Last game of Civ I played was a stomp where I absolutely rolled the AI with Germany...
A wish, Firaxis: do not use 1 unit per tile. Please. I understand the purpose behind 1 unit per tile and that some people dislike Stacks of Doom, but seriously - the AI just cannot handle 1 unit per tile. You can absolutely roflstomp the AI even outnumbered 10 : 1, even with a slight tech disadvantage, because it cannot effectively position it's forces or abuse terrain anywhere near as well as a human player.
Bring back stacks, get rid of ranged attackers.
EDIT: Also, it is a Goddamn pain in the ass to micromanage a large late-game 1 unit per tile army. It really, really slows turns down.
Last game of Civ I played was a stomp where I absolutely rolled the AI with Germany...
A wish, Firaxis: do not use 1 unit per tile. Please. I understand the purpose behind 1 unit per tile and that some people dislike Stacks of Doom, but seriously - the AI just cannot handle 1 unit per tile. You can absolutely roflstomp the AI even outnumbered 10 : 1, even with a slight tech disadvantage, because it cannot effectively position it's forces or abuse terrain anywhere near as well as a human player.
Bring back stacks, get rid of ranged attackers.
EDIT: Also, it is a Goddamn pain in the ass to micromanage a large late-game 1 unit per tile army. It really, really slows turns down.
Doomstacks are boooostacks. 1/tile, it is the only way.
I have some 800 hours in CiV If I can get half that mileage out of this game, then I shall be more than happy
"I don't know but I've been told, Deirdre's got a Network Node. Likes to press the on-off switch, Dig that crazy Gaian witch!" - Spartan Barracks March
It's quicker to crush the incompetent AI without doomstacks. Either way the problem is the AI sucks at war.
I don't think the AI is to blame - it's not like Rome II, where the AI is just comatose and cannot put together an army. The AI in civ knows how to build a decent siege force, knows which units to attack first / which units counter which, etc. It just doesn't have the forward modelling necessary to handle terrain (and probably no AI running on commercial CPU software alone does).
Stack & direct attack units solve this issue, because the AI doesn't have to understand terrain all that well in order to be somewhat competitive (obviously it will never seriously challenge a vet, but it's not supposed to - it's supposed to be a fun and reasonably competent adversary to beat-up). 1 unit per tile makes it absolutely crucial to understand choke points & ranged unit capabilities, otherwise you can send an entire army of 30 units against 3 units and lose everything via death march into a gap in the mountain range.
I get it - doom stacks are dumb because wars end in an anti-climax just about every time. The thing is, wars end that way anyway, because the AI can't take advantage of the depth offered by 1 unit per tile.
One good example of that is that, in my mind, there are two kinds of Civilization games. There's Civilization 4 and Civilization 5, then there's Civ Rev. Civ Rev is my favourite, it's the last Civ that Sid Meier himself has designed
we want to reach a new audience. We want to get to those XCOM fans who may not have played Civ because history wasn't their thing, or strategy gamers that are playing a lot of these strategy games on IOS, that haven't tried Civ before. We want to reach those people, so we're trying to make the game more accessible for them
We decided on a different way to make your army customisable, and also feed back into your affinity, your cultural identity. So you have a catalogue of generic unit types that will upgrade as you level up. As your dominant affinity goes higher you'll be able to stack these guys with perks, with special abilities that are themed to that. Your marines can start out as normal marines, and then you play a little while and they level up to level two marines and you give them the anti-alien perk instead of the anti-city perk, because that's the kind of army you want to field. Then they have more abilities beyond that, so your stock types upgrade throughout the game.
It's quicker to crush the incompetent AI without doomstacks. Either way the problem is the AI sucks at war.
I don't think the AI is to blame - it's not like Rome II, where the AI is just comatose and cannot put together an army. The AI in civ knows how to build a decent siege force, knows which units to attack first / which units counter which, etc. It just doesn't have the forward modelling necessary to handle terrain (and probably no AI running on commercial CPU software alone does).
Stack & direct attack units solve this issue, because the AI doesn't have to understand terrain all that well in order to be somewhat competitive (obviously it will never seriously challenge a vet, but it's not supposed to - it's supposed to be a fun and reasonably competent adversary to beat-up). 1 unit per tile makes it absolutely crucial to understand choke points & ranged unit capabilities, otherwise you can send an entire army of 30 units against 3 units and lose everything via death march into a gap in the mountain range.
