Advertisement
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION V > Civ5 - General Discussions

Notices

View Poll Results: Should other aspects than UUs or UBs, differentiate the playercontrolled civs?
Yes! 48 92.31%
No! 4 7.69%
Voters: 52. You may not vote on this poll

Reply
 
Thread Tools
Old Apr 05, 2010, 07:56 AM   #1
Loppan Torkel
Deity
 
Loppan Torkel's Avatar
 
Join Date: Feb 2004
Posts: 3,361
Civilization characteristics

The leaders for the different civs will have different flavors. The way I interpret it is that this means the AI will differ between the leaders - some will favor research, some expansion or naval power.
If there's no other difference than that, there won't be any difference for you playing the Aztecs instead of the English in this aspect. There could be benefits and penalties for social policies or government types, etc, but I don't think they will be tied to the flavors if there are.

There will probably be unique units and possibly unique buildings which will differentiate the civs.


Should there be other aspects that differentiate the actual civs, in your opinion? // Edit: These characteristics would be tied to the civs and known from the start... Pick the Germans and you know that you'll receive certain bonuses and possible penalties for selecting this civ.

Has anything been said in this matter?

Last edited by Loppan Torkel; Apr 05, 2010 at 08:23 AM.
Loppan Torkel is offline   Reply With Quote
Old Apr 05, 2010, 08:55 AM   #2
Ahriman
Tyrant
 
Ahriman's Avatar
 
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
They've already announced that each civ will have a unique "trait".

Flavors are just AI preferences, the "trait" will be some knid of particular faction bonuses.

Flavors have no impact on a human player playing a faction, the faction "trait" will.
__________________
"Also, I can kill you with my brain."

Dunewars Mod (Forum)
Ahriman is offline   Reply With Quote
Old Apr 05, 2010, 09:05 AM   #3
Loppan Torkel
Deity
 
Loppan Torkel's Avatar
 
Join Date: Feb 2004
Posts: 3,361
Quote:
Originally Posted by Ahriman View Post
They've already announced that each civ will have a unique "trait".
I had a hunch they had said something about it, but I didn't see it in the "confirmed features thread"... Do you have a source?
Quote:
Flavors are just AI preferences, the "trait" will be some knid of particular faction bonuses.

Flavors have no impact on a human player playing a faction, the faction "trait" will.
That's more or less what I wrote, but I'm not sure what the traits are, if they are confirmed, or what they are tied to.. the civ or the leader, or something else - will it be obtained after some prerequisite has been reached?


Edit:
What I've found - "There are mixed reports about whether flavors are also replacing leadership traits for players. Some websites treat flavors and traits as one in the same, and others don’t. According to IGN, “The grab bag of leader traits from the previous Civilization games is gone now in favor of traits that are entirely unique to each leader.”" - www.explicitgamer.com. It continues "We weren't told what any of the new ones are, but we do know that one of the rejected ideas was to have one civ treat forests as roads. It ultimately ended up being much too powerful, but it should indicate the direction that the team is taking with the new traits."

Still, they mention that the traits are unique to the the leaders, this rather than the civs...

Last edited by Loppan Torkel; Apr 05, 2010 at 09:36 AM.
Loppan Torkel is offline   Reply With Quote
Old Apr 05, 2010, 09:37 AM   #4
Ahriman
Tyrant
 
Ahriman's Avatar
 
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
For example:

Quote:
The grab bag of leader traits from the previous Civilization games is gone now in favor of traits that are entirely unique to each leader. We weren't told what any of the new ones are, but we do know that one of the rejected ideas was to have one civ treat forests as roads. It ultimately ended up being much too powerful, but it should indicate the direction that the team is taking with the new traits.
http://pc.ign.com/articles/107/1075587p2.html

There is only 1 leader per civ, so the question of being tied to leader vs faction is somewhat academic. We don't know anything about any activation pre-requisites, I imagine it would depend on the ability. I could imagine for example a hypothetical Viking ability (if they were in) to involve loadnig/unloading from transport form faster, and/or their transports having some military strength; this wouldn't need an activation or pre-requisite as such, but you wouldn't be able to use it until you had the tech for transports.
__________________
"Also, I can kill you with my brain."

Dunewars Mod (Forum)
Ahriman is offline   Reply With Quote
Old Apr 05, 2010, 09:47 AM   #5
Loppan Torkel
Deity
 
Loppan Torkel's Avatar
 
Join Date: Feb 2004
Posts: 3,361
Quote:
Originally Posted by Ahriman View Post
There is only 1 leader per civ, so the question of being tied to leader vs faction is somewhat academic.
It is if they manage to have faction leaders that correlate with the appropriate trait for the faction. Most of the time it probably would be difficult to see who the traits belong to anyway.

