December 22, 2003, 13:27
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#1
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Warlord
Local Time: 15:00
Local Date: November 2, 2010
Join Date: Jun 2001
Location: Aberystwyth
Posts: 232
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What to expect from Civ4
Looking at the move form Civ2 to Civ3 we get:
Improved graphics and animations
Luxuries and strategic resources
Culture
Improved diplomacy
Improved AI
What will we get from a Civ4? These are my thoughts:
Multiplayer in the initial release?
Unlikely, as most of the effort will go to making single-player work. Post release time will go to picking up 'exploits' from Apolyton and fixing them before multiplayer is released in an expansion pack
Stacked combat?
Possibly, except that part of stacked combat is limits on the number of units in a tile and this will be a problem for pathfinding algorithms
Changes to culture?
Probably some tweaks. It is accepted in Civ3 but not really a core part of the game
Editor in the initial release?
Probably, given the increased visibility of scenarios
Scripting language?
Probably not, even though the mod community would love it
Improved AI?
Certainly
Improved diplomacy?
Almost certainly more options
Public works?
Certainly not - animated workers are one of the core identifiers of the Civ series and I don't think this will change
Social engineering?
Again, this idea just isn't Civ
While there are many good ideas floating around at the moment I don' t see any concepts that change Civ4 to the degree that resources and culture did for Civ3. Any ideas, given that they have to simple to understand and not involve much micromanagement (or at least can be easily automated)?
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"An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession
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December 22, 2003, 19:40
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#2
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Local Time: 15:00
Local Date: November 2, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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I wonder if they'll let us have an open-beta test... somehow I'm thinking that they won't, but it is a wish
and Brian Reynolds did let Rise of Nations be beta tested on apolyton
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-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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December 22, 2003, 20:54
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#3
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King
Local Time: 09:00
Local Date: November 2, 2010
Join Date: Mar 2002
Location: U.S.A.
Posts: 1,668
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Quote:
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Possibly, except that part of stacked combat is limits on the number of units in a tile and this will be a problem for pathfinding algorithms
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Why? Just because CtP had a unit limit per tile doesn't mean that a new way to do it can't be thought of. If an idea is good, but has been done poorly before, then for the love of God don't do it poorly again.
Regarding your predictions: I hope you're right sometimes and dead wrong others!
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December 22, 2003, 22:25
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#4
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Local Time: 15:00
Local Date: November 2, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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Well Fosse, it only makes sense that there should be tile limits- you can only jam so many soldiers onto one plot of land in the real world...
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-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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December 23, 2003, 00:51
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#5
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King
Local Time: 09:00
Local Date: November 2, 2010
Join Date: Mar 2002
Location: U.S.A.
Posts: 1,668
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Yes, but if the argument is tile limitation for realism's sake, then the same argument would apply to a nonstacked combat system and the point becomes moot.
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December 23, 2003, 11:49
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#6
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Local Time: 15:00
Local Date: November 2, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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Actually, realisticially there is such a thing as "combined forces" so stacked combat would make some degree of sense... and frankly, you can also put 1-3 divisions in the same area... but I will admit there is some limit- and therefore in stacking units- there should be some limit.
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-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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