All this adds up to making battles in Civ V feel much more like real, historical conflict, with momentum shifts, strategic initiatives, and a genuine sense of achievement. Combat mechanics have also been revised so that the infamous 'archer killing an Abrams tank' because of a lucky die roll dealie really can't ever happen anymore.
Instead, you'll need to use much more realistic tactics when it comes to deploying your armies: positioning artillery behind tough units, and shock troops in front of those. This means the mega-awesome-killer stacks of units from previous series titles are a thing of the past. Additionally, military units cannot be stacked on a single tile as they could in previous Civ iterations. The hexes allow for more realistic movement in more directions, and they also allow topographical features to have more importance and complexity than they did with the basic four-sided tiles. Unlike previous iterations that had a square-based layout, Civ V uses a hex-based system for its maps. These three elements are what's going to define Civ V among its brethren in the series.įirst and foremost: combat.
So, the biggest stuff first and that'd be the three C's: combat, culture, and city-states. The old-school Civ faithful will probably want to know what's changed this time around from Civ IV, and the potential newbies will likely wonder why they should care.