View Full Version : PC Gamer BTS preview


JtheJackal
May 21, 2007, 04:11 PM
The July 2007 issue of PC Gmaer includes some new info in a one page preview.

*New Units
**high powered artillery
**low powered tactical nuke
**supply truck which heal troops in enemy territory (similar to Rise of Nations) (Edit:turns out to be part of a scenario)

*"Civilizations can now found corporations to trade resources for other benefits, like the Standard Ethanol Company, which consumes corn and provides oil, and the General mills Corporation, whihc providesextra food to cities in exchange for corn, rice, and wheat."

*AI will try to win a cultural victory

*Scenarios
**Final Froniter - transforms Civ IV into a space colinization game
**Afterwold -describes as an homage to X-Com expanions

There is a pic of the Mausoleum of Maussollos, the paratrooper, and the supply truck (two oxen pulling a cart). The pic with the supply truck has what looks like medieval horsemen with a lance, another with a mace, and some crusaders.

the rest of the info in the article was seen before, and the article mistakenly says that Hammurabi and Sitting Bull are leaders for existing civs.

Horizons
May 21, 2007, 04:31 PM
The July 2007 issue of PC Gmaer includes some new info in a one page preview.

*New Units
**high powered artillery
**low powered tactical nuke
**supply truck which heal troops in enemy territory (similar to Rise of Nations)



BEST NEWS I'VE HAD ALL MONTH. Surely there must be a nuclear submarine with which to transport the tactical nuke?

:woohoo: :woohoo: :woohoo: :woohoo: :woohoo: :woohoo:

mice
May 21, 2007, 04:37 PM
*"Civilizations can now found corporations to trade resources for other benefits, like the Standard Ethanol Company, which consumes corn and provides oil,

I find that a bit strange because you usually have health issues in the late game, but also usually have oil if you've been waring and taking teritory. So you wouldnt' want to lose your corn for the health.

It will be good if you are playing more peacefully but want to build tanks for defence.

Methos
May 21, 2007, 04:55 PM
The July 2007 issue of PC Gmaer includes some new info in a one page preview.

Is the July issue alread out, or is this just a promo? Or did you mean June? Checking now.....

50_dollar_bag
May 21, 2007, 04:57 PM
I find that a bit strange because you usually have health issues in the late game, but also usually have oil if you've been waring and taking teritory. So you wouldnt' want to lose your corn for the health.

It will be good if you are playing more peacefully but want to build tanks for defence.

You can quite often have more than one source of corn.

On the supply truck thing, how is it going to be better than a Medic chariot, or any other medic unit I wonder.

Virulent
May 21, 2007, 05:36 PM
You can quite often have more than one source of corn.

On the supply truck thing, how is it going to be better than a Medic chariot, or any other medic unit I wonder.

I have a feeling a supply truck will be able to heal a unit to full but at the cost of the supply truck.

Idiodyssey
May 21, 2007, 05:49 PM
I like the idea of a medic unit. Using a great general for a Medic 3 seems like a waste, but it seems to be the best use of a GG in most cases.

And I LOVE the idea of a tactical nuke

50_dollar_bag
May 21, 2007, 05:55 PM
I like the idea of a medic unit. Using a great general for a Medic 3 seems like a waste, but it seems to be the best use of a GG in most cases.


Agreed. Medic 3 unit seems a waste to me too, I can't resist settling GGs or creating Academies.

I have a feeling a supply truck will be able to heal a unit to full but at the cost of the supply truck.

They'd have to be pretty cheap to make that worthwhile, unless it heals the whole stack. Otherwise it would probably be say 20% per turn.

Hmmm what tech is it available with I wonder?

Dida
May 21, 2007, 06:14 PM
or maybe they have greater healing range, such as can heal all unit in 2 tile radius.

Jon Shafer
May 21, 2007, 06:21 PM
The supply unit is actually only in one of the scenarios.

Jon

50_dollar_bag
May 21, 2007, 06:26 PM
oh, ok then. Thanks for the info.

