Stories
Slash Boxes
Comments

News for nerds, stuff that matters

Slashdot Log In

Log In

Create Account  |  Retrieve Password

Answers From The Civ IV Team

Posted by Zonk on Thu Oct 27, 2005 12:35 PM
from the watch-out-for-the-visigoths dept.
Late last month we asked you for questions to pass on to the Civ IV team. Last week we posted the responses from game designer Sid Meier to your questions about his design philosophy. Well, this week Civilization IV has shipped, and we have responses from lead designer Soren Johnson for the Civilization development team over at Firaxis Studios. He has some thoughtful answers to your questions, and they're well worth taking a look at. Many thanks to Mr. Meier, Mr. Johnson, and the entire Civ IV team for accommodating us. Read on for the responses to your queries.
1. The Civ4 AI - by Skyshadow
My only question for Civ4 concerns the AI: Have you made it a crafty enough opponent yet that it can compete at the higher skill levels of the game without resorting to the "cheating" that we've seen in previous incarnations of the game? If so, how?

Soren Johnson:
A great deal of effort has been put into making the Civ IV AI the best yet. For the first time ever, we have received direct input from the world's best Civ players during the game's development, via a very selective, closed beta that began very early. This feedback allowed us to iterate on the AI's design much more quickly and effectively than ever before.

Much of the information cheating has been removed from the game (such as knowing where a resource is before it is discovered, sending off galleys with settlers to undiscovered lands, targeting cities with fewer defenders, etc.) Further, the heuristics it uses to make decisions, such as for diplomatic demands and declarations of war, are the same ones available to the player (such as from the power chart on the Demographics screen). However, as with all versions of Civ, the AI has production and research penalties at the lower levels and bonuses at the higher levels. The level of the bonuses are lower than they have ever been before; in fact, the AI never receives any bonuses whatsoever for building wonders - a far cry from the "free AI wonders" in Civ 1. Noble and Prince are the difficulty levels where the AI's rules are closest to the human's.

2. DRM in Civ IV - by Lord Ender
Civ III requires the installation CD be inserted every time you play, even though none of the content on the CD is used by the game after installation. This annoys your customers by making them juggle CDs, unnecessarily wear out their hardware, and shorten their battery life. Consequently, many of your customers install "No-CD Cracks" to fix this flaw in your software. 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?

Soren Johnson:
Like our previous games, Civ IV requires the CD to be in the drive on start-up. The funding we get for all of our games, which allows us to hire developers to work on the AI, graphics, interface, etc., is a direct reflection of how many copies our previous games have sold in the marketplace. Thus, I hope people will understand that making sure that our games are purchased instead of stolen is very important to us. Frankly, I do not agree that requiring the CD to be in the drive "does not prevent copyright infringement," even though I understand that this is almost always true for the technically adept. This is a sensitive issue, but the future of game development depends on preventing piracy, so I hope people will have patience with the basic safety measures we have used.

3. Politics - by MosesJones
How much will CiV4 use political shifts in countries as a cyclical change in approaches?

Soren Johnson:
Each of the leaders in the game has a certain political leaning that will become clear over the course of the game. Mao may pressure you to adopt State Property while Roosevelt would encourage Universal Suffrage. Indeed, playing off these various interests is a core part of the diplomatic game. We do not, however, have political shifts modeled - outside of the anarchy that occurs whenever the player chooses to change Civics. Perhaps it is an idea to consider for the future.

4. Family Gaming - by carambola5
Growing up, playing games with the family meant getting out classic boardgames like Monopoly, Risk, etc. The Civilization games seem like a prime candidate for breaking into the family-game-playing field. What, if any, steps has your team taken to bring your game(s) to the level of "game night with the kids?" What technologies, such as display and control, need to be developed before such an environment is realized?

Soren Johnson:
Civilization is a great game for families, especially now that true team-based play is possible. One could easily imagine a parent and child playing together to Take Over the World. However, that situation does require a couple computers...while hot-seat is the option for families with one computer. I am sure more could be done in this area, but the assumption of a single mouse and keyboard is certainly the limitation. On a console, "family-night" may be more viable as multiple controllers would be available.

