Announcement

Collapse
No announcement yet.

Civilization IV: Beyond the Sword Review by Solver

Collapse
X
Collapse
  •  
  • Taking over the enemy, one city at a time

  • Civilization IV: Beyond the Sword Review by Solver

    Taking over the enemy, one city at a time

    BtS Warfare Pros: Siege weapons relegated to a support role and can't be the main attacking force anymore. Air unit promotions added and the balance of air combat is improved dramatically. Missiles are fun.

    BtS Warfare Cons: A few navy-specific promotions would be nice. It might be a bit too easy to hole up in cities.

    BtS Warfare Tips: Build more ships for blockading and escorting missile carriers. Plan your air operations more carefully. Promote your siege weapons with Bombard.

    While the biggest additions to Beyond the Sword are related to peaceful activities or alternative methods of hurting your rivals, combat and warfare have also received a bunch of significant changes. Overall, these changes make warfare a little less powerful (or harder to do, which is essentially the same thing), which, in my opinion, pretty much takes the balance back to what it was before Warlords. Warlords boosted warfare with the addition of Great Generals and some of its tweaks, and BtS counteracts those changes in part.

    The biggest change to combat in Beyond the Sword is how siege weapons work. They have been changed in several ways. First and foremost, siege weapons can no longer kill units on the attack. Instead, they have a maximum amount of damage that they can do and, if they do that amount of damage, they withdraw. This change has major implications. Huge stacks of Catapults with a little bit of other unit support will no longer do, because you need something to finish the defenders off with once you have dealt as much damage as you can with your siege.

    Catapults and Trebuchets are now weaker than they were in Warlords, losing their ability to kill. Trebuchets promoted with City Raider II were excellent city attackers; they would have very good raw strength and would make subsequent attacks easier through their collateral damage. In BtS, they do retain excellent survival chances but are again demoted to a support role, as you need some other troops to finish the defenders off.

    In addition, siege weapon bombardment math has been changed to actually make some sense. Bombardment percentage is now a fixed number, and defences will be reduced by that much. So if a Catapult (which can reduce city defenses by 8%) bombards a city with 60% defense, the city will then have 52% defense. The immediate implication is that sieges now take longer given the same amount of siege units as in Warlords. Pulling off an attack that reduces defenses to 0% in one turn is more challenging now. At the same time, this change does increase the value of the Bombard promotion. It is also harder to gain experience with siege weapons, of course, given their inability to kill.

    If there is anything I can say for sure, it is that these changes to siege weaponry will cause a good amount of controversy in the community. Warmongers will need to tweak their strategies to take these changes into account. Conquest may have become somewhat harder with these changes, but you can still conquer effectively as you tweak your strategies.

    To finish with siege weapons, there’s another important change – the Charge promotion is now available with Combat I as opposed to Combat II, making it easier to get units that can counter siege weapons effectively. It is particularly important in the early game, as you may want Horse Archers with Charge.

    There are also later changes to combat. One notable tweak is that the timeframe at around Military Tradition has been changed. Military Tradition now gives Cuirassiers, which are mounted units with strength of 12, an intermediate step between Knights and Cavalry. Cavalry now also requires Rifling in addition to Military Tradition. Also, a new technology, Military Science, has been introduced (available with Chemistry), enabling Military Acadamies and Grenadiers. Unfortunately, a bug has made its way into the retail version which allows Military Acadamies to be built without the required technology.

    Switching units around like that pushes Grenadiers back somewhat, allowing Musketmen to remain active longer, and also avoids the problem of having any one technology provide too much and thus become a military powerhouse.

    Some new ships have also been added in that timeframe. It’s no longer Frigates against other Frigates. Military Science and Astronomy now give Ships of the Line. They have strength of 8 with a 50% combat bonus against Frigates, but they ar also slower at only 3 movement. And Astronomy + Chemistry provides the immensely fun Privateers. Those of you who have played Civ3 will remeber that Privateers are hidden nationality ships – you can not see who they belong to. As a consequence, they can attack or be attacked at any time without declaring war. Privateers can be used to pillage enemy seafood or try and intercept Galleons while you are at peace. That is quite pleasant, but at strength 6, they are usually unable to hold their own against Frigates.

    Privateers also have another fun feature - they are better at blockading than other ships. When a Privateer blockades enemy trade, it will also provide you with plunder money every turn. It’s not much, but still nice. Of course, you can use Privateers to blockade enemy coastal tiles even at peace, making them unable to work their sea tiles. On the downside, a Frigate will probably come by and sink your Privateer before long.