How about the tactical nuke and high-powered artillery?

marioflag
May 21, 2007, 06:29 PM
If we have tectical nukes i really hope we get Nuclear Submarine, perhaps fleets can become a bit more important now.
I just wonder what high powered artillery means!?

Methos
May 21, 2007, 06:47 PM
The July 2007 issue of PC Gmaer includes some new info in a one page preview.

*New Units
**high powered artillery
**low powered tactical nuke
**supply truck which heal troops in enemy territory (similar to Rise of Nations)

*"Civilizations can now found corporations to trade resources for other benefits, like the Standard Ethanol Company, which consumes corn and provides oil, and the General mills Corporation, whihc providesextra food to cities in exchange for corn, rice, and wheat."

*AI will try to win a cultural victory

*Scenarios
**Final Froniter - transforms Civ IV into a space colinization game
**Afterwold -describes as an homage to X-Com expanions

There is a pic of the Mausoleum of Maussollos, the paratrooper, and the supply truck (two oxen pulling a cart). The pic with the supply truck has what looks like medieval horsemen with a lance, another with a mace, and some crusaders.

the rest of the info in the article was seen before, and the article mistakenly says that Hammurabi and Sitting Bull are leaders for existing civs.

Can you supply a link to your source, please? I've looked on their site and I'm not finding it. I cannot, or will not, add anything to the Info Center thread (http://forums.civfanatics.com/showthread.php?t=222075) without proof.
Edit: If you have an early version of the magazine (as subscribers get), than I look forward to when it becomes available to the general public.

Slobadog
May 21, 2007, 06:48 PM
If we have tectical nukes i really hope we get Nuclear Submarine, perhaps fleets can become a bit more important now.
I just wonder what high powered artillery means!?




High powered artillery means artillery with high power. :)

PimpyMicPimp
May 21, 2007, 06:56 PM
You can quite often have more than one source of corn.

On the supply truck thing, how is it going to be better than a Medic chariot, or any other medic unit I wonder.

Very true. In my current game, I have 7 Corn as opposed to my 3 (maybe 4) Oil.

50_dollar_bag
May 21, 2007, 07:07 PM
Being able to create oil out of something else to power your army just doesn't sit right, It sounds, I don't know, kind of corney.

bennos76
May 21, 2007, 07:18 PM
If we have tectical nukes i really hope we get Nuclear Submarine.....

And I hope they have a better chance of getting through SDI/bomb shelters. It would make sense (less warning). And, damnit, the game needs to go seriously nuclear more often.

chaz1356
May 21, 2007, 07:19 PM
Wow they took the best out of CIV 3 (paratroopers, tatical nukes) and put it into IV....finally. I always thought that the battles needed a bit more and now my cold war scenario that ive been working on is gonna be awesome if i can put in into the expansion. I just hope that the tatical nuke doesn't create as much radiation and doesnt start global warming which always pissed me off because as soon as you launch one nuke, the whole world turns into a desert.

Dida
May 21, 2007, 07:30 PM
Wow they took the best out of CIV 3 (paratroopers, tatical nukes) and put it into IV....finally. I always thought that the battles needed a bit more and now my cold war scenario that ive been working on is gonna be awesome if i can put in into the expansion. I just hope that the tatical nuke doesn't create as much radiation and doesnt start global warming which always pissed me off because as soon as you launch one nuke, the whole world turns into a desert.

I am not sure that tactical nuke and paratrooper qualify as "best of civ3". They have been nice, but always marginal.

marioflag
May 21, 2007, 07:34 PM
And I hope they have a better chance of getting through SDI/bomb shelters. It would make sense (less warning). And, damnit, the game needs to go seriously nuclear more often.

Actually for gameplay it would make more sense if SDI intercept chance is lowered a bit.From 75% to 50% or perhaps 60% and make SDI a project a lot more costly at least of 50% while A-Bombs become a bit more costly.
I understand why they have nerfed A-Bombs, a war all about launching A-bombs would be just boring.
What i would like is that A-bombs should be a viable military option, costly without assured good results but definitely not so useless as they are now.

