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LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
(09-14-2010, 02:09 AM)
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Civilization V |OT| of Losing My Religion, And I Feel Fine...
#1
![]() A quick acknowledgement to Arioch and his Well of Souls Civ Analyst page, which has compiled a ton of info on Civ and is where I've referenced a lot of the info in this thread from. Platform: PC Genre: Turn-Based Strategy Simulation Developer: Firaxis Games Price: $49.99 US ($59.99 Digital Deluxe, $99.99 Special Edition) Release Date: NA - September 21, 2010, EU - September 24, 2010. Playable demo available now, size is around 4 GB. Unlock Times: No matter where you buy your copy of Civilization V, you won't be able to play until the game unlocks in your region. Here are the unlock times that we know of: North America: September 21 @ 10am EDT (New York, Toronto, Fake Virginia, Miami) September 21 @ 9am CDT (Chicago) September 21 @ 8am MDT (Denver) September 21 @ 7am PDT (California, Washington) September 21 @ 11am ADT (Nova Scotia) [fixed: Thanks Canucker] Worldwide: September 24 @ 00:00 UTC For those who ordered through a digital distributor, this is the time when you will be able to activate the game on Steam. The same restriction applied to retail copies, no matter when they are bought or delivered. Ratings: ESRB E10+ PEGI 12+ AU PG Supported Languages: English, Italian, German, Spanish, French Links CiV 5 Site: http://www.civilization5.com/ Firaxis Site: http://www.firaxis.com/ Facebook: http://www.facebook.com/civ Twitter: http://twitter.com/2kgames Game manual: http://www.civilization5.com/#/community/feature_manual System Requirements Minimum System Requirements Operating System: Windows(r) XP SP3/ Windows(r) Vista SP2/ Windows(r) 7 Processor: Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz Memory: 2GB RAM Hard Disk Space: 8 GB Free DVD-ROM Drive: Required for disc-based installation Video: 256 MB ATI HD2600 XT or better, 256 MB nVidia 7900 GS or better, or Core i3 or better integrated graphics Sound: DirectX 9.0c-compatible sound card DirectX(r): DirectX(r) version 9.0c Recommended System Requirements Operating System: Windows(r) Vista SP2/ Windows(r) 7 Processor: 1.8 GHz Quad Core CPU Memory: 4 GB RAM Hard Disk Space: 8 GB Free DVD-ROM Drive: Required for disc-based installation Video: 512 MB ATI 4800 series or better, 512 MB nVidia 9800 series or better Sound: DirectX 9.0c-compatible sound card DirectX(r): DirectX(r) version 11 Other Requirements Initial installation requires one-time Internet connection for Steam authentication; software installations required (included with the game) include Steam Client, Microsoft Visual C++2008 Runtime Libraries and Microsoft DirectX. Internet Connection and acceptance of Steam Subscriber Agreement required for activation. See www.steampowered.com/agreement for details. Software license terms available in game manual and at www.take2games.com/eula. Non-transferable access to special features such as exclusive, unlockable, downloadable or online content, services or functions may require single-use serial code, additional fee and/or online account registration (13+). Access to special features may require internet connection, may not be available to all users, and may, upon 30 days notice, be terminated, modified or offered under different terms. Purchase options - The standard version of the game is available in most retail stores as well as digital distribution via Steam or Direct2Drive. [IMG]http://i55.************/20ze1kw.jpg[/IMG] - The special edition available in retail stores features the following extras: * 2-disc CD soundtrack of game score selections * Behind-the-scenes DVD at Firaxis * 5 metal figurines based on units from Civilization V manufactured by Reaper Miniatures * 176 page hardcover artbook [IMG]http://i53.************/5kenms.jpg[/IMG] - There is a deluxe digital edition available on Steam or Direct2Drive that features the following extras: * Bonus Babylon Civilization with leader "Nebuchadnezzar II" * Behind the Scenes at Firaxis with Civ V video feature * Game Soundtrack Pre-order bonuses - Pre-ordering the game (regular or deluxe) at Steam offers the following extras: * Cradle of Civilization Map Pack: Mesopotamia [IMG]http://i51.************/2w6uty0.jpg[/IMG] - Pre-ordering the game (regular or deluxe) at Direct2Drive offers the following extras: * A free copy of Sid Meier's Civilization III Complete * The first Double Civilization and Scenario DLC Pack for free when available (note that the two civilizations are in addition to Babylon if you order the deluxe version) - Pre-ordering the game (regular or SE) at Walmart offers the following extras: * Map Pack: Cradle of Civilization: The Americas [IMG]http://i55.************/2hdd768.jpg[/IMG] - Pre-ordering the game (regular or SE) at Amazon.com / .ca (but not the other Amazon websites world-wide) offers the following extras: * Map Pack: Cradle of Civilization: Asia (unlock code e-mailed within 10 days) [IMG]http://i54.************/2lnwv0z.jpg[/IMG] - Pre-ordering the game (regular or SE) at Amazon.de (but not the other Amazon websites world-wide) offers the following extras: * Map Pack: Cradle of Civilization: Mediterranean [IMG]http://i52.************/4ghp42.jpg[/IMG] - Pre-ordering the game at CDON.se / .no / .dk / .fi offers the following extras: * Map Pack: Cradle of Civilization: The Americas - Pre-ordering the game at Play offers the following extras: * Map Pack: Cradle of Civilization: Mediterranean - Pre-ordering the game at GAME.co.uk offers the following extras: * Map Pack: Cradle of Civilization: The Americas - Pre-ordering the Nordic Edition at various suppliers in Sweden and Norway offers the following extras: * Regular Edition (DVD) * Map Pack: Cradle of Civilization: Asia * Map Pack: Cradle of Civilization: The Americas * Map Pack: Cradle of Civilization: Mediterranean Steamworks Civilization V uses Steamworks. For those installing from a retail purchase, you will need to connect to the Internet and activate your game once after installation. After activation you no longer have to be online to play the game, as Steam will let you launch the game in offline mode. DLC Plans Additional civilizations, maps, and scenarios will be released in DLC packs. The DLC pack "Double Civilization and Scenario Pack" is tenatively scheduled for a late 2010 release. Other likely DLC packs (not confirmed yet) include: * Babylonia civilization * Map Pack: Cradle of Civilization: Asia * Map Pack: Cradle of Civilization: Americas * Map Pack: Cradle of Civilization: Mesopotamia * Map Pack: Cradle of Civilization: Mediterranean [IMG]http://i35.