    Moving further along the timeline, combat sees some more changes. Air combat has been changed considerably. I am quite partial to these changes. First, I feel that air combat in general and Bombers specifically were never balanced properly in Civ4 – a problem that became critical to fix in BtS because of the late-game emphasis and better AI. Second, the way aerial combat works in BtS is, for the most part, my design, which makes me partial to these changes and makes me want to believe that they are good.

    The first big change is that defending interceptor planes can now intercept multiple times per turn. Interception probability for Fighters is 100% at full health and drops as their health decreases. Therefore, if your enemy has 3 Fighters in the area, you can no longer be certain that, after the 3rd time you’re intercepted, you’re completely safe.

    You will also note that you can no longer base an unlimited number of airplanes in a city. Cities without airports are now limited to four planes. This is to prevent situations where, after capturing one city on a foreign continent, you would fly in your entire airforce and base it there, immediately creating complete air superiority. As a side effect, this change also makes Carriers more important. During offensive operations, you must now decide carefully how many aircraft slots to use for Fighters and how many for Bombers. Going in with only Fighters will give you very good defensive capabilities but very limited aerial attack capabilities, whereas going in with Bombers only will leave you too vulnerable to enemy air units.

    Forts now also serve as aircraft bases, increasing their usefulness (in addition, ships can enter Forts, making them useful as canals). Bottom line is, aerial assaults need more planning and are no longer risk-free. With the increased interception chances, you can no longer pound any enemy army into oblivion as long as you have enough Bombers. You can actually lose the majority of your air force now!

    To make things more fun, airplanes also gain experience and have promotions now. Other than the standard Combat line promotions and Pinch and Ambush, there are also Interception promotions, increasing the interception chance, Range promotions increasing the airplane’s operational range and an Ace promotion, increasing the chance to evade interception. Life is no longer unfair, units of every domain now get promotions.

    Speaking of air combat, I should also mention Airships. They are early air units, available with Physics. No good in combat, they make for good recon units and are even able to see Submarines. In combat, you can use them to deal 10% of damage to opposing units, but it is not really significant.

    Further adding to the changes in modern warfare, there are new modern ships and missiles. There are two types of missiles – Tactical Nukes and Guided Missiles. Tactical Nukes are short-range nuclear weapons that have a 50% chance of avoiding interception, while Guided Missiles are conventional missiles that can never be intercepted. These work well in conjunction with Submarines, which are now able to carry 3 missiles.

    Guided Missiles are an excellent way to strike at enemy tile improvements. In the Modern age, I try to position missile-carrying subs in strategic locations before I invade, so that I can open with a missile strike against enemy Oil wells, if they are within the missile strike range. Tactical Nukes, if you’re willing to use them, are the ultimate weapon against coastal cities. You can use one to nuke a coastal city and then move in with Marines to mop up the defenders. Coastal cities are more attractive to have in BtS, but they are also more prone to surprise attacks because of missiles.

    With Submarines now being missile carriers, there’s also an Attack Submarine. It’s a version that does not carry missiles, however, receives a 50% combat bonus against regular subs. Completing the new ship lineup are the Stealth Destroyer (also strength 30, but invisible) and the Missile Cruiser, an upgrade for Battleships, also strength 40 but with the ability to carry up to 4 missiles. Missile Cruisers are the ultimate naval weapon. They posess a great advantage when attacking, as they can first launch Guided Missiles to weaken the opposing stack, if it is of equal strength, and then move in for the kill.

    Navies are more relevant in BtS with the introduction of blockades, and missiles add some extra tactical elements, the one thing lacking from naval combat are more promotions. No naval promotions have been added, and a couple of them would probably add an extra measure of fun to ocean fights. Can’t have everything!

    Finally, there are fun new late-game land units. Paratroopers (them requiring Fascism is clearly a case of artistic license) can perform airdrops from cities or forts with a range of 5 tiles, and then there are Mobile SAM and Mobile Artillery, providing fast (2 moves) anti-air and siege support respectively.

      Posting comments is disabled.

    Article Tags

    Collapse

    Latest Articles

    Collapse

    • Civilization IV: Beyond the Sword Review by Solver
      by Solver

      The second expansion to Civilization IV, Beyond the Sword, has been released. In this article, Solver, a long-time Apolyton staff member, reviews the game.
      You can buy Beyond the Sword from Amazon US or Amazon UK.

      Beyond Civ4

      Civ4: Beyond the Sword is finally about to be released worldwide, to the excitement of the Civ community. I have had the pleasure of contributing to this expansion and will now give my thoughts on the finished project.

      Before saying anything else, it’s important to say that Beyond the Sword is easily the most ambitious expansion the Civ series has ever seen. It does not limit itself to the addition of new civilizations and some big feature. There are numerous new features with a significant gameplay impact, and then there’s a really high amount of minor tweaks and additions. BtS is very much unlike the Warlords expansion. Playing Warlords felt just like Civ4 with a bunch of new civilizations and some smaller stuff thrown in. Playing BtS is really different from playing Civ4 or Warlords, and player strategies will also reflect that.

