Civilization V announced!
http://civilization5.com/
Some new info:
http://forums.civfanatics.com/showthread.php?t=355764
http://forums.civfanatics.com/showthread.php?t=355763
http://forums.civfanatics.com/showthread.php?t=355773
Preview:
http://pc.ign.com/articles/107/1075587p3.html
http://civilization5.com/
2K Games has announced Sid Meier's Civilization V for release on PC this autumn.
We popped over to Baltimore-based developer Firaxis recently to check on the game's progress and will have a full preview and interview to present in a few weeks.
In the meantime, you can check out the first Civilization V screenshots on Eurogamer now.
We can also reveal that Civ V (or "Civvy" if you like) puts you back in the role of a world leader, guiding one of 18 civilisations from the dawn of man to the space age, and that you will be doing war, diplomacy, research and reality TV in between. Most of those.
You will also pit your wits against some of the greatest and most notorious leaders of this or any age, although full details are still to be announced.
We do know, however, that City States will present a new diplomatic battleground, and that you will continue to manage relationships with other leaders by bribing them, trading and kicking their heads off.
When all else fails war will take place on "vast, realistic and diverse landscapes", and this time you will be able to fall back on ranged bombardment, too, loosing off rounds from behind the front lines.
Perhaps adopting from the BAFTA-winning successes of Civilization Revolution on consoles, the developer is also promising a more intuitive interface suitable for veterans and newcomers alike, with a range of "trusted advisors" to walk you through things if you get stuck.
Interestingly, Firaxis also mentions "new ways to play and win, new tools to manage and expand your civilisation, extensive modding capabilities, and intensely competitive multiplayer".
Modders and multiplayer fans will be able to take advantage of an in-game community hub for playing via internet or email, and for sharing scenarios, comparing scores and achievements and accessing fan-sites.
Unlike a lot of modern PC games, Civ V also promises LAN and hotseat multiplayer support, so you really can fill your boots.
Look out for more on Sid Meier's Civilization V in the next few weeks when we report on our Baltimore adventures. So that's Civ V, autumn 2010. Nobody tell Iain Banks.
Some new info:
http://forums.civfanatics.com/showthread.php?t=355764
About 50 persons are currently working on the game, which has been in development for over two years, but is now reaching the final phases.
City states:
These are small, AI-controlled civilizations. They never grow big and doesn´t desire to win. The player must choose if he is to be friendly, indifferent or hostile towards a city state. The attitude you has towards a particular city state will have a big effect on diplomacy. If for example your units is approaching a city state that have friendly relations with another civilization, he will warn you, and if you ignore them, there will be consequences.
Barbarians:
The barbarians originate from a barbarian city and will get more advanced units later in the game. You need to wipe out all barbarian cities to get rid of the barbarian hordes.
City expansion:
Borders does no longer expand in large areas, but one hex at a time. Remote hexes like marshes, forests and mountains will be harder to acquire.
Economy:
You can invest money in your neighboring hexagons, for example trying to acquire an important resource before your opponent.
Research:
You can also sign a research-deal with another civilization. This way, both civs will cooperate to reach the new technology and both will gain it when the discovery is made. This was included to encourage cooperation between civilizations.
Diplomacy:
The civilizations will have an all-new advanced AI. All opponents will have fixed characteristics. Based on this unique personality, every AI-player will have their own agenda, which the AI will use to plan how to best play to win the game. But there will also be a certain randomness to avoid having the AI be too
http://forums.civfanatics.com/showthread.php?t=355763
Tech trading is abolished.
Alliances give special boni (per example the possibility for a quicker research of a technology)
Cut-out of religions as known in Civ 4 confirmed
Cities can grow bigger than in former versions of the civ series as they there are 3 tiles for a city in every direction to be worked on.
New troops must leave a city at once, as there is only one unit per tile
Distance fighters (archers, artillery and so on) can shoot over the front units, lakes and other tiles
One philosophy is to form front lines for battles far away from the cities.
http://forums.civfanatics.com/showthread.php?t=355773
Leaders/Civs
German leader: Otto von Bismark
China leader: Wu Zeitein/Zetein
American leader: Washington
Japanese leader: Oba Nobunaga
Arabian leader: Harun al-Rashid
Other confirmed leaders mentioned in the article (Genghis Khan, Caesar, Napoleon, Gandhi)
Units
Basic military units move two tiles in combat instead of one.
Preview:
http://pc.ign.com/articles/107/1075587p3.html
Some fans feared that the leaner (and loonier) style that Civ displayed on the consoles might bleed over into subsequent PC sequels. Based on the pre-alpha version we saw, that doesn't seem to be the case. There's a fine line between making a game easier and making it easier to play, of course, but Firaxis is committed to maintaining the depth the fans have come to expect.
Now when an invading army enters your territory, you'll want to send your spearmen and warriors and swordsmen out to fight them in the fields around your towns. Cities will automatically defend themselves now, and can benefit from increased defense based on certain structures or technologies, so you don't necessarily need to garrison a unit for defense but you can if you want to.
In another battle, a small group of powerful units were able to hold off a much larger attacking army in a narrow mountain pass.
Fortunately, the game will allow adjacent allied units to swap positions, so you can keep fresh troops engaged with the enemy and rescue your ranged units from contact ith melee fighters.
A lot of effort is being made to ensure that the AI in Civilization V behaves in a way that makes sense. As we watched a test game play out in front of us, AI programmer Ed Beach explained the way the AI uses subsystems to create and execute its strategies. At the lowest level, the tactical AI uses the forces at hand to win a battle on a local scale. One step up from that, the operational AI picks which battles to fight and makes sure that the necessary forces are available. Moving even higher, the strategic AI manages the empire as a whole, focusing on where to build cities and what to do with them.
At the top of the ladder is the grand strategic AI, which decides how to win the game. If the grand strategic AI decides to go for a conquest victory, the strategic AI will build the infrastructure needed to wage war and the operational and tactical AIs will choose and fight the battles. That way the tactical AI won't be fighting battles merely for the sake of fighting battles, but because those battles are relevant in the grand strategic AI's big picture. In the case of the conquest victory, the AI will be aiming to capture the other civ's capitals, which is all that's needed for a military victory this time.
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