Ask The Civ IV Dev Team 384
On Monday, we asked you for questions for industry legend Sid Meier. Today, we're asking for question to put to the folks behind the technology of Civilization IV. Besides the actual coding and development that went into the game itself, the team has made Civilization IV infinitely moddable through technologies such as XML, Python, and a fully developed SDK. Led by lead designer Soren Johnson, the team will answer your questions about the creation of the fourth chapter in one of the most influential game series out there. So, fire away with your questions. One per comment, please, and keep them topical. We'll pass the ten best questions to Johnson and the team, and the answers will be posted as soon as we have them in our hands.
The Civ4 AI (Score:5, Interesting)
If so, how?
As a player, I almost always find the key to really taking control of a game is to react well to the overall shape of things. Nuances with the terrain, the way cities are arranged in respect to each other, grabbing some resources at the expense of others -- this all provides opportunities for the human player that I wouldn't think an AI could easily pick up on. How can you get the AI to "consider the map", so to speak, rather than simply reacting to the stimulus around it and carrying out a set of predetermined functions (which, at least in my estimation, is the limitation that prevents it from competing fairly at high difficulty levels in the previous Civ games).
Or does the AI find its effectiveness in, say, it's ability to reexamine every city every turn? Or will it, you know, just continue to cheat to compete at advanced levels?
Thanks!
PS: My wife's traveling on business most weekends over the next couple of months. If you wanted to, you know, mail me an advanced copy... Just tossing that out there.
Re:The Civ4 AI (Score:5, Interesting)
A while back I played a game called Galactic Civilizations, a 4X game set in space (compare to Master of Orion). Its best show was the AI, which on the high difficulty levels is simply ingenious. It can spot when you're plotting to do something before you're even half ready to strike, and stop you, without cheating. It is very hard to distract the AI on hard difficulty levels using bait, or any of the classic anti-AI tricks. Even the old tried-and-true get-the-AIs-to-shoot-each-other-until-you-overpow
Re:The Civ4 AI (Score:2)
Is that what the AI in the original Command & Conquer did? Because in multiplayer mode, the #$!% AI always seems to be able to built his base and defenses WAY faster than I could. I'd barely pop out a small platoon and charge his base only to find that he has bunker walls, turrets, tanks, and plenty o' men!
Re:The Civ4 AI (Score:2)
Re:The Civ4 AI (Score:3, Interesting)
Now that's cheating
Re:The Civ4 AI (Score:2)
On the other hand, games that can be played well by non-cheating AI are often lame themselves. Chess is the major exception, of course.
Re:The Civ4 AI (Score:4, Insightful)
The real advantage the computer has (IME) isn't the cheats, which you can generally learn to recognize and accomodate, its the infinite awareness and attention span. Games of Galciv, etc., especially during end-game in large galaxies, become exercises in repetition, scrolling through dozens of systems and hundreds of units each turn. This is something the computer is far more able to manage than I am.
Re:The Civ4 AI (Score:5, Insightful)
You could have a commerce/science race, with all the science buildings built in all your cities, with at least as many cities as the next two largest races combined, and a population that was more than the top FOUR other races combined, with 60% of your GDP going into science, and all the science wonders in one coastal city producing nothing but science, with more science specialists than citizens, and you'd STILL have trouble keeping ahead of other races.
Now, that's just not realistic.
Re:The Civ4 AI (Score:4, Interesting)
If you want a tech lead, what you are doing will simply not work. There is a pretty harsh penalty for committing too much to science; you are throwing money out the window. A few AIs that are trading amongst themselves will naturally research faster than a single, larger civ without any cheating.
You need to be the civ that's making those trades and benefitting from them. If you have a tech that one other civ has, then you must immediately sell that tech to all other civs for whatever you can get for it. If you don't, then the AI will, and you lose out.
In making these trades, you need to constantly strip the AIs of all cash and all income. Once they have no resources left to trade techs with each other, you can safely stop sharing and get your nice tech lead. This won't happen until the renaissance/modern eras however.
Re:The Civ4 AI (Score:5, Informative)
I usually play on Emperor level and probably win 1/10 games although most of the games I know within 10-20 turns if I have any shot at all. Some suggestions:
Re:The Civ4 AI (Score:4, Insightful)
1) If there is a civ that starts near you, killing them is a nice source of cheap cities.