GoodGame
May 21, 2007, 08:17 PM
That the corporations will do more than just generate more commerce sounds cool. The scenario units sound like a cold war scenario.

Still looking forward to this...(8 more weeks???)

ButSam
May 21, 2007, 08:45 PM
I would like to know more about the AI. It will try for Culture wins now -- a great addition. What about Conquest, Domination, and Diplomatic?

mice
May 21, 2007, 08:47 PM
I would like to know more about the AI. It will try for Culture wins now -- a great addition. What about Conquest, Domination, and Diplomatic?

from the 'Game Daily' article

Firaxis has decided to change these winning conditions, ... and by making Diplomatic Victory a different process altogether.

This sounds radical. A 'different process' means not a silly voting system with alot of hidden modifiers, I hope.

PimpyMicPimp
May 21, 2007, 08:50 PM
I'm very excited for this tactical nuke! I think the nukes in game are kind of lame :P MORE BANG LESS DESERT!

Infantry#14
May 21, 2007, 08:55 PM
Conquest and Domination seems difficult, as the ai tend to like each other and not go to war.

Vrenir
May 21, 2007, 09:08 PM
The AI already does a decent job at Diplomatic. Once the UN exists, they'll go for victory if possible, at least they have in a few of my games.

JtheJackal
May 21, 2007, 09:54 PM
Can you supply a link to your source, please? I've looked on their site and I'm not finding it. I cannot, or will not, add anything to the Info Center thread (http://forums.civfanatics.com/showthread.php?t=222075) without proof.
Edit: If you have an early version of the magazine (as subscribers get), than I look forward to when it becomes available to the general public.


I just got the magazine today in the mail, so its not in stores yet. I don't know if thier website will have it or not, its a real small preview.

bernie14
May 21, 2007, 11:49 PM
How about the tactical nuke and high-powered artillery?

seems to me that the HP artillary is the self propelled howitzer thingy in the pics (the one right of the SAM unit) here (http://www.civfanatics.com/gallery/showimage.php?i=1122&original=1&c=24)

as far as the high power....will it just be more powerful?, go faster? (two squares instead of one) or ranged attack? i'm hoping for one and three...

majk-iii
May 22, 2007, 01:52 AM
seems to me that the HP artillary is the self propelled howitzer thingy in the pics (the one right of the SAM unit) here (http://www.civfanatics.com/gallery/showimage.php?i=1122&original=1&c=24)

as far as the high power....will it just be more powerful?, go faster? (two squares instead of one) or ranged attack? i'm hoping for one and three...


I'm hoping for two and three... kinda like civ3's modern/rocket-arty.

About the thingy in the pic; it's probably the early anti tank-gun they've been talking about... looks like one anyway.

Martinus
May 22, 2007, 04:52 AM
I really like what I am reading about corporations - essentially they seem like a way to make up for some deficiencies by using up unused resources - and allow you to strive economically, even if everybody else hates you and won't trade with you.

Horizons
May 22, 2007, 04:54 AM
Who wouldn't want to give up some spare corn to get oil? If only the real world was that simple. I hope there is something else to it. :D

Joe Harker
May 22, 2007, 05:43 AM
I suspect that the new arty will be like the radar arty we got in civ 3

Seanirl
May 22, 2007, 06:04 AM
Tactical Nuke's back, woot.

Now all we need, as mentioned, is the Nuke carrying sub! :D

And of course... a cruise missile would be nice.

Andy_Candy
May 22, 2007, 09:08 AM
seems to me that the HP artillary is the self propelled howitzer thingy in the pics (the one right of the SAM unit) here (http://www.civfanatics.com/gallery/showimage.php?i=1122&original=1&c=24)

as far as the high power....will it just be more powerful?, go faster? (two squares instead of one) or ranged attack? i'm hoping for one and three...

Yep!

