Civilization III Preview @ About.com

Thunderfall

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<img src="http://www.civfanatics.com/images/e3logo.gif" align=right>Ned Jordan, guide of <a href="http://www.about.com" target=link>About.com</a>'s Computer Strategy Games section, has written <a href="http://compstratgames.about.com/games/compstratgames/library/e3/2001/firaxis/ble3civ3b.htm" target=link>a Civilization III preview</a> based on his impressions from the game at E3. Page 1 of this preview doesn't contain much new info, but the second page listed some truly great info:
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[*]Settler units now have the ability to look at a city's potential sphere of influence, and the resources it will enjoy, before creating the city.
[*]The game will be divided into eras. Before advancing to a new era, a civilization must research all the advances of the prior era.
[*]These small wonders will be geared towards a civilization's playing style, though, and can not all be built without restriction. For example, to build a military academy, a player must have built barracks in at least five of his/her cities.
[*]The economic victory condition has been removed from the game.
[*]Civilizations which began close together in the real world (e.g. Greeks and Romans), will be placed in close proximity in the game world. The game world will be more continental in nature, and civilizations which start the game on the same continent will share similar architectural styles and other features.
[*]Civilization III will feature sixteen civilizations and five distinct cultures.
[*]Wars will be devastating to the continent on which they occur. Among other things, trade will be disrupted and culture will suffer.
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According to Ned Jordan, Civilization III is 85 percent complete and is on track for a December release.


>> <a href="http://compstratgames.about.com/games/compstratgames/library/e3/2001/firaxis/ble3civ3b.htm" target=link>Read the full preview</a>
 
Hmm most of it is sounding very good.

Dont really like the idea of civs starting next to each other based on history, be okay if they let you turn this option off. Im a little worried when ideas like this and civ specific untis crop up, in that Fraxis are making Civ III a model of history than a game where everything is possible for everyone regardless of what happened historically.

Making wars effect trade etc. is an excellent idea that I havent thought of before too much.

Hopefully the game will all be nice and customable like they say it is.




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"It is a well known fact that a bird does not fly on one wing"
 
Wow! I am impressed that they are able to implement these detailed features.
Settler units now have the ability to look at a city's potential sphere of influence, and the resources it will enjoy, before creating the city.
I saw them doing this in that 11 minute video from E3. I have to wonder though since your cities influence changes over time with culture how this feature really helps. In the video it just showed the sphere of influence outline around the settlers being the same as it is in Civilization II. But I have seen city borders both smaller and larger than that. Don't the city borders represent the cities sphere of influence?
The game will be divided into eras. Before advancing to a new era, a civilization must research all the advances of the prior era.
This is mostly true. I remember reading that techs for each era will be divided into two groups. One that is necessary to gain before you can move up to the next era. And minor techs that you don't necessarily have to know before you go to the next era.
These small wonders will be geared towards a civilization's playing style, though, and can not all be built without restriction. For example, to build a military academy, a player must have built barracks in at least five of his/her cities.
I like the restrictions if they make the game more realistic like in the military academy example they gave. Hopefully, we can find out what all of these small wonders are and how these restrictions are soon! This waiting is killing me! The AGONY !! The AGONY!!
supersaiyan.gif

The economic victory condition has been removed from the game.
This is probably a good idea. I think that allowing an economic victory could allow players to have a playing style
that would neglect some key parts of the game.
Civilizations which began close together in the real world (e.g. Greeks and Romans), will be placed in close proximity in the game world. The game world will be more continental in nature, and civilizations which start the game on the same continent will share similar architectural styles and other features.
This is really cool that they have done this. It gives the game a more realistic feel than when you are the Americans starting next to the Persians. Also the similarity in architectural styles based on being on the same continent is good because it shows how culture influences civilizations building styles.
Wars will be devastating to the continent on which they occur. Among other things, trade will be disrupted and culture will suffer.
This is interesting because it will make a 3rd party not involved in a war get involved to try to stop it for economic reasons. That will be so realistic that IT'S DRIVING ME F-ING CRAZY WAITING TO PLAY! ARRRRRRRGH!!!
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[This message has been edited by BorderPatrol (edited May 31, 2001).]
 
Mmmm, took my time to read all these improvements and, oh my god, they sound really exciting. But just a (silly?) question. Are all those new implementation gonna delay Civ3 again?
Because if I'm not wrong, Civ3 is now scheduled for June or July, something like that? And if I understand the programmers dilemma (between releasing a good game in time, and postpone it to add some excellent stuffs), I wouldn't like to wait more. It's enough. Wanna see some colors.

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when is this civ III supposed to be released

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