It seems they're going for more unique civs than before at least...
Loppan Torkel is offline   Reply With Quote
Old Apr 05, 2010, 09:54 AM   #6
Ahriman
Tyrant
 
Ahriman's Avatar
 
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
Quote:
It is if they manage to have faction leaders that correlate with the appropriate trait for the faction.
It doesn't seem like they are; there was some talk from one source of Washington's trait being something scientific. Which can make sense for the late 19th and 20th century USA, but not for George Washington or revolutionary-era USA.
__________________
"Also, I can kill you with my brain."

Dunewars Mod (Forum)
Ahriman is offline   Reply With Quote
Old Apr 05, 2010, 10:40 AM   #7
Loppan Torkel
Deity
 
Loppan Torkel's Avatar
 
Join Date: Feb 2004
Posts: 3,361
Quote:
Originally Posted by Ahriman View Post
It doesn't seem like they are; there was some talk from one source of Washington's trait being something scientific. Which can make sense for the late 19th and 20th century USA, but not for George Washington or revolutionary-era USA.
I interpreted that as one of the flavors of Washington.. An area where he ranks high, as in what the specific AI prefers to focus on.
Loppan Torkel is offline   Reply With Quote
Old Apr 05, 2010, 11:56 AM   #8
awesome
Emperor
 
awesome's Avatar
 
Join Date: Dec 2009
Location: behind you
Posts: 1,746
Quote:
Originally Posted by Loppan Torkel View Post
Still, they mention that the traits are unique to the the leaders, this rather than the civs...
with one leader per civ, that's pretty much the same thing.
awesome is offline   Reply With Quote
Old Apr 05, 2010, 11:57 AM   #9
Set
Warlord
 
Set's Avatar
 
Join Date: Mar 2010
Location: Santo Domingo
Posts: 225
I bet washington's trait(not flavor) will be his cities have more resistors than other people's either that or he gets a small number of partisans around cities that are captured. These might be to pwerful though.
Set is offline   Reply With Quote
Old Apr 05, 2010, 12:57 PM   #10
Hail
Satan's minion
 
Hail's Avatar
 
Join Date: Apr 2009
Location: Mother Russia
Posts: 457
Quote:
Originally Posted by Set View Post
I bet washington's trait(not flavor) will be his cities have more resistors than other people's either that or he gets a small number of partisans around cities that are captured. These might be to pwerful though.
civs will have traits (one unique trait per civ)
ai leaders will each have one flavor (the specialization (navy, army, etc.) associated with the dominating(biggest) weight in the set of weights for each specialization)

as has been mentioned by Mr. Shafer himself, the weights will be adjusted by +/- 2 at the start of every game. therefore if the dominating specialization has a weight not distinct (e.g. 3, 3, 4, 3) enough, some of the games the ai leader will pursue another spec.
__________________
what is bogging civ4 games down in modern times? trade routes' assignment, trade group calculations, and python calls
what is bogging civ5 games down in modern times? AI workers
Gott ist tot
Hail is offline   Reply With Quote
Old Apr 05, 2010, 01:12 PM   #11
bonafide11
Worker
 
bonafide11's Avatar
 
Join Date: Jun 2006
Location: STL
Posts: 2,762
Quote:
Originally Posted by Hail View Post
civs will have traits (one unique trait per civ)
Where did you see they will only have one trait per civ? I've seen no such thing, I highly doubt that is true. I imagine it'll be more like Civ Revolution where they have four or five unique bonuses (let's use bonuses rather than traits for Civ V) for each civ.
__________________
The only constant is change.
bonafide11 is offline   Reply With Quote
Old Apr 05, 2010, 01:22 PM   #12
Ahriman
Tyrant
 
Ahriman's Avatar
 
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
Quote:
Where did you see they will only have one trait per civ? I've seen no such thing, I highly doubt that is true. I imagine it'll be more like Civ Revolution where they have four or five unique bonuses (let's use bonuses rather than traits for Civ V) for each civ.
I think we're talking cross purposes somewhat; we can say each civ will have one "trait", but this trait might or might not grant a number of different bonuses. Eg we could imagine a Conqueror trait that gave bonus gold from razing cities, reduced unrest duration from conquering cities and bonus gold from pillaging (totally hypothetical).

We just don't know yet.
__________________
"Also, I can kill you with my brain."

