BL: Civilization 5
I think everyone can see that the big obvious change from the beginning
it's hexes. How does that impact gameplay?
DS: Well hexes impact gameplay in a few different ways
the most obvious is the way that units move around the map you can move in any direction its consistent. From an art style perspective you can actually have more organic feeling on the display or on the gamemap so you have naturally flowing rivers, mountain ranges, rolling hills
it all feels a lot more alive and vibrant. Oftentimes with older versions of Civ especially with square tiles you can have two caddy corner land tiles or two caddy corner water tiles
it's not always apparent to the player if you can actually move a unit from one tile to the other. There might be a land bridge but somehow you can still get a boat from one corner to the other. Hexes kind of remove that bottleneck you can easily look at a map and see exactly where you can and can't go it just removes a lot of the ambiguity.
BL: The units, how you place the units must have changed a lot as well and you've decided to go with more of a one unit per tile approach for this one. Can you tell us a little bit about the reasoning behind that.
DS: A lot of the military game in past versions of Civilization revolves around stacks, you'd stack any number of units in a tile. Our fan community calls that stacks of doom because they can get pretty large. This usually favoured the Civilization that had the biggest numbers advantage and what we wanted to do is kind of pull the combat out of the cities: every tile is important, every land feature is important, defending a hill, defending across a river, and every unit is important because units are more expensive now, they don't die immediately, you can bring them with you throughout the game upgrading them as you go along. You're going to be maintaining your army a lot more carefully, and instead of just having to have lots and lots of units everywhere and we're really excited about that because it brings a lot more strategy into play. Instead of just moving a single stack now you're actually managing units, you're protecting ranged units, you're keeping people away from your cities. We're just really excited about the possibilities that offers.
BL: If we take a look at the cities, how have they changed since Civilization 4?
DS:Well cities work a little differently I mean a lot of people ask themselves if there's no stacks how do you even defend the cities. First and foremost again we are encouraging people to take the fight out of the cities, defend the surrounding terrain instead. If your lines fail you have military units around your city. Your city can defend itself, the bigger it is the stronger it is, the more hit points it has. You can garrison a unit inside a city, that'll make it stronger. If you give it certain upgrades, for instance if you research masonry you'll be able to build walls; walls will actually allow the city to bombard outward two hexes and further defend itself. Obviously once it's surrounded it's under siege it's not going to last long but it'll still give you enough time to hopefully get help there.
BL: Another area that seems to have changes a bit is diplomacy, perhaps its a little bit more complex than it used to be. Can you tell us about that?
DS: Diplomacy, uh
traditional diplomacy in Civilization, interacting with other leaders is going to feel very similar in some aspects but the addition of full screen leaders, set in there scenes, being able to see the entire body to look at their body language, really can tell how they feel is really going to bring players into diplomacy like never before. They speak their own language, you're going to be able to see a mood on their face, they also have agendas in the background. Our lead designer Jon Shafer is going to great lengths to make these players more interesting to play against
its not just going to be subtle math in the background theyre actually going to have a certain way that they like to play.
BL: During the demo
I don't know if this was just for demo purposes but there uh wasn't all black when you started. Will it work the same way that you sort of scout you see and you expand the map when you explore.
DS: Yes, we just turn off fog of war for the demo just so you can kind of see the expanse of the world. You're going to have the same fog of war feel to it. What you saw there was obviously not final because we're pre-alpha but you're going to see the same billowy clouds and as you explore outward it'll reveal a little bit more of the map as you're going out
BL: Because to me the sense of exploration is like the best thing about Civilization. Sometimes I just start up game after game after game just to do that first few hours when you explore the map.
DS: Yeah, and you know what you're going to have that same fun with this and city states even bring a little bit more to this because you're not just finding another Civ you're finding city states and they all have unique needs, unique requests, so there's a lot more to do in the early game than we've ever had before and that's really cool.
BL: It's like almost like a mission based structure in that sense.
DS: In some ways it is to city states, that is distinct to them, they're going to be asking you to do stuff to gain that friendship, it's very worthwhile obviously if they're being overrun by barbarians, you're going to want to help them with that 'cause if you do you get bonuses from them and you can maintain that relationship. Likewise if you are getting bonuses from a city state another Civilization might be inclined to take that city from you, gives you another reason to defend it. It's just
it just offers more choices to a player and I think the more choices that the player has when they play a game like Civilization the better because it's all about crafting a world to meet your needs
if you're a builder you can play as a builder, if you're a warmonger you can play as a warmonger
it's just more choices.
BL: Speaking of the players, maybe we should finish off a little bit how you are trying to integrate the fan community into Civilization 5.
DS: Sure
modding is one of our biggest changes in the game
we're actually adding the ability within the game to allow anybody to browse, search, download, rate and install mods right from within Civ 5. You don't have to have knowledge of hardcore fan sites, you don't have to have knowledge of where the mods live online, you can just do it right from within the game. Authors will have access to tools they've never had before, or I shouldn't say that they've never had before, the tools now are just far eclipse anything that we've had before. The standalone worldbuilder is an example of that. We've created an application for the worldbuilder, it doesn't exist in the game anymore, now it's actually something where anybody, regardless of skill level, regardless of program level can create their own worlds to play in very easily it's
Just to amplify one point
Civilization 4 or Civilization 5 is every bit as moddable as Civilization 4, I want to make sure of that because I read on some of the fan sites they're worried about the level of moddability but I think everybody's going to love the tools that we're bringing out to even take that to a higher level.
BL: We'll look forward to playing it.
DS: I look forward to releasing it.