Civilization V Q&A--First E3 Details
Get the lowdown on what's in store at E3 for this highly anticipated game exclusively here at GameSpot.
The Civilization strategy series has stood the test of time, debuting years ago on primitive home computers and engaging countless players with its deceptively addictive turn-based strategy gameplay. The Civilization formula, which puts you in control of one of Earth's sovereign nations as a legendary world leader (such as George Washington of the USA or Cleopatra of Egypt), tasks you with taking over the world by way of military might, finance, culture, diplomacy, or scientific research. The happy task of world domination was explored so thoroughly in the previous game, Civilization IV, that it seemed like the development team at Firaxis had done just about everything possible with Civ. That is, until Civ V was unveiled earlier this year with huge changes that will clearly alter the core gameplay of the series. We got in touch with lead designer and principal gameplay programmer Jon Shafer just ahead of E3 to get an exclusive glimpse of what will be on display at the show.
GameSpot: Give us an update on the game's development. What aspects of the game is the team working on now? What will be the focus at E3?
Jon Shafer: The art is nearly done, and we're finalizing the text that will be included in the game. Programmers are finishing up a few features, working on bugs, and improving performance.
At E3, we'll reveal the social policies system, a major new feature that we haven't talked much about before. As players accumulate culture over time, they're able to spend it to adopt social policies. There are 10 branches to select from, most of them requiring the player be in a particular era to utilize. Each branch is themed around a different aspect of the game. For example, the early-game "honor" branch provides bonuses to one's military, while the later "commerce" branch improves one's gold output.
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, you build 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.
The cultural victory is now tied to unlocking a certain amount of the policies tree. The policies give quite a bit of punch to the cultural side of the game, in addition to being a viable path to victory.
GS: We caught an early glimpse of the game at the Game Developers Conference, where the game's new, slimmer interface with lessons picked up from Civilization Revolution was first shown, along with the return of Civ III's advisors. Tell us about the new interface and the returning advisors. What will these changes add to the game?
JS: [One of our] major goals with Civ V is that the game be accessible to more people than the previous Civ games. The best way to address that is by improving the interface and providing players with new tools for learning the game.
With the interface, we've tried to focus as much as possible on displaying only the information that's important at the time, instead of placing as much on the screen as possible. This makes it easier for new players to find what they need. We also have options to turn on more advanced user interface settings, so we're trying to be mindful that some people do want more on the screen.
The advisors in many ways serve as a tutorial for the game, without forcing everyone to go through pre-scripted missions. As you play the game, advisors will pop up and offer useful information. We recognize the fact that most people don't want to sit through an hour or more of lessons before getting the opportunity to actually have fun. The advisors should help make players more confident when just jumping into a game.
GS: We also understand that the notification system is being overhauled for the purpose of being less overwhelming to new players and to keep them more engaged in the game. How will the new notification system work?
JS: The notifications do a couple things for us. First, they let players determine when they want to make decisions. In previous games, pop-ups would often appear and force players to make a choice, perhaps before they were ready. Now the option exists to, say, choose production for one's cities at any point in the turn.
Secondly, the notifications shine a spotlight on important events. For example, if players find a barbarian encampment, a notification will appear. Mousing over the notification icon will provide more details. It's a handy way of organizing information and letting players dig deeper if they want. The game keeps a log of notifications and players can refer to it later in case they want to review what happened in previous turns.
GS: We understand that modifications (mods) will play a larger role in Civ V and that a player's installed mod can be accessed much more quickly--and that a player can even search for mods in-game. Tell us how these systems work.
JS: We are really excited about how modding is being supported in Civ V and will reveal the details shortly.
Review Scores
| Platform | GameSpot | Metacritic / User Score |
|---|---|---|
Game Info
- Release Date: Sep 21, 2010 (US)
- ESRB: E10+Titles rated E10+ (Everyone 10 and older) have content that may be suitable for ages 10 and older.
- Release Date: Nov 23, 2010 (US)
- ESRB: E10+Titles rated E10+ (Everyone 10 and older) have content that may be suitable for ages 10 and older.
Sid Meier's Civilization V
- Publisher(s): 2K Games
- Developer(s): Firaxis Games
- Genre: Strategy
- Release:
- ESRB: E10+
Games You May Like



Neverwinter (PC)


Users who looked at content for this game also looked at these games.
See More Similar Games




