Civ5 Confirmed Features and Versions

Status
Not open for further replies.
Military Features

How Units and Combat Behaves

Unit Behaviour

Now only one each type of Military & Civilian is aloud on each tile at the end of the turn, this includes cities. However, some unit types, like Air & Missile unit will be allowed stack on one tile allowing Aircraft Carriers and Missile Subs.

Units move 2 Hexs during combat as a base.

Ranged Bombardment makes a come back in Civ5
picture.php


You will be able to swap a unit out with one next to it during battle (IGN)

Units will take longer to produce than previous civilizations and as well as this they will eventually come to have upkeep costs associated with them potentially reducing the number of units you can maintain at one time. (Gamespot)

veterancy from Civ4 will be in Civ5 (Gamespot)

Units are no longer necessary destroyed if they lose a battle
(The Escapist)

Combat

All units have 10 hit-points
When promoting you get to rename the unit and have the option to forgo the promotion and insted receive full health

Combat Modifiers

Great general nearby
Adjacent unit
Flanking
Terrain penalty.
Bonus against armoured units

The Units of Civ 5

Land Units (Military)
Warrior (Movement 2, Strength 6)

Jaguar Warriors (Movement 2, Strength 6)- Aztec Unique Unit
Scout (Movement 2, Strength 4) - Not Slowed by Rough Terrain
Brute (Movement 2, Strength 6) Barbarian Unit
Swordsman (Movement 2, Strength 11)
Immortal (Strength 8)- Persian Unique Unit
Mohawk Warrior (Movement 2, Strength 11) - Iroquois Unique Unit
Legion (Movement 2, Strength 13) Has the Ability to build Roads/Forts, Roman Unique Unit
Longswordsmen (Movement 2, Strength 16)
Samurai (Movement 2, Strength 18) - More effect at producing Great Generals, Japanese Unique Unit
Spearman (Movement 2, Strength 7) - Strong Against Mounted Units
Hoplite (Movement 2, Strength 7) - Greek Unique Unit
Pikemen (Movement 2, Strength 10)
Landsknecht - German Unique Unit

Gunpowder Units

Musketman (Movement 2, Strength 16)
Janissary (Movement 2, Strength 16) - Ottoman Unique Unit, If it Kills an non-Barbarian Enemy it receives full Health
Musketeer (Movement 2, Strength 20) - French Unique Unit
Minutemen - American Unique Unit
Riflemen (Movement 2, Strength 25)
Infantry
Foreign Legion (Movement 2, Strength 36) - French Unique Unit, Combat Bonus outside Territorial Boarders
Paratroopers

Mounted Units (Military)

Horsemen (Movement 4, Strength 12)
Companion Calvary (Movement 5, Strength 14) - Greek Unique Unit
Chariot Archers (Movement 4 Strength 3, Ranged Attack 6, Range 2) - Slow on Rough Terrain, Vulnerable to Spearman
War Chariot (Movement 5, Strength 3, Ranged Attack 6, Range 2) - Egyptian Unique Unit, Slow on Rough Terrain, Vulnerable to Spearman, Dose not need Horses to be Constructed
Knight (Movement 3, Strength 18)
Naresuan’s Elephant (Movement 2, Strength 22) - Siamese Unique Unit, Bonus against other Mounted Units, Vulnerable to Pikeman
Camel Archers (Movement 3, Strength 10, Ranged Attack 15, Range 2) - Arabic Unique Unit, Vulnerable to Pikeman
Lancer (Movement 4, Strength 22) - Weak on Defence
Sipahi (Movement 5, Strength 22) - Ottoman Unique Unit, No Movement Penalty for Pillaging, +1 Sight Range, Weak on Defence, Vulnerable to Pikeman
Cossack - Russian Unique Unit
Mandekalu Cavalry - Songhai Unique Unit
War Elephant - Indian Unique Unit
Cavalry (Movement 3, Strength 25)


