Never before seen Civ 4 screenshoots

Commander Bello said:
The question is, why are the unhealthy ones in green?

Mr. Yuk is mean! Mr. Yuk is green!

http://www.chp.edu/mryuk/mryuk_web.mp3

In the USA this is the sticker that you put on things that as poisonous so your kids won't eat it or drink it. It has taken the place of the more traditional skull and crossbones. You can get them for free at your local poison control center.

(And the icon looks quite a bit like Mr. Yuk)

For more information than you really need about him:

http://en.wikipedia.org/wiki/Mr._Yuk
 
Er... Wait! Warpstorm's avatar is green! :eek:

Is Warpstorm also mean?!? :crazyeye:

:lol:


OK, looking at that city screenshot, is it my imagination, or are there like a bunch of plots with absolutely nothing in them, above the city? Deserts could be pretty mean in Civ3, but... wow. :eek: Don't want to be living there in Civ4, it seems!


- Sirian
 
knupp715 said:
I never noticed that. It does look like the city takes up three tiles. I haven't heard any talk of cities taking up more than 1 square but its definitely a possibility.

And it looks like middle age houses and not huts!

Its probably cus its a capital or metro or the zoom that fools us.
 
Finally I know who leads the Russians!
 
warpstorm said:
Mr. Yuk is mean! Mr. Yuk is green!

http://www.chp.edu/mryuk/mryuk_web.mp3

In the USA this is the sticker that you put on things that as poisonous so your kids won't eat it or drink it. It has taken the place of the more traditional skull and crossbones. You can get them for free at your local poison control center.

For more information than you really need about him:

http://en.wikipedia.org/wiki/Mr._Yuk


Green to humans mean of course Nature, and it sooths us almost like Blue does. Although too much blue can often make us sad. Green isnt as strong.

But Green at the wrong places means for us that hey theres something wrong here. Like green dots in your milk.

ON TOPIC; BTW, The Germans had Frederick as one of their leaders right? Then I have to play as them my first game, cant beat someone with my own name!
 
joethreeblah said:
Well it looks like they didn't dumb the game down too much. That screen is as confusing as ever

I dont understand anything. This screen is really confusing.
 
I'm worried, it looks like they dumbed it down, its looks just like a RTS now, I wonder if I can cancel my Pre-order!!!!!........ :mad:
 
Phoenix, please tell me you are being sarcastic-PLEASE!!! That one city interface screen really shows how non-dumbed down this game is gonna be. In fact, I sense that this is going to be the deepest Civ experience I have ever had. No more automatic gold from roads (they actually seem to need to be connected to another city!) City Growth seems dependant on Health (though possibly not alone). Nasty Deserts and Mountains (hopefully jungles too in some cases ;)!) Religion, specialists and Great People-the list just goes on.
There are 1 or 2 things which irk me just a little bit, though:

1) In the relevant diplomacy screen, there seems to be no option to trade units-if this proves to be the case in the final release, then I will be very upset indeed :(!

2) Although I am happy that resources can become obsolete (along with improvements I am guessing), I don't think whales should become obsolete with combustion (if they did, then someone forgot to tell Norway and Japan :mischief: ). Instead, I think it ought to be a Civic thing. If you adopt Environmentalism, then the whale no longer provides a production/food bonus, but should provide a happiness/gold bonus (Whale-watching anyone?)

3) As has already been stated, we were given the impression that cultural improvements and wonders only boost your national culture-not provide a culture value of their own, yet we see that even with 0% culture allocated, this city is still producing +34 points/turn. IMO, this would NOT be a good development. I hope that a Firaxian can come along and help clarify the whole culture thing, because I was holding out hope that base culture would now come solely from your budget.

The other good thing is how easy it is to tell whether or not a unit has promotions, and what promotions it has-that will make things nice and easy to understand.
Anyway, on the whole these screenies fill me with great hope but, at the same time, there are a few niggling details which bother me.

Yours,
Aussie_Lurker.
 