Here is a better picture of it, and a few more I hope to be in BTS:

http://www.civfanatics.com/gallery/showimage.php?i=974&c=2

http://www.civfanatics.com/gallery/showimage.php?i=975&c=2

http://www.civfanatics.com/gallery/showimage.php?i=976&c=2

http://www.civfanatics.com/gallery/showimage.php?i=973&c=2

The Mobile SAM would be very, very welcome indeed......

bonafide11
May 22, 2007, 09:22 AM
I would like to know more about the AI. It will try for Culture wins now -- a great addition. What about Conquest, Domination, and Diplomatic?

That's what I'm really concerned about now too. I was really excited for BTS because of the improved AI, but I expected an AI that would try for domination or conquest victories. What fun is it if Genghis Khan and Montezuma only try for cultural or space victories? I will be greatly disappointed if the AI's don't try for domination and conquest... :cry:

Grenouille
May 22, 2007, 09:35 AM
There is a pic of the Mausoleum of Maussollos, the paratrooper, and the supply truck (two oxen pulling a cart). The pic with the supply truck has what looks like medieval horsemen with a lance, another with a mace, and some crusaders.

Any chance of a scan of this pic?

bonafide11
May 22, 2007, 09:38 AM
I really like what I am reading about corporations - essentially they seem like a way to make up for some deficiencies by using up unused resources - and allow you to strive economically, even if everybody else hates you and won't trade with you.

My problem with all this is, it's pretty rare for me to not have access to every single resource. I mean, I go for a domination victory usually, so I end up taking a ton of land and gaining tons of resources. So, if all I can use corporations for is turning one resource into another, but I already have all the resources anyway, what is the point? If this is all corporations do, maybe state property won't get nerfed so much after all because I'd rather have the huge empire with access to all the resources already than have to use a corporation to make it...

Idiodyssey
May 22, 2007, 10:36 AM
Using up one resource to create another seems like just one part of what corporations can do. They will also be able to use up resources to create food, production, and commerce, so in that respect it is very advantageous to have many resources

qwert
May 22, 2007, 12:51 PM
But, it says that another corporation will transform your corn into more food, so they are not only going to transform one resource into another.

Sir K
May 22, 2007, 01:18 PM
High powered artillary = more bombard damage???? Is it really neccessary, a stack or 2 or 3 artillary can lower 80% city bonus to 0 in a turn and a half.

JtheJackal
May 22, 2007, 01:20 PM
Any chance of a scan of this pic?

Sorry I'm unable to do that, and i'm pretty sure magazines don't like thier scans of thier pages being posted on websites.

Horizons
May 22, 2007, 01:20 PM
Corporations might finally make settling cities in the artic surrounded by nothing but fars and ice more tempting. Maybe fur can be traded for food through corpoations instead of going obsolete in the late game.

bonafide11
May 22, 2007, 01:35 PM
I really want to know if this means the AI will still not go for a domination or conquest victory. If that's true, I'm really going to be disappointed with BTS... I mean, it really makes no difference to me if the AI goes for a culture victory or a space race victory, I wanted to see the AI actually make an attempt to win by force... If the AI still does not seek domination or conquest victories, it is by far the most disappointing news of BTS yet as far as I'm concerned... :sad:

Gaius Octavius
May 22, 2007, 01:37 PM
Rest assured, the AI will still seek those victories. This looks to be an implementation of the BetterAI mod, where the AI will seek ANY kind of victory. So it's an improvement.

winddbourne
May 22, 2007, 01:39 PM
This should be a GREAT expansion for us peaceful players though. Spreading a corporation I've founded is going to be a much harder choice than spreading religion was. I may need the money from my corporate headquarters; but do I really WANT to give the mongols access to OIL?

Plus a peaceful player no longer has the issue of getting stuck in the modern era with no Oil and no way to take the resource. Especially in multiplayer this made the late game a war mongers dream. I'm actually looking forward to the modern era for the first time since civ II. (I loved the spies in that version)

Gaius Octavius
May 22, 2007, 01:43 PM
I absolutely hate the ethanol bit, and I think it's utterly ridiculous. It basically "nerfs" the importance of oil, since corn is a pretty common resource (unless they changed that, too). And it's unrealistic.

