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Ask The Civ IV Dev Team

On Monday, we asked you for questions for industry legend Sid Meier. Today, we're asking for question to put to the folks behind the technology of Civilization IV. Besides the actual coding and development that went into the game itself, the team has made Civilization IV infinitely moddable through technologies such as XML, Python, and a fully developed SDK. Led by lead designer Soren Johnson, the team will answer your questions about the creation of the fourth chapter in one of the most influential game series out there. So, fire away with your questions. One per comment, please, and keep them topical. We'll pass the ten best questions to Johnson and the team, and the answers will be posted as soon as we have them in our hands.

384 comments

  1. The Civ4 AI by Skyshadow · · Score: 5, Interesting
    My only question for Civ4 concerns the AI: Have you made it a crafty enough opponent yet that it can compete at the higher skill levels of the game without resorting to the "cheating" that we've seen in previous incarnations of the game?

    If so, how?

    As a player, I almost always find the key to really taking control of a game is to react well to the overall shape of things. Nuances with the terrain, the way cities are arranged in respect to each other, grabbing some resources at the expense of others -- this all provides opportunities for the human player that I wouldn't think an AI could easily pick up on. How can you get the AI to "consider the map", so to speak, rather than simply reacting to the stimulus around it and carrying out a set of predetermined functions (which, at least in my estimation, is the limitation that prevents it from competing fairly at high difficulty levels in the previous Civ games).

    Or does the AI find its effectiveness in, say, it's ability to reexamine every city every turn? Or will it, you know, just continue to cheat to compete at advanced levels?

    Thanks!

    PS: My wife's traveling on business most weekends over the next couple of months. If you wanted to, you know, mail me an advanced copy... Just tossing that out there.

    --
    Every year during my review, I just pray the words "slashdot.org" aren't mentioned.
    1. Re:The Civ4 AI by Silverlancer · · Score: 5, Interesting

      Cheating AIs are always lame. AIs that rely on doing things faster than humans could (see RTSs) are also lame.

      A while back I played a game called Galactic Civilizations, a 4X game set in space (compare to Master of Orion). Its best show was the AI, which on the high difficulty levels is simply ingenious. It can spot when you're plotting to do something before you're even half ready to strike, and stop you, without cheating. It is very hard to distract the AI on hard difficulty levels using bait, or any of the classic anti-AI tricks. Even the old tried-and-true get-the-AIs-to-shoot-each-other-until-you-overpowe r-them trick does not work--they will notice that you're circling over the battling AIs like vultures, and team up to kill you.

    2. Re:The Civ4 AI by AKAImBatman · · Score: 1

      AIs that rely on doing things faster than humans could (see RTSs) are also lame.

      Is that what the AI in the original Command & Conquer did? Because in multiplayer mode, the #$!% AI always seems to be able to built his base and defenses WAY faster than I could. I'd barely pop out a small platoon and charge his base only to find that he has bunker walls, turrets, tanks, and plenty o' men!

    3. Re:The Civ4 AI by Henry+V+.009 · · Score: 1

      Cheating AIs are always lame. AIs that rely on doing things faster than humans could (see RTSs) are also lame.

      On the other hand, games that can be played well by non-cheating AI are often lame themselves. Chess is the major exception, of course.

    4. Re:The Civ4 AI by YomikoReadman · · Score: 1

      While that's the case for Starcraft/Warcraft, it's not for C&C. On higher difficulties, the AI just starts with that much more stuff, similar to handicapping yourself in human vs human multiplayer.

      --
      I have no regrets, this is the only path.
      My whole life has been "UNLIMITED BLADE WORKS"
    5. Re:The Civ4 AI by Ruprecht+the+Monkeyb · · Score: 3, Insightful

      Cheating AIs are not always lame. It's when the cheating becomes obvious that it detracts from the gameplay. Sid himself has said on several occasions that (to paraphrase) its the end result that matters. If you can make the game more fun by letting the computer cheat a bit, then go for it.

      The real advantage the computer has (IME) isn't the cheats, which you can generally learn to recognize and accomodate, its the infinite awareness and attention span. Games of Galciv, etc., especially during end-game in large galaxies, become exercises in repetition, scrolling through dozens of systems and hundreds of units each turn. This is something the computer is far more able to manage than I am.

    6. Re:The Civ4 AI by freidog · · Score: 5, Interesting

      Just to follow up on that,
      Is the AI going to be as moddable and customizable as the rest of the game content?

      I know Mr. Caudill mentioned an 'AI SDK' for 'experienced programmers' over on the IGN Civ 4 preview to tailor the AI to their desires. But it was mentioned as a seperate entity from the XML unit files and the basic Phython scripts.
      Is this because the AI is more hard coded (less of it in easily accessible scripts) than say unit stats, or just an attempt to give a helping hand to less experianced modderings in a rather complex enviorment like the AI.

      Basically I was hoping you could go into some more detail on what AI and other more complex modding might entail.

    7. Re:The Civ4 AI by Silverlancer · · Score: 1

      There are two types of "faster than human" AI. Age of Empires 2's AI on higher difficulty levels will actually research/build things faster than you, but is still beatable because its just as stupid as the Easy level AI. In the AoE 3 demo, as far as I've seen, the AI just does everything perfectly, like a tournament player, on high difficulty levels.

    8. Re:The Civ4 AI by Anonymous Coward · · Score: 0

      Is that what the AI in the original Command & Conquer did?

      Possibly. I never noticed, because I was always too busy just sandbagging him into his base and winning by default.

      C&C's AI was so flawed and easy to beat with trivial exploits that it went right through being so bad it wasn't funny, and started being funny again.

    9. Re:The Civ4 AI by SatanicPuppy · · Score: 5, Insightful

      The thing that annoyed me most in CivIII was that it was almost impossible to get a solid technological lead.

      You could have a commerce/science race, with all the science buildings built in all your cities, with at least as many cities as the next two largest races combined, and a population that was more than the top FOUR other races combined, with 60% of your GDP going into science, and all the science wonders in one coastal city producing nothing but science, with more science specialists than citizens, and you'd STILL have trouble keeping ahead of other races.

      Now, that's just not realistic.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    10. Re:The Civ4 AI by ChronoReverse · · Score: 1

      That's because you don't know how to adapt to levels Monarch and above.

      Even at Monarch I can easily maintain 2nd or tied with 1st for technology and I'm not a good player by any stretch.

      The AI in Civ3 cheats but it's still not that clever (and only seems overwhelming because in the lower levels, the PLAYER is cheating, that is, you get the bonuses and AI gets penalized. When you reach Monarch, the playing field is actually leveled. Above that the AI gets to cheat).

    11. Re:The Civ4 AI by databyss · · Score: 1

      I find it just the opposite.

      I played as the Greeks and decimated all opponents via culture and science.

      Maybe it's just a difference in strategy or play style. Go for the key advances first and then build from there...

      I always make sure my cities had roads everywhere and irrigated the crap out of the map.

      I was be rolling over cities with my mech inf with little to no resistance.

      --
      Hmmm witty sig or funny sig? Maybe elitest techy sig!
    12. Re:The Civ4 AI by Anonymous Coward · · Score: 0

      I'll buy you a copy. Your wife also finds that she needs to cheat to play at advanced levels.

    13. Re:The Civ4 AI by Anonymous Coward · · Score: 4, Interesting

      Civ III is not Civ II.

      If you want a tech lead, what you are doing will simply not work. There is a pretty harsh penalty for committing too much to science; you are throwing money out the window. A few AIs that are trading amongst themselves will naturally research faster than a single, larger civ without any cheating.

      You need to be the civ that's making those trades and benefitting from them. If you have a tech that one other civ has, then you must immediately sell that tech to all other civs for whatever you can get for it. If you don't, then the AI will, and you lose out.

      In making these trades, you need to constantly strip the AIs of all cash and all income. Once they have no resources left to trade techs with each other, you can safely stop sharing and get your nice tech lead. This won't happen until the renaissance/modern eras however.

    14. Re:The Civ4 AI by MalaclypseTheYounger · · Score: 1

      You must play poorly. On low difficulty levels, I usually skyrocket ahead of other civs. (Try TRADING once in a while, that's what the computer does!).

      On higher difficulty levels, I usually can't get ahead of other civ's until much later in the game, once I'm industrialized.

      --
      Check out the best P2P sharing website: MEDIACHEST.COM
    15. Re:The Civ4 AI by Tim+Browse · · Score: 2, Interesting

      Not so much. In the original C&C, try starving the enemy of resources (by killing harvesters) and then watch his silos run dry. Now let one harvester go out and come back in - bing! All his silos are now completely full from just one harvester run.

      Now that's cheating :)

    16. Re:The Civ4 AI by Anonymous Coward · · Score: 0

      Sid saying it doesn't necessarily make it right ;) I have no problems with the AI taking shortcuts for efficiency as long as the game plays the same as if it hadn't. To be more clear, if the AI is making a specific decision based on information that a non-AI player would not have and the result of that decision would (potentially) be different if the AI didn't use that information, then I consider it a cheat and an unfair hack to offset poor decision-making routines.

      To give a real-world example, consider a game of computer poker. I have no problem with the computer maintaining an internal list of data such as the amount of chips each player has, the past betting patterns, etc, and using these While the human player(s) wouldn't actually have those exact lists, we maintain our own mental lists albeit with less precision. But I would have a major problem with the computer looking at one of my hole cards to play a "better" game.

    17. Re:The Civ4 AI by EpsCylonB · · Score: 1

      On the other hand, games that can be played well by non-cheating AI are often lame themselves. Chess is the major exception, of course.

      If your talking about Deep Blue then the only reason it plays so well is because a hell of a lot of money and clever people spent loads of time making sure it did. If only games comapanies had the same resources....

    18. Re:The Civ4 AI by Slashdot_Gandhi · · Score: 0

      Cheating AIs are not always lame. It's when the cheating becomes obvious that it detracts from the gameplay. Sid himself has said on several occasions that (to paraphrase) its the end result that matters. If you can make the game more fun by letting the computer cheat a bit, then go for it.

      Correct me if I'm wrong, but isn't cheating a more 'human' trait than others? You need some sort of intelligence to cheat in the first place. If we are implementing a good AI, it should be able to use some cheating when necessary. After all, the computer is where you are running the game! If the computer wants to win, can you stop him? The main thing is, how do you incorporate this want in the computer...how do you make it feel it should win the game with any possible means? Once you can solve this problem, the AI will always win. As for now, consider yourself fortunate that you can win most games if you play hard enough!!!


    19. Re:The Civ4 AI by SatanicPuppy · · Score: 1

      You're quite right, and I generally do a good bit of what you're suggesting simply because dedicating 60% of your gdp to science to stay very slightly ahead of your competitors is a quick way to lose the game.

      My point is simply that it's not realistic. The computers share tech that no sane human would ever share; eg patriotism, mech infantry, etc. Too often I'm forced to hold on to tradeable tech in order to get a solid head start on a wonder, so by the time its safe to trade it, everyone has already got it...and I do do your "Trade to the whole world" strategy, because you're right. Give it to one of them, and they've all got it next turn.

      That's part of my point--the computer players don't play against each other in the tech game. They only play against you, and since the system is set up so that one crappy research race researches at about half the speed of an excellent research race, and all the crappy research races are (coincidentally) researching different techs, and all willing to share those techs with each other, it is impossible to get a solid tech advantage.

      You can (easily) have a more modern army, but that is completely different as nearly everyone who responded to my post doesn't seem to realize. The computer almost never builds smart.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    20. Re:The Civ4 AI by nicklott · · Score: 1
      Games of Galciv, etc., especially during end-game in large galaxies, become exercises in repetition, scrolling through dozens of systems and hundreds of units each turn. This is something the computer is far more able to manage than I am.

      For me this is the thing makes me become bored of these games in the end. I really enjoy them while you're building stuff, but they are never scalable. City/Colonies/Planets/whatever should be able to look after themselves, and not have me constantly interfering to keep them running. This has tried to be implemented in the form of trade routes and I recall something about governors in Civ III or Alpha Centurai, but they never really worked properly. Hmmm... maybe forming cities into self governing states/provinces would work...

      just thinking out loud here :)

    21. Re:The Civ4 AI by Jaysyn · · Score: 2, Informative

      While the AI is great, GalCiv still cheats at high difficulty levels. The AI opponents get extra production bonuses over what their government would normally give them.

      Jaysyn

      --
      There is a war going on for your mind.
    22. Re:The Civ4 AI by KDR_11k · · Score: 1

      Since he lists that separately from cheating I suppose he means that the AI doesn't have to deal with the interface and can give orders simultaneously on opposing corners of the map. Especially annoying in games with bad controls like the Blizzard games.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    23. Re:The Civ4 AI by Flyboy+Connor · · Score: 1

      I, too, am very interested in the moddability of the Civ IV AI. I do game AI research, and until now I have had to make do with my own game simulations, commercial CRPGs, and open source RTS games. I would be very interested in working on a turn-based strategy game, but as yet no such game exists that is moddable to the extent that I need. Now, Civ IV promises to be what I have been waiting for, and I am eager to get my hands on the first copy that appears in the shops. My question is to what extent the game is suitable for game AI research? For research purposes, I have several needs: (1) I need to be able to mod the AI (OK, that seems to be in the pipeline), (2) I need to be able to compare my new AI with existing AI (so, do I need to REPLACE the AI, or can I create a separate AI next to the existing AI)?, (3) I need to be able to let two AIs play against each other, without any input from me (so, is a human player required, or is autoplay possible?), and (4) I need to be able to speed up gameplay so that experiments run fast (for instance, by getting rid of graphics updates and having no hard-coded timings).

    24. Re:The Civ4 AI by Anonymous Coward · · Score: 0

      "modderings"

      I think you invented a new word!

      'Modderlings' might be a good new one too.

    25. Re:The Civ4 AI by KDR_11k · · Score: 1

      Or even more annoying, RTSes with fog of war and AIs that just ignore the FOW and shoot at your troops/base without needing any recon. This is really annoying in Total Annihilation because that game places so much emphasis on recon.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    26. Re:The Civ4 AI by Keebler71 · · Score: 5, Informative
      Civ 3 is significantly more difficult than Civ 2. In my opinion, the game is much more balanced so previous strategies of focusing on just one thing (war machine, science, etc) simply do not work. These resources are invaluable.

      I usually play on Emperor level and probably win 1/10 games although most of the games I know within 10-20 turns if I have any shot at all. Some suggestions:

      • Sadly, you need a good start. You simply must start at a good location - preferrably with flood plains or bonus food nearby.
      • Expansion. A good fast-growing start allows you to expand quickly (although never as fast as the AI). Once all the land is "claimed" the only way you can expect your boundaries to shift is through miltary or cultural superiority. You need to maximize your area so that...
      • Control of resources. Resources. Resources. Resources. They keep your people happy, let you build (or deny the opponents) cool things. Most importantly they are critical for diplomacy
      • Keep your opponents happy with you so that their superior militaries don't steamroll you. This is achived through continuous trades of resources and techs. When you do trade a tech, always trade it to EVERYONE the same turn or else the computer will simply turn around and sell it to those you missed. Always trade dead-end techs but never trade techs that lead to important wonders or units (unless you are very near completion of the wonder).
      • Avoid alliances as they will drag you into wars. On the other hand, there is nothing like having the AI waste resources fighting itself while you stay neutral and progress in peace. There are ways to encourage the AI to fight. For instance, if you acquire an enemy city that is not very useful to you, offer it in a trade to an opponent of the original owner. They will often start a war to reclaim their city. Oh, and when they do fight, always try to help the underdog. You want this fight to drag out as long as possible. Have settlers ready to move in to the unclaimed territory immediately as one civilization sweeps across another leaving "unclaimed" territory.
      • Emphasize cultural production. The first things built in every city should be a temple and library. In my opinion, if you planned your cities very well, then they will grow so fast that they will hit a population limit rather fast in which case the granary isn't doing anything for you. (The exception is slow growing cities) Culture on the other hand is cumulative so it is imperative you build them as early as possible. Having superior culture may be the only way to expand your borders in the mid-game where you likely will still have an insufficient military.
      • Prebuild. When a new tech looms on the horizon, start building a dummy improvement early so you can switch to the new wonder/improvement as soon as it is available.
      • Use workers to pump up cities. When you run out of expansion room, you may still have some cities that are at max capacity but still have excess food. Use them to make workers which you then assimilate into your smaller cities to make them grow faster.
      • Don't try to build every wonder or acquire every tech first. Be tactical. Make a break for philosophy first. If you get it first, you get a free tech. Use it to get to Republic first and change your government. Culture, growth and production will explode! Try to build the Great Library which will keep you on par with your peers in science through the early mid-game while you investigate paths they are ignoring. Make sure you get railroads and are ready with dozens of waiting workers to start building immediately. Switch to democracy at first opportunity and hold off on communism/fascism untill the end game when corruption is out of control.
      • Save and re-try. I know it is cheesy but the best way to learn from your mistakes is to play though several different possibilites and find what works best for you.
      You will always lag behind the AI's technology in the beginning, but by the mid-game you should be pretty even and in good shape for a late game explosion.
      --
      "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
    27. Re:The Civ4 AI by FhnuZoag · · Score: 1
      Even the old tried-and-true get-the-AIs-to-shoot-each-other-until-you-overpowe r-them trick does not work--they will notice that you're circling over the battling AIs like vultures, and team up to kill you.

      That's not good AI. In most of the games I play, the AIs *always* team up against the player. Enabling a diplomatic system which can be played and manipulated is what good AI involves. The challenge from your foes should be interesting, not just a mad fight to the death.

    28. Re:The Civ4 AI by KDR_11k · · Score: 1

      The goal of the AI is not simply to win but to deliver a challenge and play the game with the player. Usually the AI has to obey the same rules as the player (e.g. harvest ressources, build base). When it doesn't, that's considered a cheating AI (e.g. has infinite ressources).

      The ultimate goal is to entertain the player, not to defeat him, not to deliver a fair game but to entertain.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    29. Re:The Civ4 AI by SatanicPuppy · · Score: 3, Insightful

      People keep treating this like 60% science is my idea of a winning strategy. I agree with you...you're describing how I like to play, with the exception of:

      1) If there is a civ that starts near you, killing them is a nice source of cheap cities.

      2) If you have iron and your neighbor doesn't, crush them. There may be oil on their land in the late game. The same goes for saltpeter, but less so.

      and 3) If someone does declare war with you, bribe everyone else to attack them, put a little effort into defense, and go on with your expansion.

      My whole point is that any technology focused strategy is inherently weak, and that they did it that way on purpose, and that it sucks. I like being technologically superior, I like having tech that not everyone has, I like having subs when other races are still using galleons...But in Civ III, that's not really possible. A strong tech lead is having one or two things that not everyone has...Pretty lame. I understand that the Civ AI has always been weak in terms of tech, but gimping the player is not the way to solve that.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    30. Re:The Civ4 AI by CodeBuster · · Score: 1

      City/Colonies/Planets/whatever should be able to look after themselves

      They tried to do this in Master of Orion 3, with planetary governors, fleet admirals, and the like with you as the supreme ruler being given a limited number of orders per turn, which you could use to directly intervene. You could set policies for your governors, commanders, flunkies, etc...but if you didn't like certain decisions you had to use up direct orders to intervene. The problem with this approach is that you get a game which mostly plays itself and therefore is not as challenging to the player. As many others have already said the point of the game is to entertain the player and if that goal has not been achieved then nothing else matters.

    31. Re:The Civ4 AI by vida · · Score: 1

      PS: My wife's traveling on business most weekends over the next couple of months. If you wanted to, you know, mail me an advanced copy... Just tossing that out there.
      is that what she tells you?

    32. Re:The Civ4 AI by YomikoReadman · · Score: 2, Informative

      Yea, that was another of the major issues, but one that was in effect across all difficulties. That would happen at the easiest as well as hardest.

      --
      I have no regrets, this is the only path.
      My whole life has been "UNLIMITED BLADE WORKS"
    33. Re:The Civ4 AI by ucblockhead · · Score: 1

      That isn't always AI cheating. The AI likes to trade science, so often you get into situations where once a culture gets an advance, it immediatley trades/gives it to all the others. The only way to really combat this is to get involved yourself. Be very aggressive about trading techs and always remember to immediately trade a tech with every other player you can once you trade it to the first guy, even if the deal sin't that great.

      Sometimes you can use the AI love of tech against it, especially if there are a lot of players. In the mid-end game, offer trades for yearly gold. You can often get the AI into a situation where where all of it's profit goes to you, allowing you to take your taxes down to zero. I've found that using this technique, once you get a lead, you can keep it indefinitely as your getting a tech once every four years, while their all raising taxes to pay you.

      --
      The cake is a pie
    34. Re:The Civ4 AI by cdsr · · Score: 1

      It doesn't seem that unrealistic, it's not just a coincidence that the major world powers had similar war ships and early rifles during the Napoleonic wars, and that everyone had similar artillery and chemical weapons during WW1 and also similar tanks, aircraft and submarines during WW2. Some must have been stolen by spies but surely not all, some "trading" must have occured.

      The JSF F-35 is a stealth aircraft being developed by both the US and UK. So essentially the US "traded" stealth to the UK in exchange for money. NK has "traded" nuclear technology to various countries that share a common enemy. Doesn't seem that far fetched.

      Also, it seems like after one country makes a technological leap all the others quickly follow.. in both the game and in real life. It's not like China invented the AK-47 or "traded" the USSR for it, they obtained some, took them apart and started mass producing their own. It's very hard to keep a secret like that.

    35. Re:The Civ4 AI by fandog · · Score: 1

      It can spot when you're plotting to do something before you're even half ready to strike, and stop you, without cheating.

      Like the standard Chess game? I mean, hey, you both start out even, and the AIs beat me all the time without 'cheating', (ie: making impossible moves, etc). :)

    36. Re:The Civ4 AI by cdsr · · Score: 5, Informative

      Let me add a few (not in response to GP, as a disclaimer: I can beat Diety pretty frequently).

