Sunday, October 24, 2010

Building a civilization to the test conflicts

Building a civilization to the test conflicts, wars and time, this is the challenge set by the Civilization series. On the eve of its 20th anniversary, the renowned Sid Meier mark its 5th edition.
During these two decades, Civilization has built a solid reputation among players. A large community has rallied around the various iterations and the fifth iteration brings, as usual, its share of changes that make them nervous fans of the series.
For the uninitiated, Civilization is a strategy game is playing in turn. In the manner of a chess game, each player makes a series of actions before handing over to the enemy so that he can do the same. Before you even start a game, the player has the ability to configure several parameters; including the size and configuration of the terrain, the number of players (including the city-states), the time when the party starts, the civilization that it will play, etc.. Of course, several preset modes allow the player to start a game quickly.
 

Lovers of changes are also very well served since an astronomical amount of parameters can be edited via the configuration files. These famous “mods” can then be shared with the rest of the community, and at the same interface of the game With this abundance of options, each party is unique and offers a different challenge to each of them .
In general, the game begins at the ancient era when the player has only a few units to build its first city and start exploring the territory and resources nearby. First innovation, the square tiles have been replaced by hexagons.
The impact is not only aesthetic (as it gives a more natural look to the field) but also strategic, since each tile is now in contact with six sides instead of four. In addition, the graphics engine has been completely revised and offers superb levels extensive and detailed within the guts of a good level of realism of the series.
One of the peculiarities of Civilization, and probably one of the reasons for its success, is that the game provides several ways to win a game. Of course, it is possible to annihilate the enemy to claim victory, but, as in reality, war has a price and not dominate the world of force is not a simple matter. However, compared with the previous titles, everything has been simplified since it is now that capture the capitals of each of the opponents to achieve victory through domination.
Other rules of combat have been adjusted: it is no longer possible to stack multiple units fighting on the same tile, which has the effect of making the battles more realistic (by forcing the player to attack on several fronts ). In addition, cities can now defend themselves.
Other conditions include victories to win the conquest of space (that is to say, be the first player to launch a rocket into orbit), obtaining a diplomatic victory (by obtaining a sufficient number of votes at the UN) , obtaining a cultural domination or finish with the most points when the party reached the year 2050. Although the gameplay is similar between the 18 civilizations available, each with units and characteristics of their own.
For example, some will be better equipped to fight early in the game while others will have their units appear in the tougher end of the game. Others may extend their territory and quickly build new cities, while some will have an advantage in maintaining a smaller territory.
In addition to supporting up to 12 players, Civilization V introduces the concept of city-states. These neutral towns dot the area, can grow, but will not create additional cities. Relations with these city-states are simpler than the computer controlled civilizations.
Basically, you can destroy you or make allies with gifts. Once an alliance, the player receives their aid if attacked, but they share their resources with the nation (provided they are connected via a trade route to its cities). The addition of these city-states is welcome and adds a new strategic dimension to the parties.
Regarding relations with other civilizations, again, the game has a more refined interface. To undertake a process of negotiation with one of them, it takes only select items that the player wants to game then to propose a deal. For example, negotiate free passage on the territory of another nation can engage in turn open its borders or provide some resources for a number of laps.
For newcomers, advisers suggest actions to be taken to support them in achieving certain goals. For example, a diplomatic adviser to the player may indicate that another civilization lacks a resource that he possesses in abundance, with a market that nation could play in the player’s advantage. If these advisors guide the player stepping in the early rounds, they will fade gradually over time. A questionable design choice, since it is in the middle and end of the game that the whole becomes more complex and valuable advice on actions to take can actually save the player.
While in most cases, the interface is simple and intuitive, it happens that some features are missing roughly clarity. For example, strategically sensible to give an overview of the land, resources and units, this much information at once that the result is rather difficult to digest. Occasionally it also happens that it is difficult to know why the production of a city lies not live up to our expectations, then it is very simple to obtain similar information ( ex. why our nation is happy).
Civilization V would not be complete without a multiplayer component. As a solo part, participants in a match, each representing civilizations involved. To impose too much downtime for the players, each nation makes its actions simultaneously.
As a single game can last dozens of hours, you can save a match and again later (with or without the original players). The implementation of the multiplayer mode is not without flaw, as it is currently difficult to join the games online because of various connection issues, and because few players populate the servers. In addition, the game does not fashion “hot seat”, where multiple players can compete on the same computer. According to latest information, this mode would be added later with a patch. Civilization V, like its predecessors is a game immensely complex, and address each of these facets in a single criticism is impossible.
So I will summarize this latest iteration as well: the game incorporates every ingredient that made a success of previous titles and adds just enough new features to continue to carry the franchise forward. The greater openness to the community of “modders” risk to please and ensure the longevity of the series for years to come. Featuring a catchy style and offering parts that can extend over several tens of hours, the lifetime of the game is practically endless. Admittedly, the multiplayer portion lack of finish, but hopefully that time will heal things.

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