E3 2010: New Civilization V Q&As, Screenshots, and Video

righthttp://www.civfanatics.com/gallery/files/1/e3_2010_civ5_sm.jpg[/img]It's E3 week and lots of new exciting Civ5 info are starting to come out! Today there are two Q&As with Jon Shafer, 10 new screenshots, and a nearly 6 minute long "Making of Civ5" video.

1) Civilization V Q&A–First E3 Details @ GameSpot

This includes a “Making of Civ5” video and an interview with Jon Shafer, the game’s designer.

2) E3 2010: All About Civilization V Q&A @ IGN

Contains an interview with Jon Shafer.

3) New Info Summary

  • Status Update: Firaxis has nearly finished the art, and is finalizing the game text. Programmers are finishing up a few features, working on bugs, and improving performance.
  • Social Policies System: As players accumulate culture over time, they're able to spend it to adopt social policies. There are 10 branches to select from, most of them requiring the player be in a particular era to utilize. Each branch is themed around a different aspect of the game. For example, the early-game "honor" branch provides bonuses to one's military, while the later "commerce" branch improves one's gold output. Players are able to mix and match the policies to construct one's government. Rather than having to switch out of one policy to adopt another, you build upon the policies already unlocked. Firaxis wants players to ask "What cool new effect do I want?" rather than asking "should I swicth?". The cultural victory is now tied to unlocking a certain amount of the policies tree.
  • Advisors: The advisors serves as a tutorial for the game.
  • Notifications: These allow players determine when they want to make decisions, at any point in the turn. The notifications also shine a spotlight on important events.
  • Ranged Attacks: All warships are now ranged units with the ability to hit land targets. Siege units are powerful but as a trade-off, they must be set up prior to firing.
  • Diplomacy: Diplomacy victory requires winning the UN election. Every player in the game has one vote, including the city-states. Should a city-state be conquered, it can be liberated, and if this happens, that city-state is guaranteed to vote for the liberator in the UN election.
  • ZOC: Units have zone of control that slows enemy units (must be at war) to 1 hex move/turn.
  • City States: Three types of city states: maritime, cultured, and militaristic. Befriending one provides bonuses relating to their type. While city states can be friends with any player, they can be allied to only one at a time. City states grant all of their resources to their ally and will join that ally in war.
  • Border Growth: Border growth now takes place one tile at a time. Players may choose which tiles are obtained with money, but the price will depend on how easy or hard it would be for the city to claim the tile by culture. Cultural accumulation still provides a long-term method for expanding one's territory. The order in which tiles are claimed depends on the geography. For example, nearby tiles with resources will be first in line, while others across a river will be picked up later.
  • Economics: The "slider" has been eliminated. Gold and science have been completely split up and come from different sources now. The new system requires less turn-to-turn management and better rewards long-term planning. Most science now comes from your population, though specialist populations and unique tile improvements also contribute. Resources are now quantified, so a single source of oil is no longer able to fuel an entire fleet.
  • Unit Movement: Units can move through one another as long as they don't end up on the same tile.
  • Unit promotions are now more tailored to the particular unit class. Additionally, a promotion opportunity can be "spent" to fully heal a unit, providing an interesting trade-off between long and short-term benefits.

4) Ten New Screenshots

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Enjoy!

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Origineel Artikel: http://forums.civfanatics.com/showthread.php?t=368441&goto=newpost