************/1608u90.png[/IMG] Here is the list of civilizations that will be included at release. Each civilization has only one Leader choice, and no longer have Traits. Instead of Traits, each civilization has a unique Special Ability. Each civilization has at least one unique unit, some have a Unique Building. Roughly half of the civilizations have a second Unique Unit instead of a Unique Building. Each leader has a personality made from a combination of several different attributes along a ten point scale. In each game, each attribute will be randomly modified +/- two points, allowing for a different experience each game. So Russia may have an attribute of 8 for expansion, but at the start of the game the attribute could be set any where from 6 to 10. Attributes include Wide Strategy, Military preferences, Recon, Naval recon, Naval growth, Expansion, Growth, Development preferences. [IMG]http://i52.************/f3yvyx.gif[/IMG] America [IMG]http://i53.************/1zd28v9.png[/IMG] Leader: Washington Unique Units: Minuteman - Appears to have a combat bonus when fighting in friendly territory, in addition to the American unique ability of increased sight range; B-17 - Units have a civilian-style triangular unit icon (allowing a fighter unit to stack with it). Special Ability: Manifest Destiny - All land military units have +1 sight range. 25% discount when purchasing tiles. [IMG]http://i51.************/118jdaa.gif[/IMG] Arabia [IMG]http://i53.************/2nqxmxy.png[/IMG] Leader: Harun al-Rashid Unique Unit: Camel Archer - Can move after combat. Weak to Pikemen. Unique Building: Bazaar - Provides an additional instance of each improved luxury resource near the City. Special Ability: Trade Caravans - +1 gold from each Trade Route, and Oil resources provide double quantity. [IMG]http://i53.************/j0wikk.gif[/IMG] Aztec [IMG]http://i53.************/35389b8.png[/IMG] Leader: Montezuma Unique Unit: Jaguar - One preview suggests that the Jaguar has a bonus fighting in Jungle, and can heal itself by defeating an enemy unit (similar to the Janissary). Unique Building: Floating Gardens - +2 Food per worked lake tile, regular Water Mill food bonus +15% Special Ability: Sacrificial Captives - Gains Culture for the empire from each enemy unit killed. [IMG]http://i51.************/1zz5hs6.gif[/IMG] China [IMG]http://i56.************/mjbsys.png[/IMG] Leader: Wu Zetian Unique Unit: Chu-Ko-Nu - May fire twice per turn. Unique Building: Paper Maker - +4 Gold, +1 Science for every 2 Citizens, 1 Science specialist slot Special Ability: Art of War - Effectiveness and spawn rate of Great Generals increased. [IMG]http://i54.************/f4g0u8.gif[/IMG] Egypt [IMG]http://i55.************/5n6dtf.png[/IMG] Leader: Ramesses II Unique Units: War Chariot - Ffaster than the normal chariot, doesn't require Horse resources. Unique Building: Burial Tomb - +2 Culture, no maintenance +2 happiness; double Gold in plunder if captured Special Ability: Monument Builders - +20% production towards Wonder construction. [IMG]http://i51.************/167uuk2.gif[/IMG] England [IMG]http://i54.************/wldijb.png[/IMG] Leader: Elizabeth I Unique Units: Longbowman - range of 3 instead of 2; Ship of the Line - faster and stronger than normal Frigate unit Special Ability: Sun Never Sets - +2 movement for all naval units. [IMG]http://i54.************/xdrp1c.gif[/IMG] France [IMG]http://i55.************/15557yt.png[/IMG] Leader: Napoleon Unique Units: Musketeer - Stronger than normal Musketman unit; Foreign Legion - Combat bonus outside friendly territory. Special Ability: Ancien Regime - +2 culture per turn from Cities before discovering Steam Power. [IMG]http://i56.************/254zltv.gif[/IMG] Germany [IMG]http://i53.************/jadvo3.png[/IMG] Leader: Otto von Bismarck Unique Units: Landsknecht - Has the same stats as the normal Pikeman unit but is cheaper to produce; Panzer - Can attack again after combat, gets a combat penalty when attacking Cities, has limited range of sight. Special Ability: Furor Teutonicus - Upon defeating a Barbarian unit inside an encampment, there is a 50% chance you earn 25 gold and they join your side. [IMG]http://i53.************/10qgu9g.gif[/IMG] Greece [IMG]http://i54.************/w7obvm.png[/IMG] Leader: Alexander Unique Units: Hoplite - Stronger than normal Spearman unit; Companion Cavalry - Stronger than normal Horseman unit, allegedly also gives increased Great General points. Special Ability: Hellenic League - City-State influence degrades at half and recovers and twice the normal rate. [IMG]http://i53.************/2j4rfoh.gif[/IMG] India [IMG]http://i55.************/9rpu1h.png[/IMG] Leader: Gandhi Unique Unit: War Elephant - Much stronger than normal Chariot Archer unit, but one movement point slower Unique Building: Mughal Fort - 4 maintenance, +2 Culture, provides Gold after Flight is researched. Special Ability: Population Growth - Unhappiness from number of cities doubled, Unhappiness from number of Citizens halved. [IMG]http://i51.************/o00zzl.gif[/IMG] Iroquois [IMG]http://i51.************/21mw7m8.png[/IMG] Leader: Hiawatha Unique Units: Mohawk Warrior - +50% combat bonus in Forest or Jungle. Unique Building: Longhouse - Requires Metal Casting, +1 Production from each worked Forest tile, 1 Engineering specialist slot. Special Ability: The Great Warpath - Units spend only 1 Movement Point entering any tile with a Forest. [IMG]http://i51.************/2v9d8cw.gif[/IMG] Japan [IMG]http://i51.************/zj6wj9.png[/IMG] Leader: Oda Nobunaga Unique Units: Samurai - Automatically receives Shock I promotion (bonus fighting in open terrain), success in combat with a Samurai has an increased chance of generating Great Generals; Zero - Combat bonus against other Fighters, can perform missions within its range of 8: attack enemy aircraft and ground units, scout enemy positions, defend against enemy air attacks. Special Ability: Bushido - Units fight as though they were at full strength even when damaged. [IMG]http://i55.