Making of Civ 5 video up with animations at gamespot

Just read the interview with John Shafer as well. It's loaded with new information, so you should really check it out. Some highlights:

- Culture is used to purchase Social Policies, which build upon another and are required for the cultural victory.

- City States have one vote in the UN election, the same as every other Civ, so they're important for the Diplomatic Victory.

- City States com in three flavours: Military, Culture, Maritime.

And a whole lot more plus like information about the new science and gold mechanic.

Wow, very revealing interview. 10 Policy choices! And Culture/Gold/Technological Advancement all link together.

It's very interesting that you only "build forward" in policies... Jon Schafer says he didn't want constant switching in and and out.

Also, City States appear permenant players on the board... I.e. they have late game importance, too. I wonder if that means you can't raze them? At least on normal settings.

You know, it's pretty fascinating that while they have added all kinds of tactical options on the Military side, they also made Culture much more powerful. Good Balancing out, hopefully, and also leading to a lot of tactical and strategic options
 
When you watch this video it really looks like that the units are being destroyed pretty easily and they really look like they are fully intact before encaging battle with another unit. Yet they are destroyed and the winner occupyes their hex.

Im surprised that this happens in the video, after all they said that we are going to maintain our army more carefully because units are more valuable now than what they were before and they are not going to be destroyed as easily as before. Well, thats not what happens in the video!
 
Here's two screenshots from what we can see of the technology tree:

Looks like there's still a line of tech(s) not visible in the Ancient era.
 

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When you watch this video it really looks like that the units are being destroyed pretty easily and they really look like they are fully intact before encaging battle with another unit. Yet they are destroyed and the winner occupyes their hex.

Im surprised that this happens in the video, after all they said that we are going to maintain our army more carefully because units are more valuable now than what they were before and they are not going to be destroyed as easily as before. Well, thats not what happens in the video!

I noticed the same thing. Combat was far more lopsided then I thought. Basically, if you get the right unit against a weaker one, you can take off half the strength or more... and if you're unit is uber-powerful, you can wipe him off the map.

I think two units with more equal power would likely be closer, but yeah, the lesson seems to be that a unit may "survive" one attack, but be so decimated as to be easy pickings for another... and that a unit cannot survive two attacks, at least from powerful foes.
 
When you watch this video it really looks like that the units are being destroyed pretty easily and they really look like they are fully intact before encaging battle with another unit. Yet they are destroyed and the winner occupyes their hex.

Im surprised that this happens in the video, after all they said that we are going to maintain our army more carefully because units are more valuable now than what they were before and they are not going to be destroyed as easily as before. Well, thats not what happens in the video!
They're obviously going to show units dying in the marketing videos, because that makes for more interesting videos. :)
 
The graphics are a little too cartoonish for my taste ... and the tech tree looks so short.

But the rest looks fine. I'm looking forward to September!
 
Also, note the screengrab @ 1:30:

We see a city, Orleans, Working a specialize farm 3 hexes away (Corn, Wheat?). This looks like a clear example of using Gold to buy influence and stretch the cultural boarders.

Orleans has a very irregular cultural pattern, 3 hexes in some directions, only one in another, leaving forrests unclaimed, etc.

Also, as a general point, I really like the way roads look. Very sleek and unobtrusive, grey, and they link cities in subtle ways.
 
Orleans has a very irregular cultural pattern, 3 hexes in some directions, only one in another, leaving forrests unclaimed, etc.

Yes, it's been noted before that Civ V has changed the expansion so not only can cities expand out 3 tiles in all directions, it won't necessarily be a uniform expansion - the direction of the tile spread will be affected by both accessibility of the terrain and the usefulness of tiles.
 
At 1:35 we see some interesting Building mechanics.

First, a Harbor now gives a 25% boost to all naval units and also automatically forms a trade route with a Capital city, regardless of roads.

Second, Rome has the Pyramids and a Free Granary. So we can surmise that the Pyramids are back to giving free granaries to every city.

