Making of Civ 5 video up with animations at gamespot

Another observation from the city view as above : border growth into the ocean beyond the shoreline hex is possible.

There also appears to be fishing boats (or some other seafood resource - can't quite see what's being farmed there) worth 3 food and 4 gold.

Another matter - there has been some talk about how roads will have a cost which was originally implied to apply agains the tile that the road goes through in order to discourage overuse of roads. The city view doesn't make this method apparent as a road goes through a farmed tile that is producing just as much food and hammer as a like farmed tile without road, so perhaps the detrimental value is against the total civ productivity rather than a tile basis?
 
938528_20100612_screen002.jpg


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.

Note that you grow a tile in 1 turn but the buy tile button seems to be seperate. Looks like you can buy tiles any turn as long as you have the cash on hand.

Its easy to see how many golden age turns you have left too, which is nice.

I'm looking forward to the notification updates. they were a pain in 4 but now you can skip them and go back to a history of notifications which will be great.

EDIT:the clouds over the undiscovered territory is a nice touch too.
 
I'm hoping they were just using a small map for that demo. The world seemed really small when I compared the minimap to the bigger map.

Edit: I might be being a little thick here, but I wonder what that number under Rome is? Id assume it represented the population number like in CIV, but Rome as eleven 'citizens'. Rome is also currently working 9 tiles... There's alot of info from that one picture above this post.

And another note on scale: Will the typical CiV game have 500 turns (its 1700 add Turn 250)?
 
Some things I noticed, apologies if any of this is known already.

- Notification that "The city of Tours can attack a nearby enemy", but the closest enemy is 2 tiles away. So cities have a ranged attack and it's not automatic. I wonder if the city is limited to one attack per turn or not?

- Happiness appears to be at the empire level, not the city level.

- Don't see health anywhere.

- New "Circus" building.
 
Another observation from the city view as above : border growth into the ocean beyond the shoreline hex is possible.

There also appears to be fishing boats (or some other seafood resource - can't quite see what's being farmed there) worth 3 food and 4 gold.

Another matter - there has been some talk about how roads will have a cost which was originally implied to apply agains the tile that the road goes through in order to discourage overuse of roads. The city view doesn't make this method apparent as a road goes through a farmed tile that is producing just as much food and hammer as a like farmed tile without road, so perhaps the detrimental value is against the total civ productivity rather than a tile basis?

I think the road cost is a maintenance cost which would probably be taken out at the national level, much like unit maintenance costs.
 
Screenshot analysis: http://www.gamespot.com/pc/strategy/civilizationv/images/6265330/1/?tag=thumbs_below;thumb;1
Like I said, the old building art was placeholder.

a)http://www.gamespot.com/pc/strategy/civilizationv/images/6265330/1/?tag=thumbs_below;thumb;1
What looks like a cottage improvement (well, a town)
b)
http://www.gamespot.com/pc/strategy/civilizationv/images/6265330/2/?tag=thumbs_below;thumb;2
Culture seems to be accumulated at a national level.
Significant city info available at the main screen. (City screen could even be gone entirely, replaced by overlays).
Buildings divided into specialist buildings/general buildings.
c) http://www.gamespot.com/pc/strategy/civilizationv/images/6265330/4/?tag=thumbs_below;thumb;4
Rocket artillery and helicoptors look cool.
d) http://www.gamespot.com/pc/strategy/civilizationv/images/6265330/5/?tag=thumbs_below;thumb;5
Tanks look nice.
e)
http://www.gamespot.com/pc/strategy/civilizationv/images/6265330/7/?tag=thumbs_below;thumb;2
Unit stats display very minimalist.
I don't like that it doesn't immediately display something like "+x% vs tanks".
This makes the units look very vanilla, when all is diplayed are their promotion icons, movement and strength.
1 single strength value
 
I'm hoping they were just using a small map for that demo. The world seemed really small when I compared the minimap to the bigger map.

Edit: I might be being a little thick here, but I wonder what that number under Rome is? Id assume it represented the population number like in CIV, but Rome as eleven 'citizens'. Rome is also currently working 9 tiles... There's alot of info from that one picture above this post.

And another note on scale: Will the typical CiV game have 500 turns (its 1700 add Turn 250)?

I see your confusion, but I think the math is readily discernible.

Rome is size 12, but one of those is the city square itself, so that leaves 11 citizens. In the screenshot, it has 9 hexes being worked and two specialists.

In the video, you'll see exactly the same shot, but without the specialists, and 2 unimproved tiles/hexes being worked.
 
Screenshot analysis: a)[url]http://www.gamespot.com/pc...nv/images/6265330/1/?tag=thumbs_below;thumb;1
What looks like a cottage improvement (well, a town)

Yeah, that's very interesting, isn't it? First real sign of growing something, as there does look to be thriving town next to Newcastle.

