CivRulez07
Warlord
Hey. Just thought I'd stop by to say that I love the site! Keep up the great work!
It's hard to convey how awesome this next scene is with just a screenshot. After bombardment, the beleaguered city has several areas on fire. The fires ignite, enlarge, and then erupt trails of wafting smoke out toward the sea. The city looks doomed. It's awesome.
As you mention, we don't yet know much about modding. I think the only thing we know that you didn't mention is about the in-game mod browser.I think you should add a "Modding" category as well to it. As I understand it, we don't know too much about the modding bit of Civilization V as yet though. We know that LUA will replace Python, however, and that maps from Civ4 will be easily imported into Civ5 (which is really grand news!).
I saw your post and made some changes, just not the ones you specified.12agnar0k said:I made a couple corrections too but you didnt see my post I guess
That's true, but as exploits go, it's not horribly unrealistic... it can be hard to convince someone of danger until they've already been bitten. But hopefully the other ways to gain a city-state's friendship will be equally rewarding (even if only in fun value).Col Kurtz said:The problem with this is that it sounds very prone to gaming. Take the example in the video. You're trying to be buddies with Geneva, and England declares war on them. Geneva might ask you to join the war, and maybe you agree. But if you're smart, you'll sit back and let Elizabeth take over Geneva, and the liberate it. I doubt the City State AI will adequately value and appreciate you defending them from initial capture.
I think you have to go back to Civ II to find Swamp, and I'm not sure that counts.Erufailon said:Just one small correction: You say in the terrain page that marshes are new to Civ V, but they have been out once before in one of the expansion packs for Civ III (can't remember which one). It's not very important, but i just wantet to be a nitpicker
That would be cool, but there's nothing to suggest that's what they have in mind, and I would be surprised if they did.The screenshot for the Mechanized Infantry unit shows three vehicles along the lines of the tank unit. This seem to suggest that like in Civ 4 MI will have a vehicle only graphic. Have you seen any evidence to suggest whether infantry are ever displayed on this unit's graphic?
I'm wondering what the unit under Metallurgy is. The Cannon is under Chemistry, so it's something we haven't seen yet.
but yeah, it was an English frigate, and not a Ship of the Line
"Over on the right we have all our buildings, We've got our specialist buildings at the top where if we have excess citizens we can have it work in that particular building and add bonuses to it".
While anything is possible at this point, Chemistry and Metallurgy are in the same tier, so it's hard to imagine that one would be a prerequisite for the other.Just want to point out that metallurgy was the tech for cannons in a previous version of civ, could cannon require Chemistry & Metallurgy perhaps?
The height of the hull from the waterline in the Ship of the Line is a bit taller than the Frigate, but if you look at the UI in the lower left corner, you can see that the name and stats are different.The presenter in the video calls it a ship of the line, I sure cannot see a difference in the graphics between them though.
I would assume that the gold refunded varies by production cost. That's a guess, but it would be silly if you get the same cash for scrapping a Warrior as for scrapping a Battleship.When he is talking about hidden command buttons for units and mouses over Delete Unit (or disband not sure), in the tooltip you can see it say you get 10 gold. So yea, you get gold when you disband/delete a unit, 10 gold for a warrior, wonder if it varies by production cost or?
As far as I can tell, there are no Civ IV-style "standard" specialists, and each Civ V specialist's function is directly tied to the building it's assigned to. The way it appears to work is that some buildings have slots that can be filled with population points, and these population points become "specialists" that perform whatever function is specified by that building. For example, if you have a Market, it might have one or two slots; each population point you assign to one of those slots becomes a "merchant" and provides (probably) some extra % gold benefit. If you look at the city screen shot the Bank's specialist is yellow (suggesting a gold bonus) and the Temple's specialist is pink (suggesting a culture bonus). I'd wager a research building's specialists are blue.My confusion here is, when he says add bonuses to a building is he still referring to the same old mechanic of a specialist produces XYZ gold/science/culture and you consider that "added" to the buildings output? Or is that 20% bonus in the tooltip the bonus from a specialist and not the default benefit of the building?
That leads to a bit more flexibility for designers. They could make the Market specialists give 3 finance, and a Bank specialist give 5 finance, for example. They aren't limited like in Civ4.AriochIV said:As far as I can tell, there are no Civ IV-style "standard" specialists, and each Civ V specialist's function is directly tied to the building it's assigned to. The way it appears to work is that some buildings have slots that can be filled with population points, and these population points become "specialists" that perform whatever function is specified by that building. For example, if you have a Market, it might have one or two slots; each population point you assign to one of those slots becomes a "merchant" and provides (probably) some extra % gold benefit. If you look at the city screen shot the Bank's specialist is yellow (suggesting a gold bonus) and the Temple's specialist is pink (suggesting a culture bonus). I'd wager a research building's specialists are blue.
I think it's a great mechanic. The Civ IV specialist system was confusing as hell.That leads to a bit more flexibility for designers. They could make the Market specialists give 3 finance, and a Bank specialist give 5 finance, for example. They aren't limited like in Civ4.
While anything is possible at this point, Chemistry and Metallurgy are in the same tier, so it's hard to imagine that one would be a prerequisite for the other.
I know what you meant, but like I said, though anything is possible, it doesn't look that way. There aren't any "also requires this tech" icons or similar indicators anywhere in the tree that we can see, and the unit icon under Metallurgy looks very different from the Cannon icon under Chemistry.I was saying that perhaps the cannon unit itself had 2 prereq techs (chem&metal) it would explain what in the world the unit for metallurgy is if cannon shows on chemistry tech too, but another explanation would be the unit in chemistry is something else shrug. Much like say infantry require rifling + assembly line for example, it would show on both techs.
Not much information on this. The only unidentified tile improvement in the current tech tree (through the first tier of Industrial era) is the one under Biology.Celevin said:One thing I haven't investigated is how we increase science now that it's not directly tied in with gold. We have trading posts that give gold. Are there any tile improvements that increase our science? Is it based on city size? Is it only based on science specialists and buildings?
For base growth, it seems to be one citizen=one beaker. It also looks like there are buildings and specialists to increase it. There could be science-increasing improvements, but if they exist, they look to be later improvements.One thing I haven't investigated is how we increase science now that it's not directly tied in with gold.
We have trading posts that give gold. Are there any tile improvements that increase our science? Is it based on city size? Is it only based on science specialists and buildings?