Author Topic: Video: How do Cities Work in Civ 6?  (Read 671 times)

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Offline E_T

Video: How do Cities Work in Civ 6?
« on: July 19, 2016, 04:39:02 AM »
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  • In the newest video, by GamerZakh, we see some very interesting things about "How do Cities Work in Civ 6?"

    The video covers 10 main points about how cities are done in the upcoming game.


    1. Unstacked - as previously shown...but does point out how it will possibly impact combat concerns.


    2. Tile Usage - fewer tile improvements in game, but adds the Districts and Wonders outside the city, amount of tiles still balanced.  Plus, empires are not as limited to smaller number of cities as in CiV.


    3. Buildings - apparently 3 or 4 buildings per tile with some buildings (Granary, Monument, Ancient Walls, etc) still in the city center, but only a few.  Now you build things like Temple in your Religous District; or Library and Academy in your Campus District and Barracks and Stable in the Military Encampment District.  The City Center is a sort of district, but is not population size dependent.


    4. District Types - 12 types (as far as currently known)
       a - Campus : for science stuff
       b - Commercial Hub : for Market, Bank and money stuff

       c - Military Encampment : for barracks, stables, etc and once setup, your new MilUnits appear here.  Walls get build here as well as city center at same time.  Also acts sort of like the old forts from Civ3, in that can also fire on enemies (anyone remember Zone of Control??).  This can be used stratigically for things like choke points, blocking terrain, providing for a Killing field, etc.

       d - Entertainment : related to amenities for happiness.  Circus seen in shots, but not as much info for now...
       e - Holy Site : for religous things, like Temples.
       f - Industrial Zone : Production things like Factories and that UB for Japan
       g - Theater Square : Culture (and likely happiness).

       h - Harbor : likely the most significant change in the game over the whole series...YOU DO NOT NEED TO BUILD A CITY ON A COAST TO BUILD SHIPS AND OTHER WATER RELATED THINGS!!!  Wow!  Naval units are built here as well as sea trade, food and such buildings and things.

       i - Aqueduct, Airport and Spaceport are still to have any specifics as to them, but have seen some screenies with some.

    That is only 11, but the City Center supposedly counts, but I am going to say that it is your +1 district (zeroth district...).  CiVI Wikia does have a listing for Trade Quarter, so I am going to say that is the 12th one.


    5. Colour Codes - At a glance for the seeing of the different things in cities by different coloration...  making more ledgeable from other areas. 

    Blue : Science,
    Red : Military,
    White : Religion,
    Purple : Culture,
    Yellow : Commerce,
    Green : Growth
    Orange : Industry

    This makes it much easier to recognize what a city is and does, so if you set up a trade route to a City that has a lot of blue for science, you get a bonus to your research from that trade route....  Or target for conquest....

    NOTE: remains to be seen how decernable or not this will be for people whom have various forms of color blindness ...


    6. Adjacency Bonuses - Bonus to districts next to things, like certain terrains (mountains), tile type (rainforest and possibly forrest), other Districts and Wonders.  Bonuses are minor, but are accumuative when adjacent.  This gives additional bonuses and makes placement to be very much map and terrain dependant (remember how you could only do a very few thiings with endless fields of grass or those huge forrest starts).  You don't have to restart several times before you get a fair to good start, just change up how you play due to all of these new things...


    7. Population - Limits number of districts per city population, One district per 3 pop....  which thus ties into your Housing....

    So, size 6 allows for Two Districts in that city...  no telling what happens to that size 6, 2 district city if it loses population for whatever reason (like starvation or other things).


    8. Housing - Soft limits your pop growth limit.

    But buildings also give you more housing room, so building a Barracks or Granary, for example, will give you more housing at the same time.  New housing also allows faster growth to help fill that space.  As the game gets into the later eras, you can build neighborhoods that will give you more housing for that city.  Some terrain also effects your housing, like fresh water (rivers, lakes and Aqueducts) and other things.


    9. Happiness - Goes back to like was in CIV, more local than empirewide, like in CiV.  Luxes, Amenities and Civic Policies all have an effect on this.  Terrain tile Appeal system that makes living in the nearby city appealing.  Rivers, Cliffs, Forrest, coasts and other things.  Natural Wonders are mentioned (guessing things like Great Barrier Reef, White Cliffs of Dover, Fjords, Everglades, ...).  So chopping it all down, filling it all in and mining or farming it all is not as appealing as having a great Swamp or forrest or whatever else that makes a city built on whatever grouping of terrain to be someplace that your people will want to live there...  And don't forget the appeal of your Great and National Wonders....