2) If you have iron and your neighbor doesn't, crush them. There may be oil on their land in the late game. The same goes for saltpeter, but less so.
and 3) If someone does declare war with you, bribe everyone else to attack them, put a little effort into defense, and go on with your expansion.
My whole point is that any technology focused strategy is inherently weak, and that they did it that way on purpose, and that it sucks. I like being technologically superior, I like having tech that not everyone has, I like having subs when other races are still using galleons...But in Civ III, that's not really possible. A strong tech lead is having one or two things that not everyone has...Pretty lame. I understand that the Civ AI has always been weak in terms of tech, but gimping the player is not the way to solve that.
Re:The Civ4 AI (Score:5, Informative)
- On low difficulties build order should be 1. warrior, 2. settler
- On high difficulties build order should be 1. warrior, 2. granary (if you don't have pottery research it first, build a dummy improvement then switch), 3. settler, 4. settler, etc. Keep pumping settlers from here until you run out of room. If your starting city doesn't have access to cattle/wheat then find a city that does and make that your settler pump. More than one settler pump is good if the map is big. You will soon find that you've caught up to enemy civs in terms of number of cities.
- Those settler pumps should mix in workers as well along with cities that hit their population limits (i.e. they are wasting food)
- Resources are worth going to war for. Some more than others but Rubber is king, see below.
- If you don't have the resources to build tanks/mech inf/modern armour you can still go on the offensive against those that do (hopefully to obtain the resources you need). Build enough artillery to be able to do the following in a single turn: 1. reduce a city to population one, 2. destroy all improvements, 3. bring all units down to one hit point. Then use one or two armies (the unit, made from leaders gained in combat) of cavalry to take out the last hit point. Use infantry for defense.
- Artillery, if used correctly, is devastating.
- Create a bigger industrial core by arranging your cities in a ring around your capital, the game calculates corruption partly by the number of cities in between the target city and your capital. Use the Forbidden Palace to extend this ring and create a large industrial core. Cities very far from your capital but close to a FP aren't that great anyway. The overlap turns those mediocre cities near your capital into powerhouses.
- Building cities with two spaces in between (CxxCxxC) is useful for two reasons: 1. slow units can jump from city to city in a single turn using roads, 2. extra culture isn't required to connect city boundaries. But there will be some overlap in tiles so the cities won't be as big.
- At high difficulties there often isn't time for both a temple and library. Build libraries for the science bonus. Temples are only good if you're a religious civ.
- Specialists can turn large but completely corrupt cities into industrial powerhouses. When available, turn the excess entertainers into civil engineers. Each CE can give two shields per turn towards a city improvement. Use these for culture and science. Other large cities with excess entertainers can use CE/police/scientists as well. I jumped a complete difficutly setting when I started using specialists properly, they give huge bonuses.
Re:The Civ4 AI (Score:3, Informative)
Jaysyn
Re:The Civ4 AI (Score:5, Interesting)
Is the AI going to be as moddable and customizable as the rest of the game content?
I know Mr. Caudill mentioned an 'AI SDK' for 'experienced programmers' over on the IGN Civ 4 preview to tailor the AI to their desires. But it was mentioned as a seperate entity from the XML unit files and the basic Phython scripts.
Is this because the AI is more hard coded (less of it in easily accessible scripts) than say unit stats, or just an attempt to give a helping hand to less experianced modderings in a rather complex enviorment like the AI.
Basically I was hoping you could go into some more detail on what AI and other more complex modding might entail.
Map reactive is cool, but player reactive better (Score:5, Insightful)
I like the idea of an AI reacting to the subtleties of the map.
But what I would like to see is an AI that reacts to how its opponent is playing.
For example, I would like an AI that evaluates how aggressive a player is. If a player is constantly attacking the AI, it should react by foregoing some research to build up a defensive army. If a player is defensive, on the other hand, the AI should patiently build up an overwhelming attack force, complete with research upgrades and such.
If a player shows a preference for attacking with one particular type of unit, the AI should "realize" it and start building counterunits. It would even be nice if the AI would do things like sacrifice some scouts to find out what its opponents are up to and compensate for it. Does the scout see some lots of planes in a city? Build some anti-aircraft missile batteries in surrounding areas. I've beaten lots of various players at various strategy games using these kinds of tactics. If an AI used them too, it would add a whole new dimension to player-vs.-computer strategy games.