************/2ynnqlz.gif[/IMG] Ottomans [IMG]http://i56.************/fktcpj.png[/IMG] Leader: Suleiman Unique Units: Sipahi - +1 Sight range, bonus against Mounted units, penalty on defense, can pillage enemy tile improvements at no additional movement cost; Janissary - Receives a combat bonus on the attack, automatically heals all damage when it defeats a non-Barbarian unit. Special Ability: Barbary Corsairs - 50% chance of converting a Barbarian naval unit to your side and earning 25 Gold. [IMG]http://i55.************/xohz6a.gif[/IMG] Persia [IMG]http://i51.************/2uz5ch4.png[/IMG] Leader: Darius Unique Unit: Immortal - Heals at double rate. Unique Building: Satrap's Court - +25% gold, +2 happiness. Special Ability: Achaemenid Legacy - Golden Ages last 50% longer. During a Golden Age, units receive +1 Movement and a +10% Combat Strength bonus. [IMG]http://i54.************/1z4y8nt.gif[/IMG] Rome [IMG]http://i51.************/qz10mg.png[/IMG] Leader: Augustus Caesar Unique Units: Legion - Can build Roads and Forts like a Worker; Ballista - Stronger than normal Catapult unit. Special Ability: The Glory of Rome - +25% production towards any buildings that already exist in the Capital. [IMG]http://i53.************/2l5hlx.gif[/IMG] Russia [IMG]http://i54.************/ml2wzc.png[/IMG] Leader: Catherine Unique Unit: Cossack - Does more damage to wounded enemy units. Unique Building: Krepost - +15 XP to all land units, -50% Culture cost for buying City tiles. Special Ability: Siberian Riches - Strategic Resources provide +1 Production, and Horse, Iron and Uranium Resources provide double quantity. [IMG]http://i56.************/vevwqe.gif[/IMG] Siam [IMG]http://i55.************/xarigi.png[/IMG] Leader: Ramkhamhaeng Unique Unit: Naresuan's Elephant - Combat bonus vs other Mounted units, can move after attacking. Unique Building: Wat - +3 Culture, +50% Science, 2 x Scientist Specialists. Special Ability: Father Governs Children - Food and Culture from friendly City-States increased by 50%. [IMG]http://i55.************/p8x9i.gif[/IMG] Songhai [IMG]http://i54.************/2j2f8g2.png[/IMG] Leader: Askia Unique Unit: Mandekalu Cavalry - +30% bonus vs. Cities. Unique Building: Mud Pyramid Mosque - replaces Temple, +5 Culture Special Ability: River Warlord - Receive triple Gold from Barbarian encampments and pillaging Cities, Embarked units can defend themselves. The Babylon civ is available to those who purchase the Digital Deluxe version: Babylon [IMG]http://i55.************/14ecp34.png[/IMG] Leader: Nebuchadnezzar II Unique Unit: Bowman - higher strength than normal Archer unit both defensively and offensively. Unique Building: Walls of Babylon - Higher defense than normal City Walls improvement, increases combat strength during bombardment Special Ability: Earn free great scientist when you discover Writing, earn great scientists at double normal rate. [IMG]http://i36.************/2v953is.png[/IMG] User Interface One of the largest overhauls done for Civilization V is the UI. Having learned a lot in terms of UI during the development of Civilization Revolution for the console space, Firaxis appears to have done an even better job with Civ V in streamlining the interface to make better use of screen real estate, as well as making the game more approachable and easier to learn. Hands-on impressions and previews released so far indicate Firaxis has done just that. [IMG]http://i55.************/suvmgw.png[/IMG] Eurogamer comments that "Civilization V is the best of both worlds: more approachable, less opaque, but still with a huge, impenetrable brain throbbing in the background," and "Ultimately - with a UI that's frankly astounding, its polite hand-holding tutorials and event reminders somehow never becoming intrusive - there's little doubt that Civ V is onto something of a winner." Giant Bomb's Ryan Davis, whose previous experience with the Civ franchise was limited only to Civ Revolution, stated on a podcast: "I think Civ V is definitely even more intuitively and intelligently designed than Civ Rev was," and that "Civ V does kind of what Civ Rev tried to do of simplifying and making stuff make sense, it is better at explaining its systems and streamlining things than Civ Rev is plus you still have that crazy depth." Visuals Civilization V uses a brand new graphics engine, built from scratch to take better advantage of multi-threading and multi-core systems, supporting up to 8 threads. The new engine spends less time waiting for memory, and is coded to take advantage of DirectX 11. DX11 will benefit users even if they don’t have DX11 capable hardware, since the API itself is much more heavily threaded DX9 and DX10 hardware users will see performance increases using DirectX 11. [IMG]http://i55.************/210gf94.png[/IMG] Visually, early impressions are mostly positive on the new graphics engine. Animations pop out really well, units now look like armies as opposed to large oversized individuals, the terrain and landscape seems to blend together much more naturally due to the shift to a hex-based map, and city improvements look good as cities expand and grow. PC Gamer UK claims Civ V is "indisputably the best-looking turn-based strategy game ever made." Hexes One of the biggest visual changes is the change from a square-based map grid to a hexagon-based one. Aesthetically, the move to hexes allows land masses to be more naturally contoured and makes rivers and other channels of water less crooked looking. Strategically and tactically, the switch to hexes reduces the number of neighboring tiles from 8 to 6, making it easier to surround units (less sides) but also more difficult to retreat (less avenues for escape). In terms of cities, the move to hexes means a change to the initial tiles a city has control over, which is now the 6 immediate surrounding hexes. [IMG]http://i55.************/105r1na.png[/IMG] In addition to the normal 3D view, there is a 2D hex-style Strategic View available if players need to see the individual hex tiles.
