Gamespot Civilization V Impressions - First Look 10 MAR 10

Oh, and one last note--although Civ IV's religion system (which was met with mixed reactions) won't be making a comeback, we're assured by Firaxis that the feature wasn't simply cut without any plans for other new features to replace it.
Now, that's a clear statement.
 
So does it mean religions are in a different form or that something similar took their place?
 
Yes, not too much in the way of new information, but I though this part was interesting...

While you can still use the old trick of annexing nearby resources by just sending out a settler to build an adjoining city nearby, there will apparently be game-specific disadvantages to having two cities too close to each other. Instead, Civ V will offer you a new alternative to send settlers to a desired area and plunk down a huge sum of gold to simply annex that zone and its resources.

Apparently you have to build a Settler and have a set amount of cash available to annex a hexagon into an existing city. I imagine that different hexes will have different monetary requirements for annexation. A hex with a food resource like Corn/Rice/Wheat costs one amount, strategic ore deposits like Copper/Iron might cost a higher amount, a Riverside grasslands hex might cost more than a non-riverside plains hex, etc.
 
New Info On the site

In addition, units will take longer to produce and will eventually come to have upkeep costs associated with them--however, they will also have veterancy along the lines of what was introduced in Civ IV. That is, units that survive various skirmishes will eventually grow in power and may be able to select various bonuses to increase their usefulness and survivability.

And as it happens, in Civ V, units may no longer be garrisoned inside your cities, so defending your holdings will have two aspects. One--all cities will automatically defend themselves based on their current growth level and any defensive structures you may have built inside. Two--you'll want to make sure you defend your key cities with army units, possibly building fort structures nearby to enhance your defenses.
 
I think it's talking no more blocking cities, rather than adding a single tile.

Yes, thats what I thought also.
I think you might still be able to found a city to block off territorial access if you want, but it sounds like the whole city defense concept will be different in Civ 5. No more city on a hill with City Garrison III Longbows and Cats behind city walls. Now perhaps, place a picket line of Macemen and Pikemen, with ranged units like Longbows and Cats that can shoot over the first line of defenders, along the borders you want to defend.
 
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