Most of the info regarding Civilization: Revolution is lost throughout multiple previews and reviews so I'll try to summarize it here. Thanks goes to waab [and DanQ] for help with updating.
Table of Contents
Post 1
General Info
Civilization Series
New/Changed Core Game Concepts
Civs
Governments
Barbarians/Goody Huts
Units
Buildings
Wonder & Relics
Combat/Promotions
AI
Espionage
Technology*
Post 2
Reserved
Post 3
Reserved
*All Known Tech Requirements are given here
General Info
Sid Meier's Civilization: Revolution (shortened "CivRev") is a version of the Civilization series made especially for consoles. It will be released in the spring off 2008 on the Xbox360, PS3, and DS and in fall of 2008 on the Wii. There is a game core that doesn't know what platform it is on so the game should the same for each console. The outer core is what is different so only the presentation of the game should be different for each console.
Civilization Series
For those of you who haven't had the joy of playing civ before, you begin a civilization game by picking a great civilization from history to lead. You begin in the Stone Age with a settler and one other unit. You use the settler to build your first city. In that city you can make military units to defend, conquer, and explore; buildings to improve your economy; or more settlers to build more cities. Over time you explore and meet new civilizations and research new technologies that end in the Space Age. You have several options to pick for the course of the game such as: diplomatic, economic, or conquest. No matter which you pick, there is probably a victory option for you.
New/Changed Core Game Concepts
There is a mention of having to defeat all uncivilized nations in your area before you can progress technologically and culturally. Each civ will have its own special ability. A single game is only expected to last about 3 hours. In addition to goody huts, there will also be even greater items spread out throughout the map. These include the Seven Cities Gold, each one granting large sums of gold for discovering civ, and relics, each one granting a special ability to the civ that found it.
- There will be a trophy room similar to the Civ2 throne room.
- Each tile only provide 1 thing (commerce, production, or food).
- Coast only gets commerce.
- No Civ3 style corruption or pollution!
- The way the tech tree works has been changed (see the technology section).
- Culture and Happiness will be the same.
- Science is now a raw resource (it is produced from tiles, not from a portion of your gold).
Civs
It has been confirmed that there will be 16 civs in CivRev.
There is one leader per civilization.
Each civilization will have a starting bonus and a special ability for each Era, when entering a new Era the old bonus is still active. Those we know the total bonus from is posted below,; many are from our in-house preview. Can be changed due to early dev. model.
Governments
Barbarians/Goody Huts
Both goody huts and Barbarians will be in CivRev. There will be three different Barbarian groups based on climate that will each have different units. All Barbarian leaders have been
revealed: Gray Wolf (arctic), Brennos (temperate) and Norte Chico (tropical).
Units
Can be changed due to early dev. model.
Known Units
Legion
Swordsman
Phalanx
Warrior
Archer
Catapult
Horseman
Knight
Rifleman
Trireme
Galley
Fighter
Bomber
ICBM
Tank
Battleship
Modern Infantry
- A great leader can combine 3 units into an army(?)
- Three units of the same type can be combined to form an army with 3 times the power of a standard unit.
- The promotion of any one unit in an army is shared equally by all units in an army.
Special Units (civ-specific)
Other units:
Settler
Caravan (granted when you get certain amounts of gold)
Great Leader (Famous person)
Spy
Notes
Workers will not be units
Buildings
Can be changed due to early dev. model.
Wonder & Relics
There will be 21 Wonders of the World.
Combat/Promotions
Can be changed due to early dev. model.
- There are hints of separate attack and defense values.
- Promotions can only be achieved by defeating units of equal or greater strength. (May not be true for Zulu)
- Units get a change in graphics when they get promoted.
AI
- The AI will probably be more interactive than in previous civ versions.
- Advisors will make a return in CivRev
- Can "discuss world events" (no specifics known) during diplomacy
Espionage
Can be changed due to early dev. model.
Spies will be included as units.
Known spy missions:
Bribe general
Steel great persons
Technology
Little is known about what almost all techs do, but we do know the names of most if not all of them.
Can be changed due to early dev. model.
If you have more prerequisites for a technology, it will be cheaper -- you will not have time to research every tech so some must be left behind.
