Civ 5 preview in the German magazine GameStar (July, 26th; Update August, 14th)

Civinator

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Moderator Action: The article can be read here, the video can be seen here. Thanks to Mercade for mentioning :).

In its August issue the German computergame magazine GameStar has a 3 pages preview of Civ 5 and a preview video about the game. The tester says he played the preview version of Civ 5 “nights long” and the following statements are coming after extensive gameplay. I list the statements that seem somewhat new to me. That not necessarily means, that they are new for you, too :):

- Happiness in Civ 5 is measured for the complete civ, not any longer for particular cities.

The consequences beyond streamlining are, that now resisters from occupied cities can cause more troubles to your complete empire. Courthouses can be a proper remedy against these resisters.

- Every strategic resource gives a certain amount of supply for a limited number of units (not new) and buildings (new for me).

For example, a coal mine gives three units of coal and with these resources exactly three factories can be built. The results of this limitation were massive wars for oil in the later phases of the testgames.

- Environmental pollution is out of Civ 5.

- Culture points not only rise borders but also enable new options for the social policies.

The tester liked the new combat system. He states, that battles in the Civ series never were as exciting and challenging as in Civ 5. Cities, especially big metropols, can do a lot of damage to attacking units. On the other hand, the AI in the preview version not always made clever use of the new battlesystem and not seldom commanded artillery units in the first row of battle.

The tester didn´t like the very small icons for the micromanagement of the now 37 hexes in the citymap. On the other side, this micromanagement can be automated. The tester also was not very excited by the new system of social policies and there were no modding tools in the preview version for the tester.

Some details from the report:

- The natural wonder Mount Fuji (with screenshot): rises happiness
- Citystate Vienna
- Great generals can build a fortress
- There are paratroopers in Civ 5
- Aircraft work as in Civ 3 (operating from cities or carriers)
- No wonder movies, only pictures
- New system for naval transport of landunits confirmed
- Leadernames cannot be changed
- Workingboats can build fishing nets
- Cities can produce great persons that trigger a Golden Age or build special
improvements

On a screenshot the following city improvements can be seen:

Wonders:

Heroic Epic, National Collage, Ironworks, Oxford University, Hermitage, The Kremlin, Taj Mahal, Big Ben

Buildings:

Museum, barracks, walls, factory; in the text theater and courthouse are other named buildings.
 
Thanks for posting!

massive wars for oil

Okay this pretty much confirms, for me, that limited resources was implemented correctly and will matter a lot. Before it was unclear how much limited resources would affect the game.
 
Aircraft work as in Civ 3 (operating from cities or carriers)

This is what I was expecting, given one unit per tile. Anyone with more experience with Civ 3 care to explain the details here?

Also, is there anything new in the video (or any way we could get a link)?
 
Very interesting information, Civinator. Thanks a lot!

While the news about the strategic resources sound very nice, I really dislike that I cannot play with my own name anymore (as in CivRev) and that there is no environmental pollution anymore (again as in CivRev). There are so many omissions, especially missing human aspects (no religions, no espionage, no pollution...), that in the end Civ5 could become very simplified and mechanical.

With all the great modders around (Dale, Bhruic, Rhye,...), I wonder if there could be a Civ4 mod for Civ5?: Based on a modified gameplay DLL of Civ4, perhaps it would be possible to combine the deep Civ 4 gameplay with the great looks of Civ 5?
 
I'm more than a little bummed/alarmed that the AI doesn't sound like it's very good at the battle system. A solid AI is going to make or break a game like Civ, I hope he's just playing an earlier build and that by the time release is upon us, the AI will be very challenging.
 
- Happiness in Civ 5 is measured for the complete civ, not any longer for particular cities.

The consequences beyond streamlining are, that now resisters from occupied cities can cause more troubles to your complete empire. Courthouses can be a proper remedy against these resisters.

That's something which I wondered about since the first time it was mentioned.
Why would
a) capturing a foreign city, thus actually proving my war is going well, making my whole empire unhappy?
b) Why would a courthouse in San Francisco change something about the happiness resulting from the capture of Buenos Aires?
- Every strategic resource gives a certain amount of supply for a limited number of units (not new) and buildings (new for me).

For example, a coal mine gives three units of coal and with these resources exactly three factories can be built. The results of this limitation were massive wars for oil in the later phases of the testgames.

Ooooh... and the AI will be clever enough to determine which is better in a given situation?

