Social Policies (replacement for Governments/Civics/Religion) cost culture, and are non-exclusive.. more is better
I like the "cost culture", but non-exclusive makes little sense to me. How can you be both an absolute monarchy and a democracy? How can you have both State religion and religious tolerance?
Mutual exclusivity is a key driver of making interesting strategic choices.
Units have ZOC that slows Enemy (must be at war) to 1 hex move/turn.
a la Battle for Wesnoth.
Interesting, I suspected this might be the case. For the best I think.
[Also makes my flanking exploit worries obsolete]
All Naval military units are ranged attackers
Even galleys? Ugh, don't like this.
Also don't like the idea of naval units bombing very long distances inland. Nothing pre-ww2 should be able to get anything except a single coastal tile, and nothing except missile cruisers and aircraft should be able to bomb more than 2 tiles inland.
And no bombing over hills/mountains.
City-States vote in the UN
Interesting. I wonder if we're moving to 1 vote per faction, instead of population weighting. That would make good relations and diplomatic horse-trading (and puppet states) more valuable.
"Every player in the game has one vote, including the city-states, making them vital to winning this way"
Looks like yes.
City-states are Maritime, cultured, or militaristic
Makes sense, we'd assumed this.
Big roles for gold= Territory+Diplomacy
Hmm, I'm a little worried. "Diplomacy" is not really a role for gold. Why should the other player value your offer to them of gold if there aren't things they can spend it on.
Money is only valuable if you can buy stuff with it. So, if all it gives you is territory, that's kinda lame.
I'm suspicious...
Maybe they'll be like Hearts of Iron style cabinet members, that give bonuses/penalties in particular fields.
Notifications (ike city needs production) can be 'put off'
We already knew this.
Thanks for the info.
I'll add:
Flanking seems to be based on positioning - and applies even to ranged attacks??
[Look at the screenshot; the target is being attacked from the front and has attacker cavalry to its right-rear]
Also, we seem to have a display for combat modifiers, but no display of probability outcomes.
Siege units are more powerful than archers, but must be set up before firing.
[I like this, interesting way to differentiate these two fire support roles]
"No longer are diplomatic modifiers shown"
I hate this. Hate, hate, hate, hate. As discussed many times before.
Black box systems are just frustrating, and lead to an inability to make meaningful diplomatic strategy.
"but we wanted there to be more mystery in the interaction"
Ugh.... transparency is a good thing!
Looks like we might also have transparency problems on the combat result front (see above).
I don't want to know "major victory expected", I want to know the probability of various outcomes.
"While city-states can be friends with any player, they can be allied to only one at a time. City-states grant all of their resources to their ally and will join that ally in war"
"As the game progresses, city-states will make various requests of you. Some might request the major powers kill another neighboring city-state, while others might ask you to clear out some nearby barbarians."
Cool.
"Players may choose which tiles are obtained with money, but the price will depend on how easy or hard it would be for the city to claim the tile normally."
Hmm. Interesting.
"Additionally, like in previous Civ games, gold may be used to purchase units, buildings, and other important properties"
So, units and buildings too. Great. Sounds useful then.
Slider gone, as we knew. Big economy change, very interesting.
Gold and science have been completely split up and come from different sources now.
Most science now comes from your population, though specialist populations and unique tile improvements also contribute
From your population? That seems odd.
*edit*
Missed page 1:
As players accumulate culture over time, they're able to spend it to adopt social policies. There are 10 branches to select from, most of them requiring the player be in a particular era to utilize. Each branch is themed around a different aspect of the game. For example, the early-game "honor" branch provides bonuses to one's military, while the later "commerce" branch improves one's gold output.
This is weird. I think its very odd to have social policies improving military and commerce. This is what tech should be for.
Also, if social policies are these kinds of things, then what has happened to actual governments policies?
The advisors in many ways serve as a tutorial for the game
I read this as; advisors ARE the tutorial.
So, turn them off after the first game.
ALSO: see the screenshots
http://www.gamespot.com/pc/strategy/civilizationv/images/6265330/1/?tag=thumbs_below;thumb;1