    10. Modernization - Things now can change over time.  Can replace farms and other things as you go through the game (without taking a hit).  Your farming (and other) techs, over time, will allow for a greater yield per tile.  So you can give up a bunch of farm tiles to newer districts or revieled resources like coal and oil.  From Farms to Suburbs...

    [CONJECTURE] Plus, older resources, like Stone Quarries for one, can be repurposed as you have need for something else in that tile...  And that old resource no longer has any real use.


    So, your game will be different everytime, removing a LOT of the limited paths to victory gameplay that has been the bane of previous versions..... 

    Additional things that change over time are things like:
    -Diplomacy going from very Wild West to very Formal
    -Gossip through trade routes evolving into more advanced Esionage/Spy system


    ! No longer available


    [video=youtube;YSlPwXOfnTU]http://www.youtube.com/watch?v=YSlPwXOfnTU[/video]
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    Re: Video: How do Cities Work in Civ 6?
    « Reply #1 on: July 19, 2016, 09:26:43 PM »
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  • E_T, my friend - you're like, the only person I know of in the Civ fan community who thinks like I do about growing it, and good on ya for spreading this around everywhere - because the Pit and the Pond doing well is good for AC2 in the long run and vice-versa, etc.  -Scooping Uno, Nik and I all three is not that easily done, either. ;b;  Did CFC already have it?

    Offline E_T

    Re: Video: How do Cities Work in Civ 6?
    « Reply #2 on: July 19, 2016, 11:39:10 PM »
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  • I did post same at CFC, but sort of ignored, with some stating that all that was alrready known, just not in one place. :shrug:  I did try to look to see what they had/knew, but nothing like I had... with that one video...   :shrug:

    They do have a great screenshot threat, with some close ups, like I was looking for...

    And they have a well maintained link thread (should put link to it in topped thread).  Recomment lurking for more, if anyone doesn't like posting there....
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    Offline Nikolai

    Re: Video: How do Cities Work in Civ 6?
    « Reply #3 on: July 20, 2016, 01:19:40 AM »
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  • We newsified it today, thanks for the job E_T! :) Pro-tip: Link to AC2 when you post it elsewhere, then BU is super happy.:P
    Come join us at WePlayCiv and discuss all Civ!

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    Re: Video: How do Cities Work in Civ 6?
    « Reply #4 on: July 20, 2016, 02:00:30 AM »
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  • Aw, we didn't earn a linkback on this number.  -We are, however entirely cool with having our links stolen, and don't consider it stealing if the linkback happens.

    LINKBACKS FOR EVERYONE! HAHAHAH!

    Offline E_T

    Re: Video: How do Cities Work in Civ 6?
    « Reply #5 on: July 20, 2016, 07:30:57 AM »
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  • :cool:
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    Re: Video: How do Cities Work in Civ 6?
    « Reply #6 on: July 20, 2016, 01:07:24 PM »
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  • 8)  Now - WPC needs some 6 avatars, and you know where there's a screenshots thread with plenty to cut basic little 80x .jpgs out of - everybody knows how to do that, but it would be a smooth move to have a user gallery up, which would take Donald minutes to do if somebody not-me worked up a selection to drop in...

    Offline Nikolai

    Re: Video: How do Cities Work in Civ 6?
    « Reply #7 on: July 20, 2016, 02:50:47 PM »
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  • Well, it ain't gonna be me, I'm no graphics guy.:p And I am on vacation now, dammit.:o
    Come join us at WePlayCiv and discuss all Civ!

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    Re: Video: How do Cities Work in Civ 6?
    « Reply #8 on: July 20, 2016, 03:38:24 PM »
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  • On a vacation from Jesus and caring that your cussing makes him sad?


    It's MSPaint-easy stuff making little square ones, man; you never know when bothering with the little grace notes like that will make a difference.

    -Anyway, E_T, who instinctively gets this promotion stuff, is going to get excited and burn a couple hours knocking out 20-30 easy ones for you, I'm sure.

    BTW - if anybody cares fer realsies, the more advanced stuff I've been churning out isn't that hard to do, mostly just taking time once you know how and have GIMP, and I'd be delighted to share my crafting secrets...

     

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