i couldnt wait but i did.. very good game adds new buildings and other tnhings to the already plentiful world of cid myers vivilition 4
We take a look at some of the major new gameplay additions in the second expansion pack for the epic turn-based strategy game.
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.
Finally!! something productivly useful to this game! I was starting to wonder if all I would see come of an expansion by fraxis was new civs and new scenarios, which I don't think are that great though some people will think I'm a crazy lunatic... I just didn't expect such a gradiose vareity from an expansion of this game... I suppose fraxis learned something from Stardock afterall...
Generic_Dude et al.: We already know all the leaders/civs being added. Go to Civfanatics.com or IGN.com, those sites have the list.
did i get that right? there's a space-based scenario in this one? ohhhh, is alpha centauri 2 on the way??
"Corporations work like religion..." lol, only takes a trip to System Wars to verify THAT statement. Can't wait for this expansion, though I wish that I had some news on what new Civs / Leaders would be added. Oh, and FYI I might be changing my screen name to Sid Sushi very soon, lol.
Wonder if the diplomatic negotiations were improved. But if that wasn't mentioned it's probably still basically the same. In my view this is weakest point in the game. For instance, a friendly civilization prefers to be destroyed by another that to accept trading with me a technology for many units to defend itself or vice-versa, or trading a city for a bunch of technologies, or seeing actual effects of a generous gift, etc. i think a more versatile and effective system would throw the game to a near perfect state. Magnificent game, though. One of my favorites.
Corporations sound good to me. Businesses can be more powerful than armies. East India Company is a great example.
Corporations doesn' t sound as such good idea (built by aGreat Merchant unit) what happens if you don' t have one. In Civ 4 rarely I had great merchants I was more interested in Engineer or Scientist. Espionage and random events sound good but I want to see them in action.
Random events are definitely a plus. If they can deal a blow to a major power in the late game then that should help with balance.
Yeah, this sounds very interesting. Alot of these tweaks sound like they don't detract anything from the already great gameplay, and are mostly optional. I'm glad to have more randomness in the game, too.
Sounds pretty interesting... Actually. the review reminds me of an old... hmmm... ancient game - 7 kingdoms (Trevor Chan's). I still enjoy playing it, partly because of espionage and random event features. Well, it's been 10 years since the release of 7 kingdoms and hopefully there is no doubt that the development of the concept that are espionage, random events, and corporate (Trevor Chan's Capitalism ?) features got just better. Finally it's all with Civ 4. Can't wait.
This expansion sounds nice. Corporations sounds like a great replacement for religion and being able to build canals is something that has long been needed!
Man this will be an awesome add-on. I love the fact that it will have elements of Alpha Centauri in it. I can't wait.
Here's a link with some more information on the expansion pack, if anyone is interested. There is a ton of stuff being added and it all sounds pretty sweet! http://en.wikipedia.org/wiki/Civilization_IV:_Beyond_the_Sword And here's another link: http://forums.civfanatics.com/showthread.php?t=222075
I'm amazed that Gamespot wrote this much on a preview of an expansion, sounds like Firaxis is really going out of their way to reward Civ IV fans. Should be impressive.
Sounds like a well thought out and worthwhile expansion pack. A lot of the poitns raised are true in regards to spies and the space race. Can't wait to get my hands on it.
Looks like a excellent candidate for "Expansion of the Year", as all of the additions sound amazing! A great game just got even better!
wow another expansion pack. war lords was really awesome and civ 4 burns lots of time.and with the add ons in this expansion pack i think it will make me install civ 4 once again
It sounds excellent! I hope that they will bundle Civ 4 and the expansions, as I don't have Warlords yet.
Loving every single word I'm reading. I...just...can't...wait...for...so...much...longer! This expansion is goin' to rock!
WOW , my summer just got wasted playing this game, but on the flipside, its something to do 'til Halo 3 comes out.
this is gonna be so awesome !!!! Another few weeks killing those nasty mongolians, good thing that summer just started :D
- Release Date: Jul 23, 2007 (US)
- ESRB: E10+Titles rated E10+ (Everyone 10 and older) have content that may be suitable for ages 10 and older.
- Release Date: Jul 27, 2009 (US)
- ESRB: E10+Titles rated E10+ (Everyone 10 and older) have content that may be suitable for ages 10 and older.