Remaking Civilization In Your Own Image
Gamecloud has a piece on the moddability of Civilization IV. The article goes into detail about the numerous levels at which content creators can change the game of Civilization. From the article: "The next level offers Python and XML support, letting modders with more experience manipulate the game world and everything in it. XML (eXtensible Markup Language) files can be edited in standard text editors or in special XML file editors that have ease-of-use features like a grid view. Editing these files will allow players to tweak simple game rules and change or add content. For instance, they can add new unit or building types, change the cost of wonders, or add new civilizations." This is a more detailed look at a topic we've discussed before. Gamespot has a preview of the upcoming title, as well.
Would be the August 2005 issue of Game Developer Magazine. While it's not the most in-depth article, it does describe in better detail the modding features of Civ4, how they work, and a bit on why. There's also some sidebars on city layout and making the planet round. I don't know if the article has made it to Gamasutra, but if it has, it's much more worthy of anyone's time than that Gamecloud article.
Christopher S. 'coldacid' Charabaruk -- coldacid.net
As in, the article is a complete puff piece.
I have two hopes for Civ IV: (1) That they contemplate an OS X port and don't treat it like the red-headed stepchild it will likely be, if at all; and (2) That the game is put together more cleanly than the string of Civ II-Alpha Centauri-Civ III titles, each of which were plagued with bugs and, in some cases, unbelievable sloppiness that eventually saw clean-up in patch after patch (but never fully). Love the series, more or less, but the games have never been standouts in stability, balance, or efficiency out of the gates.
I halfway fear that the ballyhoo surrounding the player modification system(s) is nother more than another "oh, shiny!" meant to distract from yet another patchfest for the game's core.
Ah, but who am I kidding? I'll probably buy it regardless.
Did anyone notice that the article references early 2006 as the release date? The Civ4 site still says winter 2005. Anyway, the problem with content creation for Civilization has never been in the type of units or gameplay rules. Look at Conquests. The content creation problem has been in the art department...something which doesn't add anything to gameplay but is difficult for individuals or small teams to do with high quality. Is Civ4 going to ship with 3D modelling tools? Frankly the screenshots I've seen look awful. Full 3D is a mistake for this series. Even the unit animations in Civ3 are probably taking it too far. I'd much rather see changes to the glaring problems with gameplay - airpower, unit stacking, combining units, civilization size, civilization attributes, better resource and luxury usage, and production orders to name a few. From the previews I've read some of these are being worked on. It's funny some have mentioned rebuilding SMAC with the Civ4 engine. I think Civ4 would benefit by trying to be more like SMAC, especially with the unit editor.