Last edited by XiaNaphryz; 06-12-2012 at 03:50 PM.
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LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
(09-14-2010, 02:10 AM)
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#2
Combat
The other big game system overhaul is combat, the one area that has traditionally been the weakest in the franchise. Stacking units of the same category (military, naval, civilian) is no longer allowed, with the exceptions of city spaces (you can have a unit garrisoned along with a non-garrisoned unit), and Air & Missile units can stack on cities, Aircraft Carriers, and Missile Subs. Because of this new restriction, more fighting will occur out in the countryside rather than near cities making terrain consideration much more tactically important (see terrain bonus/penalty listing below). [IMG]http://i52.************/2gsjyif.png[/IMG] Ranged Bombardment has returned as well, allowing some units to attack several hexes away, and it is now possible to completely destroy units with ranged attacks (unlike previous games). Note that most siege units require a turn to set up, so they cannot move and fire in the same turn. Military land units exert a 1-hex zone of control, which will reduce adjacent enemy movement to 1 hex per turn. So you can effectively slow down an army's advancement just from proper unit placing as the enemy unit will lose all its remaining movement points once it enters the zone of control. One of the major changes to combat is that non-ranged battles can now end in a draw if both units survive an attack, the combat calculations no longer have to continue until one side dies. Another significant change is that land units can now embark on water without the use of transport ships. Simply moving a unit over water will automatically convert it to a transport ship for your appropriate tech level. You will likely still want naval units as escort, of course. [IMG]http://i51.************/2qc3yxe.png[/IMG] City defense has also been improved. Cities can fight on their own without a garrisoned unit, and will have a combat strength rating. You can still garrison a unit to increase the city's combat strength. As mentioned above, a city can have both a unit garrisoned and a regular unit stationed on the city tile at the same time. The regular unit stationed on the tile is ignored if the city is attacked as the garrisoned unit has precedence, but you can use the regular unit for additional offense. The veterancy system from Civ IV returns, and there are also a number of combat bonuses/penalties depending on terrain: * +15% combat bonus for at least one adjacent friendly unit (with Discipline social policy). * +15% combat bonus for each friendly unit adjacent to the enemy ("flanking"). * +25% defensive bonus for rough terrain (hills, forest or jungle). * -33% defensive penalty for open terrain (not hill, forest or jungle). * -20% combat penalty for attacking across a river. * +25% defensive bonus for unit fortification. * +25% combat bonus for proximity to a Great General. A damaged unit is less effective when attacking than a fully-healed unit. The more damaged the unit, the less its attack – melee or ranged – will damage an opponent. The actual formula is more complex than this, but as a general rule a unit’s damage output is reduced by half the percentage of HPs that it has lost. In other words, a unit that has lost 5 HPs (50%) has the amount of damage it does reduced by 25%, and the damage a unit that has lost 9 HPs (90%) inflicts, is reduced by 45% The combination of all these changes appears to have greatly improved the combat system, those familiar with the Panzer General series of games may see a lot of similarities here. As for Barbarians, they spawn from camps in territory hidden by fog-of-war. Camps provide gold when destroyed. Barbarians will not build cities or occupy captured cities, only destroy them. Their unit types progress with that of the most advanced civilization. Empire Building - Cities, Research, Culture, Wonders Several changes have gone into the civ building side of the game. [IMG]http://i56.************/dr6s77.jpg[/IMG] Happiness is now handled globally instead of a city by city basis, and is displayed as an overall number. You no longer will need to micro-manage happiness in each city, as anything that affects it will affect your entire civ. Like prior Civ games, positive happiness will help you achieve a Golden Age. Negative happiness will slow population growth due to penalties incurred to food surpluses. On the extreme end, sufficient negative happiness will cause cities to stop growing altogether, prevent them from producing Settlers, and your military units will get hit with combat penalties. Also note that in Civ V, expanding your empire too fast (either through settlers or conquest) will result in some significant unhappiness (initially +3 Unhappiness, then 1 for each population). Same thing with quickly capturing a ton of cities. The classic Commerce system we're all used to, the Gold/Research/Culture sliders, are gone. They are now all generated independently. Gold will have uses as well beyond rushing rushing production and unit upgrades: buying city tiles (instead of waiting for a city to naturally gain it through culture expansion) and maintenance costs on units/buildings/roads are now possible uses. Gold can still be used as diplomatic bargaining chips as well. Science is primarily driven from your general population, though you can still use specialists, buildings, and unique tile improvements to enhance your research production. Also note that if you run out of gold due to negative income, it will come out of your research on a 1:1 basis. So for every 1 gold deficit you have, you lose 1 research point. Culture largely works as it has in previous Civ games, and still determines automatic local city expansion. But it can also be spent like Gold on Social Policy items (see section below). With the new map grid layout of hexes, cities now expand only one tile at a time, with a maximum radius of 3 tiles. Expanding cities to its full theoretical influence of 37 tiles is reportedly very difficult, meaning it would be best to put some thought in your city layouts. A city's local Culture production rate controls how quickly that city will add a new tile, and the population automatically chooses the tile to expand to, with a preference towards whatever available resource the game thinks your city needs most. You can choose to purchase additional tiles with gold, which can dramatically speed up how fast a city can utilize resources on the map as well as expand the borders of your overall civilization. Purchase pricing for each tile will depend on the difficulty the city would have to claim the tile normally, meaning roughness of terrain and obstacles such as rivers will increase the price. Note that you can only purchase unclaimed tiles. When a city is captured, you will get the option to Annex, Raze, or Create