Sid Meier's Civilization V is a 4X video game in the Civilization series developed by Firaxis Games. The game was released on Microsoft Windows in September 2010, 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. 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. 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, and roads now have a maintenance cost, making them much less common. The game features community, modding, and multiplayer elements. 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.
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.
Gameplay
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. 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. There are 26 flavors, grouped into categories including growth, expansion, wide strategy, military preferences, recon, naval recon, naval growth, and development preferences.
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. 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.
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).
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 have reduced science and culture yields. Also, puppet states are directly controlled by the A.I. instead of by the player.
Screenshots from the game Civilization 5
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