Ik kopieer even een
post van Civfanatics.
Alle dingen die tot nu toe bekend zijn geworden over Civ5. De bronnen heb ik weggelaten, die kan je vinden in de originele forumthread

CIV's/Leaders/Flavours 16 of 18 Civilizations confirmed
America/Washington
Germany/Bismark
Aztec/Montezuma
Japan/Oda Nobunaga
China/Wu Zeitein
Arabia/Harun al-Rashid
Mongolia/Genghis Khan
Rome/Augustus Caesar
France/Napolean
India/Gandhi/City Growth focused
England/Elizabeth/Naval Power focused
Songhai/Askia/Conquest focused
Russia/Katherine/City Expansion focused
Ottomans/Suleiman
Egypt/Ramesses
Greece/Alexander the Great
[Steam Special Addition Bonus] Babylon/Nebuchadnezzar II
There have been three possible candidates for the final two spots the Inca and the Siam and the Persian Empires
Each leader has a personality made from a combination of several different 'flavours' along a ten point scale, each game the impact that a certain flavour has over this civ can be +/- two points , allowing for a different experience each game. For example Russia may have a score of 8 for their expansion flavour but at the start of the game the actual score could be any where from 6 to 10.
The 25 flavours are grouped into several categories including Wide Strategy, Military preferences, Recon, Naval recon, Naval growth, Expansion, Growth, Development preferences
Wonders
Hagia Sofia of Constantinople/Istanbul
The Pyramids and/or The Sphinx of Giza
Hanging Gardens of Babylon
The Oracle of Delphi
Shakespeare's Amphitheatre (The Globe Theater) (not known yet if this has been upgraded to a full wonder or is still a national wonder) of London
The Colossus of Rhodes
Buildings
City Walls - Gives Defence bonus, as well as allowing a ranged attack
Unit Behaviour
Now only one each type of unit (Millitary/Naval/Economic)hex, this includes cities
However, some unit types, like Air & Missile unit will be allowed stack on one tile allowing Aircraft Carriers and Missile Subs.
Units move 2 Hexs during combat as a base
Ranged bombardment
You will be able to swap a unit out with one next to it during battle
Units will take longer to produce than previous civilizations and as well as this they will eventually come to have upkeep costs associated with them potentially reducing the number of units you can maintain at one time.
veterancy from Civ4 will be in Civ5
Units are no longer destroyed if they lose a battle
Unit Types
Land, Naval, Air & Missile Unit Types have been confirmed
Archers
Warriors/Mace-men
Spear-men
Catapults
Jaguar Warriors
Settlers
Galleys
Great People
There are no longer Troop Transports instead, units instantly transform into makeshift floating transports
[Steam Special Addition Bonus] Babylonian Bowmen
Terrain Types
Grassland/Marsh/Plains/Desert
Snow, Tundra
Mountains/Hills, Hills provide more Defence
Several types of Forest/Jungle representing the four major land masses of Europe, Asia, Africa & America, wounded units can hide and recover in trees/forests.
Coast/Ocean/Lakes/Rivers Rivers affect those attacking across it.
Luxury Resources
One Luxury Resources is enough for your entire Empire
Ivory/Elephants
Marble
Dye
Spices
Silk
Gold or other mineral resource
Strategic Resources
One strategic resources will only allow you to build a limited supply of units that require that resource i.e. one Iron will allow about 5 units bases on Iron
Horses
Iron
Other Resources
Cattle
Deer
Wheat or Corn
Cotton
Map Improvements/Features
Farms (can now be built on hills)
Pastures
Roads, now cost maintenance each turn
Camps
Forts
City ruins
Research
With a gold down-payment two nations can create a joint research project that gives the players a 15% bonus to research output.
Technologies
Writing- Unlocks research pacts
Calendar- Needed to see Cotton
Masonry - Allows construction of Walls
Cities
Cities spread 3 tiles out instead of two
Boarders now only expand at one hex at a time and more difficult terrain will take more time to claim. You can use Gold to sped up this process, but that may bring you into conflict with surrounding Civs.
Cities now defend themselves with a set of 'Hitpoints' that need to be taken down to zero before a city can be captured. Units can still help defend cities but instead of just garrisoning inside the city as in previous games, they merge with the city and 'boost' the cities hitpoints.
Culturally different City designs Arabic/Asian/African/European and American Confirmed
There will be "game-specific disadvantages" in having two cities too close together
When you occupy a city you can form a Puppet-State, This means that you reap the benefits of its research, culture and gold but don't get a say in what it produces
City States
Provides diplomatic and economic bonuses if pursued correctly, potentially more than what you could get if you took over the city.
Singapore, Rio de Janeiro, Budapest, Florence, Venice, Sidon confirmed.
The cities states will not grow large nor will they compete to win the game like regular civs.
The player must choose if he is to be friendly, indifferent or hostile towards a city state.
City States can have different mentalities, for instance a militaristic bent, and thus give different bonuses if you befriend them, like warriors.
City States also have their own tech tree's
Barbarians
Will have their own Tech Tree's at least up until the 20th Century era
Have their own Home City that you must destroy to stop them
Victory Types
Conquest - You must conquer a certain amount of your enemies Capital Cities
Scenarios
[Steam Pre-Order Bonus] Cradle of Civilization Map Pack: Mesopotamia
Other Information
Trading items and land
New "Civilisation tree" with three different paths that give special bonuses
Barbarians will continue to expand and advance untill all of their cites are destroyed
Civ 5 more moddable than Civ 4
Advisors make their return to Civ 5
Golden Ages are confirmed
Culture still plays a part in the game
There will be Fog of War
Religion has been altered from its role in Civ 4 however, it is not know in what form it will remain in the game
Changes and/or Omissions from Previous Games
No Technology Trading
Espionage have been removed
Required Specifications
The game will have to be verified through Steam on first installation
Interface
Civ 5 Will have a more streamlined interface on the main screen
This will be augmented by an in game notification system that directs you to important issues on the map
AI
AI now works on four levels, Tactical (unit battles), Operational (The entire War Front), Strategic (Manages the entire empire) and the Grand Strategic (how to win the game)
Once the Grand Strategic AI determines how they want to win the game, each of the other AI levels work in tandem to reach that end goal. This also allows for the most flexibility when dealing with the changing game.
Multiplayer Information
Multiplayer modes confirmed are hot seat, play-by-email, LAN, and online multiplayer
Internal Architecture
Civ 5 Contains a new graphic processing system new built from scratch for the game.
The new graphics engine spawns numerous small jobs, which make more efficient use of multi-core CPUs as well as implementing a new message-passing architecture, in which the main game engine communicates with the graphics subsystem through messages.
The game has been optimized for DirectX 11, benefiting players even if they do not have DirectX 11 capable hardware.
Memory allocation has been completely discarded in Civ 5.
For the first time in the series the game is being developed for dual core processors, with support for up too 8 threads.
Weten we dat ook weer

Ik ben benieuwd hoe het uitpakt, al zal het vast okee zijn.
Maar ik moet zeggen dat ik dat gedeelte van 'je moet het spel verifiëren via Steam' niet echt fijn vind. Ik heb geen Steam op mijn computer met een reden, en ik wil mijn computer eigenlijk Steamvrij houden.
Ook jammer dat, blijkbaar, bepaalde scenario's, civ's, etc alleen te krijgen zijn als je via Steam besteld.
* anandus heeft liever een doosje en boekje, etc., maar wordt daar dus voor 'gestraft'