New Features @ Civ V homepage

Yes, but the point is that there was no drug 'warning' for Civ4. So either the regulators are getting stricter about those things, Take2 is taking less chances, or there is more representation for drugs in Civ5 than there was in Civ4.

Given the recent furor in Australia about a particular violent game facing bans not because of the violent depictions, but because it also depicted the injection of morphine to represent field medicine treatment, I imagine game producers have become a little more aware of drug references than before.
 
A modern example like Disneyland doesn't work very well in ancient eras when communication and travel were virtually nonexistent. Prior to the Industrial Revolution, tourism did not exist; the vast majority of people lived and died within a few miles of where they were born. A collosseum in ancient times was a structure for local entertainment.

For the average pleb, perhaps. But The roman collosseum and Globe theatre certainly attracted tourism. Granted The scale of those examples is that of world wonders, the concept is still there, and, imo, relevant enough to not complain about it as something entirely nonsensical. Cause it does make sense.

The scale of the average collosseums values has just been increased in such a way that it might merit travel to that location, for whatever reason.

It's part of the simple concept of self-extrapolating why something might work the way it does by using your imagination. How, in any way shape or form, could a collisseum in Athens affect the happiness of the entire greek state, such that those in Argos are satisfied by it, in a general sense. Simple; From time to time the olympics are held there. News from the olympics is spread far and wide... and while a single citizen of Argos may never set foot in Athens in their lives, the topical discussion of the sporting event that is the olympics would be of interest, and would invoke entertainment amongst a portion of it's populous.

and there you have it.
 
I hate the concept of "average colloseum". There was only one building called the Colloseum, and that's the one in Rome. And even the Romans didn't call it that at first, but the Flavian Amphitheatre. That's because the type of building that you build in Civ is an amphitheatre - an oval shaped arena which is formed by placing two theatres back to back and getting rid of the raised stage.

Calling every arena/amphitheatre in the game a Colloseum is as absurd as calling every cathedral in the game Notre Dame, calling every library The Library of Congress, calling every laboratory Cern, ect...ect....

People were annoyed at the Civ4 Roman UU being called a Praetorian, this is far worse a historical outcry!

[/rant]
 
http://www.civilization5.com/#/community/feature_gold is up

Spoiler :



Gold! Gold can be used to buy you many a-thing in Civilization V. It may be true that money can’t buy you love, but it can purchase a nuclear submarine armed with nuclear missiles, and that’s not too shabby.
Fans of past games in the series will notice that gold plays a larger role in Civilization V, especially in the early game.
I think spending gold is more fun than earning it, so let’s talk about what gold can get you first:
You can extend your civilization’s territory by purchasing individual tiles. The cost of each tile will vary based on a variety of factors, such as how rough the terrain is and whether it’s across a river.
Units and buildings both have “maintenance costs” that must be paid every turn. These maintenance costs are dependent upon the difficulty level at which you’re playing.
You can spend gold to purchase units, buildings, or Wonders in a city. Once you purchase an item, it will be immediately constructed in the city, and the amount deducted from your treasury. Note that “projects” such as the Utopia or Manhattan Projects cannot be purchased.
You can “upgrade” obsolete units, turning them into newer, more powerful models (For example, once you learn Iron Working, you can upgrade any Warrior units you possess into Swordsmen.) Each upgrade costs some gold – the more powerful the upgrade, the more expensive it will be.
Each tile of road that you construct requires maintenance, much like units and buildings do.
If you want to improve your relationship with a city-state, one way to do so is to give it some gold. Increasing amounts of gold may be given for larger boosts to friendship.
And finally, you can exchange gold with other civilizations for any number of reasons – trading it for resources, for example, to get the other civ to make peace with you, or to bribe the civ to attack a third. Gold is extremely useful in negotiations.
Of course, you must first earn some gold before you can spend it. There are a multitude of ways to earn gold:
These tiles provide gold when you citizens work them: Coasts, Oceans, Rivers, Natural Wonders, and Oases.
All resources (especially gold!) provide gold when worked.
Constructing a trading post improvement in a tile increases its gold output.
Many buildings – markets, banks, etc. – increase a city’s output of gold, especially if you assign merchant specialists to them.
Some Wonders provide or increase a city’s output of gold. Machu Picchu and the Colossus are prime examples.
If a city is connected by a road and/or harbor to your capital city, that city has a “trade route” with the capital. Each trade route is worth a certain amount of gold each turn, determined by the size of the two cities.
You’ll earn gold each time you disperse a Barbarian Encampment.
An ancient ruin may provide gold when it is explored.
A city-state may give you gold when you first meet.
Pillaging enemy improvements will give you a modest amount of gold.
You may gain a bunch of gold when you capture a city from another civilization or city-state.
A Great Merchant can perform a “trade mission” in a city-state. The Merchant is expended and you get lots of gold.
 
Anyone mind posting a transcript of the gold write up? Thanks!
 
Looks like it's mostly the same as in Civ4. The big news is really what we kind of new from before(but nice with a confirmation feature).
- The separation of :gold: and :science: (removal of :commerce: and the slider)
- You can buy tiles
- The addition of city states
- Rushbuy always available. We had universal suffrage in Civ4, but always having rushbuying as an alternative does change it a bit.
 
For an expansion they should consider integrating a system where you can invest your gold into civ-wide benefits. For example, being able to invest (using fake numbers here) 10g per turn to obtain a constant military bonus (+1 str to units, something silly like that)... as long as you continue to invest the X gold per turn, you gain continue to gain the effect. You could have multiple trees/branches, similar to the policy system, but rather make the trees more linear. Have trees emphasize military, growth, etc... as you progress down a tree you reap greater benefits at the cost of greater gold per turn. For example, Military Bonus #1 (1 str to units) would be 10gpt, but bonus #2 might be a total of 20-30gpt.

