TIMELINE: A Civilization concept by Lord Lakely

How does music work in this game
As I envision it: Similar to Civ4: The ambient themes are pieces befitting to the era (trending towards classical era), the diplomatic themes are short, catchy and recognisable.
Also is there a feature similar to city-states/independent powers
Yes, they're called 'Minor Powers'. None of the revealed Civs interact with them yet, so no reason to discuss them yet.
 
Almost done with my predictions but I can’t figure out who are the civs before America no who is the leader of Civ J
 
Almost done with my predictions but I can’t figure out who are the civs before America no who is the leader of Civ J
If Civ J is Sengoku Japan I would say it could be Kōdai-in, Hideyoshi's wife who was involved with diplomacy. If not, it could be Ōhōri Tsuruhime known as a "Japanese Joan of Arc".

The "A" civs I'm not sure. I tried Akkadian but I don't think Elam or Ebla fit as an "Akkadian faction", assuming it's alphabetical order. Andean and Incan would work if it was right after America. :crazyeye:
I thought about Aksum and Ethiopia, but sure those would need to be switched, as in Aksum the faction and Ethiopian the civilization.
 
there might be errors on the chart... :X
 
one, to be specific.
 
(Also quick question are there natural wonders?)
Yes.

One of the Civs in the game has bonuses based around them (and it's not an Isabella meme deal)
 
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Somehow the changed position makes it harder
Andean Civilization and Incan faction for the third spot is my guess. I don't think anything else is in South America.
 
Only nine of the 20 Civs have two factions.
 
Those two Gs in the fourth row have to be Greece. Athens with leader Aspasia and Sparta with Leonidas
 
It could also be Argead and Alexander. But I doubt there would be two militaristic leaders for Greece. I'd also expect the faction to be called Macedon instead of Argead.
 
'Dev Diary' #3: City Planning (part one)

Laying out your City is an important part of a Civilization game. Your Cities are what recruit your armies, build your wonders, and provide the yields needed to get a lead over the other AIs.

In that sense, I wanted to retain Civ 6's 'unstacking cities' idea because it really helps immerse you into playing the map. But I also wanted to slow the advance of urban sprawl.

1. Districts

In Timeline, Districts exist as they did in Civilization 6, and contain your buildings. In Civ6, each District contains up to three buildings of the associated type. In Timeline, each district can contain up to seven, depending on their tier.

Each district is divided into 7 zones which can each house one building tier!


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A tier one building like a Granary only takes up one hex. A tier 2 building like a University however, takes up two hexes. Tier three buildings such as Plants take up three hexes. Finally Architectural Wonders take up four hexes.

All Districts must be placed on Cores.

Terrain can affect the shape of your District. Districts placed on Navigable rivers will be crossed by the river, and will have to cram their buildings on the riverbank. Districts built into mountains will have fewer hexes available as well, as will Districts placed on coast.
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An example of a completed district containing a University (Blue), a Granary (Light Green), a Pagan Temple (Dark Green), and two Residences (Grey) can be seen below as an example:

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1.1 Verticality

As you progress through the game, you'll unlock the ability to build vertically as well as horizontally. What that means is that you'll eventually be able to stack buildings of lower tiers on top of each other.

At Arcitecture (a Feudal tech) you'll be able to stack two tiers worth of buildings on the same Zone. These can be the same building or two separate buildings.

At Skyscrapers (An Industrial Tech) you'll unlock the ability to stack three tiers worth of buildings on the same Zone. These can be the same building, or three separate buildings.

Visually this can be represented as skyscrapers or three smaller buildings sharing a zone, depending on the buildings.

Upgrading buildings from lower tiers into higher tiers ALWAYS increases their size, so be careful.

1.2 Specialty Districts

Specialty districts, dedicated to one yield do not exist. However, there are a few special districts available that have restrictions to what buildings can be placed there, and give additional bonuses accordingly

At this moment I'm planning three:

The Harbour, which can only be built on Coastal Land tiles, Coastal Tiles, or Navigable River tiles and can only host Maritime buildings, Mercantile buildings or Workshops.
The Neighbourhood, which is a decicated residential zone and may only contain Recreational, Environmental and Medical buildings, as well as Residences.
The Spaceport, which is decidated towards winning a Space Race victory. It may only contain one Workshop and three tiers worth of Education buildings. The other four tiles are for the zone where the rocket is launched.

I may add more later if needed. The City Centre is also a Specialty District, but in name only.

Nb: One of the Factions in the game has a Unique Specialty District.

Nb2: Hamlets, Villages and Towns can also function as Districts, but they are restricted in the amount of buildings they can hold. (See also: Improvements). These will get their own Dev Diary later, as one of the Factions in the game specializes in them.

Nb3: Districts are considered Urban Terrain.


2. Buildings
All buildings in the game have to placed inside Districts. They are one of the main sources for yields, the other being map tiles worked by your Population. As in Civ, all buildings have an upkeep cost. This will nearly always be :7prod: Production for buildings generating :7money: Coin, and :7money: Coin for every other building type. Exceptions exist. Some buildings cost :7food: Food, representing the cost involved in feeding their workers, or :c5influence: Prestige to represent the paperwork required to keep a building operational.


2.1 Building Tiers
There are four tiers, which corresponds to the amount of tiles they can take up.

Tier 1: Small, often repeatable buildings with small yields. These typically give +1 or +2 yields each. Usually limited to one per District.
Tier 2: Medium sized buildings with larger yields and effects that take up two tiles. Typically give 3-5 yields each and normally limited to once per City Level.
Tier 3: Large buildings that take up three tiles, have huge yields and powerful secondary effects. Normally provide around 5-8 of the base yield. One per City.
Tier 4: Architectural Wonders.


