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Sound: In the audio front, you will be able to hear ambient sounds according to the type of land you're over. If you move over the ocean, for instance, you'll hear waves. If you move over the desert, you'll hear a dry wind blowing.
Terrain Improvements: Improvements such as farms, lumber mills, mines and the new windmills actually animate if they're being worked, so you can tell if a city's labor force is allocated properly without ever dropping down into a city view. It also helps as an attacker to see if an enemy is using a specific tile.
Promotions: You can add a simple bonus to a unit's overall strength or grant a more powerful bonus that applies in more specific circumstances. Options here would be to grant the unit a bonus against certain other types of units or in certain types of terrain. You can even give units a bonus to regeneration speed.
Civics: In the labor category, slavery enables you to sacrifice population to hasten the completion of improvements. If you make the jump to serfdom, you'll have to pay to hurry improvements but you'll find that mines are much easier to make.
Culture: Culture now helps raise the defensive value of a city. Where the previous game offered bonuses based solely on population the new game will reward smaller cities that have citizens with a stronger cultural identity. This new mechanic has the added complication of making it much, much harder to defend conquered cities. Since the culture resets once you take a new city, you'll have to increase culture and build up the goodwill of the inhabitants before you can start to feel safe.
Map Editor: The game will ship with a world builder for players to create new custom maps. |
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