Ranged Units (Military)

Archers (Movement 2, Strength 4, Ranged Attack 6)
Babylonian Bowmen - Babylonian Unique Unit [Digital Special Addition Bonus]
Longbowmen - English Unique Unit
Crossbowman -
Chu-Ko-Nu (Strength 6, Movement 2, Ranged Attack 10, Range 2) - Chinese Unique Unit, can fire twice in one turn
Catapult (Movement 2, Strength 4, Ranged Attack 14)
Ballista (Movement 2, Strength 4, Ranged Attack 18) - Roman Unique Unit
Trebuchet (Movement 2, Strength 6, Ranged Attack 20) - requires iron, strong against cities, must be set up before firing
Cannon (Movement 2, Strength 10, Ranged Attack 26)
Artillery
Rocket Artillery (Movement 3, Strength 10, Ranged Attack 40)

Armoured Units (Military)

Anti-Tank Gun (Movement 2, Strength 32)
Anti-Aircraft Gun
Mobile SAM (Movement 4, Strength 40, Range 2) - Will intercept enemy aircraft which try to bomb nearby units, Requires Aluminium
Tank (Movement 4, Strength 50)
Panzer (Movement 5, Strength 60)- Weak against cities and in Defence, can Blitz the enemy, German Unique Unit
Mechanised Infantry (Movement 4, Strength 50)
Modern Armour (Movement 4, Strength 80) - requires Aluminium, Receives a penalty when attacking cities
Giant Death Robot - (Movement 3, Strength 150) Needs Uranium

Air Units

Helicopter Gunship (Movement 6, Strength 50) - Can Enter Mountain, Ice and Coastal Water Hexs.
Fighter - can be based on aircraft carrier
Zero Fighter (Range 8, Ranged Attack 50) - Japanese Unique Unit, Effective against Fighters, Requires Oil, can be based on aircraft carrier
Bomber (Range 10, Ranged Attack 70) - Effective against Ground Targets, Less effective against Naval Units, Vulnerable to Fighters
B17 - American Unique Unit
Jet Fighter (Range 10, Ranged Attack 70) - Effective against Helicopters, Requires Aluminium, can be based on aircraft carrier
Stealth Bomber (Range 20, Ranged Attack 80)

Naval Units

Trireme (Movement 4, Strength 6, Ranged Attack 4)
Caravel (Movement 7, Strength 10, Ranged Attack 7)
Frigate (Movement 7, Strength 30, Ranged Attack 15)
Ship-of-the-Line - English Unique Unit
Ironclad
Destroyer (Movement 8, Strength 60, Ranged Attack 30)
Carrier
Submarine (Movement 5, Strength 15, Ranged Attack 60, Range 3) - Invisible to all units accept Destroyers and other Subs, Requires Oil
Nuclear Submarine (Movement 7, Strength 60, Ranged Attack 60, Range 3) - Invisible to all Units except Destroyers and other Submarines. Can carry 2 Missiles, and is specialized in hunting other Submarines, Requires Aluminium
Missile Cruiser (Movement 7, Strength 40, Ranged Attack 25, Range 3) - Good against Aircraft, Can carry 3 Missiles
Battleship (Movement 5, Strength 100, Ranged Attack 50) - Requires Oil


There are no longer Troop Transports instead, units instantly transform into makeshift floating transports (PC PowerPlay)

Missile Units

Guided Missile (Movement 2, Range 8, Ranged Strength 70)
Atomic Bomb (Range 10) - May Destroy Units in 2 Tiles and will damage Cities, Leaves Fallout, can be stationed on aircraft carrier
Nuclear Missile (Range 8) - Will destroy all units in 2 tiles and will Damage (or possibly Destroy) Cities, leaves Fallout, may be stationed on missile cruiser or nuke sub

Civilian Units

Settlers - can be once a city reaches 2 Population
Workers (Movement 2)