      - On low difficulties build order should be 1. warrior, 2. settler

      - On high difficulties build order should be 1. warrior, 2. granary (if you don't have pottery research it first, build a dummy improvement then switch), 3. settler, 4. settler, etc. Keep pumping settlers from here until you run out of room. If your starting city doesn't have access to cattle/wheat then find a city that does and make that your settler pump. More than one settler pump is good if the map is big. You will soon find that you've caught up to enemy civs in terms of number of cities.

      - Those settler pumps should mix in workers as well along with cities that hit their population limits (i.e. they are wasting food) ... connect those cities! and get all resources and luxuries ASAP.

      - Resources are worth going to war for. Some more than others but Rubber is king, see below.

      - If you don't have the resources to build tanks/mech inf/modern armour you can still go on the offensive against those that do (hopefully to obtain the resources you need). Build enough artillery to be able to do the following in a single turn: 1. reduce a city to population one, 2. destroy all improvements, 3. bring all units down to one hit point. Then use one or two armies (the unit, made from leaders gained in combat) of cavalry to take out the last hit point. Use infantry for defense.

      - Artillery, if used correctly, is devastating.

      - Create a bigger industrial core by arranging your cities in a ring around your capital, the game calculates corruption partly by the number of cities in between the target city and your capital. Use the Forbidden Palace to extend this ring and create a large industrial core. Cities very far from your capital but close to a FP aren't that great anyway. The overlap turns those mediocre cities near your capital into powerhouses.

      - Building cities with two spaces in between (CxxCxxC) is useful for two reasons: 1. slow units can jump from city to city in a single turn using roads, 2. extra culture isn't required to connect city boundaries. But there will be some overlap in tiles so the cities won't be as big.

      - At high difficulties there often isn't time for both a temple and library. Build libraries for the science bonus. Temples are only good if you're a religious civ.

      - Specialists can turn large but completely corrupt cities into industrial powerhouses. When available, turn the excess entertainers into civil engineers. Each CE can give two shields per turn towards a city improvement. Use these for culture and science. Other large cities with excess entertainers can use CE/police/scientists as well. I jumped a complete difficutly setting when I started using specialists properly, they give huge bonuses.

    37. Re:The Civ4 AI by thesandtiger · · Score: 1

      The reason that would happen is the "minimum of 4 turns per advance" rule. For some stupid reason, they chose to punish players who are able to really ramp up their tech production by making a hard cap at 4 turns.

      What I do is go into the editor and make the minimum 1 turn. The difference between 1 turn a 4 turn minimums is rather huge over the course of the game - just finished one on Prince level (makes for fun, fast games without requiring too much thinking) where I had managed to get Modern Armor, while the closest computer Civ was still trying to figure out what Oil was for.

      The thing that pisses me off about Civ is the diplomacy issue. What's the point of making any kind of alliance when your allies will just stop fighting after 2-3 turns, or fight very VERY poorly, or break the alliance with you. Honestly, Civ has *always* felt like a "Me against all of them" game, rather than "Our team vs. them."

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    38. Re:The Civ4 AI by cdsr · · Score: 1

      "I like having subs when other races are still using galleons"

      If you enjoy that play on the easiest difficulty; it's not too hard to get a complete age advantage on the AIs, if the game even goes long enough to get past the first age.

      Also, in the real world, there has never been a technological advantage like that between the most powerful countries.

      So other than being bad for the game it's not very realistic.

    39. Re:The Civ4 AI by superiority · · Score: 1

      No, they just started with more stuff. In TibSun I made a map with the only two base locations right next to each other, rushed the enemy as soon as the game started, and found he had a war factory, among other things.

    40. Re:The Civ4 AI by Keebler71 · · Score: 1
      Excellent points. Regarding build order, I was talking about improvements. For my first cities, I usually build a warrior first, then either a worker or settler depending on how prolific my main settler producing city is. I then start with culture. I rarely build graneries or barracks - at least not until I have built a library and cathedral. For younger cities farther from my capital I usually start with culture and just move my inner city defenders outward and replacing the vacancies with milary units built in my industrial core.

      Excellent point on artillery. A couple stacks of 20-30 artillery with some more for defense can be devastating! On the other hand, arty wars can be rather boring... I hope they automate this in Civ 4.

      I never have employed the rings of cities technique although I have read about it. Where do you build the FP to get the best bang during the rings strategy? At the center or in one of the rings?

      Why would you want to keep your cities small? I have always used CxxxxCxxxxC spacing.

      Concur with all on specialists. I only recently discovered how useful they can be in getting your corrupt cities to have useful production when your civ gets huge.

      --
      "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
    41. Re:The Civ4 AI by Anonymous Coward · · Score: 0

      Wanting has nothing to do with it. The AI isn't cheating because it knows how to break the rules - it's cheating because it's playing by different rules. Imagine playing a chess game, where unknown to you, the opponent is allowed to move pawns sideways or backwards?

    42. Re:The Civ4 AI by Keebler71 · · Score: 1
      I usually don't fight a single battle until I have tanks or at least cavalry. Usually I get to those first and take advantage of the tech upper-hand. I will occasionally fight early on, but usually only if I think I can quickly capture a key city or two and sue for peace. I have found that trying to fight a prolonged war to completely wipe out an enemy early yields diminishing returns as all the other AI countries are benefiting from your distraction. Just a couple cities (or key resources) early though can easily tip the balance by midgame.

      I'll fight for iron, coal and saltpeter but not much else.

      Oh, and I almost always completely neglect my navy (which is ironic because I am actually IN the navy) unless the map is an archipeligo.

      As for science, I have to disagree. I actually keep my science pegged at the most I can get away with and stay in the black with my people happy (usually its at 50-70% depending on my govt) The last turn or two before a tech I will turn it down so I don't waste "excess" beakers, turing that into cache to hurry something or let me go into science research debt later. I make money through trades, and trade heavily in resources. By emphasizing trade and knowledge in my cities, by the end game I getting a new tech every 4 turns (the min) with only 40% science or so with the rest going to the treasury.

      --
      "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
    43. Re:The Civ4 AI by cdsr · · Score: 1

      Our play styles seem to be very different.

      On high difficulties (emporer and diety, I haven't tried Sid yet) I find that there's very little time to build anything but settlers, workers and military units. Unless you're playing on small islands the first part of the game is an intensly contested land grab. So to grab all the land I can I only build cities and units to defend them.

      I actually meant the small cities to be a small drawback to CxxCxxC. There are good and bad points to big and small cities. Big cities are better for wonder and space ship construction, defensive bonus and can support more units in Fascism and Communism whereas more, but smaller, cities make use of each tile (forms to the 3x3 grid pattern of each city), creates more cities in the "ring" and supports more units in Republic and Democracy. For the latter you also don't really need to research and build hospitals, which is nice as at that point you're racing for either Synthetic Fibres for modern armour or space ship techs. Again, it depends on your style.

      I usually only build one or two granaries at first. At best they allow you to build a settler every five turns in the city, at worst you can maintain building settler, military, settler, military, etc. Without a granary I believe you can only maintain a settler every third or fourth unit. But since you build CxxxxCxxxxC then you need much fewer cities than I do so it may work for your style. As long as you can take and defend as much land as possible then you're good.

      As for barracks, I definetely get one or two early on if I'm a militaristic civ as they only cost about 7 turns with decent shield output -- which is nothing early on. For other civs I try very hard to make at least one considering the AI never does.. that one hit point seems to negate the AI's combat bonuses at high levels nicely.

      I don't usually get to building any culture until much later on, don't you find you get run over by the AI without a large early military? Do you play on islands maybe?

      I've actually stopped building any cathedrals lately unless I get that wonder that doubles their effectivness. But again, I'm not big on culture, I only get enough to prevent cities from flipping, I figure it's either get just enough to get by or go all out for a cultural victory. Anything in between seems wasted.

      Yes, very tedious, but it's worth it when the cav rides in :)

      My typical location for FP in an ideal ring where P=palace:

      CxxPxxCxxCxxFPxxC

      That turns the ring more into a race track type shape. 18 cities get pretty good anti-corruption coverage but usually terrain gets in the way and the number is lower. 18 cities times nine tiles each is 162 tiles being worked close to their maximum. Not sure how it would work in CxxxxCxxxxC as I've never tried it but you can check how many tiles are being worked efficietly under your system to compare.

      The shields produced by civil engineers also seem to benefit from the factory/power plant bonus which gives reasonable build times on any improvement short of a wonder in formerly useless cities! Very nice.

      Damn, wanna play now.. and I just re-kicked this habit.

    44. Re:The Civ4 AI by Keebler71 · · Score: 1
      I haven't tried Diety yet but I think I am ready to try it. I have had some good blow-outs on Emperor and I have heard that the jump from Emperor to Deity is not as hard as the jump from Monarch to Emperor.

      I don't usually get to building any culture until much later on, don't you find you get run over by the AI without a large early military? Do you play on islands maybe?

      Complete opposite here. My initial military is virtually non-existant. I usually have 2-3 warriors or scouts exploring, and have one defending unit in about 2/3 of my cities, the rest are usually empty. Instead my production goes into culture/settlers/workers. I survive by basicly being a wimp and caving in to every demand. Hopefully I see the demand coming and initiate a trade before they make a demand, this way I actually get something out of the deal as well. By mid game, everyone is polite toward me, I have virtually no military but don't feel threatened. My culture flips any of their cities that they placed between my cities and probably a few more on their edges. I probably flip 5-15 cities in a typical game (at the endgame, cities never flip). Everyone is in awe of my culture - don't know if that helps keep them civil or not but it might. Once there is no more grey land, I find that the AI gets a little more aggressive looking to expand so that is a good time to start building defending units and making sure there is at least one in each city. Until the end game, I never have more than one unit in a city.

      Somewhat unconventional but it seems to have worked for me.

      --
      "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
    45. Re:The Civ4 AI by cdsr · · Score: 1

      Cool strategy

    46. Re:The Civ4 AI by pnutjam · · Score: 1

      My problem is that the AI's will happily trade with each other, but they will never trade with me. I can be a countries best friend, allied with them and defending them as they spiral into death and they will hold onto any technologies they have unless I pay them an astronomical amount.
      There also seem to be some techs that the AI will not trade and espionage is almost impossible in CIV3.

    47. Re:The Civ4 AI by Lord+Kestrel · · Score: 1

      I only play on Monarch/Emperor, and it's fairly easy to get a tech lead by the end of the middle ages. Depending on my civ, I might even have a tech lead from the start. Map type/size also factors in quite heavily, on a Pangea, it's easier to fall behind at the start, because the AI will be trading more, earlier. With Continents, if you can find the other continents(s) first, it's trivial to get a lead by trading, and then maintain it by selling tech at high rates to the other civs. My current game I'm wrapping up (heading for a space victory), I'm researching Robotics, while there are two civs researching Fission, and one civ still working on Replaceable Parts. I'm playing Spain, which is not at all a high-research civ, and I'm still doing quite nicely, mostly by early tech brokering.

    48. Re:The Civ4 AI by Lord+Kestrel · · Score: 1

      Just so you know, the Ring civ corruption thing was fixed in Conquests. The developers stated that it's definitely a bug, and fixed it.

      Also, granaries allow 4 turn settler farms in Despotism, 2 turn farms with railroads, and 1 turn farms with Longevity. The classic 4 turn settler pump requires 5 food and 7.5 shields per turn for 4 turns. It's generally easier to do 6/6/8/8 for shields, or even 6/6/7/7 with a forest in there for the extra 4 shields at expansion. Size goes from either 4-6 or 5-7, with the settler dropping it back down to start the cycle all over again.

    49. Re:The Civ4 AI by SatanicPuppy · · Score: 1

      I agree about cavalry, but if you end up with iron and your neighbor doesn't that means you'll have free reign with the Samurai's for a while, and you can pretty much crush anything they put up against you. Almost silly not to attack then, even though it's a pain in the butt without railroads (or even regular roads somtimes).

      I'm a big democracy buff in the late game, so long term wars don't always fly with me. In the early game though, if you can cripple a neighbor, it puts you in a much better situation for winning the game in the end.

      I agree with you on the naval issue as well. I usually put together a few decent ships if I've got someone pulling a sea invasion...Much better to catch them on the water, but otherwise, it's only useful for moving settlers around.

      I like science as well, but you've got to balance it. If you drop science to 40% and have enough luxuries to avoid putting anythign into entertainment, it's easier to buy tech than it is to research it. Gives you more of a long term lead, and you can put research into things like "Free Artistry" (which the computer never researches) and get nice Culture and Happy Population wonders without having to compete overmuch with other countries.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    50. Re:The Civ4 AI by Fulcrum+of+Evil · · Score: 1

      It's not like China invented the AK-47 or "traded" the USSR for it, they obtained some, took them apart and started mass producing their own. It's very hard to keep a secret like that.

      That's kind of a bad example - China was nearly a client state of the USSR. I rather imagine that the USSR licensed the AK design to China.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    51. Re:The Civ4 AI by cdsr · · Score: 1
      Hmm, no, the USSR never licensed the AK design to anyone. Just recently they've been fighting to regain their patent on the design. Most AKs out there now are not official Russian ones but cheap knock-offs. A testament to their design really.

      I stand by my example and you may rather imagine as you like :)

  2. Mac Version by toupsie · · Score: 4, Interesting

    Will there be a Mac version and will it be released at the same time as the Windows version?

    --
    Strange women lying in ponds distributing swords is no basis for a system of government.
    1. Re:Mac Version by Anonymous Coward · · Score: 0

      I agree. I would love to have civ 4 on mac os X. Count my vote in.

    2. Re:Mac Version by griboyedov · · Score: 1, Troll

      Will there be a Mac version and will it be released at the same time as the Windows version?

      And if so, will it be the same quality as the Windows version?

      The Mac version of Civ3 left so much to be desired (in terms of AI) in comparison to the Windows version that I finally just stopped playing it.

    3. Re:Mac Version by TheBeowulf · · Score: 4, Funny

      Will there be a Mac version

      Yes...

      and will it be released at the same time as the Windows version?

      Heck no... you Mac folks just have to wait 4 years like the 6 other games ported to Mac.
      I'm truly sorry, but you bought yourself a gaming platform dud.

    4. Re:Mac Version by Brad+Oliver · · Score: 5, Informative
      The Mac version of Civ3 left so much to be desired (in terms of AI) in comparison to the Windows version that I finally just stopped playing it.

      Disclaimer: I'm the programmer who worked on the Mac port of Civ3.

      The AI code in the Mac and PC versions is identical. I've never heard of any AI variances between the 2, and no differences have been pointed out by the Mac fans over at the CivFanatics forums (some of them are cross-platform users). Can you provide a saved game that demonstrates a genuine difference?

    5. Re:Mac Version by Nomikos · · Score: 1
      Disclaimer: I'm the programmer who worked on the Mac port of Civ3.

      We should be asking YOU then :-) How long do you think it will take for the OS X version to appear?
      If no insider info, any guesses?
      What about Linux?

      I really don't want to buy a PC just to play CivIV (damn close, but not quite..)

      Any thoughts on hardware needs for decent performance (not like a 2 minute wait for your turn, each turn) are welcome too :-)

    6. Re:Mac Version by Y2 · · Score: 2
      Will there be a Mac version and will it be released at the same time as the Windows version?

      If I may propose a friendly amendment ...

      Will there be a Mac version released at the same time as the Windows version, and will it be missing an important feature such as internet multiplayer capability?

      --
      "But all your emitter and collector are belong to me!"
    7. Re:Mac Version by sam1am · · Score: 1

      Another request for comment on a mac version (hopefully -with- the network/multiplayer code.. )

    8. Re:Mac Version by Toe,+The · · Score: 1
      I'm truly sorry, but you bought yourself a gaming platform dud.

      True enough... it's the price we pay for being free of all that nasty virus/spyware/trojan crap you folks have to deal with. Not to mention the godawful interface you torture yourselves with when not gaming.

      The easiest answer: a Mac for real computing (anything internet-connected). A cheap, non-networked Windows PC for gaming. (And/or the patience to wait for the good games to get ported. At least some developers are starting to realize that even 4% is an awful lot of customers to ignore.)

      Now as for online gaming... well, I'd rather skip on the Windows-only online games than have to deal with a internet-capable Windows PC. Bleaugh!

    9. Re:Mac Version by brianwells · · Score: 1

      When the Mac version comes out, will it include the SDK?

      I've purchased games that have been ported to the Mac only to discover that the SDK is Windows-only.

      That is a big part of the fun of computer games - being able to customize the game!

    10. Re:Mac Version by Brad+Oliver · · Score: 1
      We should be asking YOU then :-)

      Absolutely not. :-) I should have added that I did not (and do not) work for Firaxis, Atari or Infogrames. I did the original Mac version under contract for MacSoft, the Mac publisher who at the time had the rights to a Mac version of Civ3. There's typically a big legal chain for Mac versions - contracts that go every which way between the PC developer, the PC publisher, the Mac publisher and the Mac developer. It boils down to this: the Mac publisher typically is the one to make the announcement about a Mac version once all the contracts have been signed, so in truth I couldn't say anything even if I knew.

  3. Portables by BMonger · · Score: 5, Interesting

    Is there any chance we'll get to see some of the Civ titles moved to portables? I think the game would play wonderfully on the DS.

    1. Re:Portables by Anonymous Coward · · Score: 0

      Not sure if the interface would translate to a console, but it'd definitely be a great way to kill lots of time.

    2. Re:Portables by jayeffaar · · Score: 1

      I've been playing CivIII on a motion computing tablet PC and it feels like the game was made for it. Moving your units around with the stylus is just perfect. But I don't see how you could port a game like Civ to something as small as a DS or a PSP. You need the bigger screen to see enough of the map and your overlays. I can't imagine playing CivIII (or IV) on something smaller than a 1024x768, 12" screen.

  4. Linux Support by big_groo · · Score: 4, Interesting

    Will the game ship with a Linux installer? If not, will an installer be made available?

    1. Re:Linux Support by Anonymous Coward · · Score: 0

      I would like to play CIV IV with my Linux Box.

    2. Re:Linux Support by big_groo · · Score: 1, Offtopic

      How does this get modded 'Troll'? Did Civ III ship with an installer? Ever tried playing Civ III with Cedega? It's painfully slow. I'm asking if they will natively support my platform of choice. Like Quake, Doom, UT200x, ET, NWN, Savage, etc...

    3. Re:Linux Support by LDoggg_ · · Score: 1

      Mod up!
      Hopefully a linux question will get through to these guys or Sid.

      --

      "If they have both, tell them we use Linux. And if they have that, tell them the computers are down." -Dave Chapelle
    4. Re:Linux Support by Trelane · · Score: 3, Insightful

      This is my main question, and will directly affect if/when I purchase the game.

      --

      --
      Given enough personal experience, all stereotypes are shallow.
    5. Re:Linux Support by Radres · · Score: 3, Insightful

      I know I'll get modded troll for this, but I hate gamers that insist upon there being a Linux version. I can't think of a greater waste of game developer resources than providing a version of the game that runs on the same exact hardware but under a different OS. Yes, Linux is great and all, and we all want to see it become the next desktop platform, but is it too much to ask for you to either dual boot Windows or have a separate box for your Wintendo? I'd rather see the game developer focus more on making a quality game than have a lesser game that is cross-platform.

    6. Re:Linux Support by Skreems · · Score: 3, Insightful

      A) It's more convenient to have it run in the OS.

      B) It lets you get rid of windows entirely, instead of keeping it around soley for games.

      C) Lack of games is one of the biggest obstacles stopping Linux from being much more popular among the non-tech crowd.

      D) With a tiny amount of planning at the beginning of a project, and using the correct cross-platform libraries, making a game run both on linux and windows is an essentially negligible problem.

      --
      Slashdot needs a "-1, Wrong" moderation option.
      The Urban Hippie
    7. Re:Linux Support by LDoggg_ · · Score: 1

      I know I'll get modded troll for this, but I hate gamers that insist upon there being a Linux version. I can't think of a greater waste of game developer resources than providing a version of the game that runs on the same exact hardware but under a different OS. Yes, Linux is great and all, and we all want to see it become the next desktop platform, but is it too much to ask for you to either dual boot Windows or have a separate box for your Wintendo?

      Regardless of hardware platform, some people would rather not have windows installed at all.
      Nobody has to insist on the a port to Linux, but it doesn't hurt to ask.
      What's wrong with: "Hey, this game looks pretty cool. I'd love to buy a copy if its available for my operating system"

      It likely won't make them a ton of profit supporting Linux, but who knows how much effort it would take these guys?
      If they plan on doing a Mac version(no idea in this case)the code may be somewhat portable.

      I'd rather see the game developer focus more on making a quality game than have a lesser game that is cross-platform.

      You are making a huge assumption in whether or not these are mutually exclusive.

      --

      "If they have both, tell them we use Linux. And if they have that, tell them the computers are down." -Dave Chapelle
    8. Re:Linux Support by meanfriend · · Score: 2, Interesting

      Maybe this could be tacked on as two parter:

      I think we can all appreciate the extra resources required to port a game to a different OS. The size of the current linux market may not make a native linux port financially attractive, though Sid Meier's Alpha Centauri did see a linux version, so the idea of a linux SM game is not without precedence. If no native Linux version is planned, have you ever given consideration to working with the Transgaming people to get Civ IV running under Linux using Cedega?

      Even if not officially supported, that would enable you to reach a larger segment of the gaming market yet not require the level of resources of a full blown port.

    9. Re:Linux Support by Trelane · · Score: 5, Insightful
      es, Linux is great and all, and we all want to see it become the next desktop platform, but is it too much to ask for you to either dual boot Windows or have a separate box for your Wintendo?
      If you want me to buy your game, then yes, it is too much to ask. It's called "voting with your wallet," and I try to practice it. If you want Linux to be well supported, you have to help out. It ain't gonna happen on its own.

      Additionally, cross-platform game development needn't add too much additional labour if you start off designing it as such, and generally the quality of the code is better (because you have to sit down and think about how to do things intelligently, not to mention bug fixing).

