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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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Well, my biggest beefs with the game thus far are:
1) The return of spies ( can you say 'micromanage to victory?)
2) Missionaries ( another great advantage for the obsessive compulsive micromanagers)
3) Automatic Trade Routes (not sure I really want that-I want the pleasure of negotiating the value of my goods on a case by case-and civ by civ-basis. Still, the least of my beefs until I see how it will work.)
4) Too PC (even worse than Civ3 in that regard) Terrorism happens in the real world, get over it!!!!
5) No mention of either civil wars or unit trades outside of certain MP games.
6) No eras (One of the best new features of Civ3 IMHO)
7) Sounds like the crappy Diplomatic Victory is still in.
8) Civs are too fixed, instead of evolving in line with game play and surrounding terrain/civs.
9) It sounds like your people will still be a passive and homogeneous lot, who just go along with every decision you make.
Had this game been built DIRECTLY on top of previous civ engines, then most of the above would probably not have bothered me. Yet they told us that this game was built FROM THE GROUND UP-and I felt that this gave them the perfect opportunity to make REALLY far reaching changes to some of the less stellar elements of the game, whilst introducing a heap of truly KILLER new features-something they seem to have avoided !
Yours,
Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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Hey, who says you can't 'control' diseases, Cybershy? I would say that you have a better chance of controlling them than you do of control things like outcomes of battles, resource access or AI behaviour.
The issue is not controlling the disease directly. An epidemic model can work well if you have the power-in game-to control the various factors which might contribute to an outbreak-such as trade with infected nations, the 'health' of your cities (covering pollution, health care, access to clean water and food and overcrowding/unhappiness), whether you have appropriate improvements (like aqueducts, sewage treatment plants and hospitals) and things like that. If you can control disease via these mechanisms, then it becomes one of the most predictable elements of a TBS game!!
Yours,
Aussie_Lurker.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:20
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quote: Originally posted by The_Aussie_Lurker
Had this game been built DIRECTLY on top of previous civ engines, then most of the above would probably not have bothered me. Yet they told us that this game was built FROM THE GROUND UP-and I felt that this gave them the perfect opportunity to make REALLY far reaching changes to some of the less stellar elements of the game, whilst introducing a heap of truly KILLER new features-something they seem to have avoided ! |
If you're disappointed, you haven't paid much attention 
Soren said long ago that the design would be "1/3 old, 1/3 improved, 1/3 new". Religion is the big new thing, like culture and resources were the big new things in Civ3. There are many improvements, because many good ideas from SMAC are imported (esp. the social engineering). But it remains Civ, it hasn't become CtP or Europa Universalis. The franchise will continue to offer the same style of play, even in Civ5 and 6 (unless they radically change their design decision in the future, and decide to make a game that has nothing to do with the prequel bar the name - I don't see it coming)
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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: 06:20
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There's also a short article with the preview: http://www.gamespot.com/pc/strategy...ew_6124000.html -- not much new info though.
From both the article and screens it becomes clear that the screens are an older version of the game than the one IGN showed.
New info I could find in the screens and article (but mostly the screens):
New units: Axeman?, Longbowman, Maceman, Galleon?
Civ properties:
English flag: red cross on white background (St. George's Cross)
Mali capital: Timbuktu; Mali flag: brown with black blob?
Native American city visible, but conquered by Babylonians (maybe originally Barbarian or American? Seems unlikely neither Greece nor Rome is in the game...)
Babylonian city > flag grey with yellow blob?
New resources: Gold, Stone
Terrain: Plains give 1 Food, 4 Shield (Hammer), 1 Gold
New Tile Imp: Quarry
New religion: Taoism (yin-yang symbol); Christianity has cross as symbol
Buildings visible: Granary, Bank, Courthouse, Library, University, Harbor, Jewish Cathedral, Buddhist Temple (every religion has its own set of religious buildings?)
New Wonder: Taj Mahal
From the looks of it city info (name, production info, etc) can be switched off.
Religion can generate gold.
New promotion: withdraw from battle.
A map editor will be included in the game.
There appear to be some inaccuracies in the article though. Nothing major, but enough to caution taking other facts too seriously.
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