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PAX East: Civilization V eyes-on impressions

At PAX East, we were given a special behind-closed-doors look at how Civilization V is shaping up. After the fantastic reception Civilization IV had, the often-asked question becomes, "What can you possibly do to top it?" It looks like the answer isn't necessarily to top the features of Civ4, but instead, refine the game with a streamlined interface and better gameplay interaction. But make no mistake, this is a new Civilization, and a number of changes will distinguish it from its predecessor.

Of course, the first and most striking aspect to get a makeover is the graphics. Players that though Civ4 looked great are in for a treat, since the sequel will show the world in fantastic detail. Although the presenter didn't officially list it as a feature, we noticed that the game is being designed to support DirectX 11. Continental maps include Europe, Africa, Asia and America. The landscape comes alive with vibrant colors, but a more subtle feature includes the hexagonal tiles that provide units a greater degree of freedom when moving, exploring and attacking.

It looks like the development team at Firaxis learned a lot from working on Civilization Revolution, and will be applying that knowledge to Civ5. This includes an overhaul of the user interface so that there isn't as much menu clutter. Advisors will also return to the game to help guide players in developing their military, economic and technological strength. Along similar lines is improved diplomatic interaction. Foreign leaders are animated, speak in their native language with actual voiced audio, and have an entire screen with background dedicated to them. The leaders feel more alive, and it sure beats the heck out of talking to them through a little window.

Rivals will no longer be in your face as much in Civ5 thanks to the new City States that will be included in the game. City States are neutral regions that don't expand. Players have the choice to either establish an amicable relationship with them, which brings in steady rewards like units, money or supplies depending on the type of City State, or conquer them to add them to your empire. City States not only act as buffers between rival empires, but they also present some interesting strategic decisions. Backing a City State might mean getting dragged into a war if it comes under attack. Players will then have to decide whether the bonuses are worth it. Alternatively, they can liberate a City State from an empire and return autonomous control, sending your approval rating through the roof. Unless, of course, you'd rather just say "tough luck" and liberate the city by occupying it yourself. It's all about choice, and players can work to conquer the world however they see fit.

War is inevitable when talking about Civilization. Whether you're interested in setting up an economic superpower or working to send a rocket to Alpha Centauri, someone is bound to pick a fight with you. Civilization V does away with multiple units occupying a single tile, commonly referred to as "stacks of doom." Similar to Civilization Revolution, units are fully animated groups and each occupies a single tile. With this approach, Civ5 starts to look more like a tactical strategy game instead of the traditional 4X style the series originated. Players will be able to employ artillery to hit units up to two tiles away to soften them up before attacking. Archers can also reduce unit numbers before melee attackers move in to finish them off. Terrain, elevation, and units designed with a rock-paper-scissors mentality will still play major roles in strategy. Using advantageous terrain and positioning can allow a handful of units to hold out against overwhelming odds. Cities can be upgraded with their own personal defenses, so they're not as reliant on having units garrisoned inside them, but it certainly helps to have a few.

The game's AI will also be getting a major revamp. Longtime players who are used to static AI faction patterns are in for a bit of surprise when the computer dynamically changes its strategy mid-game. Factions start off with a primary motivation. For example the leader of England might choose to build an superior navy. However, if the player beats them to it, the computer will switch to a different goal, perhaps expand territory or work towards building a Wonder. If it works it should reduce the amount of predictability from the game. AI opponents are also quick to react when the player makes aggressive decisions. Instead of constantly having to build settlers to found new cities, players will have the option to purchase land in adjacent territories to expand their empire. Buy up real estate too quickly and tensions start rising. Similarly, they'll be more aware of troop movements and will become very upset at troops lining up at their border, possibly escalating to war. We were able to confirm that the game is being developed for dual core processors with the ability to take advantage of up to eight threads, which should be welcome news for Quad Core i7 owners.

This was a great first-look at what's to come, but there are still a few blank spots. Religion, one of the biggest features introduced in Civ4, will be reworked to fit into the new gameplay style. Details on how exactly it will work are still forthcoming. Additionally, city management is one area that wasn't covered during the presentation. Traditionally, managing an empire can become a bit crazed and hectic. It will be interesting to see how the development team approaches this. More details will become available as we draw closer to the fall, when Civilization V is expected to release.

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