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Moderator
![]() ![]() Join Date: Jun 2004
Posts: 747
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Civ5 Confirmed Features and Versions
Index Post 1 - Civilizations, Cities, Specialist Citizens, Wonders, National Wonders, Great Projects & Buildings Post 2 - Terrain Types, Natural Wonders, Resources, Improvements, Goody Huts & Technologies Post 3 - Unit Behaviour, Combat Modifiers, Military Units & Promotions Post 4 - Happiness, Unhappiness, Social Policies, Diplomacy, Puppet States, The UN, City States, Barbarians, Victory Types, Scenarios & Other Info Post 5 - Minimum Specifications, Recommended Specifications, Other Key Requirements, The Interface, The AI, Multiplayer information, Music, Internal Architecture, People who Made Civ 5 & Sources Post 6 - Retail Versions, Digital Versions, Special Versions, Purchase Options, Pre-Order Bonuses - By Mercade Civ's, and Cities, and Buildings! Oh, my! The Civilizations CIV's/Leaders/Special Ability America /George Washington / Manifest Destiny - Land units get +1 sight and 25% discount when purchasing tiles Arabia / Harun al-Rashid / Trade Caravans - +2 Commerce per traderoute Aztec / Montezuma / Sacrificial Captives - Culture is gained for each unit you kill China / Wu Zetian / Art of War - Great Generals are produced quicker and are more effective Egypt / Ramesses II / Monument Builders - +20% production when building Wonders England / Elizabeth I / Sun Never Sets - + 2 Movement for all Naval Units France / Napoleon Bonaparte / Ancien Regime - + 2 Culture per city per turn before the discovery of Steam Power Germany / Otto Von Bismark / Furor Teutonicus - on defeating a Barbarian unit in their encampment you have a 50% chance on converting the unit to your side as well as reciving 25 ![]() Greece / Alexander / Hellenic League - City State influence loss is reduced by 25% and recovers at twice the normal rate India / Gandhi / Population Growth - Unhappiness from number of cities doubled, Unhappiness from number of Citizens halved Iroquois / Hiawatha / The Great Warpath - Forests and Jungle are treated as roads within your cultural boarders (please note that his has changed several time during development and may change again before release) Japan / Oda Nobunaga / Bushido - Units’ attack and defense strengths remain at full, even when the unit is damaged Ottoman / Suleiman / Barbary Corsairs - 50% chance of converting a Barbarian Naval unit to your side and earning 25 Gold Persia / Darius / Archaemenid Legacy - Golden Ages lasts 50% longer. Units receive a movement bonus and a +10% attack and defense strength bonus during a Golden Age. Rome / Augustus Caesar / The Glory of Rome - +25% Production bonus when constructing a building (in another city) that already has been constructed in the Capital Russia / Catherina / Siberian Riches - Strategic resources provide +1 production and Horse, Iron, Uranium provide double quantity Siam / Ramkhamhaeng / Father Governs Children - - Food and Culture from friendly City-States increased by 50% Songhai / Askia / River Warlord - Receives triple gold from barbarian encampments and from pillaging cities and embarked units can defend themselves DLC Nations Babylon/Nebuchadnezzar II [Digital Special Edition Bonus] there will be at least two more Civilizations released through DLC at some point Leaders Personality Each leader has a personality made from a combination of several different 'flavours' along a ten point scale, each game the impact that a certain flavour has over this civ can be +/- two points , allowing for a different experience each game. For example Russia may have a score of 8 for their expansion flavour but at the start of the game the actual score could be any where from 6 to 10. (PCZone) The 25 flavours are grouped into several categories including Wide Strategy, Military preferences, Recon, Naval recon, Naval growth, Expansion, Growth, Development preferences (PCZone) Your Cities Cities Cities spread 3 tiles out instead of two Boarders now only expand at one hex at a time and more difficult terrain will take more time to claim (Swedish PC Gamer). You can use Gold to sped up this process, but that may bring you into conflict with surrounding Civs. GamerNode You can also use culture points to 'buy' tiles Gamespy Cities now defend themselves with a set of 'Hitpoints' that need to be taken down to zero before a city can be captured. Units can still help defend cities but instead of just garrisoning inside the city as in previous games, they merge with the city and 'boost' the cities hitpoints. GamerNode. Founding a city on a Hill will also give a defence bonus Culturally different City designs Arabic/Asian/African/European and American Confirmed There will be "game-specific disadvantages" in having two cities too close together(Gamespot) When you occupy a city you can form a Puppet-State, This means that you reap the benefits of its research, culture and gold but don't get a say in what it produces (PC PowerPlay) We Love the (King) Day The 'We love the King Day' is now triggered by obtaining certain luxury resources your cities want The bonus you receive is an increase in food growth in the city (faster citizen creation) Specialist Citizens You can chose to assign Citizens from working city production tiles to working inside some city buildings, these are called Specialist Citizens There are 4 types of Specialists: Artists increase a city’s cultural output and speed the creation of Great Artists. Merchants increase a city’s gold output and speed the creation of Great Merchants. Scientists increase a city’s science output and speed the creation of Great Scientists. Engineers increase a city’s production output and speed the creation of Great Engineers. - 2K Greg Wonders/City Buildings Wonders The City of Angkor Wat, Cambodia - Culture cost of acquiring new tiles reduced by 75% in every city., +1 Great engineer points, +1 Culture, unlocked by Acoustics Big Benof Westminster (London), The United Kingdom of Great Britain and Northern Ireland - Cost of Gold purchasing in all Cities is reduced by 25%, +2 Great merchant points, +1 Culture Brandenburg Gate (Brandenburger Tor) of Berlin, Germany - gives a free Great General upon construction, +2 great scientist points, +1 culture The City of Chichen Itza, Mexico - Extends the length of a Golden Age by 50%, +1 Culture, +1 Great Engineer Points The Colossus of Rhodes, Greece - +1 Gold for each water tile the city works, +1 Great Merchant, +1 Culture, Must be built in a City located along a Coast Cristo Redentor (Christ the Redeemer) of Rio de Janeiro, Brazil - Culture Cost for adopting new policies reduced by 33%, +2 Great Artist, +1 Culture The Eiffel Tower of Paris, France - +8 Happiness, +1 Culture, +2 Great Merchant Points The Forbidden Palace (City) of Beijing, China - Unhappiness from number of cities reduced by 50%, +1 Culture, +1 Great Artist points The Great Libraryof Alexandria, Egypt - 1 free Technology, +1 Great scientist points, +1 culture The Great Lighthouse of Alexandria, Egypt - +1 Movement and Sight for Military Vessels, +1 Great Merchant +1 Culture The Great Wall (Chángchéng) of China - +1 culture, +1 Great Engineer, Enemy Land Units must expend 1 extra movement per tile inside your territory The Hagia Sofia of Constantinople/Istanbul, Turkey - +33% generation of Great People in all cities, +1 Culture, +1 Great artist points The Hanging Gardens of Babylon, Iraq - +1 Population in all existing Cities, +3 Happiness, +1 culture, +1 Great Artist Himeji Castle of Himeji, Japan - +25% Combat Strength bonus to all units in friendly territory, +2 great engineer points, +1 Culture The Kremlin (and Red Square) of Moscow, The Russian Federation - Defensive buildings in all cities are 50% more effective, +4 Culture, +1 great scientist point The Louvre Museum (Musée du Louvre) of Paris, France - 2 free Great Artists appear near the Capital, +2 great artist points, +1 culture The City of Machu Picchu, Peru - +20% more Gold from all Trade Routes. Must be built in a City within two tiles of a Mountain, +1 Culture, +1 Great Merchant points The Notre Dame de Paris (Cathedral) of Paris, France - +5 Happiness, +1 Culture, +1 Great Merchant Points The Oracle of Delphi, Greece - Gives a free social policy, +1 culture, +1 great scientist point The Pentagon of Arlington County (Washington D.C.), USA - Gold cost of upgrading military units reduced by 50%, +1 Culture, +2 Great merchant points The Porcelain Tower of Nanjing, China - A Great Scientist appears near the city where the Wonder is built, +1 culture, +2 great scientist point The Pyramids of Giza, Egypt - 50% worker construction bonus, +1 Culture, +1 Great Engineer Points The Sistine Chapel of Vatican City, Holy See - An additional +33% Culture is produced in all Cities, +1 Culture, +1 Great Artist points The Statue of Liberty (Liberty Enlightening the World) of New York, USA - +1 Production gained for every Specialist in all Cities, +1 Culture, +3 Great engineer points Stonehenge of Wiltshire County, The United Kingdom of Great Britain and Northern Ireland - +8 Culture, +1 Great Engineer Points The Sydney Opera House of Sydney, Australia - one free Social Policy, +1 Culture, +1 great artist points The Taj Mahal Mausoleum of Agra, India - Length of Golden Ages is increased by 50%, +1 Culture, +2 Great Artist points The United Nations of New York, International Territory (USA) - Triggers the vote for Diplomatic Victory - +1 Culture, +2 Great Merchant Points National Wonders National wonders may be constructed once a specific building is existent in all cities in your empire The Hermitage Museum of St. Petersburg, The Russian Federation - doubles the cultural output of the city it is constructed in, requires Museum Heroic Epic - All new Units in this City receive the Morale Promotion for free, +1 Culture, requires Barracks or Russian Krepost Ironworks - +20% Production in the City where this is built, +1 Culture, requires Workshop or Iroquois Longhouse National College - +50% Science in the City where this is built, +1 Culture, requires Library or Chinese Paper Maker National Epic - +25% Great People generation in the City where this is built, +1 culture, requires Monument Oxford University of Oxford, The United Kingdom of Great Britain and Northern Ireland - Gain a free Technology, +1 culture, requires University or Siamese Wat Palace - Indicates the Capital City and is built automatically for free. Cities connected to the Capital by roads produce additional Gold. Also produces an extra +2 Production, +3 Science, +1 Culture, +2 Gold, and +2 Defence for this City Great Projects The Apollo Project - Allows the building of Spaceship Parts SS Booster - 3 Required for the Science Victory SS Cockpit - 1 Required for the Science Victory SS Engine - 1 Required for the Science Victory SS Stasis Chamber - 1 Required for the Science Victory Manhattan Project - Allows the building of Atomic Bombs and Nuclear Missiles Utopia - Unlocks after fulling exploring 5 Social Policy Branches. Building triggers a Cultural Victory Buildings All buildings require gold for upkeep and maintenance ranging from 1-5 ![]() Unlike in the past you will need to build special building before you can start on the construction of part for your spaceship The Buildings Armoury - +15 XP for all land units, must have Barracks or the Russian Krepost Arsenal - +20% Production of Land Units, requires a Military Academy Bank - +25% Gold, Needs Market or a Bazzar, Has two slots available for Merchant Specialist Citizen Barracks - +15 XP for all new Land Units Bazaar - An Arabian Unique Building, it grants +25% more Gold and provides 1 extra copy of each Luxury Resource near the City, has a merchant specialist spot, Arabic Unique Building Broadcast Tower - Doubles the culture output of a City, but requires a Museum Burial Tomb - +2 Culture and +2 Happiness empire-wide, but it doubles the amount of Gold the enemy receives if this City is captured, Egyptian Unique Building Castle - +7.5 Combat Strength to the City, requires Walls be present in the City Circus - Needs Horses or Ivory near city, +3 Happiness Colosseum - +4 happiness Empire Wide Courthouse - Eliminates the Unhappiness from annexing enemy cities Factory - +50% Production, requires that a Workshop or Longhouse be present, and consumes 1 Coal, has a slot for an engineer specialist Floating Gardens - An Aztec Unique Building, the city gains +15% Food, and +2 Food for each worked Lake tile. The City must border either a Lake or River Forge - +15% Production of Land Units, requires a source of Iron nearby Garden - +25% Great People Generation, City must be built on a river or lake, a specialist artist slot Granary - +2 Food Harbour - Links City with Capital, 25% increased production of Naval Units, City must be on Coast Hospital - 50% less Food is needed for City growth Hydro Plant - +1 Production for every tile bordering a River. Requires the City be located next to a River, and consumes 1 Aluminum Krepost - A Russian Unique Building, it increases the City’s cultural border growth by +50%. Also, the Krepost provides +15 XP for all new Land Units Library - +1 science per 2 citizens, Has two slots available for Scientist Specialist Citizen Lighthouse - +1 Food from Water tiles, city must be on coast Longhouse - An Iroquois Unique Building, it provides +1 Production from each Forest tile worked by the City, has an engineer specialist slot Market - +25% gold, Has one slot available for Merchant Specialist Citizen Medical Lab - 25% less Food is needed for City growth. Requires a Hospital be present Military Academy - +15 XP for all new Land Units, requires a Barracks or Russian Krepost Military Base - +12 Defence, requires that either a Castle or Mughal Fort Mint - +3 Commerce for each Gold and Silver resource in your city radius (you need one of these resourced to build the Mint) Monastery - +2 Culture from nearby Incense and/or Wine Monument - +2 Culture, Has no prerequisites, thus can be built from the first turn Mud Pyramid Mosque - A Songhai Unique Building, the City gains +5 Culture, Songhai Unique Building Mughal Fort - An Indian Unique Building, it provides the City with +9 Defense, +2 Culture, and after Flight is researched, extra Gold. Walls must be present in the City to build. Museum - +5 Culture, requires an Opera House, has an artist specialist slot Nuclear Plant - +25% Production, consumes 1 Uranium. Observatory - +50% Science, requires that the City be built next to a Mountain Opera House - +5 Culture, requires a Temple, Burial Tomb or Mud Pyramid. Paper Maker - Chinese Unique Building, +1 Science for every 2 Citizens in the city, +4 Gold, has a scientist specialist slot Public School - +50% Science, requires either a University or Wat be present, Has one slot available for Scientist Specialist Citizen Research Lab - +100% Science, requires that a Public School be present, Has one slot available for Scientist Specialist Citizen Satrap’s Court - A Persian Unique Building, it provides +25% Gold and +2 Happiness. Requires a Market in the City, has a merchant specialist slot Seaport - +2 