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 |
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]
A player starting location with one city and one warrior unit showing.
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]
Kristina enlists the help of an intellectual playboy to break up the couple who by theorizing on the “love-virus and the futility of romance manages to manipulate Nicole before being mysteriously murdered. She meets a naive Amazon, Kristina, who likewise falls desperately in love with the young woman.
Alex, a museum guard is love-struck with Nicole with whom he lives.
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.
Seven 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. Life is strange fatal error fix.
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]
Fallout 4 vs the witcher 3. 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]
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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
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External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Civilization_V&oldid=904719655'
The last big official update to Civilization V [official site] came in 2013 with its second large expansion, Brave New World. Three years later, and almost six years after the game’s original release, 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.
I’m relatively new to the patch myself, having only discovered it in late 2015 thanks to the YouTuber Arumba, but by that time it had already been in the works for over a year. How did it come about? I spoke to CivFanatics forum user Gazebo, largely considered the face of the project.
“Back in 2014, I started a wish list of things I felt I had the c++ competency to design. The biggest features I wanted to implement were resource monopolies, late-game corporations, a new happiness system, and a random events system. Together, these aspects really do feel like an official expansion of civ. I also wanted the project to incorporate as many community suggestions, ideas, and criticisms as possible, as the combined brain power of the community is much more than I could ever hope to muster on my own!”
What the community have created is nothing short of amazing; a complete overhaul of Civilization V that completely revived my interest in the game long after I’d drifted away from the original. Although I can’t possibly go through every little thing that’s been changed (a complete changelog and guide can be found here) I’m going to at least give you the rundown of the major changes, the reason they’ve completely reinvigorated Civilization V for me, and how the game feels with the Community Patch Project installed.
Wants and Needs: The New Happiness System
The biggest change to the CPP is the one that best summarises how it feels to play. The new happiness system is so much more organic, in depth and natural, and that feel ties into how the rest of the mod plays as well.
The old, static happiness modifiers are completely done away with and replaced with a system of needs which are evaluated on a city-by-city basis. Each city demands a certain amount of yields per population, and if they don’t get enough, they generate unhappiness based on how much they’re missing. This unhappiness feeds back into the global happiness system of course, and so multiple unhappy cities without enough happiness modifiers will lead to an unhappy empire.
The way the needs are named, though, feels more organic, and makes the system more than just numbers. Your citizens don’t cry out for “more culture” or “more science”, they complain about “boredom” and “illiteracy”. Got a city with a high illiteracy rate? Better build some Libraries and Universities. Citizens getting bored? Entertain them in the Amphitheater!
There are other sources of unhappiness too, such as being isolated from the capital (no city connections) and Religious Unrest (not enough religious followers), so it’s not just about managing a few percentages, it’s about actually making sure a city has everything it needs. Or as close to the ideal as possible.
I haven’t quite got the happiness system figured out yet. I understand it, mostly, but my empire always seems to be in some minor state of unhappiness due to a lack of money, or defenses, or this or that. I think mostly it punishes me for over-specialising, ignoring culture in favour of science for example, and that’s great! Now I have to choose between happiness and specialisation in a way that makes me feel less like a strategy gamer and more like a ruler.
Ignoring your population’s state of happiness isn’t wise. Besides the revolts that can occur at severe levels of unhappiness, even minor unhappiness leads to a loss of science and gold, while your units take combat penalties due to low morale. On the flip side, positive happiness can actually boost these numbers, so letting yourself drop too low is a double loss of resources. A wise ruler makes sure their citizens’ needs are met, or pays the consequences.
New Uniques for Everyone (Except Poland)
The more immediately exciting changes from the CPP are the adjustments made to each of the civilizations. I always thought that the way Civilization V handled Unique Abilities (UA) was exciting. Rather than the trait system of earlier Civ games, each Civilization now got to be truly unique with abilities based on its historical position in the world.
Unfortunately, a lot of the UAs ended up being either too one-dimensional, arbitrary or just plain unhelpful. Although you could often see what the intent behind them was, many required very specific scenarios to be worthwhile, or shoehorned you into strategies that you either weren’t comfortable with, or just weren’t possible given your position in the world. The CPP overhauls basically all of that, making every UA dynamic, interesting and almost always relevant.
The one exception is Poland, whose ability remains untouched. Poland was used almost as inspiration for the rest of the overhauls, and you can see its benefits reflected in almost everyone else’s new uniques. Poland’s extra social policy per era is relevant no matter what your starting position, dynamic enough to allow you to approach any victory condition, simple to use and effective throughout the entire game. Now every civilization can say the same.
A large reason that the CPP feels so fresh is that it allows you to diversify without punishing you for the decisions you make. In fact, as the happiness system proves, it even punishes you a little for not diversifying. Everything is tied to everything else. Now there are multiple paths to the same victory, and good reasons to invest in almost anything. The new unique abilities are great at capturing that sensibility while still being genuinely unique, interesting and diverse.
