Another Gamescom writeup

wenz

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Civilization V at Gamescom Cologne

Hey there, I had the opportunity to play Civ V at the Gamescom in Cologne yesterday and I´d like to share some thoughts and impressions about it. As there weren´t that many people there on Thursday morning I could start 3 games and watched some other guys play the game, too.

It took me a few minutes to get used to the new interface. I searched a bit find the options and menus, like switching off the tile yields display. Also the unit commands are now on the left side instead of down below, which is unusual. Every button and indicator is much smaller than before, definitely harder to find and identify what your looking for, thank god they had 25“ screens there. But after about five minutes I got used to it and could concentrate on the gameplay, the same old key binds helped, too.

Hex tiles: As others have stated before, its easy to grasp and use, its like Civ (should) have always been. Unit movement is quick and simple, you can swiftly decide where your worker turns should go, where to buy new city hex tiles, and even find reasonable good locations for new cities. Road building is simple, too, just pave towards the approx. target direction.

Social policies: They seem really fun and improve the game quite well, as these policies add varied, meaningful choices and give culture some much needed excitement. The first one comes after 25 turns (eight for France), where you can choose between three big policies (extra settler production, better fighting against barbs or extra food in the capital), which may set the tone for the rest of the game. But if you don´t focus on culture they become quite infrequent later on, because the costs increase fast. Even in my game with the Aztecs, which get extra culture when winning battles, and a start in classic times I got only three policies in like 100 turns.

Buildings: There seems to be more buildings compared to previous titles, but they enhance the specialization of cities even further. For example watermills gives two extra food like the granary (100 hammer), if the city is on a river for 120 hammers, or the blacksmith (15% extra hammer for units) and the workshop (20% extra hammers for buildings) help specialize cities.
Overall terrain requirements like river/fresh water for the garden (25% great person generation), horses nearby for stables, a mountain for citchen itza, or gold/gems for the mint add an extra strategic layer for your city placement. For example you can choose between a food heavy, great person route, a gold heavy city with lots of trade posts, a military route or a science city.

City States: One of the best additions to the game, if not the best. One the one hand you can set your sight on capturing one of them and experience a limited early game war without ruining diplomatic relations for the rest of the game. Or you can try to befriend them for powerful boni. You need 30 influence to become friendly with them and for example get 1 extra food (two in the capital) from maritime states or gifted units from military ones. At this point you can also declare to protect them from other civilizations. And with another 30 influence you ally with them and these city states share all their resources with you. They even give nice, small side quests like requesting help against barbs, destroy a nearby city state or find another civilization they have heard of.

Happiness: I must admit I neglected this at first, but got caught up on that pretty fast. If your people are unhappy, growth is seriously stunned (-75%), at which point you will switch your cities to production to churn out those theatres and colloseum.
Overall I got the impression of a constant change between phases of rapid growth, where your population seems to explode, alternating with phases of stagnation, where buildup/hammer and gold are encouraged. I really liked that, because it adds some nice historic touch to your civilization, simulating real ancient empires.
Note that excess happiness accumulates towards a golden age, and if its negative the counter is decreased.


Workers: Their build times are between Civ IV normal and epic speed: roads and chopping takes three turns, farms, plantations and mines take 6, and that is increased on tundra by +33%. Removing forests gives 20 hammer, but doesn't change the tile yield on plains (1food/1hammer), so it just gives more mobility and extra hammers without drawbacks, so there may be some mass deforestation early on?

Golden Age: They give the usual boni to hammers and gold, and its really helpful, because these are harder to come by than food and therefore more valuable compared to Civ IV imho. In my first game I got a great general by taking out a nearby city state and his GA gave a huge boost to my economy. The length of Golden Ages can vary greatly as the first Great Persons starts one for 8 turns, and the following ones are reduced by 3 (?) turns to a minimum of three turns. My only Golden Age through accumulated happiness took also 8 turns, and there is a 6 turn golden age through the reformation social policy.