Production from Sea Resources. The City must have at least one improved Sea Resource nearby. Solar Plant - +25% Production, but the City must be either located on or border a Desert. Spaceship factory - +50% Production of Spaceship Parts. Requires that a Factory be present and consumes 1 Aluminum. Stable - +25% production when making mounted units, must have horses nearby Stadium - +4 Happiness, requires a Theatre be present. Stock Exchange - +33% Gold, requires either a Bank or Satrap’s Court, has a merchant specialist slot Temple - +3culture , Needs Monument, Has two slots available for Artist Specialist Citizen Theatre - +4 Happiness, requires a Colosseum University - Needs Library, +50% science, +2 Tech points from every Jungle square worked by the city, Has one slot available for Specialist Citizen Walls - +5 Defense Wat -Saim Unique building, 3 Culture, +50% Science, allows two Scientist specialists Water Mill - +2 Food, City must border a River to construct. Windmill - +15% Production, but the City cannot be located on a Hill, has a slot for an engineer specialist Workshop - +20% construction speed of buildings, has a slot for an engineer specialist
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Kia tere te karohirohi, I mua i tou huarahi - Maori Proverb For they have sown the wind, and they shall reap the whirlwind - Hosea 8:7 Hatt al-hudad, Al-maahn al-baiid, Ay-yah idare, Adamm malum - Fremen Song Watch ye therefore, for ye know not when the master of the house cometh - Mark 13:35 taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS - Khamlet Last edited by bite; Sep 19, 2010 at 07:51 AM. |
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#2 |
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Moderator
![]() ![]() Join Date: Jun 2004
Posts: 747
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The Map and Technology Features
Resources/Terrains/Map Improvements Terrain Types Grassland - +2 Food, 33% defence, 1 movement cost Plains - +1 Production, +1 Food, -33% Defence, 1 movement cost Desert - no production, -33% Defence, movement cost 1 Snow - no production, -33% Defence, 1 movement cost Tundra - +1 food, -33% Defence, 1 movement cost Hills - +2 production, +25% defence, movement cost 2, rough terrain Mountains Coast - +1 food, +1 commerce, movement cost 1 Ocean - +1 food, +1 commerce, movement cost 1 Terrain Features Fallout - -3 food, -3 production, -3 gold, -33% Defence, 2 movement cost, can be removed by workers Flood Plains - +2 Food, -33% Defence, 1 movement cost, found next to rivers Forest - +1 Food, +1 Production (no matter what terrain they are on) +25% Defence, 2 movement cost Ice - no production, impassable except for air units and submarine units Jungle - +1 food, -1 Production,+25% Defence, 2 movement cost, when chopped they become plains Marsh - -1 Food, 2 movement cost, -33% Defence Oasis - +3 Food, 1 movement cost, -33% Defence, only in desert tiles Rivers - +25% defence bonus defending across a river, +1 Gold to surrounding tiles, crossing a river uses all your remaining movement points Natural Wonders These are unique features on the map which give a bonus to your civ's happiness when you find them and a continuing bonus if you found a city near them They are impassable except for air units and produce +2 Production, +3 Gold Known Natural Wonders: Old Faithful in Yellowstone National Park, Wyoming, USA The Great Barrier Reef in the Coral Sea, Queensland, Australia - As it expands across two tiles it gives a bigger bonus than usual Mount Fuji in Chūbu region, Honshū, Japan The Barringer Crater in Arizona, USA Lake Titicaca on the Border of Peru and Bolivia The Grand Mesa in Grand Mesa National Forest, Colorado, USA Krakatoa in the Sunda Strait, Indonesia Mt. Everest on the border of Nepal and China [Tibet] Rock of Gibraltar in Gibraltar, The United Kingdom of Great Brittan and Northern Ireland Luxury Resources Cotton - +2 Gold. found on grasslands, plains and desert, needs a plantation Dyes - +2 Gold. found on jungle and forest, needs a plantation Furs - +2 Gold. found on tundra and forest, needs a camp Gems - +3 Gold. found on jungle, grassland, plains, desert and tundra, needs a mine Gold - +2 Gold. found on grasslands, plains, desert and hills, needs a mine Incense - +2 Gold. found on desert and plains, needs a plantation Ivory - +2 Gold. found on plains, needs a camp Marble - +2 Gold. found on grassland, plains, desert and tundra, needs a quarry Pearls - +2 Gold. found on coast, needs fishing boats Silk - +2 Gold. found on forest, needs a plantation Silver - +2 Gold. found on tundra, desert and hills, needs a mine Spices - +2 Gold. found on jungle, needs a plantation Sugar - +2 Gold. found on flood plains and marsh, needs a plantation Whale - +1 Gold, +1 Food. found on coast, needs fishing boats Wine - +2 Gold. found on grasslands and plains, needs a plantation One Luxury Resources is enough for your entire Empire (IGN) Strategic Resources Aluminium - +1 Production, found on plains, desert, tundra and hills, Revealed by Electricity, needs a mine, needed to build - Helicopter Gunship, Jet Fighter, Missile Cruiser, Mobile SAM, Modern Armor, Rocket Artillery, Stealth Bomber, Nuclear Submarine, Hydro Plant, Spaceship Factory Coal - +1 Production, found on grasslands, plains and hills, needs a mine, Revealed by Scientific Theory, needs a mine, needed to build - Ironclad, factory Horses - +1 Production, found on Plains, grassland and tundra, Revealed by Animal Husbandry, needs a pasture, required to build - Chariot Archer, Companion Cavalry, Horseman, Cavalry, Cossack,Lancer, Sipahi, Camel Archer, Knight, Mandekalu Cavalry, Stable, Circus Iron - +1 Production, found on grasslands, plains, desert, tundra, snow or hills, needs a mine, Revealed by Iron Working, required for - Ballista, Catapult, Mohawk Warrior, Swordsman, Longswordsman, Samurai, Trebuchet, Frigate, Ship of the Line, Anti-Aircraft Gun, Anti-Tank Gun, Zero, Forge Oil - +1 production, found on Jungle, Marsh, Desert, Tundra, Snow and Ocean, needs an oil well or offshore platform, Revealed by Biology, required for Battleship, Carrier, Fighter, Panzer, Submarine, Tank, Zero, B17, Bomber Uranium - +1 production, found on Forests, Jungle, Marsh, Grassland, Plains, Desert, Tundra, Snow and Hills, needs a mine, Revealed by Atomic Theory, required for Giant Death Robot, Atomic Bomb, Nuclear Missile, Nuclear Plant One strategic resources will only allow you to build a limited supply of units that require that resource i.e. one Iron will allow about 5 units bases on Iron IGN Bonus Resources Bananas - +1 food, found in jungles, needs a plantation Cattle - +1 food, found on grasslands, needs a pasture Deer - +1 food, found on hills, tundra and forest, needs a camp Fish - +2 Food, found on coast, needs fishing boasts Sheep - +1 Food, found on Grasslands, plains, desert and hills, needs pasture Wheat +1 Food, found on flood plains and plains, needs farm Worker Improvements Camp - Used to accesses Ivory, Deer and Fur, increases the production of Gold from Ivory and Furs and Food from Deer, Requires Trapping Farm - +1 Food, Can be built on Grassland, Plains and Desert Tiles as well as built on hills that are adjacent to a river, requires Agriculture Fort - Provides a defence bonus to the tile, can not be used in enemy territory, requires Engineering Lumber Mill - Increases the production yield of forest tiles, requires Engineering Mine - Increases the production of a tile, gives access to several resources like Coal, Gold and Iron, can only be built on hills, requires Mining Oil Well - Provides access to Oil, Requires Biology Pasture - Used to get access to Horses, Cattle & Sheep, provided production bonus for Horses and Cattle and a food bonus for Sheep, requires Animal Husbandry Plantation - Used to get access to Bananas, Silk, Sugar, Wine & Incense Quarry - Gains access to Marble resource, provides bonus in both gold and production Trading Post - Increased gold output of map titles, can be built on Grassland, Plains, Desert, & Tundra tiles, Requires Trapping Road - Increases the movement speed of units moving along them, Connecting cities to your capital will provide a large amount of gold per turn, Costs 1 gold per turn to maintain, Requires The Wheel. Railroad - Significantly increases the movement speed of units moving across them, Connecting cities to your capital by Railroad will give them a Production bonus, Costs 2 gold per turn to maintain, Requires Railroad Work Boat Improvements Fishing Boats - Used to gain access to Fish, Whales, and Pearls resources. Increases the gold yield of the tile for Whale & Pearls and the food production of the Fish, Requires Sailing Offshore Platform - Provides access to an oil resource found in the sea, Requires Refrigeration Great People Improvements Academy - +5 Tech, Built by great scientist Citadel - +100% defence bonus for unit in tile, any unit next to Citadel at the end of there turn is damaged 3 points, Built by Great General Customs House - Built by Great Merchant Landmark - Built by Great Artist Manufactory - Built by Great Engineer Ancient Ruins Ancient Ruins (Goody Huts) will be making a return to Civ , some of the things you can find in them include: Ancient treasure which provides gold to your civilization. A map of the surrounding area. Weapons upgrades. The unit which enters the tile is upgraded to a more advanced unit (a warrior might become a spearman, for example) Survivors from the earlier civilization. They move to one of your cities, increasing its population by one. A one-time boost to your culture. On the easier difficulty levels, ruins can also provide you with free settlers and workers - 2k Greg Technologies & Research Research With a gold down-payment two nations can create a joint research project (Computer Bild Spiele) that gives the players a 15% bonus to research output. (VGChartz) Ancient Era Techs Agriculture Pottery Animal Husbandry - Unlocks the use of Pastures and reveals Horses Archery Mining Sailing - Unlocks Lighthouse, Fishing Nets, Calendar - Needed to see Cotton Writing - Unlocks research pacts Trapping - Can Construct Camps, Trading Post The Wheel Masonry - Allows construction of Walls Bronze Working Classical Era Techs Optics Philosophy Horseback Riding Mathematics - Unlocks catapult and courthouse Construction Iron Working Medieval Era Techs Theology Civil Service Currency - Unlocks Machu Picchu, Market Engineering - Unlocks lumbermills and forts Metal Casting Compass Education Chilvalry Machinery Physics Steel Renaissance Techs Acoustics - Unlocks Opera House, Sistine Chapel and Angkor Wat Archaeology Astronomy Banking Chemistry Economics Fertilizer Gunpowder Metallurgy Military Science Navigation Printing Press Rifling Scientific Theory Industrial Techs Electricity Replaceable Parts Railroad Dynamite Refrigeration Telegraph Radio Flight Combustion Biology Steam Power - Unlocks Factory and Ironclad Modern Techs Plastics Penicillin Electronics - Unlocks Mechanised Infantry Mass Media Radar - Unlocks Bomber & Paratrooper Atomic Theory Ecology - Unlocks the Solar Plant Rocketry Lasers - Unlocks modern armour and jet fighter Nuclear Fusion Globalisation Robotics Satellites - Unlocks guided missile Stealth Advanced Ballistics Future Era Particle Physics Nuclear Fusion Nanotechnology Future Tech Last edited by bite; Sep 19, 2010 at 06:13 AM. |
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#3 |
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Moderator
![]() ![]() Join Date: Jun 2004
Posts: 747
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Military Features
How Units and Combat Behaves Unit Behaviour Now only one each type of Military & Civilian is aloud on each tile at the end of the turn, this includes cities. However, some unit types, like Air & Missile unit will be allowed stack on one tile allowing Aircraft Carriers and Missile Subs. Units move 2 Hexs during combat as a base. Ranged Bombardment makes a come back in Civ5 You will be able to swap a unit out with one next to it during battle (IGN) Units will take longer to produce than previous civilizations and as well as this they will eventually come to have upkeep costs associated with them potentially reducing the number of units you can maintain at one time. (Gamespot) veterancy from Civ4 will be in Civ5 (Gamespot) Units are no longer necessary destroyed if they lose a battle (The Escapist) Combat All units have 10 hit-points When promoting you get to rename the unit and have the option to forgo the promotion and insted receive full health Combat Modifiers Great general nearby Adjacent unit Flanking Terrain penalty. Bonus against armoured units The Units of Civ 5 Land Units (Military) Warrior (Movement 2, Strength 6) Jaguar Warriors (Movement 2, Strength 6)- Aztec Unique Unit Scout (Movement 2, Strength 4) - Not Slowed by Rough Terrain Brute (Movement 2, Strength 6) Barbarian Unit Swordsman (Movement 2, Strength 11) Immortal (Strength 8)- Persian Unique Unit Mohawk Warrior (Movement 2, Strength 11) - Iroquois Unique Unit Legion (Movement 2, Strength 13) Has the Ability to build Roads/Forts, Roman Unique Unit Longswordsmen (Movement 2, Strength 16) Samurai (Movement 2, Strength 18) - More effect at producing Great Generals, Japanese Unique Unit Spearman (Movement 2, Strength 7) - Strong Against Mounted Units Hoplite (Movement 2, Strength 7) - Greek Unique Unit Pikemen (Movement 2, Strength 10) Landsknecht - German Unique Unit Gunpowder Units Musketman (Movement 2, Strength 16) Janissary (Movement 2, Strength 16) - Ottoman Unique Unit, If it Kills an non-Barbarian Enemy it receives full Health Musketeer (Movement 2, Strength 20) - French Unique Unit Minutemen - American Unique Unit Riflemen (Movement 2, Strength 25) Infantry Foreign Legion (Movement 2, Strength 36) - French Unique Unit, Combat Bonus outside Territorial Boarders Paratroopers Mounted Units (Military) Horsemen (Movement 4, Strength 12) Companion Calvary (Movement 5, Strength 14) - Greek Unique Unit Chariot Archers (Movement 4 Strength 3, Ranged Attack 6, Range 2) - Slow on Rough Terrain, Vulnerable to Spearman War Chariot (Movement 5, Strength 3, Ranged Attack 6, Range 2) - Egyptian Unique Unit, Slow on Rough Terrain, Vulnerable to Spearman, Dose not need Horses to be Constructed Knight (Movement 3, Strength 18) Naresuan’s Elephant (Movement 2, Strength 22) - Siamese Unique Unit, Bonus against other Mounted Units, Vulnerable to Pikeman Camel Archers (Movement 3, Strength 10, Ranged Attack 15, Range 2) - Arabic Unique Unit, Vulnerable to Pikeman Lancer (Movement 4, Strength 22) - Weak on Defence Sipahi (Movement 5, Strength 22) - Ottoman Unique Unit, No Movement Penalty for Pillaging, +1 Sight Range, Weak on Defence, Vulnerable to Pikeman Cossack - Russian Unique Unit Mandekalu Cavalry - Songhai Unique Unit War Elephant - Indian Unique Unit Cavalry (Movement 3, Strength 25) Ranged Units (Military) Archers (Movement 2, Strength 4, Ranged Attack 6) Babylonian Bowmen - Babylonian Unique Unit [Digital Special Addition Bonus] Longbowmen - English Unique Unit Crossbowman - Chu-Ko-Nu (Strength 6, Movement 2, Ranged Attack 10, Range 2) - Chinese Unique