Editor's note: I don't know about some of Jeff's "improvements" -- for one, he seems a little too focused on the threat of nuclear holocaust than new, meaningful diplomatic options. Ranged combat existed previously in Civilization 3, only to be removed in the fourth iteration because of the tactical domination the mechanic awarded to artillery and bombers. But axing the small amount of luck in the series' game design? How will I ever stop an invading force of tanks with my lowly spearmen again? -Rob
I'd change very little about Civilization 4 -- even five years after the game's release. But don't mistake that for a lack of desire for Civilization 5; I'm salivating at the prospect of spending more nights conquering the world with my super-cultured, democratic, Jewish Vikings.
I have a few ideas about aspects of the game that Firaxis and Sid Meier can touch up, and I'm going to list them here for your reading pleasure.
5. Spruce up the presentation
My friend Eric Majkut said to me recently, "Leonard Nimoy makes me hot" -- a reference to the actor's voice-over work in Civ 4. I'm not going to lie -- just thinking about Nimoy reading maxims from some of the great luminaries in history makes me tingle all over. Beyond Spock, though, the presentation of Civ 4 was a bit lacking in the luster department.
Although the graphics were clean in Civ 4 (and even Civilization Revolution's simpler visuals worked for me), Firaxis will have to go all out for Civ 5. Use the extra processing power of these machines to show my cities building the Great Pyramids slowly over 50 turns. Get into the details and bring the game to life.
Have musical themes for each of the leaders that get more complex and intricate as the game marches forward. Keith David was pretty badass in the trailer; try to bring that Leonard Nimoy magic to as many aspects of the game as possible. Simply spruce up every part of the presentation.
4. Visually explain battle logic
This refers specifically to why we have difficultly accepting that an archer can defeat a musketeer. If Return of the Jedi taught me anything, I've learned that guns are useless against tiny furries...or maybe it was against the overwhelming will of the people...well, one of those, anyway.
Let's keep it real: If I ride up on your city with a tank and all you have on defense is a handful of long bowmen, they are going to crap themselves and then wave the white flag. That is not winning. In fact, crapping yourself is the exact opposite of winning.
Civ 4 did a lot to fix this, but the game didn't go that extra step to visually explain why an archer could beat a musketeer. Usually when an inferior unit would defeat a more advanced warrior, the win was due to several reasons operating behind the scenes.
If an archer kills a gun unit, then that's probably because of bonuses granted through fortification and defense boosting attributes. Typically, these are represented by tiny percentages in the corner of the city or an emblem above the defender.
These bonuses should be portrayed graphically on the map. Show the archers dug into trenches around the city and give them shields if they have defensive qualities. Beyond that, the actual battle animation could play out with the archers fighting from behind cover, which would really drive home why these stupid primitives with bows and arrows are impervious to boomstick blasts to the face.
After all, the Civilization series is a board game come to life. Use those visuals to explain as much information to the player as possible.
















