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Steam Workshop: Sid Meier's Civilization V. ===== Civ 5 Improvements Patch for Brave New World ===== This mod is an unofficial patch for Civ 5 Brave New World that makes some surgical changes to the game in an effort to en.
Civilization V | |
---|---|
Developer(s) | Firaxis Games |
Publisher(s) | 2K Games(Windows) Aspyr(OS X, Linux) |
Director(s) | Jon Shafer |
Producer(s) | Dennis Shirk Lisa Miller |
Designer(s) | Jon Shafer Ed Beach Scott Lewis |
Programmer(s) | Brian Wade Tim Kipp Ed Beach |
Artist(s) | Dorian Newcomb Chris Hickman Brian Busatti |
Writer(s) | Michelle Menard Paul Murphy |
Composer(s) | Michael Curran Geoff Knorr |
Series | Civilization |
Platform(s) | Microsoft Windows, OS X,[1] Linux[2] |
Release | Microsoft Windows[3]OS X November 23, 2010[4] Linux June 10, 2014 |
Genre(s) | Turn-based strategy, 4X |
Mode(s) | Single-player, multiplayer |
Civilization V: BNW Install/Patch. Copied folder to Civilization V.144; and the original to Civilization V. Folder of Civilization V you have. Steam Workshop: Sid Meier's Civilization V. ===== Civ 5 Improvements Patch for Brave New World ===== This mod is an unofficial patch for Civ 5 Brave New World that makes some surgical changes to the game in an effort to en.
Sid Meier's Civilization V is a 4Xvideo game in the Civilization series developed by Firaxis Games. The game was released on Microsoft Windows in September 2010,[3] on OS X on November 23, 2010, and on Linux on June 10, 2014.
In Civilization V, the player leads a civilization from prehistoric times into the future on a procedurally generated map, attempting to achieve 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.[5] 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 expansions). The combat system has been overhauled, by removing stacking of military units and enabling cities to defend themselves by firing directly on nearby enemies.[6] In addition, the maps contain computer-controlled city-states and 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,[7] and roads now have a maintenance cost, making them much less common.[8] The game features community, modding, and multiplayer elements.[5] It is available for download on Steam.
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.[9]
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, eight additional wonders, and three ideologies. It was released on July 9, 2013, in North America and in the rest of the world three days later.
- 1Gameplay
- 2Development
- 5Expansion packs
Gameplay[edit]
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. The game starts with the foundation of a small 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, such as population, land, technological advancement, and cultural development, is declared the winner.
During their turn, the player must manage units representing civilian and military forces. Civilian units can be directed to found new cities, improve land, and spread religion while military units can go into battle to take over other civilizations. The player controls production in their cities to produce new units and buildings, handles diplomacy with other civilizations in the game, and directs the civilization's growth in technology, culture, food supply, and economics. The player ends the game when a victory condition is met. Victory conditions include taking over the entire world by force, convincing the other civilizations to acknowledge the player as a leader through diplomacy, becoming influential with all civilizations through tourism, winning the space race to build a colony spaceship to reach a nearby planet, or 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 a civilization 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 behaviors, which will differ from game to game.[6] 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.[6] There are 26 flavors, grouped into categories including growth, expansion, wide strategy, military preferences, recon, naval recon, naval growth, and development preferences.[10]
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. The city will then grow in population; produce units and buildings; and generate research, wealth and culture.[11] 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.[6][12]
Siege warfare has been restructured from previous Civ games. Previous cities games relied entirely on garrisoned units for defense, whereas 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 unit and strength of the city which can be increased by garrisoning a unit or building defensive structures (e.g. walls).[12]
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, give less unhappiness, and provide smaller increases to the cost of cultural policies, but haves reduced science and culture yields. Also, puppet states are directly controlled by the A.I. instead of by the player.[13]
In this iteration of the series, tactical gameplay in combat is encouraged in place of overwhelming numerical force 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.[14] In addition, each hexagonal tile can accommodate only one military unit and one civilian unit or great person at a time. This accommodation forces armies to spread out over large areas rather than being stacked onto a single tile and moves most large battles outside of the cities forcing increased realism in sieges. City attacks are now most effective when surrounding the city tiles because of bonuses from flanking.[6][13]
Units can now be more precisely moved with increased movement points, simpler transportation over water (embarkment instead of unit transport with water vessels), ranged attacks, and swapping of adjacent units.[6][13][15] Ranged and melee units are now more balanced. 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. Instead, units can take 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.[16]
Special 'Great Person' units are still present in the game, providing special bonuses to the civilization that births them, with each Great Person 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 passively increase the combat strength of nearby friendly units. Capturing a Great Person destroys him or her, except for Great Prophets in the expansion sets. Many Great People are given 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 and rename them into 'Khans'.
