Civilization V + DLC's, G&K, BNW - Page 97
| Forum Index > General Games |
|
Talos[GER]
Germany56 Posts
| ||
|
Sufficiency
Canada23833 Posts
On March 17 2013 01:24 Talos[GER] wrote: If a German Unit enters french territory, they should surrender instantly! :D But back in Napoleon's time, Germany didn't even exist! | ||
|
Kamille
Monaco1035 Posts
| ||
|
ain
Germany786 Posts
On March 17 2013 17:39 Kamille wrote: Adding Prussia would actually make me want to play this game. Bismarck is the german leader in this game. | ||
|
Sufficiency
Canada23833 Posts
Well, Bismark is Prussian anyway, so.... I guess he can be both. | ||
|
Kamille
Monaco1035 Posts
| ||
|
{CC}StealthBlue
United States41117 Posts
Culture is only one aspect of the Civilization V experience, and Brave New World also plans on bolstering other systems like diplomacy. The United Nations still plays a huge role in a Diplomatic Victory, but prior to its creation you'll have the option to interact with other civilizations via the World Congress. This body is created once a civilization meets every other nation in the world and creates a printing press. After it's established, every civilization gets a number of delegates that they can use to vote on policies (allied city-states also supply you with delegates). The two policies that are voted on each sessions are picked by the host nation that first created the World Congress, as well as the current leader who has the most delegates. The World Congress can ban certain luxury items, put a trade embargo on other countries and do "all kinds of things that change the rules of the game with each session of congress," said Beach. After each session there's a period before the voting takes place, allowing savvy leaders to go around and push other civilizations to trade for votes or straight-up buy them. So if you are a landlocked civ you are pretty much FUBAR/SOL... | ||
|
ain
Germany786 Posts
On March 19 2013 13:54 {CC}StealthBlue wrote: So if you are a landlocked civ you are pretty much FUBAR/SOL... Tbh I'd rather scramble around trying to find other civs than build <4 cities and press 'next turn' for the rest of the game. | ||
|
Wrath 2.1
Germany880 Posts
Oh.. the polands? I guess the great firewall will then become a "must have" wounder^^ I really enjoyed G&K, played that game so much. So bad that I only have a shitty laptop now... fuck. | ||
|
{CC}StealthBlue
United States41117 Posts
We have had ten policy-trees, in which the ideologies were in on it. Now we start with nine till you come into the modern era. Here you must decide for yourselves now an ideology that unlocks the tree her. These trees are much more diversified. Formerly there was usually five alignments, there are now twelve to fifteen. They will help you to define precisely the ideology that want to have her. You need not follow this policy principles in a fixed order. They are intended to allow you to use variable in order to achieve the specific victory conditions better, "says Beach. Source | ||
|
Cel.erity
United States4890 Posts
Am I the only one who doesn't understand what he means when he says, "there was usually five alignments, there are now twelve to fifteen"? | ||
|
Payer
Germany7 Posts
On March 20 2013 08:26 Cel.erity wrote: Am I the only one who doesn't understand what he means when he says, "there was usually five alignments, there are now twelve to fifteen"? He's refering to the number of social policies in a policy tree, which is 5 atm and is apparently changed in BNW in at least the new ideology tree. | ||
|
mucker
United States1120 Posts
| ||
|
Divine-Sneaker
Denmark1225 Posts
| ||
|
Zocat
Germany2229 Posts
Wow... took me longer than expected, and it's late. So I removed all the "fluff" from the article, invented my own paragraphs: T: xxxx is what I think the paragraph is about. No word-word translation either. I basically only translated what Ed Beach (Lead Designer) said. Again late etc/tired. If something is unclear just ask and someone can try to offer a better explanation (and I dont really get how tourism works^^) Civ G&K offered something which a lot of Civ-players missed: religion. Now with Civ5 BNW you will get something which you missed as well: tourists. No, no unit-stacks, but tourists. Tourists? Oh yeah, since they're fitting better into a modern setting which Firaxis focuses on (you will need the basic game for the 2nd expansion). T: Cultural victory Ed Beach (Lead Designer): "We focus on the post renaissance era (modern era, 20th century). Ideologies are the key focuses during those times [TN:: I think he refers to Communism/Capitalism in the real world], so we will bring them to the game and let them influence each other. We also implemented two additional victory conditions: cultural victory & diplomatic victory. They replace some of the old victory conditions and work better with our new concepts. With the new cultural victory we want to force the players to play more actively. In the past it was enough to develop the political aspects. This favoured a playstyle which relied on building a small empire, a few cities and fill those with important cultural buildings. Then you just needed to progress fast through the game, best case avoiding wars on the way. We now want to see a more dynamic playstyle, where you'll build a greater empire which spreads over the world". T: Tourism The main focus of that will be tourism. "The more tourism your state produces, the more your culture spreads over the world - including to other players" "First you have to unlock the social policy and then you can begin generating tourism. Those culture