Скрытый текстCivilization IV: Beyond the Sword Hands-On - Espionage, Corporations, and More
We take a look at some of the major new gameplay additions in the second expansion pack for the epic turn-based strategy game.
By Jason Ocampo, GameSpot
Civilization has always been a game about big ideas. After all, the iconic turn-based strategy series is all about letting you write history your own way. You begin the game in the Stone Age with a single, primitive civilization. Then you begin the long struggle to survive and thrive throughout history. Along the way, you encounter rival civs and deal with them diplomatically or militarily, though you can get wiped out by rampaging barbarians or an overly hostile neighbor. That's been the formula throughout the course of the series, though 2005's Civilization IV eliminated a lot of the tedious micromanagement that had built up over the years. In 2006, Publisher 2K Games and developer Firaxis released the Warlords expansion, which added a number of historical scenarios and civilizations. Now the companies are working on Beyond the Sword, the second expansion--a big expansion that's about double the size of Warlords. Not only does it add 11 new scenarios and mods (drastic reworkings of the core game), as well as 10 new civilizations, but it also adds significant changes to the Stone-Age-to-Space-Age epic game.
If you're the kind of Civilization fan who likes playing historical scenarios, then Beyond the Sword will offer plenty of contemporary and near-future conflicts for you. WWII: Road to War lets you wage the great struggle in either Europe or the Pacific as either the Axis or the Allies. Next War, which is set in the middle of the 21st century, has you control clone armies and mechanized units. Broken Star features a modern-day Russian civil war. The scenarios and mods aren't just historical either. There are a couple of incredibly fanciful mods that transform Civ IV into the most unexpected things. First, there's Afterworld, a turn-based tactical scenario that looks like a cross between X-Com and Diablo, which is almost the last thing that you might expect a Civ mod to look like. Then there's Final Frontier, a sci-fi scenario where you must explore and settle star systems while trying to find the way home to Earth.
Fans of Civ IV's epic game are also in for some significant changes. Basically, there are whole new layers added to the game that bulk up espionage, diplomacy, and the space race to settle Alpha Centauri, the neighboring star closest to Earth. At first, all this added complexity seems at odds with Civ IV's design philosophy, which was to ditch a lot of the technical clutter to make the game easier to play and more accessible. However, many of these changes affect the latter half of the epic game, which felt a bit rushed in Civ IV. With the changes in Beyond the Sword, the latter half of the epic game is given a lot more importance.
First, there are dozens of changes and new units in the expansion, but we'll focus on the key ones. Some of the minor ones include new culture-specific graphics for many early-age units, so that an Asian swordsman doesn't look like a European one. There are a slew of new units, such as the paratrooper who can drop on any square. Air warfare has gotten an overhaul because aerial units can now receive unit promotions, and cities can only hold a handful of air units, though they can add more if they have airports. The new fort system also serves as an airfield for air units, as well as a canal system to help link two bodies of water. The artificial intelligence has been improved across the board, while the computer is a lot better and more focused, particularly in warfare. And so on.
One of the major changes involves moving espionage and spying from the late game to the early game. In Civ IV, you could only build spies after the Scotland Yard wonder was built, which happened so late in the game that spies were all but useless. That's changed now, and espionage becomes available as soon as you research the alphabet technology. You can then build spy units, which are invisible to everyone but you. On the other hand, you cannot see enemy spy units in your territory, but we'll get to how you counter them in a moment. You need to station spies in enemy cities so you can conduct espionage missions, which include sabotaging production, fomenting revolt, stealing technology, poisoning the water supply, and more. However, the more complicated the espionage mission, the more espionage points it costs. You generate espionage points by allocating a certain percentage of your economy to them, just like you allocate research and culture spending. These espionage points are spread evenly amongst all foreign nations that you're in contact with, but you can go into the new espionage screen and redirect points. So if you're at war with Russia, you can focus all your espionage points on the Russians.
When you attempt a mission, the game checks your espionage point total against the total that the nation you're targeting has against you. If you have more points focused at them than they do at you, the cost of the mission is reduced proportionally. However, if you have fewer points than the enemy, the mission becomes that much more expensive. There are also a number of ways that you can defend yourself against spies. You can station one of your spies in a city, and that raises the cost for anyone who wants to conduct espionage missions there. Also, certain buildings make a spy's job more difficult, such as courthouses, jails, and castles. By giving these existing structures new functionality, Firaxis has made them a lot more valuable. There's also a new security bureau structure that really makes things difficult for hostile spies.
The new corporation system is also a tricky new system. Corporations work like religion in that if you are the first to create a corporation, you can send out agents to spread the corporation to other cities. Indeed, the effects of religion taper off about halfway through the epic game, so corporation serves as a replacement of sorts. To create a corporation, you need access to its prerequisite resources. For example, Sid Sushi Co. is one of the seven corporations in the game (its name is a play on Civilization creator Sid Meier's name). To establish Sid Sushi's headquarters, you must research the corporation and medicine technologies, as well as have access to crab, clam, fish, or rice resources. More importantly, Sid Sushi can only be built by a great-merchant unit, and each corporation requires a specific great-person unit.
Corporate Drones
Once you create a corporation, you can create corporate executives and spread the company to other cities. There, the corporation can generate gold or extra production in that city, but there's also a price. Each corporation sucks up gold and resources in each city, so the effects can balance each other out. However, the key is to not spread your corporations in your territory but in someone else's lands. That way, you get to reap the profits while someone else's city pays the costs. It that sounds unfair, you can protect yourself by switching your government to communism, thus eliminating all private property or use of the mercantilism civic, which nullifies the effect of foreign corporations.
