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Sid Meier's Civilization V - Game disks MUST be tossed. Salad optional.

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Posts

  • SudsSuds Registered User regular
    edited March 2010
    Suds on
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  • ASimPersonASimPerson Cold... and hard.Registered User regular
    edited March 2010
    Well, this is new:
    You can't trade tech any more, but in another example of how gold takes a more upfront role, you invest in research agreements. This provides both civilisations with a research bonus to use as they see fit - not necessarily in the same area. It keeps you interested in your alliance, and saves you having to check to see if you can sell anything you've just learned to anyone else.

    ASimPerson on
  • DortmunderDortmunder Registered User regular
    edited March 2010
    OP updated with new pictures and article links, including joystiq hands-on

    Dortmunder on
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  • The Fourth EstateThe Fourth Estate Registered User regular
    edited March 2010
    ASimPerson wrote: »
    Well, this is new:
    You can't trade tech any more, but in another example of how gold takes a more upfront role, you invest in research agreements. This provides both civilisations with a research bonus to use as they see fit - not necessarily in the same area. It keeps you interested in your alliance, and saves you having to check to see if you can sell anything you've just learned to anyone else.

    Sounds fine to me. Puts more of a penalty of warmongers as you can't just extract techs out of your enemies and should encourage more careful diplomacy.

    The Fourth Estate on
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  • jammujammu 2020 is now. Registered User regular
    edited March 2010
    Suriko wrote: »
    Supposedly the team learned a lot about streamlining Civ V's controls by looking back at Civilization Revolution
    ...D:

    You can streamline my Civ anytime. :winky:


    Does that research agreement imply that they have an monetary or otherwise upkeep to uphold, or are players just going to spam agreements with everyone, except harderd AI:s as they don't probably trade with players.

    jammu on
    Ww8FAMg.jpg
  • LuckyStrikeYoLuckyStrikeYo Registered User regular
    edited March 2010
    Everything regarding diplomacy comes down to this: Will the AI contrinue to launch irrational wars on players? All of these new developments won't mean a thing if after coming to trade and research agreements the AI attacks you out of the blue.

    LuckyStrikeYo on
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  • MachismoMachismo Registered User regular
    edited March 2010
    jammu wrote: »
    Suriko wrote: »
    Supposedly the team learned a lot about streamlining Civ V's controls by looking back at Civilization Revolution
    ...D:

    You can streamline my Civ anytime. :winky:


    Does that research agreement imply that they have an monetary or otherwise upkeep to uphold, or are players just going to spam agreements with everyone, except harderd AI:s as they don't probably trade with players.

    I think the most obvious example is in the one unit per hex system. It likes like unit and city information isn't being shown yet. Maybe the logos and briefs that you see on the map will be simplified to Civ Revs version. That could be ok.

    Machismo on
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  • TagTag Registered User regular
    edited March 2010
    ASimPerson wrote: »
    Well, this is new:
    You can't trade tech any more, but in another example of how gold takes a more upfront role, you invest in research agreements. This provides both civilisations with a research bonus to use as they see fit - not necessarily in the same area. It keeps you interested in your alliance, and saves you having to check to see if you can sell anything you've just learned to anyone else.

    Sounds fine to me. Puts more of a penalty of warmongers as you can't just extract techs out of your enemies and should encourage more careful diplomacy.

    Hopefully warmongers will just be able to use legions of spies still, I love a good espionage game.

    Of course I wonder if this will just lead to the AI's being all buddy-buddy and spamming research pacts with themselves instead of the player like they do with tech trading.

    Tag on
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  • SudsSuds Registered User regular
    edited March 2010
    Oh Joystiq
    and we can tell you how hexy it is. That's right, forget about old Civilization games which only had four cardinal directions to choose from when moving your units; this installment ramps that up to to six.

    First paragraph and I already know they don't know shit about Civilization, probably haven't played one. I mean, it's not like you could move on the diagonals right? So, really, we're going from 8 to 6, not 4 to 6.

    Suds on
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  • MachismoMachismo Registered User regular
    edited March 2010
    Suds wrote: »
    Oh Joystiq
    and we can tell you how hexy it is. That's right, forget about old Civilization games which only had four cardinal directions to choose from when moving your units; this installment ramps that up to to six.

    First paragraph and I already know they don't know shit about Civilization, probably haven't played one. I mean, it's not like you could move on the diagonals right? So, really, we're going from 8 to 6, not 4 to 6.

    Hm... he isn't the one to write about Civ 5. He's the guy that does Joystiq Box Office. He does some good interviews too.

    I wonder who edited it. Most of the editors seems to be Civ fans.

    Machismo on
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  • TagTag Registered User regular
    edited March 2010
    And hey, if its "cardinal directions" its 8 to 2 ;P

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  • DirtmuncherDirtmuncher Registered User regular
    edited March 2010
    Did anybody else think 'Catan !?!?" ? When seeing the screenshots?