Civilizations can no longer trade technologies like in previous versions of the game, instead civilizations can perform joint technological ventures. Two civilizations at peace can form a research agreement, which requires an initial investment of gold and provides both civilizations a certain amount of science so long as they remain at peace.[17] Prior to the 1.0.1.332 PC version of the game,civilizations were provided with an 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.[18] British actor W. Morgan Sheppard provides the narration for the opening cinematics to the original game and its expansion packs, the quotations at the discovery of new technologies and the building of landmarks, and the introduction of the player's chosen civilization at the start of each new game.[19]
City-states[edit]
City-states, a feature new to the series, are minor civilizations that can be interacted with, but are incapable of achieving victory. Unlike major powers, city states may expand in territory but they never establish new cities (although they can conquer other cities with military units). In addition to outright conquest, major civilizations have the option to befriend city-states, via bribery or services. City states provide the player with bonuses such as resources and units, which increase as players advance to new eras. In the Brave New World expansion pack, city-states grant allied players 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 in the Gods & Kings expansion pack to complement new gameplay mechanics. City-state play a prominent role in diplomacy among larger civilizations, as well as make specific requests and grant rewards.[20]
Culture system[edit]
In a change to the culture beans system, Civilization V players have the ability to purchase social policies with earned culture.[21] These social policies are organized into ten separate trees each containing five separate policies. Prior to the Brave New World expansion pack, the player was required to fill out five of the ten trees to win a cultural victory. Social policies replace the 'Civics' government system of Civilization IV (where players had to switch out of old civics to adopt a new one) while social policies in Civilization V are cumulative bonuses.[22]
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.'[22]
Victory[edit]
As in previous games, there are multiple ways to achieve victory. The player may focus on scientific research and become the first to assemble and launch a spaceship, winning a Space Race victory. The player may focus on a diplomatic victory, which requires support from other civilizations and city-states in the United Nations. In the new culture system of Civilization V consisting of social policy 'trees', the cultural victory prior to the Brave New World expansion pack involved 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).[13]
World domination is 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.[23] Since the Brave New World expansion pack, the player must control all original capitals (including their own) in order to win by Domination. The player can also win by having the highest score at the year 2050 AD, or all victory conditions can 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.
Civilizations[edit]
There are 18 playable civilizations available in the standard retail version of Civilization V. 7 DLC civilizations and a further 18 were added by the two expansions, leading to a total of 43 civilizations. The player chooses a civilization and assumes the role of its leader, based on prominent historical figures such as Napoleon Bonaparte. Each leader of a civilization has a combination of two unique units, improvements, or buildings. For example, Arabia has the camel archer which replaces the standard knight unit, and the bazaar which replaces the market.[24] In addition to the two unique units, improvements, or buildings, there is a unique ability for each civilization. For example Japan has Bushido, which causes their units to do maximum damage even when damaged themselves, and gives 1 culture from each Fishing Boat and 2 culture from each Atoll.The player is able to interact with the leaders of other civilizations via the diplomacy screen, accessed through clicking on a city of that civilization, or through the diplomacy button at the top of the screen. For the first time in the series, fully animated leaders are featured, who speak their native languages.[5][6] For instance, Augustus Caesar speaks in his native Latin and Montezuma speaks in his native Nahuatl. According to Émile Khordoc, who voiced Augustus Caesar, the voices for the leaders were recorded in early 2009, approximately a year and a half before the release of the game.[25]
The 18 base game civilizations were: America (led by George Washington), the Aztecs (led by Montezuma I), Egypt (led by Ramesses II), England (led by Elizabeth), Germany (led by Bismarck), Greece (led by Alexander), Songhai (led by Askia), the Iroquois (led by Hiawatha), the Ottomans (led by Suleiman), Rome (led by Augustus), France (led by Napoleon), Japan (led by Oda Nobunaga), China (led by Wu Zetian), Russia (led by Catherine), India (led by Gandhi), Persia (by Darius), Arabia (led by Harun al-Rashid), and Siam (led by Ramkhamhaeng). Genghis Khan of Mongolia was added as a preorder DLC, till October 25, 2010, when it was made free.
