Four more scans from the PC GamePlay UK preview are available. These screenshots are actually better than the ones posted at PC GamePlay's own site. The irrigation graphics looks MUCH better! <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0> Click on the thumbnails to see the full image:
<a href="http://www.civfanatics.com/civ3images/pcgp-screen3.jpg"><IMG SRC="http://www.civfanatics.com/civ3images/gameplay-incaesar2T.jpg" border=0></a> <a href="http://www.civfanatics.com/civ3images/pcgp-screen1.jpg"><IMG SRC="http://www.civfanatics.com/civ3images/gameplay-cityviewT.jpg" border=0></a> <a href="http://www.civfanatics.com/civ3images/pcgp-screen4.jpg"><IMG SRC="http://www.civfanatics.com/civ3images/gameplay-citiesT.jpg" border=0></a> <a href="http://www.civfanatics.com/civ3images/pcgp-screen2.jpg"><IMG SRC="http://www.civfanatics.com/civ3images/gameplay-babelT.jpg" border=0></a>
More details from the preview:
[*]Completely Revamped ZOC system
[*]Real Stacked Combat
[*]New Tech Tree
[*]Minor Wonders
[*]Two new, so far secret, Multiplayer Modes
[*]More details on the Resource system
[*]New Barbarian model
New info on... Wonders
Jeff Briggs: "Wonders of the World are as important as ever. We have all the Civ2 ones, a couple of new ones, some that are old and function in new ways and a brand new set that we call "small wonders". While you can only constuct one of each Wonder of the World, small wonders can be built by every civilization, such as the Strategic Defense Initiative, Apollo Program and Manhattan Project.
The Great Canal is one of the new Wonders in the game. When you build that, you can chose a place on the map and connect two oceans, so it's like the Panama Canal. We also have the Great Wall, which is an old wonder, but now you can chose a section of your border and you get a wall that is really hard for someone to get through. We have another great Wonder, the Internet, but we're not sure exactly how that's going to function. We know it's got something to do with education, it will create a smart populace, but appart from that we're stumped."
New info on... Misc.
Multiplayer: "Right now we're looking at doing some unique things with the multiplayer, but we're not ready to start talking about it yet. The challenge in the past for turn-based games has been to make it really fun and we're looking at new ways of approaching that. We have two big online features, which I can't really say any more about. It's just not there yet and we're not comfortable talking about it. But both of these features are something you have never seen before and will be a big part of the game."
Start date: 4000 BC, as usual
Starting Units: One Settler, One Worker.
Number of Civilizations: Cut down to 16.
Number of Civilizations in one game: Still seven.
Victory Conditions: "UN Victory", essentially like "Diplomatic Victory" in SMAC added. Another possible addition is a Corporate Win: "We're talking about some new interest at the end, perhaps global investors, that spring up independently of any nation and control the end game if you make a deal with them. These are very unformed ideas, but we're looking at them."
Unique Units for Civs: Yes, they're in. Zulus - Impis. Americans - F15s. Germans - Panzer Tank.
Barbarians: "Barbarians now work in a totally different way. In this game Barbarians have cities, like all other civs, and they originate from these cities and make raids. Sometimes building roads can be really hard because there are barbarians out there that constantly attack. Each time you destroy a barbarian town, it will respawn itself in an area of the map you can't currently see. So what you have to try to do is set up a situation where you can see as much of the map as possible so that you can keep pushing them back.
New info on... Combat
Jeff Briggs (All quotes are from him, by the way, in case you wondered. The other info I try to summarise as much as possible): "Combat has become a much more significant part of the game. For starters, we have changed zones of control. In Civ2, all units had them, which made for some weird situations, like a phalanx fortified in the mountains stopping tanks going by. But we're finding the fewer zones of control we have the more fun the game is. Now only the fast, big units have them."
"We've also added bombardment. Catapults can now attack city walls and we have coastal bombardment. If you build a coastal fortress and a ship goes by it will immediately open fire." (Think about the potential for ocean choke points!)
BIGGEST NEW ADDITION (IMO): "Armies". Like a transport, you can place different units in an army and move them around together. "Say you have a tank and an infantry guy in an Army, and someone attacks. The unit with the best defense will stand up and do the defending until he gets worn down by the battle, then he will stop and the other will stand up and defend. The same thing happens in attack. So big armies are really, really powerful. In order to combat somebody who's got armies you pretty much have to build your own. It's an escalating thing which has a big impact on the game."