Dunewars Mod (Forum)
Ahriman is offline   Reply With Quote
Old Apr 05, 2010, 02:04 PM   #13
Loppan Torkel
Deity
 
Loppan Torkel's Avatar
 
Join Date: Feb 2004
Posts: 3,361
Quote:
Originally Posted by Hail View Post
civs will have traits (one unique trait per civ)
ai leaders will each have one flavor (the specialization (navy, army, etc.) associated with the dominating(biggest) weight in the set of weights for each specialization)

as has been mentioned by Mr. Shafer himself, the weights will be adjusted by +/- 2 at the start of every game. therefore if the dominating specialization has a weight not distinct (e.g. 3, 3, 4, 3) enough, some of the games the ai leader will pursue another spec.
I didn't realize that only one flavor would be chosen at the start. It sounded like Elizabeth prefers Naval Power but if that's not suitable for the map she'd go for another strategy. I thought she'd rely more on some other flavor she'd have for disposal. Is it evident that this is not the case?
Loppan Torkel is offline   Reply With Quote
Old Apr 05, 2010, 02:17 PM   #14
Ahriman
Tyrant
 
Ahriman's Avatar
 
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
Quote:
I didn't realize that only one flavor would be chosen at the start.
Its not clear to me that this is the case. The flavors are a big set of different AI priorities. We could easily imagine that leaders might have non-zero parameter values for several different flavors. And that these will vary from game to game based on that random faction.

Eg: We could imagine Elizabeth having Naval = 6, Exploration = 3, Expansion = 4. These could vary +/- 2 from game to game, and the AI could end up pursuing a secondary flavor if the first flavor is infeasible (eg landlocked -> pursue expansion techs, rather than nautical techs).

I'm guessing that, like in Civ4, flavors are probably at least partly about choosing tech priorities, and maybe some other behavior priorities.
__________________
"Also, I can kill you with my brain."

Dunewars Mod (Forum)
Ahriman is offline   Reply With Quote
Old Apr 05, 2010, 03:38 PM   #15
Churchill's Hat
Mortal
 
Join Date: Apr 2007
Location: Pennsylvania
Posts: 325
Great...speculation on something that's almost certainly going to be in not being in...do you really think they're going to make every multiplayer leader the same?
__________________
Apparently, we all have a right to a good game with free DLC, and if we don't get that, we should go download it illegally.
Churchill's Hat is offline   Reply With Quote
Old Apr 05, 2010, 04:35 PM   #16
Loppan Torkel
Deity
 
Loppan Torkel's Avatar
 
Join Date: Feb 2004
Posts: 3,361
Quote:
Originally Posted by Churchill's Hat View Post
Great...speculation on something that's almost certainly going to be in not being in...do you really think they're going to make every multiplayer leader the same?
It's a possibility. I can't see the harm in asking a question and having some discussion about civ-specific traits. It's not like there's much certainty in the info that's been given.

Although I think the poll question came out a bit wrong because of the limitation in number of characters.
Loppan Torkel is offline   Reply With Quote
Old Apr 05, 2010, 05:22 PM   #17
Aussie_Lurker
Deity
 
Aussie_Lurker's Avatar
 
Join Date: Jul 2003
Location: Adelaide, South Australia
Posts: 6,549
Although I never played it, I think that the recent Colonization game had a good idea-attribute 1 special ability to the leader, & a 2nd special ability to the Civilization they lead. This 2nd attribute-coupled with the UU & UB-will give each civ its own unique flavor separate from its leader-with the leader adding the extra "spice".

Aussie.
__________________
Don't like how religions are currently founded in Civ4? Feel like religion is nothing but an early tech race, with no other strategy involved? Then try my True Prophets Mod v0.7 for BtS. If you want to discuss this mod, then please check out This Link Also, feel free to try my CivicInfosPlus mod component for BtS & keep an eye out for fully re-worked Civics based on this Mod Component!
Aussie_Lurker is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION V > Civ5 - General Discussions > Civilization characteristics

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
Which Characteristics? aksendz Civ4 - General Discussions 5 May 25, 2007 09:42 AM
Most useful characteristics Arturus Civ4 - General Discussions 20 Jan 02, 2006 10:13 AM
The Most Useful Characteristics Arturus Civ4 - General Discussions 0 Dec 31, 2005 09:54 PM
Civilization Characteristics Sims2789 Civ3 - General Discussions 26 Jul 15, 2003 07:55 PM
Civilization characteristics JBearIt Civ3 - General Discussions 16 Sep 06, 2001 06:53 AM


Advertisement

All times are GMT -6. The time now is 06:19 PM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
This site is copyright © Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR