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Myrddin
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Aberystwyth
Jun 2001 time: 05:18
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Preview from PC Zone
Written by RTS players so there will be a slant but there seem to be a LOT of changes
Game length
Aiming to reduce to 400 turns from 550 in CivIII
Victory conditions
Spaceship, Conquest, Domination, Culture (with 3 cities with near perfect culture) and Diplomatic
Game speed
3 levels - quick, medium and epic
Start
Can start in a particular era
Tech tree
'more flexible, .. one tree not split into eras'
Graphics
3D with zoom
Much more detail on the landscape eg 'pastures, wineries, watermills and windmills all represented in detail, ... with smoke billowing from a factory'
Style - see previous screenshots
Interface
'familiar to anyone who has dabbled with RTS'
Religion
7 real world religions; including Christianity and Buddhism
No religion bonuses but 'associations with certain technologies'
Resources
31
Civs
19
Civ leaders
28 including Ghandi, Cyrus and Montezuma; traits are associated with leaders
Unclear whether you can choose the leader for your civ
City limit
None
Great people
5 categories - artist,tycoon,prophet,engineer, scientist
Probably triggered by city performance in each category
Benefits available 3 or 4 for each person, including culture boost, academies, multiple golden ages,free techs
Plato, Shakespeare,Newton, Einstein, Michalangelo
Combat
Gain experience points for winning battles, more if odds are against them
Each level increase allows choice of extra abilities eg using enemy roads, bonus attack in cities, moving faster in forests
'end-up with high-level units with specific abilities'
Governments
No set government styles
Can choose attitude on such items as free markets, environment,slavery, conscription, emancipation
Health
Important factor alongside happiness and money
Moddability
Good, including AI
Multiplayer
LAN, Internet, PBEM and Persistent Turn-Based Servers
Currently Wednesday nights at Firaxis
Screenshots include
Japan and Persia
Spearman, Chariot, Scout, Galleys, Knights
Bronze Working
Units tagged by type eg spearman (melee unit)
spearman has 100% bonus against horse units
Edit - from another thread units have a single strength factor not seperate A/D values
Scout 1
Chariot 4
Spearman 4
Last edited by Myrddin on 01-05-2005 at 13:59
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Vince278
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Awesome info. I hope I won't have to learn computer programming to do most of the modding.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:18
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OK, first up, I do NOT like the fact that they seem to be keeping all the victory conditions the same-and that it seems like culture is going to work in an identical fashion to how it did in civ3 (really felt that this needed to be revamped). Also REALLY don't like the single unit strength-this is too simplistic for my liking (really wanted Firepower back-if anything) and am VERY opposed to both Realworld religions (wanted generic religions which the player could name) and its associations with the tech tree.
Everything else, though, sounds pretty cool. Though, I do hope that the leaders of AI civs will ADAPT to their differing situations in each game-so that each leader doesn't become too predictable.
Yours,
Aussie_Lurker.
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Nikolai
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Bergen, Norway
Oct 2000 time: 06:18
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quote: Originally posted by The_Aussie_Lurker
OK, first up, I do NOT like the fact that they seem to be keeping all the victory conditions the same-and that it seems like culture is going to work in an identical fashion to how it did in civ3 (really felt that this needed to be revamped). Also REALLY don't like the single unit strength-this is too simplistic for my liking (really wanted Firepower back-if anything) and am VERY opposed to both Realworld religions (wanted generic religions which the player could name) and its associations with the tech tree.
Everything else, though, sounds pretty cool. Though, I do hope that the leaders of AI civs will ADAPT to their differing situations in each game-so that each leader doesn't become too predictable.
Yours,
Aussie_Lurker. |
I also wondered on the victory part...
As for combat, I am happy as long as it works really.
When it comes to religions, I agree wholeheartly! Oh, if they only had made some random generated religions as in the old List for Civ3...
The single most positive info so far is that SE will be implemented though, that almost does it for me.
All in all, I'm very excited so far.
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Soren Johnson Firaxis
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Hunt Valley, MD
May 2001 time: 00:18
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quote: Originally posted by The_Aussie_Lurker
OK, first up, I do NOT like the fact that they seem to be keeping all the victory conditions the same-and that it seems like culture is going to work in an identical fashion to how it did in civ3 (really felt that this needed to be revamped). Also REALLY don't like the single unit strength-this is too simplistic for my liking (really wanted Firepower back-if anything) and am VERY opposed to both Realworld religions (wanted generic religions which the player could name) and its associations with the tech tree.
Everything else, though, sounds pretty cool. Though, I do hope that the leaders of AI civs will ADAPT to their differing situations in each game-so that each leader doesn't become too predictable.
Yours,
Aussie_Lurker. |
actually, there is firepower in Civ4 (meaning, the amount of damage a unit does (in hit points) is relative to their strength...) I wouldn't say that combat has been simplified - I wouldn't say it's more complex either. It IS significantly different, though.
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