Six other DLCs were added: Nebuchadnezzar II of Babylon, Isabella of Spain, Pachacuti of the Incas, Kamehameha of Polynesia, Harald Bluetooth of Denmark, and Sejong of Korea.
Development[edit]
Firaxis began work on Civilization V sometime in 2007.[26] Initially, the team working on the game consisted of seven artists led by Jon Shafer; this team gradually grew to 56 members.[27] For initial tests of gameplay ideas, the team used the Civilization IV game engine (Gamebryo), while a new graphics engine was built from the ground up; this new engine, called LORE, came online only 18 months prior to the game's release.[27] Teams working on different aspects of the game were located close to each other, which enabled the developers to solve some of the issues they were facing quickly.[27]
According to producer Dennis Shirk, the move to one unit per tile had a great impact on the game's core systems. This forced the developers to create an entirely new AI system and caused the game’s later eras to lose emphasis.[28] The increased emphasis of the game's new features also meant that the developers had to trim some of the systems that existed in previous Civilization games.[29] The developers also lost critical team members and lacked members working on the multiplayer aspects.[30] After approximately 3 years and 3 months of development,[27] the game was finally released on September 21, 2010.
LORE[edit]
LORE (Low Overhead Rendering Engine) is the name of the graphics engine used by Civilization V (and its successor Civilization: Beyond Earth). There was a presentation of LORE at the GDC2011.While Direct3D 11 was still in alpha stage, Firaxis decided to design the rendering engine natively for the Direct3D 11 architecture, and then map backwards to Direct3D 9. This approach shaped up as being that advantageous, that Civilization V officially supports AMD's proprietary Mantle low-level rendering API, which is stateless, as are Vulkan and Direct3D 12. With Vulkan being heavily based upon Mantle, it should be relatively easy to also include an Vulkan rendering path, but no such announcements have been made by Firaxis.
A major addition to the Direct3D 11 API was Tessellation and Civilization V contains one of the most complex terrain systems ever made. The rendering engine uses the GPU to ray-trace and anti-alias shadows.
The native ports to OS X (November 23, 2010) and Linux (June 10, 2014) use an OpenGL rendering path.
Patches[edit]
As of November 21, 2012, the Windows and OS X versions of Civilization V have had regular patches since being released, which included major gameplay alterations, numerous crash fixes, and other changes.[31][32][33][34][35][36] Patch support for OS X has often been delayed, with some patches being released more than a month after their Windows counterparts.[37][38][39]
Using released source code[40] the game's community continues the support for the game from where Firaxis left it with a community patch called Vox Populi.[41][42]
Release[edit]
2K Games released Civilization V and its demo on September 21, 2010,[3][43] It is distributed through retail and the Steam content delivery system. The OS X version was released on November 23, 2010,[4] and the Linux/SteamOS version was released on June 10, 2014.[44] In conjunction with its release, the State of Maryland, where Meier and Firaxis are based, named September 21, 2010, as 'Sid Meier's Civilization V Day', in part due to Meier's success and for him 'continuing a tradition of developing the talent and creativity of future generations'.[45]
A special edition of Civilization V was also set for worldwide release on the same day as the standard edition. The package consists of a 176-page artbook, a 'behind-the-scenes' DVD at Firaxis, two-CD game soundtrack selections, and five metal figurines of in-game units, as well as the game itself.[46]
A Game of the Year edition was released on September 27, 2011. It includes all four of the 'Cradle of Civilization' map packs, as well as some of the new civilizations (Babylon, Spain, Inca, and Polynesia), their respective scenarios, and the official digital soundtrack. However, the 'Explorer's Map Pack', 'Civilization and Scenario Pack: Denmark - The Vikings', 'Civilization and Scenario Pack - Korea' and 'Wonders of the Ancient World Scenario Pack' are not included.[47]
A Gold edition was released on February 12, 2013. It includes all 'Cradle of Civilization' map packs, the 'Explorer's Map Pack', the 'Wonders of the Ancient World Scenario Pack', all the DLC civilizations and the Gods & Kings expansion pack.[48]
A Complete edition was released on February 4, 2014. It includes both expansions and all the DLC packs.[49]
Additional content[edit]
Besides the 18 civilizations available in the standard retail version, additional civilizations can be downloaded.[50][51]Babylon under Nebuchadnezzar II was announced as a bonus civilization included in the Steam and Direct2Drive Digital Deluxe Editions,[50][52] and later offered for all on October 25, 2010.[53]Mongolia under Genghis Khan as well as a Mongolian themed scenario was added with a free update on October 25, 2010.[53]
