http://www.civilization5.com/
Civ 5 has been announced - coming next autumn.
| 18-02-2010, 21:59 | #1 |
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Civilization 5
http://www.civilization5.com/
Civ 5 has been announced - coming next autumn. |
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| 19-02-2010, 13:25 | #3 |
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Fantastic news. No problem with hexes. If the combat ended up borrowing from Panzer General, I'd be a very happy camper. Hope there's a pbem option too.
If I could give them my money now, I would. And coming out this year. |
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| 07-03-2010, 20:12 | #6 |
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omg vegas
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| 07-03-2010, 21:40 | #7 |
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Looks like my prayers were answered so to speak. Jon Shafer, the lead designer, said that Panzer General was the inspiration for the hex/one unit-per-tile system.
Some info on the changes here: http://forums.2kgames.com/forums/showthread.php?t=62691 |
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| 08-03-2010, 09:59 | #8 |
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I liked the religion system in Civ 4, seems a shame that they are dumping it, although they are doing so in favour of alliances by more 'normal' diplomatic means. The designer said he didn't want blocs developing along religious lines, but that was one thing I really liked in Civ 4, smiting the heathens!!
The one unit per hex/Panzer General type combat should be great, the Stack of Doom system used up to now can get really boring, particularly once you have passed the catapults/maces stage. Terrain being more important, and 'front lines' generally replacing city sieges should be good. No tech trading is interesting, I always turn off Tech Brokering in Civ 4 anyway. They are changing quite a lot, but based on Civ 4 I trust Firaxis not to fu<k it up. |
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| 20-05-2010, 21:48 | #9 |
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Confirmed features
Copy and paste from here:
http://forums.civfanatics.com/showthread.php?t=355156 So well then lets step away from speculation and see what has actually been confirmed through the screen shots (Note, I'll only be adding stuff here that has been released and/or confirmed by Firaxis/2K Games/Civfanatics) Game Content CIV's/Leaders/Flavours 16 of 18 Civilizations confirmed America/Washington Germany/Bismark Aztec/Montezuma Japan/Oda Nobunaga China/Wu Zeitein Arabia/Harun al-Rashid Mongolia/Genghis Khan Rome/Augustus Caesar France/Napolean India/Gandhi/City Growth focused England/Elizabeth/Naval Power focused Songhai/Askia/Conquest focused Russia/Katherine/City Expansion focused Ottomans/Suleiman Egypt/Ramesses Greece/Alexander the Great [Steam Special Addition Bonus] Babylon/Nebuchadnezzar IINew There have been three possible candidates for the final two spots the Inca (mentioned in the Swedish PC Gamer through the use of the Quechua Language) and the Siam and the Persian Empires (mentioned in Giochi per il mio Computer through the use of their apparent unique units, Siam Elephant and the Immortals, respectively) Each leader has a personality made from a combination of several different 'flavours' along a ten point scale, each game the impact that a certain flavour has over this civ can be +/- two points , allowing for a different experience each game. For example Russia may have a score of 8 for their expansion flavour but at the start of the game the actual score could be any where from 6 to 10. (PCZone) The 25 flavours are grouped into several categories including Wide Strategy, Military preferences, Recon, Naval recon, Naval growth, Expansion, Growth, Development preferences (PCZone) Wonders Hagia Sofia of Constantinople/Istanbul The Pyramids and/or The Sphinx of Giza(Shown in trailer at time code 00:16) Hanging Gardens of Babylon The Oracle of Delphi Shakespeare's Amphitheatre (The Globe Theater) (not known yet if this has been upgraded to a full wonder or is still a national wonder) of London The Colossus of Rhodes Buildings City Walls - Gives Defence bonus, as well as allowing a ranged attack (Shacknews) Unit Behaviour Now only one each type of unit (Millitary/Naval/Economic)hex, this includes cities However, some unit types, like Air & Missile unit will be allowed stack on one tile allowing Aircraft Carriers and Missile Subs. (Strana Igr) Units move 2 Hexs during combat as a base (GamerPro) Ranged bombardment You will be able to swap a unit out with one next to it during battle (IGN) Units will take longer to produce than previous civilizations and as well as this they will eventually come to have upkeep costs associated with them potentially reducing the number of units you can maintain at one time. (Gamespot) veterancy from Civ4 will be in Civ5 (Gamespot) Units are no longer destroyed if they lose a battle (The Escapist) Unit Types Land, Naval, Air & Missile Unit Types have been confirmed Archers Warriors/Mace-men Spear-men Catapults Jaguar Warriors Settlers Galleys Great People There are no longer Troop Transports instead, units instantly transform into makeshift floating transports (PC PowerPlay) [Steam Special Addition Bonus] Babylonian BowmenNew Terrain Types Grassland/Marsh/Plains/Desert Snow, Tundra Mountains/Hills, Hills provide more Defence Several types of Forest/Jungle representing the four major land masses of Europe, Asia, Africa & America, wounded units can hide and recover in trees/forests. Coast/Ocean/Lakes/Rivers Rivers affect those attacking across it. Luxury Resources One Luxury Resources is enough for your entire Empire (IGN) Ivory/Elephants Marble Dye Spices possibly shown here Silk Gold or other mineral resource Strategic Resources One strategic resources will only allow you to build a limited supply of units that require that resource i.e. one Iron will allow about 5 units bases on Iron IGN Horses Iron Other Resources Cattle Deer Wheat or Corn Cotton Map Improvements/Features Farms (can now be built on hills) Pastures Roads, now cost maintenance each turn (Strana Igr) Camps Forts City ruins Research With a gold down-payment two nations can create a joint research project (Computer Bild Spiele) that gives the players a 15% bonus to research output. (VGChartz) Technologies Writing- Unlocks research pacts Calendar- Needed to see Cotton Masonry - Allows construction of Walls (Gamereactor) (time index 2:35) Cities Cities spread 3 tiles out instead of two Boarders now only expand at one hex at a time and more difficult terrain will take more time to claim (Swedish PC Gamer). You can use Gold to sped up this process, but that may bring you into conflict with surrounding Civs. GamerNode Cities now defend themselves with a set of 'Hitpoints' that need to be taken down to zero before a city can be captured. Units can still help defend cities but instead of just garrisoning inside the city as in previous games, they merge with the city and 'boost' the cities hitpoints. GamerNode Culturally different City designs Arabic/Asian/African/European and American Confirmed There will be "game-specific disadvantages" in having two cities too close together(Gamespot) When you occupy a city you can form a Puppet-State, This means that you reap the benefits of its research, culture and gold but don't get a say in what it produces (PC PowerPlay) City States Provides diplomatic and economic bonuses if pursued correctly, potentially more than what you could get if you took over the city. (IGN) Singapore, Rio de Janeiro, Budapest, Florence, Venice, Sidon confirmed. The cities states will not grow large nor will they compete to win the game like regular civs.(Swedish PC Gamer) The player must choose if he is to be friendly, indifferent or hostile towards a city state. (Swedish PC Gamer) City States can have different mentalities, for instance a militaristic bent, and thus give different bonuses if you befriend them, like warriors.(Gamespot) City States also have their own tech tree's (1Up) Barbarians Will have their own Tech Tree's at least up until the 20th Century era(1Up) Have their own Home City that you must destroy to stop them(1Up) Victory Types Conquest - You must conquer a certain amount of your enemies Capital Cities (IGN) Scenarios [Steam Pre-Order Bonus] Cradle of Civilization Map Pack: MesopotamiaNew Other Information Trading items and land New "Civilisation tree" with three different paths that give special bonuses (more concrete information needed) (Computer Bild Spiele) Barbarians will continue to expand and advance untill all of their cites are destroyed (Swedish PC Gamer) Civ 5 more moddable than Civ 4 (IGN) Advisors make their return to Civ 5 (IGN) Golden Ages are confirmed Culture still plays a part in the game There will be Fog of War (Gamereactor) (time index 3:40) Religion has been altered from its role in Civ 4 however, it is not know in what form it will remain in the game Changes and/or Omissions from Previous Games No Technology Trading (Computer Bild Spiele) Espionage have been removed Game Design/Construction/Tech Features Key People in the Civ 5 production Jon Shafer - Lead design. Dennis Shirk - Producer. Dorian Newcomb - Lead artist for Civ 5. Ed Beach - Lead AI programmer Chris Hickman - Lead animation. Dan Baker -Graphics lead Required Specifications New The game will have to be verified through Steam on first installation Interface Civ 5 Will have a more streamlined interface on the main screen (IGN) This will be augmented by an in game notification system that directs you to important issues on the map (Gamespot) AI AI now works on four levels, Tactical (unit battles), Operational (The entire War Front), Strategic (Manages the entire empire) and the Grand Strategic (how to win the game) (IGN) Once the Grand Strategic AI determines how they want to win the game, each of the other AI levels work in tandem to reach that end goal. This also allows for the most flexibility when dealing with the changing game. Multiplayer Information Multiplayer modes confirmed are hot seat, play-by-email, LAN, and online multiplayer (Tomshardware) Internal Architecture Civ 5 Contains a new graphic processing system new built from scratch for the game. (Tomshardware) The new graphics engine spawns numerous small jobs, which make more efficient use of multi-core CPUs as well as implementing a new message-passing architecture, in which the main game engine communicates with the graphics subsystem through messages. (Tomshardware) The game has been optimized for DirectX 11, benefiting players even if they do not have DirectX 11 capable hardware. (Tomshardware) Memory allocation has been completely discarded in Civ 5. (Tomshardware) For the first time in the series the game is being developed for dual core processors, with support for up too 8 threads. Big Download Sources Firaxis Computer Bild Spiele translated Here by Civinator Swedish PC Gamer translated Here by Danielos Gamepro Compiled Here by Dc82 PC Jeux translated Here by Sindhforces IGN Preview posted Here by aftrubeliever85 IGN Preview 2 posted Here by mrbee Gamespot Preview posted Here by V.Soma 1up Preview posted Here by V.Soma Shacknews Preview Posted here by Thunderfall The Escapist Preview posted Here by Karramba Gamereactor Preview Video posted here by Thunderfall PC Gamer Blog Preview posted Here by Ddude97 Tomshardware posted Here by Magic Cat PCZone preview posted here by V.Soma VGCharts Preview posted Here by Camikaze PC PowerPlay Preview posted here by Dale Big Download Preview posted Here by V.Soma GameNode Preview posted Here by V.Soma GameShark Preview posted Here by NeverMind Strana Igr interview posted here by Nevermind Steam Announcement posted Here by V.Soma as well as individual Screenshots that are linked accordingly if I have missed anything, or if new information is released please feel free to post it and I will update the list. 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| 28-05-2010, 20:38 | #11 | |
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Quote:
It would be cool if you could do that again. Still it'll be interesting to see how it turns out.
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| 17-06-2010, 17:55 | #13 |
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Nice update here with a video showing in-game footage and interviews with Sid Meir. I like the way it will come with mod stuff out of the box too
![]() http://www.rockpapershotgun.com/2010...ivilization-v/ Last edited by Maximilian; 17-06-2010 at 17:58. |
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| 19-06-2010, 14:20 | #14 |
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| 19-06-2010, 16:13 | #15 |
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Really interesting. The Culture changes sound brilliant.
Also read that there will be play-by-email, so lots more fun over at darkkeep.com then. |
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