Great People

Great General
- Build the Citadel Improvement - gives a defensive bonus to units
- Provide 25% combat bonus to all friendly units within 2 tiles (does not expend the General)
- Great Generals - Michiel De Ruter, Guderian
Great Merchant
- Build the Custom House Improvement - provides extra gold when worked
- Conduct a "trade mission" to a city-state to earn gobs of gold and garnet many Influence Points with the state.
Great Scientist
- Build the Academy Improvement - gives +5 science when worked
- Let's you immediately learn any available technology.
Great Engineer
- Build the special Manufacturing Improvement - gives extra production when worked
- Hurry production of a unit, building or wonder in a city. (It is not clear whether this will instantly complete the wonder, or whether it just provides X beakers towards it like in Civ4)
- Great Engineers - Henry Ford, William T.G. Morton
Great Artist
- Build the Landmark Improvement - gives extra culture when worked
- Culture bomb a tile inside or 1 tile outside your territory. Immediately puts that tile and all adjecent tiles into your territory.

Promotions

Melee Promotions

Ambush I, II
Blitz
Charge
Cover I, II
Drill I, II, III - I & II - +20% Combat Strength when fighting in Rough Terrain(Hills, Jungle, Forest)
Formation I, II
Shock I, II, III - I - +20% Combat Strength in Open Terrain (Grassland, Plains, Desert, Tundra)
Siege

Ranged Promotions

Accuracy I, II, III - I - +25% ranged attack against open terrain (not Hills, Jungle, Forest) [Artillery]
Barrage I, II, III - I - + 25% ranged attack against rough terrain (Hills, Jungle, Forest) [Artillery]
Bombardment I, II, III
Logistics - +1 Attack per turn
Mobility
Range
Volley

Naval Promotions

Amphibious
Supply - may heal outside friendly territory 2HP/turn
Targeting I, II, III

Healing Promotions

Air Repair
Heal Instantly
March
Medic - The Unit and all those surrounding it heal at 1 HP per turn
Repair
Survivalism I, II, III

Scouting Promotions

Scouting I, II, III
Sentry - +1 Visibility Range

Air Promotions

Ambush I, II
Dogfighting I, II, III
Evasion
Interception I, II, III
Logistics
Mobility I, II
Range
Siege I, II, III - I - gives +25% strength against cities
Sortie
Targeting I, II

Shared Promotions

Discipline
Embarkation
Great Lighthouse
Himeji Castle
Indirect Fire
Morale
Nationalism
Naval tradition
Oligarchy
 
Empire Spanning Features

Happiness & Unhappiness

Happiness

Unlike past versions of Civ, Happiness is no longer city centric in its application, instead it is now based on your Empire as a whole.

There are several factors that can effect your people's happiness for the better or worse:

Positive:
Natural Wonders - You will get an immediate boost to your Happiness if you found a city near one
Luxury Resources - Each single Luxury resource gives a boost to happiness (multiples of a single luxury do not compound the effect)
Buildings - Buildings like the Colosseum, the Circus, the Theatre, and others increase your happiness (multiples of a single building in different cities do compound the effect)
Wonders - Wonders like Notre Dame and the Hanging Gardens give an increase to your happiness
Social Policies - Social policies from the Piety branch (and some others) with give a bonus to your happiness

Negative:
Raw Population - The higher the population in a city the more things you will need to keep there happiness in check
Number of Cities - the more cities you have the more unhappiness you will have to contend with
Annexed Cities - Annexing cities will give an increase in unhappiness (this can be mitigated some what by creating puppet states instead) - 2K Greg

Unhappiness
There are two stages of Unhappiness, each with there own set of negative effects on your empire.