I get it - doom stacks are dumb because wars end in an anti-climax just about every time. The thing is, wars end that way anyway, because the AI can't take advantage of the depth offered by 1 unit per tile.
It's two variants of the same thing.
Option #1: AI throws a giant stack of troops into your borders, you sit three spaces within along the probable path, bash the stack with some siege weapons, annihilate the remaining forces, after which there is just a small garrison remaining for you to conquer.
Option #2: AI is generally clueless, dies.
I mean, #1 feels slightly more dynamic, but it's actually pretty tedious.
Self-righteousness is incompatible with coalition building.
One good example of that is that, in my mind, there are two kinds of Civilization games. There's Civilization 4 and Civilization 5, then there's Civ Rev. Civ Rev is my favourite, it's the last Civ that Sid Meier himself has designed we want to reach a new audience. We want to get to those XCOM fans who may not have played Civ because history wasn't their thing, or strategy gamers that are playing a lot of these strategy games on IOS, that haven't tried Civ before. We want to reach those people, so we're trying to make the game more accessible for them
We decided on a different way to make your army customisable, and also feed back into your affinity, your cultural identity. So you have a catalogue of generic unit types that will upgrade as you level up. As your dominant affinity goes higher you'll be able to stack these guys with perks, with special abilities that are themed to that. Your marines can start out as normal marines, and then you play a little while and they level up to level two marines and you give them the anti-alien perk instead of the anti-city perk, because that's the kind of army you want to field. Then they have more abilities beyond that, so your stock types upgrade throughout the game.
Eeeeh...
...I hope by 'strategy games on iOS' they mean 'FTL and nothing else'.
And... that last paragraph sounds disheartening. Is he/she saying that there are not going to be unique units? In fairness, SMAC didn't really have those either... but on that same token, warfare & unit selection in SMAC was kinda balls.
One good example of that is that, in my mind, there are two kinds of Civilization games. There's Civilization 4 and Civilization 5, then there's Civ Rev. Civ Rev is my favourite, it's the last Civ that Sid Meier himself has designed we want to reach a new audience. We want to get to those XCOM fans who may not have played Civ because history wasn't their thing, or strategy gamers that are playing a lot of these strategy games on IOS, that haven't tried Civ before. We want to reach those people, so we're trying to make the game more accessible for them
We decided on a different way to make your army customisable, and also feed back into your affinity, your cultural identity. So you have a catalogue of generic unit types that will upgrade as you level up. As your dominant affinity goes higher you'll be able to stack these guys with perks, with special abilities that are themed to that. Your marines can start out as normal marines, and then you play a little while and they level up to level two marines and you give them the anti-alien perk instead of the anti-city perk, because that's the kind of army you want to field. Then they have more abilities beyond that, so your stock types upgrade throughout the game.
Eeeeh...
...I hope by 'strategy games on iOS' they mean 'FTL and nothing else'.
And... that last paragraph sounds disheartening. Is he/she saying that there are not going to be unique units? In fairness, SMAC didn't really have those either... but on that same token, warfare & unit selection in SMAC was kinda balls.
Well, from what they wrote apparently each of the big cultural tradition whatchamacallits have unique units - the Harmony guys get aliens and genetically modified dudes, the sciencey dudes get high-tech units that include but are not limited to a robotic samurai and giant mechs, and the Purity dudes get flying fortresses and levitating battleships and whatnot.
They seem to be going for asymmetric gameplay, so I'd expect some differences at least.
I would like to see them go to an army system, where you have very few units (at one unit per tile) but they are all significant investments and valuable, customizable military forces.
And get rid of utility units entirely - Missionaries act like Caravans, assigned city to city, rather than end up on the map.
David McDonough: Since obviously without the historic context there's no such thing as going from archers to guns. When you land on the planet you've got pretty good stuff—contemporary military plus. One of the favourite features from Alpha Centauri is the unit workshop, which everybody really likes, even though in our opinion the design of that could have been improved, so we did!
