new gamespot article

The new info on combat is just SUBLIME . Some of it also confirms my earlier suspicions that things were a little more complex than the 1 man=1 hp representation of units. It is now confirmed that the amount of damage a unit can sustain is anywhere up to 100, and that the amount of damage a unit dishes out is based on its Strength (i.e. a sort of Firepower system). I wonder if Unit Strengths also still play a role in your chance to hit!
Also, its great to hear that expansionism is no longer the ultimate key to victory, and that the stacks of doom seem to have been truly relegated to the Civ dustbin.
Well, pretty much everything I have read today makes me a very happy man indeed :D !

Yours,
Aussie_Lurker.
 
Here are the main points: :)

  • The game more about decision making and less about going through the established motions that have built up over the years.
  • Consider that you will no longer be able to transfer production from one project to another, a major exploit since time immemorial.
  • In Civ IV, when you lose a race to finish a wonder, you lose all the production made on it, and you can no longer transfer it to another project, though you will be refunded an amount of gold. (This rule also covers production of regular buildings and units as well, though in those cases, if you suddenly switch from producing, say, a settler to an archer, you simply save the production that's been made for the settler and start the archer from scratch. And when you go back to producing the settler, you'll pick up where you left off.)
  • Soren Johnson [lead designer] said that key resources are more evenly distributed in Civ IV, which is good news.
  • The bigger your city gets, the unhealthier it becomes. And that can take a toll on the population, as the city will eventually begin to starve. You can combat this by building certain types of buildings, such as aqueducts and hospitals, but what will really help is if you can secure access to the seven different types of food resources, which represent nutritional variety.
  • "The game is balanced now to have not as many cities. You can still spread your influence over a broad area, but not have as many cities, necessarily." - Barry Caudill [Senior Producer]
  • "In Civ IV, we have this sort of maintenance system that slowly pushes some pressure on civilizations that expand a little bit faster than what might be good for them at that time." - Soren Johnson
    The focus in Civ IV is on fewer, but more specialized, cities.
    This is something that the artificial intelligence will recognize, too, as computer-controlled civilizations won't spam you anymore with settlers, and if they try, they won't be able to cross your empire's borders anymore without your permission.
  • Barry Caudill also said that Civ IV has some features from Civ III that let you select a specific type of unit from a stack that you can then send to one location, reducing the need to repeat the procedure umpteen times over.
  • Stack Attack: You can actually stack up a bunch of units and send them someplace and give them an attack command. And if you're using combined arms...so you have some defensive-type units and you have a tank. The game will automatically look at who you're attacking, who their defenders are, and say, 'We should attack with this guy first. This is what the AI would do.
  • In Civ IV, the amount of damage a unit does to another unit is now out of a scale of 100, even though that's more or less hidden from the user. The amount of damage a unit does is relative to its different strengths. So now when a spearman attacks a tank, he may hit three times, but that's only going to take off a quarter of the tank's hit points. Meanwhile, a tank hitting a spearman only has to hit him once or twice, and he's gone entirely.
  • Dan McGarry (MP Designer) said that the server browser in the game will include buddy list functionality to keep track of your friends easier.
  • Firaxis will cull all sorts of statistics from multiplayer matches, which will let it rank players, which is aimed to avoid some of the frustration when you find yourself in a multiplayer match with ruthless Civ pros.
  • The game will also ship with a number of prebuilt scenarios with different sorts of victory conditions. For example, a World War II scenario will start you with all your cities and military units already built, and instead of conquering the whole world, you may have a more focused goal, such as taking or defending Paris.
  • Cottages (new terrain improvement) with smoke coming out of their chimneys indicate which neighboring terrain squares are being worked.
  • The quick game is very much for that one-night experience," Caudill explained. "We don't want it to feel like it's all compressed and jammed together. We want it to feel like you're playing Civ, but it just happens to take less time. So your tech costs are reduced, your unit production costs are reduced, your building costs are reduced. There are less turns to worry about, but you still have this huge sweep of time that happens in a Civ game. The epic speed is the same idea, just the opposite end.
 
It was an exploit and you do get money from the lost shields. It seems perfectly reasonable to me.
 
No more prebuild is sad.

But if that's the price to pay to NEVER, EVER again have this wonder which ONLY my civilization was workign on nabbed from me by a frelling wonder cascade, I'm all right with it.
 
Stack Attack: You can actually stack up a bunch of units and send them someplace and give them an attack command. And if you're using combined arms...so you have some defensive-type units and you have a tank. The game will automatically look at who you're attacking, who their defenders are, and say, 'We should attack with this guy first. This is what the AI would do.

Stack attack... here at last. This will certainly reduce the tedium and is a good step towards modernizing the Civ franchise. :)

Hopefully they will include one click artillery barrage or airial bombardment (that you can do in the middle of your turn.)
 
Hey guys, has anyone looked at the video yet?

If not-or if you have-a couple of things I noticed were:

(a) how graphically beautiful the more developed cities look in this game now (time index 0:33 and 0:43).

(b) couldn't help but notice the two blue circles on the map at time index 1:03. Anyone care to speculate on what this might mean?