Aussie_Lurker said:
Phoenix, please tell me you are being sarcastic-PLEASE!!! That one city interface screen really shows how non-dumbed down this game is gonna be. In fact, I sense that this is going to be the deepest Civ experience I have ever had. No more automatic gold from roads (they actually seem to need to be connected to another city!) City Growth seems dependant on Health (though possibly not alone). Nasty Deserts and Mountains (hopefully jungles too in some cases ;)!) Religion, specialists and Great People-the list just goes on.
There are 1 or 2 things which irk me just a little bit, though:

1) In the relevant diplomacy screen, there seems to be no option to trade units-if this proves to be the case in the final release, then I will be very upset indeed :(!

2) Although I am happy that resources can become obsolete (along with improvements I am guessing), I don't think whales should become obsolete with combustion (if they did, then someone forgot to tell Norway and Japan :mischief: ). Instead, I think it ought to be a Civic thing. If you adopt Environmentalism, then the whale no longer provides a production/food bonus, but should provide a happiness/gold bonus (Whale-watching anyone?)

3) As has already been stated, we were given the impression that cultural improvements and wonders only boost your national culture-not provide a culture value of their own, yet we see that even with 0% culture allocated, this city is still producing +34 points/turn. IMO, this would NOT be a good development. I hope that a Firaxian can come along and help clarify the whole culture thing, because I was holding out hope that base culture would now come solely from your budget.

The other good thing is how easy it is to tell whether or not a unit has promotions, and what promotions it has-that will make things nice and easy to understand.
Anyway, on the whole these screenies fill me with great hope but, at the same time, there are a few niggling details which bother me.

Yours,
Aussie_Lurker.

Sorry I just couldnt resist, Yes I was jokeing, these new screens look great. Just funny to see people all excited now with these new screens (and the game isn't dumbed down!!!) I never had any doubts about Civ4 as regards to that!!!!!....... :goodjob:
 
Dont use these to judge the graphics. They are shrunken images and so will automatically look cripser and cleaner.

But that city page has me all gitty. Lots of info seems to have been moved there so you dont need to jump around to get the info. I really like how its laid out.

And I saw another shot where the city was clearly larger then one square. like this one where little villages seem to be popping up all over around the city. Looks cool, though in modern times, on a small map its going to be Corusant.

http://www.civfanatics.com/gallery/showimage.php?i=529&c=2
 
Thought I'd attempt to clear a few details up;

The top right of the city-view screen; This city is 'trading' with 3 other cities. The one in Red is Mercia - Red for England. The other two are brown/yellow -> Mali. YAH!!!! Individual cities can trade for what they like.

Food in the sacks, Hammers in the blue, and the third one is gold and not happiness. Why? Because thats how it was in Civ 3. Note in the top left 24 bags of food -22 eaten means a +2 surplus of food.
 
The bottom left hand side is your build queue - good to see.

On the other screenshots with the bridges - it will be fun rolling a tank over those in modern times ;). Its good to see them there.

EDIT: Aussie - the Musketman in one of the shots has 100% English underneath its title in the bottom left corner. I think this indicates about unit trades and loyalty or maybe replenishments (eg: taking soldiers into the squad from a city you've recently conquered with foreign nationals.) Oh wait - maybe it means like cultural ownership of the territory, because one of the other maps shows the overlap.
 
And now we finally have information that access to food affects health, which controls population growth. Fascinating.
 
Am I the only one frightened by Victoria?
 
Aussie_Lurker said:
3) As has already been stated, we were given the impression that cultural improvements and wonders only boost your national culture-not provide a culture value of their own, yet we see that even with 0% culture allocated, this city is still producing +34 points/turn. IMO, this would NOT be a good development. I hope that a Firaxian can come along and help clarify the whole culture thing, because I was holding out hope that base culture would now come solely from your budget.

They have said before that Culture in a city boosts THAT city's defence etc. so of course each improvement add culture of its own. And I dont think they've ever said otherwise. Just that they replaced the entertainment slider with culture. The way I think would be more likely would be if the Culture slider BOOSTED each city * their culture value. You cant just remove the aspect of high culture cities, when Civ4 seems to be about specializing cities so that one city might be concentrating on Culture, making a "Culture bomb". Etc.

Aussie_Lurker said:
City Growth seems dependant on Health (though possibly not alone).