Unit, can fire twice in one turn Catapult (Movement 2, Strength 4, Ranged Attack 14) Ballista (Movement 2, Strength 4, Ranged Attack 18) - Roman Unique Unit Trebuchet (Movement 2, Strength 6, Ranged Attack 20) - requires iron, strong against cities, must be set up before firing Cannon (Movement 2, Strength 10, Ranged Attack 26) Artillery Rocket Artillery (Movement 3, Strength 10, Ranged Attack 40) Armoured Units (Military) Anti-Tank Gun (Movement 2, Strength 32) Anti-Aircraft Gun Mobile SAM (Movement 4, Strength 40, Range 2) - Will intercept enemy aircraft which try to bomb nearby units, Requires Aluminium Tank (Movement 4, Strength 50) Panzer (Movement 5, Strength 60)- Weak against cities and in Defence, can Blitz the enemy, German Unique Unit Mechanised Infantry (Movement 4, Strength 50) Modern Armour (Movement 4, Strength 80) - requires Aluminium, Receives a penalty when attacking cities Giant Death Robot - (Movement 3, Strength 150) Needs Uranium Air Units Helicopter Gunship (Movement 6, Strength 50) - Can Enter Mountain, Ice and Coastal Water Hexs. Fighter - can be based on aircraft carrier Zero Fighter (Range 8, Ranged Attack 50) - Japanese Unique Unit, Effective against Fighters, Requires Oil, can be based on aircraft carrier Bomber (Range 10, Ranged Attack 70) - Effective against Ground Targets, Less effective against Naval Units, Vulnerable to Fighters B17 - American Unique Unit Jet Fighter (Range 10, Ranged Attack 70) - Effective against Helicopters, Requires Aluminium, can be based on aircraft carrier Stealth Bomber (Range 20, Ranged Attack 80) Naval Units Trireme (Movement 4, Strength 6, Ranged Attack 4) Caravel (Movement 7, Strength 10, Ranged Attack 7) Frigate (Movement 7, Strength 30, Ranged Attack 15) Ship-of-the-Line - English Unique Unit Ironclad Destroyer (Movement 8, Strength 60, Ranged Attack 30) Carrier Submarine (Movement 5, Strength 15, Ranged Attack 60, Range 3) - Invisible to all units accept Destroyers and other Subs, Requires Oil Nuclear Submarine (Movement 7, Strength 60, Ranged Attack 60, Range 3) - Invisible to all Units except Destroyers and other Submarines. Can carry 2 Missiles, and is specialized in hunting other Submarines, Requires Aluminium Missile Cruiser (Movement 7, Strength 40, Ranged Attack 25, Range 3) - Good against Aircraft, Can carry 3 Missiles Battleship (Movement 5, Strength 100, Ranged Attack 50) - Requires Oil There are no longer Troop Transports instead, units instantly transform into makeshift floating transports (PC PowerPlay) Missile Units Guided Missile (Movement 2, Range 8, Ranged Strength 70) Atomic Bomb (Range 10) - May Destroy Units in 2 Tiles and will damage Cities, Leaves Fallout, can be stationed on aircraft carrier Nuclear Missile (Range 8) - Will destroy all units in 2 tiles and will Damage (or possibly Destroy) Cities, leaves Fallout, may be stationed on missile cruiser or nuke sub Civilian Units Settlers - can be once a city reaches 2 Population Workers (Movement 2) Great People Great General - Build the Citadel Improvement - gives a defensive bonus to units - Provide 25% combat bonus to all friendly units within 2 tiles (does not expend the General) - Great Generals - Michiel De Ruter, Guderian Great Merchant - Build the Custom House Improvement - provides extra gold when worked - Conduct a "trade mission" to a city-state to earn gobs of gold and garnet many Influence Points with the state. Great Scientist - Build the Academy Improvement - gives +5 science when worked - Let's you immediately learn any available technology. Great Engineer - Build the special Manufacturing Improvement - gives extra production when worked - Hurry production of a unit, building or wonder in a city. (It is not clear whether this will instantly complete the wonder, or whether it just provides X beakers towards it like in Civ4) - Great Engineers - Henry Ford, William T.G. Morton Great Artist - Build the Landmark Improvement - gives extra culture when worked - Culture bomb a tile inside or 1 tile outside your territory. Immediately puts that tile and all adjecent tiles into your territory. Promotions Melee Promotions Ambush I, II Blitz Charge Cover I, II Drill I, II, III - I & II - +20% Combat Strength when fighting in Rough Terrain(Hills, Jungle, Forest) Formation I, II Shock I, II, III - I - +20% Combat Strength in Open Terrain (Grassland, Plains, Desert, Tundra) Siege Ranged Promotions Accuracy I, II, III - I - +25% ranged attack against open terrain (not Hills, Jungle, Forest) [Artillery] Barrage I, II, III - I - + 25% ranged attack against rough terrain (Hills, Jungle, Forest) [Artillery] Bombardment I, II, III Logistics - +1 Attack per turn Mobility Range Volley Naval Promotions Amphibious Supply - may heal outside friendly territory 2HP/turn Targeting I, II, III Healing Promotions Air Repair Heal Instantly March Medic - The Unit and all those surrounding it heal at 1 HP per turn Repair Survivalism I, II, III Scouting Promotions Scouting I, II, III Sentry - +1 Visibility Range Air Promotions Ambush I, II Dogfighting I, II, III Evasion Interception I, II, III Logistics Mobility I, II Range Siege I, II, III - I - gives +25% strength against cities Sortie Targeting I, II Shared Promotions Discipline Embarkation Great Lighthouse Himeji Castle Indirect Fire Morale Nationalism Naval tradition Oligarchy Last edited by bite; Sep 19, 2010 at 06:22 AM. |
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#4 |
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Moderator
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Posts: 747
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Empire Spanning Features
Happiness & Unhappiness Happiness Unlike past versions of Civ, Happiness is no longer city centric in its application, instead it is now based on your Empire as a whole. There are several factors that can effect your people's happiness for the better or worse: Positive: Natural Wonders - You will get an immediate boost to your Happiness if you found a city near one Luxury Resources - Each single Luxury resource gives a boost to happiness (multiples of a single luxury do not compound the effect) Buildings - Buildings like the Colosseum, the Circus, the Theatre, and others increase your happiness (multiples of a single building in different cities do compound the effect) Wonders - Wonders like Notre Dame and the Hanging Gardens give an increase to your happiness Social Policies - Social policies from the Piety branch (and some others) with give a bonus to your happiness Negative: Raw Population - The higher the population in a city the more things you will need to keep there happiness in check Number of Cities - the more cities you have the more unhappiness you will have to contend with Annexed Cities - Annexing cities will give an increase in unhappiness (this can be mitigated some what by creating puppet states instead) - 2K Greg Unhappiness There are two stages of Unhappiness, each with there own set of negative effects on your empire. The first level of unhappiness is when you slip into the negative (more unhappiness than happiness). This will be shown by a icon and will result in a dramatically slowed population growth rateThe second level of unhappiness is when you let this progress further and your people become 'very unhappy'. This will be shown with an icon and will result in zero population growth, you cannot build any Settlers, and your military units get a negative combat penaltyYou do not want an unhappy empire but not matter how "pissed off" your people are you can salvage it by adding some of the bonuses listed in