points [TN:: ?] are then your "defense" against the tourism-influence of other players. You can then i.e. create great works of culture/literature/music, which you show off in your museums, where they then again generate tourism, since visitors from other countries want to come & visit them." The Tourism-value only defines the efficiency with which culture spreads over borders. In the contest with other culture-values of different nations you then measure if your culture is superior to the other one. If you can achieve this on a global level you can claim a cultural victory. T: tourism vs religion "In G&K religion was most important during middle ages & renaissance. The big world religions were in direct competition and it was possible to spread religion extensively. But already during the middle of the game it was very expensive to buy new religious units and to expand, so a lot of games with religion felt static. At this point now BNW & the ideologies enter and are probably the linking element for new alliances. In most cases your allies will share your ideologies". T: ideologies The creation of those will start relatively late in the game, but then grows in strength. "We had 10 policy trees until now which included the ideologies. Now we start with 9 until you reach the modern era. Here you now have to chose one ideology and a tree unlocks. Those trees are spread wider. Before we had only 5 directions [TN:: probably the nodes in the social policies], now it's 12-15. They help you to define the ideology which you want to have. You dont have to follow political principles in a set order. You can use them variably to reach your chosen victory condition more easily". T: less wars due to focus on other victory conditions? "I dont think we will have less wars with the new system. If you decide to go for a cultural victory you can achieve this with war by conquering great works of art. That's a strategy to increase your own cultural-level, since tourism is generated this way. While we dont think it's the best strategy, it is an option. T: diplomatic changes "Another new feature will be the world congress. We expanded the diplomatic victory with it. Prior to it you had to build the UN, now we have the progress from the Vienna congress in the early 19th century until the UN. The world congress can pass resolutions which influence the rules of the game. The congress can hinder/slow down the creation of nuclear weapons, or impose hard sanctions against nations which use them. This drastically changes the play in the later stages of the game. T: new civs/other stuff Only Poland as new civ known. Also 8 new world wonders i.e. "Broadway", most of them cultural. "In some of those wonders (and some of the old, i.e. Louvre) you can exhibit your treasures, thus creating more cultural & tourism points. i.e. Louvre has 3 points base, with some treasures this increases" T: archeology "We implemented a whole new system: archeology. The game remembers where battles were fought, where you discovered old ruins, where you defeated barbarians. As soon as you discover archeology those places change to "places of discovery" - a new sort of resource. Now you can recruit an archeologist who settles on those resources and maybe discovers an artifact after a couple of rounds. You place those in your museums and generate more cultural&tourism points." T: trading routes "With the new trading routes we changed the current system of the older Civilizations. We want to force the player to make decisions, not just build a simple connection for a bit more gold. This advances while you progress through the game. You start with your first unit, a caravan, then you gain a trading ship as soon as you discover sailing etc etc. But you also have to designate a trading route, and you only have 1 slot of those at the start. So you have to look with which city you want to trade. That is easy during the early game, since you only have a few options. You gain some gold, is also profitable for the other city, so a win-win situation". "But you have to be careful, since it's not only gold but also other stuff which uses those routes. i.e. religion, which may influence your city. It's an option to connect to an underdeveloped city which then profits from it. Trading routes can also be attacked & destroyed. So you have to think about how to protect them. Another option is to use a new route inside your own empire, to move food to a city which is building an expensive wonder. There are a lot of options, only a single route at the beginning is not much, but when you have 7-8 routes later it can start to get complex. | ||
|
{CC}StealthBlue
United States41117 Posts
| ||
|
Zocat
Germany2229 Posts
On March 21 2013 13:51 {CC}StealthBlue wrote: So a trade route isn't +Gold but one time only? Not constant... What a waste if true. No. You can designate only one trade route at the start of the game (you will get more later on). So if you have 2 cities you can make a traderoute between those, if you have 3 you have to decide which 2 you want to connect, since you only have 1 trade route available. It seems you can also establish traderoutes with cities which dont belong to you (city states, other AI). I dont know if you can change a once established trade route (as in move it around), but I'd guess so. And a trade route would still yield +gold (and the other stuff which they hint at) each turn. | ||
|
{CC}StealthBlue
United States41117 Posts
| ||
|
Caphe
Vietnam10817 Posts
Also, its about time to add civs like Hitties, Assyria, Macedonia into the game. | ||
|
riyanme
Philippines940 Posts
| ||
| ||