5. Portables - by BMonger
Is there any chance we'll get to see some of the Civ titles moved to portables? I think the game would play wonderfully on the DS.

Soren Johnson:
We are very intrigued by the idea of Civ on a portable. Certainly, turn-based gaming has proved quite viable on that format - many of us are big fans of Advance Wars. The fact that Civ can be put down and picked up at any time makes it a good fit. There are, however, no official plans at this time.

6. The Civ4 AI - by freidog
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. Basically I was hoping you could go into some more detail on what AI and other more complex modding might entail.

Soren Johnson:
The AI for Civ IV is written entirely in C++. However, all the AI code (as well as game code) is compiled into a separate DLL which can be replaced with a modified version. Essentially, the SDK release will be all of the files required to build this DLL. Thus, changing the AI and "core" game rules (such as terrain, movement, production, etc.) is possible - one could implement a completely different combat model, for example.

7. Alpha Centauri - by squiggleslash
I'm wondering if plans are afoot to work on Alpha Centauri, and if so, how the original will be improved upon. Some of us see AC as the best in the whole (greater) Civilization series. Awesome game.

Soren Johnson:
There are no official plans to make a sequel for Alpha Centauri although it's certainly an idea we kick around every now and then. In many ways, Civ IV is an attempt to incorporate many of the things which were great about SMAC into the core series. Civics obviously derives directly from Social Engineering. Also, the promotions system can be seen as a more reward-based version of the Unit Workshop. The increased role of leader personalities is also inspired by the diplomacy from SMAC. Thanks for the feedback...it definitely pushes us to take a closer look at the idea of making a new version of SMAC. We'll keep you posted.

8. Python+XML vs lua - by SumDog
My questions are:
Why did you choose the language that you did (python + xml files)?
What are the advantages to this approach?
What are the disadvantages you've found using these technologies?

Soren Johnson:
We chose to use python because we wanted a well-supported scripting language that could extend our core code. Indeed, we wrote much more code in python than we were expecting, including all in-game screens and the main interface. It was a huge win for the project because writing code in a language with garbage collection simply goes faster than writing code in C++. The fact that users will be able to easily mod the interface is a nice plus as well. The downside of python was that it significantly increased our build times, mostly from linking with Boost. XML was chosen because it is a very flexible system for storing data, which is important for a game like Civilization that is essentially "built" from numbers. Using an off-the-shelf XML editor, anyone from our designers to end users could modify our game data. We also have a high-level file system which allows you to override any specific art, sound, python, or XML file simply by setting a specific "mod directory" that contains only the modified files. If a specific file is not found in this directory, the game just uses the default one.

9. Macro and Micro Management - by kenp2002
How did the Civ team address macro and micro management aspects of the game? RTS games are forced to place heavy consideration into managing in real time units and control and the scope of an RTS prevents a snowball effect. Turned based games become burdened by logistical considerations as a result of not having that same focus on micromanagement. Managing 55 workers in Civ3 along with 35 cities becomes a logistical nightmare when governor AI doesn't learn from your play style. Which Direction is Civ4 taking?

Soren Johnson:
Removing unnecessary micromanagement from the game was a high-level design goal for Civ IV, one which paid off huge dividends in the final product. We systematically looked at every piece of micromanagement from which Civ 1-3 suffered and figured out ways to remove it without altering the underlying game dynamic. Pollution was removed in favor of a high-level health system. Beaker and hammer overflow was introduced to end the incentive for min-maxing your citizens each and every turn. City riots were simply turned into angry citizens to take away the need to continually check on your cities' happiness in case something went wrong. Workers now have two moves so that a move and an order can be given on the same turn -reducing the number of times the player deals with an active worker by half. Also, some high-level controls to allow micromanagement were added. For example, workers can be grouped together and given an infinite number of sequential orders. Multiple cities can be selected at a time, allowing the player to change all cities on one continent to build tanks with just two clicks.

