Take-Two to Publish Next Civilization Game
An anonymous reader writes "Take Two Interactive announced today that they have acquired the rights to the Civilization franchise. They also announced Civ 4, saying that "Civilization IV will also set a new standard for user-modification, allowing gamers to create their own add-ons using the standard Python and XML scripting languages." Okay, so XML's not a scripting language. But it's nice to see open source tech in a major PC game!" Civ IV will be released under the new 2K Publishing Label we reported on yesterday.
Perhaps they opened it up in hopes that we will improve it for them?
This comment does not necessarily represent the views and opinions of the author.
Civilization is my favorite strategy game and I still like to play Civ 3 fo rlong periods of time. My wishlist for Civ 4:
1)Good multiplayer
2)More diplomacy and humor
Ican't just think of any other way they could improve an already fantastic game. (apart from of course putting in super fancy graphice so that I will have to skip food for a month and get a new graphics card)
Is it just me or have there been a way above normal level of announcements and agreements and settlements and movements amongst the gaming companies? Makes you wonder what is going on in the boardrooms of these companies, must be pretty buzy.
Freeciv already has all this, and a lot more. And the upcoming release 2.0.0 will blow your minds!
I was a big fan of Civ II and I absolutely loved Alpha Centauri, but I did not like Civ III. Why? The waste and corruption was just far too high. (The patches moderated this slightly, but still not to my satisfaction). It ruined the game, IMHO. I hope Civ IV will improve upon this.
To make laws that man cannot, and will not obey, serves to bring all law into contempt.
--E.C. Stanton
Actually, the industry is very interested in "utilising" the recent professional-level modding community. I wouldn't be surprised if they release the game in a rough-and-ready format, and let the community polish it up, or take it in directions the team could never have envisaged. Civ has a large following, espeically amongst the type of people likely to use the coding facility, it makes sense.
Automatic deployment of units would be a nice start. Micromanaging is fine in the early game but it really drags towards the end.
Making it run in real time would be interesting as well, so long as you control the pace of time. Balancing law enforcement (with the scientists and workers and tax collectors, etc) would be a nice touch that would help with controlling corruption.
---If you can't trust a nerd, who can you trust?
Okay, so XML's not a scripting language
:) It's been done before. See the stax project: http://staf.sf.net/
You sure about that?
So while the PC version will be out late 2005, the Mac version will be out two years later, running on hacked-together code that requires a 5Ghz G5 and 512MB of VRAM just to run. Slowly.
You have two hands and one brain, so always code twice as much as you think!
Here is my take. Correct anything you wish as I enjoy learning especially about one of my all-time and long lasting games: Civilization.
... thing ... isn't ... right. I, I, wtf are the Chinese planting cities are pure ice! Wtf are the Romans putting cities are pure rock! Wtf? I gotta keep planting cities like a madman? Um, why is Civ dragging down my honking system? CivIII was promising and nearly became my Civ to keep playing, but the way the AI built cities forever and always at a maddenning pace, the way the game chugged after much growth -- it was too much. I grew to not like it. Why should I have to wait 5 minutes between turns while the AI catches up as the math is hammered out?
Let me say here that I do indeed hope that they don't fix what isn't broke:
I am an avid Civ fan. I bought the hard-boxed, big mannualed CivI -- that came with all sorts of goodies -- from Radio shack in the early 90s and fell in love. I also went into a coma and nearly caused myself and my cousin to flunk college.
CivI: This game set the stage. It built upon the basis of railroad tycoon and the way in which is incorporated butter and bullets (which many games get lop-sided) set it apart as a turn-based game. A player could focus on military might or cultural growth or both.
What it lacked: it lacked a more advanced combat system. The ol' "phalanx takes out battleship" is the prime example.
CivII: This game was a vast improvement over CivI and was a needed addition. An advanced combat system was now in place, technologies were added filling in gaps and wonders of the world were expanded. A true gem that brought the dynasty into its own. I thoroughly even enjoyed the video clips of the advisors -- actors -- who would discuss with you your decision-makings.
What it lacked: not much -- that we knew of, but CivIII would show us what would make the Civs even better than ever....