First great spies, now this... BtS looks to have lots of good things, so I really hope these two features aren't as ridiculous as they seem. I guess we always have to take the bad with the good.

TheLastOne36
May 22, 2007, 01:47 PM
4 more posts and your at 700 Octavius!

And your right this is completely ridicules and unrealistic. Maybe you can get oil from either one, not just one.

Also maybe the importance of oil has increased or corn has another important use of which we are not aware yet.

Joe Harker
May 22, 2007, 01:51 PM
Why is it just corn you can turn into oil, why not wheat! Whiskey is flammable! :lol:

Chrispy
May 22, 2007, 01:51 PM
I absolutely hate the ethanol bit, and I think it's utterly ridiculous. It basically "nerfs" the importance of oil, since corn is a pretty common resource (unless they changed that, too). And it's unrealistic.

First great spies, now this... BtS looks to have lots of good things, so I really hope these two features aren't as ridiculous as they seem. I guess we always have to take the bad with the good.

I don't think it's necessarily a bad thing, but that will also depend on how many corn resources are required to make one oil. If it's 1:1, that seems unrealistic and overpowered as a way to nerf oil. If it's 2:1, then you'll need at least 2 corn (3 if you want to keep your health bonus) which is a little more realistic.

Another idea: would the corporation only make oil available in a city it has a presence in? That would balance it out; you can build tanks but only in a city with the corporation while someone with oil can build tanks in any city.

Virulent
May 22, 2007, 01:55 PM
I absolutely hate the ethanol bit, and I think it's utterly ridiculous. It basically "nerfs" the importance of oil, since corn is a pretty common resource (unless they changed that, too). And it's unrealistic.

First great spies, now this... BtS looks to have lots of good things, so I really hope these two features aren't as ridiculous as they seem. I guess we always have to take the bad with the good.

We don't fully know how Corporations work yet but it sounds like you would have to have access to the ethanol corporation in order to use it and if another Civ controls it you would probably be indirectly giving them money by utilizing it. As well you couldn't run state property if you want to convert corn to oil.

So I don't think oil has been "nerfed" but the Standard Ethanol company gives a Civ who has no access to oil a chance to stay in the game.

TheLastOne36
May 22, 2007, 01:58 PM
I think BtS is mainly to balance things out. Let's hope it doesn't end up the other way.

winddbourne
May 22, 2007, 02:00 PM
I have to completely disagree with Octavius. Oil in civ III and IV has been a vastly over-valued resource and it is likely to be available long before ethonal is, so players who do have oil will still gain an early modern advantage. Just not such an overpowering one.

As for spies . . . That's the best news I've heard in a long time. It's hard to fight a cold war without spies and the ability to manipulate other nations to fight for you. If it's done right espionage is going to be great.

Sure they could totally screw it up, but for now I have faith. I'll have my privateers and maybe even a terrorist or three, and I'll have my spies to stir up trouble. While trying to defend against your spies without nerfing my science rate.

Grenouille
May 22, 2007, 02:15 PM
I absolutely hate the ethanol bit, and I think it's utterly ridiculous. It basically "nerfs" the importance of oil, since corn is a pretty common resource (unless they changed that, too). And it's unrealistic.

It would be nice if you could transform coal into gasoline, i.e. synthetic fuel production like in Germany in WW2.. it should be costy, but give you the chance to build a few more tanks after you lost your oil supply, hehe.

Gaius Octavius
May 22, 2007, 02:23 PM
Well, perhaps I was a bit premature in my criticism. I forgot that this is only available to one civ, and chances are the civ that gets it will probably have oil. :mischief: So it doesn't have to be a game breaker.

Crispy mentioned something that really caught my attention: resource ratios. This looks like the very first step toward QUANTITATIVE RESOURCES (here I go again on another tangent) which is sorely needed for Civilization. That sounds like the best option for ethanol, and is much more realistic. Needing 2 corn to make 1 "oil" would balance things out nicely, given corn's relative abundance and oil's scarcity in the game. That way they wouldn't have to change the existing balance and it all works out in the end.