Puppet. Annexing the City causes it to become a normal city, but one that produces quite a bit of extra Unhappiness that does not reduce over time, and can only be eliminated by building a Courthouse in that city. After a Courthouse is built, the annexed city will behave the same as any of your other cities. By turning the city into a Puppet it will generate Gold, Science, and Culture for you but you may not choose what it produces though it will contribute much less Unhappiness than an Annexed City. Razing a city is self-explanatory - burn it to the ground! You can setup Trade Routes by connecting cities with the capital, either through roads or a Harbor building. The value of the trade route is determined by the combined sizes of the city and the Capital. You can interfere with Trade Routes through blocking roads or blockading harbors. Note that roads are no longer required to connect resources to cities, only to connect cities to their capital for trade routes - all that is required for access to a resource is for it to be within your borders and to have the appropriate improvement constructed in that tile. Also note that roads and railroads have per-turn maintenance costs. Another big change is that Cities can no longer "flip" from culture alone, so save those culture bombs for just snagging unclaimed territory. In regards to resources, there are three different kinds: Strategic, Bonus, and Luxury. [IMG]http://i52.************/2wdc9cw.jpg[/IMG] [IMG]http://i54.************/30m0bk7.jpg[/IMG] Strategic resources are now finite, units that require them take from a global pool as they are built. Strategic resources are not visible from the start and require knowledge of a particular technology before they will appear on a map. For example, horses do not appear until you have researched Animal Husbandry, and Iron doesn't show until you discover Iron Working. Strategic resources allow you to build certain units and buildings. When you construct an improvement on a resource tile, it provides you a limited number of that resource. Resources allocated to a unit are returned to the available pool if the unit is destroyed or disbanded. Strategic resources include Horses, Iron, Coal, Oil, Aluminum, and Uranium. [IMG]http://i52.************/34fk27l.jpg[/IMG] [IMG]http://i55.************/2hfrtp3.jpg[/IMG] Bonus resources increase food and gold output of a tile, and cannot be traded to other civilizations. They include Bananas, Cattle, Deer, Fish, Sheep, and Wheat. [IMG]http://i51.************/11ik9d5.jpg[/IMG] [IMG]http://i55.************/xdv48m.jpg[/IMG] Luxury resources increase a civilization's happiness and provide a small bonus to that tile's particular production output. More than one deposit of the same resource has no additional benefit other than for diplomatic use in trades, but you will get bonuses from working on a different luxury resource type. Luxury resources now provide some Gold when worked on. Periodically, a city may request that you acquire a specific luxury resource and if you succeed the city will go into the "We Love the King Day" celebration for 20 turns, during which the city's growth rate will be increased. When the celebration is over, the city will demand another luxury resource. Luxury resources include Cotton, Dye, Gems, Gold, Fur, Incense, Ivory, Marble, Pearls, Silk, Silver, Spices, Sugar, Whales, and Wine [IMG]http://i51.************/9ulv95.jpg[/IMG] [IMG]http://i55.************/34din40.jpg[/IMG] [IMG]http://i51.************/rj1a3p.jpg[/IMG] In addition to the standard Wonders you can build (World wonders, limited to one in the world at any one time, and National Wonders that can be built once per civilization), there are Natural Wonders which are special terrain tiles you can encounter in the world that can provide extra happiness, commerce, and/or production for nearby cities. These include the Great Barrier Reef, "Old Faithful" Geyser, Mount Fuji, Barringer Crater, Grand Mesa, Mount Everest, Rock of Gibraltar, and Krakatoa. City States A new addition to the Civ franchise, City-States are AI-controlled single-city civilizations that do not expand or try to win the game like regular civs. [IMG]http://i52.************/2qu7mgh.jpg[/IMG] There are three types in the game: Cultured, Maritime, and Militaristic. City-States also have different Personalities. Geneva for example is "Irrational," indicating that they may make strange requests. Other examples are Vienna (Neutral), Cape Town (Friendly), and Seoul (Hostile). City-States can be friends with any civilization, but can only be allied with one at a time. Friendship can be gained through gifts to gain influence ponts. Once befriended, a city-state provides bonuses according to its type: Culture for Cultured, Food for Maritime, and periodic gifts of units for Militaristic. City-states Will periodically ask for favors from friends through missions, which might include clearing barbarians, or attacking a rival city-state. Gaining greater influence gives greater rewards, eventually leading to alliance. Allied city-states grant the allied civ access to all of their resources, and they will join the allied civ during wars. They Will also vote for the allied Civ in UN elections. City-state each have one vote, just like regular civilizations. City-state influence will degrade over time, so you will need to continually offer gifts or assistance to maintain your relationship. City-States can be conquered, in which case any relationship bonuses are lost and it becomes a normal city in your empire. It cannot be razed, and other civilizations can have the incentive to try to recapture it from you to liberate it. A civ's Social Policies may also influence relations with city-states. There are lots of City-States in the game, and typically there will be twice as many city-states as regular civilizations in a normal game. The full list of City-States: o Almaty: Militaristic o Belgrade: Militaristic o Bucharest: Cultured o Budapest: Militaristic o Brussels: Cultured o Cape Town: Maritime, Friendly o Copenhagen: Maritime o Dublin: Militaristic, Friendly o Edinburgh: Militaristic, Irrational o Florence: Cultured, Irrational o Geneva: Cultured, Irrational o Genoa: Maritime, Hostile o Hanoi: Militaristic o Helsinki: Maritime o Lhasa: Cultured o Monaco: Cultured, Irrational o Oslo: Maritime o Kuala Lumpur: Cultured o Ragusa: Maritime o Rio de Janeiro: Maritime o Seoul: Cultured, Hostile o Sidon: Militaristic, Hostile o Singapore: Maritime o Stockholm: Maritime, Irrational o Tyre: Militaristic o Venice: Maritime o Vienna: Cultured, Neutral o Warsaw: Cultured, Hostile Diplomacy When interacting with other civ leaders, you will get a full-screen, full-body real-time rendered leader to interact with during discussions as opposed to pre-rendered video. Leaders will speak in their native language. A new engine was coded from the ground up for this. [IMG]http://i53.