![]() ![]() Little NapoleonAs someone who has never really had a stomach for the obvious rock-paper-scissors mechanics underneath most RTS games, Civilization has always appealed to me on the strength that it can be used more as a personality quiz in many regards. Below we see if transition is as fluid as could be hoped – or as jarring as breezeblock to the jaw on a cold morning. If you're not, you'll soon be joining us.Still, Sid Meier’s Firaxis studio has never been one to be coy – ambition is what makes Civilization what it is and so the move to an arguably more adrenaline-fuelled and casual audience was inevitable. If you're already a Civ addict, you'll love it. It's big, it's epic, it's fun, it's addictive. It's familiar and comfortable and correct all those tweaks add up to make this edition of the franchise feel the most like "Civ" since the second game in the series. ![]() But when you sit down to play Civilization 5, the experience isn't about change. New features and graphics are what get gamers talking. There's a new system for developing social policies and constructing your form of government related changes to the cultural victory condition the introduction of joint technological ventures with other civilizations tweaks to the collection and use of strategic resources new animations for enemy leaders the list goes on. Now, any land-based unit can load up and set sail across water -although they are defenseless, and move glacially slowly. Civ 5 also ditches the old "transport" sea unit, which always created a choke point in any exploratory or war effort. Both were cool ideas, but poorly executed, and religion in particular left the game severely unbalanced. Veteran players will also notice a few subtractions from the game -most notably, the espionage & religion systems introduced in Civ 4. It's not just twenty guys in a square attacking twenty guys in another square. Wars feel big, and costly - they rage across the landscape, and require careful consideration of terrain. Further tweaks like letting ranged units attack from several squares away make combat a whole new experience in Civ 5. It's one unit, one hex, and that means players have to change the way they defend their resources. ![]() Should you be forced into a nasty world war, you'll quickly note another major change: Combat units don't stack, so forget about cramming multiple units into one city. Sometimes the tasks are simple (take out a local barbarian village) but occasionally they can radically alter the course of a game, like forcing you into battle to defend the city against an enemy civilization. But friendship comes at a price these city states frequently ask for favors, and if you ignore them, your relationship will come to an end. Make friends with one and you can gain goods and bonuses for your own civilization. They're not the full-blown AI empires you're used to (Napoleon, Catherine, that damn Otto von Bismark) but rather one-city political entities. You can choose which way to expand, and even buy new hexes, so you don't have to wait for your population to go up to make a land grab.Īside from the graphics, the biggest addition to the game is the introduction of city-states -tiny, computer-controlled civilizations. ![]() It's a lot closer to how real cities grow, and more fun to play. They're not limited to the classic " fat cross" layout, and can sprawl to reach resources or block off neighbors. ![]()
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