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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.

35 of 384 comments (clear)

  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 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.

    3. 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.

  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.
  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.

  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?

  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)?

  6. 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.
  7. 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?

  8. 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.
  9. 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
  10. 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!
  11. 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?

  12. 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.
  13. 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...

  14. 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)

  15. 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
  16. 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?

  17. 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.

  18. 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." ---
  19. 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.
  20. 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
  21. 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? ]=-
  22. 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.

  23. 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.
  24. 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.).
  25. 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?

  26. 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
  27. 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

  28. 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
  29. 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.
  30. 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
  31. 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