Civilization V Announced!

This gives me even more incentive to replace my wife's dead laptop sooner rather than later!
 
When I first saw this, I literally screamed:

"OMGOMGOMG THISISAMAZING AHAHAHAHAHHAHHH!"

Nothing could possibly express my happiness right now!
 
For some reason the graphics aren't pulling me in as much as Civ4's - maybe it's just the stills.
I hope terrain is modable so Kael[/someone else not exhausted] can get to work on a very atmospheric FFH3.

What I think the borders are doing is showing the dominant culture pushing the weaker one back beyond the tile lines - just a bit so that they are curvy instead of Hex for artistic value.
 
I wonder if they mean by space age, just the ship to alpha centauri, or a an actual legit space age.
 
It's not officially confirmed, but many of the programmers Firaxis is advertising for have Unreal Engine experience as a asset, not sure if this would be for Civ5 or another project, but it makes for some nice speculation :p Is the unreal engine multithreaded, does anyone know?

CS

Very nice speculation indeed. :D

According to the article from 2005 linked below, the Unreal 3 Engine was one of the first multithreaded game engines. Me and my quad core desperately hope the civilization game engine is multithreaded... :drool:

http://www.anandtech.com/cpuchipsets/showdoc.aspx?i=2377&p=3

However, developing a multithreaded game engine is significantly more expensive so I wouldn't be surprised if they didn't.
 
Everything in Civ is drawn to different scales though: the terrain is not meant to be at the same scale as the cities, which are not meant to be at the same scale as the resources, which are not meant to be at the same scale as the units. In the end, I'll take strategy and fun over technical realism any day. So I see no problem with the Archers firing over the lake. ;)

Greetings Lord Parkin, and salutations.

It is not a matter of technical realism. I understand the scaling issue. I think you will find I have discussed it in some depth before. Including the most important aspect which is the different time-scales that things run at.

None of that is a problem. The point I tried to make is that sea resources are unavailable to a city one hex/square (as was) from the coast despite all other resources being available from further and despite it being reasonable that a city twenty to sixty miles inland would have the capability of exploiting sea resources. There could even be case made for a harbour (I'm not going to make it, but Athens may be a good example).

On the other hand, it is my belief that distance warfare is being introduced to the ancient technologies in the game in order to satisfy a perceived desire for complexity in the combat area of the game.

Since combat, as distinct from the development of military technology and the building of military strength, is a tactical component of the game you are not achieving any strategic quality from making the combat model more complex.

Fun is fun, but even with enhanced complexity in the combat model, this game does not offer the kind of combat fun that wargames do (nor does it need to).

So it's nothing to do with technical realism and it is all to do with Civilization realism. You will also find that I have said much about that in the past, if you care to look.

The crux of the game is to trace (hypothetically, not historically - otherwise you wouldn't have enough variety in the play, nor such a profound expression of the nature of society) the development of human understanding and the application of that understanding in an environment of inevitable competition for resources. That is what the original board game was about and that is what Sid pursued right from the first version.

Thus the units with their (mostly) military) capabilities and the buildings that provide increased capabilities and capacities are really extended phenotypes of the technology tree. Excessive diversity and complexity in these clouds the grand sweep of the game. The tech tree itself provides most of the necessary diversity and what else is required is provided by variation between civs.

I do not object to long range ancient warfare per se. But if it part of making combat more complex, then it will get in the way of why I, and many others, play the game. I enjoy war games but I also enjoy Civilization.

On the other hand, I find the lack of being able to exploit nearby seas (and lakes for that matter) frustrating and I am not sure that there is a game balance issue involved to justify it.
 
I'm gonna dream about civ 5 every night 'till they release the system requirements . . . then I'll have nightmares.

I hope they announce them soon. I'll have to figure out how to convince my wife that I need another new computer!
 
Woo Hoo!

I have been dreaming of the day that they'd announce Civ 5. :D

The graphics look stunning so far. Hopefully the game play is equally stunning.

Hopefully they bring back the Peat resource damnit. :P
 
Jet adopts Organized Religion
 
There is NO way they would miss out Rome, it's just way to important.... Plus know I know why people still play civ3 when they have civ4. Personally I don't like the look of the Hex and the graphic's look to busy (I prefer CIV4 graphics). I'm sure it will be a great game but I might only get it if when I get a new computer (when my current one dies) and Civ4 doesn't work on it. Otherwise I'm not as excited as I first was when I saw the announcment today....
 