      Now, if you think that Linux support is intractable because of support costs, then fine. Give me the game without support. Just give me some version of the game. Of course I won't pay the same amount as with support, and if someone else does more, I'll be more loyal to them. But it'll eliminate the need for support costs.

      --

      --
      Given enough personal experience, all stereotypes are shallow.
    10. Re:Linux Support by Radres · · Score: 2, Interesting

      "D) With a tiny amount of planning at the beginning of a project, and using the correct cross-platform libraries, making a game run both on linux and windows is an essentially negligible problem."

      Nevermind the added testing required, the unexplicable differences in behavior between both platforms, and having to reduce design decisions to the lowest common denominator amongst all platforms.

      Game development should be about making a great game, not winning some political battle.

    11. Re:Linux Support by Anonymous Coward · · Score: 0

      You're ignoring the simple and obvious fact that a Linux (or Mac, for that matter) version of the game would not be done by the original developers, but rather by a dedicated porting team, and this would in no way detract from the effort put into the game itself.

    12. Re:Linux Support by LDoggg_ · · Score: 1

      and having to reduce design decisions to the lowest common denominator amongst all platforms.

      Do the nuances in DirectX versus OpenGL determine whether or not the game is great?

      Does playability really change with the lowest common denominator?

      The greatness of games hasn't increased proportionately with the revisions of proprietary APIs. Most platforms can put hardware accelerated pixels on the screen and make sounds.

      --

      "If they have both, tell them we use Linux. And if they have that, tell them the computers are down." -Dave Chapelle
    13. Re:Linux Support by Dadoo · · Score: 1

      I wonder if it has occurred to any game developers that, if they supported Linux, they'd have the widest possible hardware support - PCs, Macs, Xbox, portables, even some of the big iron. All they'd need to do is recompile.

      --
      Sit, Ubuntu, sit. Good dog.
    14. Re:Linux Support by m50d · · Score: 1
      but is it too much to ask for you to either dual boot Windows or have a separate box for your Wintendo?

      It's too much to ask to have my game crashing every half hour. I wish I was exaggerating. It's too much to ask to make me reboot in the middle of things, ok this is less true for civ since it's an hours-at-a-time-session game, but I like to be able to play a little in the middle of other things, and it's definitely too much to ask to make me get a separate box, the whole reason I have a PC is it's a multi purpose machine. I also object to having to pay for something when I can get a just-as-good replacement for free. Why not ship the game linux-only and include a no-hassle linux distro?

      I'd rather see the game developer focus more on making a quality game than have a lesser game that is cross-platform.

      Good quality code will be cross-platform. Porting it helps iron out bugs and makes the code a lot more reusable. In the long run it's worth doing almost for its own sake.

      --
      I am trolling
    15. Re:Linux Support by kisak · · Score: 1

      Right, so I have to buy Windows XP to be able to play their game. Not much chance.

      --

      --- guns don't kill people, people with guns kill people ---

    16. Re:Linux Support by Anonymous Coward · · Score: 0

      just further proof that you'll automatically get modded up if you start your post with "I know I'll get modded troll for this, but..." or something similar.

    17. Re:Linux Support by F_Scentura · · Score: 1

      "Now, if you think that Linux support is intractable because of support costs, then fine. Give me the game without support. Just give me some version of the game. Of course I won't pay the same amount as with support, and if someone else does more, I'll be more loyal to them. But it'll eliminate the need for support costs."

      A sane publisher would *never* let this happen. Regardless of what you say, a game without support would give much worse press than simply letting the customers use the game under windows emulation.

      YOU ARE A TINY MARKET. Game developers are concerned with their product being polished for the larger market so they can eke out a living. They are not concerned about you by necessity, not for any intentional slight.

    18. Re:Linux Support by big_groo · · Score: 1

      Troll indeed. Why should I pay $200 for an OS to play a 60 dollar game? Won't happen.

    19. Re:Linux Support by Trelane · · Score: 1
      YOU ARE A TINY MARKET.
      I don't think we're that tiny. But regardless, nobody's gonna develop for us unless we vote with our wallets. And that is precisely what I'm doing.
      --

      --
      Given enough personal experience, all stereotypes are shallow.
    20. Re:Linux Support by Tim+Browse · · Score: 1

      I also like the idea that there are always some wonderfully suitable 'correct cross-platform libraries' for everything just lying around ready to be used, with no issues of not being well supported on some platforms, etc.

      As for Linux support in general, when I looked into it on a game I was working on, my main reactions were: which distros do I support? There's so many, and have a lot of variation. If we pick a few, people will bitch endlessly and loudly about how we don't support their distro. How the hell do we do support for this? How will I get the publisher/distributor to agree to train their people to support Linux, when let's face it they have enough trouble with just Windows*? If we sold the game without support, that would be suicidal in terms of PR, etc (no matter how many of your friends would 'buy it anyway').

      I never did come up with any solid answers to these questions. The Linux distro thing made Windows driver versions look like heaven in comparison.

      *And, let's face it, walking and talking at the same time, but that's a separate issue.

    21. Re:Linux Support by Chris+Burke · · Score: 1

      I know I'll get modded troll for this, but I hate gamers that insist upon there being a Linux version.

      What do you expect me to do to avoid your hate, then, being a Linux user?

      is it too much to ask for you to either dual boot Windows or have a separate box for your Wintendo?

      Oh, you want me to shell out the $ for Windows just to use it as a program launcher for games. Yes, purchasing Windows and devoting either a partition or an entire freaking machine to it is too much to ask. I do not have windows, I'm not going to buy windows, I'm not going to run windows.

      I'd rather see the game developer focus more on making a quality game than have a lesser game that is cross-platform.

      False dichotomy. First, many of the things you need to make a cross-platform game are based on up-front decisions that in the long term have basically no impact. E.g. OpenGL vs DirectX, STL vs MFC. Games made with cross-platform in mind from the beginning -- or even those without, that just happened to make the right choices -- can be simple to port. Especially because, as you note, it runs on the same hardware. Second, many of the things you need to make a cross-platform game involve using good programming practices. Thus the conclusion that a team that spent the time to port to Linux would necessarily be a lower quality game is false.

      I suppose you're going to argue that UT2k4 is a worse game than it could have been because it supports Mac and Linux? I suppose the port to Linux is what kept Doom3 from having truly innovative gameplay in addition to graphics, maybe?

      The only valid resource-related argument against porting is support. The extra training and possibly extra staff needed to handle support can actually matter, as opposed to just choosing the right libraries to make cross-platform practical. The support issue however doesn't relate to the game quality issue.

      --

      The enemies of Democracy are
    22. Re:Linux Support by Shimdaddy · · Score: 2

      Wrong-o, you are tiny. All of you are voting with your collectively huge wallet, so massive in fact that game devs haven't noticed. I run a fast, stable windows box, and it's people like you that degrade the quality of my games.

      I will repeat:
      YOU ARE A TINY MARKET

    23. Re:Linux Support by JohnFluxx · · Score: 1

      Yeah, with all that difficulty, it's amazing that all the main free open source programs manage to run across all distros, but you can't manage it.

    24. Re:Linux Support by bogjobber · · Score: 1
      Additionally, cross-platform game development needn't add too much additional labour if you start off designing it as such, and generally the quality of the code is better (because you have to sit down and think about how to do things intelligently, not to mention bug fixing).
      I seriously doubt that adding cross-platform compatibility to a project of this size will make the quality of the code better. I'm pretty sure that the Civ team didn't just sit down and start hacking out a game. Projects on this level of complexity and quality (assuming it is as good as the other Civ games) are usually pretty well-designed.
    25. Re:Linux Support by Trelane · · Score: 1
      Wrong-o, you are tiny.
      I humbly disagree.
      All of you are voting with your collectively huge wallet, so massive in fact that game devs haven't noticed. I run a fast, stable windows box, and it's people like you that degrade the quality of my games.
      Now you contradict yourself. If, as you claim, "game devs haven't noticed [us]", then we can't well be detracting from the "quality of [your] games."

      PLONK

      --

      --
      Given enough personal experience, all stereotypes are shallow.
    26. Re:Linux Support by Trelane · · Score: 1
      Projects on this level of complexity and quality (assuming it is as good as the other Civ games) are usually pretty well-designed.
      Hmm. Good point. It may well be pretty well-thought-out.

      I suspect that cross-platform code will likely still improve a program, by finding bugs by coming at things slightly differently, as well as by forcing compartmentalization of some things. It's much easier to code a cross-platform project with a nice model than to have bits strewn about.

      --

      --
      Given enough personal experience, all stereotypes are shallow.
    27. Re:Linux Support by sgtrock · · Score: 1
      First you say:

      Wrong-o, you are tiny. All of you are voting with your collectively huge wallet, so massive in fact that game devs haven't noticed.


      Then you say:

      I run a fast, stable windows box, and it's people like you that degrade the quality of my games.


      How on earth can the (admittedly small) Linux gaming community affect you one way or the other, except to get you more stable games? How can that "degrade the quality" of your games?

      The parent was correct in saying that designing for portability forces any app designer to really think through how the end product needs to operate, which in turn leads to cleaner and more stable code. If any games design team like the Civ IV team (so we stay at least somewhat on topic) chooses to design for Macs, why not add Linux support as well? It's not that much more effort after they've gone through the pain of abstracting their code enough to run on both Windows and Macs anyhow.

      Disclosure: I'm a hardcore gamer who dual booted for years (Win2k and Linux) just to play games, primarily FPSes and 4X types. Lately, I've nearly quit playing at least partially due to the lack of native Linux games. It just got to be too much of a hassle to keep what was a secondary, less and less used PC up and secure. I'd LOVE to play more native Linux games, and I'm more than willing to pay for them. :)

    28. Re:Linux Support by Buck2 · · Score: 1

      Don't you think that a lot of the technicalities for making "free open source programs" run are handled by the maintainers of the package for the particular distro?

      It might be hard for a closed-source company to get the different distributions to do all the legwork for them to provide a suitable package. Might be. I don't really know.

      The only closed-source software I've run on Linux came with it's own installer and was typically independent of distribution. The scripts needed to do some checking on their own.

      --

      As my father lik@(munch munch)... ....
    29. Re:Linux Support by Trelane · · Score: 2
      The only closed-source software I've run on Linux came with it's own installer and was typically independent of distribution. The scripts needed to do some checking on their own.
      All of the closed-source software (notably quite a few pieces now!) save for one (cedega) which I have used have come with their own installer which checks to make sure that the libraries it needs are present on the system. This is not at all surprising; this is exactly what closed-source Windows software does. The only difference is that many of the installers seem stuck in the 80's with ugly shell scripts or the early 90's with ugly motif-like installers. Really, my favorites thus far are codeweavers crossover office (not too bad looking) and unreal tournament 2004 (such a schweet installer).

      That is what installers are for: making sure the libs and things you need are present on the system and, if necessary, installing them (how many CDs come with, say, DirectX version Foo or MFC version Bar?)

      --

      --
      Given enough personal experience, all stereotypes are shallow.
    30. Re:Linux Support by Fastball · · Score: 1

      Now, if you think that Linux support is intractable because of support costs, then fine. Give me the game without support. Just give me some version of the game.

      I give you America's Army. Several versions behind the Windows one and therefore largely useless.

    31. Re:Linux Support by Tim+Browse · · Score: 1
      From what I remember at the time, there weren't a lot of those that did 3D graphics (exploiting advanced features of the latest graphics parts, of course), 3D sound, used a variety of game controllers as input, did real-time asset streaming etc.

      But you're right - probably just me.

    32. Re:Linux Support by Fastball · · Score: 0, Offtopic

      And your response gets modded troll. Who are these people that waste mod points like this? FWIW, these are the mods I smack in meta-moderation.

    33. Re:Linux Support by Buck2 · · Score: 1

      Yeah, the UT2004 installer was pretty cool.

      My point was, though, that whatever the closed-source company needs to do in order to get their software to be run across all the different distributions seems to be traditionally handled by the company themselves, as opposed to the example given about "all that free open source software" that just runs.

      So, the original guy whined about how hard it would be to support all these different distributions. I think a better answer is something along the lines of, "Well, it's not really that hard." Pointing to packages that are built and maintained by each distribution separately is not a particularly good counter-example, IMO.

      --

      As my father lik@(munch munch)... ....
    34. Re:Linux Support by nath_de · · Score: 1

      Same here, no Linux no buy.

    35. Re:Linux Support by Anonymous Coward · · Score: 0

      Amazing how brilliant you are. Perhaps you should defer to people who know a hell of a lot more than you.

    36. Re:Linux Support by Trelane · · Score: 1

      Generally, from what I can tell, you have the same options as you do for all the myriad of Windows versions: you specifically support some and write to some standard. In this case, things are actually pretty standardized and the interop problems aren't nearly as huge as people wish to make them out to be. Rather like working with different iterations and versions of Windows, I think.

      --

      --
      Given enough personal experience, all stereotypes are shallow.
    37. Re:Linux Support by Short+Circuit · · Score: 1

      Yes, it's too much to ask me to dual-boot Windows, for two reasons.

      First, a decent edition of Windows costs a lot of money. If I'm going to run an OS, I don't want to deal with a crappy restricted version. (Debian's got me spoiled, I guess.)

      Second, hardware support under Linux is often better than under Windows. I find open source drivers to be typically in better shape than their closed-source counterparts. I've had fewer problems with my hardware in the entire time it's run Linux (four or five years) than in the six or seven months it ran Windows. Open source drivers tend to have more effort poured into their maintenance than the closed-source drivers I've tried.

      As a result, I'm not much of a gamer. If I want to play Windows games, I go to a cyber cafe.

    38. Re:Linux Support by Trelane · · Score: 1
      Thank you for the example. I play America's Army every once in a while and enjoy it.

      However, contrary to your claims, from what I can tell, the Linux version is 0.1 (i.e. one revision) behind the Windows version (2.3 and 2.4, respectively). Thus far, I've not experienced problems, but I've not played it for a bit either.

      --

      --
      Given enough personal experience, all stereotypes are shallow.
    39. Re:Linux Support by ultranova · · Score: 1

      I know I'll get modded troll for this, but I hate gamers that insist upon there being a Linux version.

      I dislike messages where even the writer admits that his message is propably not considered to contribute much to the discussion on hand but posts it anyway. I feel nothing but scorn for people who use such utterances as a method of trying to get moderators to think the poster as an independent thinker - an impression that is usually further reinforced by references to "Slashdot hive-mind", "Slashbots" and other such phenomenons assumed to exist on Slashdot - and therefore cool and therefore worth modding up.

      If you can't get modded up without playing head games with moderators, you don't reserve to be modded up.

      Yes, Linux is great and all, and we all want to see it become the next desktop platform, but is it too much to ask for you to either dual boot Windows or have a separate box for your Wintendo?

      Yes, it is too much to ask that I should devote several gigabytes of hard disk space to Windows and go through the hassle of rebooting every time I want to play. It is outright unreasonable to except me to get two powerfull computers to play.

      I'd rather see the game developer focus more on making a quality game than have a lesser game that is cross-platform.

      Use SDL and the resources needed for cross-platform support are lessened considerably.

      Besides, design and programming (at least in larger projects) are two separate phases, so the game quality is pretty much already decide when cross-platform issues come up.

      Finally, I'd rather see a game that works on my computer than one that doesn't.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    40. Re:Linux Support by Trelane · · Score: 1
      "The game industry" isn't quite ignoring us either. We don't have the level of titles as even mac, but we're not totally ignored either.

      If you want a loyal fanbase, you can support us well and we will love you for it. Otherwise, stick with the more fickle users and see if you can eke out a living as a small party.

      --

      --
      Given enough personal experience, all stereotypes are shallow.
    41. Re:Linux Support by LDoggg_ · · Score: 1

      If we sold the game without support, that would be suicidal in terms of PR, etc (no matter how many of your friends would 'buy it anyway').

      Depends on just how unsupported I guess.

      Some games that do have linux clients simply have a section on their website's forum labeled "Linux Client" or some such.
      I typically find people in these forums pretty helpful as long and you specify your hardware and distro when asking a question.

      The fact that there are many different distributions out there doesn't really matter for a library dependency perspective.
      Take any game from the last few years. Most of the install is game data and not libs. Just install the libs with the game.
      Loki setup will run on any distro regardless of which package manager the distor uses.

      --

      "If they have both, tell them we use Linux. And if they have that, tell them the computers are down." -Dave Chapelle
    42. Re:Linux Support by Anonymous Coward · · Score: 0

      Hey, if you want to waste your mod points on this, that's fine. You only get five, motherfucker.

    43. Re:Linux Support by MoonChildCY · · Score: 1

      It's called "voting with your wallet," and I try to practice it. If you want Linux to be well supported, you have to help out. It ain't gonna happen on its own.

      So if you don't buy a game, you think the publisher will assume that there are Linux gamers out there that did not buy it because there is no Linux version? Voting with your wallet happens when there are alternatives to a product you want, and you go for the alternatives. Quite frankly, with the size of the Linux gamers out there and the Linux games availability, voting with your wallet is more mazochistic than it even sounds.

      If you want Linux ports to be developed, then wait for the next porting company to come along, and buy their games. Leaving them to go bankrupt is not exactly the best way to make the industry notice Linux. Especially since is has such a small install base, most of which is for server environments and not desktops.

      I love Linux myself too, but remember the *nix philosophy. The right tool for the right task. Linux is definately not the right tool (yet) for gaming. Is it?

    44. Re:Linux Support by Skreems · · Score: 1

      There is a LITTLE bit of difference in behavior, but really not much. They already use Python, which has great cross platform support. OpenGL works flawlessly on each. They're doing Civ, so you don't need advanced physics libraries or anything (although ODE is completely cross-platform as well). Throw in stl port just to ensure compatibility, SDL (or GLUT if you like pain) for windowing and input, and bam... cross platform with not a lot of work. Like I said, you just have to know which libraries work cross platform and which don't. I'm not just talking out my ass here... some friends and I actually made a 3d RTS over a semester at school, and we did it developing simultaneously on windows and linux. The ONLY special case in our code was to include windows.h. We used Subversion and SCons for the build system, so even that was completely cross-platform. It's really. Not. That. Hard.

      --
      Slashdot needs a "-1, Wrong" moderation option.
      The Urban Hippie
    45. Re:Linux Support by MikeFM · · Score: 1

      First off, Windows just plain sucks. Any game that doesn't play on Linux or PlayStation I just don't buy. I'm not going to spend a lot of extra time and money to have a bunch of extra machines around just to play a stupid game. If they have it for a platform I already have then great. Otherwise, forget it.

      Second, porting a game doesn't make a game buggier or lower quality. Quite the opposite. Porting will usually result in removing poorly designed bits of code and replacing them with code that is more solid and more flexible. A program that has been ported to several platforms will almost always have less bugs than a single platform program. Since porting tends to make code more flexible it tends to make it easier to add features. For games especially these is important - it's the little detail features that really pull you into a game.

      I only wish ALL games, and most programs, were ported to a few different platforms. It'd be great to have more stable and flexible software that I could use on whatever platform I wanted to. It's really silly to need to have three different computers (Linux, Windows, and Mac) and a dozen different consoles (Atari, NES, Sega, N64, PS, Dreamcast, PS2, etc) just so I can run different programs. Almost all opensource programs are platform agnostic and I see no reason commercial programs shouldn't be too.

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    46. Re:Linux Support by Trelane · · Score: 1
      So if you don't buy a game, you think the publisher will assume that there are Linux gamers out there that did not buy it because there is no Linux version?
      No, that's why I tell them that that's not why I'm buying their game.
      Voting with your wallet happens when there are alternatives to a product you want, and you go for the alternatives.
      There are plenty of alternatives. There are enough Linux games and games I bought under Windows and old games that are cheap for me to spend my money and time on. Not to mention that there is plenty of entertainment outside the computer/video gaming sphere. You're as captive as you let yourself be.
      Leaving them to go bankrupt is not exactly the best way to make the industry notice Linux.
      If you're referring to Loki, it's my understanding that they were as much a victim of poor management as small marketshare.
      Especially since is has such a small install base, most of which is for server environments and not desktops.
      Last stats I heard, we had roughly parity with Mac's marketshare.
      Linux is definately not the right tool (yet) for gaming.
      Linux most definitely ready for games! There are plenty of games which illustrate this fact! Just because it's unpopular (due to a plethora of non-technical reasons!) doesn't make it the wrong tool.
      --

      --
      Given enough personal experience, all stereotypes are shallow.
    47. Re:Linux Support by Anonymous Coward · · Score: 0

      I love Linux myself too, but remember the *nix philosophy. The right tool for the right task. Linux is definately not the right tool (yet) for gaming. Is it?

      Why not? There *are* some commercial games available for the platform - not many, but the various Quake versions, Unreal Tournament, Neverwinter Nights. Linux is just as well suited to gaming as Windows is - it's just not a big enough market for most game developers to consider worth targetting.

    48. Re:Linux Support by Anonymous Coward · · Score: 0
    49. Re:Linux Support by Short+Circuit · · Score: 1

      Voting with your wallet happens when there are alternatives to a product you want, and you go for the alternatives.

      And one of those alternatives is, "none of the above." There are numerous open source games and entertainment options out there.

    50. Re:Linux Support by JohnFluxx · · Score: 1

      And working with different languages of windows. ;(

    51. Re:Linux Support by legirons · · Score: 1

      "but is it too much to ask for you to either dual boot Windows or have a separate box for your Wintendo?"

      Yes, I think it's too much to ask people that they should change their computing environment to suit a game-developer's preferences.

      The users you refer to have chosen a Free Software operating system because it matches their philosophy, and their desire for the future of computing. Asking a Linux user to run Windows is like asking an American to join the communist party.

      On the developer's side however, Linux is a difficult place to write games. OpenGL doesn't work on most users' installations. Hardware acceleration doesn't work on most users' installations. The environment changes so rapidly that the only programs which can keep up are those distributed as source, or maintained by the Distro.

