Arioch's Analyst Thread

This:
cotton4.jpg
is actually silk, not cotton.

Source: Gamestar (German magazine) preview video. Unfortunately I'm not allowed to upload the video or screenshots of the video... there's a lot of new stuff in the video though. :(
 
These leader abilities are shown in the video:

Washington - America
All land military units have +1 sight. 25% discount when purchasing tiles.

Harun al-Rashid - Arabia
+1:commerce: Gold from each :traderoute: Trade Route and Oil Resources provide double quantity.

Montezuma - Aztec
Gains :culture: Culture for the empire from each enemy unit killed.

Wu Zetian - China
Effectiveness and spawn rate of Great Generals increased.

Ramesses II - Egypt
+20% :hammers: Production towards Wonder construction.

Elizabeth - England
+2 :move: Movement for all naval units.

Napoleon - France
+1 :culture: Culture per turn from Cities before discovering Steam Power.

Bismarck - Germany
Upon defeating a Barbarian unit inside an encampment, there is a 50% chance you earn 25:commerce: Gold and they join your side.

Alexander - Greece
City-State (shaking hands symbol) Influence degrades at half and recovers at twice the normal rate.

Gandhi - India
:mad: Unhappiness from number of Cities doubled, :mad: Unhappiness from number of (head symbol) Citizens halved.

The symbols in the game all look a bit different. ;)

I'm looking for more I can write down... stay tuned.
 
Awesome info, Mef - Thanks!
 
It seems you are talking about the special alibities of the civs instead of the leaders? Though in the vanilla civ5 this is no difference to the players.
 
Ok, here's everything I could find in the video that could be new or not already confirmed (I'm not 100% sure on what is already known)


The logo for Spices looks like Cinnamon (pretty similar to this picture
Spoiler :
733px-Cinnamomum_Verum_vs_Cinnamomum_Burmannii.jpg
), it's the symbol on the right in this pic on the Analyst site:
some_resource.jpg


Theatre +4 Happiness empire-wide, City must have a Colosseum

This is not Marble, it's Iron
marble3.jpg


Crossbowman: Cost: 120 Movement 2, Strength 6, Ranged Attack 12 Description: Medieval ranged infantry Unit.
Longswordsman:Cost: 150,Movement 2, Strength 18 , Powerful Medieval infantry Unit.
Archer: Movement 2, Strength 4, Ranged Attack 7
Knight: Cost: 150 Movement: 3, Strength: 18, Required 1 Horses, Description: Powerful Medieval Mounted Unit, weak to Pikemen
Trebuchet: Cost 170, Movement 2, Range 2, Ranged Strength 20, Strength 6, Required: 1 Iron, Description: Powerful Medieval Siege Unit, good at reducing the defenses of enemy Cities. Must set up prior to firing.
Musketman: Cost 120 Movement 2 Strength 16 First gunpowder Unit of the game. Fairly cheap and powerful

When a ranged attack was successful, it says "Your Crossbowman bombarded an enemy Swordsman! (5 damage)" on the screen.

When the Aztecs are defeated, Montezuma tells you "Despite my best efforts, you have defeated me. Perhaps now I can find some peace."

City state menu:

Vienna
STATUS: (30/60) Friends (after gift of gold: 93/0 Allies)
Trait: Cultured
Personality: Neutral
Allied With: Nobody (after gift of gold: You)
Nearby Resources: Cotton (1)

Provide Gift of Gold (200 Gold will earn 32 Influence, 400 Gold 66 Influence, 800 Gold 136 Influence)
Gift a Unit
Declare War



Social Policies:
(You need to spend Culture Points to unlock a branch and then you can put points into "talents" like in World of Warcraft :D)

Tradition

Liberty: Liberty is best for civilizations which desire rapid expansion. Adopting Liberty will speed up the training of Settlers by 50% This branch cannot be active at the same time as Autocracy
(First Tier) Collective Rule: Newly founded Cities start with 50% of the Food necessary to gain their second Citizen

Honor: Honor improves the effectiveness of one's army in a variety of ways. Adopting Honor gives a +25% combat bonus VS Barbarians and notifications will be provided when new Barbarian Camps spawn in revealed territory.
(First Tier) Warrior Code: Great General appears outside the Capital
(Second Tier) Military Caste: Each City with a garrison reduces empire Unhappiness by 1.

Piety: Piety increases the Happiness of empires and allows their Culture to flourish. Adopting Piety immediately increases Happiness in the empire by 2. This branch cannot be active at the same time as Rationalism.
(First Tier) Organized Religion: Amount of Happiness required to start a Golden Age reduced by 25%
(Second Tier) Reformation: The empire immediately enters a 6-turn Golden Age.

Patronage: Patronage enhances the benefits of City-State friendship. Influence with City-States degrades 50% slower than normal.

Order

Autocracy

Freedom

Rationalism

Commerce: Commerce provides bonuses to naval empires and those focused on Gold
Adopting Commerce will boost Gold output in capital city by 25%




Diplomacy screen:

Bismarck (You) Score 687
--Civilizations
Napoleon Hostile 239
Montezuma Hostile 247
Catherine WAR! 340
--City States
Singapore (0/30) Maritime
Budapest (0/30) Militaristic
Vienna



Alright, that's it. :D
The social policies really look like talents from WoW. :crazyeye:

Edit: One more thing: When he opens the Berlin city screen, it says in the middle of the screen "Resource demanded: Sugar". No idea what that's about.
 
Piety: Piety increases the Happiness of empires and allows their Culture to flourish. Adopting Piety immediately increases Happiness in the empire by 2. This branch cannot be active at the same time as Rationalism.
(First Tier) Organized Religion: Amount of Happiness required to start a Golden Age reduced by 25%
(Second Tier) Reformation: The empire immediately enters a 6-turn Golden Age.
So, Golden Ages are triggered by happiness, that's certainly...different.

I wonder what other changes there have been to Great People?
 
Happiness can start golden ages? Well that's certainly interesting. Maybe all excess happiness goes into that gold box at the top.

Edit: Heh, thought I was the only one who noticed that...
 
I think you underestimate Germany. Remember that barb camps spawn more advanced units, and units are more expensive, so Germany could get a sizable army at little cost. Not the most overtly powerful one, but better than it looks.
My guess about golden ages:
Excess happiness drains into the counter, great people can sac themselves to add to this counter, and the amount needed increases on each golden age.
 
and the amount needed increases on each golden age.

I don't think it does.

During the video the numbers next to the golden diamond are:
0/500 (start 4000BC)
94/375
143/500
368/500
90/375
300/500
277/500
140/375
And one golden age shown


So it's always 500 or 375 (75% of 500).
 
I don't think it does.

During the video the numbers next to the golden diamond are:
0/500 (start 4000BC)
94/375
143/500
368/500
90/375
300/500
277/500
140/375
And one golden age shown


So it's always 500 or 375 (75% of 500).
Interesting. So it appears that it stays at 500 unless you reduce it via piety.
 
So, Golden Ages are triggered by happiness, that's certainly...different.

I wonder what other changes there have been to Great People?

Golden ages can be triggered a few different ways ;)
 
Hey Greg, can you confirm or deny the rumors about the loss of Health in Civ5? Its got me *really* worried that such an excellent mechanism might have been removed!

Aussie.
 
Bismarck - Germany
Upon defeating a Barbarian unit inside an encampment, there is a 50% chance you earn 25 Gold and they join your side
I usually do not play with barbs, I simply can't stand them...and that means Germany's bonus is useless in such games without barbs. Must be a joke...
 
Back
Top Bottom