We decided on a different way to make your army customisable, and also feed back into your affinity, your cultural identity. So you have a catalogue of generic unit types that will upgrade as you level up. As your dominant affinity goes higher you'll be able to stack these guys with perks, with special abilities that are themed to that. Your marines can start out as normal marines, and then you play a little while and they level up to level two marines and you give them the anti-alien perk instead of the anti-city perk, because that's the kind of army you want to field. Then they have more abilities beyond that, so your stock types upgrade throughout the game.
About a third of the way into the game they start to get augmented by unique units, which are unique to affinities, they're not unique to affinities. So if you play the Supremacy path you will have access to Supremacy uniques—there's a catalogue of them, and they are themed along Supremacy ideals, so the first two are robots, basically droids, and they get more sophisticated from there. So there are robo-soldiers for Supremacy, using alien lifeforms as herds, or as cavalry, or breeding new creations for the Harmony player. Then the Purity player has the aforementioned flying fortresses. They're the tough guys, so they specialise in the float-stone, and they figure out how to mill it into a particular kind of ore that they can use to levitate truly massive objects. Their highest levels are the lev-tanks and the lev-destroyer, which is essentially a battleship that flies.
So depending on your playstyle you can look at these different styles of armies, and by the end of the game they're going to be totally different. Your army will be totally different than your neighbours, but balanced, so it's more like which of you is better at using your particular strengths?
I'm not sure why it's not handled like some of the chess AIs. You have a finite number of resources, and a limited set of ways of distributing those resources. So you could brute force it - figure out the optimal disposition of resources, versus likely play by the opponent.
That does have the same weakness as those chess AIs (you can lure your opponent into making a bad move), and it's fairly computationally intensive. But you could certainly do model it on standard PC hardware.
One good example of that is that, in my mind, there are two kinds of Civilization games. There's Civilization 4 and Civilization 5, then there's Civ Rev. Civ Rev is my favourite, it's the last Civ that Sid Meier himself has designed we want to reach a new audience. We want to get to those XCOM fans who may not have played Civ because history wasn't their thing, or strategy gamers that are playing a lot of these strategy games on IOS, that haven't tried Civ before. We want to reach those people, so we're trying to make the game more accessible for them
We decided on a different way to make your army customisable, and also feed back into your affinity, your cultural identity. So you have a catalogue of generic unit types that will upgrade as you level up. As your dominant affinity goes higher you'll be able to stack these guys with perks, with special abilities that are themed to that. Your marines can start out as normal marines, and then you play a little while and they level up to level two marines and you give them the anti-alien perk instead of the anti-city perk, because that's the kind of army you want to field. Then they have more abilities beyond that, so your stock types upgrade throughout the game.
Eeeeh...
...I hope by 'strategy games on iOS' they mean 'FTL and nothing else'.
And... that last paragraph sounds disheartening. Is he/she saying that there are not going to be unique units? In fairness, SMAC didn't really have those either... but on that same token, warfare & unit selection in SMAC was kinda balls.
They mention unique units very briefly in the pc gamer article... when they are talking about how regular units will get buffs by being close to them
David McDonough: Since obviously without the historic context there's no such thing as going from archers to guns. When you land on the planet you've got pretty good stuff—contemporary military plus. One of the favourite features from Alpha Centauri is the unit workshop, which everybody really likes, even though in our opinion the design of that could have been improved, so we did!
We decided on a different way to make your army customisable, and also feed back into your affinity, your cultural identity. So you have a catalogue of generic unit types that will upgrade as you level up. As your dominant affinity goes higher you'll be able to stack these guys with perks, with special abilities that are themed to that. Your marines can start out as normal marines, and then you play a little while and they level up to level two marines and you give them the anti-alien perk instead of the anti-city perk, because that's the kind of army you want to field. Then they have more abilities beyond that, so your stock types upgrade throughout the game.
About a third of the way into the game they start to get augmented by unique units, which are unique to affinities, they're not unique to affinities. So if you play the Supremacy path you will have access to Supremacy uniques—there's a catalogue of them, and they are themed along Supremacy ideals, so the first two are robots, basically droids, and they get more sophisticated from there. So there are robo-soldiers for Supremacy, using alien lifeforms as herds, or as cavalry, or breeding new creations for the Harmony player. Then the Purity player has the aforementioned flying fortresses. They're the tough guys, so they specialise in the float-stone, and they figure out how to mill it into a particular kind of ore that they can use to levitate truly massive objects. Their highest levels are the lev-tanks and the lev-destroyer, which is essentially a battleship that flies.
