Okay, so we have a thread discussing Civilization VI's civs and who will be which civ... let's make this one more general, and discuss the things that the game is actually adding and changing.
The main knowledge I know of is coming from the videos of a LPer Quill18, who was flown out to play 60 turns of the game, and was given a gameplay video to show to others. He then posted a pair of vids discussing it, linked in the spoiler below.
Of course the videos ARE long (an hour's worth for both videos) so I'll put in some sum-ups of the notable things mentioned here.
--Religion: Yes, this is present from the start. Huzzah!
--Civic System: Policies from Civ V are gone. It is replaced by Civics, unlocked through a tree in a manner similar to Technologies, except using Culture points. These are used to unlock buildings and wonders, as well as policies and government types.
--Builders: Workers are gone. Instead, you have Builders. These units build tile improvements instantly, but can only build them about four times before you need to make another builder.
--Districts: Several city improvements are now built on tiles specifically. They can gain bonuses from tiles around them, hence why they are built on tiles.
--Wonders: Wonders now must be built ON an actual tile. This, and the previous note, has me very worried as it severely hampers those who like building "Tall" instead of "Wide". If you want to build all the Wonders, you need to have a tile available for every Wonder, and if you only have one city, or your city only has a few available tiles, your building is severely hampered.
--Eureka!: Every tech and civic you are researching can gain a sudden boost if you complete an objective while it's being researched. For example, if you are researching Writing and meet a new Civ, you gain a bit of completion for that tech.
--Barbarians: Barbarians have gotten scarier. Camps will occasionally send out Scout units and, if a scout finds your city and gets back to the encampment it came from, the Barbarians will spawn a city invasion force.
--Happiness: Global happiness is gone. Instead, there is only city happiness, represented by how many amenities you have. In addition, cities are limited in how big they get unless you build more housing.
--Agendas: AI-Controlled Civilizations now have two agendas that influence how they act. One is a civ-specific agenda. Examples given are America, who likes peaceful civs but hates civs that start wars, and Egypt, who likes civs with strong militaries and dislikes civs with weak militaries. Simple examples, but there could be more complex civs out there. In addition, each AI-controlled Civ has a secret, randomly assigned agenda, which includes wanting the biggest military, wanting all of the wonders, etc. and getting in the way of this could cause them to dislike you.
--Governments and Policy Cards: This part I didn't quite understand fully, however from what I can tell you can change your government type as you play, and which government you are defines how many of the different types of Policy Cards you can use. Policy Cards, meanwhile, can provide various small bonuses such as a bonus to wonder production or units gaining a bonus to damaging barbarians.
--City-states: No longer do you toss coin at a city state to get Influence with them. Instead, you can invest envoys into a City-state. The more envoys you invest, the better the benefit you gain from the City-state.
--Support units: You are still limited to one unit per tile. However, now you can link military and non-military units together and they may provide bonuses. For example, linking a battering ram (not military) to a warrior group (military), it gives a bonus to breaching walls of a city.
There may have been a few other small things mentioned in the video and discussed that I either missed, didn't fully understand, or felt weren't important enough to note. So! What do you guys all think of this?
The main knowledge I know of is coming from the videos of a LPer Quill18, who was flown out to play 60 turns of the game, and was given a gameplay video to show to others. He then posted a pair of vids discussing it, linked in the spoiler below.
Of course the videos ARE long (an hour's worth for both videos) so I'll put in some sum-ups of the notable things mentioned here.
--Religion: Yes, this is present from the start. Huzzah!
--Civic System: Policies from Civ V are gone. It is replaced by Civics, unlocked through a tree in a manner similar to Technologies, except using Culture points. These are used to unlock buildings and wonders, as well as policies and government types.
--Builders: Workers are gone. Instead, you have Builders. These units build tile improvements instantly, but can only build them about four times before you need to make another builder.
--Districts: Several city improvements are now built on tiles specifically. They can gain bonuses from tiles around them, hence why they are built on tiles.
--Wonders: Wonders now must be built ON an actual tile. This, and the previous note, has me very worried as it severely hampers those who like building "Tall" instead of "Wide". If you want to build all the Wonders, you need to have a tile available for every Wonder, and if you only have one city, or your city only has a few available tiles, your building is severely hampered.
--Eureka!: Every tech and civic you are researching can gain a sudden boost if you complete an objective while it's being researched. For example, if you are researching Writing and meet a new Civ, you gain a bit of completion for that tech.
--Barbarians: Barbarians have gotten scarier. Camps will occasionally send out Scout units and, if a scout finds your city and gets back to the encampment it came from, the Barbarians will spawn a city invasion force.
--Happiness: Global happiness is gone. Instead, there is only city happiness, represented by how many amenities you have. In addition, cities are limited in how big they get unless you build more housing.
--Agendas: AI-Controlled Civilizations now have two agendas that influence how they act. One is a civ-specific agenda. Examples given are America, who likes peaceful civs but hates civs that start wars, and Egypt, who likes civs with strong militaries and dislikes civs with weak militaries. Simple examples, but there could be more complex civs out there. In addition, each AI-controlled Civ has a secret, randomly assigned agenda, which includes wanting the biggest military, wanting all of the wonders, etc. and getting in the way of this could cause them to dislike you.
--Governments and Policy Cards: This part I didn't quite understand fully, however from what I can tell you can change your government type as you play, and which government you are defines how many of the different types of Policy Cards you can use. Policy Cards, meanwhile, can provide various small bonuses such as a bonus to wonder production or units gaining a bonus to damaging barbarians.
--City-states: No longer do you toss coin at a city state to get Influence with them. Instead, you can invest envoys into a City-state. The more envoys you invest, the better the benefit you gain from the City-state.
--Support units: You are still limited to one unit per tile. However, now you can link military and non-military units together and they may provide bonuses. For example, linking a battering ram (not military) to a warrior group (military), it gives a bonus to breaching walls of a city.
There may have been a few other small things mentioned in the video and discussed that I either missed, didn't fully understand, or felt weren't important enough to note. So! What do you guys all think of this?