So where's the catch in BtS, I wonder?

What a shocking idea. Sometimes making a game with lots of cool stuff in it will sell really well, and keep people coming back for future sequels. ;)
 
That wouldn't make any sense... it would be too difficult to do.

It seems almost certain to me that Firaxis will eventually try to do a massively multiplayer game more or less loosely based on Civ, because Sid Meier has said he wants to do something in that direction, and because the potential profit from such a project is so large, it makes good financial sense even with a good chance of failure.
 
I can definately see a MMORPG some where in the decent future. Think Spore. It would be a giant universe with multiple planets and such. Each planet would be HUGE and allow for many civilizations.

It would be hard to balance it and make it last more than a year, but I still think it will eventually happen.
 
in the far future, we will be able to simulate history SO exactly and mess up reality so much, that we can relive 6000 years of history in just a few seconds, and we can relive every singe freaking second of those 6000 years, and interact with every single freaking simulated person...

that is, of course, for Civilizatin 20582058245 only if we survive the Apocalypse and if the franchise survives then.
 
This is the catch, and I'm frankly suprised more people haven't said something about it...

It costs $29.99 and you have to wait several days for it, most likely... ;)

Okay, the real catch: they've exposed many more SDK checks to Python and XML. Wonderful. As a modder, I'm looking forward to it.

If you're a common player, this is a nightmare. It means the late game will now be incredibly laggy, because Python checks in SDK are one of the major sources of lag. If you have a slow computer, time to say bye-bye.

I just posted the Modders Guide to Beyond the Sword which goes through this in detail (sorry I couldn't comment before) and answers why this isn't an issue in BtS.

The long story is that early versions of BtS were slow for exactly the reasons you mentioned. It was making playtesting difficult so I built the first version of SpeedMod (not called that at the time) for BtS. It was successful enough that I ported it to Warlords and released it publically.

Meanwhile Alex liked the idea so much that he rolled it into BtS. But Im not nearly the programmer that Alex is and he did a much better job of implementing than I did. By adding an XML file that allows you to turn python checks on and off (and defaulting them to off) you get the best of both worlds. The epic game flies and modders can enable any python functions they want to use.
 
Ironic that a Warlords mod came out of BtS... before we even knew about it! Excellent work. I especially like the XML trigger of checks--positively brilliant.

It looks like BtS has been extremely well thought-out, more so than any other expansion pack. I wouldn't be a bit surprised if there were no "catch." ;)

Now all we need is to finish the quantitative resources and this will be, quite possibly, the world's greatest game. :goodjob:
 
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