What We Know About Brave New World

This source is questionable. The same video shows the advisor message who says that "Some branches are exclusive to others. Check their mouseover info."

Yet we've observed all the mouseover info for everything but honor and tradition, I think. Unless honor and tradition are the exclusive trees, there is -something- in this preview build which is not correct. And thus, that mouseover info is potentially inaccurate.

Well it could be that the preview build did not have updated advisors, or that the the message is there for the Ideologies. While the latter doesn't fit well with the advisor message you're speaking of, it is still technically a Social policy purchase as it uses culture to get new tenets.

When speaking of the advisor message being out of date, consider this. The Motherland Calls wonder has artwork yet seems to be excluded now. Maybe they decided to to take away the rationalism-piety exclusiveness as well.
 
Rationalism is missing the fact that you can purchase Great Scientists with Faith as finisher.
 
We do have the mouseover for Honor. "Adopting Honor gives a +33% combat bonus vs Barbarians, and notifications will be provided when new Barbarian Encampments spawn in revealed territory. Gain Culture for the empire from each barbarian killed. Unlocks building the Statue of Zeus. Adopting all policies in the Honor tree will grant Gold for each enemy unit killed. It also allows the purchase of Great Generals with Faith starting in the Industrial Era."
 
Here's Tradition: "Adopting Tradition greatly increases the rate of border expansion in cities and also grants 3 Culture in the Capital. Unlocks building the Hanging Gardens. Adopting all policies in the Tradition tree will grant +15% Growth and a free Aqueduct in your first 4 cities. It also allows the purchase of Great Engineers with Faith starting in the Industrial Era."
 
Not sure if this has been reported before, but in the recent German article's screenshot, a Great Prophet is using a map icon that is hexagonal, as opposed to the triangle icon for workers and the pentagonal icon for caravans. Most likely it means that Great People are now considered a separate type of unit, so there is no problem with stacking Workers and Great People on the same tile (something long demanded).
 
Not sure if this has been reported before, but in the recent German article's screenshot, a Great Prophet is using a map icon that is hexagonal, as opposed to the triangle icon for workers and the pentagonal icon for caravans. Most likely it means that Great People are now considered a separate type of unit, so there is no problem with stacking Workers and Great People on the same tile (something long demanded).

Great Musicians have a triangular icon. The hexagon could be there either for great people that can build special improvements, or for Missionaries and Prophets to allow them to pass though non-hostile units.
 
Not sure if this has been reported before, but in the recent German article's screenshot, a Great Prophet is using a map icon that is hexagonal, as opposed to the triangle icon for workers and the pentagonal icon for caravans. Most likely it means that Great People are now considered a separate type of unit, so there is no problem with stacking Workers and Great People on the same tile (something long demanded).

I checked all screenshots in both German previews listed recently in the "Sources for Info" thread but didn't see this. Can you provide a link?
 
Not sure if this has been reported before, but in the recent German article's screenshot, a Great Prophet is using a map icon that is hexagonal, as opposed to the triangle icon for workers and the pentagonal icon for caravans. Most likely it means that Great People are now considered a separate type of unit, so there is no problem with stacking Workers and Great People on the same tile (something long demanded).

You mean this picture? The Great Prophet (near Rabat) is embarked, hence the "hexagonal" (it's an irregular pentagon, really, it has five sides) icon. Nothing new.
 
http://www.2kgames.com/blog/the-civilization-v-brave-new-world-team-answers-your-questions-part-2

Confirmed that Rationalism and Piety are no longer mutually exclusive and that the only mutually exclusive trees are the ideologies.

ISS gives the chief contributor to the project the Mission Control and ISS wonders in their capital, as well as +1 science from Engineer specialists, +1 production from Scientist specialists, and +33% more science from expending a Great Scientists. Having a crew on board (tier 2 contribution) grants a free Great Scientist. Contributing a part (tier 3) gives a one-time research boost.

Pillaging a Portuguese Feitoria constitutes an act of war.
 
You receive a -34% penalty for Tourism you are sending to a Civ with a different Ideology

ISS Wonder (granted to Winner of UN Proposal Project):
+1 Science for Engineer specialists
+1 Production for Scientist specialists
+33% Science from "Discover Tech" with Great Scientists

Rationalism Opener reduced to 10% Science bouns with happiness (rather than 15%)..and unlocks Porcelain Tower
Rationalism Finisher reduced to 1 free tech (rather than 2)..and allows GScientist Purchase with Faith

Free Thought (effect unchanged, requirements changed)
+1 Science from every Trading Post and +17% Science from Universities
moved to 2nd Policy on the right side of the Rationalism tree

Candi gives +2 base faith in addition to +2 per world religion present
 
http://www.2kgames.com/blog/the-civilization-v-brave-new-world-team-answers-your-questions-part-2

Confirmed that Rationalism and Piety are no longer mutually exclusive and that the only mutually exclusive trees are the ideologies.

ISS gives the chief contributor to the project the Mission Control and ISS wonders in their capital, as well as +1 science from Engineer specialists, +1 production from Scientist specialists, and +33% more science from expending a Great Scientists. Having a crew on board (tier 2 contribution) grants a free Great Scientist. Contributing a part (tier 3) gives a one-time research boost.

Pillaging a Portuguese Feitoria constitutes an act of war.

Was about to post the same link, but clearly somebody else post it first. Good work. Glad to see more info coming out.
 
In the OP, these two items in the Exploration social policy tree discussion are contradictory, in that each policy would require the other be adopted first.

- Merchant Navy; +1 gold for each Lighthouse, Harbor and Seaport; Requires Maritime Infrastructure and Naval Tradition
- Naval Tradition; +1 happiness for each Lighthouse, Harbor and Seaport. Requires Maritime Infrastructure and Merchant Navy

I haven't scoured this thread to see which is right, but the Well of Souls write-up shows no prerequisite for adopting Naval Tradition.
 
Very little precision about inclusions from G&K in BNW : we can assume the admirals will be included since they are mentionned in the SP.
 
https://www.youtube.com/watch?featu...d&v=J7hEiMiOzos

New featurette up.

Shows Byblos and Malacca as new City States and shows what the East India Company (Replacing the National Treasury) does. We also get a nice look at the model for The Red Fort.

Byblos is Maritime.
Malacca is unknown.

East India Company gives +2 Happiness, +4 Gold.

"Must have built a Market in all Cities. The cost goes up the more cities there are in the empire. Trade routes other players make to a city with an East India Company will generate an extra 4 Gold for the city owner and the trade route owner gains an additional 2 Gold for the trade route."
 
3 new City States in the trade routes featurette:

Ormus - unknown
Malacca - unknown
Byblos - Maritime
 
At 1.07 there is Assur attacking a ship sitting in one of its trade routes.

At 1:10 there are two destroyers of the same civ outside Funchal and at war - one of them attacks a Portuguese trade ship.

That is shown when the player on the bottom is showing City State turns.

In both cases, they are coloured Red with a Black background, as in the new unnamed civ.

Caravan requires 16 Production and has +1 movement.

Compass allows an additional trade route.

It also seems to have a large of number of trade routes, so perhaps the number that you can create is per city rather per civ.
 
At 1.07 there is Assur attacking a ship sitting in one of its trade routes.

At 1:10 there are two destroyers of the same civ outside Funchal and at war - one of them attacks a Portuguese trade ship.

That is NOT a new civ, we've already seen the turns for barbarian and they rtain their red on black colors.

A lot of the clips from featurettes are from old builds (Zoo has Theatre's icon for example).
 
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