Civ V Gameplay Changes

I recall from Civ4 development that Sid and/or Soren said. First Sid said that he would rather make one great game than two good games mashed into one (ie Total War). One of them also said they follow a rule of thirds game design, 1/3 of the features they keep from the previous game, one third they remove and one third they add (I may of gotten it slightly wrong, but that is the basic point). This prevents the problem found with Sim City 1 to SC$ where the game became ever increasingly complex.

Also remember while pleasing the hardcore fans is very important you can also not neglect the more casual players. Despite CFC size the community is only a small sliver of the total sales of Civ4.
 
Looks very interesting.
Not sure how I feel about religions. They were an important part of CIV and leaving them out seems strange, but they also sometimes seriously impaired your diplomatic optios and could become an annoyance. If they really make diplomacy more important than I guess religions would overcomplicate things and do more harm than good.
I am also very curious about the "social policies", I thought Civ4's civic system was a big improvement over pre-definded governments but not as good as the system in Alpha Centauri.
All things considered I like most of the known changes so far, I just hope it won't be too dumbed down and combat heavy and the leader voices will be good. German units in Civ4 always sound a bit strange.
 
If the incentive not to conquer city states, perhaps it will be things like they share research or etc, or maybe even units, for instance you are allied with the Sarmatians, you could then be able to get a limited number of some horse archer unit, with some bonus to make them special.
 
I wish religions had been kept, or at least have some kind of ideological element in the game. Maybe these "social policies" will affect that?
 
We have no real confirmation that religion is out, just info from what a Danish magazine tells us, whihch can be wrong.

BTW, have you thought of the fact that horsres have kids and wine is a plant too. The only really exhaustable resoure is metals and fuels.
 
^I think it's more like minor civilizations that are more developed than barbarians but are still weak enough, not actual city-states per se - though there could be overlap.
 
We have no real confirmation that religion is out, just info from what a Danish magazine tells us, whihch can be wrong.

BTW, have you thought of the fact that horsres have kids and wine is a plant too. The only really exhaustable resoure is metals and fuels.

Well all resources, if over-exploited, run out. So I would hope that there'd be some mechanism to replicate that, rather than a simple '1 horse allows for x units, and if you lose those x units, your horse resource magically reappears'.
 
You know, I have to say that (with the exception of the hex map and the limited resources concept) I'm actually a little concerned that I may like the current iteration better than the proposed Civ V.

Oh, don't get me wrong - I'll still be eager to see exactly how Civ V works before I panic or worry too much. I guess I went from the first moment ("Holy &^%$, Civ V!! YES!) to a more reserved feeling ("I wonder if they'll have a demo I can try to see how this feels before I buy it...")
 
one thing: will the diplomacy use text? if not, how are you supposed to translate what they speak in their native language or even hear it? ( some people are deaf and/or hard of hearing)
 
Yeah I am sort of getting a hunch I may want to skip this one.

Cautiously optimistic, I guess.

I suppose I am most hopeful about the diplomatic aspect.
 
one thing: will the diplomacy use text? if not, how are you supposed to translate what they speak in their native language or even hear it? ( some people are deaf and/or hard of hearing)

I'm assuming there will be subtitles.
 
PHP:
This is most likely a feature of the,"- More diplomatic options between players.". Trading items would obviously be gold, tech, resources etc.

One interesting possibility would be that you could build different weapons/equipment from the same resource given your tech advancement. Then you could trade/sell those weapons to allies to equip/upgrade their units without having to give them the acual techs. That way you could pursue a "weapons dealer" strategy to prosper without having to conquer or manage a huge empire -- you would get raw resources, money, and perhaps other techs in exchange for keeping the warring empires equipped with the latest weapons. Of course, this requires there to be a natural and fundamental trade-off between expansion/conquest and tech advancement (e.g. conquered cities should not immediately generate research for you at the rate they did their previous owner -- perhaps there could be some critical mass of scientists and buildings/infrastrucutre needed in a city and nearby cities before research really starts going)
 
Uh, I have a question. Where are you guys getting the Stats in the lower corner thing? I looked at the shots, and they aren't there for me . . .
 
This is :):):):)ed up. Civilization is about grand-strategy, not tactical combat. Also, why remove religions? It was a great aspect of the game.

Bah... I'm afraid I have to officially switch sides to Paradox. :(
 
one thing: will the diplomacy use text? if not, how are you supposed to translate what they speak in their native language or even hear it? ( some people are deaf and/or hard of hearing)

I'm assuming there will be subtitles.

Yeah, I would think it's either this, or you'll have advisors translating for you (this is a possibility given that advisors are mentioned in the game features blurb).
 
Finite resources are HORRIBLE! idea One unit per square? HORRIBLE no religions? HORRIBLE!!! I Might not even buy this game it took all the fun i had in civ 4 firaxis you bastards....
 
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