The first level of unhappiness is when you slip into the negative (more unhappiness than happiness). This will be shown by a :( icon and will result in a dramatically slowed population growth rate

The second level of unhappiness is when you let this progress further and your people become 'very unhappy'. This will be shown with an :mad: icon and will result in zero population growth, you cannot build any Settlers, and your military units get a negative combat penalty

You do not want an unhappy empire but not matter how "pissed off" your people are you can salvage it by adding some of the bonuses listed in the previous section. - 2K Greg

Social Policies

There are a total of ten social policy trees that you can unlock.

Within each of these spheres are individual policies that you nation can unlock.

Once you have progressed along these policies enough (5 trees) you will unlock the Culture Victory by being able to unlock the Utopia project.

These policies are unlocked by using Culture

Social Policy Tree's Updated

Tradition

By Adopting Tradition you get a +1:food: food in your capital (good for small empires), available from the Ancient Era

Oligarchy - +33% Combat bonus inside your own territory
Aristocracy - +33% bonus to building wonders
Monarchy - Buying tiles 50% cheaper, requires Oligarchy
Landed Elite -33% faster growth of capital, requires Oligarchy, Aristocracy
Legalism - Reduces unhappiness due to the population in the capital by 33%

Liberty

By Adopting Liberty the training of Settlers is increased by 50%, Cannot be active at the same time as Autocracy, available from the Ancient Era

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

Honour

By Adopting Honour you get a 25% bonus to attacking barbarians and you get a notification if a barbarian camp is founded in your territory, available from the Ancient Era

Discipline - +15% combat for units that stand next to another unit
Military Caste - Each city with a garrison reduces unhappiness by -1, requires Discipline
Military Tradition - Units gain double experience from combat, requires Warrior Code
Professional Army - Upgrading units costs 50% less gold.
Warrior Code - Free Great General (appears outside your Capital)

Piety

Culture/Happiness focused, Unlocking Piety gives +2 happiness, Cannot be active at the same time as Rationalism, available from the Classical Era

Free Religion - 2 Free Social Policies, Requires Reformation, Mandate from Heaven
Mandate of Heaven - 50% of excess Happiness added each turn to the amount of Culture that may be spent on Policies.
Organised Religion - Happiness required for Golden Age decreased by 25%
Reformation - Immediately starts a 6 turn Golden Age
Theocracy - 20% unhappiness from population in non-captured cities, requires Organized Religion

Patronage

City State Focused, Unlocking Patronage makes City State Influence degrade 25% slower, avalable from the the Mediaeval Era

Aesthetics - Minimum Influence level with all City-States is 20
Cultural Diplomacy - Quantity of Resources gifted by City-States increased by 100%, Happiness from gifted Luxuries increased by 50%.
Educated Elite - Allied City States sometimes gift you Great People
Philanthropy - +25% more Influence gained from Gold gifts to City-States
Scholasticism - Allied City-States provide a Science bonus equal to 33% of what they provide for themselves

Commerce

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

Mercantilism - Purchasing items in cities requires 25% less Gold
Merchant Navy - +3 Production in all coastal Cities
Naval Tradition - +1 Movement and +1 Sight for Naval combat units
Protectionism - +1 Happiness from each Luxury Resource
Trade Unions - Maintenance paid on Roads and Railroads reduced
by 20%

Rationalism

Technology focused, Cannot be active at the same time as Piety, Immediately enter a 5-turn Golden Age, from the Renaissance Era

Free Thought - +2 Science from every Trading Post
Humanism - +1 Happiness from every University
Scientific Revolution - Gain 2 free Technologies
Secularism - +2 Science from every Specialist
Sovereignty - +15% Science while the empire is Happy

Freedom

Upon adopting Freedom, Specialist Population in the cities produce half the amount of unhappiness, from the Renaissance Era

Civil Society - Specialists consume half the amount of Food they would usually do.
Constitution - Culture doubled in all Cities with a World Wonder
Democracy - +50% Great People production rate
Free Speech - -25% of Policy Culture costs
Universal Suffrage - +33% City Combat Strength

Order

Order will increase the production rate of all buildings by 25%, available from the Industrial Era

