A lot of new info from a German article

I don't get why you can't choose all policy in a ideology. Can someone explain this for me? :confused:

Not all forms of Freedom, Order, and Autocracy ideologies in real life are exactly the same... the USA and the UK could both be said to have the Freedom ideology, but they're not identical in that respect. One's parliamentary and one's not. Similarly, Chinese Communism is different in many ways to the old Soviet system, and both are leagues away from the proto-socialist government of the Incan Empire.
 
Not all forms of Freedom, Order, and Autocracy ideologies in real life are exactly the same... the USA and the UK could both be said to have the Freedom ideology, but they're not identical in that respect. One's parliamentary and one's not. Similarly, Chinese Communism is different in many ways to the old Soviet system, and both are leagues away from the proto-socialist government of the Incan Empire.

Very good explanation
 
I'm getting more and more curious to see any changes in the tech tree. They're going to need to either widen the late game's tech tree hard or severely nerf Rationalism, as it stands a science civ could be easily be on the road to victory by the time any of these new late game additions become relevant.
 
what if you banned cs trade and resources then how can you unban them at a later time?

voting to repeal an existing resolution is an option, I dont know much about how that works, but I know these resolutions can be reversed if you put time/gold/effort into convincing other AIs to vote the way you want them to.
 
I assume they have fleshed out the late game techs/timeline too (perhaps another nerf to Great Scientists too, to slow down late game teching), otherwise a lot of the new mechanics could be overpassed
 
I'm getting more and more curious to see any changes in the tech tree. They're going to need to either widen the late game's tech tree hard or severely nerf Rationalism, as it stands a science civ could be easily be on the road to victory by the time any of these new late game additions become relevant.

Yes, I am hoping to see a quite a few new late-game technologies myself
 
I am glad they took out tech trading too, would have made science even quicker than before. Rationalism has to be nerfed, only way for it to make sense if policy costs have become cheaper
 
Everything I've read about BNW and features just tells how much the designers are in love with the game. No cheap cash-ins, but really thinking about how to make the game interesting and improved.

Also the historical knowledge of Ed Beach and co. must help too.

Civ V: BNW - probably going to be the greatest civ game ever (in my opinion)
 
voting to repeal an existing resolution is an option, I dont know much about how that works, but I know these resolutions can be reversed if you put time/gold/effort into convincing other AIs to vote the way you want them to.
I would assume that you simply nominate an existing resolution for repeal instead of nominating a new resolution, and then vote on it normally. The Propose Resolution dialog includes a section for already enacted resolutions.
 
Argh, I see this now when 'm about to leave for work.
Don't have time now to read and translate the whole article, but I'll just mention that I like the ideologies so far. I hope Gunboat Diplomacy isn't the only 'peaceful' application of your military and that there'll be other Autocracy option for people who don't want to constantly go to war.

This part about culture and tourism caught my eye: If you reach certain influence thresholds like 25% or 75% with a civ you'll get certain advantages over them. Ideological pressure is one advantage we already know of, but it doesn't seem to be the only one. (speculation: I can imagine higher trade income or an espionage bonus because their citizens will be more ready to betray them).

Oh, and a gramatically correct and non-awkward translation for the Royal Library: it gives a an additional exp bonus for soldiers built in the city if the Great Works slot is filled on top of an additional research bonus.
And the Siege Tower is a melee siege unit and gives acity attack bonus to adjacent units.

But now I must go.
 
14. World Religion (The civ which has the most city of this religion gets 2 additional votes and this religion speads faster and the holy city generates plus 50% tourism)

This, the Reformation Beliefs, Religion is going to be so much more interesting in BNW!

8. World Fair (Every Civ contributes to this project for a couple of turns. The 3 main contributors get a bonus)
9. World Games (see above)

Hmm, I was hoping for something more.

11. Cultural Heritage Site (Each wonder yields +3 culture)
12. Nature Cultural Site (Each worked natural wonder yields +5 culture)

I didn't understand this. Who gets those culture bonuses? Every civ? A specific civ? A specific wonder?
 