First column techs:
Alphabet
Bronze Working can build phalanx and barracks. Can harvest fish (+2 food)
Ceremonial Burial
Horseback Riding
Pottery
Second column techs:
Iron Working
Masonry
Writing
Third column techs:
Code of Laws
Construction
Irrigation wheat can be irrigated
Literacy
Mathematics
Forth column techs:
Astronomy
Currency
Democracy
Engineering
Monarchy
Religion
Fifth column techs:
Banking
University
Invention
Navigation
Sixth column techs:
Gunpowder
Metallurgy
Printing Press
Steam Power
Seventh column techs:
Combustion
Electricity
Industrialization
Railroad
Eighth column techs:
Communism
Flight
Mass Production
Steel
The Corporation
Ninth column techs:
Atomic Theory
Electronics
Mass Media
The Automobile
Advanced Flight
Tenth column techs:
Nuclear Power
Networking
Space Flight
Eleventh column techs:
Globalization
Superconductor
Table of Contents
Post 1
General Info
Civilization Series
New/Changed Core Game Concepts
Civs
Governments
Barbarians/Goody Huts
Units
Buildings
Wonder & Relics
Combat/Promotions
AI
Espionage
Technology*
Post 2
Reserved
Post 3
Reserved
*All Known Tech Requirements are given here
General Info
Sid Meier's Civilization: Revolution (shortened "CivRev") is a version of the Civilization series made especially for consoles. It will be released in the spring off 2008 on the Xbox360, PS3, and DS and in fall of 2008 on the Wii. There is a game core that doesn't know what platform it is on so the game should the same for each console. The outer core is what is different so only the presentation of the game should be different for each console.
Civilization Series
For those of you who haven't had the joy of playing civ before, you begin a civilization game by picking a great civilization from history to lead. You begin in the Stone Age with a settler and one other unit. You use the settler to build your first city. In that city you can make military units to defend, conquer, and explore; buildings to improve your economy; or more settlers to build more cities. Over time you explore and meet new civilizations and research new technologies that end in the Space Age. You have several options to pick for the course of the game such as: diplomatic, economic, or conquest. No matter which you pick, there is probably a victory option for you.
New/Changed Core Game Concepts
There is a mention of having to defeat all uncivilized nations in your area before you can progress technologically and culturally. Each civ will have its own special ability. A single game is only expected to last about 3 hours. In addition to goody huts, there will also be even greater items spread out throughout the map. These include the Seven Cities Gold, each one granting large sums of gold for discovering civ, and relics, each one granting a special ability to the civ that found it.
- There will be a trophy room similar to the Civ2 throne room.
- Each tile only provide 1 thing (commerce, production, or food).
- Coast only gets commerce.
- No Civ3 style corruption or pollution!
- The way the tech tree works has been changed (see the technology section).
- Culture and Happiness will be the same.
- Science is now a raw resource (it is produced from tiles, not from a portion of your gold).
Civs
It has been confirmed that there will be 16 civs in CivRev.
Code:
[B] Civ: Leader: [/B] Egypt Cleopatra Rome Caesar Spain Isabella Greece Alexander France Napoleon India Gandhi Japan Tokugawa Arabia Saladin China Mao Germany Bismarck Mongols Genghis Khan Russia Catharine Aztecs Montezuma Africa Shaka Zulu America Lincoln
Each civilization will have a starting bonus and a special ability for each Era, when entering a new Era the old bonus is still active. Those we know the total bonus from is posted below,; many are from our in-house preview. Can be changed due to early dev. model.
Code:
[b]Americans[/b] Starting: Starts with a famous person Ancient: 2% interest on gold Medieval: -50% cost to rush units Industrial: +1 food from plains Modern: Factories 3x standard production [b]Chinese[/b] Starting: Knowledge of Writing Ancient: New cities have +1 population Medieval: Free Literacy tech Industrial: -50% cost for Libraries Modern: Citizens never less than unhappy [B]Egypt[/b] Starting: Half priced wonders Ancient: +2 food desert Medieval: Free tech Irrigation Industrial: Rifleman +1 moment Modern: Caravans +50% gold [B]French[/b] Starting: [?] Cathedral Ancient: Knowledge of Pottery Medieval: -50% cost to roads Industrial: +2 C[?] attack Modern: +1 Rifleman movement [b]Greece[/b] Starting: Free courthouse at capital Ancient: Free Tech Democracy Medieval: Cities produce more great people Industrial: -50% cost for libraries Modern: Sea regions +1 food [B]Japanese[/b] Starting: Knowledge of Ceremonial Burial Ancient: +1 food from sea regions Medieval: +1 Samurai Knight attack Industrial: Citizens never less than unhappy Modern: Ground units receive Loyalty promotion [b]India[/b] Starting: Don't need the required tech for using resources Ancient: Cities grows faster Medieval: Free tech: Religion Industrial: -50% cost for settlers Modern: -50% cost courthouses [b]Romans[/b] Starting: An Ancient Wonder Ancient: -50% cost to roads Medieval: -50% cost to Wonders Industrial: More Famous People Modern: New cities have +1 population [b]Russia[/b] Starting: Gets a significant portion of the map for free Ancient: Plains +1 food Medieval: Free military upgrade Loyalty Industrial: -50% cost for rifleman Modern: -50% cost for spies [b]Spanish[/b] Starting: Knowledge of Navigation Ancient: +1 naval combat Medieval: +100% exploration cash Industrial: +50% Gold production Modern: +1 production from hills [b]Zulu[/b] Starting: Forces that has a significant more strength than their opponent always wins combat and receive exp points. Ancient: Warriors +1 moment Medieval: Cities grows faster Industrial: +50% gold produced in cities Modern: -50% cost for rifleman
Code:
Despotism No modifier Monarchy Doubles the effect of the palace (culture) Communism +50 in production, shuts down temples and Cathedrals Democracy +50 currency produced, you cant declare war Republic Even Sid doesn't know Fundamentalism +1 in attack, shuts down libraries and Universities.
