Ars technica played around a bit with Civilization V and wrote up some things that 'grabbed us in our brush' about City States and Combat. So not a full review (which is promised to be released later) but only a focus on these two subjects. Some interesting bits is that "the game will tell you, in plain English, how it expects your attack to go—safely, major victory, major loss, and so forth.". So no numbers to tell you how big the odds are that you may win a battle (like 95% or 34%) but a written indication. Approaching a city to attack it may be a very difficult job, according to ars technica: "cities can also now defend themselves at a distance (...) using a bombardment attack. A city can bombard units that are a couple of tiles away, meaning that before a melee unit can even really arrive to attack a city, it may be worn down to half its strength or even less."
This obviously raises some questions regarding the difficulty in Civilization V to attack! Many players of Civilization IV agree that the defender has an advantage. Will this also be the case in Civ5? Or will this be leveled out by the fact that cities can now only contain 1 unit, and is this bombarding feature a way to balance out the odds for defenders because most of the battle happens on the field now?
Move on to ars technica to read the article.
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- Created by: OneFootInTheGrave
- Published: September 13, 2010, 04:37
- 16 comments
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Ars technica reviews Civ5 City States and Combat
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by DanQBring it on. The two-hundred-and-sixteenth episode of PolyCast, "What's Next", features regular co-hosts Daniel "DanQ" Quick, "Makahlua", Philip "TheMeInTeam" Bellew and "MadDjinn" are joined by returning guest co-host "DarkestOnion". It carries a runtime of 59m59s.
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I have a lot of problems with the methods Firaxis tested this with. Turning off barbs, limiting AI expansion ... those are two critical factors for how big an impact waiting to found your first city will be.
I myself like to move the other unit first, see if there's a good spot to move the Settler to in a couple of turns or less. A river hill is is hard to pass up moving to. The extra production from the hill will pay off the first move very quickly.
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BUG FIXES
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Civilizations and Traits- Ottoman naval upkeep is now fixed. Save games that were started before the fix will not be corrected.
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A new Civilization 5 patch has been announced by 2K Greg on 2K Games Forums. Here are the Civ5 patch notes and what 2K Greg says about: Here's a fun surprise for you guys to read over the weekend: Patch notes for the upcoming "Fall Patch!" There's no ETA for this patch at the moment other than "fall" There are some popular requests in here that I bet will make some of you very happy. And so without further ado: Modding Addendum The DLL source code will be released with the fall patch, allowing modders to compile modified DLLs for their Civilization V mods. BUG FIXES General Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay. ...
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Channel: Civ5
September 29, 2012, 20:20 -
You seem to be taking the perspective of the game player. Mine was from the leader on the battlefield.
If you really want to play a battlefield command simulation, I recommend Rome: Total War (Medieval II was reasonable, but the later ones were horrible). It's a great game, and I play it quite a bit, along with Civilization. Civilization, though, IMO, is more focused on the development of an empire as a whole, which, IMO, is more suited to a system in which all of the statistics are given.
BTW, I just read your signature. Your math is faulty. 30% damage at full strength is equivalent to 60% at half strength, not 15%. When the total halves, the percent of that number that another number is doubles. Run it through a calculator if you want. If I misread your signature, then please rephrase it for me.