Screenshot analysis: b) [url]http://www.gamespot.c...nv/images/6265330/2/?tag=thumbs_below;thumb;2
Culture seems to be accumulated at a national level.

I think everything is empire-level now, except for food. Happiness is Empire-level, Culture, Science, etc. Although a cities individual culture might have an impact on hex growth. Unsure of that.

e)
http://www.gamespot.com/pc/strategy/civilizationv/images/6265330/7/?tag=thumbs_below;thumb;2
Unit stats display very minimalist.
I don't like that it doesn't immediately display something like "+x% vs tanks".
This makes the units look very vanilla, when all is diplayed are their promotion icons, movement and strength.
1 single strength value

There is clearly a toggle promotions feature, so now you can easily see what promotions your units have spread over the map. I believe we're still unclear what unit advantages exist, i.e. spearman over horses. It may be that the units we see most in the demo, i.e. Musketeers, Cavalry, Tanks, etc. Don't have an bonuses vs. other units. Unsure.
 
- Happiness appears to be at the empire level, not the city level.

- Don't see health anywhere.
Happiness at an empire level would make a lot of sense. One of the biggest problems was Civ4 happy was how extra happy was useless unless you were at the "cap".

Hopefully a new system can have a much smoother payoff function (though extra happiness should still be more valuable if you're at low happiness than if you're at high happiness already).

No health is interesting, but it could just be tracked at a city level in a city screen if there still is one.

t may be that the units we see most in the demo, i.e. Musketeers, Cavalry, Tanks, etc. Don't have an bonuses vs. other units.
I'd be amazed if helicoptors didn't have a specialization bonus. Helicoptors not very good against individual infantry (relative to against tanks).
Hopefully various unit specific abilities/specializations are still there, just out of sight somewhere.
 
Happiness is confirmed at the Empire level, probably for the very reasons you mention Ahriman. Also, there's the new tactical option of using Happiness to support on huge metropolis or several smaller cities.

From the Podcast over the weekend:

"For me, one big things was also to give players a lot of flexibility in terms of how they develop their empires. So happiness is a good example of that. Happiness is now empire-based instead of city-based and what that lets players do is expand a lot and have a lot of small cities or a few really big cities."
 
Note that Rome has 18 gold from tiles, but gives +25 gold.
From this I would guess that the bank, bank specialist and temple specialist are contributing +7 gold.

Maybe the specialist buildings do nothing except allow specialists? or maybe the bank specialist gives +3 gold, and the bank gives +20% gold. [And the priest gives no gold]

*edit*
On happiness, if happiness is global, then perhaps the people who wanted finite happiness resources will get what they wanted; maybe a "silk" resource will give +5 happy, that is it will allow 5 happy people, anywhere.
 
This takes care of some of my worries, but I also have new ones. I'm glad sociology is getting more complex. However, the tech tree looks very short, and the worlds look very small. And I'm not crazy about money being used for (it seems) just about everything -- I'm in the camp that is against rushing through buying -- but we'll have to see how this works in practice. The graphics are pretty, but after watching them a few times, I usually turn off all the eye candy; it just makes the turns take too long.

I guess there really will be no Mac version. That seriously sucks, and I'm going to have to see if it will run virtualized before I decide on buying.

So. When's the demo going to come out?
 
I see your confusion, but I think the math is readily discernible.

Rome is size 12, but one of those is the city square itself, so that leaves 11 citizens. In the screenshot, it has 9 hexes being worked and two specialists.

In the video, you'll see exactly the same shot, but without the specialists, and 2 unimproved tiles/hexes being worked.

Isn't it also possible that the 12 means 12 tiles belong to that city. Which would imply that one tile was bought as opposed to earned via population expansion.
 
The tech tree looks kinda disappointing to me, like we won't have as many techs as vanilla Civ4.
 
Note that Rome has 18 gold from tiles, but gives +25 gold.
From this I would guess that the bank, bank specialist and temple specialist are contributing +7 gold.

Maybe the specialist buildings do nothing except allow specialists? or maybe the bank specialist gives +3 gold, and the bank gives +20% gold. [And the priest gives no gold]

*edit*
On happiness, if happiness is global, then perhaps the people who wanted finite happiness resources will get what they wanted; maybe a "silk" resource will give +5 happy, that is it will allow 5 happy people, anywhere.

Yeah, it's hard to tell exactly what the metric is, but it's likely similar to what you've surmised.

I compared the screenshot and vidshot earlier, so the Bank specialist looks like two. It's also unclear from the city menu if there are any trade routes.

And you make a good point on finite luxury happiness.
 
Back
Top Bottom