Plus, it would be nice for developers to observe some really good players playing, make some notes, and ask the players why they do things that the developers don't understand. Are there any general rules that can be programmed that a human uses in making decisions like when he or she starts building military units, how those units are deployed, how much and what kind of research he or she conducts and when, and so on.
I think a cool AI feature of a game would be for the AI to "learn" how a player plays over the course of the player's games. If I beat the computer one way, it will know where it went wrong and play the next game differently, under the assumption that the player will still use some of the same tactics. Perhaps a game would even include some sort of profile manager so that if my brother plays the game, the computer will play against him differently. I've used that tactic several times in AoE2—record the games so I can go back later and study why my opponent did to spank me so badly. Next game I play against that opponent, he or she will be pwned by someone who has prepared for his or her tricks and strategies.
I think it would also be cool for the AI to try a few odd tactics now and then to see how a player reacts. Start building a wonder. What did the player do? Immediately start one of his or her own? Use that knowledge to make him or her waste resources that could otherwise be alloted to the military. Declare war on a player out of the blue and see what happens. Does the player start making concessions to re-establish peace? If so, that player can be bluffed. Send a lone military unit to camp close to another city. Does the player attack him immediately, though he's no threat? If so, do the same thing, but have a larger army waiting on the other side of the city to go in while it's not as heavily defended.
I guess what I'm saying is that if we could get to the point where computers are "thinking" like humans, I can finally shed the last vestiges of my need for friends to play with, and that can't be a bad thing, right? :-)
Re:Map reactive is cool, but player reactive bette (Score:5, Interesting)
that is a good idea. i have always been annoyed how the AI would cross into my area, find a single open tile where the influence of my towns convereged but didnt cover and build a city. it would be like me moving to france and starting a city in the country and considering that city part of the u.s.. i did use this against the other civs since my culture was often much stronger. so my question:
will the other cultures in civ 4 truly respect my borders and not build in the 'middle' of my 'country'?
A different AI question: AI moddability (Score:5, Interesting)
Rationalle: As an fan AI-coder for CRPG's (I worked with David Gaider on AI in the Ascention mod of Baldur's Gate 2), it's my experience that with no deadlines and lot of playing experience (very important), a community of modders are willing and able to write a much smarter AI than any game engineer. Nothing would more increase my willingness to replay the game than the promise that this time, a newly modded AI really will give me a run for my money. In my experience, it only took several solid weeks of playing and a few weeks of coding before I could make a computer-controlled magic-user in BG2 who could regularly kick the ass of an identically-able human controlled magic user, without cheating.
For Civ-specific AI issues, here are the features of what I take to be the holy grail of AI:
Mac Version (Score:4, Interesting)
Re:Mac Version (Score:4, Funny)
Yes...
and will it be released at the same time as the Windows version?
Heck no... you Mac folks just have to wait 4 years like the 6 other games ported to Mac.
I'm truly sorry, but you bought yourself a gaming platform dud.
Re:Mac Version (Score:3)
If I may propose a friendly amendment ...
Will there be a Mac version released at the same time as the Windows version, and will it be missing an important feature such as internet multiplayer capability?
Re:Mac Version (Score:5, Informative)
Disclaimer: I'm the programmer who worked on the Mac port of Civ3.
The AI code in the Mac and PC versions is identical. I've never heard of any AI variances between the 2, and no differences have been pointed out by the Mac fans over at the CivFanatics forums (some of them are cross-platform users). Can you provide a saved game that demonstrates a genuine difference?
Portables (Score:5, Interesting)
yup. (Score:4, Informative)
http://www.firaxis.com/community/asksid.php [firaxis.com]
Second question down.
Linux Support (Score:4, Interesting)
Re:Linux Support (Score:2)
Hopefully a linux question will get through to these guys or Sid.
Re:Linux Support (Score:4, Insightful)
Re:Linux Support (Score:3, Insightful)
Re:Linux Support (Score:3, Insightful)
B) It lets you get rid of windows entirely, instead of keeping it around soley for games.
C) Lack of games is one of the biggest obstacles stopping Linux from being much more popular among the non-tech crowd.
D) With a tiny amount of planning at the beginning of a project, and using the correct cross-platform libraries, making a game run both on linux and windows is an essentially negligible problem.
Re:Linux Support (Score:3, Interesting)
Nevermind the added testing required, the unexplicable differences in behavior between both platforms, and having to reduce design decisions to the lowest common denominator amongst all platforms.
