A nice piece from Shacknews.
I quote some pharagraphs:
"Cultural Victory is achieved by completing the Utopia Project, which is unlocked after completing 6 of 10 policy trees, which offer bonuses to different game systems and use culture as currency.
These policies serve to replace many systems not making a formal return from Civilization IV, namely the civics and religion systems. It is possible the espionage will also make a return here, but I was not able to freely browse all of the policies. Policies are broken down into 8 categories representing different ways of governing. Some will be incompatible with others, for example, "Freedom" and "Tyranny." Culture, which is generated by cities, will be used to purchase policies. One early policy, for example, grants a 33% boost in production for Wonders."
"players can now install a puppet government. By doing so, less unhappiness will be generated, but the player cannot control the city at all. You will gain gold, culture, and research, but the city will act upon its own best interest. If you're at war and are cranking units out for the war effort, this puppet city could be working on a granary if it needs it for its own development."
"On the infrastructure side of things, Civ V will bring custom maps and scenarios directly into the game with the Mod Repository. Now, content creators will have their work visible within the game and players can install new mods with a single click. This should help get mods out to the community at large without relying on external websites. Since Civilization V uses Steamworks, it will have access to your Steam friends list for game invites and more. On matchmaking, Firaxis is currently looking into whether or not this will be added, but it definitely won't be in by release. "
I quote some pharagraphs:
"Cultural Victory is achieved by completing the Utopia Project, which is unlocked after completing 6 of 10 policy trees, which offer bonuses to different game systems and use culture as currency.
These policies serve to replace many systems not making a formal return from Civilization IV, namely the civics and religion systems. It is possible the espionage will also make a return here, but I was not able to freely browse all of the policies. Policies are broken down into 8 categories representing different ways of governing. Some will be incompatible with others, for example, "Freedom" and "Tyranny." Culture, which is generated by cities, will be used to purchase policies. One early policy, for example, grants a 33% boost in production for Wonders."
"players can now install a puppet government. By doing so, less unhappiness will be generated, but the player cannot control the city at all. You will gain gold, culture, and research, but the city will act upon its own best interest. If you're at war and are cranking units out for the war effort, this puppet city could be working on a granary if it needs it for its own development."
"On the infrastructure side of things, Civ V will bring custom maps and scenarios directly into the game with the Mod Repository. Now, content creators will have their work visible within the game and players can install new mods with a single click. This should help get mods out to the community at large without relying on external websites. Since Civilization V uses Steamworks, it will have access to your Steam friends list for game invites and more. On matchmaking, Firaxis is currently looking into whether or not this will be added, but it definitely won't be in by release. "