10. Do you think 3D graphics will enhance gameplay? - by Anubis333
As a long time Civ player, I would have to say that I really didn't understand why it moved to 3D graphics. Will having the engine be entirely 3D in Civ IV actually add to the gameplay in any way, other than have objects occlude one another? 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).

Soren Johnson:
Graphics succeed in a Civilization game when they provide a good representation of the world's state. Simply put, what-you-see-is-what-you-get is a lot easier with 3D than with 2D. Wonders and buildings now appear on the map, so the player doesn't need to reference an advisor screen to see which city has the Pyramids. Improvements like farms and mines animate differently depending on whether a city is working them or not. Multiple units can now be used to signify hit-points, instead of the old red/green bars. Now, most of these ideas could have been executed in 2D, but certainly with more difficulty as everything displayed in 2D requires an algorithmic system which must be built from scratch. From a pure design perspective, 3D provides an incredible amount of flexibility for free.

+ -
story
This discussion has been archived. No new comments can be posted.
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
 Full
 Abbreviated
 Hidden
More
Loading... please wait.
  • by revscat (35618) * on Thursday October 27 2005, @12:38PM (#13890367) Homepage Journal
    A Mac version? Please? I know women of loose virtues with whom I could aquaint you! And gee whiz, with enough alcohol my virtues are known to flutter around a bit! Let's make a deal!
    • Aspyr just announced today that it will be publishing Civ 3 Complete and Civ 4. Civ 3 has been on the Mac for awhile now and this looks like just a new edition which includes the two expansion packs. Civ 4 unfortunately won't be available until early 2006. Announcment at MacCentral [macworld.com]
          • by Brad Oliver (604118) on Thursday October 27 2005, @01:44PM (#13890968)
            Ooooh, is it too difficult to comprehend that they can only afford so many programmers working at any one time, and that ports have to be done by the same people who are working on the original platform?

            Allow me to interrupt this Sarcasmathon with some facts. ;-) I work for Aspyr and am the lead programmer on the Mac Civ4 port.

            The port isn't being done by the same people who did the PC version - it's being farmed out to a Mac developer and Mac publisher. This is the typical case with most Mac game ports. It also means that we have to wait for legal hurdles to clear, code drops to arrive, and naturally, for the Mac code to start working and stop being buggy. ;-) Now you might think that rewriting a game that depends on several third-party libraries with no Mac version and a dependence on DX9 might be trivial, but alas it is not.

  • by CyricZ (887944) on Thursday October 27 2005, @12:41PM (#13890397)
    The AI for Civ IV is written entirely in C++. However, all the AI code (as well as game code) is compiled into a separate DLL which can be replaced with a modified version. Essentially, the SDK release will be all of the files required to build this DLL. Thus, changing the AI and "core" game rules (such as terrain, movement, production, etc.) is possible - one could implement a completely different combat model, for example.

    It is surprising that the AI was not written in Python, which is highly integrated with this game. Indeed, Python is just the sort of language for writing such code. However, was it not done this way due to the slower execution speed of Python code, relative to C++?

    • by Penguinoflight (517245) on Thursday October 27 2005, @12:50PM (#13890475) Homepage Journal
      Perhaps it is because more people are familiar with C++ than Python, and by writing the AI and other game rules in C++ the Civ 4 team has made modders job easier.

      I'd like to take the opportunity to completely disagree with Soren on the point of No-CD cracks and anti-piracy measures to insure high sales. Epic has done excellent with every UT release even though they have no irritating protection measures. Scene releases are usually dumped if they dont come with the cracks necessary to run a game, so by forcing a paying user to keep his CD in you are just spitting in the face of your loyal customers. If I buy Civ 4, I'll want to just get the CDkey, and let someone keep the scratched CD. By game publishers requiring a no-cd hack, I am tempted to just skip the license and hack the cd key as well.
      • by Vaevictis666 (680137) on Thursday October 27 2005, @01:10PM (#13890627)
        Epic has done excellent with every UT release even though they have no irritating protection measures.

        Not exactly true. Every version of UT that I've owned (UT, 2k3, 2k4) has had copy protection out of the box. The difference is that Epic and Atari (the publisher) have come to a consensus that the majority of sales happen in the first few weeks/months, and a few patches down the line the copy protection is removed. I believe that for 2k4 it was removed in the 2nd patch.