Spain, under Isabella, and the Inca Empire, under Pachacuti, as well as a similarly themed scenario were offered as the first 'Double Civilization and Scenario Pack' on December 16, 2010.[54] The 'Civilization and Scenario Pack: Polynesia' was released on March 3, 2011, and adds the Polynesian Empire under Kamehameha I.[55] The 'Civilization and Scenario Pack: Denmark' was released on May 3, 2011, and features the Danish civilization under Harald Bluetooth, similar to the Viking civilization from previous games.[56] On August 11, 2011, the 'Civilization and Scenario Pack: Korea' was released featuring the Korean civilization under Sejong the Great.[57]
On August 11, 2011, a 'Wonders of the Ancient World Scenario Pack' was released adding three new ancient wonders – The Temple of Artemis, The Statue of Zeus, and The Mausoleum of Halicarnassus – as well as a scenario based around the Seven Wonders of the Ancient World. This was the first time that new wonders were added as DLC.[57]
Additionally, several downloadable map packs were offered as a pre-order bonus from various retailers: Steam, 'Cradle of Civilization: Mesopotamia'; Amazon.com, 'Cradle of Civilization: Asia'; Gamestop and Play.com, 'Cradle of Civilization: The Mediterranean'; and 'Cradle of Civilization: The Americas.' All four maps were later made available for purchase through Steam. Coinciding with the release of the 'Civilization and Scenario Pack: Denmark' on May 3, 2011, an 'Explorers Map Pack' was released featuring map types inspired by real-world locations like the Amazon and Bering Strait.[56]
In late 2012 the developers released the source code of the core game part to support the modding community.[40][42] Mods may be downloaded via the Steam Workshop for either version.[58] As of July 2013, the OS X version (Not to be confused with the steam version) does not officially support mods, although working around and moving files from and to certain folders will enable them.[59]
An independently-developed software known as Giant Multiplayer Robot makes use of the hotseat multiplayer mode in Civilization V to mimic the play-by-email functionality that was present in previous Civilization series titles.[60]
Expansion packs[edit]
Gods & Kings[edit]
On February 16, 2012, an expansion pack titled Gods & Kings was announced. It was released on June 19, 2012, in North America, and June 22 in the rest of the world. The expansion added new features to the base game such as religion, espionage, three new scenarios, an expanded technology tree, several new units, new religious and mercantile city states, nine new wonders and nine new playable civilizations: Austria, Byzantium, Carthage, the Celts, Ethiopia, the Huns, the Maya, the Netherlands, and Sweden.[9] Additionally, Spain, previously available only as DLC in Civilization V, is included with the expansion.[61]
Brave New World[edit]
On March 15, 2013, an expansion pack titled Brave New World was announced and released in North America on July 9, 2013, and internationally on July 12.[62][63] The expansion added new features to the base game such as international trade routes, World Congress, tourism, Great Works, two new scenarios, eight new wonders, several new units and nine new civilizations: Assyria, Brazil, Indonesia, Morocco, Poland, Portugal, the Shoshone, Venice, and the Zulus. Additionally, Ethiopia, previously available in the first expansion pack, is included with the expansion.[64]
Reception[edit]
Reception | ||||||||||||||||||||||||||||
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|
Civilization V received critical acclaim, achieving a Metacritic score of 90/100 after 70 reviews[68] and 89.17% after 49 reviews in GameRankings.[65]
G4TV gave it 5 out of 5, describing it as a 'fantastic turn-based strategy game... In many ways... the best representation of the series and certainly the most accessible for new and old players alike', adding that the 'diplomatic model is anemic' and describing the AI as 'fairly average.'[67]IGN gave the game an 'Outstanding 9.0', saying 'This is the first Civilization for PC that is worth just about every person’s time,' but also criticizing the AI for being too aggressive and noting that players who played Civilization IV may miss the civics and religion features.[69]GameSpot praised the game's addictiveness, claiming it to be 'yet another glistening example of turn-based bliss that will keep you up long past your bedtime'.[73]
Some reviews were less positive, with the most common criticisms being directed at the game's artificial intelligence. 1UP.com says that the game features an 'A.I. that can't play the game,' and noted that the game has 'some nice innovations that will make it hard to go back to Civilization IV. But in other ways, it's a disappointment that needs a lot more work.'[76]Eurogamer gave the game an 8/10 despite their criticism that 'the AI in Civ V is still curiously terrible,'[77] while GameShark gave the game a B+ while stating that 'the computer opponents are ill equipped for the military side of things.'[78] Other complaints include criticism of the game's speed, which is approximately 5 hours at 'normal' game pace.