    So looking forward to this!

    Dirtmuncher on
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  • ZekZek Registered User regular
    edited March 2010
    I'm really hoping they come up with a good answer to the multiplayer dilemma of Civ4. Super-long epic multiplayer games are cool but it's just not feasible to get them up and running on a regular basis so the game's multiplayer potential really goes to waste. I'd like to see default settings that make the game really fast, like start to finish in 2 hours fast. They just need to trim all the fat - make research/production really fast, with some good automation options for workers and such and very quick turn time limits. It's cool to play on a slow burn in singleplayer, but multiplayer games need to be playable in single chunks for people to be maintain interest.

    Zek on
  • TagTag Registered User regular
    edited March 2010
    The option of simultaneous player turns (like what I think they did with CivRev) would probably make the multiplayer much better. In a 2 person game that basically halves the time, in a 4 person game that cuts it by 3/4s, plus no one is just stuck waiting around.

    It might be too "RTS" for the diehard traditionalists though.

    Tag on
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  • FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    edited March 2010
    Machismo wrote: »
    Suds wrote: »
    Oh Joystiq
    and we can tell you how hexy it is. That's right, forget about old Civilization games which only had four cardinal directions to choose from when moving your units; this installment ramps that up to to six.

    First paragraph and I already know they don't know shit about Civilization, probably haven't played one. I mean, it's not like you could move on the diagonals right? So, really, we're going from 8 to 6, not 4 to 6.

    Hm... he isn't the one to write about Civ 5. He's the guy that does Joystiq Box Office. He does some good interviews too.

    I wonder who edited it. Most of the editors seems to be Civ fans.

    Ummm, the first paragraph says this:
    That's right, forget about old Civilization games which had four cardinal directions plus diagonals to choose from when moving your units; this installment ramps that down to to six. That's right! Two less directions! It's a brand new game!

    Fencingsax on
  • SudsSuds Registered User regular
    edited March 2010
    Ha ha ha. They changed it.

    Suds on
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  • XiaNaphryzXiaNaphryz Registered User regular
    edited March 2010
    Kotaku: Civilization V To Eradicate Road Spaghetti
    During a theater demonstration here in San Francisco of this fall's Civilization V that I witnessed yesterday (and chronicled in depth), I asked where the roads were.

    I was being shown a civilization that was advanced enough to amass armies to attack other great civilizations. Yet all I saw was a single, nicely-paved road. It looked nice, but it didn't look like Civ.

    It turns out, one of the developers of the game, told me, that the game's creators are re-thinking how roads are implemented and displayed in these games. The idea the creators at Civ studio Firaxis are going for is, they said, that "roads will mean something" this time. As in: Even a single road will have relevance and feel as special as a key highway does in the real world.

    Here's an official screenshot of a more primitive Civilization V empire. This is one you'd expect to have a single road, but trust me that this type of clean look appeared even in the more evolved communities I was shown.


    500x_civ_v_gdc_screen_3.jpg

    XiaNaphryz on
  • enlightenedbumenlightenedbum Registered User regular
    edited March 2010
    They said that about Civ 4 too.

    enlightenedbum on
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  • ZenitramZenitram Registered User regular
    edited March 2010
    Road spaghetti exists in real life too.

    Zenitram on
  • TagTag Registered User regular
    edited March 2010
    Ummm, the first paragraph says this:
    That's right, forget about old Civilization games which had four cardinal directions plus diagonals to choose from when moving your units; this installment ramps that down to to six. That's right! Two less directions! It's a brand new game!

    lol that's some pretty obvious and shoddy editing, unless they are poking fun at themselves / original writer.

    "Our understanding of the game was completely the opposite, but our conclusions are verbatim!"

    Tag on
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  • jothkijothki Registered User regular
    edited March 2010
    If single roads have relevence and feel special, won't that be even more of a reason to spam them everywhere?

    jothki on
  • XiaNaphryzXiaNaphryz Registered User regular
    edited March 2010
    jothki wrote: »
    If single roads have relevence and feel special, won't that be even more of a reason to spam them everywhere?

    Not if doing so reduces said relevence and...er...specialness. Or something. We'll have to wait for more info on the system mechanics.

    XiaNaphryz on
  • KastanjKastanj __BANNED USERS regular
    edited March 2010
    I actually liked the road spaghetti - it was fun to see the whole grid resolve itself as the workers went about it, and to see how my web of Dominance and Mammon spread.

    Kastanj on
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  • TagTag Registered User regular
    edited March 2010
    They could do it like they did in CivRev where you pay to connect cities but don't actually build the roads. Thus you wouldn't really be able to spam them and they are a somewhat hefty investment.

    Alternatively they could just interfere with resource gathering.

    Tag on
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  • AroducAroduc regular
    edited March 2010
    Tag wrote: »
    The option of simultaneous player turns (like what I think they did with CivRev) would probably make the multiplayer much better. In a 2 person game that basically halves the time, in a 4 person game that cuts it by 3/4s, plus no one is just stuck waiting around.

