My key takeaways are:
- The districts idea could provide an interesting way to customize cities
- They decided to adopt the Civ3-style armies idea to address the tediousness of moving every unit individually in Civ5 - yay! Support units should also help with that.
- The active research sounds sensible and potentially interesting
- They're at least looking at overhauling diplomacy, and the more varied agendas could be interesting as well
The VentureBeat article also mentions what I consider a key point - "The happiness level will be focused on a city level, rather than on a global basis across your civilization." So all in all, it's a good start towards addressing what kept me on Civ3/Civ4 and mostly away from Civ5 - 1UPT and Global Happiness.
I do have a few follow-up questions:
- What's the logic behind the adjacency bonuses such as science districts next to mountains/jungles? Harbors next to coasts make sense; science next to jungles not so much unless perhaps you're researching Ecology/Environmentalism.
- The different diplomatic agendas could be interesting, but what's on the docket in terms of real meaty diplomacy changes? Diplomacy has always felt rather lackluster in Civ, at least since I discovered the Paradox games, and I can't say it's really improved from Civ version to Civ version.
- How expansive will the maps be? Since Civ3, each version has tended more towards fewer cities, which has rather killed the empire-building feeling IMO. I like the idea of districts but don't want an endgame with 4 cities with a bunch of districts each - I'd like to, at least on larger maps, still have lots of cities, along with several districts per city.
- Related to the above, I'm curious how the scale will feel with the outlaying districts of the cities. I don't really feel like the whole map should feel as dense as the Northeast Corridor in the U.S. by end-game. Earlier iterations haven't really felt like that, since the outlaying areas are mostly mines, farms, pastures, and the like (though they have had scale issues such as the longbows-over-the-Channel one in Civ5).
- What are the plans in terms of governments/civics/social policies? I'm still hoping for something like Tropico 1's edicts, or perhaps that combined with Civ3-style governments, but Firaxis has been creative with these options the past few iterations.
The graphics do look like Civ5, to me, perhaps a bit less realistic. Not too concerned though as (a) it's a strategy game, who cares about graphics?, (b) Civ4 wasn't great in that area either and no one really cared, and (c) I'm sure there will be a nice mod for that at some point. Oh, and (d) they're almost certainly still working on them.
Not thrilled about city states since IMO they didn't add much in Civ5 and thus I tend to play with them off or mostly off when I do play 5, but there will likely be an option for that even without mods, so no big deal.
On the whole it seems pretty decent at this juncture, albeit with a lot of unknowns. Some potentially good new stuff, and it takes away or significantly reduces my major complaints with Civ5.
Definitely not as excited as I was about Civ4 in 2005, but that has more to do with Civ4 Vanilla and Civ5 than the announcement itself.
Current outlook: Will likely buy at some point, perhaps 2017, but somewhat dependent on how hooked I get on Stellaris.