Some headlines:
- interface made easier, game not dumbed down though. "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"
- Golden Ages still in
- "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."
- More strategical instead of stacks of doom: "In another battle, a small group of powerful units were able to hold off a much larger attacking army in a narrow mountain pass."
- adjacent allied units can swap position to heal or to change strategy
- The AI consists of 4 levels, bottom level decides how a local fight will be handled, above that there's a layer to handle which battles have to be waged, on top there's the AI layer to determine the empire strategy. The top level AI decides how to win the game.
- Leaders have a personality that is a bit randomized at the beginning of the game. "Imagine that Napoleon's conquest flavor is, by default, an 8 out of 10. Before the game begins that value will be adjusted by up to two points in either direction."
- All leaders are showing up in full 3D screen environments that represent their nature, where they speak their native language.
- Leaders show a unique personality in how the respond to defeat, victory or war. "Washington on the other hand, seems depressed by defeat, almost as if he's thinking about the people he's let down."
- tech pact trading costs both involved civs a bit of money
- luxerious goods work as before, 1 resource makes your entire emipre happy.
- If a strategical resource is lost, your units can remain in the field (at a maintenance cost), but won't be able to replaced after they're gone.
- City states can benefit you by giving you resources or cultural boosts. You can make them happy by fulfilling their requests. (saving them from barbarians, destroy rival city state)
- city states make diplomacy more complicated.
- City borders are on par with city size.
- cultural borders expand 1 tile by tile, earliest and easiest to the best tiles (grasslands)
- look of the map differs on the different continents: "so you'll be able to tell whether a forest is meant to represent Europe, Africa, Asia or the Americas."
- Sounds are impacted even more by the location of the map, but closeby locations also have input on the sound. "If a unit dies and falls in the forest, it will sound like it fell in a forest. If it's by a river, it will sound like it fell in a river."
- Montezuma is in the game, so are Washington, Oda and Askia.
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