Arioch's Analyst Thread

The 4 triangles are not upgrades. All it has is a yellow symbol.

The symbols are clearly icons not implemented yet. They are unit special abilities - either default or gained from upgrades. I doubt the unit has 4 default abilities (even GDR has 3 :lol: ), so some upgrades are here.

Further, in the combat screen (i.e. decisive victory) there are no combat modifiers other than 65% barb bonus (likely because of policy unlocks).

Some upgrades could be effective in certain situations and movement upgrade clearly wouldn't have any combat bonus.
 
If you look at the tech tree that i posted, it makes 70 known techs, and it still continue to the right.

I pick 70 techs just from the "complete" Tech Tree posted by Arioch. Even in BtS, there were a total of 92 techs-so only a difference of 22 between the minimum Civ5 tech tree & the biggest Civ4 tech tree. Given that most of the missing "techs" are things which probably didn't belong in the tech tree anyway (like Meditation, Mysticism, Monotheism, Priesthood & Polytheism), then this tech tree issue doesn't seem like the huge "oversimplification" that some are claiming it to be.

Aussie.
 
I pick 70 techs just from the "complete" Tech Tree posted by Arioch. Even in BtS, there were a total of 92 techs-so only a difference of 22 between the minimum Civ5 tech tree & the biggest Civ4 tech tree. Given that most of the missing "techs" are things which probably didn't belong in the tech tree anyway (like Meditation, Mysticism, Monotheism, Priesthood & Polytheism), then this tech tree issue doesn't seem like the huge "oversimplification" that some are claiming it to be.

Aussie.

Also, without tech trading, research will presumably be slower.
 
That is not necessary true, I cant see any reason why the traits we know couldn't be bound to leaders, sure they seem a bit like they are more suited to the civ than the leader but there is no word on how it is coded in the game. Bound to leader or bound to civ. I think it is bound to leader, so the possibility for additional leaders for a civ exist for future expansion packs and mods. However that is just speculations from my side but you are also speculating. I am not saying that you are wrong just that there has been no confirmation.

In Civ4 Colonization, you had a Civ-specific ability & a leader-specific ability. I see no reason why the existing swathe of abilities couldn't remain attached to the civs but-in expansions-have unique leader abilities as well. So whilst Ancien Regime might *always* apply to France, you might have a 2nd unique ability dependent on if you play Napoleon as a leader or Louis XIV.
 
You can apparently rename your leader - this link shows Lord Azazel of America.
 
On the sticky features thread, someone mentioned that you can see "Advanced Ballistics" in the background of a screenshot. That's apparently the final Modern tech at the bottom of the tree, needed for ICBMs.

The only future techs we know so far is Nuclear Fusion, which bring the GDR, and the usual repeatable end-of-the-line Future Tech N. There are two Spaceship parts that are not available with Modern techs, so they should come with Future techs, although one probably comes with Nuclear Fission.
 
Do we know if the arrows in the tech tree are AND or OR pre-reqs?

AND.

At least in the shots I have seen you could only research tech for which all prereqs were already researched, and there are no icons or other indications that would indicate optional prerequisites.
 
Is it just me that find it kind of strange that rice is not a resource... not that it was fantastic in civ 4 but it is a pretty important food resource, feeds more than bananas at least :)
 
Arioch, your victory conditions are missing the Time victory :mischief: (whoever has the most points when the turn counter runs out) .

Interestingly enough, in this screenshot, the Time Victory also have a checkbox. This could possibly mean that you can switch off time and play until one of the other victory conditions is met without running out of turns ...

The same screenshots also has an advanced option "Max Turns" suggesting the number of turns is configurable.
 
From Azazel screenshots:

Mint gives +3 gold for each worked silver or gold by the city
Gardens give +25% GP
Uneversity gives +50% science and +2 science for each worked junge hex in city radius.

Collosus gives +1 gold in each water hex in the city
The Great lighthouse gives +1 movmen and +1 LOS to military naval units

from the civpedia it seems that buildings and wonders no longer obsolete.
 
Back
Top Bottom