      There are some technical solutions, such as Wine which basically creates a Free Software version of Windows. There are cross-platform gaming engines such as Torque. The people writing their own game engines tend to make them cross-platform, and I imagine that developers who use those ideas will see additional customers, compared to developers using a Windows-only 'solution'.

      Oh, and which of the cross-platform games do you consider to be "lesser'? I assume you're referrring to the relative crappiness of Doom3, Tribes, or Quake, compared to the excellent NBA basketball 2003, FIFA 2006, or Tom Clancy's Rainbox Six who were able to concentrate all of their considerable skills on the Windows version?

      In fact, if you use "cross platform" to describe stuff which works on consoles and PCs, rather than just Windows, Mac and Linux, then you get all the Nightfire, GTA, Halo type games which again don't seem to be suffering in quality compared to games which run only on a Windows PC.

  5. My Question for You... by BishonenAngstMagnet · · Score: 5, Interesting

    Will the game support Internet as well as LAN play? How extensive is the multiplayer going to be (if any)?

    1. Re:My Question for You... by Monkey-Man2000 · · Score: 1

      This preview over at IGN may answer your questions.

      --
      This post was generated by a Cadre of Uber Monkeys for Monkey-Man2000 (603495).
    2. Re:My Question for You... by TychoCelchuuu · · Score: 1

      I can think of better questions to ask the designers of a game than something easily answered by just about every preview, every review when it comes out, and the box itself.

      --
      Against stupidity the Gods themselves contend in vain.
  6. Addiction by MBraynard · · Score: 5, Funny
    As you are probably aware, your games are highly addictive. They have inevitably lead to some screwed up lives - failing classes, getting expelled, losing jobs, losing significant others, losing families, losing a lot.

    By making such a good game, do you think you are culpable of the effects of the game _at all_ and are you thinking about putting in counter measures to allow people to better set limits for themselves within the game?

    1. Re:Addiction by Anonymous Coward · · Score: 0

      Addiction is a perfectly suitable word for the Civ games. The last time I played Civ3 was one rainy Saturday a few months after the game was released. I ate breakfast and started playing around 8:00AM. The next time I looked at the clock on the wall, it was just past midnight. I could not believe I blew 16 hours in a single sitting. I uninstalled the game the next day and haven't played it since.

    2. Re:Addiction by egarff · · Score: 2, Funny

      Check out this trailer.

      Pertains to your post quite a bit I believe.

    3. Re:Addiction by mrtroy · · Score: 1

      Civ 3 mod - The World

      It is impossible for this map to playout in less than 10 hours.

      We normally began playing in the evening.

      We regularly had a rematch

      And thats why I missed university classes

      --
      [I can picture a world without war, without hate. I can picture us attacking that world, because they'd never expect it]
    4. Re:Addiction by Anonymous+Brave+Guy · · Score: 1

      Heh... Reminds me of one of the "hints" that popped up in Baldur's Gate II while levels were loading. It said something like "Although your characters don't have to eat, please remember that YOU do. We don't want to lose any dedicated players!" If only they'd had one about how you characters could get eight hours of sleep in five seconds, but players couldn't...

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    5. Re:Addiction by Anonymous Coward · · Score: 0

      can you explain your sig? I learned C and fortran in college but don't get it.

    6. Re:Addiction by Anonymous Coward · · Score: 0

      Why is this modded funny? Isn't addiction a real problem?

    7. Re:Addiction by blowhole · · Score: 1

      I uninstalled the game the next day and haven't played it since.

      I take it you lost?

      --
      "Ask me about Loom"
    8. Re:Addiction by kerohazel · · Score: 1

      o/~ I was gonna pay my rent, but then I got high^H^H^H^H^H^H^H^H played too much Civ IV o/~

      --
      Skype is too convoluted... Now I'm reverse-engineering the Kyoto Protocol.
    9. Re:Addiction by TrevorB · · Score: 1

      Hell, I addicted my then to be future wife by having Civ 1 in my university dorm room. We were married 3 years later and have been happily married for 10 years now.

      All these stories of broken relationships and failed courses have to be balanced somehow.

    10. Re:Addiction by WilliamSChips · · Score: 1

      It's Greenspun's 10th Rule. The Rule is: "Any sufficiently complicated C or Fortran program contains an ad-hoc, informally-specified, bug-ridden, slow implementation of half of Common Lisp."

      --
      Please, for the good of Humanity, vote Obama.
    11. Re:Addiction by MBraynard · · Score: 1

      I worry that all the funny mods will discount it as a 'highly modded question'.

    12. Re:Addiction by thrull1 · · Score: 1

      One thing that used to be in these games and really has been lost is some form of Email based play. I play my turn and when I end my turn, it passes the game off to you and when you're finished, the game goes to the next person and so on. Finally it gets back to the host who then calculates the AI turns and play continues. I would really love to be able to play this with friends who don't have the same schedule or can't sit down for 5 hours at a time to do a game but can spare the couple minutes for a turn. Come to think of it, I can't spare 5++++ hours at a time!

      --
      When you understand why you dismiss all the other possible gods, you will understand why I dismiss yours-Stephen Roberts
    13. Re:Addiction by Anonymous Coward · · Score: 0

      Nope. I won with a culture victory. Oddly enough I was playing as the Americans :P

    14. Re:Addiction by Petrushka · · Score: 1

      I also liked the "follow-up" to that in Neverwinter Nights -- "Although your characters don't have to eat, monsters do. They eat adventurers."

      Come to that, I just remembered another message from BG2, popping up again in KotOR - "You must gather your party before venturing forth." Fortunately without the annoying voice over :-)

  7. Unit Moddablity? by EngineeringMarvel · · Score: 5, Interesting

    Will there be any limitations on the moddablity of the units in the game? This ranges from the textures (the way they look), the abilities (can new ones be added), and stats (A/D/B). Or to rephrase the question, what do you expect modders will look forward to the most when it comes to modding the units in the game?

    --
    I couldn't think of anything witty to say, so...you're stuck with this.
    1. Re:Unit Moddablity? by Orne · · Score: 1

      As it looks right now, no, there are no limits. Most of the game appears to be completely customizable, at almost all levels. It will come with a Map Editor, unit data in XML files, a Python scripting engine for custom actions, and an AI SDK (to be released later) for customizing a civ.

      I've only looked a little into this, but CivFanatics.com has put together a much more comprehensive FAQ, including a section on customizing Civ 4.

    2. Re:Unit Moddablity? by z-man · · Score: 1

      I hope there are some restrictions on the way a unit looks. God knows I'd be pissed off if I saw a foreign settler next to one of my cities, but in actuality it was a disguised knight.

  8. Wonders by Anonymous Coward · · Score: 0

    Have you considered maybe making each wonder you do progressively harder? That is to say if you already have 4, then the next one will be harder for you than someone who hasn't made any. It might balance the game a little better and let me build one of the bloody things once and a while.

    1. Re:Wonders by muszek · · Score: 1

      Good idea. They used it in Rise of Nations and it was a nice balancing factor. IMHO Civ games should be more balanced.

      My question: are you going to implement something that would ensure "fair" starting locations? It's wildly random in Civ III.

  9. I'll just ask in advance... by utexaspunk · · Score: 4, Funny

    ...since I'll probably be too busy playing it once it comes out... Can I have my life back?

  10. This is Slashdot, so I have to ask it... by Weaselmancer · · Score: 1, Interesting

    Planning on releasing a Linux version? Or any other OS other than Windows?

    --
    Weaselmancer
    rediculous.
  11. Adding custom units - how much of a pain? by Anonymous Coward · · Score: 2, Interesting

    In regards to adding units with custom/new graphics to the game..
    In civ2 adding units was very simple. Cut/Paste an image, add a line to a single text file. In civ3 this was a serious PITA, we needed to use external software to render in hundreads of animation frames, hope things were on scale and lined up correctly, then edit no less than three config files just to add a single unit. Can you give me, any hope that adding custom graphics for a unit to civ4 will be easier in the vein of civ2 and less like the crosspatched swamp that was civ3?

    -GenTimJS

  12. Q. by Anonymous Coward · · Score: 0

    Why is Zonk still an editor? Bring back simoniker, anyone.

  13. name? by Anonymous Coward · · Score: 0

    What is this guy's name, Sore Johnson?

  14. Civ Disease by Comatose51 · · Score: 4, Funny

    My question is, do the developers suffer from the same Civilization Disease as the players? What I mean is telling yourself, "Just one more turn..." and the next thing you know, the sun is out again, the dog's starved to death, and your cloth is back in fashion again. I really hope not because I can't wait that long for Civ IV.

    --
    EvilCON - Made Famous by /.
    1. Re:Civ Disease by LowneWulf · · Score: 1

      This was released in a special Civ3 collector's edition with a video about the making of Civ3.

      The answer is yes.

      I believe it involved realising it was 3 in the morning, that the Aztecs were never going to crumble, and completely forgetting what bug they were looking to reproduce.

    2. Re:Civ Disease by Anonymous Coward · · Score: 0

      Gamer geeks clothes were never in fashion, in the first place.

    3. Re:Civ Disease by WilliamSChips · · Score: 1

      Gamer geeks' "clothes" were in fashion, just not for gamer geeks.

      --
      Please, for the good of Humanity, vote Obama.
  15. Extensibility by Frac · · Score: 5, Interesting

    With Civilization IV being so flexible and moddable, do you see a Civilization V in the future? Or do you see IV becoming a platform where new content become expansion pack, just like The Sims franchise?

  16. Family Gaming by carambola5 · · Score: 5, Interesting

    Growing up, playing games with the family meant getting out classic boardgames like Monopoly, Risk, etc. The Civilization games seem like a prime candidate for breaking into the family-game-playing field. What, if any, steps has your team taken to bring your game(s) to the level of "game night with the kids?" What technologies, such as display and control, need to be developed before such an environment is realized?

    --
    IWARS.
    People, in general, disappoint me. Politicians even more so.
    1. Re:Family Gaming by DJNephilim · · Score: 1

      Umm...there is a Civ board game you can buy. Saw it just the other day at the Discovery Channel Store.

      --
      Enemy of the Sun
    2. Re:Family Gaming by Anonymous Coward · · Score: 0

      There IS a Civilization board game, though I do not know if it is related to computer games. It IS, however, a VERY long and complicated game, and that's if you play the basic version. That version ended up having a few imbalances that were fixed if you bought the Advanced Civilization package that enhanced the game and made it even longer and more complicated.

    3. Re:Family Gaming by SillySnake · · Score: 1
      As a fan of the board game, it's hardly a 'night at home with the family' sort of undertaking. Games tend to take upwards of 8+ hours to play, and often times we end up quitting because after starting reasonably early for college age kids (i.e. 8-9pm) and finding yourself tired at 7:00am and no end to the game in sight.. I can't exactly see mom and dad sitting down after dinner with the kiddos to play the board game.

      And while it's not exactly like the computer version, it's still fun :)

    4. Re:Family Gaming by N35t0r · · Score: 1

      Not that civilization boardgame. That one was published by Avalon Hill a long time ago (there's even a computer version around, called Avalon Hill's Advanced Civilization). He probably means Sid Meier's Civilization: The Boardgame published by Eagle Games

    5. Re:Family Gaming by DJNephilim · · Score: 1

      I see. Well, at least the choice is there (although I seem to remember some cutthroat monopoly sessions lasting well past the 5-6 hour mark). Do you think a fan of Axis and Allies would enjoy the board game?

      --
      Enemy of the Sun
    6. Re:Family Gaming by Anonymous Coward · · Score: 0

      everyone who has commented on this has talked about the board game. I think the comment is really about how to make family computer games. How can you do that when you only have one screen? Almost every game has some ability to have secret knowledge, so how is it that you could make a computer system playable with multiple people?

    7. Re:Family Gaming by gibson_81 · · Score: 1

      Well, you might ... I like both A&A and Civ board game.

      I think the main difference is that there are no dice used - all combat is "most units wins" (with Militia being the only unit, six Militias banding together to build a city). Some randomness is introduced by various disasters being mixed with the trade cards (used to buy tech), but essentially most games will develop the same way unless you switch starting places.

  17. Politics... by MosesJones · · Score: 5, Interesting

    How much will CiV4 use political shifts in countries as a cyclical change in approaches (e.g. new democratic leader with a different political alignment will form different alliances).

    --
    An Eye for an Eye will make the whole world blind - Gandhi
  18. Re:Please, get some decent programmers. by DistantShadow · · Score: 1

    Was there a question in there somewhere?

    -ds

  19. Use of Python as a modding language by Anonymous Coward · · Score: 0

    Civilization IV will use the Python programming language for modding purposes. It is not the only recent game to use it; the Battlefield 2 developers have followed the same path. Is this a coincidence? Why have you chosen Python over other languages, such as C or Perl for example?

    1. Re:Use of Python as a modding language by Doc_NH · · Score: 1

      I met through a friend someone from the "Freedom Force vs the 3rd Reich" team that said Python was used to script some(all?) of the bad guy AI.

      Is there a short answer to why python is suited for gaming?

      --
      if vegetarians eat vegetables why are cannibals not humanitarians.
  20. How much is Sid involved? by FortKnox · · Score: 5, Interesting

    It seems like every sequel that comes out Sid is less and less involved in the product. How much is Sid involved in 4? Does he help code? Help design? Help produce? Or stamp his name on the finished product?

    No bad vibes, meant to the Gaming God... just curious how involved he is with the 5th (counting "Alpha Centauri") cantation of his classic...

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
  21. Unmoddable parts and Multiplayer. by Anonymous Coward · · Score: 0

    I have a two-parter. Which parts of Civ IV *will not* be moddable? And also, from my (extensive heh) reading, I'm concerned that there will be no way to play modded multiplayer games. Is that the case? As a developer myself, I can see why you'd want to avoid that can of worms altogether - but which methods have you considered (if any) to allow for multiplayer mods?

  22. Why to purchase by jkmartin · · Score: 4, Interesting

    What was done wrong or poorly in Civilization and its numerous sequels and expansion packs that is being addressed now and provide a compelling reason to purchase Civilization 4?

  23. freeciv.org - opensource civ by Lord+Satri · · Score: 1, Offtopic

    Well, someone had to provide this link :-)

    http://freeciv.org/

    Ok, graphics are not are great, but the gameplay is still interesting :-)
    Opensource, of course.

    1. Re:freeciv.org - opensource civ by Mr+Guy · · Score: 1

      Nonsense, the graphics are perfect for a STRATEGY GAME. You can tell the difference, at a glance, between the peices and which player they belong to. What else do you need, graphic wise?

      The emphasis on 3D graphics is more of a warning to me that the gameplay will probably have problems.

    2. Re:freeciv.org - opensource civ by kyrre · · Score: 1

      I agree. Look at Railroad Tycoon 3. Seems like they spent most of the time tweaking their graphics engine. Gameplay on game stopping bugs ruined the whole game. I wish they would opensource RT2 so fans can fix the multiplayer issues in that game.

  24. The ultimate question.... by nullset · · Score: 0, Offtopic

    Boxers or briefs?

  25. Python questions by mrseigen · · Score: 1

    What version of Python are you using? Is it a mainstream distribution or one of the performance-oriented distros like Stackless?

  26. We have the technology... by magpi3 · · Score: 3, Informative
  27. Re:Please, get some decent programmers. by Anonymous Coward · · Score: 0

    Sounds like you were running these on crap machines.
    I never had that problem with any of my Civ games (1 - 3).

  28. Time Delays by ranton · · Score: 4, Insightful

    In Civ III there were unmanageable time delays in between each turn at the mid-late stages of the game. If you played on a large or huge world, it could take five minutes or more for the AI to complete its turn. And you couldnt just go and eat a sandwitch, because there would be prompts along the way for diplomacy and such that you had to be ready to click on. Is this new version of Civilization going to run faster, even on non top of the line computers?

    --
    -- All that is necessary for the triumph of evil is that good men do nothing. -- Edmund Burke
    1. Re:Time Delays by MalaclypseTheYounger · · Score: 1

      Someone please mod this up.

      Even when I'm the last civilization on earth (apart from a couple puny guys on islands), it seems to take FOREVER for all my workers to complete their works, etc.

      --
      Check out the best P2P sharing website: MEDIACHEST.COM
  29. Mac version? by Naum · · Score: 2, Insightful

    Or is it suited for single platform (Win OS) only?

    Multiplatform development has been wildly successful for Blizzard, it would profit Civ IV.

    --

    AZspot
    1. Re:Mac version? by Radres · · Score: 1

      I call troll. Civilization is one of the most popular games ever, and it only makes sense that they release a Mac version. It may be slightly delayed after the PC version, but I see no reason why they wouldn't follow suit with Civ4 for Mac.

  30. Most important question by GodHead · · Score: 1, Funny


    What have you heard about the next Starcraft?

    --
    Just wait till some crappy band steals your nic.
  31. How customisable? by m50d · · Score: 5, Interesting

    Civ3 was wonderfully customisable as long as you were sticking with a civ-type game, but even basic reaching beyond this ran into trouble, e.g. I found no way to get the map generator to have different weighting of tile types, or extend the number of varieties beyond the land/sea split. Have all these kind of limitations been removed? How possible is a total conversion? What about conversions to a different game type?

    --
    I am trolling
    1. Re:How customisable? by Dun+Malg · · Score: 3, Interesting
      Civ3 was wonderfully customisable as long as you were sticking with a civ-type game, but even basic reaching beyond this ran into trouble, e.g. I found no way to get the map generator to have different weighting of tile types, or extend the number of varieties beyond the land/sea split. Have all these kind of limitations been removed? How possible is a total conversion? What about conversions to a different game type?

      I imagine there will always be some aspects that won't be moddable, if for no other reason than you gotta anchor the game system somewhere.

      For example, I have no great hopes of seeing my "alien invaders" scenario get much easier to implement. The premise is that you are a space-faring alien civ (with all techs) crash landed on an already developed planet. Basically, you're given one settler and a couple defense-only "mecha" units in some random spot on the map, but all the other civs have already had 40-80 turns to build up their empires. The only way I could do this in Civ3 was to force the "alien invader" player to build a large and difficult wonder only available to them (I called it "Spacecraft Salvage") before they could build any new units. This basically forced the player to sit there and press "next turn" 40-80 times in order to give the enemy civs a head start. It was a fun scenario because the strategies get really weird when it's one small hyper-advanced civ vs. a half dozen crazy beligerant iron age, renaissance, or industrial age civs; but it was always a pain to sit there and hit space for 10 minutes at the beginning of every game.

      --
      If a job's not worth doing, it's not worth doing right.
    2. Re:How customisable? by m50d · · Score: 1
      I imagine there will always be some aspects that won't be moddable, if for no other reason than you gotta anchor the game system somewhere.

      The tile basis, and probably the city system in practice since so much of the game centres around it, but even that could be made replaceable. Certainly far less needs to be locked than is in civ3. Think of, say, the morrowind engine, which can do just about anything that has a 3d view and a player character, or the unreal engine which comes pretty close.

      --
      I am trolling
    3. Re:How customisable? by Digital+Vomit · · Score: 1
      but it was always a pain to sit there and hit space for 10 minutes at the beginning of every game.

      Did you not know that there is was an option to turn of the "wait at end of turn" feature?

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    4. Re:How customisable? by Dun+Malg · · Score: 1
      Did you not know that there is was an option to turn of the "wait at end of turn" feature?

      That check box should read "wait at end of every turn". Disabling it cuts down the number of times it pauses for input, but you still end up pounding that enter key an awful lot. It's not just the end of turn pause, either. It's also all those other input-required, but not relevant to that scenario events as well. If all your unit actions are set to automate, or you have no actions at all, it will automatically wait at the end of the turn, check box be damned. Trust me, there's no way to make it "freewheel" through forty-odd turns. If that box was checked I'd have been sitting there for THIRTY minutes pounding the enter key.

      --
      If a job's not worth doing, it's not worth doing right.
  32. I have a follow-up question ... by Bearpaw · · Score: 1

    Can we get an alarm clock / periodic reminder option, as in Master of Orion 3? (Not that I really needed it for that game, unfortunately.)

  33. 3D Modeling by Anonymous Coward · · Score: 2, Interesting

    Will modders be able to create and modify the 3D models used in Civ4? If not, the modding will be somewhat limited (although the Python scripting and XML based configuration will be great). As I understand it, there are no open-source or free tools for modding the NIF 3D models used by the new version of Gamebryo, which Civ4 is using. With closed-source 3D models, no creating your own units or modding the look of existing ones. Maybe there's a tool in the SDK? What's in that SDK anyway?

  34. Civ Economy by reynard_ze_fox · · Score: 5, Interesting
    Do you have any plans to include other means of warfare, such as economic warfare and the use of interest rates, bonds, companies and good old fashioned money to conquer? It could add another layer of depth once players approach the modern age.

    Imagine a small country becoming a trading / banking power, sort of like the Dutch (minus the whole tulip fiasco), or Switzerland, countries that can buy their immunity and economically dominate other countries.

    Just a thought...

    1. Re:Civ Economy by exp(pi*sqrt(163)) · · Score: 0, Flamebait

      Don't forget to add features like securing contracts for your cronies to make money from reconstructing defeating countries, placating your oil hungry population by securing and maintaining oil pipelines that span potentially hostile countries, the ability to impose forms of government and constitutions on nations you invade and manipulating the media in your own country to gain support for overseas actions that might otherwise lower the morale of your population.

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    2. Re:Civ Economy by reynard_ze_fox · · Score: 1

      Word of the Day: acerbic

    3. Re:Civ Economy by turambar386 · · Score: 1
      Don't forget to add features like securing contracts for your cronies to make money from reconstructing defeating countries

      Yes, I always thought it was silly that there could be no corruption in democracies.

      manipulating the media in your own country to gain support for overseas actions

      Again, I found it strange that there was no way to control rampant civil unrest in a democracy during wartime.

    4. Re:Civ Economy by Reducer2001 · · Score: 1

      Alpha Centauri had a win situation similar to this, in which it was possible to corner the energy market. Energy was this games substitute for money.