So depending on your playstyle you can look at these different styles of armies, and by the end of the game they're going to be totally different. Your army will be totally different than your neighbours, but balanced, so it's more like which of you is better at using your particular strengths?
Oh, that sounds pretty cool to me. I honestly never did like the unit workshop in SMAC.
The perks sound more or less identical to the perk system in Civ V, which I'm on board with (...I hope it's a little more balanced than the Civ V perk tree, but meh. It's Firaxis. It'll be horrible imbalanced).
I'm not sure why it's not handled like some of the chess AIs. You have a finite number of resources, and a limited set of ways of distributing those resources. So you could brute force it - figure out the optimal disposition of resources, versus likely play by the opponent.
That does have the same weakness as those chess AIs (you can lure your opponent into making a bad move), and it's fairly computationally intensive. But you could certainly do model it on standard PC hardware.
The problem with doing that, or so I've been told, is that it then takes too long for an AI opponent to actually make their moves.
I'm not sure why it's not handled like some of the chess AIs. You have a finite number of resources, and a limited set of ways of distributing those resources. So you could brute force it - figure out the optimal disposition of resources, versus likely play by the opponent.
That does have the same weakness as those chess AIs (you can lure your opponent into making a bad move), and it's fairly computationally intensive. But you could certainly do model it on standard PC hardware.
The problem with doing that, or so I've been told, is that it then takes too long for an AI opponent to actually make their moves.
The board is a lot more complex than chess, with increases the moves and therefore the time..
-You'll go beyond earth as the title implies, making it more like Alpha Centauri.
- Out this Autumn
- You start on an alien world
- There are three types of worlds: Lush, Airy and Fungal
- You'll still be building cities like in CIv V but to expand to other planets you'll use outposts.
- You can be the first to explore a new planet and you may find some neutral creatures/races on those worlds. You can either destroy them or leave them be.
- Relics are still in.
- You can win the game by returning to earth. To do that you'll need to put a satellite in orbit around the earth and you can either return to earth to win or you can bring the refugees of earth to your home world.
- You can use diplomacy with other players right from the start.
- Fog of War is still present
- There are now orbital units that you can command like satellites.
I'm not sure why it's not handled like some of the chess AIs. You have a finite number of resources, and a limited set of ways of distributing those resources. So you could brute force it - figure out the optimal disposition of resources, versus likely play by the opponent.
That does have the same weakness as those chess AIs (you can lure your opponent into making a bad move), and it's fairly computationally intensive. But you could certainly do model it on standard PC hardware.
The problem with doing that, or so I've been told, is that it then takes too long for an AI opponent to actually make their moves.
The board is a lot more complex than chess, with increases the moves and therefore the time..
I wonder if you can write your own AI with the Steam tools. Could be fun to try.
Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
edited April 2014
Further research has lead me to believe that there is only one planet... with the ability to return to earth as an endgame..neh kind of disappointing but oh well.
Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
edited April 2014
Theres two things I really want. Multiple planet exploration and space based battleships and other military/economic units such as fighters and trade caravans... hopefully this will come in an expansion... think about it.. massive space battles over protecting trade routes and other things such as space stations under construction.... even battles over the planets themselves... thats what I really want to see. The orbital layer is a great start but the civ franchise is capable of so much more than that.
Theres two things I really want. Multiple planet exploration and space based battleships and other military/economic units such as fighters and trade caravans... hopefully this will come in an expansion... think about it.. massive space battles over protecting trade routes and other things such as space stations under construction.... even battles over the planets themselves... thats what I really want to see.
You've played Gal Civ, right?
Self-righteousness is incompatible with coalition building.
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Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
Theres two things I really want. Multiple planet exploration and space based battleships and other military/economic units such as fighters and trade caravans... hopefully this will come in an expansion... think about it.. massive space battles over protecting trade routes and other things such as space stations under construction.... even battles over the planets themselves... thats what I really want to see.
You've played Gal Civ, right?
Of course but were talking about the civ franchise here.those types of mechanics would completely revolutionize the franchise as it is now in its current state.
Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
What about some sort of limited/hybrid version of doomstacks though?? Something like 5 per tile with certain units having the ability to stack more or less depending on their abilities? Why does it have to be one or the other when you can have the best of both worlds?
