Jeff Yu posted this at Civfanatics:
Ok, here's some info from the IGN preview.
Multiplayer options
-8 player support
-option to turn off barbarians or restrict them to huts
-option to double food, production, and trade
-option to respawn defeated AIs
-option to toggle culture flipping
-option to toggle culturally related starts
-option to toggle random seed
Interface Improvements
-arrows at right corner to scroll active units
-arrows at right corner to scroll cities in disorder
-stacked movement for units
-rally points for units
-automated bombardment
New City Improvements
-Civil Defense provides bombardment defense
-Stock Exchange provides tax boost and replaces Banks as Wall Street prerequisite
-Commercial Docks add trade to sea squares
-Internet counts as Research Lab on each city in continent, and provides Golden Age if civ hasn't already had it
Worker Commands
-New automation commands: trade network, colony building, automating for specific cities
-Turn a worker into an airfield in neutral land or your own land where you can land planes
-Build Outpost for increased line of site
-Build Radar Towers for increased defense
Civs
-Carthiginians: Commercial/Industrius, UU is Numidian Infantry, spearman with increased attack/defense and no special resources
-Koreans: Commercial/Scientific, UU is Hwacha, cannon with increased bombard and requires less special resources
-Mongols: Militaristic/Expansionist, UU is Keshik, cheaper Knight that requires less special resources
-Vikings: Militaristic/Expansionist, UU is Berserker, Longbowman with increased attack, defense, AND amphibious attack
-Spanish: Religious/Commercial, UU is Conquistador, weak, cheap, requires almost no special resources, treat all terrain as roads, and doesn't replace anything
-Celts: Religious/Militaristic, UU is Gallic Swordsman, swordsman with faster movement
-Arabs: Expansionist/Religious, UU is Ansar Warrior, replaces Knights, and are faster and cheaper
-Turks: Industrial/Scientific, UU is Siphai, a better attacking Cavalry
Generic Units
-Medieval Swordsman, comes with Feudalism, requires Iron to build
-Guerilla, cheaper infantry that don't require special resources
New Victory Conditions
-Elimination: Civ loses if it loses ANY city
-Regicide: Civ loses when its king is killed
-Capture the Flag: Point-based victory, capturing and holding a zone adds points to score each turn
-Capture the Princess: Princess starts in capitol and can't move, attack, or defend, enemies must capture, and move back to own palace for points, once they do, new princess respawns in palace, if enemy has no palace left, respawns in new city, and player gets big bonus
Multiplayer modes
-Regular: Players set production while other players take turns
-Simultaneous: All players play at the same time, and resolves them all at once
-Turnless: The game runs on a clock. The game takes place at intervals, and upkeep, production, unit moves, citizen happiness, etc updates every interval, with teh intervals being longer as teh game progresses
-Turn-based: traditional turn-based mode, hotseat option, and play-by-email
-The play by email option has no file manager and no mail client access. You have to load, play your turn, exit, and send the file. When you get it, you have to find the folder, move it to Civ 3, and turn on the game again.
Improvements
-Diplomatic and Espionage options are on a single screen now, with list of missions, opponents, and their cities
-You can no longer force an opponent to make you an offer during diplomacy
-You can talk through the chat browser, or Microsoft Directvoice
Multiplayer options
-8 player support
-option to turn off barbarians or restrict them to huts
-option to double food, production, and trade
-option to respawn defeated AIs
-option to toggle culture flipping
-option to toggle culturally related starts
-option to toggle random seed
Interface Improvements
-arrows at right corner to scroll active units
-arrows at right corner to scroll cities in disorder
-stacked movement for units
-rally points for units
-automated bombardment
New City Improvements
-Civil Defense provides bombardment defense
-Stock Exchange provides tax boost and replaces Banks as Wall Street prerequisite
-Commercial Docks add trade to sea squares
-Internet counts as Research Lab on each city in continent, and provides Golden Age if civ hasn't already had it
Worker Commands
-New automation commands: trade network, colony building, automating for specific cities
-Turn a worker into an airfield in neutral land or your own land where you can land planes
-Build Outpost for increased line of site
-Build Radar Towers for increased defense
Civs
-Carthiginians: Commercial/Industrius, UU is Numidian Infantry, spearman with increased attack/defense and no special resources
-Koreans: Commercial/Scientific, UU is Hwacha, cannon with increased bombard and requires less special resources
-Mongols: Militaristic/Expansionist, UU is Keshik, cheaper Knight that requires less special resources
-Vikings: Militaristic/Expansionist, UU is Berserker, Longbowman with increased attack, defense, AND amphibious attack
-Spanish: Religious/Commercial, UU is Conquistador, weak, cheap, requires almost no special resources, treat all terrain as roads, and doesn't replace anything
-Celts: Religious/Militaristic, UU is Gallic Swordsman, swordsman with faster movement
-Arabs: Expansionist/Religious, UU is Ansar Warrior, replaces Knights, and are faster and cheaper
-Turks: Industrial/Scientific, UU is Siphai, a better attacking Cavalry
Generic Units
-Medieval Swordsman, comes with Feudalism, requires Iron to build
-Guerilla, cheaper infantry that don't require special resources
New Victory Conditions
-Elimination: Civ loses if it loses ANY city
-Regicide: Civ loses when its king is killed
-Capture the Flag: Point-based victory, capturing and holding a zone adds points to score each turn
-Capture the Princess: Princess starts in capitol and can't move, attack, or defend, enemies must capture, and move back to own palace for points, once they do, new princess respawns in palace, if enemy has no palace left, respawns in new city, and player gets big bonus
Multiplayer modes
-Regular: Players set production while other players take turns
-Simultaneous: All players play at the same time, and resolves them all at once
-Turnless: The game runs on a clock. The game takes place at intervals, and upkeep, production, unit moves, citizen happiness, etc updates every interval, with teh intervals being longer as teh game progresses
-Turn-based: traditional turn-based mode, hotseat option, and play-by-email
-The play by email option has no file manager and no mail client access. You have to load, play your turn, exit, and send the file. When you get it, you have to find the folder, move it to Civ 3, and turn on the game again.
Improvements
-Diplomatic and Espionage options are on a single screen now, with list of missions, opponents, and their cities
-You can no longer force an opponent to make you an offer during diplomacy
-You can talk through the chat browser, or Microsoft Directvoice
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