The game features fully animated leaders interacting with players from a screen-filling diplomatic scene and speaking in their native language for the first time. Wars between empires feel massive as armies dominate the landscape, and combat is more exciting and intense than ever before. The addition of ranged bombardment allows players to fire weapons from behind the front lines, challenging players to develop clever strategies to guarantee victory on the battlefield. In addition, an extensive suite of community, modding and multiplayer elements also make an appearance.
Release Date: September 21, 2010
MSRP: 49.99 USD
E10+ for Everyone 10 and older: Drug Reference, Mild Language, Mild Violence
Sid Meier's Civilization V is a turn-based, 4X video game in the Civilization series developed by Firaxis Games, released on Microsoft Windows in September 2010 and on OS X on November 23, 2010.
In Civilization V, the player leads a civilization from prehistoric times into the future on a procedurally-generated map, achieving one of a number of different victory conditions through research, exploration, diplomacy, expansion, economic development, government and military conquest. The game is based on an entirely new game engine with hexagonal tiles instead of the square tiles of earlier games in the series. Many elements from Civilization IV and its expansion packs have been removed or changed, such as religion and espionage (although these were reintroduced in its subsequent expansion). The combat system has been overhauled, removing stacking of military units and enabling cities to defend themselves by firing directly on nearby enemies. In addition, the maps contain computer-controlled city-states as non-player characters that are available for trade, diplomacy and conquest. A civilization's borders also expand one tile at a time, favoring more productive tiles, and roads now have a maintenance cost, making them much less common. The game features community, modding, and multiplayer elements.
Its first expansion pack, Civilization V: Gods & Kings, was released on June 19, 2012 in North America and June 22 internationally. It includes features such as religion, espionage, enhanced naval combat and combat AI, as well as nine new civilizations.
A second expansion pack, Civilization V: Brave New World, was announced on March 15, 2013. It includes features such as international trade routes, a world congress, tourism, great works, as well as nine new civilizations and eight additional wonders. It was released on July 9, 2013 in North America and on July 12, 2013 in the rest of the world.
Civilization V is a turn-based strategy game, where each player represents the leader of a certain nation or ethnic group ("civilization") and must guide its growth over the course of thousands of years. It starts with the founding of a small primitive settlement and ends after achieving one of the victory conditions—or surviving until the number of game turns end, at which point the highest-scoring civilization, based on several factors, is declared the winner. During their turn, the player must manage units representing civilian and military forces: directing units to explore the world, found new cities, go into battle to take over other civilizations, control production in their cities to produce new units and buildings, improve land, handle diplomacy with other civilizations in the game, and finally direct the civilization's growth in technology, culture, food supply, and economics. Victory conditions can include taking over the entire world by force, convincing the other civilizations through diplomacy to acknowledge the player as a leader, becoming influential with all civilizations through tourism, or winning the space race to build a colony spaceship to reach a nearby planet, or winning from being the most powerful civilization on the globe after a set number of turns.
The artificial intelligence (AI) in Civilization V is designed to operate on four levels: the tactical AI controls individual units; the operational AI oversees the entire war front; the strategic AI manages the entire empire; and the grand strategic AI sets long-term goals and determines how to win the game. The four levels of AI complement each other to allow for complex and fluid AI behaviours, which will differ from game to game. Each of the AI-controlled leaders has a unique personality, determined by a combination of 'flavors' on a ten-point scale; however, the values may differ slightly in each game. There are 26 flavors, grouped into categories including growth, expansion, wide strategy, military preferences, recon, naval recon, naval growth, and development preferences.
As in previous versions, cities remain the central pillar of Civilization gameplay. A city can be founded on a desired location by a settler unit, produced in the same way as military units, and the city will grow in population, produce units and buildings, and generate research, wealth and culture. The city will also expand its borders one or more tiles at a time, which is critical in claiming territory and resources. The expansion process is automated and directed towards the city's needs, but tiles can be bought with gold.
City warfare has been revamped. Whereas cities in previous Civ games relied entirely on garrisoned units for defense, cities in Civ V now defend themselves, and can attack invading units with a ranged attack expanding two tiles outward. Cities have hit points that, if taken down to zero, will signal the city's defeat to invading forces; surviving an attack allows a city to recover a fraction (approximately 15%) of its hit points automatically each turn. In addition, any melee unit loses hit points upon attacking a city, dependent upon the strength of the city and unit. Hit points can be increased by garrisoning a unit in the city or building defensive structures (e.g. walls).Captured cities can be annexed, razed, or transformed into a puppet state, each option having distinct advantages and disadvantages; for example, puppet states will provide resources, have lower unhappiness, and not increase the cost of cultural polices, but cannot be directly controlled (controlled by A.I.).
In this iteration of the series, tactical gameplay is encouraged over numbers, with the introduction of new gameplay mechanisms. Most significantly, the square grid of the world map has been replaced with a hexagonal grid, a feature inspired by the 1994 game Panzer General, according to lead designer Jon Shafer. In addition, each hexagonal tile, including city tiles, can accommodate only one military unit and one civilian unit or one great person at a time, forcing armies to spread out over large areas rather than being stacked onto a single tile. This has the effect of moving most large battles outside of the cities, and forces increased realism on sieges, which are now most effective when surrounding the city tile because of bonuses from flanking. Also, increased movement points, simpler transportation over water (embarkment instead of unit transport with water vessels), ranged attacks, and swapping of adjacent units allows for more precise maneuvering of units. There is also a balance between ranged and melee units. Ranged units can attack melee units without retribution, but melee units will normally destroy ranged units.