************/2dlnh93.jpg[/IMG] Other changes to diplomacy include: * The removal of religion means it will no longer help or hinder relations * You can no longer trade technologies. Instead, you can enter Research Agreements, where you agree to invest a lump sum of gold with another civilization and will in return receive a random technology after 20 turns. If either side terminates the agreement at any point, the remainder of the investment is lost. * Social Policies (see below) do not affect relations with other civilizations. * Details of a leader's attitude and specific +/- relationship factors are no longer shown to the player, you will have to rely on reading body language. * Leaders are sensitive to a player's placement of military units, as well as purchasing of map tiles. [IMG]http://i51.************/2e52y51.png[/IMG] Social Policies One of the major changes in Civ V is the Government/Civics system which has been completely overhauled. You no longer choose between different forms of government like Monarchy or Communism. Civ V uses a new "Social Policy" system consisting of 10 separate trees, where you can spend Culture to unlock various bonuses. You don't switch between policies, but choose which tree to invest in and the bonuses are cumulative. You start the game with access to the Tradition, Liberty, and Honor trees. Other trees unlock as you reach certain tech eras. Some trees are incompatible with others, so for example you can't have both Freedom and Autocracy, or both Rationalism and Piety. Purchasing all the options in five of the ten trees will unlock a Utopia Project wonder which needs to be built to achieve a Cultural Victory. Note that Social Policies don't affect your relations with other civilizations, but they do affect relations with city-states. Jon Shafer, Civ V's lead designer comments: "With the policies system, we wanted to keep the feel of mixing and matching to construct one's government that was part of Civ IV, but we also wanted to instill a sense of forward momentum. Rather than having to switch out of one policy to adopt another, you build upon the policies already unlocked. The thought process we want to promote is 'What cool new effect do I want?' rather than the feeling of needing to perform detailed analysis to determine if switching is a good idea/" Here are the known social policy trees: [IMG]http://i55.************/2ib2np1.jpg[/IMG] Tradition Tradition is best for small empires, with many Policies that improve the Capital City. Adopting Tradition will immediately provide a bonus of +1 Food per turn in the Capital. * Aristocracy * Oligarchy * Legalism * Landed Elite * Monarchy Liberty Liberty is best for civilizations which desire rapid expansion. Adopting Liberty will speed up the training of Settlers by 50%. This branch cannot be active at the same time as Autocracy. * Collective Rule * Republic * Citizenship * Meritocracy * Representation Honor Honor improves the effectiveness of one's army in a variety of ways. Adopting Honor gives a +25% combat bonus VS Barbarians and notifications will be provided when new Barbarian Camps spawn in revealed territory. * Warrior Code * Discipline * Military Caste * Military Tradition * Professional Army Piety Unlocks at Classical Era. Piety increases the Happiness of empires, and allows their Culture to flourish. Adopting Piety immediately increases the Happiness in the empire by 2. This branch cannot be active at the same time as Rationalism. * Organized Religion * Reformation * Theocracy * Mandate of Heaven * Free Religion Patronage Unlocks at Medieval Era. Patronage enhances the benefits of City-State friendship. Influence with City-States degrades 50% slower than normal. * Aesthetics * Cultural Diplomacy * Educated Elite * Philanthropy * Scholasticism Commerce Unlocks at Medieval Era. Commerce provides bonuses to naval empires and those focused on Gold. Adopting Commerce will boost Gold output in capital city by 25%. * Mercantilism * Merchant Navy * Naval Tradition * Protectionism * Trade Unions Freedom Unlocks at Renaissance Era. Upon Adopting Freedom, specialist population in cities produce half the normal amount of Unhappiness. This branch cannot be active at the same time as Autocracy. * Free Speech * Civil Society * Constitution * Democracy * Universal Suffrage Rationalism Unlocks at Renaissance Era. * Free Thought * Humanism * Scientific Revolution * Secularism * Sovereignty Order Unlocks at Industrial Era. * Communism * Nationalism * Planned Economy * Socialism * United Front Autocracy Unlocks at Industrial Era. Autocracy if for militaristic civilizations, dreaming of world conquest. Adopting Autocracy reduces Unit Gold Maintenance costs by 33%, allowing an empire to field a larger military. This branch cannot be active at the same time as Freedom. * Total War * Fascism * Militarism * Police State * Populism Tech Tree The Civ V tree, especially in the early eras, is significantly condensed from the previous game, but most of the key technologies are still there. Most of the missing techs from Civ 4 are either religion related or civil/social related, and the roles/bonuses for the latter should have moved to social policies. It looks like you start the game with Agriculture, and go from there. So no more different starting techs for different civilizations. Technologies can no longer be traded, but you can enter into Research Agreements with other civilizations. [IMG]http://i55.************/fw36n6.jpg[/IMG] * Icons seem to go from left to right: Units, City Buildings, Wonders, Revealed Resources, Tile Improvements, Abilities, Projects. Buildings, Wonders and Resources are circular icons. * Terrain Improvements and terrain working abilities appear as white icons without a circular border. * Unit icons often "break" the boundaries of their circular border and so are easier to identify. Victory Conditions [IMG]http://i52.************/1qookn.jpg[/IMG] Here's the list of ways you can win, you can choose to disable any of the Victory conditions. * Domination: Victory now only requires capture of all of the other civilizations' original capitals. Capture of an enemy capital does not eliminate a civilization from the game, as a different city will be designated as a new capital. However, the original capital is the one that's necessary for Domination victory - a civilization cannot achieve Domination if it is not in possession of its original capital. * Culture: Victory requires construction of the Utopia Project, unlocked by filling 5 of 10 Social Policy trees purchased with Culture. * Science Victory: Win the Space race by building a starship to launch towards Alpha Centauri. Each starship module produced must be transported to the Capital, allowing for other civs to intercept them. * Diplomatic Victory: Win the United Nations vote. All civilizations and city-states now have only 1 vote. There is a progress screen that actually tracks the number of votes you have, so triggering an election can now be a reliable means of winning the game. * Time Victory: Have the highest score at 2050 AD.