[Post 700]

Joe Harker
May 22, 2007, 02:25 PM
I seem to find corn is found as often as oil on my maps!

cbmclean
May 22, 2007, 06:00 PM
I'm pretty excited about the corporations. However, I've been wondering about the two example companies giver. I wonder how useful the Standard Ethanol company would be. Obviously, it would be a vital strategy f you didn't posess an natuarlly occuring oil, but this would only be useful if the technology allowing the Standard Ethanol company was available soon after you can see oil. As, for the General Mills corp. I wonder what the net benefit will be, since it only gives extra food if it consumes a food-type bonus resources.

chaz1356
May 22, 2007, 11:22 PM
One thing that annoys me is that you cannot destroy the enemies nuclear weapons with your own.... I know it might be unfair with the turn based system but it feels so unrealistic.

Lucky The Fox
May 23, 2007, 02:11 AM
Crispy mentioned something that really caught my attention: resource ratios. This looks like the very first step toward QUANTITATIVE RESOURCES (here I go again on another tangent) which is sorely needed for Civilization. That sounds like the best option for ethanol, and is much more realistic. Needing 2 corn to make 1 "oil" would balance things out nicely, given corn's relative abundance and oil's scarcity in the game. That way they wouldn't have to change the existing balance and it all works out in the end.

This is the theory I also had in another topic, along with the possibility of different corporations requiring different technologies, Standard Ethanol in this case requiring a really late one so it doesn't ruin the value of oil so much.

Martinus
May 23, 2007, 02:19 AM
I'm pretty excited about the corporations. However, I've been wondering about the two example companies giver. I wonder how useful the Standard Ethanol company would be. Obviously, it would be a vital strategy f you didn't posess an natuarlly occuring oil, but this would only be useful if the technology allowing the Standard Ethanol company was available soon after you can see oil. As, for the General Mills corp. I wonder what the net benefit will be, since it only gives extra food if it consumes a food-type bonus resources.

Well, the General Mills corp would be very useful to spread to cities which do not have a lot of food available - especially founded near deserts or arctic/tundra tiles. As it is now, having abundance of wheat, pigs or corn resources does not help such cities grow, since it only negates unhealthiness, but does not add to actual food necessary for growth. Not to mention that having more than 1 of each of these resources is completely useless.

In fact, this seems like a middle-ground implementation of the feature I always wanted to see in Civ - i.e. being able to "move" stuff like food or hammers between your cities.

qwert
May 23, 2007, 04:13 AM
they said that corporations are going to be like religions, it could mean that the founder of a corporation is the first one to research a specific tech (¿Ecology for the standard Ethanol?). This would mean that the advantage of a corporation are limited to some players like that of religion. If you don´t share that religion or corporation you don`t gain the benefits of it.

If this is so i only hope, that you can ask a corporation from another civ to enter your civ without having to wait for his misionaries (i have never received the visit of an AI misionary), maybe through diplomacy or directly calling the corporation.

Lucky The Fox
May 23, 2007, 04:26 AM
they said that corporations are going to be like religions, it could mean that the founder of a corporation is the first one to research a specific tech (żEcology for the standard Ethanol?). This would mean that the advantage of a corporation are limited to some players like that of religion. If you don´t share that religion or corporation you don`t gain the benefits of it.

Drat, never thought about that. Really changes things and is logical enough to be happen.

Chemtech
May 23, 2007, 07:41 AM
Well, perhaps I was a bit premature in my criticism. I forgot that this is only available to one civ, and chances are the civ that gets it will probably have oil. :mischief: So it doesn't have to be a game breaker.

Crispy mentioned something that really caught my attention: resource ratios. This looks like the very first step toward QUANTITATIVE RESOURCES (here I go again on another tangent) which is sorely needed for Civilization. That sounds like the best option for ethanol, and is much more realistic. Needing 2 corn to make 1 "oil" would balance things out nicely, given corn's relative abundance and oil's scarcity in the game. That way they wouldn't have to change the existing balance and it all works out in the end.