I sincerely hope there will be no going back to doomstacks. I remember playing Civ 4 multiplayer with a friend of mine, who was fairly new to the game. He was really enjoying it, until the AI declared war on me, and I turned my cities into unit pumping factories to combat the enemy, and afterwards roll my stacks of 40 something north to assault the enemy, one uni- zzzzzzz....
He didn't feel like playing Civ 4 multiplayer after that
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Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
edited April 2014
I find it kind of odd that they didnt mention space colonies or stations in the interview.. despite the fact that theres one in the trailer... instead they mentioned things like satellites and bombardment platforms... makes me kind of nervous. Especially when they started talking about catering to fans who play crappy mobile strategy games.. shudder..
Also when they talk about different types of planets I think they meant different templates for the one planet.
Further research has lead me to believe that there is only one planet... with the ability to return to earth as an endgame..neh kind of disappointing but oh well.
In the pc gamer announcement I thought I saw something about Planet types. Arid worlds would have sand worms, volcano worlds had a strange fungus, and nautical worlds had sea creatures and such.
It'd be cool if there were different menageries of aliens depending on the type of planet you landed on. for the harmony players, they'd be sand riders, wave runners or ''one with the fungus'', but I don't know how that'd translate for the supremacy or purity players, though, since the Harmony player would have 3 distinct armies depending on the world type.
Maybe instead of going droid, they'd have bionic, or super soldiers. and instead of Lev-ships and Lev-tanks, they would be... walkers?
I dunno, its conjecture on my part, then again, it might just be all one menagerie, with aliens popping up on certain terrain types and calling it good.
Further research has lead me to believe that there is only one planet... with the ability to return to earth as an endgame..neh kind of disappointing but oh well.
In the pc gamer announcement I thought I saw something about Planet types. Arid worlds would have sand worms, volcano worlds had a strange fungus, and nautical worlds had sea creatures and such.
It'd be cool if there were different menageries of aliens depending on the type of planet you landed on. for the harmony players, they'd be sand riders, wave runners or ''one with the fungus'', but I don't know how that'd translate for the supremacy or purity players, though, since the Harmony player would have 3 distinct armies depending on the world type.
Maybe instead of going droid, they'd have bionic, or super soldiers. and instead of Lev-ships and Lev-tanks, they would be... walkers?
I dunno, its conjecture on my part, then again, it might just be all one menagerie, with aliens popping up on certain terrain types and calling it good.
They mentioned there was only 1 pool of aliens, although it's deployed differently for different worlds.
Further research has lead me to believe that there is only one planet... with the ability to return to earth as an endgame..neh kind of disappointing but oh well.
In the pc gamer announcement I thought I saw something about Planet types. Arid worlds would have sand worms, volcano worlds had a strange fungus, and nautical worlds had sea creatures and such.
It'd be cool if there were different menageries of aliens depending on the type of planet you landed on. for the harmony players, they'd be sand riders, wave runners or ''one with the fungus'', but I don't know how that'd translate for the supremacy or purity players, though, since the Harmony player would have 3 distinct armies depending on the world type.
Maybe instead of going droid, they'd have bionic, or super soldiers. and instead of Lev-ships and Lev-tanks, they would be... walkers?
I dunno, its conjecture on my part, then again, it might just be all one menagerie, with aliens popping up on certain terrain types and calling it good.
Im pretty sure they meant that as different templates for the same world.
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It's a funny old world.
Built in WINE and/or it has a openGL mode as well.
I haven't played in months, I thought I'd finally kicked that habit.
Damn you Firaxiiiiiiiiis.
A wish, Firaxis: do not use 1 unit per tile. Please. I understand the purpose behind 1 unit per tile and that some people dislike Stacks of Doom, but seriously - the AI just cannot handle 1 unit per tile. You can absolutely roflstomp the AI even outnumbered 10 : 1, even with a slight tech disadvantage, because it cannot effectively position it's forces or abuse terrain anywhere near as well as a human player.
Bring back stacks, get rid of ranged attackers.
EDIT: Also, it is a Goddamn pain in the ass to micromanage a large late-game 1 unit per tile army. It really, really slows turns down.