Very nice speculation indeed. :D

According to the article from 2005 linked below, the Unreal 3 Engine was one of the first multithreaded game engines. Me and my quad core desperately hope the civilization game engine is multithreaded... :drool:

http://www.anandtech.com/cpuchipsets/showdoc.aspx?i=2377&p=3

However, developing a multithreaded game engine is significantly more expensive so I wouldn't be surprised if they didn't.

Well expensive or not, they should sooner or later. Multi core is the present and future.
 
looks good, didnt think it was a new engine though. I hope they change culture from deciding the borders, it doesnt make sense beyond the medieval and complicates scenario making alot.
 
I sure hope my pc can run this does somebody has atleast some predictions of system requirments?

I remember back when civ4 was released, firaxis announced system requirements, which a lot of people met, yet had problems running it smoothly. System requirements are most likely the bare minimum you need to get it running, but it might be a very bumpy ride.

Firaxis might announce something like computers bought within the last 4 or 5 years can run this. But what they are not saying, is that this only holds true for PCs with some (at the time) heavy hardware.
 
I remember back when civ4 was released, firaxis announced system requirements, which a lot of people met, yet had problems running it smoothly. System requirements are most likely the bare minimum you need to get it running, but it might be a very bumpy ride.

Firaxis might announce something like computers bought within the last 4 or 5 years can run this. But what they are not saying, is that this only holds true for PCs with some (at the time) heavy hardware.

Umm i hope i wont be a bumpy ride:) and will go prettey much smoothley but i will upgrade my pc i decided it today i was planning to buy xbox 360 but i will upgrade my pc most likeley.
 
Perhaps following suggestions are not the theme for this topic but i couldnt resist so i am just wondering and expresing my wishes; I would pretty much like in civ5 to have some insertation of settlers concept in the game, like in case of discovery of ironing ( must have ironman specialist present, which will be enabled by discovery and you must create him - then spec building like ironworks must be build - and scouts to find possible iron on the hills. This shouldnt be done automatically like iron poping in the hill in the case of discoveries, but you still need to find it, road it and transform it into weapon or tools.This means also some luck and time investment to obtain the iron - so iron and its operational value should have bigger impact on your game development. Mines should have some quantity-meter or some kind of value ( like from 1-10, i would cut the shield/ production concept on the mines in generally - or includes it regarding how much ore they give to us, example, if mine has nr.5 - 5 shield, from this 5 shields, ironworks produce 5 swords if your general tax is 100% on). Also in case of unhapiness production will be reduced. Same, of course, should be made for the copper and other strategical bonuses. Also mine could stop working due to lack of iron, accidents ( i know this was already poossible but in my games happened really rare.
When your nation scientists discover something, the nation could not benefit instantly and directly from this - example - dicovery of electricity - cities must connect to source with lines ( some simcity elements), so powerplant must be build near the selected city (optionaly the possiple place build would be blinking and graphic visualizatioon of this plant after the build would be great - so this will b e strategical objects and it will change the war concept in defend sitaution) lines must be made by engineers/workers ( in case of war with the other nation, electric power could be cut off - so it must be positioned like roads and could be sabotaged if not properly protected. Turn based option of the enemy at the field should be made like in civ4 ( one turn for road, one for construced buld, one for electric wires...all of that with the engineer or unit upgades
I really have one big wish for civ5 and this is support - logistic unit support or some logistic mechanics to be put in the game core concept. For the example big armies are very vulnerable if support is cut, so tank without a fuel is helpless. Units depending from sources must have some mark, example, tank fuelly loaded with oil should have 50 movement units, which in special conditions like hard terrain, winter or battle drops faster. With no reloads of oil ar amunition they are lost. This is little of my ideas to do the game more interesting, but i know this is very hard to implement because of the complexity of the game itself, but nevertheless..Sorry to be little long and perhaps boring here, but i could resist to contribute something even if it is unaceptable to implement - i think i am to much ecstatic right now.
Please if administrator thinks this topics should be transfered to other place, freely do so.
 
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