An article in Computer Bild Spiele today contains some new information (and some old information too...). Shamelessly stolen from civfanatics http://forums.civfanatics.com/showpo...7&postcount=65
city radius extending to 3 hexes is new, and means that cities can have 36 tiles in their radius (plus the city tile itself), suggesting once again a slight shift in the game scale that goes along with the one military unit per tile change.
Here is a short summary of all infos, however there will be some redundant information:
- one new leader is known, "Wu Zeitan" probably for China
- All leaders played by AI shall orientate on their historical examples, eg Elisabeth II tries to rule the sea
- Wonders of the world will be in Civ V as well, eg hanging gardens which make your people happy (so obviously there will be a happiness system)
- just one unit per hex! (the magazine makes no distinction between military and non military units)
- it is very important to use combined armies.
- terrain becomes more important: hills increase sight for normal units and strength for artillery units
- main goal is to make fights more interesting and to keep them away from the cities. Frontlines will be the new kind of fighting. If you breach a frontline you can go for the cities
- old military units will be converted into new ones, depending on your technology. The article implies that this could happen automatically, however: it may very well be, that the article is just written poorly.
- no religion. Lead Designer John Shafer thinks that religion in Civ led to a situation where civs where diplomatically divided by religion. He wants to have alliances having a bigger influence than religions.
- cities can grow bigger and have influence on 3 hexes instead of 2 tiles in any direction
- culture is responsible for the growth of your boundaries. The "fat cross" of a city remains the same if you capture it. So no need for a new culture expansion when you conquer a city
- allied Civs help you with your science, even if they research another tech
- having a one city Civ as your ally shall provide more benefits than to conquer it
- diplomacy shall give you more benefits, than just to conquer
- there will be no tech trading at all! Reason for this is to prevent backward civs to become militarily very strong over night (or over one turn )
- there could be a new trait, probably "traditional" Wrong info: "traditional" is not a new trait, it is one of the branches you can choose in the social policies [bold text from civfanatics article author, correcting the magazine article]
- a whole new concept: "social policies". this comes directly from John Shafer:
You can "plan" your Civ now. Similar to the tech tree (i guess) there will be a "Civilization tree". You can choose which part you want to go and get several bonusses by this. You can either go deep into one branch of the tree or you follow several branches.
- one new leader is known, "Wu Zeitan" probably for China
- All leaders played by AI shall orientate on their historical examples, eg Elisabeth II tries to rule the sea
- Wonders of the world will be in Civ V as well, eg hanging gardens which make your people happy (so obviously there will be a happiness system)
- just one unit per hex! (the magazine makes no distinction between military and non military units)
- it is very important to use combined armies.
- terrain becomes more important: hills increase sight for normal units and strength for artillery units
- main goal is to make fights more interesting and to keep them away from the cities. Frontlines will be the new kind of fighting. If you breach a frontline you can go for the cities
- old military units will be converted into new ones, depending on your technology. The article implies that this could happen automatically, however: it may very well be, that the article is just written poorly.
- no religion. Lead Designer John Shafer thinks that religion in Civ led to a situation where civs where diplomatically divided by religion. He wants to have alliances having a bigger influence than religions.
- cities can grow bigger and have influence on 3 hexes instead of 2 tiles in any direction
- culture is responsible for the growth of your boundaries. The "fat cross" of a city remains the same if you capture it. So no need for a new culture expansion when you conquer a city
- allied Civs help you with your science, even if they research another tech
- having a one city Civ as your ally shall provide more benefits than to conquer it
- diplomacy shall give you more benefits, than just to conquer
- there will be no tech trading at all! Reason for this is to prevent backward civs to become militarily very strong over night (or over one turn )
- there could be a new trait, probably "traditional" Wrong info: "traditional" is not a new trait, it is one of the branches you can choose in the social policies [bold text from civfanatics article author, correcting the magazine article]
- a whole new concept: "social policies". this comes directly from John Shafer:
You can "plan" your Civ now. Similar to the tech tree (i guess) there will be a "Civilization tree". You can choose which part you want to go and get several bonusses by this. You can either go deep into one branch of the tree or you follow several branches.
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