Sid Meier’s Civilization V Special Edition Review: The World Is A Vampire, And Brim Full Of Surprises

Civilization V brings the dawn of a new era through strategic warfare with the strength for the edification of a small group of people willing to create their own society in a parapsychological title that encompasses the roots of diplomacy, growth, freedom, and politics. Civilization V has changed the model of strategy from not just the modes, but also the way players balance short-term and long-term goals to create an unforgettable title with illustrious logistics. The visuals have been greatly improved through the use of DirectX 11, some leaders are more stern with policy in Southeast Asia while others focus on what makes their Civilizations great and symbolic, the outdated religion system has been removed and the Civilization branch along with the Civilopedia exude an incredible amount of detail. Civilization V has been in development by developers Firaxis Games for more than 3 years, and each of these years has brought a more refined and concise set of systems and interfaces to Civilization V, all of which culminate the nostalgia in making the entire Civilization series from the floppy disk days to the portrayal of what Civilization has always stood for, both spiritually and realistically: the test of time and power of a people’s civilization.

Civilization V has fused the course of diplomacy and the ruthless power struggle dynamic of leadership with turn-based strategy and combat that are more lively and realistic than ever. The predecessors of the Civilization series started out simple: get seekers, build a land, defend it, and conquer others. Players must achieve one of a number of different victory conditions from research, diplomacy, expansion, economic development, government and military conquest. Largely, Civilization V keeps the same intensity and expands the formula into a more detailed and varied one. The first change anyone will notice revolves around the user interface and the streamlined appeal of the map layout. The map modes take a strategic view element in table-top style, while giving an increased variety of options to view the landscape and terrain conditions. Maps for the most part still need exploration, and the discovery of a newer civilization expands the play mode strategically while keeping the pace intensely close. With a newer engine, hexagonal fields within Civilization V allow one unit per hexagon and a limited six-way line of direction attack instead of the older eight, negotiating for an increased combat stratagem that makes for a challenge and empowers a civilization leader who is losing at the beginning to come out a victorious power. One of the worst creations in all of Civilization history has also been eliminated: the stack of death, the strategy ruthless leaders used in online combative play to stack multiple units over a series of turns in obscure map areas, and evade a major city with an undeniable force. With this long-requested issue removed, the Civilization series finally holds a candle in the justice of turn-based strategy players everywhere.

Resources are geared to the focus of the combat production and come in three kinds similar to past titles: strategic resources bonus resources and luxury resources. As soon as resources run out to make a battleship of Oil and Uranium, newer resources need to be discovered in newer veins.  Military units now are allowed to be promoted through military unit points and can be specialized for various environment and siege bonuses. Military structures are finally much more improved in terms of how they attack different units, and the combat interaction has taken a whole new height. Civilization IV made it a habit for two units of different ranks to clash, and the one with the most rank and specialization won instantly in a one to two turn skirmish. Military battles are more strategic, and as a result the entire game comes alive. Retreat, reinforcements, and environment enclosures can finally be used stealthily and aggressively depending on the type of gameplay.

Civilizations still rely on a branch technology tree system when it comes to winning the gameplay, but the tree has evolved from the defunct religion into a more sociological concept of trade-offs. Civics is no longer employed and macadamizes an overthrown characteristic of other systems. Instead, government systems are finally eliminated and lead a prestigious path to social policies and the potency of what makes a civilization at its best: social order and construct. Social policies provide the steadfast remainder of strategy that the Civlization series has always needed, without the hassle of sticking to an entire technology branch and capping out the specific branch in a simple vie for the number of turns completed and units required. The game stops becoming about numbers, and delves out into the expanded view of the future of your peoples. Returning technologies feature Animal Husbandry, Metal Works, Masonry, while many requirements have changed not in terms of units required to completion, but in terms of the specific sacrifices between certain types of power. Choose production, but realize that there is finally poise between these systems that do not allow for a horrible loophole as the turns get longer and the years pass.

Diplomacy espies a new visage through a sharp direction and extremely highlighted set of upgrades that unveils a brilliant and macroscopic change in the direction of an empire’s growth. This direction in which one takes his or her empire is more believable and allows for an interesting combination of strategies that is meant to be seen. Artificial Intelligence for leaders finally has personality, and cognition that a simple portrait box and completely ridiculous demands and requests beget. Every notable leader has a way of approaching a situation based on real-world expansionist proclivity and temperament in the use of military force. George Washington takes military actions very carefully, and tends to distribute the weight of his units with the speed of his production and the long-term goal of not giving up until the last unit is defeated. Alexander is more ruthless, and can get caught up in military might easily, which allows newcomers to the Civilization series to defeat him from the beginning with a personal knowledge advantage. The most significant changes of A.I. lay with the unpredictability factor. A.I. also has a strong bearing on city-states and resources are finally constricted. City states provide a new concept of cities which never grow but offer bonuses to the player in terms of resources or influence. The usage of city-states commends a newer form of gameplay where some civilizations can actually be friends and turn the tide of battle. The moves of certain leaders might shock and awe you, and feel less clunky and more comprehensible in a long-term macroscopic result of your nation and civilization. All of these attributes create a new dynamic personality in not just the leaders of the A.I. game, but creates an unforgettable navigation into a planet with immense foreign cultures with different responsibilities, traditions, and values.

Values of trade do not come easy, and there feels a more realistic approach and system axis designed to outweigh one civilization’s benefit to another. If the opposing city-states of another major civilization like you, then they will be more resilient on intraborder affairs. Previous iterations of the Civilization series had civilizations simply stopping trade if you made a trade with one of their enemies for something even miniscule. The leaders now weigh the perennial weight of a trade, if in low stock, to more standing of the civilization itself than simple pedestrian politics of reputation. Reputation, however, still has an effect on the bearing of trade but is more attuned. Trade finally reaches a reasonable and immense demand of former Civilization players to get rid of indignant demands and focus more on strategy of the game and the power one civilization holds to check another.

Civilization V has an unforgettable multiplayer offering that follows suite with the regular offerings in the single-player campaign, along with an incredible suite of music that ranges from classical to baroque and modern classic for a long battle with your friends and foes. The gameplay is identical to the single-player campaign and the connectivity is much better this time around with games lasting longer than previous titles, and having a more acceptable ‘save’ feature that can actually be utilized with corruption.  Firaxis Games has also promised playing through the mail, hot-seat challenges, modding support, and matchmaking modes that will not rely on Steam or similar third party features alone. DLC packs have already been announced and expansions seem to be on the horizon with the same developer enthusiasm for Civilization IV.

The Civilization series has come a long way since the days when I use to pop in the floppy disk on my Amiga system. Civilization V provides an incredible change to the minute systems of the people’s nation and the inescapable control of one’s vision of the future for the civilization and empire. Civilization V conspicuously has made an immense amount of improvements from its predecessors and expanded on a formula that has long been used and tweaked countless times.   Civilization V simply serves as the reminder that Firaxis Games is not a developer that is afraid of change, but a developer willing to make changes possible and manage to instill an indelible sense of veneration for those nostalgic of the Civilization’s upbringing and care into a world where the ruthless may or may not shock you, and the civilization that is the poorest ends up prevailing to inspire you.

I'm all about one thing: reviews that are easy to understand and make sense of.

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