Civ5 Confirmed Features and Versions

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and they'er both 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
 
Rationalism

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

Free Thought
Humanism
Rationalism <-- This needs to go.
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 <-- This needs to go.
Mercantilism
Merchant Navy
Naval Tradition
Protectionism
Trade Unions

Same for Patronage and Order.
 
Rationalism

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

Free Thought
Humanism
Rationalism <-- This needs to go.
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 <-- This needs to go.
Mercantilism
Merchant Navy
Naval Tradition
Protectionism
Trade Unions

Same for Patronage and Order.

done, I though i already had, must of been one of those things that i planned to do but never got around to
 
Peeps here might find this interesting?

Jon Shafer: The mod service itself is actually separate from steam, so that's all handled externally. The game itself is able to load and read mod-packs using this special tool. So if somebody wanted to make a mod they run it through this special tool and it creates a package that the game can then read and load.

taken from here.
 
Also regarding modding:
... the game can pretty much do anything Civ IV could, there are no added restrictions. Things will be a little bit different, but if you want to directly modify the files you can do that, if you want to load packages to your website instead of the central service you can do that as well, we don't restrict that.
should kill the "OMG, they're going to censor our mods!" crowd.
 
Terrain Types

Grassland - +2 Food
Plains - +1 Production, +1 Food
Marsh - +1 Food
Forest - units can hide/recover in forests, rough terrain
-Forest/Tundra +1 Food, +2 Production
-Forest/Grassland +1 Food, +1 Production
-Forest/Plains +1 Food, +1 Production

------------

Hills - Provide defence to units on them, , rough terrain
-Hills/Plains - +1 food, +2 Production
-Hills/Grassland - +2 food +1 Production
-Hills/Desert - +2 Production

I'm a little confused about some of the tiles and just wanted clarification.

Forests don't appear to act the same for Grassland and Plains. Why would a base grassland (2 food) drop to 1 food 1 hammer while a base plain (1 and 1) stay the same, meaning a forest does nothing for plains?
It seems grassland forest has always been 2 food, 1 hammer while plains has been 1 food, 2 hammer.

OR

does the quoted post mean a grassland forest is 3 food, 1 hammer and a plains forest is 2 food, 2 hammer?
(ie the forest bonus of 1 and 1 just gets added to the base tile)

Not sure about the hills as well. A base grassland hill seems very powerful (2 food, 1 hammer) when mined depending on how many hammers a mine grants. But even if it is only 2 hammers then a grassland mine would be 2 food, 3 hammer. That seems pretty powerful for non resourced tile esp when you can build mines so early. I'm thinking a grassland hill might only start at 1 food???
 
Those pluses are supposed to be minuses- all hills produce 2 hammers. As to forests, it appears to be the same way- all forests produce 1f/1h (all pre-improvements obviously). Also, the riverside +1 gold bonus appears to apply to forests (unlike Civ 4).
Essentially: All tiles in Civ 5 that aren't tundra/desert produce the same yield before resources (even floodplains/forests).
 
WTH Giant Death Robot in Civ !? ... I want an option at the beginning of the game that let you choose if you want the robot in your game or not. I only like robots in Civ as for mods or scenarios but not in the main game :S .. I liked the Civ 3 / Civ 4 units... I don't want it to become S.F. I want invasions with tanks, etc.. I don't wanna see robots. Or ok, like I said, for fun, it can be an option to add it to your game but only if you want to.
 
WTH Giant Death Robot in Civ !? ... I want an option at the beginning of the game that let you choose if you want the robot in your game or not. I only like robots in Civ as for mods or scenarios but not in the main game :S .. I liked the Civ 3 / Civ 4 units... I don't want it to become S.F. I want invasions with tanks, etc.. I don't wanna see robots. Or ok, like I said, for fun, it can be an option to add it to your game but only if you want to.

Yeah... the giant robot's kinda silly.
I'm also not too fond of "Utopia."

I know cultural victory itself doesn't make sense, but I figured it as representing when a civilization has had such a cultural impact on the world that its influence will be felt thousands of years later.
I mean think about it. Rome, Greece, and the Abbasid Caliphate all three kinda won cultural victories.

Utopia though... nonexistant.
 
Is it just me or is India the only civ that actually has a negative as part of its special power? DOUBLE unhapiness from number of cities? I'm sorry but WTH? All the other civs only have good things. India never gets anything nice in terms of unique units or powers. Sorry if this has been discussed before.
 
Is it just me or is India the only civ that actually has a negative as part of its special power? DOUBLE unhapiness from number of cities? I'm sorry but WTH? All the other civs only have good things. India never gets anything nice in terms of unique units or powers. Sorry if this has been discussed before.

It's to prevent it from being overpowered. Someone posted a screenshot that showed the happiness situation for a civ (not India) in a game. Somewhere between 10 and 15 unhappiness from cities and about 80 unhappiness from population. Now do the math on that if you were playing India.
 
Is it just me or is India the only civ that actually has a negative as part of its special power? DOUBLE unhapiness from number of cities? I'm sorry but WTH? All the other civs only have good things. India never gets anything nice in terms of unique units or powers. Sorry if this has been discussed before.

You're welcome
.
It's true that it's somewhere in 1400's, but even so I'm sure you can see how big that bonus is. Things you can do with so much happiness... :woohoo:
 
Look at it this way:

Each size 2 city costs India and every other civ 3 pts of unhappiness (1 for city, 2 for pop; 2 for city, 1 for pop).

Each size 4 city costs India 4 pts of unhappiness; every other civ gets 5. . . it only gets better from there.
 
Aye, India focuses on having a few, huge cities, rather than a bunch of tiny ones.

it will be interesting to see if the AI of india actually gets that
 
I think that we will see the opposite: since small cities grow faster than big ones, I think India will be the civ of choice for those interested in ICS. India will be able to build many small cities quickly; and better yet, will feel less of a pinch as those cities continue to grow.
 
I would like to see what the Indian UB actually dose because it is all well and good haivng ICS but you have to defend it as well
 
OT question.
Is there a place on this forum where I can get information about shortcuts like OCC, ICS etc?
You guys use it quite often it's hard to decode some of them if you are not English speaking person.
 
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