In an effort to make individual units more valuable to the player (compared to previous games in the series), they take longer to produce, and gain experience from defeating enemy units. At set levels this experience can be redeemed for promotions, which provide various bonuses for increasing their effectiveness, or to substantially heal themselves. In a further departure from previous games, units are no longer always destroyed if defeated in combat, taking partial damage, which can be healed at various rates depending on their type, location, and promotions earned. However, healthy units can still be completely destroyed in a single engagement if the opposing unit is much stronger.
Special "Great Person" units are still present in the game, providing special bonuses to the civilization that births them, with each named after a historic figure such as Albert Einstein or Leonardo da Vinci. Great people come in several varieties, and those available in the base game can be consumed to produce one of three effects: start a golden age, build a unique terrain improvement, or perform a unique special ability. For example, a Great General can create a 'Citadel' (a strong fort with the ability to inflict damage on nearby enemy units), or increase the combat strength of nearby friendly units (this is the only ability that does not require the consumption of the unit). Capturing a Great Person destroys it. Many Great people in the game have bonuses linked to the special ability of the Civilization, for example, one of Mongolia's special abilities is to increase the movement rate of great generals from 2 to 5.
Compared to the previous titles in the series, technology trading has been removed in favor of joint technological ventures. Two civilizations at peace can form a research agreement, which for an initial investment of gold provides both a certain amount of science so long as they remain at peace. Prior to the 1.0.1.332 PC version of the game, research agreements provided both parties with a random unknown technology after a set number of turns of uninterrupted peaceful relations. It is possible for a civilization to sign a research agreement for the sole purpose of getting an enemy to spend money which could be used for other purposes; AI civilizations are programmed to sometimes use this tactic before declaring war. After the player discovers a new technology, a quote related to the technology is read by British actor W. Morgan Sheppard.
City-states, a new feature to the series, are minor civilizations that can be interacted with. Unlike major powers, they may expand in territory but they never establish new cities. In addition to outright conquest, major civilizations have the option to befriend city-states, via bribery or services, for bonuses such as resources and units; these bonuses increase as players advance to new eras. In the Brave New World expansion pack, being allied with city-states will grant you additional delegates in the World Congress starting in the Industrial Era. There are three types of city-state in the base game, each with different personalities and bonuses: maritime, cultured, and militaristic. Two additional city-state types (mercantile and religious) were added throughout the expansion packs to complement new gameplay mechanics. A city-state has the potential to play a prominent role in diplomacy among larger civilizations, as well as make specific requests and grant rewards.
In a change to the culture system, in Civilization V players have the ability to "purchase" social policies at the expense of earned culture. These social policies are made up of ten separate trees (some trees are mutually exclusive); prior to the Brave New World expansion pack filling out five of the ten trees was a requirement to win a cultural victory. These policies replace the "Civics" government system of Civilization IV; the main difference is that the player had to switch out of old civics to adopt a new one, while social policies are cumulative bonuses. According to Jon Shafer, "With the policies system, we wanted to keep the feel of mixing and matching to construct one's government that was part of Civ IV, but we also wanted to instill a sense of forward momentum. Rather than having to switch out of one policy to adopt another, the player builds upon the policies already unlocked. The thought process we want to promote is 'What cool new effect do I want?' rather than the feeling of needing to perform detailed analysis to determine if switching is a good idea."
As in previous games, there are multiple ways to achieve victory in addition to military conquest. The player may focus on scientific research and become the first to assemble and launch a spaceship, winning a Space Race victory. Diplomatic victory requires support from other civilizations and city-states in the United Nations. In the revamped culture system of Civilization V that consists of social policy "trees", the cultural victory involves filling out five of the ten "trees" and completing the Utopia project (reminiscent of the Ascent to Transcendence secret project in Sid Meier's Alpha Centauri). World domination is of course an option, but the victory condition has been simplified compared to previous games in the series. Rather than completely destroying the other civilizations, the last player who controls their original capital wins by conquest. Since the Brave New World expansion pack, you must control all original capitals (including your own) in order to win by Domination. The player can also win by having the highest score at the year 2050 AD; all victory conditions can, however, be disabled. This and other settings, for example turning off city razing, can be modified in the "advanced setup" screen while setting up a game.
SYSTEM REQUIREMENTS:
CPU: | Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz |
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CPU Speed: | Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz |
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RAM: | 2 GB |
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OS: | Windows XP SP3/ Windows Vista SP2/ Windows 7 |
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Video Card: | 256 MB ATI Radeon HD 2600 XT or better, 256 MB NVIDIA GeForce 7900 GS or better, or Core i3 or better integrated graphics |
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DirectX version: | DirectX® 9.0c |
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Sound Card: | Yes |
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Free Disk Space: | 8 GB Free |
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