Civ 5 Confirmed Features

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The Pyramids and Sistine Chapel are in as wonders.

Cultural victory comes from unlocking a certain of social policies, and social policies stack on top of one another instead of having to switch policies like we currently do in Civ IV.

Diplomatic Victory - same as before with winning the UN election and city states are allowed to vote, If a city-state is conquered, if it is liberated, that city-state is guaranteed to vote for the liberator in the UN election.

Siege weapons must be 'set up' prior to firing ranged attacks.

There are three types of city states, maritime, cultured, and militaristic. They can only be allied with one Civ at a time, grant all their resources to that player and will join wars with their ally.

The Slider is gone, most science come from specialists and some improvements give science.

The Harbour building gives +25% production when building naval units.
 
If you bought it on Steam, you'd just log into Steam from the second computer and download it again.

If you bought it on disc, you can use the disc to install it on the second computer and then log into Steam to get it active. I'm pretty sure that even if you bought it on disc, subsequently you can download it from Steam onto other computers.

If you want to try Steam, they are having a free Team Fortress 2 weekend trial right now:

http://pc.gamespy.com/pc/team-fortress-2/1096377p1.html

Okay I'm still confused about this...

(1). Can I buy C5 in a store?
(2). Do I have to pay for Steam?
 
In case noone has put up the info from the IGN screens:

screen 1:

Unit: Cavalry, 3 moves, 25 strength
Icons above units indicating unit type
Icons above cities indicating strength (the sheild - 9 above Newcastle)
A list of available strategic resources at the top centre of the screen

Screen 2:

Unit: Cannon, 2 moves, 10 strength, 26 ranged attack
Unit: Rifleman, 2 moves, 25 strength
Adjacent Farm art merges to look like one big farm

Screen 3:

building's production can be purchased from at least 1700
Wonders: Sistine Chapel, Pyramids
'Specialist Buildings': Bank, Garden, Temple
Buildings: Barracks, Circus, Colosseum, Granary, Theatre

Screen 4:

Unit: Helicopter Gunship, 6 moves, 50 strength
Cities highlighted on the minimap
Golden age of at least 10 turns (i know it was there in earlier screens =P)

Screen 6:

Unit: Tank, 4 moves, 50 strength
appears to be different speeds available again, as this screen has 1940ad as turn 250, while another had 1700ad as turn 250

woo. hope that helps :P :)
 
No clue why Bite isn't updating, he's been on.
 
Sorry I have been working alot this week and most of my online time has been taken up with dealing with reported posts. I plan to do one big update at the end of the week when i have some free time. You can make things a lot more easier for me, if you guys can list any new information you find in this thread with the link to where you found it, like moopoo's post above.
 
All info taken from Gamespot's E3 making Civ Documentary. Info in order of time on the video, as i notice it :P

00:29
Cities can attack nearby units
Unit: (French UU) musketeer, 2 moves, 20 strength
Jungle can grow on Plains
00:31
A City's strength must be reduced to zero before it is captured
00:33
Quantities of strategic resources can be traded for a given number of turns (eg 5 horses for 20 turns)
00:37
Unit: Trebuchet, 2 moves, 6 strength, 20 Ranged attack
Unit: Longswordsman (no info)
Unit: Pikeman, 2 moves, 10 Strength
00:46
Unit: Anti-Tank Gun, 2 moves, 32 strength
01:23
Unit: Frigate, 5 moves, 30 strength, 15 Ranged attack
It is possible to have negative strategic resources
01:31
Unit: Musketman, 2 moves, 16 strength
01:33
Building: Harbor, forms a trade route with capital over water, +25% naval production
01:37
a whole bunch of techs =P i think they've already been listed
Improvement: Trading Post, improves gold output of a tile
02:09
Unit: Longswordsman, 2 moves, 16 strength
02:12
Unit: Cavalry, 3 moves, 25 strength.
02:16
Unit: Mechanized Infantry (no other info)


And there you have it. also, it appears as though units will have different abilities depending on the buttons above Movement on the Interface.
 
TRAPPING
Leads to CIVIL SERVICE

Allows your workers to construct camps on deer, ivory and fur. Also allows workers to construct Trading post, wich increases the gold output of map tiles
 
here we can find quite a bunch of new info, just before E3.
--> about the new "civics" system : the policies system
--> diplomacy
--> the age-old "slider," which required players to choose between focusing either on scientific research or on producing wealth--or some kind of middle ground between the two--has been eliminated

nice reading
 
a'ight, my last contribution for this round of updates, a stitched pic (i don't know how clear it will be) of the tech tree. I don't know how to get it to show in the post itself though
 

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I love how we got a map that really displays the political situation on the land, so we finally see how the world really looks like.
 
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