With multiple trees, and the earlier bonii being cheaper, this would allow choice in how dedicated you want to be to a certain kind of investment. If you're serious about investing in superior military, you just may be prepared to spend tons of gold per turn to reap those specific bonii.. However, if you'd rather spread that 50gpt around, you could get lower levels of various different investment opportunities.

I think something like this, if refined and actually worked on as more of 3 minute thought, would strengthen the value of the dollar... I mean gold. (that was a joke)

Oh, and it also gives the choice of whether you want to hoard gold or spend it for civ-wide bonii. If you begin to lose gold, and reach zero, you'd be forced to abandon a particular investment, and thus lose the bonus, while simultaneously bringing you back into +g -- which would actually create the dynamic of hoarding for a period so that one might invest for a period later... for example, if (still using random fake numbers) it's 100gpt to invest fully in the military tree and gain all of it's cool goodies, but you only make 50g... you might hoard gold for 20 turns to get a surplus 1000g, then declare war, being able to fully invest in military bonii (100gpt) for 10 turns.

In fact it could even be designed around the concept of "temporary buffs" to begin with... since such concepts are already in place with research pacts and golden ages (which aren't gold related... but ARE a temporary buff). That could give research pervue of civ advancement, culture dominion of persistant bonii that affect your entire game, and gold the domain of investing in short term boosts (which requires diverting gold from what you'd otherwise regularly use it for).

could be interesting.
 
With the single exception of the monument, which has no prerequisites and is available to build at the start of the game, you need knowledge of a specific technology to construct a building. For example, you must learn bronze working before you can build a barracks.

How is that different than what we have had in Civ2-4?

Some buildings have resource prerequisites as well – for instance a city must have an improved source of horses or ivory nearby to construct a circus. Also, some buildings have building prerequisites. You can’t build a temple in a city unless you’ve already constructed a monument there.

Same question as above. Perhaps more buildings require resources?


There’s one downside to buildings: most of them cost gold to maintain. The price depends upon the building in question, and can range from 1 to 5 per turn. The gold is deducted from your treasury each turn. A later feature will explain more about gold, including how you earn it and what else it can be spent on.

Welcome to Civ2. Funny this is being touted as a new feature when it isn't. But the lead designer's pedigree only extends back to Civ3-4.
 
Welcome to Civ2. Funny this is being touted as a new feature when it isn't. But the lead designer's pedigree only extends back to Civ3-4.
Actually the lead designer was a beta tester for Civ 2. I am certain that all of the people involved in the making of the game is familiar with all of the games of the franchise. I know I wouldn't hire someone who had never played all of the games.
 
How is that different than what we have had in Civ2-4?



Same question as above. Perhaps more buildings require resources?




Welcome to Civ2. Funny this is being touted as a new feature when it isn't. But the lead designer's pedigree only extends back to Civ3-4.

The article is explaining how cities work in Civilization V. It's goal is not to only point out things that are new ;)
 
I am wondering what happened to the podcasts? There was one on 16. and 23. of July but for nearly 14 days we havent heared from elizabeth... :confused:
 
I am wondering what happened to the podcasts? There was one on 16. and 23. of July but for nearly 14 days we havent heared from elizabeth... :confused:

I was wondering the same thing! its been forever since a podcast. Im getting kinda anxious! :sad:
 
The unhappiness is mechanic is meant to restrict the growth of cities. If you restrict the growth of cities on your own accord, that's not an exploit.

But Piece has a strong point here. I starve my cities as well, using granaries and food stored as a resource, to boost production of a wonder or tryingto hurry some Great Person (empathizing some type with massive specialists all of a sudden).. etc. If a penalty for unhappiness doesn't affect your game play it could be a problem if not minded by the devs.
 
For example, suppose you know that next turn your empire is about to go unhappy. You set one of your important cities to maximise food this turn (maybe +10:food:) but not so much as to grow to the next level. Next turn unhappiness kicks in so you now emphasise something else while the city starves very slowly (maybe -1:food:). If it takes you only 10 turns to fix your happiness problem, then that city was pretty much not affected at all by the unhappiness hit to growth rate.

More generally you could do this in all cities. Emphasise growth during times of happiness and then emphasise anything but growth during times of sadness.

I hope/expect there will be other negative consequences of empire unhappiness than just the growth rate, but regardless of whether that is true or not, I really hope there is some negative consequence for starving cities if there is one for growing cities (as well as food-stationary cities I suppose - it's only fair).
 
Not having the choice to grow is still a consequence, even if you can switch your cities to some other focus. You could also consider easier growth a reward for keeping your people happy. Just because your people start at happy, doesn't mean that is the "zero-state".
 
For example, suppose you know that next turn your empire is about to go unhappy. You set one of your important cities to maximise food this turn (maybe +10:food:) but not so much as to grow to the next level. Next turn unhappiness kicks in so you now emphasise something else while the city starves very slowly (maybe -1:food:). If it takes you only 10 turns to fix your happiness problem, then that city was pretty much not affected at all by the unhappiness hit to growth rate.

More generally you could do this in all cities. Emphasise growth during times of happiness and then emphasise anything but growth during times of sadness.

I hope/expect there will be other negative consequences of empire unhappiness than just the growth rate, but regardless of whether that is true or not, I really hope there is some negative consequence for starving cities if there is one for growing cities (as well as food-stationary cities I suppose - it's only fair).

Seems to me easily fixed by making starving people count towards unhappiness as well. Yes, you can still try to eploit it, but you risk going from merely having unhappiness to being deep in trouble.
 
Top Bottom