Ya somos dosOriginally posted by Drakan
Esta tarde a las 4pm Gamespot examinará el stand de 2k: CivIV, seguramente publicará un articulo monográfico entre hoy y mañana. Entre la Venganza de los Sith y CivIV estoy que no quepo en mí esta semana.
Las cosas que más me llaman la atención:
De unidades y combate:
AI y diplomacia:unit movement and combat will be much more interesting and exciting than ever before [...]
We eliminated armies but created more customization and countering with the units.
We also changed the way bombardment units work in the game so they are now like a hybrid of previous games
Units will have strengths and weaknesses against other types of units. For instance, pikemen will have a decided advantage over mounted units and axemen will be especially good against melee units. We have also removed the idea of separate attack and defense values and replaced them with a single Power rating[...]
units are upgraded "on the fly" (i.e. with each new promotion) and you don't have to have researched a certain tech to gain access to them all. Some of the promotions include: jungle or forest bonuses, city defense, city raider, flanking, or just simple power bonuses. You will be able to make units that are specialized without changing all of a certain type and you can change "paths" as your situation dictates.
Gobierno:the AI will have to respect your borders or declare war but you will be able to negotiate Open Borders to allow travel[...]
you get automatic trade routes after you establish a trade agreement with a particular leader. Also, rivers work like roads so two cities on the same river are connected even if no roads have been built[...]
You will, however, create spy units and move them around as you did in previous versions of Civilization.
In diplomacy, you will be able to broker peace between two warring Civs or ask a Civ to go to war with another even if you are not currently at war with that Civ
Ideological conflicts are a definite possibility as a result of the AI leader personalities and their ties to certain religions or civics.
Tecnologia:There are no set governments anymore. In Civilization 4, you can choose from various civics and combine them to make the type of government you want. For example, you may have a Theocratic Police State that also has Universal Suffrage or you may have a Pacifist Slave State with Hereditary Rule. The Civics are divided into five major areas - Government, Legal, Labor, Economy, and Religion - and each of those has 5 possible choices depending on what you have researched.
AI leaders will have certain favorite Civics and they may ask you to either switch to theirs or stop using the one that offends them.
We also tweaked Civilization 3's luxury slider and turned it into a culture slider. Raising the culture level makes people happier and helps produce more culture for your entire Civ
Epidemics aren't directly modeled but the idea of tying a city's health to available food and resources helps to simulate this.
Victorias y cooperación:The first Civilization to discover a technology attached to the founding of a religion will establish a holy city for that religion and it will begin to spread, although slowly. To speed up the process, you can create missionaries and send them out to try to convert other cities. Also, just like the Civics, AI leaders may try to get you to convert to their religion[...]
the player is free to choose any path whether it be all-military, all-science, balanced, etc. Second, you don't need all of the techs that lead to the one you want, you only need to connect to it. In previous versions you may have had to research two or three things to get access to the one they connect to. [...]
Todo los cambios y lo nuevo apuntan hacia un juego entretenidísimo. Parece que se estan preocupando especialmente en agradar a esos jugadores de civ2 que arrastran su rencor por las esquinaswe have the usual Domination, Conquest, Diplomatic, and Space Race victories. We have also tweaked the Cultural victory to make it more exciting and interesting. Finally, we have added a new one: Alliance victory in which you can share the win with a partner.
Coop will work in a similar fashion to what you would expect from an RTS like Age of Kings or Warcraft 3. Players on the same team will share line of site, the benefits of wonders, research (they can even research the same thing to try to get it faster), unit trading, and share territory. All of these additions deliver a plethora of new strategic and tactical options to the players