Communism - +5 production per city
Nationalism - +25% attack bonus when fighting in friendly
territory
Planned Economy - 50% reduction in unhappiness from the number of Cities you have
Socialism - -10% Gold maintenance cost of Buildings
United Front - Other players’ City-State Influence Points decrease
33% faster

Autocracy

Adopting Autocracy gives you a 33% reduction in the amount of Gold you pay for Army Maintenance, Can not be active at the same time as Liberty and Freedom, avalable from the Industrial Era

Fascism - Quantity of Strategic Resources produced increases by 100%
Militarism - Gold cost of purchasing units reduced by 33%.
Police State - -50% Unhappiness in Occupied Cities
Populism - Wounded military units inflict +25% more damage
Total War - for 20 turns all units get a 33% attack bonus







Diplomacy

Diplomacy Options

Open Borders (can be one sided)
Defensive Pact
Research Agreement
Cities (trade?)
other player options (don't know what this is yet)
strategic resources (trade)
luxury resources (trade)
Embargo against a 3rd civ

Puppet States

Puppet governments can be created when you occupy a city rather than you taking direct control

This gives your civ all of the resources of that city (gold, culture and science) but you cannot direct its production. [The Escapist]

There also is less chance of revolt

The UN

All members only get One vote each

City States can Vote in the UN

Non-Major Civ's


City States

There are three typs of City States: cultured, maritime, or militaristic

The cities states will not grow large nor will they compete to win the game like regular civs.The player must choose if he is to be friendly, indifferent or hostile towards a city state. [Swedish PC Gamer]

Provides diplomatic and economic bonuses if pursued correctly, potentially more than what you could get if you took over the city. (IGN) these bonuses depend on what type of city they are for instance a militaristic City State may give you units like a warrior.

One way to get the favour of City States you must undertake 'missions' for them, like:
Defending them from barbarians
giving the people knowledge of Natural Wonders
Helping them in defending themselves from another civilization

City States also have their own tech tree's (1Up)

Your influence deteriorate by 1 point each turn - GamePro

Confirmed City State

Militaristic City States

Almaty [Kazakhstan]
Belgrade [Serbia]
Budapest [Hungary]
Dublin [Ireland]
Edinburgh [Scotland]
Hanoi [Viet Nam]
Sidon [Lebanon]
Tyre [Lebanon]

Cultured City States

Allied Cultured City States give +6 Culture per turn

Brussels [Belgium]
Bucharest [Romania]
Florence [Italy]
Geneva [Switzerland]
Kuala Lumpur [Malaysia]
Lhasa [China (Tibet)]
Monaco [Monaco]
Seoul [South Korea]
Vienna [Austria]
Warsaw [Poland]

Maritime City States

Allied Maritime City States give +2 food in your capital and +1 food in all your cities as well as any resources they have access to

Cape Town [South Africa]
Copenhagen [Denmark]
Genoa [Italy]
Helsinki [Finland]
Oslo [Norway]
Ragusa [Italy or Croatia]
Rio de Janeiro [Brazil]
Singapore [Singapore]
Stockholm [Sweden]
Venice [Italy]

Barbarians

Barbarians come from "encampments," which may spring up in any neutral space that cannot be seen by a civilization's city or unit. Every few turns the encampment will create another barbarian unit which will make a beeline for the nearest civilization and start causing trouble. The only way to stop this is to find the encampment and destroy it. [2K Greg]

Barbarians will pump out units roughly level with the most advanced Civ and the only way to stop them is by destroying their defended encampment (you also get a gold bonus)

Other Key Info

Victory Types

Domination Victory - You must conquer all of your enemies Capital Cities (IGN)
Science Victory - Spaceship, Now, each spaceship part must physically be transported to the capital, so they’re vulnerable to enemy attack. [Gamestoge]
Culture Victory - Once you have progressed far enough down the social policy trees you will unlock to option to build the Utopia Project
Diplomacy Victory - Winning Votes in the UN