As well as the changes to abilities, each civilization has been adjusted to make sure that it has at least one Unique Unit and either a Unique Building or Improvement. A lot of the old one-dimensional civilizations were made even more one-dimensional due to lack of a unique building. If you aren’t going to war, a special unit is kind of useless, and having two is even worse. Now, if you’re a pacifist, you’ll still have something to build that should help you out in some way.
Of course, many of these units, buildings and improvements have been adjusted to match the feel of the CPP, so they’re diverse by themselves, and often help create a secondary goal for each civilization. Even if your unique ability hasn’t come into play much, your unique building or improvement might help catapult you towards your victory condition if you use it right.
Victory Conditions
The victory conditions themselves haven’t been overhauled (much), but winning the game certainly feels like a very different task nowadays. The focus on generalisation helps a lot with that. It’s not that you don’t have to specialise to win any more. Rather, you can’t specialise as much so victory comes less quickly and often with less overwhelming unbalance as in the base game. Gone are the days of launching a rocket to Alpha Centauri without ever researching the Rocketry technology, or buying out all the City States just before the game-winning UN Diplomatic Leader vote.
Civ 5 Vox Populi Multiplayer Free
The technologies needed for the science victory come right at the end of the tech tree, so you actually need to research everything in order to win through science. Tourism comes from a wider variety of sources, and trickles in throughout the game, giving you a chance to be ready for a sightseeing revolution when tourism really kicks off in the Modern era. The World Congress requires more steps to reach the Diplomatic Victory, not to mention that city state diplomacy is completely overhauled. Resistance to your military becomes naturally stronger the more enemy capitals you hold.
These aren’t the reasons that victory in the CPP feels so different than the base game though. They’re just balance changes. Victory itself is changed by the path to victory. You’re no longer tied down, from the beginning of the game, to focusing on one specific victory type and then half-praying that you have the tools you need to reach it. Some civilizations will still naturally favour one victory or another, but there’s enough variety in their abilities – and in the gameplay, tech tree, buildings and other options available – to offer you multiple paths to victory every game. Sometimes you won’t even need to decide what you’re doing until much later in the game, because you’re naturally hedging your bets anyway.
This is core to what makes the CPP special. You’re no longer playing a game with a specific, pre-planned path to victory. You’re building and managing an empire, steering it roughly in the direction you need it to go but ultimately unsure of what exactly will happen. Victory isn’t just a choice you make, it’s an organic growth of your civilization, a natural conclusion to your story. This is exactly what Civilization has always meant to me. With the Community Patch Project, Civilization V finally reflects that, bringing flexibility to your rule.
Those major changes to the way the game functions are backed up by extensive changes to AI and balance that tweak just about every element of the game.
The Community Patch Project is unofficial and entirely fan made. It’s still undergoing tweaks and changes, but it’s hoped that it will be considered complete and finalised as Civilization V: Vox Populis this summer. If you want to try it out in the meantime, head on over to the Community Patch Project forum on Civ Fanatics. To run it you’ll need Civ V with both major expansions (Gods and Kings, Brave New World), all of the leader DLC and the Ancient Wonders DLC.
_1. As of July 19th
_3. I've been trying to start a multiplayer game in Civ V with Vox Populi mod on ( with EUI ) and for every game I've tried to see if it had changes like corporations , it only had the BNW civilopedia and tech tree . On the other hand , when I first installed VP and tried to run a multiplayer game , the corporations overview would pop up but would not close. I cant tell what Im doing that is causinf both issues. Im using the modpacks only
_4. I never had a CTD , so I didnt think to check any logs or minidumps when CBO wasn't working. However for my second issue where the corporations overview wouldn't close I tried to replicate it in single player and I managed to , and searching around in the mods menu it said that I couldnt run C4D with CBO , but I could run a different Civ 4 Diplomacy mod with it . Im not at my computer right now so I dont know the exact name. My next try will be to install no EUI
Supporting information:
Please note that you can attach .zip files by dragging-and-dropping them. If possible, zip up all supporting data and post that way.
Please note that you can attach .zip files by dragging-and-dropping them. If possible, zip up all supporting data and post that way.
Vox Populi Civ 5
- Log files (always attach your Logs folder, located at My Documents/My Games/Sid Meier's Civilization 5. Make sure you have enabled logging before experiencing an error! Go here to find out how: http://forums.civfanatics.com/showthread.php?t=487482):
- Save game (always attach a save that was made a turn before the error; located at My Documents/My Games/Sid Meier's Civilization 5/ModdedSaves):
- CvMiniDump.dmp file (attach if experiencing a game crash. Located at Program Files/Steam/steamapps/common/Sid Meier's Civilization V):
- Screenshots (optional):