      Still, no matter how many features there are, new civilizations are the most visible addition to many players. This time, we’re given ten whole new civilizations to enjoy playing with, and they’re really a mixed bag. Personally, I’m very glad to see the Mayans and Ethiopians make it, as well as the first ever Southeast Asian representatives, the Khmer. The lineup is not perfect, and on the more disappointing side there is the generic Native American civilization and the Holy Roman Empire, for which it’s fairly doubtful whether they were a civilization. Don’t forget that you can easily rename the latter into Franks, for example.

      BtS does not include any new civilization traits, and is probably the better for it. Including even one new trait would create a large number of unused trait combinations – now, on the contrary, almost all trait combinations are filled. With Boudica having Aggressive/Charismatic, bright red hair and a mean look, who would want to cross her?

      My own favorite new civ is probably the Khmer Empire. They strike me as the best civ for expansion and growth. Suryavarman is Expansive for cheaper Workers and Granaries, and also Creative. It means that you can probably get your second city up quicker (assuming you build a Worker before your Settler, so the Worker completes quicker) and you can immediately build a cheap Granary in the new city, without needing to spend time on a Monument for cultural expansion. The Baray, replacing Aqueduct, adds +1 food to the city. It may not seem like much, but while your cities are still small, that will be a useful boost to their growth.

      ...
      August 4, 2012, 20:38
    • Civilization IV: Warlords Review by Solver
      by Solver

      Civilization IV: Warlords Review by Solver

      Warlords, the first expansion pack for the highly-successful Civilization IV has just been released. I am going to take a look at how the gameplay has changed with the expansion's release, and at how the new major features blend in.


      Civer, Meet Warlords!

      Most of you probably already know what's new in Warlords at a glance. Other than six new scenarios, the expansion pack offers six new civs and a total of ten new leaders. These would be the Ottomans (led by Mehmed II), the Koreans (Wang Kon), the Celts (Brennus), the Vikings (Ragnar), the Carthaginians (Hannibal) and the Zulus (Shaka). Additionally, some of the old civs received new leaders – Ramesses II, Stalin, Winston Churchill and Augustus Caesar.

      More interesting than the leaders themselves are the new traits. There's whole three of them, not two, as had been originally said. They are:

      ...
      August 3, 2012, 18:30
    • Civilization 4 Review by "Yin26" (Part 3/3)
      by yin26

      CivIV According to Yin

      Finally we come to the most subjective part of the review wherein I share with you bits of some games that I found interesting. The first is a large Pangaea map, and I'm playing a Kublai Khan, who is aggressive and creative. I chose him because for this game, I was trying to focus on FEWER cities to see if I could still win, and his creative rating helps push out my borders (though really there are much better options for the “fewer cities strategy” than Kublai Khan, but I like the guy). I also turned off space race and timed victories.

      GAME 1: "No Real Focus"


      As you can see, I started off with the most vital resource in life: wine (which I also include to mean beer or any other intoxicating drink). No matter what, my people's outlook on my rule will be helped by having them too sloshed to care.

      ...
      August 1, 2012, 18:36
    • Civilization 4 Review by "Yin26" (Part 2/3)
      by yin26

      CivIV According to Soren

      Another rarely used method of reviewing a game is to judge it against the developer's stated goals. Perhaps this is hard in many cases because developer's goals aren't always there in anything more than marketing hype. Soren, however, wrote one of the best Afterwords I have read in a gaming manual, and I think his view of CivIV deserves some discussion. First, he acknowledges that “there are a thousand ways to make a great game about all of civilization – we only get to make one of them.” What does he think he made with CivIV, and what do I, Mr. Random Reviewer, think of the results?

      NOTE: The “dialogue” here is made up. I'm sure the real Soren would say things far more brilliantly.


      1. SOREN: Sticking with turn-based allows for “a series of overlapping mini-goals".

      ...
      August 1, 2012, 18:29
    • Civilization 4 Review by "Yin26" (Part 1/3)
      by yin26
      Author Profile
      Yin26

      A long-time "on" and "off" poster on Apolyton Civilization Site's forums and strategy gamer, he has been notably vocal and critical in the past of Alpha Centauri, Civilization: Call to Power and more recently Civilization III.

      The 34-year-old lives in New Haven, Connecticut with his wife and two young daughters. He is working on funding for university students to study East Asian languages in China, Taiwan, South Korea and Japan.

