure how much those unlocks should be related to gameplay. You have 2-3 options unlocked by default, so it's not like you're totally depending on them. And if your plan involves a civ like Mexico, while not having historical unlock from leader or previous civ, you totally could target those conditions. They are like city-state quests - not always fit your default gameplay, but it actually creates some choices.
I'll probably mod this ASAP to be honest. In the absence of gameplay-relevant unlocks, I think "Own a city with one or more population" would be the best unlock condition for every civ.
 
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