Miscellaneous:

Mini quest: All cities want a specific luxury, if you acquire that one the city celebrates “We love the king” days and receives +25% growth for 20 turns, after that the citizens want a new luxury.

Rush Buy: You can only buy full the complete unit/building, there is no more partial rushing.

City growth is 15/22/30/40/51 food for the first 5 pop, so the formula is around pop + (1+pop)*7.5 ?
Its a steeper curve than before, that makes it a difficult choice between many small cities, or a few big ones with powerful modifiers, which is good.
 
Wonders: Many wonders have a one time effect for the builder, like a social policy (Oracle), a technology (Great Library), starting a golden age (Taj Mahal, Christo Redentor) or many others that give free great persons (General with Brandenburg Gate, 2 Artists from the Louvre, another one gives Great Scientists etc.).
Then there are wonders that feel like bigger version of buildings, f.e. Stonehenge gives eight culture, Hanging Garden or Eifel Tower give extra happiness. Only a few wonders have special effects that alter gameplay a bit (cheaper workers with Pyramids, 20% extra trade route money form Machu Picchu). Contrary to what I heard before they are expensive, around 4 times the hammer costs of normal buildings. In medieval times my capital would have worked for some 60 turns one a wonder.

More than ever You are the leader of a great empire, and make only the big decisions. There is less emphasis on single cities and micro management like the science slider. Your civilization goes along fine without You baby sitting every small detail, for example beakers are now passively tied to the population. But You give the important directions, like the military, diplomacy, technology, where to spend the gold and the overall state of the empire. As said before at the passage about happiness, there are different stages alternating. Citizens may enjoy a century of growth and pleasure, followed by a phase of economy and infrastructure, after that You give the order for a massive army build-up to conquer a nearby city state. All that feels very natural and believable.

A big part of these empire wide decisions is the treasury. There are only e few things you can do with gold: upgrade your units, buy influence with a city state, sign a science agreement with another civ, purchase city tiles, or rush buy buildings/units. Your empire has to save money for about 10-20 turns, before You can do one meaningful action. In the early game this is helped by razing barbarian camps or finding city states, that give You a welcome gift. I liked that system, because You only make the big decisions for your empire every few turns.

I couldn´t play long enough to see much of diplomacy in action. There were some pacts of friendship between civs and announced protection of city states of course. AI civs signed science agreements among each other and with me. I even got robbed by the Germans, who signed such a treaty only to break it five turns later...

My first attempt to capture a city failed horrible. My two warriors got destroyed quickly without doing doing much harm. So I switched my empire to military mode and I quickly built/rushed six units, a nice mix of three spearmen, a regular archer and two horse archers. Then I surrounded the city, crushed the lone warrior outside the walls and after three or four turns bombarding finally conquered it. I lost a ranged and a melee fighter during the siege. It was harder than I thought but really fun, as You can enjoy an early war without usual drawbacks, like harsh diplomacy.
But to be successful you have to commit resources to the military, as it seemed like a good recipe to bring 3 ranged and 3 foot units, I captured a few other other cities in later games with that composition.


Negative things:

There are some missing statistics and information, like no overview about the AI relations, which civilization protects which city states, who built what wonders, or how big is their army in comparision to yours. But this last one may be intentional, to find out indirectly: if your military is weak other leaders come warn you about it (“We are surprised Your empire wasn´t crushed by barbarians yet”), and with the one unit per tile rule, you should see their units near your border as they cant hide I big army.
Also the statistics about gold, food or happiness aren´t too detailed. Some sources are hidden and leave You wondering where they come from (food from friendy maritime city states, trade route gold ...)

As said before, I fear a huge deforestation with the way wood chopping works right now. But as others have pointed out, the early lumber mill might help with that.

It seemed a bit tedious to keep my influence with the city states, as I had to gift them money every 30 turns, which I sometimes forgot about. Its great that You have to work on your relations with them, but a more exciting way would be better.

I was also a bit annoyed with the courthouse, which helps with unhappiness in captured cities. It is so expansive, that by the time it was finished the effect was already obsolete (I think, again lack of statistics).