2.2 Building types.

Buildings are also categorized in Types, according to what they do and what base yields they give.

  • Growth buildings improve the City's ability to grow populations by granting :7food: Food or :c5citystate: Housing.
    • These are the Granary, Well, Aqueduct and Grocer, as well as their upgrades.
  • Environment buildings beautify the City, providing bonus Amenities towards City Health. Base yields are usually :7culture: Culture or :c5influence:Prestige
    • These are the Ménagerie, Monument, Fountain and Grove, as well as their upgrades.
    • Environment buildings typically reduce Pollution.
  • Recreation Buildings provide entertainment for the citizens, granting Amenities towards City Happiness. Base yields are typically :7culture: Culture or :7money:Coin
    • These are the Arena, Theatre and Tavern, as well as their upgrades.
    • Recreation buildings typically reduce Unrest.
  • Education Buildings are learning centres that will increase the literacy of your Citizens. These are also the buildings that house Great Works. Base yields are typically :7science: Knowledge or :7culture: Culture;
    • These are the Library, School and Observatory, as well as their upgrades.
  • Mercantile buildings increase you City's ability to generate wealth, either from trade or tourism. All Mercantile buildings have :7money: Coin as their base yield.
    • These are the Inn, Health Resort, Market Square, Scribe, Money Lender and Airport, as well as their upgrades.
    • Mercantile buildings generate Crime, which reduces City Effiency and increases Civil Unrest.
  • Law Enforcement buildings showcase your power as a ruler, resorting order and reducing Crime. All Law Enforcement building have either :c5influence: Prestige or :c5strength: Fortification as their base yield.
    • These are the Fire Watch, Town Watch and Tribunal, and their upgrades.
  • Medical buildings provide healthcare facilities to your citizens, increasing City Health. They typically provide :7food:Food or :7science:Knowledge as their base yield;
    • These are the Infirmary, the Bathouse and the Herbalist, as well as their upgrades.
  • Military buildings allow you to build up your army. They typically provide :7prod: Production towards Recruitment or :c5strength: Fortification as their base yield; .
    • These are the Barracks, Pallisade, Siege Engineer, Archery Range and Stable, as well as their upgrades.
    • Military buildings can be used to reduce Crime but this increases Civil Unrest.
  • Maritime Buildings give you additional bonuses towards settling on coast or navigable rivers. They can be built on water tiles inside a district, and give :7food: Food, :7prod: Production or :7money: Coin.
    • These are the Lighthouse, Fishmonger, Dock and Shipwright, as well as their upgrades.
    • Maritime buildings tend to generate Pollution.
  • Worship buildings give amenities to followers of the associated religion, or to populations without a religion in case of pagan Worship buildings. They all give :c5faith: Faith as their base yield.
    • There is only one upgrade line here: The Shrine which upgrades into the Temple which upgrades into the Grand Temple. Names can differ depending on the Religion.
    • if a religious community becomes too large, they will start to demand Worship buildings to be constructed. Failing to do so, (or pacify them with Amenities) will result in Civil Unrest.
  • Workshops are the production powerhouses of your city, giving :7prod: Production based on what Resources your city is extracting from the map.
    • There is only one upgrade line here: the Workshops which upgrades into the Manufactory which upgrades into the Plant. Names can differ depending on what resources it targets
    • Examples of Workshops include the Bakery, Slaughterhouse, Textile Mill and Foundry.
    • Buildings that generate Power are also considered Workshops, specifically (Power) Plants.
    • All Workshops generate Pollution, but the amounts vary from building to building.
      • Manufactories and Plants also generate Civil Unrest due to unpleasant working conditions.
Your Palace and City Hall are Government Buildings, of which you can only have one per city.

City Happiness, City Health and City Efficiency, and their counters (Civil Unrest, Pollution and Crime) will be discussed in part 2.

2.3 Residences & Housing
The final building type not included in the above list are the Residences.

Think about it: Your Populations have to live somewhere, physically represented on your city screen.

Each City has an amount of :c5citystate: Housing, which are free homes available to the Population. This represents lateral dwellings for your Population, who naturally build their homes around the buildings in question, or even dwell inside them. Both buildings and improvements can provide :c5citystate: Housing.

However, if the amount of :c5citizen: Population exceeds the amount of :c5citystate: Housing a City has, the Populations will start to build Residences inside your Districts. These are free buildings with no maintenance costs that appear in your city between turns.

For example: if a City with 10 :c5citizen: population has 7 :c5citystate: Housing, then the Population will build three Residences inside the City's districts. The exact zones where Residences spawn are random. They can be destroyed and overbuilt, whenever you wish.

The problems arise when you run out of room for Residences. If your :c5citizen: Population cannot be facilitated by :c5citystate: Housing and Residences, the city will become 'Overcrowded' which will increase Civil Unrest, Pollution and Crime by a percentage for every Population over the limit.

It is therefore IMPORTANT that you do not spam buildings willy-nilly. You have to pick and choose what buildings to construct because you will always need to reserve some space for your Population, especially late game.

Generally, I feel like this system rewards players for cleverly planning their cities, and coring correctly. Remember, Districts and therefore buildings can only be built on Cores, which means your Cities develop more slowly than normal, and you're carried hard by improvements early on.


Naturally, this is all just a mock-up. In a real game, it'll be important to balance the numbers properly, with a clear UI that tells you exactly what is going on. But I rest my case for this.

In the next Dev Diary we'll take a closer look at building adjacencies and the three City Ratings (Happiness, Health and Efficiency). The next First Look will feature a Civ that has completely unique City Planning mechanics, hence why i have to break this up into two pieces.
 
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