Civ 5 Confirmed Features

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I have to agree with PieceOfMind's view of the new policies: order and opportunity will play a big role in the selection process. Also, the more policies your strategies require you to purchase, the more of effort you will have to commit to acquiring the culture currency with which to purchase them. Strategies which require fewer policies will require less investment in culture; strategies which require more policies will require more investment. Some policies may be more or less powerful depending on how they interact with other policies.
 
I do disagree with some of your civic evaluations anyway. For example, I think HR is much better than the credit you give it. After slavery, IMO it's the best civic in the game.
I almost never have a severe enough happiness problem that HR makes any sense for me at all. The irony is that when I do, it's because I have extremely large cities which means I can't afford not to be a specialist economy, and therefore must be in Representation, and therefore end up using Nationalism as my means to mitigate unhappiness.
 
From what I've heard about the new policies...you don't switch policies like you switch governments in CivIV...you get the benefits of all the policies you unlock.

In that respect, you don't have to give up your old policies to acquire new ones,so the strategy now is which policies should you unlock to gain the optimal resources for your particular strategy....and the balance between the power of those policies and the cultural resource you have to dedicate to acquire them.
 
I almost never have a severe enough happiness problem that HR makes any sense for me at all.

What difficulty do you play at?

I find once I hit Prince/Monarch level the amount of unhappiness is such that I generally can't grow cities past the level 6/7 point unless I have a ton of luxury resources. But with HR I can continue to grow my armies and push my cities populations above that limit....or do more whipping of units and allow the units to counteract the unhappiness there creation causes.

While I generally move to Representation and/or Universal Suffrage (depending on cottage or specialist play) there is a huge power boost between depotism and monarchy imo.
 
From what I've heard about the new policies...you don't switch policies like you switch governments in CivIV...you get the benefits of all the policies you unlock.

In that respect, you don't have to give up your old policies to acquire new ones,so the strategy now is which policies should you unlock to gain the optimal resources for your particular strategy....and the balance between the power of those policies and the cultural resource you have to dedicate to acquire them.

I still don't see how this can work. Most social policies will surely contradict others you're using, so how can you use all of them?
 
There have been reports that investing in certain policy trees will lock out other (conflicting) policy trees.
 
What difficulty do you play at?

I find once I hit Prince/Monarch level the amount of unhappiness is such that I generally can't grow cities past the level 6/7 point unless I have a ton of luxury resources. But with HR I can continue to grow my armies and push my cities populations above that limit....or do more whipping of units and allow the units to counteract the unhappiness there creation causes.

While I generally move to Representation and/or Universal Suffrage (depending on cottage or specialist play) there is a huge power boost between depotism and monarchy imo.
Monarch/Immortal. And yes, there is a huge boost from despotism to monarchy, but that's because despotism is worthless.
 
There have been reports that investing in certain policy trees will lock out other (conflicting) policy trees.

I hope so. And since we have 4 policy trees left, then socialism and capitalism would be good a good fit for conflicting economic policy trees. Even better if they come up with 2 more economic trees besides those.
 
There have been reports that investing in certain policy trees will lock out other (conflicting) policy trees.

Yeah, I remember seeing a blurry screenshot somewhere that showed 5 pairs of policy trees, with liberty and autocracy being on opposite sides as well as piety and rationalism (or perhaps rationality). Only policies on one side or the other seemed to be unlocked, though it was difficult to make out exactly. Each policy tree seems to have its conflicting opposite.
 
Yeah, I remember seeing a blurry screenshot somewhere that showed 5 pairs of policy trees, with liberty and autocracy being on opposite sides as well as piety and rationalism (or perhaps rationality). Only policies on one side or the other seemed to be unlocked, though it was difficult to make out exactly. Each policy tree seems to have its conflicting opposite.

N3BalJ.jpg


You can research 8. Completing six is a victory.
 
It is interesting to speculate on the civics mechanic of Civ5. Perhaps it will be an improvement over CivIV. One of the things that always irked me about Civilization's civics was that they seemed to encourage a somewhat historical progression. In other words, it didn't seem possible to dominate in the late game with a government style that hadn't actually achieved some preeminece in the modern world. Perhaps its just me, but that is the impression I got. It could be interesting to see civics more closely tied to a codified research tree. A religious path, a militaristic path, a democratic path, etc. with certain items only available for certain government/cultural traits.
 
N3BalJ.jpg


You can research 8. Completing six is a victory.

Actually from that screenshot 8 haven't been researched, only 4 have, with 4 unlocked left. I think that at least 2 more of those policies will lock out 2 more opposing trees. leaving you with 6 total that you can max.

As a victory condition, it is pretty likely that 6 will be the max, because that is usually where such bars are set, at the top. I doubt they will make it so that we can research 8 but win the game at 6.
 
Actually from that screenshot 8 haven't been researched, only 4 have, with 4 unlocked left. I think that at least 2 more of those policies will lock out 2 more opposing trees. leaving you with 6 total that you can max.

As a victory condition, it is pretty likely that 6 will be the max, because that is usually where such bars are set, at the top. I doubt they will make it so that we can research 8 but win the game at 6.

Probably, :goodjob:
 
Wow, been away for a few weeks, and lots of updates. Most surprisingly no Mongolia? seriously? Well we have a good list of candidates for future expansions. Now I just need to figure out this Babylonians only if you order from steam thing. Would rather have a box, but don't want to miss out on them.
 
Wow, been away for a few weeks, and lots of updates. Most surprisingly no Mongolia? seriously? Well we have a good list of candidates for future expansions. Now I just need to figure out this Babylonians only if you order from steam thing. Would rather have a box, but don't want to miss out on them.

Yeah, lack of Mongolia is -extremely- surprising. Especially given that the focus of Civ5 seems to be warfare (hence why combat seems to be the only thing getting -improvements- whereas other things are getting cut back in some ways), and Mongolia's -the- war civ.
I guess they just decided that Songhai was enough (and they need at least one African nation. Egypt, as it's ancient Egypt, doesn't count), and that it'd be better to hold off on Mongolia as either DLC or an expansion.
 
Unfortunately due to work (end of semester marking and a giant toy sale) i have been out of the civ loop these last few weeks after E3, so what have I missed that needs to be added to the first post?
 
Yeah, lack of Mongolia is -extremely- surprising. Especially given that the focus of Civ5 seems to be warfare (hence why combat seems to be the only thing getting -improvements- whereas other things are getting cut back in some ways), and Mongolia's -the- war civ.
I guess they just decided that Songhai was enough (and they need at least one African nation. Egypt, as it's ancient Egypt, doesn't count), and that it'd be better to hold off on Mongolia as either DLC or an expansion.

Maybe they left out Mongolia because with 1UpT the horde would be too numerous to fit on the board? :p

Actually, that would be a really cool special ability for Mongolia.... 2UpT.
 
Unfortunately due to work (end of semester marking and a giant toy sale) i have been out of the civ loop these last few weeks after E3, so what have I missed that needs to be added to the first post?

It was confirmed that sock puppets will be a researchable technology via DLC.
 
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