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Brave New World announced!

Discussion in 'Civ5 - General Discussions' started by Aaron90495, Mar 15, 2013.

  1. TimeWeaver

    TimeWeaver Warlord

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    A closer look at the screenshot reveals perhaps farming villages, something more than just farmed land. It looks like small villages in a semi-forested tile.
     
  2. TimeWeaver

    TimeWeaver Warlord

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    From Joystiq:
    "Right at the beginning there are trade routes," Firaxis producer Dennis Shirk told us. "Caravans go back and forth in trade routes. Barbarians can attack them spawning more barbarians. Other players can attack to disrupt trade during wartime." Players will also have a button to easily display an overlay of trade routes in the game.

    Yes, just yes!
     
  3. TimeWeaver

    TimeWeaver Warlord

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    Kotakucore:
    Casimir III of Poland is the leader for that civ!
     
  4. TimeWeaver

    TimeWeaver Warlord

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    Rock, Paper, Shotgun:
    "we wanted to ramp up the tension and excitement level in that part of the game. So there are two things that we did: one was that we looked at the conflicts of the twentieth century. We already had a concept we just started to introduce in Civ V a little bit about different ideologies, where we had a freedom policy tree, an order policy tree, and an autocracy policy tree, and we wanted to bring that to the fore and really make civilisations make a commitment to one of those three different types of ideologies.

    So when you reach the modern era you have to look around the world, see who’s going with which of the ideologies, who’s your friend, what type of victory you want to pursue, which ideologies might help you get there. You’ve got to make a key decision at that part of the game, are you going to be a freedom Civ, are you maybe going to take the workers of your country and try to unite them and get behind order and push towards victory that way? So there’s a big decision point there, big political and diplomatic blocks form around that, and that’s sort of where the tension towards the end of the game revolves. "
     
  5. Homusubi

    Homusubi Lafcadio Hearn Wannabe

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    Damn, I'll have to update my Japanese civilisations all over again.

    I like the idea of diplomacy and better politics, but the rest seems rather less "game-changing" than Gods and Kings does. (Maybe BNW will make the AI even less dumb. That improvement is the best thing about G&K) So it makes culture a lot better, and adds better trade routes. That's all I can really see. I'd rather have it than not, of course, but I wouldn't be willing to pay £20 for it. Maybe £10.
     
  6. TimeWeaver

    TimeWeaver Warlord

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    RPS, Ed Beach on Culture:
    "With Brave New World what you’re doing is you’re creating Great Works as well as Wonders, basically all sorts of different items that will attract people to want to come and visit your civilisation and sample all the great elements of culture that you have present in your civilisation. That starts producing what we call Tourism, and what you’re doing with the Tourism is you’re taking the glories of your civilisation and you’re pushing it out on all the other players and civilisations in the world, and getting them to realise what an amazing civilisation you’ve created.

    If you push that cultural pressure out on them hard enough, and you have a different ideology than they do, then you can actually start to see effects in the game that are sort of similar to the 1989 bringing down of the Berlin wall, maybe Arab Spring sort of thing that we’ve seen more recently, where the people within those AI civilisations will start to become very unhappy about their leadership having adopted an unpopular ideology. And they will actually gain a whole bunch of unhappiness and they can actually choose, wow, we really need to switch and adopt freedom or order, or whatever the ideology that’s putting that cultural pressure on them is. "
     
  7. Mesix

    Mesix One of Porg

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    Sounds awesome! Can't wait...

    @Ops...this needs some front page attention
     
  8. TimeWeaver

    TimeWeaver Warlord

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    RPS, Ed Beach on the new Ideologies feature:
    "Ideologies are a little bit different but they are more free-form than the social policy trees that are in the game right now, where there are five different choices, and the way they branch is all kind of hard-wired into them. With the ideology system, we just have level one, level two and level three social policies, we actually call them ideological tenets, and you can mix and match those and configure them. You can’t get a level three tenet until you have a certain number of pre-requisite level one and level two tenets, but you can kind of build up your own ideology. Your Russian order ideology is drawing from the same pool as the Chinese order ideology of your neighbour, but they might decide to choose exactly what social policies are slotting in where, and build it a little bit differently than you are."
     
