Civilization V Free Download PC Game
Civilization V Free Download PC Game |
Information
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. It starts with the founding of a small primitive 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, is declared the winner.
During their turn, the player must manage units representing
civilian and military forces: directing units to explore the world, found new
cities, go into battle to take over other civilizations, control production in
their cities to produce new units and buildings, improve land, handle diplomacy
with other civilizations in the game, and finally direct the civilization's
growth in technology, culture, food supply, and economics. Victory conditions
can include taking over the entire world by force, convincing the other
civilizations through diplomacy to acknowledge the player as a leader, becoming
influential with all civilizations through tourism, or winning the space race
to build a colony spaceship to reach a nearby planet, or winning from 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 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 behaviours, which will differ from game to game.[8] 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.[8] There are 26 flavors, grouped into categories including growth,
expansion, wide strategy, military preferences, recon, naval recon, naval
growth, and development preferences.[citation needed]
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, and the city will grow in
population, produce units and buildings, and generate research, wealth and
culture.[12] The city will also expand its borders one or more tiles at a time,
which is critical in claiming territory Civilization-V-Brave-New-World-Gameplay.jpgand resources. The expansion process is
automated and directed towards the city's needs, but tiles can be bought with
gold.
City warfare has been revamped. Whereas cities in previous
Civ games relied entirely on garrisoned units for defense, 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 strength of the city and unit. Hit points can be increased
by garrisoning a unit in the city 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, have lower unhappiness, and not
increase the cost of cultural polices, but cannot be directly controlled, being
controlled by the A.I. instead.[14]
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.[15] In addition, each
hexagonal tile, including city tiles, can accommodate only one military unit
and one civilian unit or one great person at a time, forcing armies to spread
out over large areas rather than being stacked onto a single tile. This has the
effect of moving most large battles outside of the cities, and forces increased
realism in sieges, which are now most effective when surrounding the city tile
because of bonuses from flanking.[8][14]
Increased movement points, simpler transportation over water
(embarkment instead of unit transport with water vessels), ranged attacks, and
swapping of adjacent units allows for more precise maneuvering of
units.[8][14][16] There is also a balance between ranged and melee units.
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, taking 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.
Shafer mentioned that the game's global happiness mechanic
"strongly encouraged 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.
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