      --
      When you get to hell -- tell 'em Itchy sent ya!
    5. Re:Civ Economy by Anonymous Coward · · Score: 0

      The religious warfare (via missionaries) is a pretty neat idea along the same lines. Economic warfare could be abstracted to loans, with serious consequences for a default.

    6. Re:Civ Economy by exp(pi*sqrt(163)) · · Score: 1

      Propaganda has played an important role in just about every war ever fought. I'm surprised it's not a part of any of the Civilizations I've played. They should also allow you to load up bombers with propaganda leaflets that you can drop on the enemy.

      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    7. Re:Civ Economy by magicianeer · · Score: 1

      It is already possible to win Civ 3 with Economics. Two methods:

      1) Convince all of the AI to pay you Gold Per Turn for technology. This deal lasts 20 turns. For these 20 turns, the AI is converting commerce into cash to pay you instead of producing science or supporting military. You boost your science by the amount of the payment. Repeat whenever possible. If you can keep most of the AI on these deals for an age, they become 'addicted' and you will have a permenant tech lead.

      2) Instigate wars: Pay the #2 or #3 ranked AI to form an alliance with you to beat the #1 AI, but only exert yourself enough to make sure your ally is not wiped out. Repeat with a different ally. After a while, some of these wars become self-sustaining feuds with AI too weak to overrun each other.

      --
      You can have it good, fast, or cheap. Pick any two.
  35. Massively Multiplayer Civ by neo · · Score: 1

    What would be required to make this version of Civ Massively Multiplayer, with expansive lands and server hooks for 10,000 players per game?

    1. Re:Massively Multiplayer Civ by Anonymous Coward · · Score: 0

      Did you ever PLAY civ? Even the original Civ could take anywhere from 6 to > 24 hours of gameplay to finish - and that's with one player making changes and decisions. You'd have to sacrifice the gameplay entirely to do something like that. Like WoW, they killed their RTS roots and plucked characters from the series to give a familiar cast, unfortunately Civ only used world leaders, so it would be more like "History of the World Part 4" or something.

      I get dibs on the first raid to kill Gandhi and his Peacemaker entourage.

    2. Re:Massively Multiplayer Civ by Anonymous Coward · · Score: 0
      > Did you ever PLAY civ? Even the original Civ could take anywhere from 6 to > 24 hours of gameplay to finish - and that's with one player making changes and decisions.

      I'm not the parent or grandparent poster, but that's the whole point. A game that would take years of real time, and months of logged-in-time-per-player, to play out.

      > unfortunately Civ only used world leaders, so it would be more like "History of the World Part 4" or something.

      Which is precisely what I'd want to experience in a Civ MMORPG. The better I do (hours, skills, money), the more rank I can buy in my faction, and the more responsibility I have for strategic decisions. Some players want to be "God" (faction leader, economic and resource decisionmaking). Others want to be a General (military leader, given certain units, order an allied guild to raid a city). Others want to be crafters (here's a farming unit, go settle this square). And lots of players want to be footsoldiers (PVP crowd - kill all the opposing guys, either 1 on 1, or small-squad of 6-20 people vs 6-20 people.).

  36. Do you think 3D graphics will enhance gameplay? by Anubis333 · · Score: 5, Interesting

    As a long time Civ player, I would have to say that I really didn't understand why it moved to 3D graphics. The 3D rendered sprites weren't really comparable to the 2d artwork, and it didn't really feel like a needed addition. Will having the engine be entirely 3D actually add to the gameplay in any way, other than have objects occlude one another?

    When I say 'add to the gameplay' I mean, add to the game experience in a way 2D sprites couldn't. For example: Physics, multipls views, wind, etc.. (I have only really seen the 3D globe, and like the idea)

    As a 3D game developer, I have seen so many of my favorite games rehashed into 3D versions just because the developers thought that a 2D sprite-based game cannot make it in this market, and that annoys me. From Pirates! to Monkey Island, it seems developers would rather make a 3D game without any real need for 3D art or gameplay elements. Do you feel this pressure, or do you feel that a 3D game is inherently better because it has a new dimention? (Even if it still has the same locked off camera angle and usually poorer quality art assets)

    1. Re:Do you think 3D graphics will enhance gameplay? by stretch0611 · · Score: 2, Interesting

      I Agree. I am an oldtime gamer now. I want to know what game play enhancements you are creating. I am not interested in how the new version is pretty and uses 3d graphics. What are you doing to the underlying game to get me addicted to it?

      --
      Looking for a job?
      Want your resume written professionally?
      DON'T USE TUNAREZ!!!
    2. Re:Do you think 3D graphics will enhance gameplay? by Kjella · · Score: 1
      I've seen the trend, and one of the big reasons they do it is simply to sell another sequel. Occam's razor and all that. Secondly, you and me probably grew up with games where we were locked in 2D/3D isometric views. We're asking "Why do you need 3D freeform?". People that grow up today ask "Why can't I move freely in 3D?" It's the same as graphics, we ask "Why do you need so flashy graphics?" where younger players ask "Why are the graphics so blocky and ugly?" Expectations change.

      Looknig a little at quality theory, they typically split features into three categories:
      • Must-haves: Features people consider a big minus if lacking, not really a plus if present. Things they take for granted.
      • Core features: Count both negatively and positively.
      • Bonus features: Irrelevant if the product is otherwise poor, a plus if the product is good.

      When we grew up, this used to be a bonus feature. Now, I'd say it's a core feature at least. Depending on the genre, perhaps even a must-have. I must admit, I'm rarely impressed by flashy graphics. But I do notice it when they're sadly lacking. It is sort of the same "designed by geeks" feeling I get from certain OSS applications, not that I have a problem with that. But I can tell where my mom would get dazed and confused by them...

      Kjella
      --
      Live today, because you never know what tomorrow brings
    3. Re:Do you think 3D graphics will enhance gameplay? by Dr.+Spork · · Score: 1

      Agreed, this was on my mind as well. Civ in 2D is just as playable and prettier than any given view of 3D, or so it seems to me.

    4. Re:Do you think 3D graphics will enhance gameplay? by xMilkmanDanx · · Score: 1

      Part of the advantage of 3D vs. 2D in game development is that 2D requires a LOT more artists (and good ones to boot) to get a polished looking screen than does 3D. 3D the art is in the render engine and a little bit in texture selection/alignment.

      Least that's my take on why so many games get done with 3D now.

  37. Religion by karvind · · Score: 2, Insightful
    From an earlier IGN article: The first Civilization to discover a technology attached to the founding of a religion will establish a holy city for that religion and it will begin to spread, although slowly. To speed up the process, you can create missionaries and send them out to try to convert other cities. Also, just like the Civics, AI leaders may try to get you to convert to their religion.

    My question: I have recently adopted Pastafarian and would like to know if Civ 4 will support it ?

  38. Master of Magic by Rocko+Bonaparte · · Score: 1

    I'm curious if this new framework will make the game moddable something that plays like Master of Magic. I'm sure they don't want to get into any legal trouble with their claims, so I'll be a little more vague. Could it be readily feasible to have a spellbook to perform various affects from both combat and the overland map? Can the way combat is done be overhauled so that stacks of units can be controlled in a separate combat setting?

    --
    No I'm not trolling.
  39. Empire by Urusai · · Score: 0

    I used to play (in fact I'd hacked the dox check of) an old game called Empire circa 1989. The original Civilization's core gameplay appears to be copied directly from Empire. When Civ came out, I said to myself, "This is Empire done up right." Is it true that Civ is basically just a pimped up version of Empire?

  40. Coupon for "Depends," IV feed kit in every box! by StefanJ · · Score: 1

    I now have a unignorable timer that keeps me from playing games too long:

    My eighty pound Belgian Shepherd mix, who pummels me with her forepaws when she's decided I've been sitting around too long.

    Stefan

  41. Which user-requested features? by jiawen · · Score: 3, Insightful

    Which user-requested features are you implementing?

    One of the things I've wanted most is the ability to name geographical features (Commander Taco Mountain, The River Sid, etc.). This is helpful both aesthetically and practically. Any chance of such an improvement in Civ IV?

    I hope that rivers make more sense generally -- i.e., movement by river should be faster than overland. The model in Civ III leads to explorers going from mountaintop to mountaintop, which is not at all historically accurate.

    Oh, also -- any chance you'd be willing to pay for a new computer for me, so I can actually run the game?

    1. Re:Which user-requested features? by Princeofcups · · Score: 3, Interesting

      > I hope that rivers make more sense generally -- i.e., movement by river should be faster than overland. The model in Civ III leads to
      > explorers going from mountaintop to mountaintop, which is not at all historically accurate.

      Or the often maligned fact that trains move across the world instantaniously, but it takes an aircraft 20 years to do the same. Civ has always been great up to about the invention of gunpowder, then it breaks down into a total mess.

      jfs

      --
      The only thing worse than a Democrat is a Republican.
    2. Re:Which user-requested features? by cheesybagel · · Score: 1

      Which new features are you implementing? Were they user-requested? How did you come to the feature list?

    3. Re:Which user-requested features? by jiawen · · Score: 1

      Well-phrased!

  42. System Requirements by oliana · · Score: 1
    The posted requirements from here list the following requirements:
    In an interview for StrategyInformer, a 2K Games representative stated that the minimum requirements will be: 1GHz processor, 256MB of RAM and a video card with T&L support.
    The recommended requirements are: Pentium 4 processor, 512 MB RAM and a video card with performances as good as ATI's Radeon 9800.
    In this version will there be methods of turning off the new and fabulous looking, but inevitably cpu/gpu killer graphics and animations so that mere mortals can play this on their current PC?
    --
    In Soviet Russia, asses suck this joke.
  43. CLR Script Engine by JoelMartinez · · Score: 1

    Wondering if you guys ever considered using .NET as the scripting language (potentially using mono for cross platform ... ness). For background, see what the second life guys are doing with it

    1. Re:CLR Script Engine by Anonymous Coward · · Score: 0

      More formally:

      Why Python? Why not .NET, Java, Ruby, Lua, etc? What are the pros and cons that Python brings to the table?

    2. Re:CLR Script Engine by squiggleslash · · Score: 1

      They probably had the same problem as the rest of us - there was one Python advocate in the office who just wouldn't shut up about how good it was, and how it was better than all the other languages, and how it's soooooo much better than Java, and look I had to write this program to extract a column of data from a CSV file which would have taken months in C but I was able to just import the "cut" module and write the entire thing in three lines of Python and it's just really great and you can't do that kind of thing in C and C sucks and SHUT UP! SHUT THE F--- UP!! OK, OK, WE'LL USE PYTHON! JUST STOP TALKING ABOUT IT ON AND ON AND ON LIKE IT'S GOD'S GIFT TO PROGRAMMING! Jeez.

      --
      You are not alone. This is not normal. None of this is normal.
    3. Re:CLR Script Engine by Mercano · · Score: 1

      Mind if I throw JavaScript onto your list? Seems to be coming up alot. Konfabulator and the other widget engines spring to mind.

      --
      #include <signature.h>
  44. what was the worst technology decision you made? by Surt · · Score: 5, Interesting

    And what would you do differently if you could go back and reverse that decision?

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  45. Working with Sid by Avacar · · Score: 5, Interesting

    As the Dev Team, how do you feel working with Sid? Did you play his games before you became a game developer? If so, do you feel intimidated working with an icon of the industry? Were you part of Sid's original team? If so, how has project management changed throughout the years on his projects?

  46. Incorrectly modded! by Elad+Alon · · Score: 1

    This should be modded "funny", not "interesting".

    --
    News for merdes. Shit that matters.
    Ask me about my sig.
  47. One Question by Anonymous Coward · · Score: 0

    Why Python over Ruby?

  48. Please make a short mode game by spicydragonz · · Score: 3, Interesting

    Is there any plan for a short form game? It would be nice if i could sit down and finish an entire game in 1-2 hours instead of many many hours.

    1. Re:Please make a short mode game by Anonymous Coward · · Score: 0

      There is a short-game option. And a medium length, and a long length.

      This is the best listing of game details I've seen to date.

      http://www.civfanatics.com/civ4/info/

  49. Terrorism by Anonymous Coward · · Score: 0

    In light of recent world events, will some form of terrorism be included in the game?

    1. Re:Terrorism by Anonymous Coward · · Score: 0

      Terrorism was already in the game, albeit state terrorism. You could blow up cities' improvements or poison its poor citizens.

  50. Obligatory Bash Zonk Thread Here by Anonymous Coward · · Score: 0

    For all you whiney little fucktards.

  51. civ2 - civ4 by N3wsByt3 · · Score: 5, Interesting

    As many, I started with civ1, which was a nice game, for its time. I simply adored civ2, which I have played over and over again, and it continues - even today - to be a game I (re)play now and then. This may seem as no big deal, until one realises I have *never* felt an urge to repeatedly play a game several times; mostly I play it once through, and I'm rather bored by it, be it an RPG, a first-person-shooter, or a strategic oriented game - which usually I like the most and on average I play 3-4 times. After a while, *no* game can hold my interest I've noticed, the notable exeption being civ2.

    Alas...when civ3 came out, it didn't do it for me. Despite the poor graphics compared to civ3, I still prefer civ2. It's not easy to put the finger on the the reason why, but I suspect it's because civ3 has become a bit *too* complex. It's all very nice to have borders of influence, and insurgents in cities, and elaborate negotiation...but, somehow, I find civ2 is just easier and more fun to play. Sometimes, one just wants to 'go for it', without all the extra complexity. Now, will it be possible to play Civ4 in a 'easy' mode, which makes it more simple and user-friendly according to the lines (and rules) of civ2? I really think such a 'easy' setting would be greatly appreciated by those who want less complexity, and more simple, user-friendly gameplay.
    Alternatively, will you place the civ2 game (and engine) under the GPL or similar licence, so people might freely hack and expand on that?

    --
    --- "To pee or not to pee, that is the question." ---
    1. Re:civ2 - civ4 by kyrre · · Score: 1

      >Alternatively, will you place the civ2 game (and engine) under the GPL or similar licence, so people might freely hack and expand on that?

      Have you looked at freeciv? Its a cross between CIV 1, CIV 2 and is getting some features of its own.

    2. Re:civ2 - civ4 by Anonymous Coward · · Score: 0
      This may seem as no big deal, until one realises I have *never* felt an urge to repeatedly play a game several times

      At first I thought, "okay, that's no big deal." Then when I realized that you've *never* played a game repeatedly several times I was like, "wow!!!"

    3. Re:civ2 - civ4 by N3wsByt3 · · Score: 1

      I'll note in my blog I received a 'wow' from an Anonymous Coward.

      Well...ok; I won't. But rest assured I said equally 'wow' to it! ;-)

      --
      --- "To pee or not to pee, that is the question." ---
    4. Re:civ2 - civ4 by Fastball · · Score: 1

      Totally agree. Hey, Civ3 was well done. But when you spend a fair chunk of your time supressing bitchass dissidents, it ceases to be a game. There's something beautiful about being able to get a sizeable scientific edge, converting to fundamentalism, raising serious coin, building an impressive force in a few short turns, and unleashing unholy, savage hell on the rest of the world. The ability to buy cities out from underneath opposing civs with spies is a nice touch too. Challenging? Maybe not. Sinfully fun? YES.

  52. Mandatory ... by Midnight+Thunder · · Score: 2, Insightful

    After the Ubisoft PR department pretending to be the dev team:

      "Is this really the developer team answering these questions?" ;)

    --
    Jumpstart the tartan drive.
    1. Re:Mandatory ... by Anonymous Coward · · Score: 0

      The parents question is even more important after the WoW "dev team" responses from last week!

  53. Responsibility for user-created mods? by Anonymous Coward · · Score: 0

    Recently, there was the big furore over the "hot coffee" mod for GTA, resulting in the game being taken off the shelves and recoded, and a patch being issued to invalidate the mod. Although the data was already in the game, and the mod only made it accessible, this has still had the apparent fallout amongst the general public and the government of making it seem as though developers are responsible for the actions they allow modders to make to their game.

    Your game looks to be one of the most modable games ever, and presumably it's possible to make an offensive mod with it (for a given value of offensive.) Are you worried about possible ramifications of modders actions with your title, have you taken any action to limit potentially offensive content within your mod, and what are your feelings on the issue as a whole?

    (Posting as anonymous coward because I've been IP banned for way over a year, and had no response to e-mails regarding the issue.)

  54. Civ-Evolution - opensource civ by Anonymous Coward · · Score: 0

    And this one:

    http://www.c-evo.org/

    And its graphics are great.

  55. Tedium by Beetle+B. · · Score: 1

    Does Civ IV solve the tedium of moving a huge number of troops from one place to another? That seemed to plague all the three previous Civilizations...

    --
    Beetle B.
    1. Re:Tedium by Zatic · · Score: 1

      Well, in Civ3 simply press "j" with a unit in a stack of units to move the whole stack :-)

  56. Portability by Parity · · Score: 4, Interesting

    On my Linux box, I have the Firaxis game 'Alpha Centauri', ported by Loki Games. (As far as I know, Alpha Centauri is the only Firaxis game that runs on any non-Microsoft platform.) While any game could eventually be ported to any platform, choosing to use traditional sockets for networks and OpenGL for graphics and so on will make such action significantly smoother, and I believe is a strong consideration in choosing games for the Linux porting houses. Is there any thought going into portable design, any plan to release on any operating system other than Windows, and in particular, any plan - or thought of - releasing on Linux?

    --
    --Parity
    'Card carrying' member of the EFF.
    1. Re:Portability by AvitarX · · Score: 1

      Worth noting Alpha Centauri was hell to port.

      It used voxels and self midifying assembly language (from Programming Linux Games), the author of the BeOS port said that a large part of his going out of business was the effort required to port it, after being told it was very portable (the other factors being limited demand, and a contract that he was verbaly let out of gently, but then later sued for. Lack of demand was probably the biggest factor.).

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    2. Re:Portability by Parity · · Score: 1

      Yeah, I thought something like that might've been the case. I think the effort in porting of several of their titles were a factor in loki's downfall. Certainly LGP seems to examine the porting difficulty of any title very closely. I'll have to look ing Programming Linux Games again, I don't remember that reference.

      Gotta say that Alpha Centauri is a great game though. I gave it rest for awhile, but I've been playing it again lately. It's a pretty decent multiplayer game too, though there are some interface issues with 'waiting for clearance to resolve a major action' ... you get stalled if you take over a city while another player is messing with their build queues.

      (Realistically, I think the answer to my question is, 'no, we don't give a damn about portability, and no, we'll -never- allow a Linux version,' but, y'know, I want to hear them actually say it, and hear whether their reasoning is more 'portability takes developer time' or more 'linux is a niche market' or more 'after Loki never again'.)

      --
      --Parity
      'Card carrying' member of the EFF.
    3. Re:Portability by AvitarX · · Score: 1

      I warn then the book may be Linux Game Programming.

      I have both and cannot remember which book it is, but it is the one written by a Loki employee and fucuses mainly on SDL and 2-d games (many references to Loki throughout).

      I figured a lot of it was that Sid was old school in his programming style and that is why things were like that (in CivII the civilapedia.exe changes in size for example). Also all of his games feel like they use non-standard techniques (just as a layman based on look and feel).

      Posts in this articl say he was quite hands off so I guess it is not his fault really, but the teams. I am not saying it is even a bad thing, I would trade portability for better AI and gameplay any day of the week (well now that I need a Win box for work anyway that is).

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    4. Re:Portability by Parity · · Score: 1

      In the comments of questions-for-Sid, someone said that Sid Meier didn't actually design Alpha Centauri. Here, he says
      Brian Reynolds designed Alpha Centauri, so I don't know how much Sid actually had to do with the game. It does seem very civ-like though, I wouldn't be suprised if it used some of the same codebase even.

      EXE files that change size sound extremely disturbing. But, of course, in the DOS days, a lot of bad habits were picked up with those damn 64k pages needing to be worked around, and other 8086 architecture nightmares, and some of that doubtless carries forward.

      I've only got one of the two Programming Linux Game/s Programming books, though I can't actually recall which.

      --
      --Parity
      'Card carrying' member of the EFF.
    5. Re:Portability by AvitarX · · Score: 1

      The book is Programming Linux Games by John Hall.

      The quote is page 7 "I once thought that TBS games were easy to write, but then I saw the source code to Sid Meier's Alpha Centauri (SMAC). Most players don't realize it, but SMAC actually uses a 3D technique called voxels to render its units on the fly and to draw a height-sensitive landscape with perspective texture mapping and dynamic palette mapping (made possible by self-modifying assembly code). Sid Meier's Alpha Centauri was obviously not easy to port to Linux. While it's possible to write a good TBS game without such sophistication, don't think of the TBS genre as an easy way out-its complexity can be deceiving." (Amazon search in a book rules).

      The changing size of civilipedia.exe (in CivII) I learned from Thundurbite Anti Virus, which was a virus detector that looked at behavior, not signatures. It seemed to cache the artwork for the pages, because if you deleted it a simpler civilapedia was used, but it still worked, and actually worked better if you played scenarious.

      The game ran in Windows 3.1 so it would not suprise me if it still had DOS cruft in it.

      Off of work so figured I would clarify.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    6. Re:Portability by Parity · · Score: 1

      Ahhh. That's not the book I have. That's fascinating and kinda cool in a horrible-hackery kind of way. I'll have to see about picking up that one.

      --
      --Parity
      'Card carrying' member of the EFF.
  57. Can we "flag" points on the map? by Anonymous Coward · · Score: 1, Interesting

    I agree with another poster above...

    I'd like not only the ability to name geographical locations (like Salty Dog Sea or Cmdr Taco Mt.) but similar to SimCity 3K be able to plant named flags -- that the other players don't see, of course -- so that I can remember my strategy when I come back to the game. Kind of like you see in old movies where the Generals are discussing their war strategy.

    For example, it would be really nice to be able to put a pin onto the map and label it "objective 3 - after tanks invented" or "Don't forget to reinforce here from London".