Third, we see "Specialist Buildings": Bank, Temple, and Garden.

Garden looks to be a new building of the ancient age, allowing only one specialist citizen, while Temples and Banks can each allow 2.
 
Oh, and at 1:35, the culture output of Rome looks very, very low. We see a mere +6 per turn, even though Rome has Sistine Chapel, Theatre, Circus, Pyramids, etc.

Need to hear more about how that dynamic works.

*Edit:

Another Dynamic we need to see how it works is City Strength. You look in all the screenshots and most city strenghts are very low, i.e. in single digits or as high as 14. Now this is in comparison to unit strengths that go much higher.

Now, we don't know if these cities were naked of any defense, i.e. wall, nor is it apparent if there are different strength scales, i.e. a 10 City strength is equivalent to a 100 unit strength. Anyway, all speculation, but the numbers of city strength do look quite low.
 
Not quite, it says 'Supply Limit Reached'.

Oh, zing! You're right. Goes to show how poor my eyesight is. :lol:
Still, I'm just as curious what Supply Limited Reached means. I suppose it's got something to do with limited resources - the new feature of civ5. The numbers to the left seem important to this.
 
At 2:09, we see a new Medieval Melee Unit: The Longswordsman. Base strength of 16.

Also Cavalry is indeed a movement of 3, giving it only a 1.5X advantage over a normal unit. Still, that could still be effective. For example if a Hill takes two movement, then a Cavalry could move through a Hill and then attack a unit on plains, whereas a conventional unit could not.

And they are also super powerful against siege. Obliterated a Cannon.

By the way, it may be that siege units need to be "entrenched" in order to fire. In other words you can't move a space and then fire on a unit like mobile artillery. This is from JS:

"Siege units are very important to taking cities. They're more powerful than infantry-based ranged units like archers and crossbowmen, but as a trade-off, they must be set up prior to firing."

Now, it's unclear if they need to be set up just to take cities, or to fire, period, but I suspect the later, otherwise they'd just be ridiculously powerful, given that they could range attack of 3 on any move (1 movement and then fire on the second movement two hexes deep).
 
Second, Rome has the Pyramids and a Free Granary. So we can surmise that the Pyramids are back to giving free granaries to every city.

That's going to rattle a few sabres. It has been noted before that free granaries for the Pyramid isn't a logical real life connection and it was a smart move to change that in Civ IV. But then that could be said for most of the connection between wonders and their game benefits in all the Civs to date.
 
Here's two screenshots from what we can see of the technology tree:

Looks like there's still a line of tech(s) not visible in the Ancient era.

That tech tree makes way more sense to me than the CIV4 tree. We'll have to see how it's balanced though. CIV4 tree was pretty good about there being multiple paths though it.
 
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Further it looks like Rome has 2 wheat on plains, cotton on plains, and furs on plains. wheat: +1 food, +2 gold; cotton +3 gold; furs +3 gold. No water is visible for irrigation so that might make a difference.

Science to population is 1 to 1.


Edit: Probably should subtract one gold for Golden Age
 
Hey Stile, is this in the video, or a separate screen shot?*

Because it's different, slightly from the video, in that you can see that two specialists are working (1 in the Bank and 1 in the Temple). And the player's overall gold is much lower in this screenshot then in the Video.

You're right that science is equal to population, at least in that there are no science buildings, i.e. libraries.

*Edit: ah, Image 2 of 28.

And from the differences we can see that in one screenshot (no specialists working) one citizen is working an unimproved plains and one a random coastal tile.

In the screenshot, there are two specialists. So, we see that a temple specialist is +1 Culture. A bank specialist looks to be +2 commerce.
 
The city graphics have definitely improved:

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You're right that science is equal to population, at least in that there are no science buildings, i.e. libraries.

I think Shafer mentioned some tile improvements increased science. Perhaps we should look after tiles with a science icons on them on other pictures.
 
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