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  • Miscellaneous Features

    Governments, maps, active defense, railroads, and more.

    Government Types:

    • Anarchy
    • Tyranny
    • Monarchy
    • Theocracy
    • Communism
    • Fascism
    • City State
    • Democracy
    • Multinational Republic
    • Ecotopian
    • Technocracy
    • Virtual Democracy
    Heavy weapons:

    We are looking into making some elements of gameplay optional during set-up. So if you want to outlaw nukes, everyone would agree before a multiplayer game and then nukes would be unavailable during the game. This is only an idea- the idea will be finalized as we play balance and test multiplayer for hacking and cheating.

    Civilizations:

    You will be able to create your own Civ- so the Dutch may once again rule the world through trade!

    Borders:

    While we don't have plans for setting borders with lines, we have something called "active defense" that will enable you to protect your borders more easily. Basically, units placed on active defense (they have to be in fortify mode) will get first licks on any unit that tries to get through them, and will prevent most units from sneaking through. This will help keep pesky enemy settlers and spies from breaching your borders.

    Railroads:

    Railroads will no longer offer unlimited movement- they now have a movement cost (I think that it is 1/6 of a point). A future improvement- maglev trains- will have unlimited movement (much like RR in Civ2)

    Maps:

    To answer the original post- map sizes will be up to you. Like in Civ2, you'll have a random map generator which you can select your map size. There are four defaults: small, medium, large, gigantic. You can also load in custom made maps. At the beginning of the game, you can select whether or not you want "map wraps", wherein scrolling east will eventually wrap you back to the west side of the map (works for north/south as well) Each random world is created using six customization settings- wet/dry, warm/cold, ocean/land, islands/continents, homogeneous/diverse, and rich/poor. Prior to launch you can toggle each setting to help shape the randomizer.

    Terrain Types:

    There will be a variety of different terrain types, including desert, forest, glacier, grassland, hills, rain forest, alpine, savanna, swamps and tundra.

    Posted by Lt. John on Apolyton CS: CTP Forums.

    Various stuff from the Computer Games Strategy Plus preview:

    Priests:

    Build under Theocracy. Convert enemy cities. Converted cities will tithe a portion of their productivity to the priest's civilization, and become very angry if their own government attacks units belonging to the priest's civilization.

    Bio Units:

    Build under Technocracy. Infect the water supply of a city, and the results may spread to other cities via trades routes.

    Space and Sea Colonization:

    Space is represented as a gray layer overlaying the main map. Space-based units can attack ground units. Floating fixed-orbit colonies can be built, which can produce special, high-powered units.

    Undersea is full of resources and cities and channels can be built. Channels can be a good way to land troops into enemy zones but can also be destroyed by the enemy, killing the units inside it!

    Trade System:

    Trade is associated with the resources around the city. If a city is nearby a square with oil, oil can be traded with other cities. Prices depend on how much you can collect. Trade routes are visible on the map, and trade routes may be pirated by the enemy (without causing war).

    Diplomacy:

    There are new options in diplomatic negotiations: demand cities, trade cities (with allies), ask to attack a specific city, and more.

    Buildings:

    Bazaar - full of exotic wares and necessary goods, this raucous conglomeration of tents and stalls will attract trade to a city.

    University - ivy-twined walls full of arcane wisdom allow the training of eminent Professors.

    Movie Palace - a three thousand seat wonderland of lights and sound, the theater maintains a city's happiness even in times of war.

    House of Freezing - this structure provides a cryonic haven from disease, allowing scientists the necessary time to develop a cure.

    Nanite Factory - the discovery and use of nanites, sub-cellular construction machines, allows cheaper and faster mass production.

    While Computer Plays:

    The player will be able to to view cities and give orders to units which will be performed on the next turn.

    Game messages:

    Notices and messages (e.g. "order restored in Rome") will be shown as icons on the left side of the screen. The can be read at anytime or be ignored.

    Use of Mouse

    Select a unit with left-click, set destination of unit with right-click.

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