Random events are another major new feature in Beyond the Sword...sort of. That's because random events were in the original Civilization, released way back in 1991, but they disappeared in subsequent games. They're back in Beyond the Sword, and they're exactly like they sound. For instance, if you play with random events (they can be toggled off if you don't like surprises), all sorts of things--both good and bad--can happen to you. An earthquake could destroy a building in one of your cities, or a fire could burn down a forest square. On the flip side, another civilization could suddenly donate food to help keep a city of yours from starving, or a breakthrough could give a bonus to your military units.
What's really interesting about random events is how they've evolved. There are more than 150 random events, and some can offer questlike goals, while others can offer multiple resolutions. For example, an early random event might challenge you to become the first civilization to construct libraries in seven cities. If you do so, you'll be given a reward. Or another random event will give you a choice as how to respond. For instance, you might capture a fugitive fleeing from another country. You can return him to his country to face justice, which can earn you bonus points with that country, but it might upset another country. Or you can interrogate the fugitive for information about his country; thus, boosting your espionage point total against that country but also risking that country's wrath. Random events feel like a solid addition because they inject a sense of chance into the game.
Finally, there's the new and improved space race, which is similar to the one featured in Civilization II. The reason for the change was that the space race in Civilization IV felt a bit anticlimactic. If you started the space race first, then odds were that you were going to launch first and automatically win the game. Now, you can be the second or third civilization to start the space race but still have a chance to win. Or you might not even participate in the space race. That's because you can now launch your spaceship once you have the minimal amount of components in place, such as rockets, an engine, and the parts that make up the capsule. Or, if you spend more turns and resources, you can build a bigger spaceship that can get to Alpha Centauri faster. Or, if another civilization looks like it's going to get to Alpha Centauri first, you can try to invade and take over its capital city, which will doom the spaceship as it loses its guidance from ground control. This adds a lot more chance and decision-making to the space-race process, as well as a way to come back from behind.
Beyond the Sword adds so many core changes that you could almost call it Civilization V, but the changes feel like they're a step in the right direction. Perhaps that's because a lot of the changes can really shake up the established approaches to playing the game. There's a lot more to chance now, and you can't predict when a natural disaster or another random event might throw a new complication into the mix. Beyond the Sword is quite possibly the biggest Civilization expansion to date, and that's saying a lot. But you have time to prepare because it won't ship until July.
Скрытый текстLatest expansion spices things up with sci-fi and fantasy themed scenarios
Words: Tyler Nagata
We loved Sid Meier’s Civilization IV - in fact, we gave it a ten out of ten - and the follow up expansion, Warlords wasn’t bad at all. So it seems like the obvious choice for developer, Firaxis would be to release yet another expansion with more of the same old same old. After all, if it ain’t broke, why fix it? Why not release another expansion with more leaders, more buildings, a few more units, and ride the cash cow to the bank based on the popularity of all things Sid?
But that’s exactly what Firaxis is not doing this time around with their latest expansion, Civilization IV: Beyond the Sword. Instead, BtS spices things up with a ton of unexpected scenario extras, sporting everything from dragons and spell casters to creepy mechs and zombie-like aliens. With a staggering lineup of such strange and unexpected scenarios, BtS looks ready to carve its way around what might have otherwise been a rather anticlimactic add-on to the Civ IV universe.
Fans of the popular dungeon crawler-like mod, Fall from Heaven, can look forward to a new beefed up campaign in Beyond the Sword. Firaxis designers worked directly with the creators who made the original fantasy-based RPG mod to ensure that the Fall from Heaven: Age of Ice scenario was true to the original.
You’ll control, Kylorin, an ancient hero on a quest to stop the God of Winter, Mulcarn from his nonstop shenanigans of killing everyone with endless sheets of snow. Apparently, the God of Summer was on vacation or taking a nap during the Age of Ice. But that’s OK, because there’s plenty of dungeon crawling goodness infused with traditional Civ IV city-building play to make this four hour adventure worth your while.
But while scenarios like Fall from Heaven still show signs of the original Civ IV gameplay, with city and unit-building aplenty, others - like the sci-fi themed scenario, Afterworld - play like a completely new game. This X-Com-styled scenario throws you into space with a band of mechs sporting creepy tentacles where their arms and legs should be.
Its turn-based control scheme for combat and UI are all that remain from the Civ IV experience in this scenario. The direction that you face affects your line of sight, meaning that you’ll need to carefully consider each step you take as you proceed through the fog-of-war covered wastelands in search of a mysterious data source.
Zombie-like aliens stand between your team of slimy mechs and their pursuit of knowledge. On top of that, their devilishly efficient AI will make quick work of you if you don’t make every move count. Leave your troops spread apart and disorganized, and the enemy will gang up on each of your party members individually, tearing them to shreds.
But that’s not to say that the hardest of hardcore Civ fans will be left without the traditional content you’d expect from an expansion. Expect 26 new units, 18 new buildings, 16 leaders, 10 civilizations, and 5 new wonders will be available in BtS. And scenarios like Charlemagne will feed their fix for more - somewhat - historically-based action.
BtS will also introduce corporations into the core gameplay mechanic. With the right technology and great people, you can spawn businesses that provide various bonuses in exchange for upkeep. In an interesting take on free trade and globalization, you can even spread your businesses to weaker nations, forcing them to pay the upkeep for your corporation while you reap in the benefits.
With so many derivative add-ons for other sim/strategy titles flooding the field, the decision to release so many unique scenarios, in addition to the standard traditional content you’d expect from an expansion, is a breath of fresh air. If your box of the original Civilization IV has been collecting dust, keep your eye out for Beyond the Sword when it ships in July. In the meantime, click on the Images and Movies tabs above for a sneak peak at the game.