Scenarios

Cradle of Civilization Map Pack: Mesopotamia [Steam Pre-Order Bonus]
Cradle of Civilization Map Pack: Asia [Amazon Pre-Order Bonus]
Cradle of Civilization Map Pack: Americas [CDON Pre-Order Bonus]
Cradle of Civilization Map Pack: Mediterranean [Webhallen Pre-Order Bonus]

Other Information

Civ 5 more moddable than Civ 4 (IGN)
Advisors make their return to Civ 5 (IGN)
Golden Ages are confirmed
There will be Fog of War (Gamereactor) (time index 3:40)

Changes and/or Omissions from Previous Games

No Technology Trading (Computer Bild Spiele)
Espionage have been removed
The gold/science/culture slider has been removed
 
Game Design/Construction/Tech Features

Required Specifications New

Minimum System Requirements New

Operating System: Windows® XP SP3/ Windows® Vista SP2/ Windows® 7
Processor: Dual Core CPU
Memory: 2GB RAM
Hard Disk Space: 8 GB Free
DVD-ROM Drive: Required for disc-based installation
Video: 256 MB ATI HD2600 XT or better, 256 MB nVidia 7900 GS or better, or Core i3 or better integrated graphics
Sound: DirectX 9.0c-compatible sound card
DirectX®: DirectX® version 9.0c

Recommended System RequirementsNew

Operating System: Windows® Vista SP2/ Windows® 7
Processor: 1.8 GHz Quad Core CPU
Memory: 4 GB RAM
Hard Disk Space: 8 GB Free
DVD-ROM Drive: Required for disc-based installation
Video: 512 MB ATI 4800 series or better, 512 MB nVidia 9800 series or better
Sound: DirectX 9.0c-compatible sound card
DirectX®: DirectX® version 11

Other Requirements New

Initial installation requires one-time Internet connection for Steam authentication
Software installations required (included with the game) include Steam Client, Microsoft Visual C++2008 Runtime Libraries and Microsoft DirectX.

Supported Languages

English (in game confirmation)
Italian (in game confirmation)
German (in game confirmation)
Spanish (from Steam info)
French (in game confirmation)

Key Technical Information

Interface

Civ 5 Will have a more streamlined interface on the main screen (IGN)
This will be augmented by an in game notification system that directs you to important issues on the map (Gamespot)

AI

AI now works on four levels, Tactical (unit battles), Operational (The entire War Front), Strategic (Manages the entire empire) and the Grand Strategic (how to win the game) (IGN)
Once the Grand Strategic AI determines how they want to win the game, each of the other AI levels work in tandem to reach that end goal. This also allows for the most flexibility when dealing with the changing game.

Multiplayer Information

Multiplayer modes confirmed are hot seat, play-by-email, LAN, and online multiplayer (Tomshardware) tough not all these mode may be shipped with the game, some may come later through a download.

Multiplayer will be provided by Steamworks

Music

The music will be biased around the four regions of the world, with peace and war music playing in tune to gameplay.

Internal Architecture

Civ 5 Contains a new graphic processing system new built from scratch for the game. (Tomshardware)

The new graphics engine spawns numerous small jobs, which make more efficient use of multi-core CPUs as well as implementing a new message-passing architecture, in which the main game engine communicates with the graphics subsystem through messages. (Tomshardware)

The game has been optimized for DirectX 11, benefiting players even if they do not have DirectX 11 capable hardware. (Tomshardware)

Memory allocation has been completely discarded in Civ 5. (Tomshardware)

For the first time in the series the game is being developed for dual core processors, with support for up too 8 threads. Big Download

Saves

Civ 5 will support Steam Cloud with 10 online save spots as well as what you have on your computer

