An Early Look At Civilization V
c0mpliant writes "IGN and Gamespot have each released a preview of the recently announced and eagerly awaited Civilization V. Apart from the obvious new hexagon shape of tiles and improved graphics, the articles go on to outline some of the major changes in the game, such as updated AI, new 'flavors' to world leaders, and a potentially game-changing, one-unit-per-tile system. No more will the stack of doom come to your city's doorsteps. Some features which will not be returning are religion and espionage. The removal of these two have sparked a frenzy of discussion on fan-related forums."
I've recently discovered the Fall From Heaven 2 mod for Civ4. It's the most sophisticated and complete mod for Civ4 out there. It's a fantasy mod set in a deep and well fleshed out universe
It brings much more new concepts and content than both commercial extensions, Warlords and Beyond the Sword (although it requires these to work).
I expect it to keep me busy enough well past Civ V enters the discount bins. Having the mod ported to Civ V, however, will make me switch in an instant. Hint hint, Firaxis.
Misleading titles? Inflammatory blurbs? Keep in mind that Slashdot is a tabloid.
You're right for most people, they probably don't care, which is why the Game presents it in basic terms.
But, if you're on of the ones that truly cares, all of that information is in plain text format (marked up in XML) in the /Assets/XML/GameInfo directory. (You can even change it if you want).
The file that addresses the changes in difficulty specifically is: CIV4HandicapInfo.xml
But also realize that some of these factors are also modified based on world size, and turn speed as well. (Possibly some other things that I've forgotten as well).
I know Civ3 and Alpha Centauri had similar files, and If I remember correctly, I beleive even Civ2 stored all of this information in text files that could be modified.
Which is one of the reasons that the various Civ's have always been so modable.