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Jahanzeb Khan
20 Jun, 2010

E3 2010 Feature: Civilization V Preview

PC Feature | Now even more Civilized!
We have seen many ambitious simulation series that tries to give you the amount of control and power as…God would have. Of all the ambitious projects we have seen throughout the history of the video game industry, and they all talk a big game but in terms of the actual execution of an ambitious concept, such games usually leave a lot to be desired. However, one name in the genre stands above all, that being none other than Civilization. The series is essentially a turn based strategy game and while on the surface you will find the usual PC strategy combat system, what lies underneath are powerful macro and micro management tools that allow you to literally build and mould a civilization the way you want it to be. Our hardworking editors had a good look at the upcoming Civilization V at E3, and we share the juicy information.

It seems with Civilization V, the developers are aiming for more depth than ever before, which is great for Civilization buffs but at the same time they are also trying to make things more accessible and user friendly for newer/casual players. Let’s take a look at some improvements and changes.

The technology tree is as massive as ever, however to make things a little less overwhelming and a bit more manageable, the game will allow players will allow you to set clear cut goals which will allow them to work towards particular/necessary technologies rather than picking each technology one at a time.


This looks great, but God obviously plays the best version of Civilization.

This looks great, but God obviously plays the best version of Civilization.
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Looking into city management, the game will allow players to optimise cities for particular classes of jobs in order to streamline the experience. This is an example of how this game intends to attract newer players, but buffs will be pleased to know that this is merely an option and that the original system is still intact with all its depth and complexity. The game will be as deep or as simplified as the player would like, the game has been designed in a way it will allow players to solely focus on a particular area of their civilization, and for example they could focus only on growth for a particular time span.

As for the policies, the game will feature 10 policies: tradition, freedom, autocracy, commerce and growth. If you get fully upgrade at least 6 of these, the you get access to the ‘utopian’ social policy, which allows you to build a wonder.


Just go easy on the nukes guys.

Just go easy on the nukes guys.
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The combat system while still turn based, it will however allow only one combat unit per tile. This will have a strong impact on combat strategies as unit placement will be more important than unit strength and size. For those of you who love pushing the nuke button, launching a nuke will instantly destroy all relationships a nation has with others, so you may want to think twice.

Civilization V looks to be another major leap for the franchise. The additional depth will make long time fans happy while the streamlined and user friendly options will surely win over new comers. Players can look forward to hours upon hours of well calculated and designed simulation when the game hits stores in September.

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6 Comments
1 year ago
Honestly I didn't like how Civ IV was, units were too large and with the double and triple up of them there were just too many units on the field unless you purposely limited how many were shown, a simulation game does not need this kind of extravagance. So I'm still disliking how the units are made in these screenshots, I mean **** man, a tank or warrior should ultimately not be as large as a +18 city, this is ultimately the problem with having units take 1 grid space and towns taking 1 space as well regardless of how big they grow as if land grows on trees. (wait.. what?)

I would have ultimately preferred if they stopped the "artisitc" direction at Civ III and merely created "common sense with regards to the AI. They still spam cities far too close to one another like ants, they still have that stupid "aww we're best buds here's some horses...I WAR YOU, YOU LOOKED IN MY DIRECTION, RAAAAGE!" diplomacy and you still are confined in a way.

I suppose as long as Leonard Nimoy still goes Beep Beep Beep this will be a worthy game indeed!
1 year ago
Fly wrote
I mean **** man, a tank or warrior should ultimately not be as large as a +18 city
Then don't think of it as a single tank, think of it as representing an entire battalion. Same goes with the cities being too close, perhaps change your perspective.

Sounds like it's a complete overhaul. Hopefully it still maintains that awesome Civ feeling.
1 year ago
PALGN wrote
launching a nuke will instantly destroy all relationships a nation has with others, so you may want to think twice.
Well that hardly seems realistic...
Did I miss something or has everybody been ignoring the US since WW2 then?
1 year ago
grim-one wrote
Then don't think of it as a single tank, think of it as representing an entire battalion. Same goes with the cities being too close, perhaps change your perspective.
There is nothing stopping the devs from separating the military aspect into a separate level, a switch from the sim overview to the various aspects of running a nation via advisors (upon which Civ 2's still rock hardcore) perspective is not the issue, the issue is that effectively cities are capped despite logic mandating that as they grow they consume land to maintain their growth. I'm ultimately tired of the AI constantly spamming cities and every build having to be one of containment if you want to out populate them. It's mundane. it's ultimately a minimal change to allow for "supercities" by people expanding at their leisure and actually building up their cities to consume land rather than "6 spaces; city... 6 spaces; city... 6 spaces..."

There's nothing to then create minimal units, not 3 large warriors with clubs as large as skyscrapers, but 12 smaller warriors that when engaging in combat zooms in to enlarge it. removing the confines of the grid in places would then allow the formation of an army that doesn't take up 1 damned grid space, but that if you pull every military unit you have might take up 14 spaces, 25... that is progression that I would like to see, less restrictive gameplay.
1 year ago
If your problem with Civ is the graphics you have a problem. It could look like the tanks were made of 4 cities and I would still play it
1 year ago
Nietzsche wrote
If your problem with Civ is the graphics you have a problem. It could look like the tanks were made of 4 cities and I would still play it
As with most things to do with gaming my problem is one of focus. Civilization effectively kept the focus on game improvements by introducing culture, government structure, tied resources into terrain, natural disasters, city states and so on so forth but they've kept a rhetoric that does not "work" and "focused" elsewhere.

You have graphical tweaks of menu, you have graphical tweaks of units and environment, you have graphical enhancement that a howitzer or battleship now produces a nice little plume of flame. Make no mistake, the only Civ game I've not purchased was Revolution since it was not on PC, so given if I can run this on a limited system I will pick this up regardless. But I just wish their focus wasn't on the glitzy crap and forcing this into the casual market as an excuse for their focus. Meat and potatoes changes thanks.
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