Hey, to get back to the actual game, I wonder if anyone has thoughts on what we learned from the Civ V Podcast posted over the weekend on the game site?
Most of it was developer process/fluff, but there were a few 20-second tidbits that got me excited.
1) The focus on developing more uses for Gold in the early game. This is really exciting, I think, in gameplay potential. I mean, in Civ IV, the only thing Gold enables you to do is research and expand... i.e. turn the research shifter higher and support more cities.
But if you can do a whole range of things, like buy sphere of influence, pay off barbarians, start research pacts with other Civs, build a large Road Network (which will now cost money), or other things... doesn't that really make both the early and mid games really fun?
Now, you could still choose to focus on Tech (which, because of no Tech Trading, will actually be valuable to invest in), but it seems that depending on what the map throws at you, what city states you're around, and what other Civs you're next to, you might really have gameplay choices to strategize over, rather than just go about business as usual: Tech and Cities.
2) Culture Unlocks powers. I'm assuming that the Unique Civ ability, i.e. Ancien Regime/Fathers and Sons, etc. is linked here, but one of the developers commented that now, as you rise in Culture, you can unlock certain things. Again, this seems great from a gameplay perspective.
Unless you were going for Culture win, all Culture was good for was boarder expansion and Boarder defense against a Cultural Civ next to you. But if building buildings, Working Culture specialists, can give you some noticeable abilities, then, again, it seems there is something for the player to strategize over when debating what to build/expand.
Obviously, we have to wait until further demos to learn more, but I like the focus on breaking up the formulaic aspect of Civ. Civ IV was extremely formulaic, in my opinion, once you understood the fundamental elements: City Expansion, Workers, Barbarian Spawn-breaking, etc.
Most of it was developer process/fluff, but there were a few 20-second tidbits that got me excited.
1) The focus on developing more uses for Gold in the early game. This is really exciting, I think, in gameplay potential. I mean, in Civ IV, the only thing Gold enables you to do is research and expand... i.e. turn the research shifter higher and support more cities.
But if you can do a whole range of things, like buy sphere of influence, pay off barbarians, start research pacts with other Civs, build a large Road Network (which will now cost money), or other things... doesn't that really make both the early and mid games really fun?
Now, you could still choose to focus on Tech (which, because of no Tech Trading, will actually be valuable to invest in), but it seems that depending on what the map throws at you, what city states you're around, and what other Civs you're next to, you might really have gameplay choices to strategize over, rather than just go about business as usual: Tech and Cities.
2) Culture Unlocks powers. I'm assuming that the Unique Civ ability, i.e. Ancien Regime/Fathers and Sons, etc. is linked here, but one of the developers commented that now, as you rise in Culture, you can unlock certain things. Again, this seems great from a gameplay perspective.
Unless you were going for Culture win, all Culture was good for was boarder expansion and Boarder defense against a Cultural Civ next to you. But if building buildings, Working Culture specialists, can give you some noticeable abilities, then, again, it seems there is something for the player to strategize over when debating what to build/expand.
Obviously, we have to wait until further demos to learn more, but I like the focus on breaking up the formulaic aspect of Civ. Civ IV was extremely formulaic, in my opinion, once you understood the fundamental elements: City Expansion, Workers, Barbarian Spawn-breaking, etc.