Civilization II: Multiplayer Gold Edition
P R E V I E W

December 4th, 1998

It's been a long time coming, but now it's been prepped and just shipped to a computer outlet near you. MicroProse sent me a copy of the finished product a couple of weeks ago for review. Earlier this year I had the pleasure of beta testing this product, when it was still known as 'Ultimate CivII' (and yes, I still have that CD). What I saw had promise; the basics were there, the interface was laid out and gameplay wasn't too shabby. Some features at the time had yet to be implemented but nonetheless were excellent. At the time I wrote a mini-preview of what I had seen and thought of it so far. Now I'm hear to give you a follow up report.

Unfortunately due to time constraints, I have not yet had the opportunity to playtest all of the aspects of the game and make notes on them to date. So this is a preview, rather than a full-fledged review at this point. I am just going to make mostly factual observations for now, however, perhaps when I have some significant amounts of time to myself (hopefully some time soon), I will take a crack at a top-to-bottom review. Hopefully this will tide you over until then. Sound good? Here we go...

Daniel Quick, aka "The Emperor"
November 28th, 1998

  MY OBSERVATIONS
  "Hey what can I say, I like to yibber-yabber..." {grin}

  • Problem with game not recognizing CD in CD-ROM to allow playing of music bug fixed!
    [From what MicroProse told me, this problem may still be persistent in some machines although they are unsure as to the cause. They suggest checking to ensure that you have up-to-date drivers installed on your system.]
  • Instead of activating Cheat menu, you can now toggle scenario to go into effect through the new Editor menu.
  • When playing single player games, you can set your own password (your "username" is set by the name you set for yourself during pre-game setup).
  • A new feature is the timer, which controls how long you have to move your pieces in a multiplayer game. If during the course of gameplay this interval wishes to be changed, there must be a consenses among the participants that it is acceptable (would be damned unfair if the host of the game could use this as a tactic to throw his opponents off).
  • Chatting with human players is done through the "Chat With Kings" interface (multiplayer equivlent of consulting with advisors in the "Throne Room", which yes is still present). This option is not available on Hotseat because all participants are at the same location and using the same PC (so you'll just have to curse at your enemies in person. ;))
  • To play the game, you need to have one of the Civ CDs in the CD-ROM drive. This includes the original Civ, CiC, FW etc. After this initial check, you can swap the CD if you like or elect not to have one in at all (but remember if you choose the latter route, all the multimedia effects will be unavailable to you as it was before).
  • When you discover a scientific advance or aquire scrolls of wisdom, the screen you are presented with is more "user friendly" then in the previous version of CivII. In addition to offer you a description of the particular advance, it allows you to view where on the Tech Tree this advance came from, which include previous discoveries that got you to that stage. In fact, you can view the entire advance list, click on one of them and view ITS position in the tech tree similarly.
  • This may sound a little chessy, but here goes anyway... perhaps it is just my 32X CD-ROM drive and 64MB RAM on board, but when I previouslly had CivII installed, I found that the Throne Room rendering was rather cumbersome. Now, however, it's loads just like a dream! (And no I won't tell you what dream I could be referring to).
  • I really dig (heh, can I get away with that term?) the Negotations interface with other human players. If you're anything like me, you too will be amazed with the wide variety of options that you have to trade with and for including units and yes, even territory (cities)!
  • Finally, links have made inroads into this game! Under the same screen you can click on another advance's title and find out what its prerequisites are and what it allows. In conclusion, more in depth than ever before!

  DOCUMENTED POINTS OF INTEREST
    Notes Courtesy MicroProse

MULTIPLAYER EFFECTS: Wonders Of The World

There are three Wonders of the World whose effects reduced and/or ignored by human opponents in multiplayer games:

  • Eiffel Tower: The effects of this Wonder deal entirely with the attitude of other civilizations. Since the attitude of a human opponent cannot be regulated, this Wonder has no effect on other humans in a multiplayer game.
  • Great Wall: Human opponents are not forced to offer peaceor a cease-fire during negotiations with the owner of this Wonder. All other effects of the Great Wall function normally.
  • United Nations: Human opponents are not forced to offer peace or a cease-fire during negotiations with the owner of this Wonder. All other effects of the United Nations function normally.

Note that these three Wonders function normally with regard to AI-controlled civilizations in multiplayer games.

MULTIPLAYER GAMES: Breaking Strategic Alliances

In a multiplayer game, human players are not forced to remove their troops from another human's territory when they break a Strategic Alliance with that player. In human-A.I. interactions, this situation is still resolved just as it is in a single player game.

MULTIPLAYER SCENARIO PLAY: Special Advances And Events

All of the scenarios included in Civilization II Multiplayer Gold Edition can be played in multiplayer mode. It should be noted, however, that the scenarios were designed for single player games, and may be quite unbalanced in a multiplayer environment.
In addition, there are certain scenarios that contain special events and/or advances associated with certain civilizations that can potentially lead to unpredictable results when the scenario is played in multiplayer mode. The scenarios (and the affected civilizations therein) include:

  * Alien (Hodads)
  * Apocalypse (Mutants, New Beetles, Eradicators, Saurians, Kritters)
  * Hidden (BON2) (Freaks, Paranoids, Martians, Revolutionaries)
  * Ice Planet (All Civilizations)
  * Midgard (All Civilizations)
  * Samurai (English, Koreans)
  * Jules Verne (Exotics, Secret Evil Society)
  * X-COM (All Civilizations)

Typical problems associated with special events and advances in these scenarios include:

  * The loss of ability to build a unit type after trading or receiving a special advance.
  * Text messages describing inexplicable events.
  * Inability to complete the scenario.

These problems are, unfortunately, unavoidable. The only solution is to avoid these scenarios in multiplayer or refrain from having human players control the affected civilizations therein.

MAINTAINENCE: Rising Cost For Barracks

The maintenance cost for the Barracks improvement increases by one gold each time it is rendered obsolete by a civilization advance. When first constructed the cost is one gold. After the discovery of Gunpowder and the Barracks is rebuilt it costs two gold. Finally, after the discovery of Mobile Warfare and the Barracks is rebuilt the cost is three gold.

  DOWN THE ROAD
  What After MGE's release?

On the assumption that Test of Time is still on the board for development, we have yet another CivII add-on to look forward too. But perhaps you interpret the heading as to mean what sort of "support" one can expect once Civ2: MGE is released. If that's the case then, believe it or not, MicroProse is already on it.
My source at MicroProse admitted to me that some minor bugs have been discovered in the final cut of MGE sent for mass production but that a patch is already in the works. Most certainly this patch will be available for free download off of the 'Net.

Main | Screenshots | Comments? | Apolyton CS