The way I understand it, is on the left side you have the Food production, and how much the citizens are eating. 24 Food produced, 22 Eaten. They Yellow/Orange bar means how much of the Total Time to Grow that has passed, its 2 turns left, and u can see how much will be added this turn if u look closely too. On the right you got amount of Health from Food Bonus Resources and Infrastructure like Aqueducts. The Green sick looking face means how much Health you must have to grow at all.
And production works the same way I guess, just that instead of Health/Sickness you have Happiness/Unhappiness.
 
What frightens me is that these screenies sometimes throw up more questions than they answer-especially that city management screen. Like:
1) the gold coming in from other cities-are these converts to the Roman religion (Daoism), or do they symbolise trade? Either way, is it fixed at 2gpt, or is it dependant on city sizes??

2) As I said above, how the heck does culture actually work now, do improvements/wonders merely multiply base culture, or do they add to it directly? If the latter, then why has this changed?

3) We can see that outside food sources are adding to city health, and we know that food surplus plays are role in city growth-but how do health and food units each contribute to population growth?

4) What does the 100% Roman refer to?

5) With the budget allocation screen in the top left corner-does this mean that each city can contribute a different amount to science, culture and revenue-or does it simply mean that you can adjust your taxes from any screen?

6) What role do the granary, grocer and marketplace and bank play in Civ4?

7) The people on the right of the screen-Great People or Specialists?

8) it says you get +10 'Great People Points' per turn, but is this amount specific to a particular type of great person-or does it contribute towards all of them?

9) It says the city has 25 hammers, but I only counted 13 from all tiles-does the forge provide the rest?

And those are just the ones which I can think of off the top of my head!

Yours,
Aussie_Lurker.
 
Aussie_Lurker said:
What frightens me is that these screenies sometimes throw up more questions than they answer-especially that city management screen. Like:
1) the gold coming in from other cities-are these converts to the Roman religion (Daoism), or do they symbolise trade? Either way, is it fixed at 2gpt, or is it dependant on city sizes??
I agree and understand your concerns :p , but we wont get answers to everything before the game is released.

I have no idea either, so its only speculations, and not much can be said here.

2) As I said above, how the heck does culture actually work now, do improvements/wonders merely multiply base culture, or do they add to it directly? If the latter, then why has this changed?
Well they seem to add to city influence/city's own culture value. How it works with the total value etc I cant speculate.

3) We can see that outside food sources are adding to city health, and we know that food surplus plays are role in city growth-but how do health and food units each contribute to population growth?
I think this one is easy. Its working exactly like in civ3, WITH the specific difference that you now have Health. And Health/Sickness seems to work like Happiness/Unhappiness. If you have too many unhappy, the city Riots = No production. If you have too many sick, the city get stagnant and wont grow. And to keep a city from being sick, I bet u need Atleast As much Health as Sickness. Just like with Happiness/Unhappiness.

4) What does the 100% Roman refer to?
My guess is nationality of the popalation in the town. If you take over a city it will gradually go from Egypt to 100% Roman, if you are Rome. I bet.

5) With the budget allocation screen in the top left corner-does this mean that each city can contribute a different amount to science, culture and revenue-or does it simply mean that you can adjust your taxes from any screen?
Any could be true. To have one slider for each city would be pretty sweet actually.

6) What role do the granary, grocer and marketplace and bank play in Civ4?
Granary just like before, stacks up half the Food (the food they eat, not the ones that contribute to Health). So a city grows twice as fast. REMEMBER: Health only seem to affect IF a city CAN grow, not how fast it grows. Thats still Food. (I mean the Breadbits that u get from the worked tiles)

7) The people on the right of the screen-Great People or Specialists?
Dont know, think its great people.

8) it says you get +10 'Great People Points' per turn, but is this amount specific to a particular type of great person-or does it contribute towards all of them?
No idea.

9) It says the city has 25 hammers, but I only counted 13 from all tiles-does the forge provide the rest?
Improvements that increase Hammer output by %?
(I bet its the Forge, thats a factory type ancient age improvement in DyP, and here it gives sickness aswell)
 
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