Both goody huts and Barbarians will be in CivRev. There will be three different Barbarian groups based on climate that will each have different units. All Barbarian leaders have been
revealed: Gray Wolf (arctic), Brennos (temperate) and Norte Chico (tropical).
Units
Can be changed due to early dev. model.
Known Units
Legion
Swordsman
Phalanx
Warrior
Archer
Catapult
Horseman
Knight
Rifleman
Trireme
Galley
Fighter
Bomber
ICBM
Tank
Battleship
Modern Infantry
- A great leader can combine 3 units into an army(?)
- Three units of the same type can be combined to form an army with 3 times the power of a standard unit.
- The promotion of any one unit in an army is shared equally by all units in an army.
Special Units (civ-specific)
Code:
[b]Americans[/b]: Sherman Tank, Flying [?], [?] Fighter [b]Chinese[/b]: Crossbow Archer [b]Japanese[/b]: Ashigaru Phalanx, Samurai Knight, Val Bomber, Zero Fighter [b]Spanish[/b]: Conquistador, Crossbow Archer [b]Russians[/b]: Cossack Horseman, T34 Tank
Settler
Caravan (granted when you get certain amounts of gold)
Great Leader (Famous person)
Spy
Notes
Workers will not be units
Buildings
Can be changed due to early dev. model.
Code:
[B]Known Buildings Description[/B] Barracks Temples Cathedrals gives at least culture Courthouse citizens can work at more regions
Code:
[B]Known Wonders Description[/B] Pyramids makes temples 50% more effective Oracle at Delphi reveals the location of a relic Colossus Great Wall Stonehenge first wonder that you can build
Code:
[B]Relics Description[/B] Ark of the Covenant discoverer gets free temples and cathedrals in all of their own cities Knights Templar one or two units join your forces (relative to your technological development)
Can be changed due to early dev. model.
- There are hints of separate attack and defense values.
- Promotions can only be achieved by defeating units of equal or greater strength. (May not be true for Zulu)
- Units get a change in graphics when they get promoted.
Code:
[B]Known promotions Description[/B] Blitz can attack twice during a turn Engineering +100% defending cities Infiltration +100% attacking cities Guerrilla +50% attack power in enemy territory Loyalty +50% defending power in their own territory March +1 moment Medic Heals troops faster. Scout [Unknown] [Unknown] [Unknown]
- The AI will probably be more interactive than in previous civ versions.
- Advisors will make a return in CivRev
- Can "discuss world events" (no specifics known) during diplomacy
Espionage
Can be changed due to early dev. model.
Spies will be included as units.
Known spy missions:
Bribe general
Steel great persons
Technology
Little is known about what almost all techs do, but we do know the names of most if not all of them.
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
If you have more prerequisites for a technology, it will be cheaper -- you will not have time to research every tech so some must be left behind.
First column techs:
Alphabet
Bronze Working can build phalanx and barracks. Can harvest fish (+2 food)
Ceremonial Burial
Horseback Riding
Pottery
Second column techs:
Iron Working
Masonry
Writing
Third column techs:
Code of Laws
Construction
Irrigation wheat can be irrigated
Literacy
Mathematics
Forth column techs:
Astronomy
Currency
Democracy
Engineering
Monarchy
Religion
Fifth column techs:
Banking
University
Invention
Navigation
Sixth column techs:
Gunpowder
Metallurgy
Printing Press
Steam Power
Seventh column techs:
Combustion
Electricity
Industrialization
Railroad
Eighth column techs:
Communism
Flight
Mass Production
Steel
The Corporation
Ninth column techs:
Atomic Theory
Electronics
Mass Media
The Automobile
Advanced Flight
Tenth column techs:
Nuclear Power
Networking
Space Flight
Eleventh column techs:
Globalization
Superconductor
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