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"I don't know but I've been told, Deirdre's got a Network Node. Likes to press the on-off switch, Dig that crazy Gaian witch!" - Spartan Barracks March
I don't think the AI is to blame - it's not like Rome II, where the AI is just comatose and cannot put together an army. The AI in civ knows how to build a decent siege force, knows which units to attack first / which units counter which, etc. It just doesn't have the forward modelling necessary to handle terrain (and probably no AI running on commercial CPU software alone does).
Stack & direct attack units solve this issue, because the AI doesn't have to understand terrain all that well in order to be somewhat competitive (obviously it will never seriously challenge a vet, but it's not supposed to - it's supposed to be a fun and reasonably competent adversary to beat-up). 1 unit per tile makes it absolutely crucial to understand choke points & ranged unit capabilities, otherwise you can send an entire army of 30 units against 3 units and lose everything via death march into a gap in the mountain range.
I get it - doom stacks are dumb because wars end in an anti-climax just about every time. The thing is, wars end that way anyway, because the AI can't take advantage of the depth offered by 1 unit per tile.
Eeeeh...
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I wish to know this as well.
http://www.fallout3nexus.com/downloads/file.php?id=16534
It's two variants of the same thing.
Option #1: AI throws a giant stack of troops into your borders, you sit three spaces within along the probable path, bash the stack with some siege weapons, annihilate the remaining forces, after which there is just a small garrison remaining for you to conquer.
Option #2: AI is generally clueless, dies.
I mean, #1 feels slightly more dynamic, but it's actually pretty tedious.
...I hope by 'strategy games on iOS' they mean 'FTL and nothing else'.
And... that last paragraph sounds disheartening. Is he/she saying that there are not going to be unique units? In fairness, SMAC didn't really have those either... but on that same token, warfare & unit selection in SMAC was kinda balls.
Well, from what they wrote apparently each of the big cultural tradition whatchamacallits have unique units - the Harmony guys get aliens and genetically modified dudes, the sciencey dudes get high-tech units that include but are not limited to a robotic samurai and giant mechs, and the Purity dudes get flying fortresses and levitating battleships and whatnot.
They seem to be going for asymmetric gameplay, so I'd expect some differences at least.
And get rid of utility units entirely - Missionaries act like Caravans, assigned city to city, rather than end up on the map.
That does have the same weakness as those chess AIs (you can lure your opponent into making a bad move), and it's fairly computationally intensive. But you could certainly do model it on standard PC hardware.
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They mention unique units very briefly in the pc gamer article... when they are talking about how regular units will get buffs by being close to them
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Oh, that sounds pretty cool to me. I honestly never did like the unit workshop in SMAC.
The perks sound more or less identical to the perk system in Civ V, which I'm on board with (...I hope it's a little more balanced than the Civ V perk tree, but meh. It's Firaxis. It'll be horrible imbalanced).
The problem with doing that, or so I've been told, is that it then takes too long for an AI opponent to actually make their moves.
The board is a lot more complex than chess, with increases the moves and therefore the time..
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You've played Gal Civ, right?
Of course but were talking about the civ franchise here.those types of mechanics would completely revolutionize the franchise as it is now in its current state.
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But space colonies! With systems for exploration, terraforming, economy, diplomacy, war, and more! Oh how wonderful it will be. Time to play some Civ.
(C.f. Things like panzer general, etc.)
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He didn't feel like playing Civ 4 multiplayer after that
Also when they talk about different types of planets I think they meant different templates for the one planet.
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In the pc gamer announcement I thought I saw something about Planet types. Arid worlds would have sand worms, volcano worlds had a strange fungus, and nautical worlds had sea creatures and such.
It'd be cool if there were different menageries of aliens depending on the type of planet you landed on. for the harmony players, they'd be sand riders, wave runners or ''one with the fungus'', but I don't know how that'd translate for the supremacy or purity players, though, since the Harmony player would have 3 distinct armies depending on the world type.
Maybe instead of going droid, they'd have bionic, or super soldiers. and instead of Lev-ships and Lev-tanks, they would be... walkers?
I dunno, its conjecture on my part, then again, it might just be all one menagerie, with aliens popping up on certain terrain types and calling it good.
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They mentioned there was only 1 pool of aliens, although it's deployed differently for different worlds.
Why I fear the ocean.
Im pretty sure they meant that as different templates for the same world.
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