    That way I could take a break, eat some food, get some sleep.... heck even wait for the next weekend. That would go such a long way towards convincing my wife I wasn't obsessed.

    1. Re:Can we "flag" points on the map? by turambar386 · · Score: 1

      Yes, I remember those old war movies, too...

      "General Lee... should we try to take Gettysburg?"

      "No, Colonel Taylor, let's wait until M-1 Main Battle Tanks are invented, then we'll show those Yankee bastards!"

    2. Re:Can we "flag" points on the map? by The+Monster · · Score: 1

      plant named flags -- that the other players don't see, of course

      or to combine the two ideas, and expand on them...
      In Civ III Conquests, you added the ability to rename any unit - I always like doing this with ships and Elite* units that spawned a Great Leader, and would like some additional functionality to automatically name/number units to help distinguish them. I'd like to extend this to allow me to put a tag on any space on the map, or on another civ's unit within my LOS, with 4 different text fields:
      1) a name field
      2) a longer 'memo' field, readable by everyone who has LOS of that space from an actual unit
      3) a memo field readable by my allies (those I share LOS with)
      4) a memo field only readable by me.
      The name field could be used for geographical features, while the others can serve as 'post-it' notes to remember and communicate strategic objectives. These tags can be used as targets for orders, such as a 'patrol' that has a unit moving through a series of tags to expand visibility -- When I want to make a minor adjustment to the patrol route, I just move a tag instead of recreating the orders.

      --

      [100% ISO 646 Compliant]
      SVM, ERGO MONSTRO.

  58. Re:Please, get some decent programmers. by Anonymous Coward · · Score: 0

    Mod this question down. It's fucking insulting, and would be poorly representative of the Slashdot community.

    (actually, it would be perfectly representative of the Slashdot community. We just don't want it go get out.)

  59. Modability / Portability by plaisted · · Score: 1

    I understand there are 4 levels of "modability" - The world editor, editing XML configuration files, editing the game logic in python, and modifying the AI via an SDK.

    I am wondering exactly how much of the game logic is written in python. What will the limitations be when we are modifying python scripts. Could we do something like add a fourth resource type (in addition to gold, hammers, and food)?

    Also, if all of the game logic is written in python, would this make it easier to port Civ IV to a platform such as the Nintendo DS? This is something I would really love to see.

    Thanks,
    Daniel Plaisted

  60. Building off of existing work by ChefAndCoder · · Score: 1
    When it came to Civ 4, did you decide to write the entire system from scratch or did you build off of parts (or all) of Civ 3?

    If you did have to throw out a substantial part of the original code base, how did you go about deciding what was worth keeping and what needed substantial reworking?

  61. Classic modes by AvitarX · · Score: 5, Interesting

    With the extreme modability will we be able to get classic modes of play?

    for example will I be able to play Civ 1,2 or 3, and not just their rules, but their units, tech trees and civilipedia?

    Will this be provided or will it (if possible) have to be user add-ons?

    If they are user add-ons will the team help a serious community effort to help them get the propper algorythems for combat resolution and what not (so our precious bomber can still be killed by the phalax that walks away undamaged)?

    Is this one question? I think it counts as such.

    --
    Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    1. Re:Classic modes by Anonymous Coward · · Score: 0

      I re-read my post and since it got a five I figured it would be respectful to use proper grammer and spelling. Please send this instead if the question is accepted (not heading not spell/grammer checked or re-read even):

      With the extreme modability will we be able to get classic modes of play?

      for example will I be able to play Civ 1, 2 or 3, and not just their rules, but their units, tech trees and civilipedia?

      Will this be provided or will it (if possible) have to be user add-ons?

      If they are user add-ons will the team help a serious community effort by giving them the proper algorithms for combat resolution and what not (so our precious bomber can still be killed by the phalanx that walks away undamaged)?

      Is this one question? I think it counts as such.

  62. Groups of units by Anonymous Coward · · Score: 0

    Will there be any method of creating a group of units that move together. I'm thinking about assigning a military unit to travel with a non-combat unit. You could have a group of workers building a road with infantry to defend them, or control a fleet of transports and warships as if they were one unit.

    Micromanaging large numbers of units bores or frustrates me (depending on my mood) and limits the amount of time I can continue playing in the medium to late parts of the game. I have never completed Alpha Centauri or Civ 3 because of this.

  63. Civ IV as Novel by rzed · · Score: 1

    Playing a solitaire version of Civ is like reading an interactive novel, one where the player can affect the storyline, but not in all ways. With enhanced scripting, will it be possible to * change point of view? * bring about unplanned upheavals (civil war, natural disasters, famine, etc.) in the player's (or opponents') territories? * account for sudden dynastic changes (forcing political and cultural revolutions, say)? ... these things would make playing the game more like *writing* a novel, another step forward.

  64. Other views / tiles by Juiblex · · Score: 1

    I heard it will be very extensible. Will there be support to plain 2D top-view graphics (something like a "classic"-mode), maybe even non-isometric? Sometimes the 3D graphics is too distracting from the gameplay... Also, will there be support for hexagonal tiles?

  65. Macro and Micro Management by kenp2002 · · Score: 5, Interesting

    How, in constrast to how Masters of Orion 3, will the Civ team be addressing macro and micro management aspects of the game? RTS games are forced to place heavy consideration into managing in real time units and control and the scope of an RTS prevents a snowball effect. Turned based games become burdened by logistical considerations as a result of not having that same focus on micromanagment. Managing 55 workers in Civ3 along with 35 cities becomes a logistical nightmare when governor AI doesn't learn from your play style. Directing 22 to build 13 fortresses across a continent while running rail lines to each with production queues rallied to those location but only to a max of 25 units per fortress ares and having to manually intercept an invading force resultsed in a single turn while playing Civ3 that took 2 weeks to process (thats 2 weeks of play time. It actually took about 2 months to move to the next turn.) Additionally having a stack of 75 units attack a city is a rather dull event, even worse when the computer attacks.

    Ken's Rule of Gaming: Complexity in feature should be inversly proportional to the amount of player control.

    The more complex a process is in real life, the less direct control a person has, this is what MOO3 tried to resolve.

    MOO3 was a real shock to many players but once you learned to let go of micromanagment the game becomes rather plesant and suprising. A good contrast is what Sim City is To Civilization as Civilization is to M003.

    Which Direction is Civ4 taking?

    --
    -=[ Who Is John Galt? ]=-
    1. Re:Macro and Micro Management by SatanicPuppy · · Score: 1

      The fact that you ever managed to find Moo3 entertaining shoots your credibility full of holes.

      That game was flat awful, and the automation certainly didn't help.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    2. Re:Macro and Micro Management by nicklott · · Score: 2, Interesting
      Si, what we need is the ultimate sim game: design your city, a la SimCity, and the AI learns how a successful city works -> Move up and produce a state/country of AI run cities (a la Civ) -> Move up and run a planet of AI run states -> empire of AI run planets. Of course you could be anal and start from the Sims level, or even the SimAnt level ("Can you drive your ants to take over the universe?!").

      and so forth. Anyway, what I was getting at was that Scalability and self-maintaining systems are good.

    3. Re:Macro and Micro Management by kisielk · · Score: 1

      MOO3 had to be one of the most boring strategy games ever created and one of the most disappointing sequels I have ever played. I looked forward to it for so long but then when I finally got it, most of the game time was spent clicking "next turn" and letting the automated AI do all the work, with occasionally doing some minor tweaks.

    4. Re:Macro and Micro Management by The+One+and+Only · · Score: 2, Informative

      You're talking about Spore, currently in development by Maxis. Develop life from the cellular stage up through biological evolution to a sentient race, where there's a tribal stage, a city stage, a civilization stage, and then a galactic stage.

      --
      In Repressive Burma, it's not just your connection that dies. slashdot.org/comments.pl?sid=314547&cid=20819199
    5. Re:Macro and Micro Management by mooingyak · · Score: 1

      I actually never made it through a game of Moo3, despite having played Moo2 hundreds of times. I could never even tell how well I was doing, or wether any of the things I had tried to do had any impact on the game.

      --
      William of Ockham had no beard. The most likely explanation is that it was chewed off by squirrels every morning.
    6. Re:Macro and Micro Management by kisielk · · Score: 1

      Yeah exactly, MOO2 was one of my favorite games of all time... even furthering my disappointment with MOO3 :(

    7. Re:Macro and Micro Management by nicklott · · Score: 1

      Yes, that looks exactly like what I'm talking about...

  66. Size of map and number of AI players by Anonymous Coward · · Score: 0

    One of the things I didn't like about Civ1 - Civ3 were how restrictive the game is on the number of AI players you have and the map size. In Civ3 lately I've been wanting to have large numbers of players even in the smaller maps. I've also thought that it would be need to have a "real world" scenario with say 30 AI players on a 500x500 map.

    How about letting us choose any number of AI players up to the maximum on any map size? And letting the "huge" map be larger? I've created larger custom map sizes before, but with such a small number of AI players it doesn't work well.

  67. Civ I, II and III were availible on the mac by T.Hobbes · · Score: 2, Informative

    And Civ I still runs on through classic! Try http://mac.the-underdogs.org/ for a copy.

  68. Civ IV? by kwiqsilver · · Score: 3, Funny

    Come on it's a fun game, but if you need to get it intravenously, maybe you should seek help.

  69. Modding Affecting Expansion Sales by ween14 · · Score: 1

    Most strategy games release many expansions for the game that continue to keep the game profitable months and years after release. I was wondering if you are worried that adding the ability for users to create their own mods will decrease expansions sales? Do you think that the sales, and buzz, of the full game will make up for the difference in likely decreased expansion pack sales?

    --
    Java has no friends.
  70. Mod tools for XML by SurryMt · · Score: 2, Interesting

    What tools do the developers use themselves, and what tools do they envision the mod community using to adapt Civ IV?

  71. Will you make combat outcomes more transparent? by FatSean · · Score: 1

    The docs don't always explain how the bonuses/penalties due to terrain/status/location etc.. affect the possible outcome.

    --
    Blar.
  72. Map reactive is cool, but player reactive better by KingSkippus · · Score: 5, Insightful

    I like the idea of an AI reacting to the subtleties of the map.

    But what I would like to see is an AI that reacts to how its opponent is playing.

    For example, I would like an AI that evaluates how aggressive a player is. If a player is constantly attacking the AI, it should react by foregoing some research to build up a defensive army. If a player is defensive, on the other hand, the AI should patiently build up an overwhelming attack force, complete with research upgrades and such.

    If a player shows a preference for attacking with one particular type of unit, the AI should "realize" it and start building counterunits. It would even be nice if the AI would do things like sacrifice some scouts to find out what its opponents are up to and compensate for it. Does the scout see some lots of planes in a city? Build some anti-aircraft missile batteries in surrounding areas. I've beaten lots of various players at various strategy games using these kinds of tactics. If an AI used them too, it would add a whole new dimension to player-vs.-computer strategy games.

    Plus, it would be nice for developers to observe some really good players playing, make some notes, and ask the players why they do things that the developers don't understand. Are there any general rules that can be programmed that a human uses in making decisions like when he or she starts building military units, how those units are deployed, how much and what kind of research he or she conducts and when, and so on.

    I think a cool AI feature of a game would be for the AI to "learn" how a player plays over the course of the player's games. If I beat the computer one way, it will know where it went wrong and play the next game differently, under the assumption that the player will still use some of the same tactics. Perhaps a game would even include some sort of profile manager so that if my brother plays the game, the computer will play against him differently. I've used that tactic several times in AoE2—record the games so I can go back later and study why my opponent did to spank me so badly. Next game I play against that opponent, he or she will be pwned by someone who has prepared for his or her tricks and strategies.

    I think it would also be cool for the AI to try a few odd tactics now and then to see how a player reacts. Start building a wonder. What did the player do? Immediately start one of his or her own? Use that knowledge to make him or her waste resources that could otherwise be alloted to the military. Declare war on a player out of the blue and see what happens. Does the player start making concessions to re-establish peace? If so, that player can be bluffed. Send a lone military unit to camp close to another city. Does the player attack him immediately, though he's no threat? If so, do the same thing, but have a larger army waiting on the other side of the city to go in while it's not as heavily defended.

    I guess what I'm saying is that if we could get to the point where computers are "thinking" like humans, I can finally shed the last vestiges of my need for friends to play with, and that can't be a bad thing, right? :-)

  73. New Slogan! by borawjm · · Score: 1

    "Civ4Life"

  74. Colonization by matt4077 · · Score: 2, Interesting

    Do you remember Colonization? Why isn't there a sequel to that great game, it being even more addictive than Civ.

    1. Re:Colonization by Anonymous Coward · · Score: 0

      I hate me-too posts. But I have to chime in with a "heck ya".

      Colonization is still one of my favorite Civ-type games.

    2. Re:Colonization by RoboRay · · Score: 1

      I'd have to agree. I really enjoyed Colonization and would love to see it brought up to date. If not, I hope Civ IV will be flexible enough that somebody can do a Colonization mod.

  75. Alpha Centauri by Pinefresh · · Score: 1

    Are there any plans to ever bring back AC in any form?

    1. Re:Alpha Centauri by Mercano · · Score: 1

      Related question, is the advertised modablity of Civ4 powerfull enough to create a Alpha Centeri styled game in the new engine?

      --
      #include <signature.h>
    2. Re:Alpha Centauri by aahzmandius · · Score: 1

      Specific content in AC that I'd like to see available in other Civ games:

      Ability to modify the landmass - ie raise/lower terrain ability of Formers, with the potential to attach an island to a larget continent (to take better advantage of those Wonders that only work on the current continent, especially when there's only one square missing to connect the two masses).

      I keep hearing about how mod-able Civ 4 is. Is it possible to recreate Alpha Centauri using the Civ 4 code?

      --
      --Aahzmandius
    3. Re:Alpha Centauri by Anonymous Coward · · Score: 0

      They won't do another version of Alpha Centauri because they can't. They do not have the capacity to make another Alpha Centuari.

      I agree with you that Alpha Centauri is much better than Civ3, even though Civ3 came out after it. And Alpha Centauri will likely remain better than Civ4.

      The reason Civ3 sucked and was a step backwards from Alpha Centauri (and why Civ4 will likely suck as well) is because of the loss of Brian Reynolds from Firaxis.

      Sid Meier designed Civ1. But when Microprose made Civ2, Sid was just consulting on it and attached his name to it. But Sid Meier was not responsible for designing Civ 2. Civ 2, and whatever improvements went from Civ 1 to Civ 2, was really designed by Brian Reynolds, under the nominal tutelage of Sid Meier. Brian Reynolds was responsible for the bulk of Civ2, and was given free reign and the Lead Designer position and headed the whole project in Alpha Centauri.

      You can see BR's handprints all over Alpha Centauri. Specifically, you can see BR's degree in philosophy put to good use in the factions and the Special Project (Wonders) text and socio-engineering.

      But he left before Civ3 was finished. Sid stepped in to salvage whatever remained of Civ3 after Brian Reynolds left. This accounted for the shoddy state of Civ3, and demonstrates the fact that Reynolds (and not Meiers) is the true genius and architect of the Civ series.

      Thus, there is no possible way Sid Meier or the current Firaxis crew would be able to reproduce or improve on Alpha Centauri. Brian Reynolds, along with 3 or 4 other staffers responsible for Alpha Centuari and its expansion pack, all left Firaxis to form their own company.

      It is not that Firaxis doesn't WANT to make another Alpha Centauri (there's been lots of fan clamor for it). Rather, it's that they CAN'T make another. Heck, they can't even bring the Civ series up to snuff with the innovations created by Brian Reynolds in Alpha Centauri.

    4. Re:Alpha Centauri by demachina · · Score: 1

      Good post. I know about Brian Reynolds and his crucial role in the early success of this franchise. I was mostly just launching a veiled jab at the sorry state of the Civlization dev team at least as evident in Civ 3.

      I'm guessing from all the talk about extensibility in Civ 4 they realized they can't develop a decent game in house so they are hoping moders will do it for them.

      I'm just amazed people around Slashdot, for example, keep worshipping at the Civilization alter like it still has significance in the gaming world since the franchise cratered with Civ 3.

      --
      @de_machina
    5. Re:Alpha Centauri by SatanicPuppy · · Score: 1

      Have to agree completely. I still play a lot of AC...what a great game. I loved the technology/unit structure (design your own units...mmmmmmmmmmmm), I thought the scripting, cut scenes, and voice acting were amazing. I liked the psycho mindworm boils as "pollution" in the late game...

      Basically I just liked everything about it. I would definitely like to see another one some day.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  76. Alpha Centauri by squiggleslash · · Score: 5, Insightful
    With the dust being blown off the Civilization for the third time, I'm wondering if similar plans are afoot to work on Alpha Centauri, and if so, how the original will be improved upon.

    Some of us see AC as the best in the whole (greater) Civilization series. Awesome game.

    --
    You are not alone. This is not normal. None of this is normal.
  77. Accurate cities on world map by T.Hobbes · · Score: 3, Interesting

    Will the images of cities as they appear on the world map accurately refelect the developments in the cities? That is, if you build a courthouse in a city, will you be able to see that courthouse when you're at the regular zoomed-out view of the world? I always thought this would be a visually neat, and actually useful addition to the game; useful, because it would remove the need to zoom into a city to see what you've built in them.

  78. Civ's performance, especially in multiplayer by wh0me · · Score: 1
    Setting aside the myriad stabilty and interface problems of the multiplayer Civ experience, and the fact that it has been perceived as an extra feature which your customers have to pay for in the form of an expansion... set that aside and take a game like Starcraft:

    * A maximum map size of 256x256. * Up to 8 players. * Hundreds of units, with maybe a dozen attributes per unit, with many units spawning ammunition which subsequently needs tracking. * Everything being controlled in realtime by the computer. * Playable on an old computer, and you still get a good framerate.

    So, why does Civ slow to a crawl on a large map with lots of cities and units?

    You'd think there would be plenty of time between turns to let the AI do it's thing, so that the next turn could happen almost instantaneously. (Note: I submitted this quesiton anonymously to Sid the other day.)

  79. DRM in Civ IV by Lord+Ender · · Score: 5, Interesting

    Civ III requires the installation CD be inserted every time you play, even though none of the content on the CD is used by the game after installation. This annoys your customers by making them juggle CDs, unnecessarily wear out their hardware, and shorten their battery life. Consequently, many of your customers install "No-CD Cracks" to fix this flaw in your software.
    How do you feel about the existence and use of such cracks? Will you include this CD requirement in Civ IV even though it does not prevent copyright infringement but still inconveniences your customers?

    --
    A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    1. Re:DRM in Civ IV by Anonymous Coward · · Score: 0

      Developers have no say over this--talk to the publisher who are all about making every dollar they possibly can.

    2. Re:DRM in Civ IV by Lord+Ender · · Score: 1

      That's not true. Developers can sometimes influence their higher-ups. And having a comment like mine from a customer as ammunition could be very helpful in such discussions.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
  80. Loki by ucblockhead · · Score: 1

    When loki games rises from the dead, most likely.

    Bottom line is that the last time someone tried to make a profit creating Linux ports, they failed miserably. The market isn't there.

    --
    The cake is a pie
  81. Will corporate rebellion be highly valued? by WillAffleckUW · · Score: 3, Funny

    Will anti-globalisation and corporate rebellion movements be realistically depicted for those civilizations that are in the corporate/globalist role and will we be able to have Heroes of Open Source or other such Influence characters like Linus et al who can become focal points in letting peaceful open pro-enviro civilizations crush the corporate war-mongering technocrats and instill the Religion of Open Souce worldwide in a low-impact lifestyle?

    Or will this not be implemented instead?

    As the guy behind the Ecotopian Guerrillas in Illuminati (yeah, my name had two hyphens then), I was kind of curious ...

    --
    -- Tigger warning: This post may contain tiggers! --
  82. A different AI question: AI moddability by Dr.+Spork · · Score: 5, Interesting
    My question is AI related as well. Since the parent is a good question, I'd like to tack this on:

    Will the code for the AI routines be user-editable, easy to mod and documented?

    Rationalle: As an fan AI-coder for CRPG's (I worked with David Gaider on AI in the Ascention mod of Baldur's Gate 2), it's my experience that with no deadlines and lot of playing experience (very important), a community of modders are willing and able to write a much smarter AI than any game engineer. Nothing would more increase my willingness to replay the game than the promise that this time, a newly modded AI really will give me a run for my money. In my experience, it only took several solid weeks of playing and a few weeks of coding before I could make a computer-controlled magic-user in BG2 who could regularly kick the ass of an identically-able human controlled magic user, without cheating.

    For Civ-specific AI issues, here are the features of what I take to be the holy grail of AI:

    1. No omniscience: The input information available to each country's AI would be the same as what would be available to a player if she controlled that country. (No "seeing past your range of view".) 2. The AI is completely blind as to which rivals are human and which are AI. 3. There are several very good AI's that each favor different strategies, and a meta-AI that determines which strategy is the best fit for the situation. 4. Exactly the same rules apply to the AI civs as to the human-controlled civs (regarding science, production, trade, etc.).
    1. Re:A different AI question: AI moddability by Crapshoot · · Score: 1

      Yes - this is absolutely dead on. What Gal Civ did, which Civ 3 didnt, is have a different AI for each civilization, so it treated each of its opponents as opponents. In CIv3, the AI seems to be an "us against them" game, which drove me nuts- especially the "trade techs to everyone " immediately philosophy. If I wanted a 1 on 1 game, I'd play an RTS - I want to play a game where I am one of many entities, and all the entities are trying to win individually.

  83. Re:Civ Economy or Econ Terrorism 101 by WillAffleckUW · · Score: 2, Interesting

    Do you have any plans to include other means of warfare, such as economic warfare and the use of interest rates, bonds, companies and good old fashioned money to conquer? It could add another layer of depth once players approach the modern age

    I for one would like to see methods like the British used in the Falklands War, where they parasailed in units that counterfeited large quantities of Argentinian money, or the current economic supports the Saudis (or I guess technically the Saudi rebels - how you can call 99 percent of a country "rebels" is another matter) give to the Iraqi Resistance in the current Iraqi War, or what we did in Afghanistan during the Soviet occupation - anyway, I would love to see this in the final version of Civ that comes out.

