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CIVILIZATION:CTP PREVIEW
XII) AI/DIFFICULTY
But that's all nonsense in front of the real questions: how smart and how difficult is the AI, and how fun is the game
anyway?
As for smartness, it seems smarter. Or at least, less stupid. A weak civ wont attack you for no reason. Or the
AI wont brake a treaty unless it has some good chance of getting something quickly. Other "smart" actions of the
AI is that if possible he builds his cities on hills to get the extra defence advantage, or that he finds your trade
routes and pirates them(and then he demands that you stop pirating his :))
As for difficulty, it appears to be more difficult. I'm a civ2 deity player, winning most of the time, and I had
to start from Chieftain. This was because civ2's strategies must be re-worked or totally changed to fit in CTP. I'm
now finishing a Prince game and it turned out to be an easy win. The higher levels are certainly more challenging.
Even if this is not enough for you, difficulty levels can be tweaked. But this is something for the next paragraph.
XIII) SCENARIO/MAP CREATION/CUSTOMISATION
So, what's into for the civ creator? Well, for one the map and scenario editors are not ready yet, and will not
be in the final thing. The map editor at least is very close though, both will be available as free downloadable
patches. Activision has spoken about a scripting language for scenarios but it remains to be seen along with the
scenario editor. Also, Activision plans to have a section on the official C:CTP site for map and scenario editing.
Other than that, there is a lot of stuff in text and common graphic format(tga). Starting from the number of
simultaneous civs in a game(up to 32!!), to the names and the cities of the civilizations, to the colours that
are used by each civ, to how many turns the ages last, to units and advances, even some of the AI behaviour can
be tweaked from a text file.
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