| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
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. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 | |
|
Moderator
![]() Join Date: Dec 2008
Location: Sydney
Posts: 17,682
|
Civ V Gameplay Changes
So what are the gameplay changes going to be, and are they good or bad?
So far, it seems all we have to go off is the screenshots, and this: Quote:
__________________
Gods & Kings Introductory Guide
|
|
|
|
|
|
|
#2 |
|
Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
|
Possibly losing Religions is saddening.
![]() Finite resources is a good idea, if handled well. Ideally, each resource should have a total pool, which slowly decreased based on the your civ's size[for luxury resources], or use by each military unit you raise (one time deduction) and maintain(per turn) [strategic resources]; until there's literally no more, at which point the resource disappears. The exception would obviously be food resources, seeing as those never run out. Looking at the description, having 1 unit per 1 resource seems rather...dumb, especially as the total number of units gradually increases over the length of the game. I imagine city states to be similar to independent civs found in RFC, but simply more fleshed out(the bonuses, or annexing em part), which in the overall picture certainly adds realism.
|
|
|
|
|
|
#3 |
|
Moderator
![]() Join Date: Dec 2008
Location: Sydney
Posts: 17,682
|
Also, we have the official website, which offers some information on features of the game.
One thing I noticed in particular about what is mentioned is 'trading items and land'. Will this mean that borders will no longer be decided by culture, but by diplomacy, or does it simply mean you can trade cities like you could in Civ4? I can't seem to copy and paste from that site, so I'll work on typing up what's there.
__________________
Gods & Kings Introductory Guide
|
|
|
|
|
|
#4 | ||||
|
Just a passenger
Join Date: Aug 2005
Location: Melbourne
Posts: 16,172
|
Quote:
Quote:
Quote:
Quote:
__________________
Gonna burn your name right across the sky, so I'll never forget what the feeling's like.
IALS - DRAW Your Own Story - Civ3Earth - Mongols - Cure Cancer - deviantART - Iron and Blood 4 - Flankcaster Ponies - #nes "I love making up quotes." - Alexander The Great "I don't think Hitler would be very concerned with following the Constitution" - Zack |
||||
|
|
|
|
|
#5 |
|
Deity
Join Date: Sep 2008
Posts: 4,284
|
The City States feature sounds fun, that's one of those I'm really looking after; the others being "no stacking units" and the new tiles system...
I'm really sad about the religions. |
|
|
|
|
|
#6 |
|
Chieftain
Join Date: Oct 2005
Posts: 38
|
Finite resources is a good idea, but to go along with it, I think that the chance of discovering another source should increase as you advance technologically (i.e. to simulate new technologies giving you access to otherwise unassailable locations). This could vary from resource to resource; copper should have a relatively higher chance of discovery than gold or gems.
And I agree with the above poster that 1 unit per resource is stupid. One resource should have a number of points associated with it, which would decrease depending on the number of units requiring that resource, basically linking military upkeep with resources in addition to gold. And I'm questioning why they got rid of religion; it worked very well in IV, adding another layer of complexity to the diplomacy aspect of the game. But if they said they revamped and upgraded the diplomacy in V, maybe we won't need it. After all, all the religions were basically the same, differing only in name and when one could discover it. |
|
|
|
|
|
#7 |
|
aka emperor
![]() Join Date: Apr 2004
Location: New Zealand
Posts: 6,344
|
I'll transfer over my relevant comments from the other thread, since it seems like we'll be using this one from now on.
