Making of Civ 5 video up with animations at gamespot

Judging by the Tech tree they were serious when they said that Religion will play a diminished role. It will be interesting to see how they work it in if at all.

Perhaps religions just found and spread automatically at their respective time in history and you can either encourage or discourage their spread?

The game looks beautiful. I particularily like the fog of war. Range attacking sounds great and no more stacks is a refreshing change....we will see how it affects game play.

Can't wait to play!
 
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.

I think Newcastle is located next to the river and the hex to the north of Newcastle is an improved resource. Maybe Gems or Dye? I've seen that improvement on another picture somewhere as well.

This isn't and indication of cottages.
 
The tech tree looks kinda disappointing to me, like we won't have as many techs as vanilla Civ4.

I have no idea why people think this. Making some reasonable assumptions and using a little math, we can make a decent guess as to the # of techs in Civ5. For starters, Civ 4 with BTS has 92 techs (WOW, so many! :mischief:).

From the video, we see 6 columns very clearly. These columns have 4,7,6,5,6,5 techs, respectively, for a total of 33 techs (let's do a conservative average of 5 techs per column). From the scroll bar on the bottom and by paying attention to how much it moves during the video, we can measure how much it moves to show a new column. From this we can assume that there is 1 column before the first one show (probably has farming, the wheel, and some other very basic techs) and approximately 12 columns after the ones we are shown (this is assuming some wasted space at the beginning and end) for a total of 13 missing columns.

So basic math part:

33 shown techs + 13 assumed columns * 5 tech average = 98 techs (:eek:)

There will probably be a bit less if the tree thins out a bit near the end (which I suspect), so anywhere from 85-100 techs seems very reasonable to me. Compared to the BTS number of 92 (which has those added from the expansion), I'll say we are in pretty good shape.
 
No health is interesting, but it could just be tracked at a city level in a city screen if there still is one.

There is still one (you can see it in the video). Health doesn't appear there, but then neither do the trade routes. We haven't seen any buildings though that give a health bonus either.
 
Compared to the BTS number of 92 (which has those added from the expansion), I'll say we are in pretty good shape.

Also given the distinct possibility that many social advances are now in the social policy tree, and may not need a tech requirement anymore. If you take these out, that leaves more space for other technologies.
 
The interviews are annoying. Optimistic view of history. What?

Art deco to him represents a period of optimism and hope. So by using art deco as the artstyle for the game UI, he hopes to instill the player with those same feelings of hope and optimism for their burgeoning civilization. :D

I like it and actually agree with him. Makes me think of the 40s and 50s when people were looking forward to flying cars and other crazy awesome things.
 
If health has been ditched then I feel thats a retrograde step.

I like the amount of info that appears be availible in the vanilia version. Looks like they'v been learning from the BUG mod.
 
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.

By the way, Ahriman, your fears on too minimalist an interface may have some solutions. From the interview:

"With the interface, we've tried to focus as much as possible on displaying only the information that's important at the time, instead of placing as much on the screen as possible. This makes it easier for new players to find what they need. We also have options to turn on more advanced user interface settings, so we're trying to be mindful that some people do want more on the screen."
 
shows the City Screen.
Interesting, its much more of a hybrid than in Civ4, much more integrated with the main screen.
For example, it shows many more tiles than the city can work, and shows units on the map, and retains the perspective of the main camera.

If health has been ditched then I feel thats a retrograde step.
Yeah, I hope health and pollution isn't gone completely, but I wouldn't want to make it empire-based, the way it seems culture and happiness are.
By the way, Ahriman, your fears on too minimalist an interface may have some solutions
Hopefully this is all the issue is.
 
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.

That makes sense. Truthfully, I haven't played Civ 4 in a long time, but I was almost sure that the city was automatically worked at Size 1. You then worked another tile in order for the city to grow. Clearly, CiV is different in this regard somehow.
 
That makes sense. Truthfully, I haven't played Civ 4 in a long time, but I was almost sure that the city was automatically worked at Size 1. You then worked another tile in order for the city to grow. Clearly, CiV is different in this regard somehow.
Yep! Your city only starts with the one tile of land it is built upon.
 
