stupid game, you try hard to build an army and all the necessary, but the army of the opponent even a small country grows like rabbits, they have no tech, no resources but they grow, stupid and without logic, i wonder how old are developers of this idiot game.
Sid Meier's Civilization V Hands-On - Exploration, Wonders, Culture, and Conquest
We get our greedy, land-grabbing hands on an early version of the next Civilization game, and we'll be right with you as soon as we just take one more turn.
The classic Civilization turn-based strategy series has been the pride and joy of Hunt Valley, Maryland-based Firaxis studio for years and is also apparently the pride and joy of the state of Maryland since that state's governor recently declared that the game's upcoming release date of September 21 will officially be "Civilization V day." The frighteningly habit-forming series has challenged armchair dictators for years to play as one of world history's greatest leaders (such as George Washington of America or Catherine II of Russia) and "build an empire to stand the test of time."
This wording sounds really dignified and impressive, but it really boils down to exploring a randomly generated land map, seizing resources, meeting new nations (and either allying with them or crushing them), and researching new technologies that will make your nation more powerful. And that really boils down to spending hour after hour in front of your computer, taking turn after turn to develop your nation's science, economy, military, culture, or borders until the morning sun starts peeking in through your window. We've finally gotten our filthy mitts on the fifth edition of Civ, and we have much to report, though to be honest, we'd rather be taking another turn.
Civ V looks strikingly different from previous games in the series for a number of reasons. While the most obvious (and initially, the most shocking) difference is the way that the game divides up the world map into wargame-style hexes rather than squares, the game's overall visual design is also really striking. While the previous game, Civ IV, was pretty to look at, there were times when it almost looked like it would burst at the seams by displaying so many informational notes and events onscreen at once. In contrast, Civ V looks like a very, very streamlined game that compresses important information and alerts down to a single line of updates in the lower-right corner of the screen and handily prompts you to take action whenever you have an idle unit, completed city production, or completed research advancement to which to attend. Also, the game's clean art deco look--a tip of the hat to 2K Games' BioShock--encompasses all its interfaces and menus and seems to work beautifully with the game's equally clean 3D maps and units, which are far more detailed and colorful than those of Civ IV and are much more visually distinct from each other.
Aside from its cosmetic makeover, Civ V has a whole lot more new stuff to offer under the hood, such as combat, research, diplomacy, exploration, and expansion. For instance, while the basic first steps to building an empire are similar to previous games--root your settler in a good spot (ideally near precious resources and/or a life-sustaining river), build your first city, and send that first warrior or scout unit out to explore--even the early game has been changed in subtle (and not-so-subtle) ways.
As we found, scouting early and often is still crucially important to find ruins (Civ V's version of the goodie hut--a small cache that grants a random bonus of a free unit, technology, or money to whomever grabs it first), although the version we played had a more realistic, but occasionally inconvenient feature when setting units to automatically explore. Auto-exploring units will occasionally bumble right into the borders of an unmet city-state, immediately committing an act of trespassing that puts your at a diplomatic disadvantage with that city-state. Still, recon is now more important than ever, thanks to two brand new map features. For starters, Civ V introduces new natural wonders, such as the Old Faithful geyser or Lake Titicaca, which grant a permanent happiness bonus to the civilization that first discovers them (and also tend to produce more money and production resources than the average land tile).
And more importantly, there are the much talked-about city-states out there, which also take up a certain amount of real estate on the finite-sized map and offer a small gold bonus to the nation that discovers them first. Better still, the nation that forms an alliance by bribing with gold (or eventually takes bounties to clear out nearby barbarian hordes or to annihilate a rival city-state) can benefit from being on good terms with city-states by being granted trade resources, free units, and eventually, votes in the UN for the game's diplomatic victory condition. Oh, and take our word for it--you can also attack city-states, as well as plunder or annex them, which seems like easy money at first because unaffiliated city-states consist of only a single city and whatever defenses that one city has mustered.
However, knocking out a bunch of these municipalities eventually marks you as a city-state destroying despot and puts you out of favor with the world's remaining city-states. It also triggers war with any rival nation that has granted its protection to that city-state, so unless you want to rumble with Chancellor Bismarck, you'll want to steer clear of the city-states under the protection of Germany, for instance.
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+
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