Last edited by XiaNaphryz; 10-10-2010 at 02:21 AM.
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LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
(09-14-2010, 02:11 AM)
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#3
Other Changes from previous Civ titles
* As stated in an earlier section, strategic resources such as Iron are now limited, and each unit built that requires them will reduce the total available pool. * There is a hard cap on the number of units your civilization can support. This cap is determined by the game difficulty, and the number of cities and citizens in your civilization. * Some civilizations have a second Unique Unit instead of a Unique Building. * Decommissioning units now refunds some gold. * The Space Ship parts are actually units, because they need to be transported from the construction site to the launch site. They can therefore be intercepted by other civs. The following is a list of features from Civ IV: Beyond the Sword that have not (as far as we know) been implemented in Civ V. This is not meant to be viewed as a negative thing, just as information: * Religions: Not in the game. The developers felt that religions constituted an early "rush" and affected diplomacy in a binary way; other civs were either the same religion as you and liked you, or were a different religion and disliked you. With a greater emphasis on the diplomacy engine and the new City-States to help drive diplomacy, they felt that religions were a hindrance. * Corporations: Not in the game. Corporations were based on the Religion engine. * Espionage: Not in the game. There are no longer Spy units. * Vassal States: City-States operate in some ways like Vassals, but not entirely (see City States section above) * Civics: Replaced by Social Policies. * City Health and Pollution: Replaced by an expanded Happiness system. * Random Events: Have not been seen. * Wonder Movies: Have been replaced with single-image paintings (which seem quite nice). The following is a list of tile improvements and resources from Civ IV that have not as yet been seen in Civ V: * Cottage: replaced by Trading Post. * Winery: replaced by Plantation. * Whaling Boats: replaced by Fishing Boats. * Watermill: It looks like this is now a city Building instead of a tile improvement. * Workshop: See above (now a city Building instead of an improvement) * Windmill: See above (now a city Building instead of an improvement) * Forest Preserve * Pigs * Crab * Rice * Copper * Stone * Corn * Hit Movies, Musicals, Singles [IMG]http://i56.************/k2h4x3.png[/IMG] Yes, Civ V supports Steam Achievements. Yes, your life is now forever ruined as your free time is consumed as you try and get a bunch of these. At least they have some awesome achievement names! My favorites include "I'm On A Boat!" and "I Can Has Nukes?" ![]() Mod Support Previous Civ games are well-known for some spectacular user-created mods, maps, and other content. This should continue with Civ V, as the game will have mod support built-in from the start and ship with a suite of modding tools. Multiplayer Civ IV had support for several types of multiplayer modes and Civ V should feature the same, ranging from standard online play to Play-By-Email style play. Users could select from a range of game options from short quick games with simultaneous turns that could be completed in one session to PBEM-style games that span months. So far it seems like basic multiplayer modes will be available at launch, and other modes such as Pitboss (dedicated server support for multiplayer matches, so if everyone is connected at the same time it works like any other online game but if any player drops out the server will wait for those players to take their turns before continuing), play-by-mail, and hot-seat will be added later. Civilization 5 Benchmark Modes The benchmark modes in Civilization5 are designed to stress and test various aspects of the users hardware and supporting software ( e.g. drivers ). There are 3 benchmarks in total. Each benchmark tests a specific workload scenario. In addition, any of the tests can be run with command line modifiers which alters the way threaded rendering submission is handled by Direct X 11. To ensure the benchmark results are reported, in the config.ini ( located in your “\Documents\My Games\Sid Meier's Civilization 5” ) make sure that “LoggingEnabled = 1”. The results will be stored in the logs folder at the same level as the config.ini. Ensure that “MaxSimultaneousThreads” is set to the number of processor cores you wish to test against. Values for MaxSimultaneousThreads greater than 16 are unsupported and clamped. 1. Late Game View Benchmark. This benchmark is designed to simulate a late game workload. This scenario exercises all aspects of the game engine pipeline since all simulation and renderable object types are represented at a frequency consistent with a game that has been in progress for 300+ turns. To run this test, run the application with the command line option “-benchmark lateGameView”. Case insensitive. - Results are reported in the “LateGameViewBench.log” file. - Full Render Score reflects the active rendering settings of you application. - No Shadow render score turns the shadow pass off for the application. - No Render score emulates an infinitely fast GPU and will bypass most driver overhead. This serves as a baseline for Civ 5’s engine performance vs GPU and Driver performance ( note while in this mode, the display will flicker ). - All results are reported as frames rendered over 60 seconds. Additionally the number of draw call made per frame is reported. Note: Mousewheel zoom in some benchmarks are enabled for inspection, however using this will affect the end results. For consistent results the user should avoid altering the zoom level. 2. Unit Benchmark. This benchmark is designed to stress test the users system by executing a parallel series of animation and rendering tasks. The workload will heavily stress the CPU as well as GPU and driver. It is designed as a total throughput test to evaluate a users system and determine where the bottlenecks occur. Results reported are similar to the Late Game View benchmark, however the display settings are overridden for consistency. Therefore changes to the graphics settings will not impact the test except for setting resolution. To run this test, run the application with the command line argument “-Benchmark Units”, case insensitive. 