  9. The QC

    The QC Quietly Confident

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    My first reaction is to say that it sounds god damn fantastic.

    The World Congress and the interactive trade routes will certainly spice things up in the late game. The new archeology thing also sounds really cool and a way to make the game world feel a bit more alive and humanized (something that Civ V has been missing).

    Really, if it's as good as Gods & Kings, this expansion will make Civ V a fantastic game.
     
  10. TimeWeaver

    TimeWeaver Warlord

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    PBS, Ed Beach, more on Ideologies:
    And part of that is that each of the ideologies, there are three ideological trees, and each of them supports three different ways, three of the different victory types with a lot of the ideological tenets that you can purchase within that ideology system. So for instance, if I’m playing as a freedom civilisation and I want to go for a culture victory, in that particular game what I want to do is, freedom gets huge bonuses for building broadcast towers in cities, and spreading their culture in that sort of Radio Free Europe, Voice of America type style, and that’s one way to go to a culture victory. But it might be very different if I’m playing as an order civilisation.

    "The way that the order civilisation wants to get to the culture victory, is they want the workers of the world to unite, and so if you can have a civilisation where your people’s happiness is very, very high, and all the other civilisations in the world see ‘wow, they have very great happy workers in their order civilisation, maybe that’s the way that we should be going,’ and you actually get bonuses to go towards the victory in that circumstance by trying to establish the dictatorship of the proletariat and making the workers of the world all happy with everything. "
     
  11. TimeWeaver

    TimeWeaver Warlord

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    PBS, Ed Beach, on more varied playstyles to victories, and on varied victories:

    "I personally think it’s become more unpredictable because especially the new battle of the culture game, your outgoing culture versus their incoming, et cetera, that battle means that you never quite know if you’re going to win. Just like if you’re playing Domination, you can try your best but sometimes you’re going to hit a roadblock. You might find that other civilisation that has this culture game that’s as strong as yours that might be really difficult to overcome, so you decide ‘I’m pretty far in the tech tree, I’m going to start switching to that’ and go for a spaceship instead, or decide to get to a culture victory by capturing all their great works or something like that.

    I think you have play styles that you can switch to now whereas before, especially with the culture game, you couldn’t really switch. When you’d started down the culture path, you were dedicated to that. You couldn’t easily switch to a culture victory, you couldn’t gear up suddenly for a domination win. So I think the play styles are going to be a lot more varied.


    We have four different victory types, but a lot of the different ideologies actually have different ways to play the game to get to those victory types, so again another explosion of different ways to play through the game."
     
  12. TimeWeaver

    TimeWeaver Warlord

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    RPS, Ed Beach on the new concept of Tourism:
    "It’s very visible, what we’ve basically done is before you just generated culture, you built lots of buildings, you filled up your tech trees. Now the culture yield itself is actually a defence for your civilisation, the amount of culture you’re pushing out. When you get to around a third of the way through the game, you’re going to start generating great people: great artists, great writers, great musicians, and they’re going to be able to create a great work of art or a great work of music in the game, and we actually have, in your cultural buildings now, we have slots for these, so one of your great artists might create ‘Starry Night’ and you put that in one of your museums.

    That piece of work now is creating tourism, and it’s an actual yield, and you’re staring to build up tourism. Later on when archaeology comes online, you’re going to be running around on a second phase of exploration and discovery in the world when archaeology comes up because there’s now all these digs around the world that are actually reflections of stuff that happened earlier in the game where a battle might have taken place, where a barbarian camp was. You can extract artefacts from these sites and also put them in your museums.

    Some of your wonders now have different great work spots, they create tourism. So you’re now creating tourism in parallel with creating culture, and that’s going to directly go head to head with other people’s culture, and you can get bonuses,. In other words if you have open borders with another civilisation, that creates a boost for your tourism. If you’ve got trade routes to that other civilisation, more boosts to your tourism. So it’s an ongoing battle that really becomes dynamic late in the game, because late in the game when you have a lot of tourism being pumped out, other civilisations might have to take notice and start creating more culture to defend against it, because their culture’s now being overwhelmed by your pushing tourism, it’s a dynamic way to play that game."
     
