Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
This has been linked at Apolyton for a while now. I haven't seen the info here and it's not in the confirmed features thread, so I thought I'd post it.
http://civgames.wordpress.com/2010/04/30/интервью-с-деннисом-ширком-страна-игр/
This is my favorite part and is new info, I think (Google translation):
"Dennis Shirk: The game uses three to four basic resource. "Food" and "production" remained exactly as they are accustomed to veterans series. But the familiar concept of trade are no more. "Gold" and "science" is now divided and "mined" in different ways. This encourages players to long-term planning of empires, and bad practice to pull up and down sliders distribution of money each turn optimizing costs, disappearing."
I'm not sure this means that there is no slider at all, but I'm very happy that Gold and Science will now be treated as different game elements (like food and production). In the past, they've always been a byproduct of commerce (distributed by the slider) and were therefore essentially equivalent and interchangeable. So now, if you are headed for a revenue crunch, you can't just go on building libraries and universities. (This was always the optimal choice before if your slider was >50% research, regardless of whether you really needed money or research.) You could also have true "Financial" or "Scientific" traits now that really differed in their effect, which was not really possible with the previous slider-determines-all system.
http://civgames.wordpress.com/2010/04/30/интервью-с-деннисом-ширком-страна-игр/
This is my favorite part and is new info, I think (Google translation):
"Dennis Shirk: The game uses three to four basic resource. "Food" and "production" remained exactly as they are accustomed to veterans series. But the familiar concept of trade are no more. "Gold" and "science" is now divided and "mined" in different ways. This encourages players to long-term planning of empires, and bad practice to pull up and down sliders distribution of money each turn optimizing costs, disappearing."
I'm not sure this means that there is no slider at all, but I'm very happy that Gold and Science will now be treated as different game elements (like food and production). In the past, they've always been a byproduct of commerce (distributed by the slider) and were therefore essentially equivalent and interchangeable. So now, if you are headed for a revenue crunch, you can't just go on building libraries and universities. (This was always the optimal choice before if your slider was >50% research, regardless of whether you really needed money or research.) You could also have true "Financial" or "Scientific" traits now that really differed in their effect, which was not really possible with the previous slider-determines-all system.