I'm getting more and more curious to see any changes in the tech tree. They're going to need to either widen the late game's tech tree hard or severely nerf Rationalism, as it stands a science civ could be easily be on the road to victory by the time any of these new late game additions become relevant.

Honestly it isn't just Rationalism, but science in general. I am currently playing a King level game with no science buildings to try and make it more challenging and I am still flying through the tech tree.

I think research cost should be increased across the board, but especially on higher difficulties. That is, I can understand why Prince level wouldn't demand such high science levels but on Emperor+ the game should acknowledge that the player will have significantly more science and should compensate for it.
 
Wow, info is dripping fast!

The "two free social policies" perk is interesting. With that and the Polish UA, I wonder what the SP rates will be like now
 
- "Voluntary army": yields 6 free "Foreign Legion" Units right away (no maintenance)

This is actually: yields 6 Foreign Legions and 6 units are maintenance free.
 
Thanks for the translation! Exciting info.

All 18 Resolutions
1. World Leader (Diplomatic Victory with 2/3 majority)
2. Elect Chairman (Who gets double vote?)
3. City State Ban (City State X cannot be a partner in international trade routes anymore)
4. Trade Embargo against Player X
5. Ban Luxury resource X (Players won't get happiness from that luxury anymore)
6. Tax on standing armies
7. Scholars Circle (Members research techs 20% faster, if another member already researched it before)
8. World Fair (Every Civ contributes to this project for a couple of turns. The 3 main contributors get a bonus)
9. World Games (see above)
10. International Space Station (see above)

11. Cultural Heritage Site (Each wonder yields +3 culture)
12. Nature Cultural Site (Each worked natural wonder yields +5 culture)
13. Nuclear Containment (No nation is allowed to build atomic bombs (existent ones stay ready for use)
14. World Religion (The civ which has the most city of this religion gets 2 additional votes and this religion speads faster and the holy city generates plus 50% tourism)
15. World Ideology (+ 2 seats in the world congress for nations with this ideology)
16. Art Funding (Great Writers, Musicians and Artists get +33 % tourism, Great scientists, engineers, and merchants get -33 % of what they do.)
17. Science funding (The opposite of Art Funding)
18. Historical monuments (Each Great Persons Monument yields +2 culture, Historical monuments yield +4 culture (if worked).

Art Funding and Scholars' Circle look like ways to interfere with a tech runaway who might be going for a space victory (obviously, Science Funding, International Space Station, and the new Freedom tenet will work in runaways' favour). I like the interplay there between competing interests.

We can guess that World Fair will give bonus culture if you are one of the three main contributors, and the Space Station will grant science. What will the World Games give? Perhaps tourism?
 
Kamehameha for World Congress.

I think they might slow later era's time advancement or 29 turn for resolution is too much. As it make "perfect" sense the world used decades to decide on a thing, :confused:
Civs will need some time for their lobbying work, and so do you.
Besides there are plenty of international issues that take decades before a good decision comes out of it: global warming, overfishing, loss of biodiversity and pollution. The latter three are known since like the '70 and there's still no good international regulation for it.

The more I read about the WC the more I start to love it! I've always been interested in the way how politics work and this could create a huge amount of dept in diplomacy, combined with the new ideology system. Can't wait to see the denouncements and war declarations of civs that have been screwing one another.

And I also demand to see a Japanese bias towards whale resources and a barbarian unit called Sea Shepherd that constantly keeps raiding their whaling grounds.
 
article said:
Neben den beschriebenen neuen Spielmechaniken, Features und Politiken erwarten euch natürlich auch weitere Völker in Civilization 5: Brave New World. Neun, um genau zu sein, wobei wir euch vier (darunter ein echtes „Pro“-Volk) leider noch nicht nennen dürfen.

"Besides the new game mechanics, features and policies there are obviously more civilizations waiting for you in Civ5:BNW. Nine, to be precise; four of which (including a proper "pro"-civ) we may sadly not yet name."


The pro most likely refers to 'professional' so I wonder what they're alluding to here. What kind of civ would require a highly skilled player?
 
Maybe he's referring to the civ being a professional in one area or another or at least this how I understood him during my first read. But now that you mention it, he could be talking about a civ demanding a lot of skill.
 
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