In an update on a Kickstarter project, lead designer Jon Shafer himself criticised some of the game's shortcomings. For the game's diplomatic system, he wrote that AI opponents 'were completely enslaved to their gameplay situation, and as a result they appeared random.' As for the strategic AI, Shafer said although he was 'very proud' of his code, ultimately he felt 'it really wasn't very good' since the AI 'floated from one 'strategy' to another without any real cohesion behind [its] decisions.'[79]
Shafer mentioned that the game's global happiness mechanic 'strongly encouraged [players] to stay small and the penalties for not obliging with this demand were quite harsh. It was virtually impossible to build the large, sprawling empires which had always been a feature in the series.' On the removal of sliders, he wrote that 'players were...permanently locked into their past economic choices.' According to Shafer, the game's 'maps wasn't really suited for' one unit per tile and that 'the congestion caused by [one unit per tile] also impacted other parts of the game.' In the end, he concluded that some of the game's problems 'were all due to decisions I made with the design.'[79]
See also[edit]
References[edit]
- ^'Aspyr Media to Publish Sid Meier's Civilization® V for Mac'. Business Wire. October 19, 2010. Retrieved June 26, 2011.
- ^'Introducing Sid Meier's Civilization V for SteamOS'. Steam Community. June 10, 2014. Retrieved June 10, 2014.
- ^ abc'2K Games Conquers PCs with the Release of Sid Meier's Civilization V on September 21, 2010 in North America'. 2K Games. June 11, 2010. Archived from the original on July 1, 2010. Retrieved July 23, 2010.Cite uses deprecated parameter
|dead-url=
(help) - ^ abLooney, Russ (November 2, 2010). 'Civilization V Coming to Macs on November 23'. The GameAgent Blog. Retrieved June 26, 2011.
- ^ abc'2K Games Announces Sid Meier's Civilization V in Development at World Renowned Firaxis Games Studio'. BusinessWire. February 18, 2010. Archived from the original on March 4, 2010. Retrieved February 19, 2010.Cite uses deprecated parameter
|dead-url=
(help) - ^ abcdefgButts, Steve (March 8, 2010). 'Civilization V Preview'. IGN. Retrieved March 9, 2010.
- ^'Civilization V Preview: Small Changes, Big Differences'. Kotaku. Retrieved November 22, 2013.
- ^'Civilization V to eradicate road spaghetti?'. Kotaku. Retrieved November 22, 2013.
- ^ ab'2K Games – BLOG – CIVILIZATION V EXPANSION PACK ANNOUNCED!'. February 16, 2012.
- ^CivData, Retrieved September 23, 2015.
- ^Park, Andrew (March 10, 2010). 'Civilization V Impressions — First Look'. GameSpot. Retrieved July 22, 2010.
- ^ ab'Civilization V Analyst — Cities'.
- ^ abcdTito, Greg (June 16, 2010). 'E3 2010: Civilization V Breathes New Life Into the Series'. The Escapist. Retrieved July 21, 2010.
- ^Murdoch, Julian; Wilson, Jason (April 30, 2010). 'Civilization 5'. GamePro.com. Archived from the original on May 3, 2010. Retrieved August 10, 2010.Cite uses deprecated parameter
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(help) - ^Onyett, Charles (June 15, 2010). 'All About Civilization V'. IGN.com. Retrieved July 22, 2010.
- ^2KGames (September 13, 2010). 'Civilization V Gameplay Part 2'. UStreamLive.com. Retrieved July 22, 2010.
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- ^'Civilization V Q&A—First E3 Details'. GameSpot. June 15, 2010. Retrieved July 22, 2010.
- ^'Civilization V Review'. MMGN. June 22, 2010. Archived from the original on April 3, 2016. Retrieved September 22, 2010.Cite uses deprecated parameter
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(help) - ^ ab'Civilization V Q&A—First E3 Details'. Gamespot. June 15, 2010. Retrieved September 12, 2010.
