More Details On Civ IV Moddability
dfrankow writes "Gamespy has a preview of the upcoming Civilization IV title, where they go into more details about the moddability of the game. From the article: 'Civilization IV promises to be the most moddable game in the franchise yet. It'll ship with an in-game worldbuilder that allows you to shift units around and redraw the map, similar to a scenario editor. More hardcore modders can jump into XML files and tweak all of the unit stats and variables in the game. Beyond that, users who know the Python scripting language can actually go in and set up scripts and triggers to make game events happen or alter the way the game plays, while a Game A.I. SDK that'll be available shortly after the game ships will allow players to completely change the way the A.I., combat system, or game rules work.'"
Spore is looking very interesting right now. Procedural generation will hopefully generate the kind of epic scale I'm looking for.
"A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
So they're introducing loads of new concepts, like religion and famous people. That's good. More depth is only going to be a good thing. (Maybe they could introduce "fundamentalist" units, which you can infiltrate into opposing civilisations in order to slow their science rates...)
But at the same time, they're dumbing other aspects down to the degree that units only have one combat stat, instead of separate attack and defence ratings?!
I'm really not sure I like that. Half the strategy of the early game comes from trying to keep a balance between fast-moving, hard-hitting units like chariots, and the slow but tough units like phalanxes that you need to hold onto the cities you capture with them. What's going to be the point of a phalanx in a game where a chariot has the same defensive ability and (presumably) moves twice as fast?
I really don't see the rationale behind this particular change. Did anyone really find the two-stat system to be hopelessly complicated?