So What are you waiting to hear for Firaxis

Ahovking

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What i wont to hear from Firaxis is

1: Advisors: what form are they going to be? Civ2/or something new?

2:the new "Civilization tree"

3:the new civic system

and now what do you wont to hear from Firaxis next​

plz post a reply if you agree or disagree and if you like to know something else from Firaxis
 
I want to know what the final civ is. Is it Persia, Spain Siam? And are the Inca in the game or is it just their language? Then two of those three civs could be in.
 
I'd like them to confirm if most of the economy system is staying basically unchanged (happiness, health, improvements, food/commerce/hammers, city buildings/wonders, trade routes, specialists, city maintenance, civic maintenance, inflation) or what changes are being made.

That, and social policies, are the important unknown features to me.
 
I want them to say the game is finished and it will be in stores tomorrow.
 
That, and social policies, are the important unknown features to me.

If that's what i'm thinking, that will be different economic ways, like the Civ1/2/3 corruption or the city maintenance type of Civ4. I mean you will have the choice between the two provided you have the required technologies. I don't know what could be the other types of economy though. (some suggestion maybe?) And please keep in mind that it is only speculation from myself.
 
1) That the initial release will include the SDK
1a) Including the pieces needed to extract history from a saved game

2) That they actually have somebody on the dev team that understands the language they are coding the game in.
 
I'd like to know how different the game is from Civilization IV in terms of units, buildings, technologies etc., perhaps in a percentage scale, where 100% would mean that all of Civ V's units, buildings and techs are derived from Civ IV.
 
I'd like them to confirm if most of the economy system is staying basically unchanged (happiness, health, improvements, food/commerce/hammers, city buildings/wonders, trade routes, specialists, city maintenance, civic maintenance, inflation) or what changes are being made.

That, and social policies, are the important unknown features to me.

Yes YEs YES social policies I WOULD LOVE TO KNOW WHAT SOCIAL POLICIES IS
 
Civ5 will mirror CivRev in that the first civilization to research the nuclear weapon technology will receive one free ICBM, but ICBMs will not be buildable so there will only ever be one ICBM in a given game of Civ.
 
Civ5 will mirror CivRev in that the first civilization to research the nuclear weapon technology will receive one free ICBM, but ICBMs will not be buildable so there will only ever be one ICBM in a given game of Civ.

? Civ 5 is not a mirror CivRev

Quote from http://au.pc.ign.com/articles/107/1074732p1.html

Some fans feared that the leaner (and loonier) style that Civ displayed on the consoles might bleed over into subsequent PC sequels. Based on the pre-alpha version we saw, that doesn't seem to be the case
 
1) Okay, archers have ranged bombardment. Would've preferred straight up civ3-style ranged bombardment *alot* more, but ok. Now ... do riflemen? Just adjacent hexes, or do they have a range of 2 or more? What about tanks and so on?

There was alot of talk about Panzer General before, and in PG, heavy tanks have a direct fire range of 2-3 (IIRC) and artillery can shoot vast distances (10, 12, something like that), because the scale of a PG map covers about one civ tile. So .. on a standard earth map ... are we going to have artillery in Paris that can rain shells down on Glasgow or perhaps Dublin or maybe even Moscow?

2) What happens to CFC if people are exchanging mods from the game shell? What is this "flagging system" business for rating "objectionable" mods? Please tell me that was a joke! I don't want to see history subject to political correctness. Maybe someone will make a Civil War mod where slaves play a big role in the economy of the South; it's historically accurate, but he'd probably get alot of thumbs down, both from those who are offended by slavery, and from revisionists who want to pretend it wasn't a big deal in the South. I beg Firaxis to abandon this idea. A rating system is fine, a 'flagging' system is something that I'd like to, well, flag as objectionable.

3) What exactly is meant by saying "more moddable"? There isn't much you can't mod in civ4. Some things - you can't turn it into a first person shooter or anything. Also mentioned at the same time was an editor of some sort. So .. do you mean more moddable, or just easier to mod? There's a big difference.

4) Troops can enter the water and become transports, ok. Makes sense. Is there a 1 round delay for loading/unloading? Does technology affect what sort of transport they become? What speed do they move at? Will it sometimes be more efficient, before rail anyhow, to move by sea than by land over long distances?

5) Unit count - it seems it is being reduced. How, exactly? What are the limitations that keep unit count down?

6) The leaderheads look static. Are they?

7) Do I detect a hint of art deco?

8) Map scale - extending city footprint to 3 tiles and things like archer bombard hint that there has been something of a scale shift. Has there?
 
1)
There was alot of talk about Panzer General before, and in PG, heavy tanks have a direct fire range of 2-3 (IIRC) and artillery can shoot vast distances (10, 12, something like that), because the scale of a PG map covers about one civ tile. So .. on a standard earth map ... are we going to have artillery in Paris that can rain shells down on Glasgow or perhaps Dublin or maybe even Moscow?

Actually you're thinking of the later games like People's general. In Panzer general tanks can only attack adjacent units, and artillery can only shoot 2 or 3 tiles away (it also can't move and shoot on the same turn). However, even though the artillery there wasn't as stupidly powerful as it is in People's general, the game still seems to revolve around artillery- you basically can't attack a defensive position until you've somehow neutralized their defensive artillery.

is it obvious that I've gotten hooked on these General games while waiting for Civ5 news? lol.

edit: for me i'd like to hear more details of the combat system, and see a demonstration of a Civ5 battle.
 
3) What exactly is meant by saying "more moddable"? There isn't much you can't mod in civ4. Some things - you can't turn it into a first person shooter or anything. Also mentioned at the same time was an editor of some sort. So .. do you mean more moddable, or just easier to mod? There's a big difference.

5) Unit count - it seems it is being reduced. How, exactly? What are the limitations that keep unit count down?

6) The leaderheads look static. Are they?

7) Do I detect a hint of art deco?
@3: I think someone mentioned a external map editor.

5: Currently confiremd: only one unit per hex, you can only build a certain number of units with a resource, units will take longer to produce than previous civilizations and as well as this they will eventually come to have upkeep costs associated with them.

6: No, leaders aren't static. They move around the space their in and even interact with objects (example: Washington has a globe in his office, and during diplomacy, he may spin it)

7: Art deco was confirmed.
 
Actually you're thinking of the later games like People's general. In Panzer general tanks can only attack adjacent units, and artillery can only shoot 2 or 3 tiles away (it also can't move and shoot on the same turn).

Nah, I'm thinking of PG2 as well. Most of the AT guns (except the very early ones) shoot at least 2. The Jagdtiger, Jagdpanther and similar heavy tanks shoot 2. Most early artillery shoots at least 3 as do the SP guns, the mid-game towed artillery shoots 5.

I probably was thinking People's when I mentioned artillery shooting 10 or 12, though. Or maybe I've just been spoiled by SPWAW and SPMBT.
 
5: Currently confiremd: only one unit per hex, you can only build a certain number of units with a resource, units will take longer to produce than previous civilizations and as well as this they will eventually come to have upkeep costs associated with them.

Yeah but I want to know the exact mechanics involved in unit support. Like how many units will a single point of oil supply, and so on. How much of an average budget will be military upkeep. Etc.
 
3) What exactly is meant by saying "more moddable"? There isn't much you can't mod in civ4. Some things - you can't turn it into a first person shooter or anything.

I would not say, that you can't transform it into a first person shooter...
 
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