Civ5 Confirmed Features and Versions

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I would guess movement. The real nerf is in the fact that it's now only within Iroquois cultural borders.

*edit: I now see an advantage. The forest connect the cities and resources, basically eliminating the need to maintain roads. Kinda cool.
 
Hrm... treated as roads? Does that mean maintenence costs or just movement wise?

in regards to movement and trade routes it seams
 
Freedom - Incompatible with Autocracy. "Freedom is best for small, focussed empires. In particular it provides bonusses for culture and specialists." then "Upon adopting Freedom, Specialist Population in the cities produce half the amount of :mad: unhappiness."
 
From the Apolyton blog on the social policies we can learn the following that we don't have yet. While it's technically not a screenshot, the author copied it from the screen at the booth and the 9 descriptions we already had do match exactly, so I'm willing to assume that the 11 we didn't have yet are also correct.

Tradition: +1 food per turn in capital (Ancient Era)

- Landed Elite: 33% faster growth of capital
- Monarchy: Buying tiles 50% cheaper

Liberty: (Ancient Era)

- Collective Rule: New cities start with half full granary
- Citizenship: +25% production of workers
- Representation: +1 culture in each city
- Meritocracy: +1 happiness for each city connected to the capital

Honor: (Ancient Era)

- Military Tradition: Units gain double experience from combat
- Discipline: +15% combat for units that stand next to another unit
- Professional Army: Upgrading units costs 50% less gold.

Piety: (available at the Classical Era)

- Theocracy: -20% unhappiness from population in non-captured cities
- Free Religion: 2 Free Cultural Policies.

In our list, we have things like Order and Commerce listed as header and then again as social policy. That's double. They aren't a separate policy to unlock (anymore) if we give their unlocking benefit at the header.
 
updated the Brandenburg Gate and Freedom Social Policy
 
big social policy update
 
big social policy update
Some additional points:

Social Policy trees become available as you advance to different era's.
- Tradition, Liberty and Honour are available from the Ancient Era. (see Apolyton blog)
- Piety is available from the Classical Era. (see Apolyton blog)
- Freedom and Rationalism from the Rrenaissance Era (this screenshot)
- Order and autocracy from the Industrial Era (same screenshot)
- Leaves Patronage and Commerce for the Mediaeval Era (by this screenshot they are pre-renaissance and by the Apolyton blog they are post-Classical).

You have Patronage, Order, Freedom, Rationalism and Commerce listed as 6th policy under their respective headers. They should be removed there.
 
From the Apolyton blog on the social policies we can learn the following that we don't have yet. While it's technically not a screenshot, the author copied it from the screen at the booth and the 9 descriptions we already had do match exactly, so I'm willing to assume that the 11 we didn't have yet are also correct.

Tradition: +1 food per turn in capital (Ancient Era)

- Landed Elite: 33% faster growth of capital
- Monarchy: Buying tiles 50% cheaper

Liberty: (Ancient Era)

- Collective Rule: New cities start with half full granary
- Citizenship: +25% production of workers
- Representation: +1 culture in each city
- Meritocracy: +1 happiness for each city connected to the capital

Honor: (Ancient Era)

- Military Tradition: Units gain double experience from combat
- Discipline: +15% combat for units that stand next to another unit
- Professional Army: Upgrading units costs 50% less gold.

Piety: (available at the Classical Era)

- Theocracy: -20% unhappiness from population in non-captured cities
- Free Religion: 2 Free Cultural Policies.

In our list, we have things like Order and Commerce listed as header and then again as social policy. That's double. They aren't a separate policy to unlock (anymore) if we give their unlocking benefit at the header.

Looks like Wonders are not going to be that massive in Civ5, as their benefits are roughly the same as a Social Policy. (Stonehenge <-> Representation, Oracle <-> Free Religion, Pyramids <-> Citizenship, Brandenburg Gate <-> Warrior Code)
 
updated with some more info for the socail policies
 
you removed the Naval tradition from Commerce and Free Thought from Rationalism
 
they're still there
 
Rationalism

Technology focused, Cannot be active at the same time as Piety, from the Rrenaissance Era

Free Thought
Humanism
Rationalism
Scientific Revolution
Secularism
Sovereignty

Commerce

Trade and naval focused, Unlocking Commerce boosts gold output of your capital by +25%, avalable from the the Mediaeval Era

Commerce
Mercantilism
Merchant Navy
Naval Tradition
Protectionism
Trade Unions

This is what I'm looking at.
 
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