CivCTP: "Call To Power" was a travesty. I tried diligently to play this game and like it, but they did exactly what SSI did with the 1st Panzer General and that is they fixed what wasn't broken. Suddenly, all pieces had different movement commands, a different system of controlling settlers, etc. Nothing fit. It was an entirely new game and it flunked horribly. I don't ever wanna see it or talk to it again -- I DIVORCE IT!!!
What it lacked: EVERYTHING!!!
CivNet: K, of course, the one thing you ALWAYS wanted from Civ was the ability to trash your buddies. CivNet comes out -- woohoo!!! Wtf POS was this? Talk about crashing! It wasn't worth it. And patches? Not many. It was based on CivI too (am I missing something?)
What it lacked: um, the ability to not crash while in a networked game after 5 minutes of play....
CivIII: Finally, another improvement -- or was it? CivIII came out and my first impression was "ah!" thank goodness they didn't rework the commands or controls. Good, good, good -- I can use the number pad to move settlers and stuff. Nice. Wait! What's this!!! Cultural boundaries!!!!!! (orgasm). Yes! I first saw it in Black and White. The best two things about B&W were the cultural boundaries and the king room (rest pretty much sucked). Finally, something that added to the mystique of playing a turn-based god-game. As your culture grows, it only makes sense that a natural boundary and influense would exude from it. Excellent. Ah, the wonders are about the same -- technologies. My goodness. They took CivII, they added mo' betta graphics and also cultural boundaries! I love them! (SSI!!! Pay Attention!!! -- yes, yes, I know all about SSI).
What it lacked: Wait a minute. Some
Conclusion: today, right now, I play CivToT all the time. It's like an on-going chess game for me. I play it on my old P2 laptop and it runs like a champ. It is excellent. CivToT (Civilization II Test of Time) is my Civ of choice and will remain so until someone
"All great things are simple & expressed in a single word: freedom, justice, honor, duty, mercy, hope." --Churchill
Script my own AI for my units so all the micromanaging I would have done can be scripted by me. Of course depending on how powerful you made the scripting options it may have limited appeal for the non programmer player. But hey It's *my* wish.
If you see spelling or grammatical errors don't blame me. I tried to preview but IE here at work borked the CSS
Don't joke.
I'm suffering with people who did exactly that. (Well, not C...another language.)
The cake is a pie
Would the porn discovery be required for the invention of the Internet?
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
1. Make it more like civ 2.
2. Make a really sweet opengl engine, and beautiful models and maps. Let the citys be alive in a certain view.
3. Add lots of technologies and stuff. That kind of stuff is what makes civ so fun.
4. Make it more like civ 2.
5. Don't give it so much busy work. Some things should take care of themselves.
6. Make it more like civ 2.
I hold very few opinions. I hold information based on observation and fact. If you wish to disagree, please use facts.
> although I haven't played Test of Time, Alpha Centauri, etc
You must play Alpha Centauri, if only to experience the awesome immersive feel of its very high production values. It plays back interesting and insightful quotes (gee sounds like slashdot) for every single technology and improvement built, as well as voiceovers on all the wonder movies. That and a few of the "interlude" stories really tell an interesting story, with an ending far more interesting than blasting off in a spaceship (which after all is where AC starts).
It's kind of dated now, but it's still one of the best games of all time.
"The wicked have told me of things that delight them. But not such things as your law has to tell. -- St. Augustine, _Confessions_. Datalinks"
"Organic Superlube? Oh yeah, it's great stuff, great stuff. You really have to keep an eye on it though: it'll try and slide away from you the first chance it gets. -- T.M. Morgan Reilly, Morgan Metagenics"
I am no longer wasting my time with slashdot
I'm glad somebody liked and and remembers these. They were the most fun thing of the whole project to create. Whereas so many of the games I've worked on have had me "playing historian", Alpha Centauri was a perhaps unique chance to "play philosopher".
We found a voice talent agency, I think it was in New York, that specialized in international talent, and intensively screened for accents. We tried to find the most genuine accents possible (Santiago was played by a Puerto Rican, Lal by an Indian, we had a real Russian, and the closest to James Earl Jones' voice we could find for Morgan).
A great memory of the project is the day we brought in a voice actor to play the drill sergeant and he led us in a rousing round of "Deirdre's Got a Network Node" (which is the version you hear in the game).
Brian