I was at the 3:30 demo on Saturday. Most of what was discussed has already been talked about, but there's a few other things that merit mentioning:
-The notification icons replace the text box and "choose research/production" windows of Civ4, making it easier to track and less distracting. The example given was a large military operation where the player is suddenly whisked back to their capital because it built a Worker; instead, you can keep focusing on your war and deal with building/research on your time. As someone that's had their military concentration broken by "Paris has built Settlers," this is a welcome change.
-Individual military units matter more, since they're more expensive and can't be stacked. You can now get in a Peloponnesean War situation where prolonged conflicts trash your economy*, and a few advanced units matter more than a swarm of Axemen in 800 AD. One reason given for this makes a fair amount of sense: it's a lot cooler to have one unit that sticks around, fights a lot of battles, defends a lot of area, etc. than big stacks of generic cannon fodder units.
-Navies have been redone. Instead of building transports, loading them up with troops, putting a frigate or two in the stack, and sailing off, you'll require larger fleets. Instead of building transports, each unit can move onto a sea tile (after getting the proper tech) and become a Civilian Transport, with 0 attack. Since you can stack Civilian and Military units, you can either leave it undefended and explore, or put a battleship on top for defense. If you're planning on a large naval expedition, it'll take more military ships (and intelligent maneuvers to get the most out of them) than before.
-Religion is gone, but Firaxis isn't leaving a "big smoking hole" in its place. It sounds like they're adding something, but there was no mention as to what.
-UUs are designed to be more unique than before. No more civs getting Musketmen that are +x% better against Cannon; my guess is that we'll see more units like the Keshik and Praetorian**.
-They couldn't discuss a lot of the details (UUs, leader traits, wonders, etc) because a lot just isn't finalized yet. Someone asked about building a Panama Canal, and the speakers paused for a moment, so I'm guessing there's some Canal wonder in the game (right now - it could be axed later).
As a whole, it sounds like Civ5 is designed to be a lot less gamey than its predecessors. By taking out things like the diplomacy modifier (no more +/-ing your way to peace) and tech trading (no more abusing the AI to do your research for you), it sounds like Civ5 games will be more historical and less playing the system. I'm extremely excited for it.
Re: The modifier. I'm all in favor of taking it away and making the AI more rational. If I have a flourishing trade with my neighbor, don't have border issues, don't bother their city-states, and have a research agreement in the works, and I see them building a large army, there's no need for a magic +/- to tell me they won't invade me. Similarly, if I've been antagonizing an AI since 4000 BC (or they've been antagonizing me!) I should have a garrison along my border. If it's been somewhere in between, I'll have to guess based on what I know (do they want a resource I have? Am I bothering their city-states? Is someone else annoying them?). Much more interesting than gaming a number and immediately knowing if I'm at risk. One of the big things Firaxis talked about was that playing the AI should be like playing your friends, not machines; the modifier makes it more the latter.
*Not that this couldn't happen in Civ4, but it sounds like the tipping point is a lot lower now.
**Although hopefully better balanced
-The notification icons replace the text box and "choose research/production" windows of Civ4, making it easier to track and less distracting. The example given was a large military operation where the player is suddenly whisked back to their capital because it built a Worker; instead, you can keep focusing on your war and deal with building/research on your time. As someone that's had their military concentration broken by "Paris has built Settlers," this is a welcome change.
-Individual military units matter more, since they're more expensive and can't be stacked. You can now get in a Peloponnesean War situation where prolonged conflicts trash your economy*, and a few advanced units matter more than a swarm of Axemen in 800 AD. One reason given for this makes a fair amount of sense: it's a lot cooler to have one unit that sticks around, fights a lot of battles, defends a lot of area, etc. than big stacks of generic cannon fodder units.
-Navies have been redone. Instead of building transports, loading them up with troops, putting a frigate or two in the stack, and sailing off, you'll require larger fleets. Instead of building transports, each unit can move onto a sea tile (after getting the proper tech) and become a Civilian Transport, with 0 attack. Since you can stack Civilian and Military units, you can either leave it undefended and explore, or put a battleship on top for defense. If you're planning on a large naval expedition, it'll take more military ships (and intelligent maneuvers to get the most out of them) than before.
-Religion is gone, but Firaxis isn't leaving a "big smoking hole" in its place. It sounds like they're adding something, but there was no mention as to what.
-UUs are designed to be more unique than before. No more civs getting Musketmen that are +x% better against Cannon; my guess is that we'll see more units like the Keshik and Praetorian**.
-They couldn't discuss a lot of the details (UUs, leader traits, wonders, etc) because a lot just isn't finalized yet. Someone asked about building a Panama Canal, and the speakers paused for a moment, so I'm guessing there's some Canal wonder in the game (right now - it could be axed later).
As a whole, it sounds like Civ5 is designed to be a lot less gamey than its predecessors. By taking out things like the diplomacy modifier (no more +/-ing your way to peace) and tech trading (no more abusing the AI to do your research for you), it sounds like Civ5 games will be more historical and less playing the system. I'm extremely excited for it.
Re: The modifier. I'm all in favor of taking it away and making the AI more rational. If I have a flourishing trade with my neighbor, don't have border issues, don't bother their city-states, and have a research agreement in the works, and I see them building a large army, there's no need for a magic +/- to tell me they won't invade me. Similarly, if I've been antagonizing an AI since 4000 BC (or they've been antagonizing me!) I should have a garrison along my border. If it's been somewhere in between, I'll have to guess based on what I know (do they want a resource I have? Am I bothering their city-states? Is someone else annoying them?). Much more interesting than gaming a number and immediately knowing if I'm at risk. One of the big things Firaxis talked about was that playing the AI should be like playing your friends, not machines; the modifier makes it more the latter.
*Not that this couldn't happen in Civ4, but it sounds like the tipping point is a lot lower now.
**Although hopefully better balanced