    Reality is sometimes stranger than fiction, and it's a heck of a lot cheaper to research and develop simulations for.

    --
    -- Tigger warning: This post may contain tiggers! --
  84. How many hours do you put in? by ucblockhead · · Score: 4, Insightful

    We've all heard the horror stories coming out of companies like EA, with programmers working sweatshop hours and driven to burnout. How are the working conditions at Firaxis? Do you guys get time to stop and smell the roses? Or at least time to play other games?

    --
    The cake is a pie
  85. Fix the grid? by Anonymous Coward · · Score: 0

    It annoys me that every time I fire up Civ3 I have to tell it to turn on the grid. Can you make it an option that toggles on and then stays on? If not for the whole game, at least always on/off for all sessions in a scenario?

  86. Open Protocalls? by hswerdfe · · Score: 2, Interesting

    Will the communication, on multi player games be designed so that

    1. 3rd party clients, can play games against CIV 4 clients?
    2. will CIV 4 Clients be able to connect to 3rd Party servers to play multiplayer games?

    --
    --meh--
  87. Civilization game length by leshert · · Score: 3, Interesting

    Civilization I was a game that you could play through in a few hours.

    Civilization II (still my favorite!) sometimes took two sittings, but it was manageable.

    Alpha Centauri took a bit longer, but the "storyline" helped break things up.

    Call to Power and Civilization III each seemed to take longer than the last. I bought Civ III, spent several nights playing the same game, and uninstalled it.

    Skill with a game is acquired through repeated plays, but each version of Civ has taken longer and longer to play through a game. Is Civilization IV continuing this tradition, or are you making changes to keep a game from taking weeks of real time?

    1. Re:Civilization game length by squiggleslash · · Score: 1
      Civilization I was a game that you could play through in a few hours.
      I'm not so sure about this. If I was knocked out of the game early, then, yeah. That used to really annoy me, given it took twenty minutes to generate the map on my stock Amiga 500+.

      But I've actually experienced the joy of playing a game for 30 hours without a break. Not something I'd do now, but 12 years ago, it didn't seem so awful.

      --
      You are not alone. This is not normal. None of this is normal.
    2. Re:Civilization game length by Dan+Hayes · · Score: 1

      There are three options for game length, so you can play a normal game, an epic game or a quick game which you're supposed to be able to complete in a session or two.

    3. Re:Civilization game length by Aussie_Lurker · · Score: 1

      I'm not sure if this helps you, but we have already had it confirmed that there are 3 game modes-a short 200-turn game (which you can apparently finish in the space of a few hours), a Normal 400-turn game which will take a day or two at most, and an Epic Game, which can take anywhere up to a week. In addition, we know they are bringing back accelerated production, start in any era and the ability to tailor the total number of turns to as small or as large as you want. Therefore, it seems like the answer to your question is that a game can take as long as you personally want it to ;)!

      Yours,
      Aussie_Lurker

  88. Just imagine the possibilities! by databyss · · Score: 1

    It could be an interesting concept. Everybody would start out as either an entertainer, a worker, a soldier or a scientist. And you would have to get voted up the ranks by your peers!

    For example, you could only advance so far as a foot soldier, when you were promoted to sgt you could get more abilities and you govern your troops.

    And each civ would have an overall leader who decides what to do and passes down the orders!

    Terribly complex, and very difficult for people to accept, but it would be a revolutionary game!

    --
    Hmmm witty sig or funny sig? Maybe elitest techy sig!
  89. Re:Please, get some decent programmers. by Anonymous Coward · · Score: 0

    What, would it be better to have everyone come off as a brown nosing pussy?

    If some part of their games suck, call them on it. Ask if it will be improved.

    There's really no excuse for a game that isn't graphics intensive being such a resource hog. The post may have been a bit more insulting than necessary, but that doesn't mean it has no merit.

    If the developers are so thin skinned that they can't field one harsh question from a group in which the majority are sucking up to them, maybe they should crawl back into their cubes and assume the fetal position.

  90. Clock by cybergrue · · Score: 2, Interesting

    Are you going to include a real-time clock in the game so us lowly players know when to quit playing so as to be able to schedule the lower priority but still necessary activities such as sleep, studying and work into our lives?

  91. 3D Units? by thefirelane · · Score: 1

    I've seen screenshots, and the entire landscape is in 3D. The units are in 3D as well, but they are still basically 'icons'. Was it ever considered to make the units a to scale collection of units instead of one large iconic unit. It would have been cool too see a column of tanks rumble into a city, and have the units fire... instead of one simple giant unit.

  92. yup. by mckwant · · Score: 3, Informative
    From the mouth of the man himself:

    http://www.firaxis.com/community/asksid.php

    Second question down.

    --
    ceci n'est pas un sig.
    1. Re:yup. by BMonger · · Score: 1

      Awesome! I was actually looking into this a few days back but didn't come up with much... granted I didn't look too hard either.

      *waits semi-patiently*

  93. Globe? by atomray · · Score: 5, Interesting

    I have enjoyed the Civilization series since the beginning, but with the third incarnation it was pointed out to me that it's rather disappointing that the game continues to be played on a tube rather than a globe. If Civilization IV is also on a strip, could you explain what difficulties the development team is having in implementing what seems to be such an obvious and simple detail?

    --
    take your sig and shove it
    1. Re:Globe? by Anonymous Coward · · Score: 0

      I am guessing it is the simplicity of a 2-D map. The civ game maps fit neatly on your screen. How would you make the world globe shaped and still have such an easy way to nagivage around? The only way I can think of is a mercator projection which would just be fugly.

    2. Re:Globe? by Derek+Pomery · · Score: 3, Insightful

      Seemed like a good question to me, so I started googling to see why FreeCiv hadn't done it.
      Maybe the answer to this depends on the movement model.
      FreeCiv Dev List discussion from years ago.

      --
      -- perl -e'print pack"H*","6e656d6f406d38792e6f7267"' /. ate my old sig. Bastards.
    3. Re:Globe? by Ralp · · Score: 2, Interesting
      If Civilization IV is also on a strip, could you explain what difficulties the development team is having in implementing what seems to be such an obvious and simple detail?

      Well, I can't speak for the dev team, but my monitor happens to be flat and rectangular.
    4. Re:Globe? by Dun+Malg · · Score: 1
      I have enjoyed the Civilization series since the beginning, but with the third incarnation it was pointed out to me that it's rather disappointing that the game continues to be played on a tube rather than a globe. If Civilization IV is also on a strip, could you explain what difficulties the development team is having in implementing what seems to be such an obvious and simple detail?

      In that same vein, are we going to see another isometric grid layout like Civ3, which is essentially just the same old awkwardly unrealistic grid from Civ1? Great effort was obviously expended in Civ3 to conceal the fact that the world was made up of 90-degree angles, but in the end the world was still made of 90-degree angles. Will we be getting hex tiles, or is it back to the same ol' grid?

      --
      If a job's not worth doing, it's not worth doing right.
    5. Re:Globe? by isorox · · Score: 1

      Well, I can't speak for the dev team, but my monitor happens to be flat and rectangular.

      But Google Earth isn't

    6. Re:Globe? by JasonBee · · Score: 1

      This is a great question.

      I would love to see the new CIV work like Google Earth - so that you can zoom in on the "planet" as you move from city of city, or scroll from place to place as needed. It's make for a nicely realistic environment, no?

      Being able to zoom obliquely would also be nice...the various armies and pieces (workers, settlers, etc) becoming visible as you zoom in on them. I find continental strategies would be easier to visualize if I could see across the continents at various angles and directions irrespective of "up" or "down"

      And this time can we please not make the Germans or Chinese invincible?? I still can't figure out why they can adjust their troop strengths to match mine in the first fourteen frigging turns! It's almost like they know me...

      JB

    7. Re:Globe? by Anonymous Coward · · Score: 0

      I would love to see the new CIV work like Google Earth - so that you can zoom in on the "planet" as you move from city of city, or scroll from place to place as needed. It's make for a nicely realistic environment, no?

      Realistic, maybe. But would it actually be playable? Google Earth is pretty cool, but how usable is that kind of interface for a game? Keeping track of units and cities on a simple 2D map can be hard enough, much less dealing with a globe.

    8. Re:Globe? by orcrist · · Score: 1

      Quoth atomray (in part): ...it's rather disappointing that the game continues to be played on a tube rather than a globe. If Civilization IV is also on a strip...

      This is on of the main features that has been advertised to whole time about Civ IV. All the previews, interviews, etc. mention this: It will be a true globe, which can be freely zoomed, rotated, etc.

      @Whoever is choosing the questions: Please don't choose this one despite its score, since has been well-answered in the press already.

      -chris

      --
      San Francisco values: compassion, tolerance, respect, intelligence
  94. Re:Map reactive is cool, but player reactive bette by Chris+Burke · · Score: 1

    If a player shows a preference for attacking with one particular type of unit, the AI should "realize" it and start building counterunits.

    Alpha Centauri (another Sid Meier game, Civ on an alien world, in case you weren't aware) did this. For example, after I would develop aircraft I would normally tear up my opponents for a decade or so before they started fielding enough anti-air troops that my airforce was nearly useless, unless I could beat up on them first with ground troops. This basically forced you into fielding diverse armies. It also allowed for another level of strategy where you would switch what you were attacking with suddenly to take advantage of the AI's lag time in changing strategies to producing troops, which in some ways makes such "trainability" a disadvantage for the AI.

    I think a cool AI feature of a game would be for the AI to "learn" how a player plays over the course of the player's games.

    I agree, I've always wanted features like that. I may be mistaken, but I think the Descent series used some form of this, where the robots would learn what direction you tended to dodge shots in and such.

    I guess what I'm saying is that if we could get to the point where computers are "thinking" like humans, I can finally shed the last vestiges of my need for friends to play with, and that can't be a bad thing, right? :-)

    It's funny... In a lot of games, mostly strategy games and fighting games, I actually do better against humans because I can work with the human's weaknesses and try to steer how the human thinks. With standard game AI, it's more about figuring out the secret algorithm used.

    --

    The enemies of Democracy are
  95. Oh it does sit on the CPU... by FatSean · · Score: 1

    my Dual Athlon MP 2800 System...when running Civ3...shows at least 50% of the CPU consumed at all times by the Civilization process. Even when it's just waiting for a click in a dialog box. I assume that the CPU is being used to plan future moves for the AI...

    --
    Blar.
  96. Cross platform release / compatibility by arfuni · · Score: 1

    As a long time Civ fanatic and a Mac user I found myself in a bit of a quandry with the release of the Civ III expansions that were, apparently, not ported to Mac because of incompatibilities with the operating system and the way Civ III online play was implemented. Do you - or perhaps those over you - plan on releasing Civ IV for Macintosh, Linux or even the next generation of consoles? The new Nintendo controller could make a really innovative input device for this kind of game. I would hope that the success of World of Warcraft on the OSX platform would be enough incentive to think about the rest of the gaming world that most developers don't bother catering to. =)

  97. Python+XML vs lua by SumDog · · Score: 5, Interesting

    I've noticed many other games have engines based on lua. I believe the first two Warcraft series use lua extensively for level development and is what people wrote custom mods with if they didn't want to use the built in map editors.

    Don't get me wrong, I'm not a huge fan of lua or anything. I've only done minor programming in it. My question is why did you choose the language that you did (python + xml files), what are the advantages to this approach, what are the disadvantages and finally, how much development time would you say is needed using your SDK would take vs attempting to design a mod for some of the other popular games (Quake3, Half-Life2, etc.)

    Oh and I guess one more thing. How far have we come in modding games since Doom I .wad files?

    Sumit

  98. Fun is more important than technical improvements! by Anonymous Coward · · Score: 0

    Civ III "broke" the Civilization games, IMO. The best game in the series was/is Alpha Centauri. While there were a number of "improvements" in CivIII (the concept of culture, for example), it just plain wasn't any more FUN than AC. In fact, it was more tedious and less fun. I know that there are people who feel differently... but what I want to know is, will CivIV be "fun" like Alpha Centauri was, or is it going even further along the path that CivIII went down? I don't want a civilization simulator... I want a fun game.

  99. Re:Map reactive is cool, but player reactive bette by zxnos · · Score: 4, Interesting
    I like the idea of an AI reacting to the subtleties of the map.

    that is a good idea. i have always been annoyed how the AI would cross into my area, find a single open tile where the influence of my towns convereged but didnt cover and build a city. it would be like me moving to france and starting a city in the country and considering that city part of the u.s.. i did use this against the other civs since my culture was often much stronger. so my question:

    will the other cultures in civ 4 truly respect my borders and not build in the 'middle' of my 'country'?

    --
    always mosh clockwise
  100. GalCiv "cheats" a little by Aexia · · Score: 1

    The first bit is that all the AI races know where the yellow stars are off the bat. Human players have to research a tech to get that info.

    The other bit is resources but it goes both ways. At lower AI levels, the computer gets less resources every turn(like 40%, 60%,80%). At Normal it gets 100%. At the higher levels, it gets 120% and so on.

    Otherwise, it plays fairly, IIRC.

    1. Re:GalCiv "cheats" a little by Silverlancer · · Score: 1

      Yeah, I did forget that. The yellow star deal isn't that major, and it fits the backstory. The production thing should be optionally disabled in GalCiv 2, IMO.

  101. Industrialized building by Anonymous Coward · · Score: 1, Interesting

    In CivIII I've noticed that when you get into the Industrial era, the rate at which you can build thing doesn't diminish. I start a city in, say 1900. It takes me a minimum of 40 turns to build anything and at that point it is literally years! While I love the game, taking 40 years to build a library is totally nuts. I understand that resources come into play, but once you are industrialized, how can it take so long to build stuff!?!

  102. Governments by Baron+von+Blapp · · Score: 3, Interesting
    How will governments break down? what I mean is, what stats will they have in game that will effect the way they work? I figure if the governments have more variables to work with it will be easier for the fans to add governments they want that are actually different from the stock ones. Who doesn't want a Theocracy that gives bonuses to recruitment depending on the culture of your civ?

    I know I want my own little Iran, and I sure would have more nukes than you could sheik a stick at :D

    --
    "It's too bad she won't live, but then again who does?" - Gaff
  103. Will you use a non-Microsoft networking stack? by Anonymous Coward · · Score: 1, Interesting

    Do you have a solution for networked play that doesn't involve a central, irreplaceable node (say, for example, www.firaxis.net) or a specific brand (say, Microsoft) of firewall? A networking paradigm that works regardless of number of NATted players? That would make Civ dominate the multiplayer world in the same way that it has dominated its niche as a single-player game.

    Once a week, ever since the original CivNet was published, the droogs and I play multiplayer Civ on a home LAN. We've probably canceled six or seven games total in that time span- typically due to the host's wedding anniversary or something similarly earthshaking. Members of the group have literally driven through hurricanes and blizzards to make the game, and when the host (originally me, not anymore) is on vacation, spare house keys are distributed so that the LAN can still be accessed.

    We like Sid Meier games, and we want you to keep making them, so we do not bootleg them. Every member of our group owns every (Sid Meier) version of Civilization ever published! We require that you own a CD in order to play, even though we use no-CD cracks and similar tricks to make network installations (this speeds up the game start and ensures patch level compatibility).

    Each time a new version of the game has upped the hardware requirements, I've rebuilt all nine of the LAN's PCs accordingly. When I moved to a new house, the LAN was moved to another player's house first, so that the game could continue even while I was in the process of moving (and there it has stayed, incidentally). All the machines are built from dumpster-diving booty, except the video cards - Civ 3 required more video $$ than we could find in corporate dumpsters, so we each bought a card.

    We have played every Sid Meier version of Civ so far (including Alpha Centauri and Alien Crossfire). Of these, the most robust is the original Alpha Centauri, followed by Civ2 (there are certain crashes characteristic to each version that show up when you play them thousands of times, AC and Civ2 have have the lowest frequencies of such problems in real use). We are very familiar with "messages from the network underworld". ;)

    I think I can authoritatively state that the quality and capabilities of the networking stack took a nosedive when you went to Microsoft's DirectPlay gaming system. The simultaneous movement capability, for example, was much better in the hoary old (Civ1 based) CivNet than it is in Civ3.

    I believe this is because a third party vendor, particularly when it's an OS vendor, has completely different motives than a game producer. You, the game producers, want maximum capability presented to the programming staff and the end users, but the vendor wants to use the game as a wedge to drive end users with other systems (or older systems) into an upgrade path that generates income.

    I recommend a test case with 3 players outside a single-IP-address NAT gateway, and 3 inside, and one computer player. If you can do that, you have a clean multiplayer networking stack!

  104. REQ: StarCraft mod ASAP!!!!! by RazorJ_2000 · · Score: 0, Offtopic

    I hear that Blizzard is working on a new project called "StarCraft FOREVER!!", aptly named in honour of THE DUKE!!

    --
    pi=sigma{n:0-infinity}[(1/16)^n][(4/(8n+1))-(2/(8n +4))-(1/ (8n+5))-(1/(8n+6))]
  105. Mac OS X, animation, micro-management by Zobeid · · Score: 2, Interesting

    Will the Mac version of the game have the same editors and customization options as the PC version? Or will we -- once again -- be left without any tools? It's a story that has gotten old, old and hurtful, in the Macintosh world.

    On a different topic. . . I was disappointed to read that Civ4 will have lots of animation. Animation is cool when it corresponds with the user doing something. But simply staring at the map while it's "working alive" with units going through their little motions is awful. That only makes it hard to find your cursor. It's like camouflage.

    I'm highly skeptical of all the religious stuff. Seems like something else I'll have to micro-manage in a game I thought should be made more streamlined, not more complicated. Just another complicating factor I have no interest in, that my enemies can use against me. (like culture. . . only worse?)

    What I would really love to see in the game is an optional "Empire mode". It would be a simplified game mode where all the micro-management is bypassed, and the focus is just on fighting a war. Instead of having to spend hours and hours building up your civilization first, you could dive into military conflict quickly.

    1. Re:Mac OS X, animation, micro-management by GenetixSW · · Score: 1

      Depending on how they do it, a major new feature such as religion may not add too much to the complexity of the game. If you've played SimCity3, you'll know what I mean. They added garbage collection in addition to the earlier electrical and water distribution mechanisms, and it was something that was easily learned and handled. Civ4 may handle it equally nicely.

  106. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  107. Questions and comments by Keybounce · · Score: 1

    Alright, Civ 4 is supposed to be completely moddable, right?

    Ok.

    1. Can it duplicate AC?
    -- Can you create units by parts, rather than only specific predesigned units?
    -- Will there be any sort of modifications to the base landscape (flattening mountain ranges, etc)

    2. Will there be any game-based terrain modifications?
    -- Floods
    -- Earthquakes
    -- Elevations -- areas above or below sea water
    -- Ability to construct dams/levees/pumps
    -- Ability to attack enemy dams/etc
    -- Global warming causing change in weather and sea levels over the entire map
    -- Ice age/global cooling doing similar things

    3. Will the networking/multiplayer code work, work well, and be included in the original game?

    (grumble grumble civ2 network grumble grumble)

    -- Using TCP to send information to other games
    -- Not waiting around for a response from everyone, but just going ahead with the assumption that TCP will succede or close.
    -- If I'm playing at 60 seconds per turn, in a three player game, then if I hit "done", I know that I have at least 120 seconds, plus however much time was left on my clock, before my next 60 seconds of moving units begins to count down, EVEN IF THE OTHERS END THEIR TURN EARLY. If not, then I cannot afford to ever end my turn early.
    -- Not throwing away any changes that I'm in the middle of doing to a city just because the other players have passed the turn back to me -- let me finish what I'm doing (counting down my time, if necessary).
    -- Dealing with the time needed for negotiations, etc.
    -- Realistic time limits for units and cities that do not penalize people with lots of small cities.

    4. Will you be continuing the traditional civ approach of "This unit has lived for thousands of years", or will you even consider switching to a "This civilization has military influence in this area" approach?

    5. Can the sight ranges be changed? In particular, can the default/base sight range be made 2 instead of 1, can city development range be increased, etc.

    6. Can growing nearby cities merge into megacities? Think, in particular, of the Los Angeles megacity.

    7. Can a single civilization develop more than one tech at a time? I've never built any tech improvement when playing non-cheating computer AI's because, frankly, I can get to the maximum tech development in C3 without it.

    8. Can we get automatic slider and city adjustment for country and cities, PLEASE.
    -- In civ 3, I found that I could adjust the tax / research / entertainment global settings, and the per city settings (who was an entertainer, etc) to get a maximum benefit. I had to do this in every city, each turn.
    It got boring very fast. It was impossible to do in multiplayer given the time settings. It is something that the computer could do for me, and I should never HAVE to do that much micromanagement.

    9. Will we please see meaningful revolts/civil war?
    -- Historically, civil war and revolts have been real concerns to deal with.
    -- Historically, all the civ games have delt with it with slider and city adjustments.
    -- The "Civilization" and "Advanced civilization" board games made civil war a very real concern, even if it was handled unrealistically.

    Tech tree:
    10. Will related techs give a price reduction? Can we create such a system with a mod?

    11. Will the tech tree be seperated into theoretical and applied branches?
    -- Theoretical advancements lead to other theoretical advancements
    -- Applied advancements yeild new units, and a discount on "near future" advancements (after all, you know what you're doing).

    12. Will first units of a given type have "prototype" status?

    13. Will the tech tree be ...
    Sorry, I can't really phrase this in a question. Here's a description of what I'd like to be able to do.

