Civilization V: Brave New World

Azziane_sl

shitlord
541
1
Additionally, the game is about acquiring new tech which makes previously loved things near obsolete. Modern times should be less about war and more about diplomacy and economics.
I don't get that either. That comes down to your choices. You can choose to try and mimic the real modern world where the super powers are mostly at peace. But even that century (or so) has seen serious wars - which is right smack in the middle of the Civ games modern period.
 

Fight

Ahn'Qiraj Raider
4,585
5,409
Brave New World launches in a week or so. Steam has it 10% off right now.

Features:
  • New Culture Victory:Spread your culture across the globe, dominating all other cultures. Create masterpieces with Great Artists, Writers and Musicians that are placed in key buildings across your empire like Museums, Opera Houses, and even the Great Library. Use Archaeologists to investigate sites of ancient battles and city ruins for priceless cultural artifacts. Become the first civilization with a majority influence in all other civilizations to achieve a Culture Victory, becoming the envy of the world.
  • New Policies and Ideologies:Enter the Industrial Age and choose the ideology of your people: Freedom, Order, or Autocracy. Each ideology grants access to increasingly powerful abilities, and serves the different victory conditions in unique ways. The choices you make will impact your relationships with other civilizations for the rest of the game.
  • World Congress:The importance of diplomacy is intensified and city-state alliances are more important than ever. Change the diplomatic landscape through a new World Congress that votes on critical issues like implementing trade sanctions against rogue nations, limiting resource usage, designating host cities for the World Games, and the use of nuclear weapons. Game-changing resolutions, vote trading, intrigue and a new lead-in to the Diplomatic Victory ensures that the end of the game will be more dynamic than ever before.
  • International Trade Routes:Build your cities into hubs of international trade by land and sea, creating great wealth and prosperity for your people, while also spreading religion, cultural influence, and science. The number of trade routes increases through the advancement of economics and technologies, the creation of wonders, and the unique abilities of your civilization. Will you connect to a closer city for a lower payoff and a safer route, choose a longer route with more risk for the bigger payoff, or perhaps point your trade route inward, sending vitally important food and production to the far corners of your own empire?
  • New Civilizations, Units and Buildings:Nine new leaders and civilizations are introduced, including Poland, Brazil, Portugal, Zulu and more each with their own unique traits, units and buildings.
  • New Wonders:This expansion set introduces eight new Wonders including the Parthenon, Broadway, the Globe Theater, and the Uffizi.
  • Two New Scenarios:
  • American Civil War: Fight the ?War Between the States? from either the Union or Confederate side as you focus on the critical Eastern theatre of operations between the capital cities of Richmond and Washington.
  • Scramble for Africa: The great colonial powers of the world are scrambling to explore the Dark Continent and extend their reach into its interior. Search for the great natural wonders of the heart of Africa as you explore a dynamically-generated continent each time you play.
 

Sean_sl

shitlord
4,735
11
Ugh, 27 bucks? I think I'll wait for a real steam sale. That's more than I paid for Civ 5+ Gods & Kings combined.
 

Fight

Ahn'Qiraj Raider
4,585
5,409
Ya... I will still probably pay launch price for it. It looks pretty robust.
 

Amzin

Lord Nagafen Raider
2,917
361
I'm torn. On the one hand, I really want it, on the other, I could buy a shitton of RP for that price and just wait for cheaper :p
 

Sean_sl

shitlord
4,735
11
Well, I don't see it on GMG yet, but if they get it up I wouldn't be surprised to see a 30% off sale on it from them.
 

Pizoi

Golden Squire
317
22
Are you able to play multiplayer games on custom maps yet? The fact that this didn't exist at launch is beyond stupid.
 

Amzin

Lord Nagafen Raider
2,917
361
You can't do anything even remotely mod related with multiplayer still. I believe custom maps still fall under that, although could be wrong.
 

Numbers_sl

shitlord
4,054
3
There was a patch released today that addressed some bugs but also added more multiplayer options like support for custom maps.http://www.shacknews.com/article/800...g-pitboss-mode

1.03.18
(Released 7/2/13)