Game development should be about making a great game, not winning some political battle.
Re:Linux Support (Score:2)
Do the nuances in DirectX versus OpenGL determine whether or not the game is great?
Does playability really change with the lowest common denominator?
The greatness of games hasn't increased proportionately with the revisions of proprietary APIs. Most platforms can put hardware accelerated pixels on the screen and make sounds.
Re:Linux Support (Score:3)
All of the closed-source software (notably quite a few pieces now!) save for one (cedega) which I have used have come with their own installer which checks to make sure that the libraries it needs are present on the system. This is not at all surprising; this is exactly what closed-source Windows software does. The only differen
Re:Linux Support (Score:2)
Regardless of hardware platform, some people would rat
Re:Linux Support (Score:5, Insightful)
Additionally, cross-platform game development needn't add too much additional labour if you start off designing it as such, and generally the quality of the code is better (because you have to sit down and think about how to do things intelligently, not to mention bug fixing).
Now, if you think that Linux support is intractable because of support costs, then fine. Give me the game without support. Just give me some version of the game. Of course I won't pay the same amount as with support, and if someone else does more, I'll be more loyal to them. But it'll eliminate the need for support costs.
Re:Linux Support (Score:3, Interesting)
I think we can all appreciate the extra resources required to port a game to a different OS. The size of the current linux market may not make a native linux port financially attractive, though Sid Meier's Alpha Centauri did see a linux version, so the idea of a linux SM game is not without precedence. If no native Linux version is planned, have you ever given consideration to working with the Transgaming people to get Civ IV running under Linux using Cedega?
Even
Loki (Score:2)
Bottom line is that the last time someone tried to make a profit creating Linux ports, they failed miserably. The market isn't there.
My Question for You... (Score:5, Interesting)
Re:My Question for You... (Score:2)
Addiction (Score:5, Funny)
By making such a good game, do you think you are culpable of the effects of the game _at all_ and are you thinking about putting in counter measures to allow people to better set limits for themselves within the game?
Re:Addiction (Score:2, Funny)
Pertains to your post quite a bit I believe.
I have a follow-up question ... (Score:2)
Coupon for "Depends," IV feed kit in every box! (Score:2)
My eighty pound Belgian Shepherd mix [comcast.net], who pummels me with her forepaws when she's decided I've been sitting around too long.
Stefan
Unit Moddablity? (Score:5, Interesting)
I'll just ask in advance... (Score:5, Funny)
Adding custom units - how much of a pain? (Score:2, Interesting)
In civ2 adding units was very simple. Cut/Paste an image, add a line to a single text file. In civ3 this was a serious PITA, we needed to use external software to render in hundreads of animation frames, hope things were on scale and lined up correctly, then edit no less than three config files just to add a single unit. Can you give me, any hope that adding custom graphics for a unit to civ4 will be easier in the vein of civ2 and less like th
Civ Disease (Score:5, Funny)
Re:Civ Disease (Score:2)
The answer is yes.
I believe it involved realising it was 3 in the morning, that the Aztecs were never going to crumble, and completely forgetting what bug they were looking to reproduce.
Extensibility (Score:5, Interesting)
Family Gaming (Score:5, Interesting)
We have the technology... (Score:3, Informative)
Politics... (Score:5, Interesting)
How much is Sid involved? (Score:5, Interesting)
No bad vibes, meant to the Gaming God... just curious how involved he is with the 5th (counting "Alpha Centauri") cantation of his classic...
Why to purchase (Score:4, Interesting)
Python questions (Score:2)
Time Delays (Score:4, Insightful)
Mac version? (Score:3, Insightful)
Multiplatform development has been wildly successful for Blizzard, it would profit Civ IV.
Re:Mac version? (Score:2)
Most important question (Score:2, Funny)
What have you heard about the next Starcraft?
How customisable? (Score:5, Interesting)
Re:How customisable? (Score:4, Interesting)
I imagine there will always be some aspects that won't be moddable, if for no other reason than you gotta anchor the game system somewhere.