    It might be too "RTS" for the diehard traditionalists though.

    They had that in Civ4 too. Even beyond the terribad implementation, it's still an awful idea unless you're playing with people who you trust to play by the spirit of the game instead of abusing all the bad mechanics that comes with it.

    Aroduc on
  • ZenitramZenitram Registered User regular
    edited March 2010
    Maybe there's an environmental factor with roads, whereas bulding them reduces a hex's output. Or maybe pollution/climate change.

    Zenitram on
  • GarthorGarthor Registered User regular
    edited March 2010
    Building a road consumes a worker.

    Garthor on
  • TagTag Registered User regular
    edited March 2010
    Garthor wrote: »
    Building a road consumes a worker.

    Roads paved with the skulls of the serfs? What is this, Dwarf Fortress?

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  • xzzyxzzy Registered User regular
    edited March 2010
    Tag wrote: »
    Garthor wrote: »
    Building a road consumes a worker.

    Roads paved with the skulls of the serfs? What is this, Dwarf Fortress?

    I was thinking this:

    http://wcco.com/topstories/roadkill.paint.raccoon.2.373126.html

    When the paving truck shows up on the horizon.. you best be getting out of the way.

    xzzy on
  • DkarrdeDkarrde Registered User regular
    edited March 2010
    xzzy wrote: »
    Tag wrote: »
    Garthor wrote: »
    Building a road consumes a worker.

    Roads paved with the skulls of the serfs? What is this, Dwarf Fortress?

    I was thinking this:

    http://wcco.com/topstories/roadkill.paint.raccoon.2.373126.html

    When the paving truck shows up on the horizon.. you best be getting out of the way.

    Ugh. People will get outraged about anything.

    Dkarrde on
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  • xzzyxzzy Registered User regular
    edited March 2010
    I didn't even read the story until after I posted the link. It was just the first hit for "roadkill painted over".

    Apparently it happens relatively often!

    xzzy on
  • badger2dbadger2d San FranciscoRegistered User regular
    edited March 2010
    Who knows how they'll change the mechanics, but I like that they're trying. I always hated advanced-stages road spaghetti, and especially railroad spaghetti, which looks terrible in every game, and makes not even a tiny bit of real-world sense into the bargain.

    badger2d on
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  • TagTag Registered User regular
    edited March 2010
    To be fair, it doesn't make a whole lot of sense for it to take a full year for a tank to drive 10 miles either ;P

    (Or what, 500 years to get 3 guys to pick up some clubs and take a walk at the speed of 1 square / century)

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  • badger2dbadger2d San FranciscoRegistered User regular
    edited March 2010
    Yeah so Games =/= Reality. Not news. But the way armies work at least feels like an approximation of reality balanced against gameplay needs. Workers building roads and then railroads on every square inch of land just because they're bored does not.

    badger2d on
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  • DocshiftyDocshifty Registered User regular
    edited March 2010
    I just dislike they way a world made entirely of roads looks.

    Docshifty on
  • TagTag Registered User regular
    edited March 2010
    You mean like:
    the-worlds-roads.jpg
    ?

    Tag on
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  • KastanjKastanj __BANNED USERS regular
    edited March 2010
    Tag wrote: »
    You mean like:
    the-worlds-roads.jpg
    ?

    Hey Greenland.

    Nice road system.

    *giggles cruelly in unison with the other girls*

    Kastanj on
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  • Panda4YouPanda4You Registered User regular
    edited March 2010
    Kastanj wrote: »
    I actually liked the road spaghetti - it was fun to see the whole grid resolve itself as the workers went about it, and to see how my web of Dominance and Mammon spread.
    If only you could modify the workers' auto-process... End-game Civ4 is where I'm starting to lose interest because I'll have to babysit the urban development of 15-20 cities (Cottages you fuuuuuucks!).

    Panda4You on
  • Jealous DevaJealous Deva Registered User regular
    edited March 2010
    So, is it ok to talk about civ 4 in here since the civ 4 discussion thread seems to be dead?

    Because if so, I dug into the colonization art files a bit and got kind of carried away:
    83433156.jpg

    Meijii and Hitler are downloaded from civfanatics of course, the rest are taken out of the civ colonization directory and copied over (I found a pack with the buttons pre-extracted as the colonization button file didn't seem to work, and I had to copy the eyeshadow.dds from civ4 leaders over, but otherwise they work straight out of the box).

    I also whipped up custom personality profiles for them as well, all that's left is civilopedia text and trying to figure out how to get custom diplo text in for them.

    Jealous Deva on
  • ChewyWafflesChewyWaffles Registered User regular
    edited March 2010
    Tag wrote: »
    You mean like:
    the-worlds-roads.jpg
    ?

    Hey, I can see the Ice Road Truckers road from here.

    ChewyWaffles on
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This discussion has been closed.