  13. The QC

    The QC Quietly Confident

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    I think that's just truffles.
     
  14. TimeWeaver

    TimeWeaver Warlord

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    RPS, Ed Beach on a new Palace-like feature!
    "We actually have a screen in the game where it’s a way for you to browse all the great works and amazing things that your civilisation has created. You can click on those, bring the painting back up, listen to the music again, just sort of enjoy your civilisation’s culture if you want to.

    RPS: Yeah, ‘Look how amazing we are.’ That’s a nice idea.

    Dennis Shirk: That’s kind of cool on a side note, it doesn’t really impact gameplay too much, but all of our great people now, the great artists, writers and musicians, aside from being real people, all of the writing snippets and the music samples and the artwork that you see come up when you use them are actually those great works. So, ‘Starry Night’ coming up, or Shakespeare’s Hamlet, you’ll hear Morgan Sheppard actually reading a snippet from Hamlet. It’s actually a really nice touch on top of it. "
     
  15. TimeWeaver

    TimeWeaver Warlord

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    The QC: You're prolly right, I'm just too darn excited! :)
     
  16. The QC

    The QC Quietly Confident

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    You're clearly excited, you seem to have taken over the thread :).

    I am quite excited too, to be honest.
     
  17. TimeWeaver

    TimeWeaver Warlord

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    RPS, Ed Beach on the archeologists and their artefacts:
    "The archaeology thing, does that actually reflect previous in-game events like would you actually find a relic on a battle you know you’d been involved in a century earlier, or is it random?

    Ed: It actually is, and as battles occur earlier in the game, we’re writing data onto the map, storing that information, and so at the point in time whenever the first civilisation discovers archaeology, at that point in time we do sort of lock down where all those different, we call them antiquity sites, are.

    Those antiquity sites we keep track of, which civilisations were involved, whether it was a battle, whether it was an ancient ruin that was uncovered or a barbarian camp that was destroyed, and so that’s exactly when your archaeologist goes there, he’s going to try to extract that item and he’ll be able to take it back and create another great work, an artefact, and put it in the museum. And based on the different types of museums you have, you’re sort of trying to collect different types of archaeological pieces.

    So for instance the Louvre, if you think about the Louvre, it’s got art, archaeological things, all sorts of things from across the world. So for instance, if you build the Louvre wonder, trying to fill that with a great diversity of different works of art and artefacts from all sorts of cultures from around the world, and the better you satisfy those what we call theming bonuses from the different wonders and museums in your civilisation, the extra points of culture and tourism that you can generate. "
     
  18. ense7en

    ense7en n7

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  19. smallfish

    smallfish Immortal

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    I do wonder which combat mechanic will they keep - the 100-point system or the 10-point system. Also how will this relate to GnK's stuff like religion and folks who don't have them...?

    And will we be able to use Privateers to terrorize/false flag other civs' trade routes?

    Actually I want to hear more about those trade routes and how they factor into diplo stuff... and perhaps there'll be a revamped Domination victory too, where you'll have to conquer a large portion of the world before being declared victor?:cool:
     
  20. TimeWeaver

    TimeWeaver Warlord

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    The QC: Yep, hope peeps don't mind. :)

    "Dennis Shirk on archaeologists and their artfacts, also RPS:
    Dennis Shirk: It’s actually a really interesting mini-game that kind of happened into being that our community gameplay testers really started to enjoy, because you’ve got this UI that you can bring up that shows all of your great works and artefacts in all of your different buildings. As Ed said, theming them or matching them up or putting all the ones that you’ve found in one particular building, you can get different variations on these tourism buffs, like plus two tourism or plus four tourism, if you theme them well, so actually discovering the themes because we’re not documenting them. It’s up to the fans to find all these different kinds of themes. It can give you big benefits, but it’s actually a lot of fun just seeing what will actually match up from similar time periods, the kind of variety and diversity of artwork you put into place. Very cool."
     

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