For example, I have no great hopes of seeing my "alien invaders" scenario get much easier to implement. The premise is that you are a space-faring alien civ (with all techs) crash landed on an already developed planet. Basically, you're given one settler and a couple defense-only "mecha" units in some random spot on the map, but all the other civs have already had 40-80 turns to build up their empires. The only way I could do this in Civ3 was to force the "alien invader" player to build a large and difficult wonder only available to them (I called it "Spacecraft Salvage") before they could build any new units. This basically forced the player to sit there and press "next turn" 40-80 times in order to give the enemy civs a head start. It was a fun scenario because the strategies get really weird when it's one small hyper-advanced civ vs. a half dozen crazy beligerant iron age, renaissance, or industrial age civs; but it was always a pain to sit there and hit space for 10 minutes at the beginning of every game.
3D Modeling (Score:2, Interesting)
Civ Economy (Score:5, Interesting)
Imagine a small country becoming a trading / banking power, sort of like the Dutch (minus the whole tulip fiasco), or Switzerland, countries that can buy their immunity and economically dominate other countries.
Just a thought...
Massively Multiplayer Civ (Score:2)
Do you think 3D graphics will enhance gameplay? (Score:5, Interesting)
When I say 'add to the gameplay' I mean, add to the game experience in a way 2D sprites couldn't. For example: Physics, multipls views, wind, etc.. (I have only really seen the 3D globe, and like the idea)
As a 3D game developer, I have seen so many of my favorite games rehashed into 3D versions just because the developers thought that a 2D sprite-based game cannot make it in this market, and that annoys me. From Pirates! to Monkey Island, it seems developers would rather make a 3D game without any real need for 3D art or gameplay elements. Do you feel this pressure, or do you feel that a 3D game is inherently better because it has a new dimention? (Even if it still has the same locked off camera angle and usually poorer quality art assets)
Re:Do you think 3D graphics will enhance gameplay? (Score:3, Interesting)
I Agree. I am an oldtime gamer now. I want to know what game play enhancements you are creating. I am not interested in how the new version is pretty and uses 3d graphics. What are you doing to the underlying game to get me addicted to it?
Religion (Score:2, Insightful)
My question: I have recently adopted Pastafarian [wikipedia.org] and would like to know if Civ 4 will support it ?
Which user-requested features? (Score:3, Insightful)
Which user-requested features are you implementing?
One of the things I've wanted most is the ability to name geographical features (Commander Taco Mountain, The River Sid, etc.). This is helpful both aesthetically and practically. Any chance of such an improvement in Civ IV?
I hope that rivers make more sense generally -- i.e., movement by river should be faster than overland. The model in Civ III leads to explorers going from mountaintop to mountaintop, which is not at all historically accurate.
Oh, also -- any chance you'd be willing to pay for a new computer for me, so I can actually run the game?
Re:Which user-requested features? (Score:4, Interesting)
> explorers going from mountaintop to mountaintop, which is not at all historically accurate.
Or the often maligned fact that trains move across the world instantaniously, but it takes an aircraft 20 years to do the same. Civ has always been great up to about the invention of gunpowder, then it breaks down into a total mess.
jfs
what was the worst technology decision you made? (Score:5, Interesting)
Working with Sid (Score:5, Interesting)
Please make a short mode game (Score:3, Interesting)
civ2 - civ4 (Score:5, Interesting)
Alas...when civ3 came out, it didn't do it for me. Despite the poor graphics compared to civ3, I still prefer civ2. It's not easy to put the finger on the the reason why, but I suspect it's because civ3 has become a bit *too* complex. It's all very nice to have borders of influence, and insurgents in cities, and elaborate negotiation...but, somehow, I find civ2 is just easier and more fun to play. Sometimes, one just wants to 'go for it', without all the extra complexity. Now, will it be possible to play Civ4 in a 'easy' mode, which makes it more simple and user-friendly according to the lines (and rules) of civ2? I really think such a 'easy' setting would be greatly appreciated by those who want less complexity, and more simple, user-friendly gameplay.
Alternatively, will you place the civ2 game (and engine) under the GPL or similar licence, so people might freely hack and expand on that?
Mandatory ... (Score:3, Insightful)
"Is this really the developer team answering these questions?"
Portability (Score:5, Interesting)
Classic modes (Score:5, Interesting)
for example will I be able to play Civ 1,2 or 3, and not just their rules, but their units, tech trees and civilipedia?
Will this be provided or will it (if possible) have to be user add-ons?
If they are user add-ons will the team help a serious community effort to help them get the propper algorythems for combat resolution and what not (so our precious bomber can still be killed by the phalax that walks away undamaged)?