Yours,
Aussie_Lurker.
 
Looks like the video has some leaderheads that we haven't seen before as well. I definitely see Cyrus in a couple of images. There's also another screen that appears to have Mao & Qin Shi Huang (who we've seen before), and Cyrus plus an image of Elizabeth, a Japanese leader, and an Incan (or Atzec) leader. The resolution on those names isn't good enough to make out though.
 
Aussie_Lurker said:
(b) couldn't help but notice the two blue circles on the map at time index 1:03. Anyone care to speculate on what this might mean?

If you'll notice, when the camera is zoomed in on the elephants, the circles aren't there, but once it zooms out a bit to the isometeric view, they appear.
As far as speculation is concerned, I've got nothing.

Also, I hope their are redesigning the Cyrus leaderhead, it looks pretty bland when compared to the others.
 
They have a collateral damage effect, [so] that when you attack a stack, you will also hurt up to six other units in the stack.

I was waiting to hear a number like this. I was worried that arty might be too powerful, but this is probably just about right. :)
 
Man oh man oh man oh man, this article gave a whole new sense to my life, I was going to kill myself but now the razor blade will have to wait until I´ve played CIV!
 
Carver said:
I was waiting to hear a number like this. I was worried that arty might be too powerful, but this is probably just about right. :)

Indeed, it's more reasonable. But on the other hand, it's still very powerful.
 
Remember though, Microbe, that the key word is up to 6 units. Whether the maximum number is due to technology, or due to how well you hit-or a combination of both-it definitely does prevent artillery et al from being too overpowering. As the preview says, I think that they have achieved a really nice balance between the Civ2 and Civ3 systems when it comes to stacks. Also, if there is a technology element to how much collateral damage a siege weapon can do, then I am sure that we can mod it if it seems too powerful. Lastly, don't forget that artillery units are particularly vulnerable to cavalry attack, so you probably wouldn't want your stack to be too artillery heavy.

Yours,
Aussie_Lurker.
 
Regarding losing shields when switching production, it seems like getting wonders on higher levels will now be harder because of no prebuilds - unless of course, they make the AI take as many shields to build the wonder as it costs us and improve the AI or something, but I doubt that...
 
This rule also covers production of regular buildings and units as well, though in those cases, if you suddenly switch from producing, say, a settler to an archer, you simply save the production that's been made for the settler and start the archer from scratch. And when you go back to producing the settler, you'll pick up where you left off.

Sounds like you can pause and resume construction. That's better than multiple build queues, which was a recent thread. That's another welcome change.

"In Civ IV, we have this sort of maintenance system that slowly pushes some pressure on civilizations that expand a little bit faster than what might be good for them at that time," he said.
That's a very loaded statement. How do you defined what's good for a civ at any given time? Is that a hack like Optimal City Number or is it an organic, flexible thing that depends on numerous factors like government, infrastructure, happiness, etc.?

The "up to 6" units thing about artillery bothers me as well. Why 6? Why not 7 or 5? If it's a function of the artillery unit "firing" 6 shells per attack, then that's cool. If it's the game saying, oops, you've hit your quota of targets, you're done, that's not so cool.

"Now you can choose religion, but the religions are pretty vanilla. We don't say that Christianity is better than Islam, or Islam is better than Hinduism. It's just a way to spread culture and another way to win the game. And through religion, we can add a lot more color to the game in terms of historical texture."

In many ways, the static religions are more like the old-style government types from earlier Civs, such as democracy and communism. Each religion is rigidly defined and grants certain types of bonuses.
That sounds like a contradiction. Are religions identical except in name? Or do they have different characteristics? What Briggs says (the first part) seems to be consistent with what was thought before, but different from the second paragraph above (Gamespot's words).
 
I think it was just written oddly. What I believe it meant was that religion itself grants a benefits, not different ones for different religions. Considering the way the game developers have explained their approach to religion, it seems likely to be that.
 
I think the statement 'Good for them at the time ' is actually a very telling statement, as it suggests to me that it is indeed a flexible thing-probably tied to tech level, civics choices and certain improvements and wonders. My theory, for what its worth, is that it will be based around the idea of distance and OCN, but that both of these factors will be more flexible-within each game-than in previous iterations, if that makes sense.
As for collateral damage, we know from another interview that this is related to the particular siege unit. i.e. each catapult will probably only be able to damage 1 additional unit, wheras radar artillery will probably be capable of damaging the full 6 units. In this regard its not much different from the bombardment strength system of Civ3-though it may or may not be as variable (for instance, as I asked above, I am curious as to whether a radar artillery can hit from 1-6 extra units, or will it always be 6?) Also, the amount of damage a unit of a particular strength does sounds like it will also be variable-given the statement that a tank may need one or 2 hits to finish off a spearman. Again, just speculation on my part.

Yours,
Aussie_Lurker.
 
Oh, extra point, can anyone get a snapshot of that diplomacy screen featuring Cyrus? If so, it would be great to blow it up and see what kind of diplomatic options are available (given that this is the area that they have most kept us in the dark on!)

Yours,
Aussie_Lurker.
 
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