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I'd still like to see them bring in 2 UA's-1 for the Civ & 1 for the leader-then allow for multiple leaders per Civ. I reckon that'd be *cool*!

Aussie.
 
I'd still like to see them bring in 2 UA's-1 for the Civ & 1 for the leader-then allow for multiple leaders per Civ. I reckon that'd be *cool*!

Aussie.

Yeah, I was also all for having both UAs for civs and traits for leaders - even if it would be a nightmare to balance
 
Really though, they should just change it to the British Empire and have Victoria man the the helm. Oh well.

Or they could have both :mischief:
 
I wonder what mechanism they will use to limit the number of religions. Is it just a hard cap or an increasing "barrier to entry"?

For instance, would they have a global threshold increase to each subsequent Great Prophet?

Can a civ create more than one religion?

Do religion's have founding cities like in IV? Can you take over a religion by conquering its founding city? Can you eliminate a religion?

Are we going to have to race to establish a religion before the AI founds the maximum?
 
Joystiq has finally put up their article, and its content while lacking details, is important.

http://www.joystiq.com/2012/03/08/civilization-5-gods-and-kings-devs-discuss-community-driven-cha/

Civilization 5's "Gods & Kings" expansion is looking to satisfy the demand for more depth in the strategy, following the game's launch just under a year and a half ago.

One of the top three changes made due to community feedback, according to Lead Designer Ed Beach, is that the AI opponent no longer holds grudges that last millennia. He also noted that diehard Civilization 4 players complained there was a lack of depth in the gameplay, which is why religion, diplomacy and combat were added or overhauled. Finally, the combat tech tree doesn't have awkward dead ends anymore. Crossbows can now become gatling gunners, which then become machine gunners.

Producer Dennis Shirk echoed Beach, saying the religion, espionage and combat mechanics were the focus of change. Specific changes affect certain naval units, which now have "melee" abilities that allow them to invade cities after significant bombardment. There's also more flexibility in stacking units, though don't expect the classic "stack of doom" to return. Finally, espionage is handled through one screen with no actual units on the board, streamlining the process of cost and consequence.

The expansion includes 27 new units, 13 new buildings and nine new Wonders, which Firaxis didn't describe further at this event. The expansion is expected to launch in late spring, sometime "before the kids get out of school." Study comes first, kids!
 
Crossbows can now become gatling gunners, which then become machine gunners.
Ahaaa :)

And what would they mean with this?
There's also more flexibility in stacking units, though don't expect the classic "stack of doom" to return
 
Most kids are out of school at around the end of May, so the May 30 date works.

Also, the Gatling Guns are on the screenshot with the Great Admiral. Just West of Utrecht.
 
"Crossbows can now become gatling gunners, which then become machine gunners."

Not perfect but good for now, the problem still remain the jump between medieval warfare and 19° century warfare (with a mutilated renaissance warfare parentesis).
Maybe in the next expansion they will replicate what they did with the WWI units :)
 
Crossbows can now become gatling gunners, which then become machine gunners.
Ahaaa :)

And what would they mean with this?

Maybe they allow stacking with allied units, if your homeland is full of allies becomes impossibile to build roads whit your workers!
 
That's "era" in lower case. Probably just the choice of words of the previewer, and not an actual "Era" in the game.

If we don’t get "Great War Era” (or whatever they would chooce to call it) with its own techs to slow down the progress, then there is little point to add this many WW1 units to this game. I hope Firaxis does realize this..

EDIT: Well maybe we do not need a whole new era, but if we are going to get whole bunch of these WW1 units, then we are going to need to slow down the progress between rifleman and WW2 infantry to make room for these WW1 units.
 
Crossbows can now become gatling gunners, which then become machine gunners.
Ahaaa :)

And what would they mean with this?

While going through the files when working on the G&K combat mod I noticed there's a number for the amount of units per tile. So it's possible the increase that to any number desired.
Here are the lines in the GlobalDefines file.
<!-- Unit/Combat Defines -->
<Row Name="PLOT_UNIT_LIMIT">
<Value>1</Value>

So if this number were set to 2, you could have a ranged and melee unit on the same tile.
 
I bet that the "flexibility" in stacking means the fact that you can now stack embarked land units with water units like frigates n' stuff. At least that kind of stacking has been confirmed.
 
I love the fact there will be a whole new era. Distinguishing WWI from WWII.
 
Allowing you to escort units vulnerable to melee would be very disappointing. That kills a lot of the tactical feel of 1upt. However, allowing non-military units to stack or allowing you to stack with friendly AI units would be fine. As long as it doesn't go back to attacking the best defender of a stack.

Two units per tile is the worst of both worlds. It still means unit micromanagement, but you also have to build a stack to get the best results and you're still slogging on the defensive unit to weaken it so you can attack the ranged unit underneath.
 
If we don’t get "Great War Era” (or whatever they would chooce to call it) with its own techs to slow down the progress, then there is little point to add this many WW1 units to this game. I hope Firaxis does realize this..

EDIT: Well maybe we do not need a whole new era, but if we are going to get whole bunch of these WW1 units, then we are going to need to slow down the progress between rifleman and WW2 infantry to make room for these WW1 units.

http://www.desktopreview.com/default.asp?newsID=1811&news=civilization+v+5+gods+and+kings+expansion+pack+2k+gdc

"Combat in Civilization V will be seeing some new tweaks too, mostly in the form of the new units. There are new ranged units, like the composite bowman, and an entirely new era and tech tree from the Great War (WWI) Era. Units from this new era include tri-planes, WWI-era bombers (which allow players to enjoy air units prior to WWII, which was not possible previously), the machine gunner, and the WWI British tank."
 
2UPT was just an example of what could be done. There are also lines in the xml files for allowing units to be grouped together. So it is entirely possible to bring back stacks if they really wanted to, while still limiting the size of that stack.
 
@ nokmirt. Oh so did did remember correctly! I remembered that I did got a pretty good confirmation for whole new era thing but AriochIV's post got me suspicious about it (the one that I quoted) and I was just too lazy to check it out :).

EDIT: So basicly the game gets lenghtened by one era! Cool!
 
Firaxis has slowed down the pace of combat on the whole, believing that combat was unfolding too quickly in vanilla Civilization V.

Interesting. When they announced the expansion I suggested combat would last longer, and this would favor the AI with more units. In particular, I thought the AI's early rushes would be a lot more potent. Then someone came on and poo-pooed that idea. Then 10,000 posts flooded the thread and I got lost.:lol:

I still wonder if the main purpose for this was because it was laughably easy to pick off waves of AI units with a few archers and city bombardment.
 
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