Now we've had a tantalising glimpse into What Might Really Be In Civ 4, what are our initial macro thoughts on how it might play? The programmable AI is the most exciting thing since Electricity, but even those of us who'd love to program an AI might not want to demystify the game before learning about the AI through gameplay. That said, what we know about the game changes should get us musing already about how the game might 'feel'.
Here's 2GP worth to start with.
1. Corruption and Flipping
With no corruption, and no culture flipping, the business of building a huge army to go bonking heads changes. Corruption is a balancer in Civ 3 which gives a diminishing return on empire growth, and culture-flipping also slows down the rate at which enemies can be consumed. Removing both of these would presumably need some other balancer to keep smaller Civs in the game, as Civ 3 does well compared to Civ 1 and 2.
2. Specialist Cities
These look interesting. CTP went in for city specialisation, but the proposals for Civ 4 to spawn 'Great Persons' from Specialst Cities are something else. It'll make a diffrence whether these people are randomly emerging or 'buildable'. The former being more lotto than strategy.
3. Unit promotions
This looks fun, HOMM-style, but will it not penalise the builder or will the 'Great Persons' balance this? HOMM is a wargame that uses buildings, but Civ is different, with peaceful victory conditions available. It seems that if you're not fighting you will not develop the special abilities to defend against the big guy with all the promos when he comes knocking. In Civ 3 a strong economy and adequate military is enough, but in Civ 4 will the builder be able to defend or must he constantly fight to maintain parity of unit quality?
Here's 2GP worth to start with.
1. Corruption and Flipping
With no corruption, and no culture flipping, the business of building a huge army to go bonking heads changes. Corruption is a balancer in Civ 3 which gives a diminishing return on empire growth, and culture-flipping also slows down the rate at which enemies can be consumed. Removing both of these would presumably need some other balancer to keep smaller Civs in the game, as Civ 3 does well compared to Civ 1 and 2.
2. Specialist Cities
These look interesting. CTP went in for city specialisation, but the proposals for Civ 4 to spawn 'Great Persons' from Specialst Cities are something else. It'll make a diffrence whether these people are randomly emerging or 'buildable'. The former being more lotto than strategy.
3. Unit promotions
This looks fun, HOMM-style, but will it not penalise the builder or will the 'Great Persons' balance this? HOMM is a wargame that uses buildings, but Civ is different, with peaceful victory conditions available. It seems that if you're not fighting you will not develop the special abilities to defend against the big guy with all the promos when he comes knocking. In Civ 3 a strong economy and adequate military is enough, but in Civ 4 will the builder be able to defend or must he constantly fight to maintain parity of unit quality?
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