3. Leader Benchmark The Leader Benchmark is designed to test advanced rendering features which we use for our leader scenes. This test can run through any of the leader scenes specified and report the performance for that leader. Also this test can be used to measure the performance of Compute Shading features via our variable bitrate compression technology. This compression test measures the GPU performance of the video card. - To run in leaderhead benchmark mode, start the app with “-LeaderBenchmark “ - To run in compression mode, start the app with “-LeaderBenchmark –compression”. Note: Compression mode will do nothing but continually decompress and display textures for the given scene for the specified duration. The leaders themselves will not be displayed. The full syntax for the command line options are: -LeaderBenchmark [-compression] [-duration time_in_secs] [-norendering] [-logname log_filename] <list_of_leader_files> -logname is the name of a file to append to (Default is 'LeaderBenchmark.csv') -duration is how long to remain in each scene -norendering is equivalent to the norender option in the previous benchmarks. <list_of_leader_files> is a list of XML files (e.g. Catherine_Scene.xml OdaNobunaga_Scene.xml) The benchmark dumps a file into the app directory named 'LeaderBenchmark.csv' which contains the resulting information. Statistics are given for each leader independently, and they're appended onto the file from one run to the next. Mean FPS is the statistic that matters. It's an average over the entire run for each leader, with the first 30 frames ignored to prevent load time and startup hitches from skewing the results. General rendering options. These options allow advanced users to change the way Civilization 5 handles threaded display lists (DL) on DX11. For more information about this, users are encouraged to read the DX documentation. Note: this is for advanced testing for threaded GPU drivers. These settings are also stored in the config.ini file. “ThreadingMode = 0” Controls the threading strategy: (0=default,1=no display lists,2=one DL per command set, 3=split mode, 4=aggregate mode). 0 - Do whatever we think is best (equivalent to 2currently) 1 - Disable display list use and do everything on the immediate context 2 - Our current behavior 3 - Split and merge command sets, aiming for a particular display list size. * This mode is aiming at a balanced load. It will squish together small DL's, but will also rip large ones apart. This may produce more DLs than our current path does, depending on the workload. 4 - Combine small command sets into one display list, but never split them. * Should be as good as 'split' at eliminating small lists, but won't try to balance the load. “TargetJobSize = 100” Number of commands per diplay list to aim for in SPLIT and AGGREGATE thread modes. Developer Podcasts The official Civ V website has some developer podcasts posted discussing various aspects of the game. Episode One: Welcome to Civilization V Episode Two: The Art of Civilization V Episode Three: Characters in Civilization V Episode Four: A Believable World Episode Five: All About the Engine Episode Six: The User Interface Episode Seven: Battles and Gameplay Galore Episode Eight: In-Game AI Episode Nine: What Are City-States? Episode Ten: Social Policies in Civilization V Episode Eleven: The Civilopedia and Tech Tree Episode Twelve: People You’ll Meet Videos Civ V announcement trailer Civ V E3 2010 trailer Civ Anonymous video - - One More Turn affects people's lives on a daily basis! GiantBomb Video Preview Official Civ V website live gameplay stream (archived) - Part 1 Official Civ V website live gameplay stream (archived) - Part 2 13 minute playthrough with dev commentary Giant Bomb Quick Look (47+ min long!) Impressions/Previews Eurogamer Preview Eurogamer Hands-on Impressions ExtremeTech Preview Gamespot Hands-on Preview IGN Preview Escapist preview Reviews Metacritic - 92/100 PC Gamer - 93/100
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More to be added as they come in.
Last edited by XiaNaphryz; 09-23-2010 at 08:23 PM.
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(09-14-2010, 02:11 AM)
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#4
Arabia and Russia will be hacks late game with double oil/uranium.
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(09-14-2010, 02:18 AM)
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#13
Also France with back-to-back special units in the Musketeer and Foreign Legion is going to be dirty as soon as gunpowder hits.
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Member
(09-14-2010, 02:27 AM)
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#20
It really is just a phenomenal op. Hits all the bases, graphics, info, clever title..
I'm eagerly awaiting the demo for this, because honestly I've not yet been convinced that Civ IV can't continue to fulfill all my turn-based desires. I mean, I can still sink comfortably into a game of civ 4 and suddenly fail to remember the calendar month much less a few hours. |
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smells clean, brushes teeth. Also combs hair regularly.
(09-14-2010, 02:56 AM)
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#30
From the live screen, the new border expansion system troubles me, looks way too slow, especially for giant maps.
As for the pro-order map packs.... ehm, can't someone just compile them all and make them available for everyone to download? Or will there be no community map making? Did they dinally bring back build the palace mode? |
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Member
(09-14-2010, 03:00 AM)
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#32
Originally Posted by jamesinclair:
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Exists in a perpetual state of Quantum Crotch Uncertainty.
(09-14-2010, 03:05 AM)
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#33
So the Civ-specific achievements basically revolve around accomplishing some attested or apocryphal achievement of the real civilization, until you get to...
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Member
(09-14-2010, 03:09 AM)
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#37
Still undecided where to get the game, do not care much for all this "exclusive" content. Hopefully they'll make some of it available as DLC eventually.
But yeah, great job on the OP. Just a little over a week now...
Last edited by Firebrand; 09-14-2010 at 03:26 AM.
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Member
(09-14-2010, 03:09 AM)
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#38
I've never played a Civ game before (I know, I know...) but this has me extremely interested. Sadly, I have less time than ever but still... maybe I'll manage to give it a go once in a while... if that's possible and I'm not already addicted at my first try :lol
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Member
(09-14-2010, 03:12 AM)
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#41
Originally Posted by Kabouter:
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Freestyler
(09-14-2010, 03:17 AM)
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#42
Originally Posted by Zzoram:
Originally Posted by zoku88:
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Freestyler
(09-14-2010, 03:24 AM)
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#45
Originally Posted by johnsmith:
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(09-14-2010, 03:25 AM)
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#47
Those achievements are great
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Member
(09-14-2010, 03:27 AM)
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#49
Originally Posted by SRG01:
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