Australia is coming! Yay!
Looks like we'll be a coastal civ with housing plusses and some food/production bonuses from our Outback Stations. The "more production in a defensive war" thing is interesting, but it depends on how big the bonus is. You really want your production amped up before a war, not just during it. It kind of stops war from happening to you in the first place (or at least makes you the aggressor), but knowing that you get the bonus might put you way down the list of easy targets for others in multiplayer games. Which lets you concentrate on production/science/stealing tiles in the meantime until you're ready to be the aggressor.
I wonder if you could cheese the bonus in team games by having your ally declare war on you ASAP, them never actually attacking you, and this giving you a 5000 year long production bonus for an on-paper war? Or repeatedly doing it if it's a once-off per war bonus? It depends if it's about as big as trade would give you (except it's definitely stated as production, which is a very good yield to have, and it's "free"). It might even work against the AI by neutering the first one to declare war on you (there's always one eventually) and surrounding their last city, never accepting peace from them to keep the war going indefinitely, and using the bonus to go and conquer other civs aggressively. Kind of like pseudo-false flagging yourself and N.Korea'ing them for eternal production bonuses (unless it's a once-off). Empire of the Emu indeed, only your government type can force you to lose your sweet, sweet war production bonus.
I don't know. Coastal tends to be a pretty bad place to start, a food/production unique building isn't necessarily as good as just production (your pasture placements are already decided by then), the Digger unit replacing Infantry comes in pretty late, and the "scenic tiles" bonus randomizes your starts from bad->good->irrelevant on an already dicey starting bias. Culture bombing new tiles might be handy to boost mid/late game cities quickly, but again, it's a fairly late bonus and placements/power may be decided by fighting by then, not by a few extra resources and pop here or there. It should let you get more inland tiles, but you still want to start (new cities?) on the coast for the free housing (or do you?). Could be fun to annoy peaceful neighbours with though. East Timor's oil? It does represent Aussie cities well (we've got big cities land-area-wise that get their resources from miles away), plus, it lets us steal stuff from other civs in a uniquely Australian way.
It's all very well done to represent Australia as a nation in Civ, but I'm just not sure if it's very powerful. They might be able to keep rolling in a war from city liberation production bonuses/Digger outside-of-territory bonuses and being able to use almost any spot well due to scenic bonuses and land theft. Or they might not. It all seems a bit random, but you might get some positively awesome starts on some map types. We'll have to see the actual stats and effects to be sure. If it averages out to about +2-4 scenic yield or more for each city (for free), and a good "don't fight me" production bonus, they might be an absolute powerhouse early and mid game as well having a good late game tail. Not much different from a free land improvement or two worth of adjacency bonus per city for districts you'll usually have 1-2 of anyway (like everyone else with unique districts/yield/adjacency bonuses, but you get to choose your yield type bonus with district-type placement and "scenery", which is probably un-improved tiles), whatever the "city liberation" production bonus is (hearts and minds win wars, but is that just taking your own city back, or taking any city?), and not being an easy target for an attack if it'll be a protracted war anyway (we don't attack first, but we damn well win "our bit" in a war. We just don't know which bit that bit is in Civ 6 as yet) which could all make Australia very powerful and versatile. Or it could be random as hell, while also being vulnerable to seaborne attacks, while also always being on the defensive. We'll see.
Here's the nation release trailer:
https://m.youtube.com/watch?v=11HVt8f0X-IAnd Drew Durnil's leader breakdown vid:
https://m.youtube.com/watch?v=UK64zsJyLCI((kinda surprised America didn't get the defensive war production bonus really. Or even Stalinist Russia. It still makes sense for Australia (we completely changed our economy in WWII in so many ways), but "don't wake the sleeping giant" and all that for the US/USSR......))
((on "scenic" yield for districts, I'm guessing that it's +1 for "gungy tiles" (ie: jungles etc that have to be improved to give a decent yield), +1 (or 2'ish) for mountains/hard-to-improve tiles, and +1-2 extra for natural wonder tiles. Might be resource dependant too. Coastal water tiles might be auto +1 or "gungy" by default. Could be very wrong on that. Could just be culture/tourism->stat yield too. I really should learn more about Civ 6. Still sounds like a cheap way of slapping down districts anywhere, especially with cultural creep from Outback Stations, and getting something out of them even if you weren't planning on using production for workers))
((depending on just what the "scenic" yields are, Australia might actually be ok on religion. Got some useless yet scenic tiles surrounding a "proper" tile without useful yields available yet? Slap down a religious district. Get a pantheon due to scenic adjacency bonuses fairly quickly. Choose something that gives you even more +faith from those scenic tiles. Just kinda mook your way into establishing a religion from there after a prophet/actual building effort. Aussie Aussie Aussie! Yahweh, Buddha, Jesus! Religion is kinda weak, but it's an early run first-in-first-served thing. You can use "whatever's scenic" for the bonus to go there early or slightly later, keep it going for very little production input regardless of pantheon or terrain, and it can give you a mid-game push if you're getting free yields out of it. Although, this does go for any non-production district too, so you'll be doing it with a commercial or research district first most of the time. F'ing money-lenders and brainiacs......
Depending on just how big the "liberating cities" production bonus is and what cities it applies to, this could really do "stuff" sometimes. Take an enemy city, slap down the rest of the religious district's production cost with cash after applying the free production to it, use your faith pool to teleport units in from God's domain. Repeat with drunken faith))