With regards to the limited number of units per resource: One problem I can forsee is that this makes land-grabbing and warmongering an even more powerful strategy. Empires that span more land get more resources, and consequently can build more units. There's no longer anything small empires can try to do to compensate (get a super-productive city, etc) because they're no longer able to produce more than a limited number of units while their opponent with 2-3 times the resources can produce 2-3 times the units. Obviously warmongering is going to be an effective strategy in every Civ game, but I'm worried about whether this new resource limitation might make it so necessary to war for land that peace isn't an option if you want to survive. I hope they'll be taking this into account when creating the resource system. With regards to the "capital capture conquest" victory: Hmm, interesting, but could make it a bit too easy to win on a naval-based map with a sudden stab attack strategy. At least thinking from Civ4 combat mechanics. Maybe the limit of units per tile will make such a strategy near-impossible in Civ5. We'll have to see. Either way, I'm fairly sure that this "capital capture conquest" (dare I introduce the acronym of CCC?) will probably be a selectable option. In other words, if you want to play the "traditional" style of conquest by complete and utter demolition, you should be able to tick or untick a box to do so. With regards to the stacking of units: I wonder if the units we see in the screenshots are made up of several individual units combined? This might mean that there's some kind of "unit per tile limit" imposed... e.g. can't have more than 10 or 20 units on the same tile. This would work against the "invincible stacks" thing, and at the same time be realistic (because there's only a finite number of troops you can fit into a certain space - i.e. tile). [Later] Looks like my stab in the dark might have been right about limits for units on the same tile. I just hope the limit won't be ONE unit per tile, that'd be silly. But 10 or 20 I'm fine with. With regards to religion: No religion? Aw, that's a shame. I thought that was a pretty cool feature of Civ4. Guess they got too PC or something... With regards to leader bonuses: Unique leader bonuses... sounds great, I'm all for it. I just hope they can come up with enough unique bonuses so as not to make them repetitive (especially when the expansions start arriving).
__________________
Lord Parkin / emperor Read all about my adventures in the Realms Beyond Pitboss 4 game! All Leader Challenge games: ALC #26: Willem van Oranje/Dutch Sisiutil and Lord Parkin take on eight AI teams in a Multiplayer Team Game battle of wits! Member of: Team Innovia - Civ4 MTDG | Team Saturn - BTS MTDG | Team Sirius - BTS MTDG II Looking for Civilization III maps? Check out the Parkin Creations CFC Map Library. |
|
|
|
|
|
#8 | |
|
Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
|
Quote:
As for land, I would imagine it to be something similar to provinces(except as tiles in Civ5) in EU3 for peace treaties, just another option to bring to the peace table.
|
|
|
|
|
|
|
#9 | ||||
|
aka emperor
![]() Join Date: Apr 2004
Location: New Zealand
Posts: 6,344
|
Quote:
).Quote:
Quote:
Quote:
__________________
Lord Parkin / emperor Read all about my adventures in the Realms Beyond Pitboss 4 game! All Leader Challenge games: ALC #26: Willem van Oranje/Dutch Sisiutil and Lord Parkin take on eight AI teams in a Multiplayer Team Game battle of wits! Member of: Team Innovia - Civ4 MTDG | Team Saturn - BTS MTDG | Team Sirius - BTS MTDG II Looking for Civilization III maps? Check out the Parkin Creations CFC Map Library. |
||||
|
|
|
|
|
#10 | |
|
Moderator
![]() Join Date: Dec 2008
Location: Sydney
Posts: 17,682
|
My apologies for any transcription errors. From the Civilization V website.
Quote:
__________________
Gods & Kings Introductory Guide
|
|
|
|
|
|
|
#11 | |
|
Prince
Join Date: Feb 2002
Posts: 551
|
Quote:
Aztec America China India Greece France England Germany Russia Mongols Rome Zulu Spain Egypt Japan Arabs And two of Babylonians Vikings/Scandinavians Inca Maya Persia Iriqious/Sioux/Cherokee/some Native North American civ |
|
|
|
|
|
|
#12 |
|
Emperor
Join Date: Jul 2002
Location: Japan
Posts: 1,344
|
Maybe "one horse per resource" uses the word "resource" as a unit of measure.
If its one unit per tile that's bad. Its too blunt a way to get rid of the SOD, and leads to more use of the strategic playing area to double as the tactical playing area. Better would be if each of those ranks in the screenshots were one unit being represented graphically all at once. Especially if it also represented attack or defense order when in combat (assuming all don't fight at once or some totally changed system) and you could select their order. Then again, maybe these units that take up a whole tile are like Civ3 Armies that you build up. Also, it looks like the number of scales has been reduced, ie you have one scale for units and improvements and another for cities instead of each item having its own scale sufficient for it to fill the tile. That's good. Not to be a stickler for "realism" but tiles translate to the size of states if you really think about the size of the world and the size of a civ map. So area is not really an issue for unit stacking. Of course you just have to do some suspension of dibelief.