the previous section. - 2K Greg Social Policies There are a total of ten social policy trees that you can unlock. Within each of these spheres are individual policies that you nation can unlock. Once you have progressed along these policies enough (5 trees) you will unlock the Culture Victory by being able to unlock the Utopia project. These policies are unlocked by using Culture Social Policy Tree's Updated Tradition By Adopting Tradition you get a +1 food in your capital (good for small empires), available from the Ancient EraOligarchy - +33% Combat bonus inside your own territory Aristocracy - +33% bonus to building wonders Monarchy - Buying tiles 50% cheaper, requires Oligarchy Landed Elite -33% faster growth of capital, requires Oligarchy, Aristocracy Legalism - Reduces unhappiness due to the population in the capital by 33% Liberty By Adopting Liberty the training of Settlers is increased by 50%, Cannot be active at the same time as Autocracy, available from the Ancient Era Citizenship - +25% production of workers Collective Rule - New cities start with half full granary Meritocracy - +1 happiness for each city connected to the capital, requires Citizenship Representation +1 culture in each city, requires Citizenship Republic - +1 Production in each city, requires Collective RuleHonour By Adopting Honour you get a 25% bonus to attacking barbarians and you get a notification if a barbarian camp is founded in your territory, available from the Ancient Era Discipline - +15% combat for units that stand next to another unit Military Caste - Each city with a garrison reduces unhappiness by -1, requires Discipline Military Tradition - Units gain double experience from combat, requires Warrior Code Professional Army - Upgrading units costs 50% less gold. Warrior Code - Free Great General (appears outside your Capital) Piety Culture/Happiness focused, Unlocking Piety gives +2 happiness, Cannot be active at the same time as Rationalism, available from the Classical Era Free Religion - 2 Free Social Policies, Requires Reformation, Mandate from Heaven Mandate of Heaven - 50% of excess Happiness added each turn to the amount of Culture that may be spent on Policies. Organised Religion - Happiness required for Golden Age decreased by 25% Reformation - Immediately starts a 6 turn Golden Age Theocracy - 20% unhappiness from population in non-captured cities, requires Organized Religion Patronage City State Focused, Unlocking Patronage makes City State Influence degrade 25% slower, avalable from the the Mediaeval Era Aesthetics - Minimum Influence level with all City-States is 20 Cultural Diplomacy - Quantity of Resources gifted by City-States increased by 100%, Happiness from gifted Luxuries increased by 50%. Educated Elite - Allied City States sometimes gift you Great People Philanthropy - +25% more Influence gained from Gold gifts to City-States Scholasticism - Allied City-States provide a Science bonus equal to 33% of what they provide for themselves Commerce Trade and naval focused, Unlocking Commerce boosts gold output of your capital by +25%, avalable from the the Mediaeval Era Mercantilism - Purchasing items in cities requires 25% less Gold Merchant Navy - +3 Production in all coastal Cities Naval Tradition - +1 Movement and +1 Sight for Naval combat units Protectionism - +1 Happiness from each Luxury Resource Trade Unions - Maintenance paid on Roads and Railroads reduced by 20% Rationalism Technology focused, Cannot be active at the same time as Piety, Immediately enter a 5-turn Golden Age, from the Renaissance Era Free Thought - +2 Science from every Trading Post Humanism - +1 Happiness from every University Scientific Revolution - Gain 2 free Technologies Secularism - +2 Science from every Specialist Sovereignty - +15% Science while the empire is Happy Freedom Upon adopting Freedom, Specialist Population in the cities produce half the amount of unhappiness, from the Renaissance Era Civil Society - Specialists consume half the amount of Food they would usually do. Constitution - Culture doubled in all Cities with a World Wonder Democracy - +50% Great People production rate Free Speech - -25% of Policy Culture costs Universal Suffrage - +33% City Combat Strength Order Order will increase the production rate of all buildings by 25%, available from the Industrial Era Communism - +5 production per city Nationalism - +25% attack bonus when fighting in friendly territory Planned Economy - 50% reduction in unhappiness from the number of Cities you have Socialism - -10% Gold maintenance cost of Buildings United Front - Other players’ City-State Influence Points decrease 33% faster Autocracy Adopting Autocracy gives you a 33% reduction in the amount of Gold you pay for Army Maintenance, Can not be active at the same time as Liberty and Freedom, avalable from the Industrial Era Fascism - Quantity of Strategic Resources produced increases by 100% Militarism - Gold cost of purchasing units reduced by 33%. Police State - -50% Unhappiness in Occupied Cities Populism - Wounded military units inflict +25% more damage Total War - for 20 turns all units get a 33% attack bonus Diplomacy Diplomacy Options Open Borders (can be one sided) Defensive Pact Research Agreement Cities (trade?) other player options (don't know what this is yet) strategic resources (trade) luxury resources (trade) Embargo against a 3rd civ Puppet States Puppet governments can be created when you occupy a city rather than you taking direct control This gives your civ all of the resources of that city (gold, culture and science) but you cannot direct its production. [The Escapist] There also is less chance of revolt The UN All members only get One vote each City States can Vote in the UN Non-Major Civ's City States There are three typs of City States: cultured, maritime, or militaristic The cities states will not grow large nor will they compete to win the game like regular civs.The player must choose if he is to be friendly, indifferent or hostile towards a city state. [Swedish PC Gamer] Provides diplomatic and economic bonuses if pursued correctly, potentially more than what you could get if you took over the city. (IGN) these bonuses depend on what type of city they are for instance a militaristic City State may give you units like a warrior. One way to get the favour of City States you must undertake 'missions' for them, like: Defending them from barbarians giving the people knowledge of Natural Wonders Helping them in defending themselves from another civilization City States also have their own tech tree's (1Up) Your influence deteriorate by 1 point each turn - GamePro Confirmed City State Militaristic City States Almaty [Kazakhstan] Belgrade [Serbia] Budapest [Hungary] Dublin [Ireland] Edinburgh [Scotland] Hanoi [Viet Nam] Sidon [Lebanon] Tyre [Lebanon] Cultured City States Allied Cultured City States give +6 Culture per turn Brussels [Belgium] Bucharest [Romania] Florence [Italy] Geneva [Switzerland] Kuala Lumpur [Malaysia] Lhasa [China (Tibet)] Monaco [Monaco] Seoul [South Korea] Vienna [Austria] Warsaw [Poland] Maritime City States Allied Maritime City States give +2 food in your capital and +1 food in all your cities as well as any resources they have access to Cape Town [South Africa] Copenhagen [Denmark] Genoa [Italy] Helsinki [Finland] Oslo [Norway] Ragusa [Italy or Croatia] Rio de Janeiro [Brazil] Singapore [Singapore] Stockholm [Sweden] Venice [Italy] Barbarians Barbarians come from "encampments," which may spring up in any neutral space that cannot be seen by a civilization's city or unit. Every few turns