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| Publisher: | 2K Games |
| Developer: | Firaxis |
| Genre: | Turn-Based Strategy |
It's obvious that I'm looking at Civ, but something's a little different. A
little off, even. It's the same familiar palette and terrain, with squiggly roads
snaking across the plains, and those slightly squared corners of the continent you
get with a tile-based map. But this time the curvature of the Earth is sucking back
the corners of the screen. As Jesse Smith zooms in, detailed windmills and sprawling
cities and bright dye plantations rise up from the terrain.
Civilization IV is fully 3D, and it's got the free camera, globe view,
and the level of detail to prove it.
Every city improvement has a visual indication on the map. What's more, animations
clearly display exactly which tiles are being worked. "Civilization has always
been an interface game," Smith says, "but this time we wanted it to be 'What you see
is what you get.' We want people to look at the map and know, 'Okay, this city has
an obelisk, this city has a Stonehenge, this city has the Pyramids,'" he says. Smith
is the producer at Firaxis for Civilization IV.
A lot of the basics of the Civilization series are, of course, intact. And
there are minor changes, such as the shields being turned into hammers. "The shields
never really made sense. Why do you build things from shields?" Smith asks. That the
question never occurred to me is a testament to how well Civilization has
conditioned gamers.
Over the course of Civilization IV, you'll earn distinct types of Great People
with special functions. For instance, you can cash in a Great Engineer to instantly
finish a wonder. A Great Artist can be used to give a city a huge culture bonus. Or
you can save up your Great People and trade them in groups for Golden Ages. There
are seven world religions that can be "researched." The civilization that unlocks a
religion gets a holy city associated with that religion, which then spreads it in much
the same way culture spreads. You can build missionaries to extend religions even
farther, and each religion will offer a unique wonder.
With the new 3D engine, military units are rendered in groups to represent how many
health points they have. The combat stats are simplified into a single power rating.
"We don't want people to have to bust a calculator out to figure if they're going to
win or not," Smith says. With the simplified stats, many units are differentiated by
abilities, some of which can be chosen when a unit wins a battle. Maybe your phalanx
will get a bonus vs. cavalry, it might heal faster, or it might be particularly good
at capturing cities. "It brings in an RPG element," Smith says. "We want each unit
to be more important, to be more interesting. Moving around hundreds and hundreds of
units isn't fun. But a hundred cool units is fun."
A civilization's traits are now determined by its leader, so you can have multiple
flavors of France, for instance, by playing against Napoleon or Louis XIV. Also more
flexible is a tech tree that lets you work your way to the Modern Age with your choice
of technologies. Instead of multiple requirements for any given tech, there are now
multiple paths to reach it.
The multiplayer game is being reworked to support what Smith calls "Pit Boss" mode,
whereby a separate server tracks your turns. You can hop on for a live session and
then carry it over to a play-by-e-mail game based on your and your opponent's
schedules. Also new are team games with shared line of sight, shared wonder bonuses,
and communal research for allies. "It used to be in a six-player game if you were
in last place, it was just 'okay, I'm out.' But now everyone can stay in the game."
Firaxis is rebalancing the strategic resources by more carefully working them into the
random map generation. They're also making them less restrictive. Gunpowder units no
longer require saltpeter and Firaxis will probably give players a technology to
synthesize oil. The old rules for corruption and pollution have been scrapped. Instead
of pollution, each city has a health value similar to its happiness. Just as luxuries
help happiness, certain foods will help health. Factories will decrease health, while
certain structures will improve it. So instead of cleaning up black dots, you manage
the concept of pollution at the city level. Cities don't riot anymore, but unhappy
workers simply stop working.
The new mod tools are laying Civilization bare. As with some of the previous
games, a lot of the data is easily changed from a text file. But now Firaxis is using
Python (an accessible scripting language) to do everything from the interface to random
map algorithms. They'll even be releasing the source code. "It's way beyond anything
we've ever done before," he says.
Click on the following link to view some Screenshots from the game.
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