MULTIPLAYER

New Mode - Sequential - Similar to the way Single Player works, each player takes turns making their moves.
New Mode - Hybrid - turns are simultaneous as they've worked in the past, but when wars are declared, any players involved in the wars switch to sequential until the war is resolved. All other uninvolved players still play simultaneous.
New Mode - Pitboss - Your game can now run in a server mode, which allows players to connect, take their turn, disconnect, and come back later. Email notifications and steam notifications are built into the system. Once the system has received a healthy amount of feedback from the community, we will also include a stand-alone Pitboss server that does not require a steam account to run.
Added an "Observer" mode to watch a multiplayer game.
Added ability to play custom maps in multiplayer. Host and all players must place custom maps in the main games "maps" directory to be usable.
Added ability to kick a player in-game.
Added ability to save a game configuration from the Staging room, so players can keep various "favorite" game settings ready to go.
Reworked hot-join code to make hot-join much more reliable.
Reworked host migration to be more reliable.
Reworked lobby, added multiple improvements to the way games are setup, and added flexibility when loading a save, and all players are no longer available to play. Also added slot-type pull-downs so host can define the slot-type (like Open, Human Required, AI, and Closed).
Game will now auto-start when all humans have readied up.
Added hours/seconds label to turn timer edit box.
Tracked down and squashed many more causes of out-of-syncs and connection issues, as well as other general bugs.
Additional polish, notifications for kicks, disconnects, reconnects, host changes, multiple UI and tooltip additions and improvements, etc.



GAMEPLAY

Fixed an issue that caused workers building improvements to constantly "wake up" when hostile units were not close by.
Hun Battering Ram promotions which allows only city attacks are now lost upon upgrade.
Fix an issue where the plot under a city would not be worked after trading/gifting it.
Crabs should no longer spawn in lakes.
Many additional subtle updates to tool-tips, and information exposed to players.



IN-GAME ART/SOUNDS

New Forest and Jungle art for all terrain types.
New Road and Railroad art.
Touched up color on various terrain pieces, as well as some of the texture transitions.
Fix Rock of Gibralter national wonder so that it's surrounding terrain displays properly (there may still be rare cases where this can still occur).
Reduced texture sized on many models in-game (buildings, improvements, some leaders, etc.).
Added missing "Selection" sound entries for some base game units.



AI

Military: More aggressive AI city attacks.
Military: Refine larger unit formations, and adjust the AI to use these against City-States if appropriate.
Military: Make Great Generals more aware of danger nearby.
Military: The AI will now prioritize capturing original capitals and cities that were originally theirs.



UI

UI will now change based on the DLL that is active (base game, Gods and Kings, or Brave New World).
New Declare War Pop-up that includes an overview of all connected events (like trades that will be cancelled, City-State allies, etc.)
New Single-Player leaderboards for main game, scenarios, DLC, and mods. To add leaderboards to a mod, add the "SupportsLeaderboards" property to its mod properties.
Added a pop-up that tells the user that the game data is changing when DLC/Scenarios are activated/deactivated.
Maintenance-free units are now properly tracked in the Economic Overview.
Planes and Nukes are now considered Military Units in the Unit overview.
Fixed issues with the city Garrison ring not displaying correctly.
Natural Wonders that create Happiness will now display the yield properly in the plot tool-tip.
Fix some issues that would cause the terrain yield icons to be incorrect, or sometimes missing.
Religion: Fixed a bug where unknown civs would be revealed (via Icon) in the Religion Overview.
Add in a player option called "Quick Selection Advance" which will have the auto-unit-selection advance to the next unit without waiting for the animation to complete.
When the active player's turn starts, make sure all their city range strike icons are correct.
Multiple general fixes and improvements to touch-screen functionality.
Replay graphs are now much more accurate.
Planes and Nukes are now considered military units in the overview.
Fixed a bug in which units were not properly sorted by name in the military overview.
Correct some issues that would cause unit icons to disappear.
Multiple subtle UI improvements throughout the game.



MODS AND STEAM WORKSHOP

Fixed an issue that would cause some mods to download over and over from Steam Workshop.
Changed the way the mod database is built so that the mod library is managed correctly.
Fixed an issue with World Builder which could cause it not to launch properly on some users computers.
 

Mist

Eeyore Enthusiast
<Gold Donor>
30,480
22,329
They need a patch that lets you disable individual Wonders in multiplayer, so you can ban Great Library.
 

Fight

Ahn'Qiraj Raider
4,585
5,409
I think you can use it to Era jump, which not only unlocks new tech/policy trees, but also increases city-state bonuses and strengthens your city's defense.
 

Nutron_sl

shitlord
712
0
This patch makes multiplayer playable from the looks of it. Will buy expansion if good reviews
wink.png
 

Agraza

Registered Hutt
6,890
521
I'm mostly looking forward to the improved emphasis of rivers and coasts. I think coasts still aren't worth enough, but whatever. Rather than plopping my settlers in a perfect grid it will make more sense for them to hug rivers and coasts to perform trade. I still anticipate needing a mod to properly emphasize trade.
 

Fight

Ahn'Qiraj Raider
4,585
5,409
Looks like it unlocks at 12pm EST tonight.

I played through 3/4 of a game this weekend with Ethiopia. I have a pretty good handle on most of the game's mechanics, except Specialists. I really need to read up on how to use them or have someone tell me. I also find the game extremely challenging/bogged down whenever I am at war. It is a hassle and frustrating.