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- ^Game Developer Magazine. Sid Meier's Civilization V postmortem, p 21. March 2011. Retrieved December 25, 2012
- ^ abcdGame Developer Magazine. Sid Meier's Civilization V postmortem, p 22. March 2011. Retrieved December 25, 2012
- ^Game Developer Magazine. Sid Meier's Civilization V postmortem, pp 24–25. March 2011. Retrieved December 25, 2012
- ^Game Developer Magazine. Sid Meier's Civilization V postmortem, p 24. March 2011. Retrieved December 25, 2012
- ^Game Developer Magazine. Sid Meier's Civilization V postmortem, p 25. March 2011. Retrieved December 25, 2012
- ^'Sid Meier's Civilization V Update Released'. Steam. November 21, 2012. Retrieved December 24, 2012.
- ^'Sid Meier's Civilization V Update Released'. Steam. July 11, 2012. Retrieved August 1, 2012.
- ^'Sid Meier's Civilization V Update Released'. Steam. November 1, 2012. Retrieved November 1, 2012.
- ^'Official 2K Civ5 Patch Notes'. 2K Games. December 20, 2011. Retrieved December 21, 2011.
- ^'Sid Meier's Civilization V Update Released'. Steam. July 3, 2012. Retrieved July 3, 2012.
- ^'Sid Meier's Civilization V Mac Update Released'. Steam. December 16, 2010. Retrieved December 20, 2010.
- ^'Sid Meier's Civilization V Mac Updated'. Steam. April 19, 2011. Retrieved April 19, 2011.
- ^'Sid Meier's Civilization V Mac Update Released'. Steam. September 29, 2011. Retrieved September 30, 2011.
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- ^ abCivilization V DLL Source Code coming with Fall Patch'The 'Fall Patch' of Civilization V will also mark the release of the DLL source code, allowing modders to compile their own DLLs for use in their mods.' by 2KGreg on forums.civfanatics.com (2012)
- ^Samuel Wicks (April 26, 2016). 'Wondrous: The Civilization V Community Patch Project'. Rock, Paper, Shotgun.
there’s another big new release expected, but it’s not an official expansion. It’s the Community Patch Project (CPP; to be named Vox Populi on release), a community-made mod that overhauls and improves a majority of the game’s systems in an attempt to make Civilization V the best game it possibly can be.
- ^ abPatrick Klepek (April 26, 2017). 'The Modders Who Decided to Overhaul the AI in 'Civilization V''. Vice.com.
Community Patch was actually built upon another mod. Since development began in 2014, it's become its own thing, prompting a rebranding: Vox Populi. Besides improving upon the game's AI, Vox Populi tweaks the game's balance, and fixes bugs that were left behind after Firaxis moved on. [...]we have to respect them for giving us the source code, and that must have taken some courage
- ^'Civilization V Playable Demo Release Date'. civilization5.com. August 27, 2010. Retrieved August 27, 2010.
- ^Linux/SteamOS Announcement, Valve June 10, 2014. Retrieved September 23, 2015.
- ^Remo, Chris (July 29, 2010). 'Maryland Declares September 21 'Civilization V Day''. Gamasutra. Retrieved July 29, 2010.
- ^'Announcing Sid Meier's Civilization V Special Edition'. civilization5.com. July 9, 2010. Retrieved July 21, 2010.
- ^'Moby Games: Sid Meier's Civilization V: Game of the Year Edition'.
- ^'Announcing Sid Meier's Civilization V Special Edition'. civilization5.com. February 13, 2013. Retrieved February 13, 2013.
- ^'Moby Games: Civilization V: The Complete Edition'.
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|dead-url=
(help) - ^'Civilization Fanatics' Forums — View Single Post — Preorders, DLC, and Bears oh my!'. Forums.civfanatics.com. July 20, 2010. Retrieved June 26, 2011.