the encampment will create another barbarian unit which will make a beeline for the nearest civilization and start causing trouble. The only way to stop this is to find the encampment and destroy it. [2K Greg] Barbarians will pump out units roughly level with the most advanced Civ and the only way to stop them is by destroying their defended encampment (you also get a gold bonus) Other Key Info Victory Types Domination Victory - You must conquer all of your enemies Capital Cities (IGN) Science Victory - Spaceship, Now, each spaceship part must physically be transported to the capital, so they’re vulnerable to enemy attack. [Gamestoge] Culture Victory - Once you have progressed far enough down the social policy trees you will unlock to option to build the Utopia Project Diplomacy Victory - Winning Votes in the UN Scenarios Cradle of Civilization Map Pack: Mesopotamia [Steam Pre-Order Bonus] Cradle of Civilization Map Pack: Asia [Amazon Pre-Order Bonus] Cradle of Civilization Map Pack: Americas [CDON Pre-Order Bonus] Cradle of Civilization Map Pack: Mediterranean [Webhallen Pre-Order Bonus] Other Information Civ 5 more moddable than Civ 4 (IGN) Advisors make their return to Civ 5 (IGN) Golden Ages are confirmed There will be Fog of War (Gamereactor) (time index 3:40) Changes and/or Omissions from Previous Games No Technology Trading (Computer Bild Spiele) Espionage have been removed The gold/science/culture slider has been removed Last edited by bite; Sep 19, 2010 at 07:48 AM. |
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#5 |
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Moderator
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Posts: 747
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Game Design/Construction/Tech Features
Required Specifications New Minimum System Requirements New Operating System: Windows® XP SP3/ Windows® Vista SP2/ Windows® 7 Processor: Dual Core CPU Memory: 2GB RAM Hard Disk Space: 8 GB Free DVD-ROM Drive: Required for disc-based installation Video: 256 MB ATI HD2600 XT or better, 256 MB nVidia 7900 GS or better, or Core i3 or better integrated graphics Sound: DirectX 9.0c-compatible sound card DirectX®: DirectX® version 9.0c Recommended System RequirementsNew Operating System: Windows® Vista SP2/ Windows® 7 Processor: 1.8 GHz Quad Core CPU Memory: 4 GB RAM Hard Disk Space: 8 GB Free DVD-ROM Drive: Required for disc-based installation Video: 512 MB ATI 4800 series or better, 512 MB nVidia 9800 series or better Sound: DirectX 9.0c-compatible sound card DirectX®: DirectX® version 11 Other Requirements New Initial installation requires one-time Internet connection for Steam authentication Software installations required (included with the game) include Steam Client, Microsoft Visual C++2008 Runtime Libraries and Microsoft DirectX. Supported Languages English (in game confirmation) Italian (in game confirmation) German (in game confirmation) Spanish (from Steam info) French (in game confirmation) Key Technical Information Interface Civ 5 Will have a more streamlined interface on the main screen (IGN) This will be augmented by an in game notification system that directs you to important issues on the map (Gamespot) AI AI now works on four levels, Tactical (unit battles), Operational (The entire War Front), Strategic (Manages the entire empire) and the Grand Strategic (how to win the game) (IGN) Once the Grand Strategic AI determines how they want to win the game, each of the other AI levels work in tandem to reach that end goal. This also allows for the most flexibility when dealing with the changing game. Multiplayer Information Multiplayer modes confirmed are hot seat, play-by-email, LAN, and online multiplayer (Tomshardware) tough not all these mode may be shipped with the game, some may come later through a download. Multiplayer will be provided by Steamworks Music The music will be biased around the four regions of the world, with peace and war music playing in tune to gameplay. Internal Architecture Civ 5 Contains a new graphic processing system new built from scratch for the game. (Tomshardware) The new graphics engine spawns numerous small jobs, which make more efficient use of multi-core CPUs as well as implementing a new message-passing architecture, in which the main game engine communicates with the graphics subsystem through messages. (Tomshardware) The game has been optimized for DirectX 11, benefiting players even if they do not have DirectX 11 capable hardware. (Tomshardware) Memory allocation has been completely discarded in Civ 5. (Tomshardware) For the first time in the series the game is being developed for dual core processors, with support for up too 8 threads. Big Download Saves Civ 5 will support Steam Cloud with 10 online save spots as well as what you have on your computer People in the Civ 5 production Jon Shafer - Lead design. Sid Meier - Director of Creative Development Dennis Shirk - Producer. Dorian Newcomb - Lead artist for Civ 5. Ed Beach - Lead AI programmer Chris Hickman - Lead animation. Dan Baker -Graphics lead Jonathan Tanner - Lead Network Programmer Michael Curran - Audio Lead Shaun Seckman - Modding Programmer Eric Jordan - Tools Programmer Sources Firaxis Computer Bild Spiele translated Here by Civinator Swedish PC Gamer translated Here by Danielos Gamepro Compiled Here by Dc82 PC Jeux translated Here by Sindhforces IGN Preview posted Here by aftrubeliever85 IGN Preview 2 posted Here by mrbee Gamespot Preview posted Here by V.Soma 1up Preview posted Here by V.Soma Shacknews Preview Posted here by Thunderfall The Escapist Preview posted Here by Karramba Gamereactor Preview Video posted here by Thunderfall PC Gamer Blog Preview posted Here by Ddude97 Tomshardware posted Here by Magic Cat PCZone preview posted here by V.Soma VGCharts Preview posted Here by Camikaze PC PowerPlay Preview posted here by Dale Big Download Preview posted Here by V.Soma GameNode Preview posted Here by V.Soma GameShark Preview posted Here by NeverMind Strana Igr interview posted here by Nevermind Steam Announcement posted Here by V.Soma Gamespot E3 preview Video Gametrailers E3 Interview Gamespy E3 Preview PC Gamer Review Gamestoge E3 Review The Escapist Magazine E3 Preview BBC Preview FactorNews E3 Preview IGN Video Preview IGN Preview Gamespot Preview Gamespot Interview KGN Screenshots ExtreamTech Preview Gamepro Preview HREJ.CZ Screenshots Gildia.pl Preview and Screenshot Gallery Gamestar.de Preview and Video Apolyon Civilization Site Review as well as the keen eyes of Rexflex, Toddy, moopoo, Krikkitone, Ahriman, I tech faster , PseudoBohemian,impactblue, stealth_nsk, arkammler, Mercade, Pouakai Special Thanks - 2K Elizabeth & 2K Greg for their Community releases, Azazell for Allowing me to use his Screenshots & Mercade for his work with the different types of releases and for finding all that info for me. as well as individual Screenshots that are linked accordingly if I have missed anything, or if new information is released please feel free to post it and I will update the list. New Last edited by bite; Sep 14, 2010 at 05:15 AM. |
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#6 |
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the Counsellor
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Comprehensive list of all configurations (versions) of Civilization V
At the suggestion of MajorDisaster84 this thead aims to summarize all the different configurations of Civ5 that are being offered onto the market. There are three distinctly different basic packages that all vendors have based their offer on.