The tester liked the new combat system. He states, that battles in the Civ series never were as exciting and challenging as in Civ 5. Cities, especially big metropols, can do a lot of damage to attacking units. On the other hand, the AI in the preview version not always made clever use of the new battlesystem and not seldom commanded artillery units in the first row of battle.

The tester didn´t like the very small icons for the micromanagement of the now 37 hexes in the citymap. On the other side, this micromanagement can be automated. The tester also was not very excited by the new system of social policies and there were no modding tools in the preview version for the tester.

Let's hope that it is just your summary which makes it sound so negatively.
Previews are typically praising the game for each and everything. When so many - important - things are critized, chances are good that there is at least a whole bunch of work yet to be done.
And the remark about the social policies sounds a bit like criticism about the concept, not the realization, does it?
 
The finer points of the AI (like tactical combat) certainly seem like a problem more of polish than one of concept. I'm not worried that a preview build has problems with the AI (Especially one that is at least 3 months old due to magazine print times and the natural lag of 'public' versions versus internal changes). About the micro: I don't see it being any different from civ 4, where you could get benefits from microing but you could get by fine without it since the AI did a decent job of maximizing yields (and now with a more robust autoassign...). About social policies, I'd be interested to actually read what he said about them.
 
Let's hope that it is just your summary which makes it sound so negatively.

As you are a German, here is the statement of the final comment of the previewer:

Die Gretchenfrage "Ist dies das beste Civilization aller Zeiten?" muss ich im Moment verneinen...

(at present the big question "is this the best Civilization of all times?" I have to deny)
 
Did the reviewer give any specific information about the social policies, or mention why he wasn't excited by them? I haven't even seen very many of them and I'm already pretty excited.
 
Did the reviewer give any specific information about the social policies, or mention why he wasn't excited by them? I haven't even seen very many of them and I'm already pretty excited.
Yea, I'm not criticizing the previewer, but that sounds like an awful lot of negativity of a handful of complains (AI, city managment, social policies). Then again, if I spoke German, maybe this would be easier. This *is* also an old build (quite probably the same build from E3), so I wouldn't stack too much on it.
 
The finer points of the AI (like tactical combat) certainly seem like a problem more of polish than one of concept. I'm not worried that a preview build has problems with the AI (Especially one that is at least 3 months old due to magazine print times and the natural lag of 'public' versions versus internal changes)
Well, it has been said that the preview versions of the game are made accessible via Steam. Printing and distribution of the mag may be one week, so I would assume that that test was rather up to date.
 
Well, it has been said that the preview versions of the game are made accessible via Steam. Printing and distribution of the mag may be one week, so I would assume that that test was rather up to date.
Print times for magazines are definitely more than one week. It's usually on the scale of 1 month from what I've been told. And remember that they aren't being given access to the up-to-date dev build, these sorts of builds are canned builds, the same way that demos are.
 
This is what I was expecting, given one unit per tile. Anyone with more experience with Civ 3 care to explain the details here?

Civ3's system is mostly very similar to civ4, air units run bombing or intercept missions and so on, and neither have anything to do with one unit per tile. I'm not sure if this is suggesting air units can be stacked because that is not clear either. (I hope so, in other words, a carrier should actually carry more than one plane)
 
Civ3's system is mostly very similar to civ4, air units run bombing or intercept missions and so on, and neither have anything to do with one unit per tile. I'm not sure if this is suggesting air units can be stacked because that is not clear either. (I hope so, in other words, a carrier should actually carry more than one plane)
I believe they've already said that air units can be stacked to some extent. To what extent, I don't know.
 
I believe they've already said that air units can be stacked to some extent. To what extent, I don't know.

That would be clearly an advantage of 1upt. :D
 
Civ3's system is mostly very similar to civ4, air units run bombing or intercept missions and so on, and neither have anything to do with one unit per tile. I'm not sure if this is suggesting air units can be stacked because that is not clear either. (I hope so, in other words, a carrier should actually carry more than one plane)

Must have gotten it confused with the Civ Rev system (I haven't played either of those games :blush:). Weird that it's described as being like Civ3, though, instead of like Civ4.
 
Did the reviewer give any specific information about the social policies, or mention why he wasn't excited by them? I haven't even seen very many of them and I'm already pretty excited.

The previewer described how it works in game and attached a screenshot to the article. For example "Piety" makes the citizens more happy. He didn´t like, that if a gamer has choosen one option, he has to stick with that option for the rest of the game (once a piet dictatorship, always a piet dictatorship) and states this is not as flexible as in Civ 4 and Alpha Centauri.
 
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