[Post 700]

This makes me wonder if they will ever move to a system where not all resources of a given type are equal - in other words a "corn" might be "abundant", "average" or "sparse" - with either a 25% bonus/penalty for being above of below average - if they allowed either fractional food OR moved away from integers for everthing to more of a base 100 system. Basically multiply everything as it stands now by 100 - which allows things worth 125 or 75 without having to deal with fractions. Although I am not sure which is more confusing to people, fractions or not using whole numbers less than 30.

A system like this would also allow for technologies/units which could improve a resource rating - fertilizer etc etc.

Nordiska
May 23, 2007, 08:08 AM
I've always thought it would be interesting if resources produced fixed amounts and units required certain amount of a resource. For example an iron mine produces 10 a turn but to build a swordman costs 20 iron. So the solution would be to get more mines or have to build other units... more variety. This would also open up trade as instead of just trading "iron" you could trade 125 iron for 200 gold for a one time deal. Of course doing this to all the resources.

Chemtech
May 23, 2007, 08:17 AM
I'm torn on if I'd like a system like this - it basically would require you to "bank" all resources - which is fine, but it really turns Civ into a different type of game - games I've played before. Don't get me wrong, I've enjoyed them but it makes me think of "Settlers" where there were like 30 things to worry about...

Some of the things it would change would be the ability to disrupt another Civ's production by capturing/destroying their only iron mine - I mean if theyve been banking iron for 1500 years it probably doesnt matter if they dont have an iron mine anymore.

Ken the Great
May 23, 2007, 08:21 AM
really disappoints me that civ 4 artillery can't bombard anything.. any unit with bombardment should be able to bombard anything.. like in civ 3..

but that's just me (:

Luckystrike77
May 23, 2007, 09:18 AM
really disappoints me that civ 4 artillery can't bombard anything.. any unit with bombardment should be able to bombard anything.. like in civ 3..

but that's just me (:

I really do agree in that one, but that what happens when online multiplayer is prioritized over the single player game. I guess they wanted siege weapons to be less time consuming.....

I do hope they can bring back the old bombardment system from CIV 3 for modern navy units at least. Battleships being able to shot at other ships from a distance is cool, and not too time consuming in the big picture..... I'd also like to see ships firing missiles on eachother, and nuclear submarines.....

Martinus
May 23, 2007, 09:34 AM
I think you guys are missing the point of Civ4 - it is not a RTS or a tactical game, but a strategy game, with a high level of abstraction. One tile often represents many hundreds of miles. A modern era ship attacking another ship on the adjacent tile really represents firing missiles and whatnot - not a deck-to-deck engagement.

Luckystrike77
May 23, 2007, 09:45 AM
I think you guys are missing the point of Civ4 - it is not a RTS or a tactical game, but a strategy game, with a high level of abstraction. One tile often represents many hundreds of miles. A modern era ship attacking another ship on the adjacent tile really represents firing missiles and whatnot - not a deck-to-deck engagement.

Well, I think that bombardment between sea units is a better abstraction (thinking of the huge distances), and a funnier way to play, it also opens for more tactics in the naval battles, not just a big clash..... A little portion of tactics can't hurt a strategy game, if done in the right manner.....

cbmclean
May 23, 2007, 10:56 AM
Martinus,

You've got a good point about General Mills. I had forgotten that food resources only gave food bonuses to the city that actually worked it, and that ll connected cities jut got a health bonus. I can see where that might come in useful now.

In your post, you said

In fact, this seems like a middle-ground implementation of the feature I always wanted to see in Civ - i.e. being able to "move" stuff like food or hammers between your cities.

I don't know if you ever played Civ II, but one the goods you could send from city to city using caravans was food. Thus you could transfer food from cities with food surpluses to those that you wanted to increase the food supply. I liked that feature and I missed it in Civ 3 and 4.

Martinus
May 23, 2007, 11:02 AM
Yeah, the caravan thing was cool. :)

Chemtech
May 23, 2007, 11:10 AM
Yeah, that of course led to the giant stack of shield (Civ 2 hammer equivalent) convoys and the "instant wonder"... god I loved it so!

