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Jonny
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Nashville, Tennessee, USA
Nov 2000 time: 23:18
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The June 2005 issue Computer Gaming World has a preview of Civ IV. It doesn't give too many details, but it does mention things from several areas, though many of those things we already know.
Here's a list of the things that the article mentions:
- There will be multiplayer from the beginning, and it's already been in testing. There will be a co-op mode, were several people will run one nation at once. There will also be persistent turn-based servers.
- There will three game lengths: a short one (that can be finished in a few hours), a "normal" one (about 15 to 20 hours to play), and a really big one...
- Soren says that he is spending much of his time now on improving the AI. One goal is to have rulers with distinct personalities... i.e., Gandhi will be generous to weaker nations, while the Khan will shy away from any diplomacy at all. Also, governors to auto-manage cities will be improved.
- A new flexible technology tree will let for different civs develop more uniquely than before.
- All resources in the game will offer distinct terrain improvements.
- Editor with Python and XML.
- Combat will be simplified. There are no longer separate attack and defense strengths. Units will now have one single base strength that are increased or diminished in certain situations (for example, infantry will have defensive bonuses in difficult terrain, while cavalry will have an advantage attacking ranged units such as archers). Artillery/Siege units will be stronger and will allow for damaging all of the units in a stack. These chagnes were supposedly done to ensourage use of combined arms...
- The switch to 3D allows the interface to be streamlined: for example, all of the information about a city, its buildings, and workforce is now all accessible from the main screen.
- As units increase in experience, they will gain special bonuses, such as extra movement or bonuses against certain types of units.
- There will be "great people", such as artists or scientists, that will provide bonuses to cities or bring about Golden Ages.
- There will be "civics" choices, i.e., social engineering. The player can change settings for such things as allowing slavery or freeing slaves, or the amount of religious tolerance.
- Religion is in, but the seven different religions in the game are generic in ability.
There are also a few screeenshots in the article.
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Vince278
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The co-op mode and turn based server sounds interesting...
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Sn00py
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From New Zealand
Aug 2001 time: 13:18
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Yes! Co-op sounds REALLY interesting.
more than 1 human player for one nation?
That must have spawned from the Democracy games!
Last edited by Sn00py on 01-05-2005 at 20:00
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:18
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You see, though, what has been discussed here is EXACTLY why a Generic approach should be taken towards religions (Firaxis? its not too late guys !) This way, you avoid ANY chances of upsetting anyone-out of the box-with preconcieved ideas of how real world religions SHOULD behave. With a decent naming option, though, you would still have the power to create real world religions in the game. To me, that seems like a Win-Win scenario. I say leave it as a simple 'Polytheism', 'Animism', 'Monotheism' and 'Non-Deist' (each with associated Culture Group), and then leave it to the player to name their Mediterranean Monotheism 'Christianity'-if they so choose. More power to the player that way, IMHO!
Which reminds me, are culture groups still going to be in the game? That was one of the better changes between civ2 and civ3.
Yours,
Aussie_Lurker.
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MeteorPunch
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We don't know exacly how religion will work so it's too early to say one will be "better" than another.
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CiverDan
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Some of these changes remind me of Galciv. Particularly with regard to individualizing the AI and the flexible tech tree.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:18
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quote: christian Mongolia civ |
Weren't many mogols Nestorian christians?
One thing which might be done with religions is to declare crusades/holy wars against other religions. But then you should also be able to declare that your neighbour is a heretic... Or each figure of population has a religion and can be made happy only if they have religious buildings of the corresponding religion? Who knows?
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:18
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quote: Originally posted by The_Aussie_Lurker
You see, though, what has been discussed here is EXACTLY why a Generic approach should be taken towards religions (Firaxis? its not too late guys !) This way, you avoid ANY chances of upsetting anyone-out of the box-with preconcieved ideas of how real world religions SHOULD behave. |
That's exactly why relgions should NOT be generic. If you use that attitude, you should get rid of real civs as well and use generic ones instead ('Germanic', 'Mediterranean', 'Mesopotamian', etc): currently the civs in the game don't behave like they 'should' based on real history either.
Why should Christianity NOT be able to get along with Islam (it has happened often enough IRL), or Buddhists to declare a holy war on Confucianists?
That's the whole point of Civilization: it's about recreating history, not about reenacting it...
quote: Originally posted by TechWins
I've never heard of any religious in regards to Hinduism and Buddhism or Buddhism and Islam. |
Remember the destruction of the Bamiyan Buddha statues by the Taliban regime back in 2000? And I'm sure you've heard of the conflict between the (Hindu) Tamils and the (Buddhist) Sinhalese on Sri Lanka. The fact that Buddhists regard people all casts as equal whereas Hindu's don't has led to quite a few tensions over the centuries. Not as extreme as between some other religions perhaps, but that can largely be contributed to the unusually large number of enlightened rulers India has had over the centuries (which was plain necessary to avoid total self-destruction in a region with so many religions and branches of religions).
But again, the same idea applies: in real history not ALL neighbours were bitter enemies, sometimes they got along pretty well. For most of their history, the US and Canada did, as did Belgium and the Netherlands, Romans and Greeks, various German and Indian states with each other, Prussia and Russia, etc. Good relationships between religions are just as possible as good relationships between civilizations. That doesn't mean they should be hardcoded -- I refer to my earlier point: the idea of Civilization is that it's about recreating history, not about reenacting it.
Last edited by Locutus on 03-05-2005 at 04:04
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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, Locutus, I confess that one of my key issues with Real World religions is one of flexibility. For instance, if I adopt a monotheistic faith like Christianity, then will I be able to model it like a Blood Cult, with human sacrifice and the like? Or have Islam pursue the Noble Eightfold Path? I just feel like seven real world religions does NOT allow for the maximum amount of flexibility IMHO. Of course, if there was room for a whole lot of sects to spring up WITHIN these religions (like Protestantism, Orthodoxy, Asceticism etc) then much of my flexibility issues would all but disappear. Lets just say, though, that I want to hear a LOT more about religion, and how it will work in game, before I make a final judgement.
Yours,
Aussie_Lurker.
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