some questions

holy king

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wow, havent played civ3 for 2 years or something, but now that part 4 will come out i decided to have a look at this forum again (and voila, my username is still registrated...)

so some short questions for part 4:

1.how will that religion system actually work?
2.will there be scenarios, or will they let us buy an addon once again?
3.will it be possible to customize units?
4.is the tech tree going to be more or less complicated than in 3?
5.what are the confirmed civs?
6.will the trait system be there again?
7.will diplomacy be at least a bit more complicated this time?
 
holy king said:
wow, havent played civ3 for 2 years or something, but now that part 4 will come out i decided to have a look at this forum again (and voila, my username is still registrated...)

so some short questions for part 4:

1.how will that religion system actually work?
2.will there be scenarios, or will they let us buy an addon once again?
3.will it be possible to customize units?
4.is the tech tree going to be more or less complicated than in 3?
5.what are the confirmed civs?
6.will the trait system be there again?
7.will diplomacy be at least a bit more complicated this time?

Here are some answers, but I suggest you read the pre-release info at Civfanatics.
1. One of the killer feartures: http://www.civfanatics.com/civ4/info/#Religion
2. Yes.
3. Civ 4 will be more customizable than ever.
4. Easier. If you have one connecting tech you can get the next one. You dont need all prereqs.
5. check prerelease info: www.civfanatics.com/civ4/info
6. Yes but traits are now linked to leaders. So when your up against france its very different if you're facing napoleon or Louis 14th.
7. Trade and diplomacy will be fairer and better implemented. No more bartering to find the exact number, game will tell you.
 
OK, I will field at least some of these.

1) The first civ to discover a religion's "Enabling Tech" gets an opportunity to FOUND that religion-with a city automatically becoming the 'Holy Capital'. The founder can then passively or actively try and spread his religion to neighbouring civs-and try to encourage other civs to adopt that religion as their State Religion (which is covered under the Religion Civics).

2) According to the developers, there will be scenarios shipping with the vanilla game. Plus the game will apparently come with FULL modding tools from the outset (and MP!!).

3) How do you mean? If you mean SMAC-style, then the answer is NO I'm afraid. However, land and sea units can earn up to 41 different promotions, thus allowing your units to become 'ultra-specialised' in a variety of different ways (like specialised city defenders, or units which fight best in forest/jungles).

4) Hard to say exactly, but I would say the tech tree will be LESS complicated than in civ3, largely because you don't require all of a techs prerequisites anymore. This allows for greater flexibility in how you progress through the tech tree. Also, strictly delineated Ages have been removed.

5) Too many to list in this post. Might I suggest you check out the Civ4 Pre-release thread started by Civrules. This shows all known Civs and all known leaders.

6) Trait system has been retained. However now these traits (and, I am assuming, the civs UU) are associated to the leader of the civ-not the civ itself.

7) Unfortunately this is the one I can not give a good answer to, because we have heard so little about this facet of the game. What we do know, though, is that AI leaders now have specific personalities and agendas a la SMAC. This will hopefully make them much less erratic to deal with in diplomacy. We also know that you can negotiate 3rd party peace deals, or start 3rd party wars, without direct involvement in the conflict yourself. Lastly ALL resources (bonus, luxury and strategic) are tradeable.

Anyway, hope this helps you in your decisions in relation to Civ4.

Yours,
Aussie_Lurker.
 
Question: Will the Civ3 "colony concept" still be in Civ4?


Here's a little story to go with the question (and the reason for my curiousity) :)
The colony concept of C3 was one of the new features that attracted me to playing C3. I was very disappointed to find out about it's uselessness in C3 games.

Fortunately I enjoy playing Civ fantasy games (back in my C2 days) and discovered the WH mod for C3. I was pleasantly surprised that colonies were rather useful here, which really put a smile on my face :)

Much like mountain terrains on C3, this mod also had other terrains that you could not build cities on. When these terrains are generated close together, you get land patches that are uninhabitable, hence you can't encompass resources relatively close to the center of these land patches with your cultural borders for quite a long time. This is where the colonies begin to become very important, especially when those resources are rare and are of strategic value.​

As you can see, when I purchased C3, I had high hopes for colonies :)
I was disappointed when I got the chance to use it :(
Happy when I found a mod that made it useful :)
And NOW I'm hoping that C4 has learnt from C3 and we have a better version of colonies :)

-Pacifist-
"Colonizing the New World, Civ4 style"
 
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