People in the Civ 5 production

Jon Shafer - Lead design.
Sid Meier - Director of Creative Development
Dennis Shirk - Producer.
Dorian Newcomb - Lead artist for Civ 5.
Ed Beach - Lead AI programmer
Chris Hickman - Lead animation.
Dan Baker -Graphics lead
Jonathan Tanner - Lead Network Programmer
Michael Curran - Audio Lead
Shaun Seckman - Modding Programmer
Eric Jordan - Tools Programmer

Sources

Firaxis
Computer Bild Spiele translated Here by Civinator
Swedish PC Gamer translated Here by Danielos
Gamepro Compiled Here by Dc82
PC Jeux translated Here by Sindhforces
IGN Preview posted Here by aftrubeliever85
IGN Preview 2 posted Here by mrbee
Gamespot Preview posted Here by V.Soma
1up Preview posted Here by V.Soma
Shacknews Preview Posted here by Thunderfall
The Escapist Preview posted Here by Karramba
Gamereactor Preview Video posted here by Thunderfall
PC Gamer Blog Preview posted Here by Ddude97
Tomshardware posted Here by Magic Cat
PCZone preview posted here by V.Soma
VGCharts Preview posted Here by Camikaze
PC PowerPlay Preview posted here by Dale
Big Download Preview posted Here by V.Soma
GameNode Preview posted Here by V.Soma
GameShark Preview posted Here by NeverMind
Strana Igr interview posted here by Nevermind
Steam Announcement posted Here by V.Soma
Gamespot E3 preview Video
Gametrailers E3 Interview

Gamespy E3 Preview
PC Gamer Review
Gamestoge E3 Review
The Escapist Magazine E3 Preview
BBC Preview
FactorNews E3 Preview
IGN Video Preview
IGN Preview
Gamespot Preview
Gamespot Interview
KGN Screenshots
ExtreamTech Preview
Gamepro Preview
HREJ.CZ Screenshots
Gildia.pl Preview and Screenshot Gallery
Gamestar.de Preview and Video
Apolyon Civilization Site Review

as well as the keen eyes of Rexflex, Toddy, moopoo, Krikkitone, Ahriman, I tech faster , PseudoBohemian,impactblue, stealth_nsk, arkammler, Mercade, Pouakai

Special Thanks - 2K Elizabeth & 2K Greg for their Community releases, Azazell for Allowing me to use his Screenshots & Mercade for his work with the different types of releases and for finding all that info for me.

as well as individual Screenshots that are linked accordingly

if I have missed anything, or if new information is released please feel free to post it and I will update the list.

New
 
Updated all the info I found in Azazell screenshot Gallery if I have missed anything, feel free to point it out
Seems like you caught most of it, Bite. Just a few more details:

Companion Cavalry - new name for Greek UU (matches with Wikipedia description) - strength 14, movement 5

Industrial Era - 1st line - Biology and Steam Power
Renaissance Era (complete) - Acoustics, Archeology, Astronomy, Banking, Chemistry, Economics, Fertilizer, Gunpowder, Metallurgy, Military Science, Navigation, Printing Press, Rifling, Scientific Theory.
Now all techs under "other techs" are accounted for.

Caravel - default movement 6, ranged attack 6. The 7's shown in other screenshots are probably due to promotions or the Great Lighthouse.
Hoplite - now showing strength 9
Battleship - now showing strength 40, movement 4 (possibly rebalanced). New: ranged attack 32, range 3.
Workboat - unlocked by Sailing; seems like a new unit, not a worker walking on water.

Currency - allows wealth production.

Stables - general building.
Same screenshot: We Love The King Day! is back. (not clear what it does)
 
In this thead, Azazell confirms that a Great Scientist builds an Academy as tile Improvement. This matches with the Great General building Fortresses. It doesn't say whether the Great Person is consumed, or what the Academy does.
 
I've Reordered around the Confirmed Features, I'll be adding the rest of the new information tomorrow, If there is something I missed please feel free to post it.
 
Great info. Now we understand how the Great Persons work.

