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CIVILIZATION:CTP PREVIEW
You might notice that I haven't mentioned any keyboard shortcuts. Keyboard shortcuts helped a lot in civ2, giving the
player the chance to avoid searching in menus. They still exist in CTP, and they can even be changed from the
options menu, but I've found myself using only "n" for next turn. I'm doing everything else with the mouse.
In general, the interface has lots of other small changes which speed up the game and reduce micromanagment.
There are things that could be improved, and I'll discuss both of these issues on the next section.
V) MICROMANAGMENT, LAND IMPROVEMENT
The second was giving move orders to units as the "go to" algorithm didn't work well. In CTP, you can still use the
arrows to move a unit, but I found myself using the mouse to do it. You have two choices: the first(and default) is
first left click to select a unit, second left click to define where you want it to go. Before the second click a
line appears showing you the path and the number of turns it is required to get there. The second choice is left
click to select, right click to define destination. Generally, this works quite well, but I'm missing a "go to city X"
command or the ability to set waypoints.
The third cause of micromanagment was the use of settlers to improve the land. This has totally changed. You set a
portion of the production to go into what is called "Public Works". When you have enough PW credits you can place a
tile improvement(road, farm, mine, etc) on a tile. This system is certainly an improvement over civ2, especially in
the latter part of the game. I don't know if there could be a way to have an automated procedure though, as it would
be nice to just forget about it.
Speaking of tile improvements, there are changes on that too. There are now three levels of farms, roads(roads,
railroads and maglevs), mines and sea improvements(like fisheries). As you make scientific advances you will be
able to place more advanced tile improvements. Important changes from civ2 are that even with maglevs you don't
have zero movement cost, and that you can place mines on grassland and plains, combining them with farms on the
same tile(of course you wont get the same production you would get from a mountain). Beyond these, there are
tile improvements for undersea and space orbit cities. And of course, you can have undersea tunnels.
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