Basic Packages Regular Edition - Civilization V (DVD or download) Deluxe Edition - Civilization V (download) - A. Babylon Civilization with leader Nebuchadnezzar II - Behind the Scenes at Firaxis with Civilization V video feature - Game Soundtrack (download) Special Edition - Civilization V (boxed DVD) - Luxury box - DVD “Behind the Scenes at Firaxis on Civilization V” - 176 page Hardcover Artbook - 2 CD Epic Soundtrack - 5 Figurines based on Civ5 units (By Reaper Miniatures) All retail suppliers offer the regular edition and a few also offer the Special Edition. The Deluxe Edition is so far restricted to download from Steam and Direct2Drive. Several shops offer an extra goodie to people (pre)ordering the game. For the links to the various stores, see below. Offers (versions or configurations, if you will) 1. Amazon.com / .ca /.co.uk USD 49.99 / CAD 49.99 / GBP 24.99 1. Mighty Ape.com.au / .nz AUD 71.99 / NZD 89.99 - Regular Edition (DVD) - C. Map Pack: Cradle of Civilization: Asia (unlock code e-mailed within 10 days) 2. Amazon.com / .ca USD 99.99 / CAD 99.99 - Special Edition (Boxed DVD) - C. Map Pack: Cradle of Civilization: Asia (unlock code e-mailed within 10 days) 3. Amazon.de EUR 44.95 3. Play EUR 37.99 / GBP 26.99 - Regular Edition (DVD) - F. Map Pack: Cradle of Civilization: Mediterranean 4. Amazon.de EUR 79.95 - Regular Edition (DVD) - F. Map Pack: Cradle of Civilization: Mediterranean 5. CDON.se / .no / .dk / .fi SEK 399 / NOK 399 / DKK 349 / EUR 44.95 5. Walmart USD 49.96 5. Game.co.uk GBP 24.99 - Regular Edition (DVD) - D. Map Pack: Cradle of Civilization: The Americas 6. Walmart USD 99.96 - Special Edition (Boxed DVD) - D. Map Pack: Cradle of Civilization: The Americas 7. Direct2Drive USD 49.95 / EUR 49.95 / GBP 29.95 - Regular Edition (download) - Civilization III Complete (download) - B. DLC Pack: Two Civilizations and One Scenario (available late 2010) 8. Direct2Drive Deluxe USD 59.95 / EUR 59.95 / GBP 39.95 - Deluxe Edition (download) - Civilization III Complete (download) - B. DLC Pack: Two Civilizations and One Scenario (available late 2010) 9. Steam USD 49.99 / EUR 49.90 / GBP 29.99 - Regular Edition (download) - E. Map Pack: Cradle of Civilization: Mesopotamia 10. Steam Deluxe USD 59.99 / EUR 54.99 / GBP 39.99 - Deluxe Edition (download) - E. Map Pack: Cradle of Civilization: Mesopotamia 11. Nordic Edition by various suppliers in Sweden and Norway. - Regular Edition (DVD) - C. Map Pack: Cradle of Civilization: Asia - D. Map Pack: Cradle of Civilization: The Americas - F. Map Pack: Cradle of Civilization: Mediterranean 12. Most retailers and webshops. Price and currency varies by country. - Regular Edition (DVD) 13. Some retailers and webshops: Special Edition. Price and currency varies by country. - Special Edition (boxed DVD) Pre-order Bonusses It has been asked if these bonus additions are also available for sale later. The map packs will be available as DLC later, but timing is unconfirmed.: A. Babylon Civilization with leader Nebuchadnezzar II - Deluxe download only, not confirmed as DLC B. DLC Pack: Two Civilizations and One Scenario - Will be available to all as DLC late 2010 C. Map Pack: Cradle of Civilization: Asia - Amazon.com/ca/uk, MightyApe.au/nz and Nordic Edition, later DLC D. Map Pack: Cradle of Civilization: Americas - CDON, Walmart, Game.co.uk and Nordic Edition, later DLC E. Map Pack: Cradle of Civilization: Mesopotamia - Steam, later DLC F. Map Pack: Cradle of Civilization: Mediterranean - Amazon.de, Play and Nordic Edition, later DLC Cradle of Civilization: Asia "The Indus River valley was home to the early Harappan civilization while the Yellow River valley in China saw the rise of the earliest Chinese dynasties. Both these regions would be included on the same map (which would be dominated by the Himalayans and jungles of SE Asia between these two fertile zones)." Cradle of Civilization: The Americas "Although civilization blossomed later in the western hemisphere, the region from Peru in the south to Mexico in the north was just as important as an incubator for the development of ancient cultures. This map would span this rugged area of jungles and highlands." Cradle of Civilization: The Mediterranean "The period of Classical Antiquity saw the rise of city states from Phoenicia, Greece, and later Rome and Persia. Their struggles all centered on the great sea in the “Middle of the Earth”, hence the name Mediterranean. This map will cover the entire Mediterranean basin including the nearby peninsulas and coasts where these great empires grew and prospered." Cradle of Civilization: Mesopotamia "The pack covers the traditional Western and Middle Eastern "Cradle of Civilization". It will include the Fertile Crescent with the Nile River valley to the west and extending east down the Tigris and Euphrates river valleys to the Persian Gulf. Leaders will be able to explore new terrain, cultures and conquests." If you find any new configuration, or find any error above, please let me know. Last edited by Mercade; Sep 17, 2010 at 10:37 AM. |
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#7 |
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Repair Guy
![]() ![]() Join Date: Dec 2005
Location: Baden-Württemberg, Germany
Posts: 13,175
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Moderator Action: merged the confirmed features post by bite and the confirmed versions post by Mercade and stuck it instead of the confirmed features thread - to keep the board sort of decluttered. Thanks all for the work
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AI Leaders Personality Matrix (Vanilla/Warlords/BtS) | AI Attitude Explained | BtS Random Events | Culture Calculator (Vanilla/Warlords/BtS) Last edited by ori; Jul 19, 2010 at 01:56 AM. |
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#8 |
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Chieftain
Join Date: Jul 2010
Location: Pullman, WA/Seattle, WA
Posts: 59
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Much obliged, Mercade. I had actually lost count of how many offers there were.
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#9 |
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BEC NOIR! RUN!
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A new thread. Sure, why not? What does D2D mean when it says "one civilization and one scenario"? Will there be more DLC in the future?
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I is smart! Bow to me king of the idiots duh... i mean bwahahaha! Masia in OptNES III. Lasche in AngNES I |
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#10 |
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Chieftain
Join Date: Sep 2001
Location: Perryville, MO
Posts: 98
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#11 | |
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Say No 2 Net Validations
Join Date: Sep 2003
Location: near Koblenz, Germany
Posts: 3,408
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Straight from the horse's mouth (do you say so?):
Quote:
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"It is from their critics, not their fanbois, that companies learn the lesson of making good software...." Aristophanes Bello Civ4:Colonization: Modmerge: "Religion and Revolution 1.3" and "2 Plots City Radius" |
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#12 |
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Warlord
Join Date: Oct 2006
Location: N.C.
Posts: 187
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Post withdrawn from this thread by request
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"Those who control the past, control the future." -- George Orwell, 1984 "Power is derived from the barrel of a pen." -- EditorRex Last edited by EditorRex; Jul 19, 2010 at 02:23 PM. |
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#13 |
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Say No 2 Net Validations
Join Date: Sep 2003
Location: near Koblenz, Germany
Posts: 3,408
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I agree with the zoomed combat idea, but this is not the thread to discuss it.
I would recommend you repeat your posting in one of the 1upt-threads.
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"It is from their critics, not their fanbois, that companies learn the lesson of making good software...." Aristophanes Bello Civ4:Colonization: Modmerge: "Religion and Revolution 1.3" and "2 Plots City Radius" |
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#14 | |
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the Counsellor
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And yes, there will be more DLC in the future. How many there will be is unknown, but you can count on the fact that it will be at least new civilizations and scenarios being offered. Last edited by Mercade; Jul 20, 2010 at 05:51 AM. Reason: Direct2Drive are offering two civilizations, not one. |
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#15 | |
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Say No 2 Net Validations
Join Date: Sep 2003
Location: near Koblenz, Germany
Posts: 3,408
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Quote:
Actually, it will be TWO bonus civilizations being offered by D2D.
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"It is from their critics, not their fanbois, that companies learn the lesson of making good software...." Aristophanes Bello Civ4:Colonization: Modmerge: "Religion and Revolution 1.3" and "2 Plots City Radius" |
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#16 |
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OBANa
Join Date: Apr 2008
Location: Banning our way towards freedom
Posts: 2,193
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They have my attention now that there's a new mystery civ, and it better not be something stupid like Carthage or Spain or ill be mad.
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If you can read this, it's already too late. |
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#17 | |
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Passionate Smart-Ass
Join Date: Oct 2009
Location: Austria, EU, no kangaroos ;)
Posts: 1,202
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http://forums.civfanatics.com/showthread.php?t=358660 |
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#18 |
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Emperor
Join Date: Sep 2009
Location: Villmanstrand - Lappeenranta
Posts: 1,435
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#19 |
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OBANa
Join Date: Apr 2008
Location: Banning our way towards freedom
Posts: 2,193
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Let me put it this way, there not stupid civilisations but why would you try to entice me with something that should be included anyways? I don't see Madden making the Ravens a downloadable team.
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If you can read this, it's already too late. |
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#20 | |
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the Counsellor
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Just didn't realize to update my post answering Mythmonster's question too.
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