>>686613А вот мои
Added the fact that mods are confirmed for Multiplayer
Strategic view is back
Added info about new justified war system
New info regarding Eureka Moments
Diplomacy Info updated
New info regarding Air Combat systems being different
The happiness level will be focused on a city level, rather than on a global basis across your civilization
Harbours can be built on water tiles (additionally "If you do, you can’t build something else in that tile, like a Wonder") So no Pyramids in the water!
There are no more Workers. Instead you have builders that disappear once they complete a task.
Builders construct their projects immediately, but only have three charges.
Every technology has its own realism-based mini-quest, which speeds up research when completed, providing a substantial boost to its progress even if the player hasn't reached it on the tech tree yet. For instance, founding a coastal city or building ships will accelerate related nautical technologies
For example, the masonry boost requires stone blocks and quarries. You can research that tech by hand without access to stone, but if you can find a quarry site and get one up and going, you unlock the tech boost and that gives you half of the research points needed for masonry.
Tech-boosts are called "Eureka Moments"
Eureka Moments provide you with 50% of the technology you are aiming to research
Social Policies are now replaced with Civics, which in essence belong to their own seperate tech tree and utilise Culture.
Like Technologies, each individual Civic has their own unique in-game sidequest. Like techs, some of these you'll get through playing the game regularly, and some will require some extra effort.
Advancing throughout the Civics tree allows you to unlock new forms of government.
In addition to providing certain built-in bonuses, each government has a different configuration of slots for policies. (i.e One government might have more "Military" slots, whereas another might not have slots for Military policies at all and instead focus on Economy and Diplomacy.)
You start the game off as a Chiefdom (as is your govt type) (One Slot Military, One Slot Economy)
Govt. types include Oligarchy, Autocracy, Classical Republic
Support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. (These are units that are more sensibly depicted as special equipment embedded with a larger unit rather than standalone figures on the map.)
Similar units can also be combined to form powerful “Corps” units.
Corps are available mid-game and later on, three units can be combined together to make an "Army"
Units can now be organised into a formation, which means they’ll always move together rather than having to be shuffled across the map one at a time.
Formations can be applied to large collections of military units or civilian units and their escorts.
Bombers can destroy improvements/districts
Diplomacy begins very informally, with the sending of gifts, basic trading and declarations of war. Eventually becomes formalised and more complex as embassies and their ambassadors spread across the world.
There will be more than one way to declare war.
If you declare an unjust and surprise war, you will incur an additional +50% Warmongering penalty
Diplomacy screen gives information on how to improve relations with a specific leader
Influence bar is removed, instead you send Envoys to City-States.
You gain tiered bonuses depending on the amount of envoys you assign to a City-State and their CS Type
Completing CS quests may yield additional (permanent or temp is not confirmed) Envoys in that City-States.
Each City-State has a set of goals that can be accomplished in any order, such as destroying a nearby barbarian encampment or establishing a trade route with them.
Accomplishing one or two of these tasks earns you increasing bonuses from that City-State, but accomplishing three makes you that City-State’s ally
Religion, Archaeology, Trade Routes and Espionage are confirmed to be in the base game
Great Works are back, with "gorgeous" new presentation and interactivity
Tourism and cultural victory type dynamics are back
One victory type removed, one added, and steps to get to others changed
Roads will be auto-created by the way that Trade Routes travel
New Multiplayer modes intended to be completed within a single session of a few hours.
For example, a campaign that starts at the beginning of the middle ages, and runs until the end of the Renaissance.
From there, a specific victory condition is added – for instance, the player with the strongest religion wins.