I enjoy equally Civ II / III / IV
I'm way more excited about the new "tiles" than gfx.
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Boblion
France8043 Posts
I enjoy equally Civ II / III / IV I'm way more excited about the new "tiles" than gfx. | ||
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Liquid`Ret
Netherlands4511 Posts
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prOxi.Beater
Denmark626 Posts
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ColorsOfRainbow
Germany354 Posts
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ColorsOfRainbow
Germany354 Posts
On April 02 2010 21:40 ret wrote: I need more people to play civ4 with! i am always open for mass civ gaming ! | ||
{CC}StealthBlue
United States41117 Posts
It turns out, one of the developers of the game, told me, that the game's creators are re-thinking how roads are implemented and displayed in these games. The idea the creators at Civ studio Firaxis are going for is, they said, that "roads will mean something" this time. As in: Even a single road will have relevance and feel as special as a key highway does in the real world. ![]() | ||
mmp
United States2130 Posts
Really great Civ2 spinoff. It's the Starcraft : Warcraft2 of Civ. | ||
D10
Brazil3409 Posts
yesterday I pre ordered my deluxe edition of civ V thro steam. Will I receive a mail or just download all content digitally ? even the extra stuff ? | ||
Shatter
United States1401 Posts
On June 08 2010 08:44 D10 wrote: I dont like bumping threads unless I have a good reason, and I think I do! yesterday I pre ordered my deluxe edition of civ V thro steam. Will I receive a mail or just download all content digitally ? even the extra stuff ? Digital download when it comes out. | ||
catabowl
United States815 Posts
SC2 and CIV5... I'm going to be a hermit! | ||
SC2Phoenix
Canada2814 Posts
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AcrossFiveJulys
United States3612 Posts
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Rinrun
Canada3509 Posts
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Wombatsavior
United States107 Posts
On February 19 2010 09:30 TheYango wrote: Show nested quote + On February 19 2010 08:45 Piy wrote: looks cool I guess. I've never played Civ 4. Was it actually worth playing? I just thought it was people being stupid and giving 96% scores to a less complicated game than civ 2. Civ 4 was not less complicated than Civ 2. That's just plain ignorance. There is ONE mechanic in Civ 4 that's less complicated than Civ 2, which is the combat mechanic, and detractors blow that SINGLE point out of proportion. There are of course still arguments for how Civ 2 is better than Civ 4 (and I wholeheartedly believe them for the most part) but simplicity is not one of them. Was it worth it? Yes. The core game experience was less than Civ 2, IMO, but it's made up for by the fact that mods for Civ 4 far outclass anything that's previously existed in the Civilization series before. I would go so far as to say the Fall From Heaven mod alone is good enough to bring Civ 4 at least on par with Civ 2 as an overall experience. The Mods in Civ4 are amazing, my personal favorite, that I definitely would recommend, to new players of Civ4 even. The beyond the sword content "Epic Mod" is entirely too crazy awesome. There are plenty, but for me that one personally ranks above and beyond! Give it a try, you won't be disappointed! Even if you've played civ4 for awhile and got bored with it but haven't tried it, its a must, will revitalize the game for you! Edit: Holy Schmoly, I had no idea it was my birthday, those things sneak up on you. | ||
Froadac
United States6733 Posts
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zerglingsfolife
United States1694 Posts
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Khaymus
United States750 Posts
On June 08 2010 11:45 zerglingsfolife wrote: Are there any PC games that have the setting of around 1500-1850 in the New World? I'm thinking of games like colonization or Age of Empires 3. Does anyone know any others? Sword of the new world. A really fun Korean MMO ^^ | ||
tyCe
Australia2542 Posts
On June 08 2010 12:35 Khaymus wrote: Show nested quote + On June 08 2010 11:45 zerglingsfolife wrote: Are there any PC games that have the setting of around 1500-1850 in the New World? I'm thinking of games like colonization or Age of Empires 3. Does anyone know any others? Sword of the new world. A really fun Korean MMO ^^ I played it for its first 6 months. It was such a grind x__x | ||
Ciryandor
United States3735 Posts
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{CC}StealthBlue
United States41117 Posts
![]() I can also say I am looking forward to this game more than SC2.... ![]() ![]() ![]() IGN: Removing religion, at least for franchise fans, seems like a move that could shake up the experience. Can you talk about why that decision was made and the kind of impact it will have on the gameplay experience? Jon Shafer: One of our early goals was to improve the diplomatic experience in the game. In particular, we want there to be a sense of mystery to it, where the player doesn't know exactly what to expect from the other players. Additionally, we want the AI to be fairly rational when it comes to how to deal with challenges and opportunities. The leaders all have unique personalities, but they are not locked in to any particular behavior. Gandhi might have a strong preference towards peace, but that doesn't mean he will never declare war. In Civ V a leader will not hate you simply because of a social policy you've adopted, or something along those lines. The religion system in Civ IV was a method for directly influencing the actions of the AI players that simply didn't fit within our new vision for diplomacy. The team discussed possible mechanics for a religion system in Civ V, but without the diplomatic effect it simply lacked a lot of what made it interesting in Civ IV. We have no desire to include a feature just to say we included it - the goal is to make sure everything fits and adds to the fun. Civilization games have typically retained a satisfying degree of complexity to their gameplay systems without becoming overwhelming, ensuring a wide range of players can easily enjoy the experience. IGN: One of the most obvious changes is how units no longer stack, but instead occupy one plot of land on the new hex grid system. Can you talk about how this will alter the experience from what people might be used to in Civ, and what sort of advantages it might have in battle? Jon Shafer: The most noticeable effect will be that wars are now more spread out across the landscape. We wanted to reduce the focus on capturing cities, and instead make controlling the landscape significant. A single hill can now make or break an invasion - while this was possible in previous Civ games, it was much less likely because the stacked combat rewarded numbers above all else. To make it easier to shuffle units around the battlefield, unit movement rates have been increased. Standard infantry can all move 2 tiles now, and mounted units can move 4. Additionally, units can move through one another as long as they don't end up on the same tile. Together, these changes have made the one-unit-per-tile system more enjoyable. IGN: Many like to fight, but what's being done for players who prefer to take a more peaceful, diplomatic approach? What sorts of options are there for them to try and win a game by working with others, building up their cities and cultures, and striving for non-violent victories? Jon Shafer: A major new feature that we haven't talked much about before is the Social Policies system. As players accumulate culture over time, they're able to spend it to adopt social policies. There are 10 branches to select from, most of them requiring the player be in a particular era to utilize. Each branch is themed around a different aspect of the game. For example, the early-game "Honor" branch provides bonuses to one's military, while the later "Commerce" branch improves one's gold output. With the Policies system we wanted to keep the feel of mixing and matching to construct one's government that was in Civ IV, but we also wanted to instill a sense of forward momentum. Rather than having to switch out of one policy to adopt another, you build upon the policies already unlocked. The thought process we want to promote is "what cool new effect do I want?" rather than the feeling of needing to perform detailed analysis to determine if switching is a good idea. The cultural victory is now tied to unlocking a certain amount of the policies tree. The policies give quite a bit of punch to the cultural side of the game, in addition to being a viable path to victory. Additionally, we're enhancing the diplomatic victory in Civ V. Similar to the previous games, this requires winning the UN election. Every player in the game has 1 vote, including the city-states, making them vital to winning this way. Should a city-state be conquered, they can be liberated, and if this happens that city-state is guaranteed to vote for the liberator in the UN election. The ability to provide "gifts" of gold to the city-states should result in some exciting finishes. http://pc.ign.com/articles/109/1096888p1.html | ||
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