      Civilization 4 Review by 'yin26'

      CivIV tries to do more with less (fewer units, fewer cities, etc.) -– and often succeeds, at least through an engaging early game. New twists, such as Great People and battlefield promotions, also allow for some wonderfully fresh strategic possibilities, even if these take some time to learn and appreciate. This approach solves many old Civ problems while introducing some novel gameplay, and any serious Civer should try CivIV just to see these elements in action.

      But an overly rapid progression up the tech tree and what seems to be a shallow menu of available units (again, in part, because the tech progression is too fast?) quickly pushes aside the wonderful early game and the subtle nuance, giving way to a late game bogged down in the repetitive tedium that many Civ fans have long hoped would be put to bed. Not helping the situation is an interface that hinders more than inspires and a host of performance issues that threaten to push some players to relegate CivIV to the shelf until help arrives. In short, CivIV is best approached as a promising work in progress.

      ...
      August 1, 2012, 18:17
    • Civilization 4 Review by Chris "Velociryx" Hartpence (Part 2/2)
      by Velociryx
      PART 2: After Several Days of Non-Stop Playing... (Page 1/3) The only way to write a review worth reading is to play the hell out of the game in question, so that's what I've been doing for the last several days. I've played quick, standard, epic, and accelerated start games, some through to completion and a whole bunch of "mini-games" to test certain theories out, attempt to stress or break the game, and experiment in general. Let me break it down for you. CivIV is divided into six basic areas that require player input and management at the city level. These areas are: Population Growth (food production) Productivity (hammer production, formerly shields) Money (to be used to either line your pockets or pay for research) Nothing new there....that's standard fare 4X [(eXploration, eXpansion, eXploitation, and eXtermination)] stuff. Now add the following: Health (unhealthy cities are less productive cities) Happiness (unhappy cities are less productive cities) G-Man Rate (The rate at which your city generates "Great People" of different types) NOTE: None of these three are early game concerns....they are introduced gradually, as cities grow, and as technological research continues to develop. With the inclusion of these three areas, now we're starting to get somewhere! Now we're starting to get some interesting choices and tradeoffs! Ahhh, but there's more. In addition to these six basic areas, which are entirely "city centric," there are six additional areas that overlay the basic city-oriented structure of Civ IV, and tie it all together into a cohesive (Imperial) whole, and these are: Civ Traits/Starting Techs (each civ in the game comes with two traits and two starting techs, giving each a different set of opening abilities out the gate, and leading to a staggering variety of possible playing styles and strategies). Diplomacy/Espionage (flip sides of the same basic coin, and all about your relations/dealings with rival civs) Religion Overlay (seven different religions in all, with the option to found one or more of them, and a variety of compelling in-game benefits for doing so. Religion stands on its own, and also modifies Diplomacy (above) and Culture (below). Cultural Overlay (a measure of the overall strength, vitality, and enduring value that your civilization is creating, most prominently expressed in terms of how far your borders extend from your cities, and quite powerful in this regard, as it can allow cultural absorption of nearby rival cities, and/or bring in wholly new resources into your sphere of influence). Civics Overlay (governmental choices in the same vein as SMAC's Social Engineering Table, with effects that modify existing in-game conditions, and at time, open up wholly new possibilities (ie, slavery allowing population to be sacrificed to the completion of a building you're working on)). Empire Overlay (increasing maintenance costs for founding additional cities, based on the number you have, and their distance from your capitol. This tends to put the brakes on rampant expansion (at least on higher difficulty levels), as you will reach a point where the maintenance costs for a newly founded city are not worth what it generates each turn in gold. At that point, your treasury goes negative, and must be offset by slowing down research, which is the kiss of death...thus, measured growth is the new key to success). By now, we're getting verging on genuine complexity, and that's a good thing, but there's even more! Added to all of that is the fact that we've got a good (largish), robust tech tree with and/or branches (multi-linear...multiple possible paths to the same end-point, new territory for Civ, and very dynamic and exciting!). Even better, gone is the notion of "speedbump" techs...techs you HAVE TO research, but that don't do anything for you in the way of providing some kind of in-game benefit. The tech tree, how to attack it, and what your strategic goals are is really a mini-game all by itself, with the rewards for playing that particular game well being manifold, and range from being the father of one or more religions, to being the first to be in a position to afford another round of expansion, or being an early era production titan by reaching Forges first, making choices about what wonders to build, and what you may have to give up in the attempt... In short, the tech tree alone opens up enormous avenues of experimentation, and it is but a single element of the whole! Combat in Civ is somewhat weak (which keeps with tradition, in this regard, because combat in Civ has always been somewhat weak), but as I have argued many times in the past, at its core, Civ is NOT a war game, but an empire building game, and its aim is to allow the player to experience the whole width and bredth of human history. As such, combat has its place and ...
      July 28, 2012, 17:41
    Working...
    X