Is this one question? I think it counts as such.
Macro and Micro Management (Score:5, Interesting)
Ken's Rule of Gaming: Complexity in feature should be inversly proportional to the amount of player control.
The more complex a process is in real life, the less direct control a person has, this is what MOO3 tried to resolve.
MOO3 was a real shock to many players but once you learned to let go of micromanagment the game becomes rather plesant and suprising. A good contrast is what Sim City is To Civilization as Civilization is to M003.
Which Direction is Civ4 taking?
Re:Macro and Micro Management (Score:3, Interesting)
and so forth. Anyway, what I was getting at was that Scalability and self-maintaining systems are g
Re:Macro and Micro Management (Score:3, Informative)
Civ IV? (Score:4, Funny)
Mod tools for XML (Score:2, Interesting)
Colonization (Score:3, Interesting)
Comment removed (Score:5, Insightful)
Accurate cities on world map (Score:4, Interesting)
DRM in Civ IV (Score:5, Interesting)
How do you feel about the existence and use of such cracks? Will you include this CD requirement in Civ IV even though it does not prevent copyright infringement but still inconveniences your customers?
Will corporate rebellion be highly valued? (Score:3, Funny)
Or will this not be implemented instead?
As the guy behind the Ecotopian Guerrillas in Illuminati (yeah, my name had two hyphens then), I was kind of curious
How many hours do you put in? (Score:5, Insightful)
Open Protocalls? (Score:3, Interesting)
1. 3rd party clients, can play games against CIV 4 clients?
2. will CIV 4 Clients be able to connect to 3rd Party servers to play multiplayer games?
Civilization game length (Score:4, Interesting)
Civilization II (still my favorite!) sometimes took two sittings, but it was manageable.
Alpha Centauri took a bit longer, but the "storyline" helped break things up.
Call to Power and Civilization III each seemed to take longer than the last. I bought Civ III, spent several nights playing the same game, and uninstalled it.
Skill with a game is acquired through repeated plays, but each version of Civ has taken longer and longer to play through a game. Is Civilization IV continuing this tradition, or are you making changes to keep a game from taking weeks of real time?
Clock (Score:3, Interesting)
Globe? (Score:5, Interesting)
Re:Globe? (Score:3, Insightful)
Maybe the answer to this depends on the movement model.
FreeCiv Dev List [complete.org] discussion from years ago.
Python+XML vs lua (Score:5, Interesting)
Don't get me wrong, I'm not a huge fan of lua or anything. I've only done minor programming in it. My question is why did you choose the language that you did (python + xml files), what are the advantages to this approach, what are the disadvantages and finally, how much development time would you say is needed using your SDK would take vs attempting to design a mod for some of the other popular games (Quake3, Half-Life2, etc.)
Oh and I guess one more thing. How far have we come in modding games since Doom I
Sumit
Governments (Score:3, Interesting)
I know I want my own little Iran, and I sure would have more nukes than you could sheik a stick at :D
Mac OS X, animation, micro-management (Score:3, Interesting)
On a different topic. . . I was disappointed to read that Civ4 will have lots of animation. Animation is cool when it corresponds with the user doing something. But simply staring at the map while it's "working alive" with units going through their little motions is awful. That only makes it hard to find your cursor. It's like camouflage.
I'm highly skeptical of all the religious stuff. Seems like something else I'll have to micro-manage in a game I thought should be made more streamlined, not more complicated. Just another complicating factor I have no interest in, that my enemies can use against me. (like culture. . . only worse?)
What I would really love to see in the game is an optional "Empire mode". It would be a simplified game mode where all the micro-management is bypassed, and the focus is just on fighting a war. Instead of having to spend hours and hours building up your civilization first, you could dive into military conflict quickly.
Alpha Centauri (Score:3, Interesting)
UI design for multiple monitors (Score:5, Interesting)
How does the AI *really* work? (Score:3, Interesting)
Do you do any game recording/playback?
Do you have the game play itself?
What kind of "tuning knobs" do you have?
Inquiring minds want to know!
Spearman v. Tank (Score:3, Interesting)
Any thought given to expanding guerilla tactics?
Re:freeciv.org - opensource civ (Score:2)
The emphasis on 3D graphics is more of a warning to me that the gameplay will probably have problems.
Civ I, II and III were availible on the mac (Score:3, Informative)
Re: (Score:2)