The city screen doesn´t update often enough, for example if a farm or mine gets finished the governor wouldn´t pick it until in between this and the next turn. More of a nuisance ;)

I played the earth map a little and wasn´t too impressed. Europe was hard to recognize and the fastest way to Arica was through Caucasus Mountains?


Conclusion: Civ V is a great game, it has some flaws but many great new additions and changes. It doesn´t try to be a better Civ IV, in fact both games can stand side by side for some time as different
interpretations of the Civilization idea. It has a great immersion, I really felt like the ruler of a bigger empire, in contrary to managing a crowd of cities. Its more about few meaningful choices, that shape Your civilization, and less about the daily political tasks, and I like that. I had much fun playing Civ V, experienced the one-more-turn feeling right away and look forward to the finished game.
 
I really like what you said about buildings. That mini quest also seem interesting.
 
Are roads really expensive to buid if you compare this cost to the overall economy ?
Do you need to have road building strategy or just build them to connect the cities and don't care too much because it is still 5% of overall economy ?
 
Glad to see another impression, already read your german version. Sounds like you enjoyed the game as well.
 
Thx for the nice report!

Now that you described buildings like workshop, blacksmith and waterwheel, they don't seem to give absolute boni to production (like a granary or waterwheel does for food).

I understood greg2k's comments like those buildings could give us some production when no hills are around - which doesn't seem to be true.

Which ways have you seen to get production without hills and forests? (Ok, then again there's also plains).
 
Very nice report, thanks! :)

Is it really that once you choose a Social Policy tree you can't switch to its "opposite"
(the one that is denied by the one you chose)?
 
Do you really still keep up the hope? :lol: Just like me ;)

But i fear we'll have to live with this, until a modder shows mercy... :sad:

My only basis for hope is what we've seen in screenshots. It very specifically says that that-for example-the Liberty Tree is *inactive* when Autocracy is unlocked. This seems to suggest that, though you don't lose your place on the tree, you *do* lose any abilities you gain whilst being in that tree if you swap to its opposite. I agree that, beyond these screenshots, there has been precious little other evidence to back my view ;).

Aussie.
 
Hmmm-am I also the only one who thinks that deforestation is far too powerful a strategy in Civ5? I feel that, if nothing else, you should lose any bonus productivity from having the forest on that tile. Also, maybe universities should grant extra beakers from forests as well as jungles-in order to maintain the importance of forests in the game!

Aussie.
 
Golden Age: They give the usual boni to hammers and gold, and its really helpful

"Boni" is not a word. The plural of bonus is bonuses. Furthermore, it would be "bona" because its Latin form is bonum, not bonus. See also maximum to maxima.

Ignoring my nit picking, this is pretty insightful.
 
Are great people points still local to each city, or do all cities contribute to a central pool of great artist/merchant/scientist points?

I hated that in Civ 4, unless you were very careful, a lot of the great person points you generated were never used to "pop" a great person.
 
"Boni" is not a word. The plural of bonus is bonuses. Furthermore, it would be "bona" because its Latin form is bonum, not bonus. See also maximum to maxima.

Ignoring my nit picking, this is pretty insightful.

It's "Boni" in German. Since this is a rather unusual plural form, I was assuming it was Latin ("servus, -i" declination). Might be similar for other posters.

Thx for clearing this up!
 
I think lumbermills happening early, as well as no production improvement for flatlands, will cause people to think twice about mas deforestation.
 
"Boni" is not a word. The plural of bonus is bonuses. Furthermore, it would be "bona" because its Latin form is bonum, not bonus. See also maximum to maxima.

Ignoring my nit picking, this is pretty insightful.

I may be the only one, but I appreciate the grammer police.

"To serve and correct"

(PS Great write up, wenz. Thank you!)
 
I may be the only one, but I appreciate the grammer police.

more like the grammer guerilla. In latin the plural of bonus is boni. :p (and in german it's either bonuses or boni, but boni is more popular nowadays)

but nice try
 
Nice report! More than any so far it seems to capture the feel of how they've changed some of the mechanics round.
 
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