__________________
VR |
|
|
|
|
|
#13 |
|
Chieftain
Join Date: Nov 2009
Posts: 36
|
I really hope that religion isn't removed. I wouldn't mind if it was changed majorly or abstracted in some other way, but religion as a whole is a very interesting part of history, and make for fun games.
|
|
|
|
|
|
#14 |
|
Chieftain
|
Hey people, remember there is still room for expansion packs. (If they ever do, which is almost certain.) Hopefully this time there will be complete ethnic diversity and New leaders/civs along with old ones/
|
|
|
|
|
|
#15 | ||
|
aka emperor
![]() Join Date: Apr 2004
Location: New Zealand
Posts: 6,344
|
Quote:
![]() But the rest sounds great. ![]() Quote:
__________________
Lord Parkin / emperor Read all about my adventures in the Realms Beyond Pitboss 4 game! All Leader Challenge games: ALC #26: Willem van Oranje/Dutch Sisiutil and Lord Parkin take on eight AI teams in a Multiplayer Team Game battle of wits! Member of: Team Innovia - Civ4 MTDG | Team Saturn - BTS MTDG | Team Sirius - BTS MTDG II Looking for Civilization III maps? Check out the Parkin Creations CFC Map Library. |
||
|
|
|
|
|
#16 |
|
Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
|
Regarding this apparent one unit per tile rule. If you have one unit defending an important choke point, say, a machine gun, and want to move your infantry across it, how would you? If its only one unit per tile, then you couldn't, unless you move the machine gun forward, therefore losing it's fortification bonus (Which seems to be what one units has in the lefthand side of one screenshot) and putting it in possibly an exposed position, which in some some scenarios could be costly, then would that make such a rule...a bit unrealistic and unfair?
|
|
|
|
|
|
#17 | |
|
Moderator
![]() Join Date: Dec 2008
Location: Sydney
Posts: 17,682
|
Quote:
__________________
Gods & Kings Introductory Guide
|
|
|
|
|
|
|
#18 |
|
Chieftain
Join Date: Nov 2009
Posts: 36
|
The idea of City-States is very interesting to me.
I figure they'll just be little AI-owned cities not aligned to any empire. You could probably trade with them and stuff. You could probably leave them as a separate entity, convince them to join you diplomatically, or just stomp on them and make them your cities. I really like this, not only from a gameplay perspective, but because this is more true to history. The idea of 8 or so nations starting with a single city and colonizing an empty world is kind of silly. Depending on the number of city-states in the game, it could be really interesting. Maybe they could join together if there are enough of them nearby, and become a real civilization? |
|
|
|
|
|
#19 | ||
|
Moderator
![]() Join Date: Dec 2008
Location: Sydney
Posts: 17,682
|
Quote:
Quote:
__________________
Gods & Kings Introductory Guide
|
||
|
|
|
|
|
#20 |
|
Warlord
Join Date: Dec 2009
Posts: 123
|
I think religion should stay, and each should have their own benefits, instead of they're all the same.
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Vista Civ problems during gameplay | acivguy55 | Civ4 - Technical Support | 5 | Sep 17, 2009 10:09 PM |
| Couple of questions about Civ (gameplay) | YurdleTheTurtle | Civ4 - General Discussions | 9 | Apr 27, 2008 01:40 PM |
| CIV gameplay parameters | Son of Moose | Civ4 - SDK/Python | 7 | Feb 18, 2008 10:40 AM |
| More depth to Civ gameplay | Winston | Civ - Ideas & Suggestions | 9 | Jun 19, 2004 11:34 AM |
| Civ 3 has crippled my Civ 2 gameplay | Daaraa | Civ2 - General Discussions | 6 | Aug 21, 2002 12:02 PM |