Armies can come into play in one of two ways: the most common is by researching Nationalism (new tech!). Once you've got nationalism, you can put your economy in one of three modes, mobilized, normal or peace. In peace mode, military buildings and units will cost twice as much, and peaceful buildings and units half as much. With mobilization the reverse happens, except you can now also build army units. The other way is through leaders, who will appear randomly after a successful battle. They will be named after real historical figures, and might also confer special benefits depending on their real historical status (the ones mentioned in the preview are Patton and "Stonewall" Jackson, with Patton adding a Tank bonus). "We'd like to do that - in some cases it makes a lot of sense, in others it doesn't. But Civ has always been very abstract in terms of its interpretations of when things occur and who's where. So we could easily go either way and make it work."
More info on... Nukes and Interface
Nukes: "There are two types of nuclear weapons. We have ICBMs that can hit anything on the map (yin26, Infinate missile range, eh - transcribers comment) and tactical nukes that can be put on submarines and launched as cruise missiles. If you think you can have a war and launch tactical nukes you can try it, but it's a challenge in the game just to survive the whole erea.
"The nuclear war part of the game should be (and this is something we're working on) something that you come to and pass through. In Civ2, it's sort of the end point. When you get nukes, everybody gets nukes and the game is pretty much over. In this game, if you're the first person to get them you will have an opportunity to benefit, but once everybody else gets them it's unlkiely that you can use them and have a successful game."
Interface: "The city screen is now on the map. We've put infromation at the bottom of the screen to make the player get more connected with the map and the cities. We're trying to keep the player on one screen as much as possible.
"One thing we really paid attention to is that is Civ2, there were a lot of pop-ups which would stop the game and you'd have to click through. Now we've put a lot of these pop-ups on the map so that you just read information and get on with the game.
"We're working hard to make it a seemless contious experience on the map instead of having to click a lot of buttons to proceed."
New info on... The Tech Tree
JB: "The tech tree is split into four sections: Ancient Times, Renaissance, Industrial and Modern. The new rules are that, in order to advance to the next section of the tech tree, you pretty much have to complete everything in the section before it, except what we call the arts or the intellectual pursuits.
"For example, you don't have to develop horseback riding in order to advance to the next era, nor anarchy, republic or literature. But literature gives you the Great Library, so they're useful to have. The whole new concept with the arts is that they're things you don't need to progress, but if you have them your civilisation is much stronger, more developed."
New info on... Trade, Resources, Culture
Resources: "When you look at the map now, you don't see that many resources. That's because they don't appear until you've researched the technology that needs them. For example, you can't see iron until you've researched iron working. And you might already have some, but it might be somewhere else.
"What we tried to do is clump the stuff. It's not spread evenly over the map. The idea is that one player can corner the market on, say, iron and he becomes a powerbroker in the game. The same thing happens with uranium, so your diplomatic relations become really important. You definately want to have friends that have the stuff you need so that you can trade with them. If not the only way to get the stuff is to attack people.
"By the time you get to the end of the game you really needto have coal, iron, oil and rubber otherwise you can't build anything. The way you develop a civilization, to a large extent, depends on where you start the game and what kind of resources you have available. If you start in an area that has iron you're in good shape at the beginning, but later on in the game iron is not enough."
Trade: You can trade in Luxuries, and resources. Luxuries goods trade is vital to keep happiness up, and resource trade (as you can see above) will be exceptionally important. Keeping peace will be more important than before, because you need a constant supply of resources to build your units. Complex diplomatic treaties and trade agreements can be arranged.
Culture: Accumulated by long-time cultural city improvements (as in last preview). Three effects:
(a) In diplomacy, a high culture rating will make other civs admire you more, and positive outcomes are more likely as a result.
(b) A high culture rating will literally expand your borders, the Greater your civilization the larger it will become.
(c) The aforementioned effect of pacifying newly conquered cities. Cities can now resist in a variety of fun and interesting ways; citizens can refuse to work, lower the defense value of the city, or revolt and rejoin their original civ.
Our thanks to <a href="http://www.apolyton.net/civ3/" target=link>Apolyton</a> and especially its forum poster Snapcase for posting the the details from the preview</a>!
[This message has been edited by Thunderfall (edited April 29, 2001).]