As much as we can not claim that these are hints, you cannot make the same claim that they aren't. Until we see actual gameplay footage from, 7, we're playing Schordinger's Civ here.
"unstacking the city" - districts and wonders moved to the map
one of the following graphics-related innovations:
Wonder completion animations (I know Civ 4 had a variation of these, but not centered on the map where the wonder is located)
Day / Night cycle
separate Civics innovations tree
They might also mention:
Eurekas / Inspirations
Leader agendas
Governors
Time line / Historic Moments
Emergencies
National Parks
Engineering projects (canals, etc.)
Sean Bean - Baba Yetu and trade-agreement-with-England got highlighted, so why not?
I doubt they'll mention:
Amenities / Housing - there's been no comment on previous "happiness" mechanics, so will be interesting to see if they highlight Civ 6's approach
Loyalty - I suspect it's reception was too controversial to highlight
Builders - not a large enough change from Workers to warrant mentioning for a general audience, I don't expect
Religious combat, i.e. lightning bolts - I doubt this is what they want people to remember from Civ 6
Spies / espionage - these existed in previous iterations of the series, although they were given heightened attention in Civ 6
Leader uniques - they didn't mentioned civilization uniques previously
multiple leaders for some Civs and multiple Civs for Eleanor - multiple leaders was done before, although combined with leader uniques it had a different impact in Civ 6
Dark Ages - we're heard nothing about past versions of Golden Ages, so would be surprised to see their reversed-version highlighted
Climate Change and Natural Disasters - previous mechanics for pollution weren't highlighted, and I'm not sure they'll highlight a negative mechanic anyway
Power needed for modern cities - another negative, in a way
Civ-specific artwork for units and buildings - they have more interesting things to reflect on
Leaders: they feature choosing the first 15 in 1, fully 3D in 4, speaking their own language in 5.
Maps: they feature isometric in 2 and hex in 5
Cultural Matters: Culture itself and reactive borders in 3, Religion in 4, Great Works and Archeology in 5
Sid himself is featured prominently in 1 and 4 and appears (in a way, as an advisor) in 3.
Speaking of, maybe I'm just stupid, but what changed between 1 and 2 aside from the orientation of the squares? Or does 'isometric' mean you're not looking with a pure top-down view, but rather at an angle?
@Leyrann , it's a little obscure if you're not familiar with certain technical specialties https://en.wikipedia.org/wiki/Isometric_projection
Civ1 does look more like a piece of standard graph paper, with only horizontal and vertical lines.
Leaders: they feature choosing the first 15 in 1, fully 3D in 4, speaking their own language in 5.
Maps: they feature isometric in 2 and hex in 5
Cultural Matters: Culture itself and reactive borders in 3, Religion in 4, Great Works and Archeology in 5
Sid himself is featured prominently in 1 and 4 and appears (in a way, as an advisor) in 3.
Re: maps, maybe they will have spherical map. Evidently you can do it if you put some number of pentagons in. Just make those impassible tiles (if the AI can't handle the switch-up for movement of units).
Next advance in leaders: you can slot your own face in. I got nothin'.
Re: maps, maybe they will have spherical map. Evidently you can do it if you put some number of pentagons in. Just make those impassible tiles (if the AI can't handle the switch-up for movement of units).
Next advance in leaders: you can slot your own face in. I got nothin'.
I myself don't need a spherical map. But if the sequence of videos is focusing on map advances in preparation for a Civ VII map advance (which itself is just a guess, of course), I'd have to think that that map advance would be a spherical map, since some people do claim they would like that.
They might highlight the monetisation scheme with Civ 6, especially the two later Passes, If they were popular and that is supposed to be their new route.
Only faster pre-railroad. In Civ 1, movement by railroad cost nothing, so units could move as far as the railroad stretched. Sid no doubt knew his (American) Civil War and industrial era war history and knew how the railroad changed army logistics such that the whole country, effectively, was located at the end of the railhead.
I think they just mean unit movement was changed to 2 default, 4 for ranged, from 1 default, 2 for ranged.
Which, by the way, makes maps feel smaller just like ranged attacks and larger city range (21 to 37 tiles) does. Which is why we need larger maps, rather than still sticking with ~10k tiles maximum.
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