Optional
Deity
I saw a link to this interview in another thread, but the whole article was new to me:
http://www.gamersglobal.de/interview/mehr-tiefgang-durch-religionen. I'm assuming this is new to others as well. I'm trying to make translations for this type of interview, so English speakers don't have to do with the cripple google translations. I did only get halfway or so, but this is the first bit, I'll try finish it tomorrow:
The rest:
http://www.gamersglobal.de/interview/mehr-tiefgang-durch-religionen. I'm assuming this is new to others as well. I'm trying to make translations for this type of interview, so English speakers don't have to do with the cripple google translations. I did only get halfway or so, but this is the first bit, I'll try finish it tomorrow:
As I said, this is not the whole article, but I need some sleep now.GamersGlobal (GG): The saying goes; never talk about tax and religion, but with the new expansion Gods and Kings you're doing just that. Did you have a heated discussion about this internally?
Dennis shirk (DS): No, it was really painless. We would certainly have discussed this longer if the intention would have been to portray the existing world religions in the game. Then it could have come to situations in the game who nobody at Firaxis would have wanted to see on YouTube...
GG: ...or on the right-wing channel Fox News.
DS: Exactly. Then it would have been like we are indoctrinating the youth with this or that religion. So instead of this we are giving you all freedom; you can name your religion anything you want, and in the 5 or 6 'content slots' you can put any combination of beliefs.
This brings a lot more depth in the game. Who before relied on standard strategies, can forget about this with the add-on. Now you have 12 civilizations with 6 religions per game. On small maps this is still 4 civilizations with 2 religions. And this also has its effect on the surrounding civilizations. Take the faith 'Justified War'; when this spreads to one of your neighbours, your units will fight 30% more effectively when they are near the towns of these neighbours.
GG: In Civ 5 and also in Gods & Kings we will constantly meet other leaders. Can we in Gods & Kings also meet our God, who will perhaps speak to us through some natural phenomenon, and will praise and reward us because we have spread his word to others?
DS: No, it won't go as far as that. Great prophets are for us the biggest thing we touch. Perhaps also because it has been our intention to balance religion in a way that it plays its biggest role in the early and especially middle game. During the Renaissance the influence of religion will start to dwindle, more or less like it did in real life. Also the things you can buy with faith are becoming ever more expensive, until you can hardly afford them anymore in the industrial age. Then the system of espionage begins to unfold.
GG: The changes to the City State system sound interesting. Can you disclose a bit more about their quests?
DS: Next to the already mentioned ones, like 'kill x barbarians' or global quests like 'build the most wonders in y turns' there is the addition of a quest type where you have to retrieve a tribute payment from another City State. If you come with an army that is strong enough this can work for you and you'll get the gold and perhaps even a few workers.
But behind your back the threatened City State can complain about you to another player and plee for their help against you.
The rest:
GG: Keyword espionage. Aren't we getting almost too much information from our spies now, so we don't have to find things out for ourselves anymore?
DS: We are limiting that through the number of spies allowed. You'll get one in the renaissance, one in the industrial age and one in the modern age. With a national wonder, the National Secret Intelligence, you can get a fourth. But it can happen that your spies are informing you about technological achievements that are already long known by you, because your own research is much further. Your opponents or friends of them can discover your spy and come to complain about you - or they can simply take this spy out. And then you haven't got this spy available for some time. Or someone builds the Great Firewall, which prevents all technology theft for several rounds. We don't want to make this too complicated though, because that would distract from the actual game.
At the same time we've addressed some loopholes with research agreements which allowed the players trickery. You must now be good friends with a civilization to do research together.
Research agreements are becoming something special and valuable again, but also a target for a third party spy.
GG: When vikings or pirates storm ashore to plunder a city this will look authentic. But a World War I battle ship? Haven't sailors raided cities for completely different reasons?
DS: To some degree you have to leave reality out of this (grins). In this case the game wins through this new game mechanic. Imagine a continent surrounded by water where the inhabitants are protecting themselves from invasions through shore batteries. In Civ 5 you could hardly do anything against this. But now a squadron of destroyers can put the heat on a defending town - the defender has a lot more to worrie about and needs to be more careful.
And with the larger health bars battles will be a lot more intense than before.
GG: In any case thanks for the conversation and lots of success with finishing this.