cuc
Warlord
- Joined
- Aug 15, 2010
- Messages
- 226
On the other hand, this PC Gamer interview has new info:
http://www.pcgamer.com/2012/03/09/civilization-v-gods-kings-interview-with-lead-designer-ed-beach/
"We have one scenario that’s set in the Middle Ages and the Renaissance, where we actually do pre-bake in beliefs, and that’s a great example for our community about how the religion system can be modded."
"What happens is, as you get toward the end of the Renaissance, we don’t just remove religion from the game–it’s still present and you’re still keeping those bonuses you built up. What happens is that the cost of missionaries starts to go up, so your ability to make sweeping religious movements and displacements diminishes."
The diplomatic modifiers of religions are most powerful during Middle Age and Renaissance, and lose power during Industrial and Modern.
"And in multiplayer, we’ve had one of our senior engineers on the project dedicated to hitting some of those items. The gameplay processing and graphics processing have been threaded out from each other, and that’s helping with the multiplayer stability."
"We’ve made sure some of the really active members of the community are part of our beta test group. So, we put out two builds to our beta test group every week of the project, just to keep plenty of eyes on things and so balance and multiplayer gets a lot of attention."
Confirmation of the Huns. "...the Celts and the Huns and the Byzantines—we’re introducing that set of three new civilizations and we decided that a fall of Rome scenario would be perfect."
About the Victoria scenario: "It’s vaguely historical, twisted, technology, masterminds, and corporate leaders…you know, so we even have brand new leaders introduced."
4 high quality screenshots (larger and better than Joystiq; there appears to be only 4):
http://media.pcgamer.com/files/2012/03/leader_boudicca.jpg
http://media.pcgamer.com/files/2012/03/leader_dido.jpg
http://media.pcgamer.com/files/2012/03/Civ5GandKScreen1.jpg
http://media.pcgamer.com/files/2012/03/Civ5GandKScreen2.jpg
http://www.pcgamer.com/2012/03/09/civilization-v-gods-kings-interview-with-lead-designer-ed-beach/
"We have one scenario that’s set in the Middle Ages and the Renaissance, where we actually do pre-bake in beliefs, and that’s a great example for our community about how the religion system can be modded."
"What happens is, as you get toward the end of the Renaissance, we don’t just remove religion from the game–it’s still present and you’re still keeping those bonuses you built up. What happens is that the cost of missionaries starts to go up, so your ability to make sweeping religious movements and displacements diminishes."
The diplomatic modifiers of religions are most powerful during Middle Age and Renaissance, and lose power during Industrial and Modern.
"And in multiplayer, we’ve had one of our senior engineers on the project dedicated to hitting some of those items. The gameplay processing and graphics processing have been threaded out from each other, and that’s helping with the multiplayer stability."
"We’ve made sure some of the really active members of the community are part of our beta test group. So, we put out two builds to our beta test group every week of the project, just to keep plenty of eyes on things and so balance and multiplayer gets a lot of attention."
Confirmation of the Huns. "...the Celts and the Huns and the Byzantines—we’re introducing that set of three new civilizations and we decided that a fall of Rome scenario would be perfect."
About the Victoria scenario: "It’s vaguely historical, twisted, technology, masterminds, and corporate leaders…you know, so we even have brand new leaders introduced."
4 high quality screenshots (larger and better than Joystiq; there appears to be only 4):
http://media.pcgamer.com/files/2012/03/leader_boudicca.jpg
http://media.pcgamer.com/files/2012/03/leader_dido.jpg
http://media.pcgamer.com/files/2012/03/Civ5GandKScreen1.jpg
http://media.pcgamer.com/files/2012/03/Civ5GandKScreen2.jpg