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External links[edit]
[RELIGION UPDATE]
Overhauled “Religion Lens”
All religious units move on their own layer (similar to Trade Units and Spies)
Switched to unique unit flag backing for religious units
Display religion (if applicable) for a unit to be purchased with Faith Added the ‘Condemn Heretic’ unit action to allow military units to eliminate religious units in their tile, similar to pillaging a trade route
Added Religion indicators to unit flags
Religious units now exert Zone of Control and receive Flank and Support bonuses in religious combat
Added two new Pantheons, two new Founder Beliefs, two new Follower Beliefs, two new Enhancer Beliefs, and two new Worship Beliefs (with new buildings)
Follower Belief “Warrior Monks” unlocks the new Warrior Monk unit, a medieval land combat unit with its own promotion tree that is purchased with Faith
Added the Guru religious support unit, which can heal nearby religious units
Improved long-term usefulness of Missionaries by giving their spread religion ability 10% eviction of all other religions
Gave nine existing leaders the LOW_RELIGIOUS_PREFERENCE trait so they are unlikely to push hard for a religion, making it easier for players to get one on high difficulties
Added Unit Action tooltip to show you how many followers you’ll have in a city after you spread religion there
Adding religious pressure to both ends of a trade route:
Destination city gets 1 pressure per turn of the origin city's majority religion (if it has one). This is the same amount as if that city was close by.
Civilization 1 Download
Origin city gets 0.5 pressure per turn of the destination city's majority religion (if it has one)
Added 8 new Relics
[UI ENHANCEMENTS]
Updated Diplomacy screens to improve readability and usability
Trade Overview: Available Routes tab will now show all possible routes between two cities regardless if the origin city has a trader located at it
New medallion style art for Great People
Capital icons now appear on city banners in espionage chooser menu
Rest & Repair actions inform you if you can’t heal due to a missing Strategic Resource
Changed sort order for gossip so most recent messages are shown first
Ensure plot tooltips show up after mousing over 2D icons in same plot
Trade route chooser now sorts routes when filtered by a yield
Lots of changes to make assorted UI screens more moddable/extensible
[AI TUNING]
Civilization Patch 3.19
Improved AI’s naval gameplay, including protection and healing of naval units, building a proper navy, and assaulting coastal cities
AI will attempt to re-convert its holy cities
AI will no longer commit to battles they cannot win
Improve AI city and district placement
Improved AI’s valuation of great works
Improved Scout’s drive to explore Tribal Villages
Improved siege attacks
Adjusted religious strategies, preventing large hordes of units going to the same, distant city
New AI support for Religious Heal and Condemn Heretic actions
Improve AI use of Inquisitors
Money Grubber agenda is no longer as sensitive to fluctuations in income
[MULTIPLAYER]
Ongoing stability improvements
[BALANCE CHANGES]
Removed some of the least useful Gossip messages to improve signal to noise:
Buildings constructed if from 2 eras earlier than the constructing player's current era
Civic cultivated if from 1 era earlier than developing player's current era
Influenced city-state if not tied or higher than all other players
Land unit promoted if only to Level 2
Civilization Vi Patches
Naval unit promoted if only to Level 2
Policy slotted if unlocked from a Civic that is 2 eras earlier than slotting player's current era
Tech researched if from 1 era earlier than researching player's current era
Move +1 embark speed from Cartography to Square Rigging
Allow friendly or allied spies to escape just before a nuke is detonated on a city they are in. All other spies are still killed.
Add Guilds as a prereq for Humanism so you have Theater Square before Museums
Change the Civic prereqs between Industrial and Modern so Zoo is required before Stadiums
Religious Idols Pantheon belief is now +2 Faith per mine instead of +1
Persian Immortal unit now behaves primarily as a melee unit with a ranged attack ability
Civilization V Complete Edition
[BUG FIXES]
Download Civilization V Free
AI will now recruit Great People when they take control of a human's game in MP
Fixed an issue where AI would trade invalid items
Fixed issues where AI appears to refuse their own deal proposals
Corrected an error that made the AI very unlikely to agree to alliances
Added missing description text for Broadway (+20% Culture for the city)
Fixed Colonial Taxes to be the listed 25% boost
Fix player being able to make peace with city states while at war with the suzerain
Pillaged districts no longer provide adjacency yields and they drop adjacent Appeal
Fixed the Hanging Gardens not granting Appeal
Archery tech boost earned by a Slinger on defense
Unique districts don’t count twice for Mathematics tech boost
Fix Housing from Monarchy to properly be +1 for each level of Wall
Culture Bombs can no longer steal National Park tiles
Conquering a city with a spaceport under sabotage no longer redirects that mission at yourself
Captured spies are immediately returned when a player is defeated
Gold costs of delegations is correct at all game speeds
Properly compute foreign followers of a religion for beliefs that use this stat. Followers from cities that didn’t have this religion as a majority were not counted previously
Embarked combat units can no longer capture enemy embarked civilians
Additional bug fixes
[MISC]
Civilization Game
Changed Jakarta City-State to Bandar Brunei
Added Motion Blur to leaders