    For a mod that has dual magic and technology research, I'd like to say that you can leave the stone age with either
    A - Metal working, wh

  108. #4 - why? by Simon+Brooke · · Score: 1

    I never played Civ 1; I was a huge fan of Civ II, which was and is a brilliant game. I regularly still play Alpha Centauri, which is essentially Civ two and a half. I have Civ III and have scarcely ever played it - it had nothing new to add over Civ II. And I think that the reason for that is that, as the turn based strategy game goes, Civ II is and always will be the classic.

    You've been there. You've done it (very well). Why revisit old territory? Similarly with Pirates. I am having enormous fun with the new Pirates, which I find hugely engaging. But it really doesn't add much over Pirates I.

    You've got an extremely talented team. Sequels and franchises are rarely better - and often worse - than what went before.

    Isn't it time to move on?

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
  109. Stop Bickering You Linux Users,Get Making DirectX by Wontsomebodypleaseth · · Score: 0

    If Linux Users (and Mac Users!) want to play Windows Games have they thought of creating a version of DirectX for Linux? If we can get O/SX working on x86 ssytems this shouldnt be too hard for some hacker or Vulcan Linux User to create.

    --
    If You can read this sig you are on the internet
  110. Re:Map reactive is cool, but player reactive bette by KDR_11k · · Score: 1

    Most RTS AIs adapt to their users nowadays. I think it started with C&C Tiberian Sun.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  111. Online Delivery by IQpierce · · Score: 1

    Online delivery of games is slowly becoming more and more prevalent in the games industry. Has the Civ4 team considered pursuing a method of online distribution? What were the reasons for the team's decision?

  112. Trace one feature from inception to release by Leuf · · Score: 2, Interesting

    We hear a lot in general terms how testing and input from various sources influenced the game. Focusing on one game feature, how was it envisioned in the design document and what does it look like now?

  113. Maemo Support by gouldtj · · Score: 1

    I know that several people are asking for Linux support, and I echo that. But, I'd like to go further and ask about the possibility of specific Linux support, namely Maemo support.

    Maemo is the version of Linux that is going to run in the upcomming Nokia 770 which will be a cool little tablet. I think it would be absolutely steallar to be able to play Civilization on this device, all over my house, while watching TV, etc.

    So, is it possible that there will be Linux support in Civ IV? Maemo support? If not, why not? Support costs? Development costs? Both?

  114. Alpha Centauri by demachina · · Score: 2, Interesting

    Why don't you do a new version of Alpha Centauri? It was hands down better than any version of Civilization I've ever played. Civilization III was IMHO terrible. I recall some game ranking sight that still shows Alpha Centauri in the top 20 all time though it is ancient and hard to find now. If you could retain all the brilliance of the original, improve the AI's, add the ability to do mods, and get a new online community going it would return to being one of my favorite games to sink hours in to.

    --
    @de_machina
  115. One question. by Anonymous Coward · · Score: 0

    Why do you keep making the same game over and over?

  116. Will I be able to play it on my Win2K machine by Pepebuho · · Score: 1

    I like my Win2K machine and I hate the new registration requirements for Win XP. They are too intrusive. Therefore I am migrating myself to Linux. My question is, Are you going to make Civ IV compatible with Win2k, or am I going to NEED to buy Win XP? I do not want to buy Win XP because win2k suits me just fine. On the oher hand, would it play on Linux?

  117. Re:Map reactive is cool, but player reactive bette by Yobgod+Ababua · · Score: 1

    It sounds like your wish will be answered.

    IGN Interview

    IGNPC: One aspect of the cultural game in Civilization 3 that really aggravated players was the lack of respect the AI showed for your borders. Are you planning to address this issue at all? Barry Caudill: In Civilization 4, the AI will have to respect your borders or declare war but you will be able to negotiate Open Borders to allow travel.

    Ideally, our questions shouldn't overlap too much with what they've already answered elsewhere.

  118. UI design for multiple monitors by natebrau · · Score: 5, Interesting

    The old Civ II (on the Mac port, at least) was fantastic in its support for multiple monitors. Everything was implemented as its own individual window/palette- the main game screen was one window, the tool palette was another window, animations popped up in another window. This was spectacular for multiple monitors, since the main monitor was free to show the main game screen and only the main game screen, while all secondary activity could be displayed on the second monitor. Civ 3 destroyed this, and brought everything back into one single monolithic ueber-window, where any action brought up a dialog box/window which was drawn on top of the main game screen, obscuring game information. Will Civ 4 continue this approach and assume that everyone must have a single, solitary monitor, or will it go back to a floating palette approach, where those of us with multiple monitors can really take advantage of them? Thanks in advance for your time, -Natebrau

  119. City Building by Himring · · Score: 1

    Civ3: great game. The inclusion of cultuarl boundaries was the missing element from the previous releases. The one flaw is the incredible pace at which the AI builds new cities. I do not think such an emphasis existed with 1 or 2. I find that one of the main keys to success in Civ3 is simply building more cities than the other cultures. How do you plan on addressing this in Civ4? Don't you feel other factors should determine a successful culture?

    --
    "All great things are simple & expressed in a single word: freedom, justice, honor, duty, mercy, hope." --Churchill
  120. Rumors by slapout · · Score: 1

    You guys are in the game industry. Have you heard any rumors about when Duke Nukem Forever is going to be released?

    --
    Coder's Stone: The programming language quick ref for iPad
  121. Lates issue of Game Developer Magazine by leather_helmet · · Score: 0

    has a great write up by Soren explaining the extensibility of the engine with the Mod community in mind - I would explain more but my boss just peeked his head into my office asking when the new build would be ready...buh bye

  122. Wow you're all vehement by MemeRot · · Score: 1

    Game making costs money, serious money. You guys can ask for a linux distro all you want, but I don't see many game companies spending the time on it anytime in the next five years. There's like one chance of that. If linux became the OS of choice in China, game developers would actually pay attention to the market. Aside from that, it's just not going to happen, so you can just skip the games articles on slashdot, because it's incredibly tedious to wade through 300 of the same comment. Don't want windows on your pc? Fine by me. Don't complain that you can't run windows only software then.

    1. Re:Wow you're all vehement by Trelane · · Score: 1
      Don't complain that you can't run windows only software then.
      It's not complaining, it's requesting. Nothing happens if you don't ask, and that's what we're doing. Many think that there's no market, and there'll be nothing to disprove that if we don't speak up. That is preceisely how change happens.
      --

      --
      Given enough personal experience, all stereotypes are shallow.
    2. Re:Wow you're all vehement by MemeRot · · Score: 1

      There is no market. Please check out this defunct website to remind yourself of that: http://www.lokigames.com/.

      Loki - The Games that Linux People Play (or not)
      * As you may know, Loki filed a voluntary Chapter 11 petition on August 3, 2001. We will be filing a motion to convert the case to a Chapter 7--a liquidation. At that time all of Loki's assets will be transfered to a U.S. Trustee appointed by the Court. The Trustee's job will be to sell those assets to the highest bidder.

      We'd like to thank everyone for their support these past three years.

      Seriously, until there's a huge installed base of people who use linux as their desktop, it does not make economic sense to port. Once there's a big enough market, it will make economic sense. You won't have to request at that time, it will happen automatically. For years websites I worked for only cared about supporting IE because it was 95% of the market. Once FireFox got around 8% of the market, that attitude changed. Simply a matter of where it makes sense for a business unit to focus their energy to get the most bang for the buck.

    3. Re:Wow you're all vehement by Trelane · · Score: 1

      There is more than one reason why businesses die. It is my understanding that Loki died primarily because of mismanagement. Additionally, the situation of 2005/2006 is different from the situation of 1999-2001. Or should I still be talking about Windows Blue Screens of Death all the time?

      --

      --
      Given enough personal experience, all stereotypes are shallow.
  123. Is it just me... by emrysk · · Score: 1

    ...or is the only way to make the game "infinitely moddable" to open the game's source?

    Either way, it sounds awesome.

  124. Alpha Centauri mod in production- waste of time? by springbokgeek · · Score: 1

    Like others I enjoyed the alpha centauri game and was delighted to hear that a group of Civ fans have already started to work on a alpha centauri mod. To what degree will the SDK allow them to achieve their goal, or are they better off waiting for an........ expansion pack.(nudge nudge, wink wink)

  125. Trading Reputation by microbee · · Score: 1

    Trading reputation is a very tricky (and obscure) concept in CIV3. For example, if you have an active per-turn trade with A, and B cut the trading route, change is that you'd ruin your reputation which cannot be recovered during the rest of the game. How is it going to change in CIV4?

  126. One City Challenge and Variants by microbee · · Score: 1

    From what I read about CIV4, it looks like you'd need 3 cities to have a cultural victory. This would make One City Challenge (OCC, which means you can only have one city in the game) + cultural victory impossible. What are the Firaxis's considerations to support OCC and other variants in CIV4?

  127. Re:Map reactive is cool, but player reactive bette by kcornia · · Score: 1

    THat response doesn't address the parent post at all. Technically the AI was respecting his borders by building on the ONE tile that he didn't have cultural control over. It was violating the spirit of the law, not the letter. The guy's answer above just says they'll obey the letter of the law.

    What he says is no different than CivIII.

    IMHO of course.

  128. "Cheating" is necessary by microbee · · Score: 1

    I've been playing CIV3 for two years and the only reason I'm not playing now is because I'm waiting for CIV4. Yes AI cheats. They can see what you cannot see; they can see what they are not supposed to see. They build things faster than you do and more so when the level goes up. Some of the cheats we could live without, such as seeing all the maps and knowing where resources are so they could go there and settle. Some of them are necessary. For example, the building bonuses: how the hell would you make a more difficult level otherwise? The AI is the same, the only thing you could do is to give them additional advantages. It's just inevitable. This is true for all kinds of games. In a FPS game such as HALO you design a more difficult mode by deploying more enemies, for a strategy game such as CIV you need to have other kind of bonuses that the AI could outnumber you. The only fact is that in either case the AI is the same AI. An "easy" mode AI is as smart as an "hard" mode AI. So I wouldn't call it "cheat". It's just the way to make up different levels.

  129. Graphics engine details by jdwilso2 · · Score: 1

    The step up from Civ 2 to Civ 3 was quite large graphically, but graphics are still not the selling point behind the series. I'm sure Civ 4 will be another step up in graphical detail, but how much power is available to modders who want to exploit the more beautiful side of world domination? Does the SDK provide tools that allow quick and easy integration of art, vertex and fragment shader assets into the game?

    I suppose I really want to know just how powerful and extensible the graphics engine and tools are.

  130. All I want to know... by daVinci1980 · · Score: 1

    Will my tanks still get beaten by one spearman in a city? Cause if so, I'll uninstall as quickly as I did with Civ III.

    How about my marines? Will they still get trumped by guys with bows and arrows?

    --
    I currently have no clever signature witicism to add here.
  131. Re:Map reactive is cool, but player reactive bette by gibson_81 · · Score: 1

    No, what he said was that the AI marched a settler _through_ his country, and found a spot inside which wasn't covered by culture yet - and built a city there. I have seen it happen many times too; if the AI was to actually build a new city inside your cultural influence, that would be an act of war even in CivIII. From how I read the interview, in CivIV it will be an act of war as soon as an AI unit enters your cultural influence.

    So, IMHO, this question is already answered

  132. Alpha Centauri diplomacy? by ichigo+2.0 · · Score: 2, Interesting

    Alpha Centauri had excellent diplomacy, and the A.I. players could have many intelligent things to say, e.g. Gaians got pissed at me for polluting, or the Morganites wanted to share their maps and coordinate their attacks. It also had a planetary council were decisions pertaining to the whole planet were made, like doing something to decrease global warming or decreasing human rights. Compared to that, the Civ3 trade-o-matic-screen was quite pathetic.

    Which kind of diplomacy will Civilization IV be having?

    1. Re:Alpha Centauri diplomacy? by Aussie_Lurker · · Score: 1

      hi ichigo, don't know if you have checked out any of the civ4 previews at Gamespot but, if you liked Alpha Centauri's diplomacy system, then I get a strong sense you will love the diplomacy system of Civ4. It definitely has the trading elements of Civ3 (trade in resources, diplomatic agreements, techs and cities-as far as we know), but it also has the following improvements derived from Alpha Centauri: -AI Civs have personalities and agendas, in the form of such things as leader traits and preferred civic options (think Social Engineering). -Relations can grow better or worse depending on such factors as shared civics, shared religion and your past behaviour (for good and ill). -Soren has indicated that attack plans can be co-ordinated, but he has not yet confirmed this. -Beyond religion and civics, certain civs will tend to gravitate towards other civs on the basis of things like their wealth or their culture or their military strength. -The Modern Age will feature a 'new and improved' UN, where the Leader elected secretary-general can push for a vote on a number of resolutions, such as Free-trade Agreement, Common Currency, Global Freedom of Speech etc etc. I apologise if I have stolen the Thunder of the Civ4 development team, but I get the sense that you will simply appreciate the good news ;)! Yours, Aussie_Lurker.

  133. In play modability by gaijin99 · · Score: 1

    One thing that I always liked from Alpha Centauri was that I could mix 'n match my tech to produce a unit that was exactly what I wanted. Any chance of something like that?

    --
    "Mission Accomplished" -- George W. Bush May 1, 2003
  134. What about my own units' AI? (Delegation) by Nerdposeur · · Score: 1

    When you've got tons of units to deal with, it's great to be able to give long-range commands, like "all the tanks in this square, go over there. You three workers, built a railroad to this point."

    But what's frustrating is how my units do idiotic things. Like blunder into enemy territory instead of choosing a longer, safer path. I have to micromanage them to prevent that (especially if the borders change while they're en route).

    I'd like to be able to give more specific orders, like "sail to this point but don't leave the coast," or "explore until you find a city," or "attack unless you face a unit more advanced than you." Basically the way a general would tell his underlings what to do, then trust their judgement.

    Any chance of seeing that in the new game?

  135. Re:what was the worst technology decision you made by nitehawk214 · · Score: 1

    And what would you do differently if you could go back and reverse that decision?

    That sounds like an interview question out of a HR script.

    --
    I'm a good cook. I'm a fantastic eater. - Steven Brust
  136. what kind of shit computer do you own? by Anonymous Coward · · Score: 0

    This annoys your customers by making them juggle CDs
    true. unnecessarily wear out their hardware
    i know! I keep a shoebox full of spare cd drives cause those fuckers wear out so fast! and shorten their battery life.
    yeah, that 2 second cd-rom read fucking drains the shit out of my laptop. Maybe you should stop buying "Suny Vayo"'s and pony up for the namebrand.
    let's rephrase the question into a form with legitimacy: "requiring the cd for play is both annoying and easily defeatable: do you guys have any pull to ditch it?"

    1. Re:what kind of shit computer do you own? by Anonymous Coward · · Score: 0

      > yeah, that 2 second cd-rom read fucking drains the shit out of my laptop

      My laptop, for one, have no internal CD (dell latitude c400).

      What am I supposed to do ?

  137. How does the AI *really* work? by Rick+Genter · · Score: 2, Interesting

    Do you use neural nets?
    Do you do any game recording/playback?
    Do you have the game play itself?
    What kind of "tuning knobs" do you have?

    Inquiring minds want to know!

    --
    Don't underestimate the power of The Source
  138. Screen resolution... by socrates09 · · Score: 2, Interesting

    Will the screen resolution be artificially restricted??

    Civ III forced a resolution of 1024x768 or similar, which was extremely annoying given the small amount of map area visible (a big problem with the game IMO). The ability to zoom will somewhat alleviate this problem, but it would also be nice to use the full 1920x1200 resolution I have available. This is particularly relevant to a tactical game like Civ where you often need an overview of an area for strategic planning, and having to scroll back and forth to get this is detrimental to the playability of the game.

    btw. FreeCiv allows any resolution (being window based), so if an Open source clone can do it there's no excuse for a commercial release :)

  139. Hexagonal grid support... by socrates09 · · Score: 2, Interesting

    Will Civ IV support hexagonal grids, eithere built in or via modding??

    The screen shots I have seen are all square grids. Hex grids make for a fairer movement system, as opposed to square grids where a diagonal move costs the same but takes you further than left/right/up/down moves. FreeCiv provides a hex grid/tileset that I find preferable to the 'classic' square style.

    If there is no support for hexagonal grids, what has been done to resolve the issue with movement points and other problems resulting from the use of a square grid system?

  140. Real-time and/or concurrent move option?? by socrates09 · · Score: 1

    Will there be an option for real-time or concurrent moves??

    I recall something like this for one of the multiplayer modes of a previous civ version (never played it tho). This could be an interesting option for providing different dynamics to the gameplay, both for multiplayer and single player modes. There would need to be a method to resolve conflicting moves etc (eg. two players move a unit to the same square), but I'm sure it could be done. This could either be quasi real-time, where players have a limited time to take their turn, or simply wait for everyone to finish before processing the end of turn. Either method would allow players (human & computer) to take their turn at the same time, and could remove some of the imbalance introduced by a sequential turn system (eg. kill one city just for the next computer player to build another city before your next turn).

  141. Cultural Growth by Aussie_Lurker · · Score: 1

    Hi guys. Well, first up I have to say that this game is looking stunning-keep up the brilliant work guys :)! OK, my question is a simple one-I posed it to Sid, but you are probably the best people to answer it: How exactly does culture work in Civ4. Barry Caudhill said that culture was dependant on your funding via the culture slider, but that cultural improvements/wonders multiplied this effect on a city-by-city basis. Is this still correct? If not, then how will it be done? Thanks in advance. Yours, Aussie_Lurker.

    1. Re:Cultural Growth by Remconius · · Score: 1

      I am very curious as to how culture will work as well. A slider at 0% for most games seems like a design flaw to me.

  142. City Issues (maintainance and population growth). by Aussie_Lurker · · Score: 2, Interesting

    Hi guys. Well, what can I say, all the info coming out about Civ4 is making me practically drool with anticipation ;)! This is looking like the best civ yet, and you should be congratulated. OK, my question is a two parter, but both relate to city development. Firstly, what role do food units (bread) and health actually play in the new population growth system? Secondly, do city improvements and wonders come with any kind of per-turn maintainance cost, as they did in Civ2 and 3, or will this all be subsumed into the new city and civic maintainance cost? Thanks for your time :)! Yours, Aussie_Lurker.

  143. Re:Map reactive is cool, but player reactive bette by kwoff · · Score: 1
    it would be like me moving to france and starting a city in the country and considering that city part of the u.s..

    That reminded me of a French comedy, about a French guy who believs he's actually American (at heart), but after the American embassy refuses to take him, he turns a housing lot in France into a self-proclaimed American state.

  144. My questions by halleluja · · Score: 1
    Hi, I've been playing Civ123++, Centauri etc. since ever. Very nice games.

    #1: How do you test the game? I'm playing endless hours on a single game..

    #2: Will you add more automatic management features as introduced in the Conquest expansion?

    #3: Do you have managers or AI?

    My problem is the AI/comp will always be better at micromanagement than I, and therefore is more able to attain its goal.

    So, I'll have to adjust to the AI's weaknesses in difficult settings of the game resulting in smallpox strategies (pump them settlers) etc.

    Now, what do you think will make the game more enjoyable instead of making the AI tougher?

    Final question: how do I win? :-)

  145. Open Source? by Jacek+Poplawski · · Score: 1

    There are question about Mac version and Linux version, I have another question - could you consider open engine source, so players would modify not just game rules but also system specific stuff, like fixing interface or video bugs?
    It would be probably first famous commercial game released with open source engine (Doom, Quake, etc.. are GPL, but years after first release).

  146. Workers by skintigh2 · · Score: 0, Flamebait

    Will the "auto" feature of this Civ be like the last one, in which on a giant map every worker will take 30 seconds to think about what to do (a long time when you have 100+ workers), and then every worker will decide to go do the exact same thing on the other side ofthe planet and take the next 400 years to get there, just to turn around?

    *cough*

    What I mean to say is: will you TEST your product BEFORE you sell it this time, and will any thought be put into the most important unit, the worker.

  147. Question: by HogynCymraeg · · Score: 1

    But does it run [on] linux...?

  148. Re:Good news by ichigo+2.0 · · Score: 1

    After reading your post I'm actually starting to think that there still is hope for the Civ series. Thanks for the info, I think I'll point my browser to Gamespot now. :)

  149. Question re: Technology and Resources. by Aussie_Lurker · · Score: 1

    Hi guys, My question is a two parter, both relating to the interaction between techs and resources. First question is: Will all deposits of a resource become visible when you discover its prerequisite tech? If not, what now determines the chance of resource appearance? By the same token, what determines if a resource disappears? My Second question is: will it be possible to mod the game in such a fashion as to make some technologies Resource Dependant? For example, could I make 'bronze working' dependant on having access to copper? Thank you in advance for your answers. Yours, Aussie_Lurker.

  150. Slaughter dissidents? by Fastball · · Score: 1

    The nice thing about Rome: Total War is the ability to round up the population of a city you capture, and put them to the blade. No more corruption or rebellion! Any chance of implementing this, so I can get back to gaming instead of spending all my time putting my boot in the back of every rebellious city's neck?

  151. Same problem with Total War series by Fastball · · Score: 1

    The original Medieval: Total War was a breeze to play. You could really whisk around the map and get through a game turn. With Rome: Total War, the 3D rendering really slowed things down with little value added. I think a game based on a hex or squared based map is ideal for 2D. It's simpy a better fit, and it doesn't require added electricity and

  152. Spearman v. Tank by Fastball · · Score: 2, Interesting

    Let's admit it, it's the most beautiful thing in all of the Civ series. Losing your cherry to a spearman (wow, what a pun!).

    Any thought given to expanding guerilla tactics?

  153. Yes, it is too much to ask. by Some+Random+Username · · Score: 1

    Making cross platform games does not add any extra time, expense or difficulty. Nor does it makes the game a "lesser" game. Games are some of the easiest apps to make portable, since they don't use any of the native OS gui toolkits, and there are portable libs for everything. Hell, there's idiots who license an existing portable game engine like the unreal or quake engine, and then release a windows only game anyways. We need to keep telling these morons that we are here and want linux versions of games so they eventually get it through their thick skulls.