Yeah, I too hope that health/pollution haven't been removed. That would be an *AWFUL* change!

Aussie.
 
Look at the screenshot and do the counting:

http://www.gamespot.com/pc/strategy...?rgroup=e32010_story&tag=thumbs_below;thumb;2

You'll see 10 hexes producing, including the city base. And two specialists makes 12.

Think about this though.

Compare it with civ4 where at size 1 your city is working the city tile and has a spare citizen to work another tile.

The maths you're doing suggests that either all cities will start at size 2 or a city of size 1 will not necessarily be forced to work the city tile.

I'm not sure everything "adds up" from what I can see.
 
Think about this though.

Compare it with civ4 where at size 1 your city is working the city tile and has a spare citizen to work another tile.

The maths you're doing suggests that either all cities will start at size 2 or a city of size 1 will not necessarily be forced to work the city tile.

I'm not sure everything "adds up" from what I can see.

Well, that's the question that we have in this and other threads: Does a City of 1 just work the city tile or also another? Obviously, until we get official word or concrete demo info, we don't know for sure.

I can only say that it seems very clear that the 12 on Rome refers to its overall size, and not its strength or the amount of hexes it controls, or anything else. Also, you see 10 hexes being worked, including the city hex. You see two specialists.

Furthermore, in the video, you see the exact same gameplay shot, except the two specialists are working other hexes.

Obviously this is all speculation... but the deduction is certainly the most reasonable.
 
Think about this though.

Compare it with civ4 where at size 1 your city is working the city tile and has a spare citizen to work another tile.

The maths you're doing suggests that either all cities will start at size 2 or a city of size 1 will not necessarily be forced to work the city tile.

I'm not sure everything "adds up" from what I can see.

As already suggested, the one premise that fits the calculations is that cities start with 1 citizen, but that citizen works the city tile rather than any surrounding tiles (which you probably won't have access to until tile growth occurs anyway). Further tiles as they become available can be worked by citizens 2 and up.

Arguably this makes more sense than the process of having an extra worked tile at population 1. We are just used to the city tile being a "free" resource in Civ until now.

Furthermore, and reinforcing the "first citizen as city tile only" is that when you add up all the food in the city screenshot, there is 21 food (including city tile), and the overall nett food is +1 for the whole city. Assuming citizens still consume 2 food and there are no health subtractions we can't see in the screenshot, 21 food is good for only 10 citizens with 1 food left over. This suggests that the first citizen doesn't consume food.

So the city in the screenshot probably started off with one citizen working the city tile, no non-city tiles and +2 food allowing for eventual growth in the population.
 
As already suggested, the one premise that fits the calculations is that cities start with 1 citizen, but that citizen works the city tile rather than any surrounding tiles (which you probably won't have access to until tile growth occurs anyway). Further tiles as they become available can be worked by citizens 2 and up.

Arguably this makes more sense than the process of having an extra worked tile at population 1. We are just used to the city tile being a "free" resource in Civ until now.

Furthermore, and reinforcing the "first citizen as city tile only" is that when you add up all the food in the city screenshot, there is 21 food (including city tile), and the overall nett food is +1 for the whole city. Assuming citizens still consume 2 food and there are no health subtractions we can't see in the screenshot, 21 food is good for only 10 citizens with 1 food left over. This suggests that the first citizen doesn't consume food.

So the city in the screenshot probably started off with one citizen working the city tile, no non-city tiles and +2 food allowing for eventual growth in the population.

Actually, I think your Math is a little off. So, if Rome is a city size of 12, with a "free" city worker as the first population, that leaves 11 citizens (as the city view indicates).

To have a +1 food growth you'd need 23 food, assuming 2 food per citizen. Yet when you count the green on the screen, you're correct in seeing only 21 being worked. So my guess is that there are other multipliers at work.

The most plausible inference is that either the grenary or garden, or both, increase food production. Exactly how, of course, is not shown on the menu.
 
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