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oh man. best news ever. if you guys want something to hold you over, check out the rise of mankind mod for civ4 BTS. i'm about 60 hours into a game right now, and it is basically like a brand new game, and as polished as a good expansion.
Maybe it's just not my type of game but I remember playing Civ4 and basically it felt like I was installing a program... with long wait periods while someone on the other end tells me it's okay to press "Next".
Am I the only one who looks at the hexagonal tiles and immediately thought it was a downgrade? I mean we effectively had octagonal tiles before. I guess the hexagonal tiles will make it easier to block off an advancing army, but it just seems like a sidestep/gimmick at best.
hexagon tiles would be an upgrade as it provides more possible movement routes.
note really seeing how it would be any easier to block off an army.
I wonder if Civ V will fix the error in all previous versions in which it is thought that cities invented religion, rather than the other way around:
http://www.newsweek.com/id/233844
The very short summary: they found a religious temple 7,000 years older than the Great Pyramids. That predates villages, pottery, domesticated animals, and agriculture.
as for the killing of tanks by archers, you'll notice that that really doesn't happen in CIV4, at least not at the non-ridiculously-easy levels. But if a tank is down to like 1/40 health, and and archer is at full health (3), I think it should win. Think about it. A tank that's got almost no health left would have no tracks left, be full of holes, and, in point of fact, the tank would probably be gone, and it would just be the crew. if they're all beaten up and out of ammo, a regiment of archers would easily kill them.
Am I the only one who looks at the hexagonal tiles and immediately thought it was a downgrade? I mean we effectively had octagonal tiles before. I guess the hexagonal tiles will make it easier to block off an advancing army, but it just seems like a sidestep/gimmick at best.
By the way, you don't and won't see octagonal maps because they don't tessellate perfectly like square and hex maps. You need to insert squares.
as for the killing of tanks by archers, you'll notice that that really doesn't happen in CIV4, at least not at the non-ridiculously-easy levels. But if a tank is down to like 1/40 health, and and archer is at full health (3), I think it should win. Think about it. A tank that's got almost no health left would have no tracks left, be full of holes, and, in point of fact, the tank would probably be gone, and it would just be the crew. if they're all beaten up and out of ammo, a regiment of archers would easily kill them.
Allowing 8 directions on a square grid is NOT octagonal movement. On a square grid that allows diagonal movement, the diagonal movements are longer than the non-diagonal movements. On a hexagonal grid, all 6 directions of movement are equal in distance. The measurement of movement is a big freaking deal in Civ games. You have to admit that you always used diagonal movement when possible on a square grid because it was advantageous over non-diagonal movement.
Allowing 8 directions on a square grid is NOT octagonal movement. On a square grid that allows diagonal movement, the diagonal movements are longer than the non-diagonal movements. On a hexagonal grid, all 6 directions of movement are equal in distance. The measurement of movement is a big freaking deal in Civ games. You have to admit that you always used diagonal movement when possible on a square grid because it was advantageous over non-diagonal movement.
About 50 persons are currently working on the game, which has been in development for over two years, but is now reaching the final phases.
City states:
These are small, AI-controlled civilizations. They never grow big and doesn´t desire to win. The player must choose if he is to be friendly, indifferent or hostile towards a city state. The attitude you has towards a particular city state will have a big effect on diplomacy. If for example your units is approaching a city state that have friendly relations with another civilization, he will warn you, and if you ignore them, there will be consequences.
Barbarians:
The barbarians originate from a barbarian city and will get more advanced units later in the game. You need to wipe out all barbarian cities to get rid of the barbarian hordes.
City expansion:
Borders does no longer expand in large areas, but one hex at a time. Remote hexes like marshes, forests and mountains will be harder to acquire.
Economy:
You can invest money in your neighboring hexagons, for example trying to acquire an important resource before your opponent.
Research:
You can also sign a research-deal with another civilization. This way, both civs will cooperate to reach the new technology and both will gain it when the discovery is made. This was included to encourage cooperation between civilizations.
Diplomacy:
The civilizations will have an all-new advanced AI. All opponents will have fixed characteristics. Based on this unique personality, every AI-player will have their own agenda, which the AI will use to plan how to best play to win the game. But there will also be a certain randomness to avoid having the AI be too
Tech trading is abolished.
Alliances give special boni (per example the possibility for a quicker research of a technology)
Cut-out of religions as known in Civ 4 confirmed
Cities can grow bigger than in former versions of the civ series as they there are 3 tiles for a city in every direction to be worked on.
New troops must leave a city at once, as there is only one unit per tile
Distance fighters (archers, artillery and so on) can shoot over the front units, lakes and other tiles
One philosophy is to form front lines for battles far away from the cities.
Leaders/Civs
German leader: Otto von Bismark
China leader: Wu Zeitein/Zetein
American leader: Washington
Japanese leader: Oba Nobunaga
Arabian leader: Harun al-Rashid
Other confirmed leaders mentioned in the article (Genghis Khan, Caesar, Napoleon, Gandhi)
Units
Basic military units move two tiles in combat instead of one.
Combat changes sound good, no more getting 2 stacks of 15+ units each, and running people over with the Stack Of Doom. Civ 3 was even worse then 4 in that regard.
Civ 4 is to me the top of the 'Classic' style civ, and there was a large need to improve things in the next version of civ, and change things, other then being a dx 10/11 reskin of it in 5.
Combat changes sound good, no more getting 2 stacks of 15+ units each, and running people over with the Stack Of Doom. Civ 3 was even worse then 4 in that regard.
Civ 4 is to me the top of the 'Classic' style civ, and there was a large need to improve things in the next version of civ, and change things, other then being a dx 10/11 reskin of it in 5.
Are the civ series similar to the age of empire series? AOE has been my favorite RTS type game since forever. I'm looking to play more like it. I never really got into supcom
Only one unit per tile will make movement difficult, unless you can pass over a unit on the way to your final tile. Even then, movement points will be a big deal - getting stuck with nowhere to go because you can't get past a nearby unit.
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. There's a fine line between making a game easier and making it easier to play, of course, but Firaxis is committed to maintaining the depth the fans have come to expect.
Now when an invading army enters your territory, you'll want to send your spearmen and warriors and swordsmen out to fight them in the fields around your towns. Cities will automatically defend themselves now, and can benefit from increased defense based on certain structures or technologies, so you don't necessarily need to garrison a unit for defense but you can if you want to.
In another battle, a small group of powerful units were able to hold off a much larger attacking army in a narrow mountain pass.
Fortunately, the game will allow adjacent allied units to swap positions, so you can keep fresh troops engaged with the enemy and rescue your ranged units from contact ith melee fighters.
A lot of effort is being made to ensure that the AI in Civilization V behaves in a way that makes sense. As we watched a test game play out in front of us, AI programmer Ed Beach explained the way the AI uses subsystems to create and execute its strategies. At the lowest level, the tactical AI uses the forces at hand to win a battle on a local scale. One step up from that, the operational AI picks which battles to fight and makes sure that the necessary forces are available. Moving even higher, the strategic AI manages the empire as a whole, focusing on where to build cities and what to do with them.
At the top of the ladder is the grand strategic AI, which decides how to win the game. If the grand strategic AI decides to go for a conquest victory, the strategic AI will build the infrastructure needed to wage war and the operational and tactical AIs will choose and fight the battles. That way the tactical AI won't be fighting battles merely for the sake of fighting battles, but because those battles are relevant in the grand strategic AI's big picture. In the case of the conquest victory, the AI will be aiming to capture the other civ's capitals, which is all that's needed for a military victory this time.