Great Artist
- Build the Landmark Improvement - gives extra culture when worked
- Culture bomb a tile inside or 1 tile outside your territory. Immediately puts that tile and all adjecent tiles into your territory.

Great Engineer
- Build the special Manufacturing Improvement - gives extra production when worked
- Hurry production of a unit, building or wonder in a city. (It is not clear whether this will instantly complete the wonder, or whether it just provides X beakers towards it like in Civ4)

Great General
- Build the Citadel Improvement - gives a defensive bonus to units (like a fort in Civ4)
- Provide 25% combat bonus to all friendly units within 2 tiles (does not expend the General)

Great Merchant
- Build the Custom House Improvement - provides extra gold when worked
- Conduct a "trade mission" to a city-state to earn gobs of gold and garnet many Influence Points with the state.

Great Scientist
- Build the Academy Improvement - gives +5 science when worked
- Let's you immediately learn any available technology.

In addition, each Great Person can start a Golden Age. Each of the above mentioned tasks will expend (destroy) the Great Person, with the exception of the combat bonus given by the Great General.
 
Edit: Seems you had already gotten the complete list of city states now.

One detail: Ragusa could also be the historic name for Dubrovnik, Croatia, which is also a historic coastal town (and a nice political balance with having Belgrade, Serbia).

Also, the Manhattan Project is confirmed to only unlock nukes for yourself, not for everybody.
 
Two new screenshots (1/2) showing the civilopedia of all buildings. They are organized by Era, and not by type. New buildings are:

Classical
- Armory
- Stable

Medieval
- Forge
- Monastery

Renaissance
- Military Academy
- Observatory
- Seaport
- Windmill

Industrial
- Arsenal
- Broadcast Tower
- Hospital
- Military Base
- Stock Exchange

Moderan
- Medical Lab
- Research Lab
- Spaceship factory
- Stadium
 
More promotions

Melee:
- Ambush I, II
- Blitz
- Charge
- Cover I, II
- Drill I, II, III
- Formation I, II
- Shock I, II, III
- Siege

Air (the rest);
- Logistics
- Mobility I, II
- Range
- Siege I, II, III
- Sortie
- Targeting I, II

Shared (probably awarded from a social policy or world wonder)
- Discipline
- Embarkation
- Great Lighthouse
- Himeji Castle
- Indirect Fire
- Morale
- Nationalism
- Naval tradition
- Olicharcy
 
Complete list of improvements

Academia - Special Improvement built by Great Scientist
Ancient Ruins
Camp
Citadel - Special Improvement built by Great General
City Ruins
Customs House - Special Improvement built by Great Merchant
Encampment
Farm
Fishing Boats
Fort
Landmark - Special Improvement built by Great Artist
Lumber Mill
Manufactory - Special Improvement built by Great Engineer
Mine
Offshore Platform
Oil Well
Pasture
Plantation
Quarry
Railroad
Road
Trading Post
 
List of Terrain Features and Natural Wonders as per the Civilopedia in Azazell's screenshot

Fallout (oops ...)
Flood Plains
Forest
Ice
Jungle
Lakes
Marsh
Oasis
Rivers

Krakatoa
Mt Fuji
Old Faithful
Rock of Gibraltar
The Barringer Crater
The Grand Mesa
The Great Barrier Reef

Edit: However, in Azazell's screenshots there is also evidence of Mt Everest and Ayers Rock.
 
I was going to say that can't be a complete list, we've seen Mt. Everest in a screenshot.
It's a complete list in the sense that is't a verbatim copy of the civilopedia screenshot posted by Azazell. The Mt Everest reference was also in a screenshot by Azazells so indeed :confused:.

Edit: Updated the previous post to reflect it's a verbatim copy of the civilization screenshot while there is also evidence of Ayers Rock and Mt. Everest in the same screenshot series.
 
Status
Not open for further replies.
Back
Top Bottom