I've been lurking here a little in anticipation of the game, but I got my copy of the 05/2001 copy of computer gaming world today in the mail and it had a preview of CIVIII on the cover! the preview is complete with screen shots and detailed info from Sid. Some of it similar to his interview in GameSpot UK but way more detailed and with some early screen shots. here are some excerpts [i typed them in by hand so please excuse any typo's)
"now game worlds sport raw materials that when sitting within a city's sphere of influence can be used for the good of the player's civilization...in firaxis' design the raw map resources tie directly into the gameplay [as opposed to CTP] rather than functioning strictly as a source of revenue raw goods can be used to build certain types of units or to make your citizens happier. you can also use them to amplify your power, and possibly even win the game...
[with the addition of culture into the game] "Libraries and other city improvements accumulate culture points for a civilization expanding their borders and influence. The older the library the more culture you accumulate. The more culture you accumulate the easier it is to happily assimilate conquered cities."
"Settler units have now been split into two the original settlers and terrain-improving Workers, who can be captured by other players."
[the addition of great leaders] "any time a unit wins a battle and gets promoted to veteran status there's a small chance a leader will be spawned. When this happens get the Leader back to a city without being captured and you can use him for three tasks he can build an army (essentially a stacked unit that fights all at once), form a Military Academy (which builds armies), or accelerate the construction of one building in your empire.
Depending on how the idea comes through in playtesting the design team is also toying with allowing Great Artists, Explorers, and Scientists to be born out of cities leading in each category."
it also mentions how the design team is using Brueghel's "Tower of Babel" as a design template. and there is way more. if you can find a copy DEFANITELY get it.
here is an excerpt of a table i didn't see on the first run through:
"
What's in:
multiplayer
Diplomatic and economic victories
Raw materials and trade
cultural expantion
borders and zone of control for swift units
great leader units
armies
What's out:
Supporting military units with shield units (its only gold now)
The city view [note: this is odd since one of the screenshots in the article is a "improved" city view]
Fundamentalism
What's Changing:
Health points for units
the space race end game
advisers provide more useful info
tech tree (which can be queued up)
civolopedia
diplomacy is more complex and converstaional"
[This message has been edited by shuttleswo (edited March 27, 2001).]
[This message has been edited by shuttleswo (edited March 27, 2001).]
[This message has been edited by shuttleswo (edited March 27, 2001).]
"now game worlds sport raw materials that when sitting within a city's sphere of influence can be used for the good of the player's civilization...in firaxis' design the raw map resources tie directly into the gameplay [as opposed to CTP] rather than functioning strictly as a source of revenue raw goods can be used to build certain types of units or to make your citizens happier. you can also use them to amplify your power, and possibly even win the game...
[with the addition of culture into the game] "Libraries and other city improvements accumulate culture points for a civilization expanding their borders and influence. The older the library the more culture you accumulate. The more culture you accumulate the easier it is to happily assimilate conquered cities."
"Settler units have now been split into two the original settlers and terrain-improving Workers, who can be captured by other players."
[the addition of great leaders] "any time a unit wins a battle and gets promoted to veteran status there's a small chance a leader will be spawned. When this happens get the Leader back to a city without being captured and you can use him for three tasks he can build an army (essentially a stacked unit that fights all at once), form a Military Academy (which builds armies), or accelerate the construction of one building in your empire.
Depending on how the idea comes through in playtesting the design team is also toying with allowing Great Artists, Explorers, and Scientists to be born out of cities leading in each category."
it also mentions how the design team is using Brueghel's "Tower of Babel" as a design template. and there is way more. if you can find a copy DEFANITELY get it.
here is an excerpt of a table i didn't see on the first run through:
"
What's in:
multiplayer
Diplomatic and economic victories
Raw materials and trade
cultural expantion
borders and zone of control for swift units
great leader units
armies
What's out:
Supporting military units with shield units (its only gold now)
The city view [note: this is odd since one of the screenshots in the article is a "improved" city view]
Fundamentalism
What's Changing:
Health points for units
the space race end game
advisers provide more useful info
tech tree (which can be queued up)
civolopedia
diplomacy is more complex and converstaional"
[This message has been edited by shuttleswo (edited March 27, 2001).]
[This message has been edited by shuttleswo (edited March 27, 2001).]
[This message has been edited by shuttleswo (edited March 27, 2001).]
Comment