Sir K
May 23, 2007, 12:56 PM
Are you going to be able to send distress messages to other civs?or are they only going to be able to ask you. could be a strategic move to slow down and distract a quickly developing, more powerful civ. and another way to get warmongers like montezuma to attack someone.

chaz1356
May 23, 2007, 05:23 PM
Can you become a vassal state in the expansion? I know it seems so humiliating but the fun part is breaking out in rebellion and earning your freedom then kicking the crap outa the host nation.

Gaius Octavius
May 23, 2007, 05:34 PM
This makes me wonder if they will ever move to a system where not all resources of a given type are equal - in other words a "corn" might be "abundant", "average" or "sparse" - with either a 25% bonus/penalty for being above of below average - if they allowed either fractional food OR moved away from integers for everthing to more of a base 100 system. Basically multiply everything as it stands now by 100 - which allows things worth 125 or 75 without having to deal with fractions. Although I am not sure which is more confusing to people, fractions or not using whole numbers less than 30.

A system like this would also allow for technologies/units which could improve a resource rating - fertilizer etc etc.

I've always thought it would be interesting if resources produced fixed amounts and units required certain amount of a resource. For example an iron mine produces 10 a turn but to build a swordman costs 20 iron. So the solution would be to get more mines or have to build other units... more variety. This would also open up trade as instead of just trading "iron" you could trade 125 iron for 200 gold for a one time deal. Of course doing this to all the resources.

I'm torn on if I'd like a system like this - it basically would require you to "bank" all resources - which is fine, but it really turns Civ into a different type of game - games I've played before. Don't get me wrong, I've enjoyed them but it makes me think of "Settlers" where there were like 30 things to worry about...

Some of the things it would change would be the ability to disrupt another Civ's production by capturing/destroying their only iron mine - I mean if theyve been banking iron for 1500 years it probably doesnt matter if they dont have an iron mine anymore.

If you guys are really interested in this, you should join the discussion on the quantitative resources (http://forums.civfanatics.com/showthread.php?t=222884) page in Creation and Customization I started. We're in the process of working out the details for a new mod as we speak, and most of the problems you mentioned have reasonable solutions.

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Can you become a vassal state in the expansion? I know it seems so humiliating but the fun part is breaking out in rebellion and earning your freedom then kicking the crap outa the host nation.

No, but there is a mod (http://forums.civfanatics.com/showthread.php?t=219912) that lets you do this now.

Tip of the day: visit other Civ 4 forums here! ;)

icemanjsg
May 23, 2007, 08:02 PM
BTS will not be worth the cd/dvds they are printed on if airplanes still can't kill other units,I suspect the worst. :(

This is actually a terrible thing, my friends and I have all taken a week of work to have a massive LAN and this grinds everyones gears!

TheLastOne36
May 23, 2007, 08:26 PM
Gaius Octavius here's your load: http://pc.ign.com/articles/791/791168p2.html

Standerd oil company consumes Corn, sugar or rice to make oil.

Gaius Octavius
May 23, 2007, 09:11 PM
So basically they've adopted TheLopez's building resource converter mod. Okay, this is what I thought. Looks good, but apparently there's more than one corporation, as evidenced by the "Aluminum Corp." Good grief, I hope they haven't given us one for every critical late-game strategic resource... what's the point then?

Marshall Thomas
May 23, 2007, 10:39 PM
My guess is that high-powered artillery is an advantage that regular artillery can have to distinguish it from the new mobile artillery, -for game balance. I doubt that mobile artillery can also be high-powered.

cbmclean
May 24, 2007, 11:08 AM
I don't know if you guys have read the new article about BTS, but I am absolutely pumped about this expansion! Did you notice the bit about on-map ocean trade routes? This is something I've always wanted in a Civ game. Call-to-Power had soemthing like it, and I loved that feature of that game.

dutchking
Jun 25, 2007, 07:05 PM
All this stuff with Corporations and Espionage is confusing to me...so much in one game...