        OTOH, they also have online play as a major component, and use serial numbers to cover validation for that.

        I do think that any game, online or not, should be removing the CD protection check after 4 months or so just so it pisses off the gamers less.

  • No CD fix (Score:5, Interesting)

    by Anonymous Coward on Thursday October 27 2005, @12:44PM (#13890425)
    I'd happily fax over my receipt if Firaxis provided an executable with no-cd check. Make it so that I'd have to have the CD in the drive to patch the file. Then the file is patched and the CD can go back on the shelf.
    • Re:No CD fix (Score:4, Interesting)

      by enigma48 (143560) * <jeff_new_slash AT jeffdom DOT com> on Thursday October 27 2005, @12:52PM (#13890496) Journal
      It's a good idea but the no-cd EXE will leak, they'd have to verify receipts were real, hiring more staff, etc.

      Copy protection and theft/copyright infringement (whatever) is a hard thing to crack. I'm just glad I'm technical enough to know how to fix my own problems when they arise; 90% of gamers wouldn't know where to start.
    • Re:No CD fix (Score:5, Insightful)

      by Surt (22457) on Thursday October 27 2005, @12:59PM (#13890558) Homepage Journal
      ... or rather than the shelf, you could give your cd and the patch to a friend and then ... oh.
    • Re:No CD fix (Score:5, Informative)

      by gid (5195) on Thursday October 27 2005, @01:12PM (#13890642) Homepage
      I doubt this would happen. In the mean time, you can make a safedisc mini-image [cdfreaks.com]. I'm currently using it with battlefield 2 and dungeon siege 2.
    • Re:No CD fix (Score:5, Insightful)

      by neosake (655724) on Thursday October 27 2005, @01:32PM (#13890827) Homepage
      From TFA
      ... Thus, I hope people will understand that making sure that our games are purchased instead of stolen is very important to us.

      If I steal the cd from the store, how does enforcing the cd to be in the drive enforce purchase?

      /disclamer I know I'm being pedantic, but i'm gettig fed up of people using "steal" to give themselves more importance.

    • Re:No CD fix (Score:5, Informative)

      by skintigh2 (456496) on Thursday October 27 2005, @02:17PM (#13891316)
      Requiring a CD is so stupid. At home I have to have piles of CDs around for all my games, and on the road I have to remove one of my batteries (halfing play time) to insert the CDROM drive which just spins and wastes more power, resulting in my batteries dying halfway into a plane ride. Obviously that is unacceptable, so I end up downloading a possibly infected crack from russia just so I can play on a long plane ride. Thanks Firaxis!
  • by AKAImBatman (238306) * <akaimbatman@@@gmail...com> on Thursday October 27 2005, @12:45PM (#13890433) Homepage Journal
    The Civilization games seem like a prime candidate for breaking into the family-game-playing field.

    Isn't Civilization loosely based on a Wargame of a similar name? i.e. Thus the use of a hex grid and all? Maybe I'm wrong on this, but I could have sworn I saw it in a list of board games a few days ago. (I'm currently learning to play Starfire, for those of you who know what that is.)

    Ah, here we are. It's under 'C' on this page [grognard.com]. The link to the website seems to be defunct (along with the company?), so I really have no way of verifying this. Anyone?
  • by arkhan_jg (618674) on Thursday October 27 2005, @01:19PM (#13890699)
    Thus, I hope people will understand that making sure that our games are purchased instead of stolen is very important to us. Frankly, I do not agree that requiring the CD to be in the drive "does not prevent copyright infringement," even though I understand that this is almost always true for the technically adept. This is a sensitive issue, but the future of game development depends on preventing piracy, so I hope people will have patience with the basic safety measures we have used.

    I wonder how not making the game available in the UK for another week affects piracy. I see that copies are already available on P2P, yet I have to wait till Nov 4th for it to go on sale here. I've pre-ordered it (so I probably will get it even later than that), but at least I'm paying for it; if I hadn't, it'd be mighty tempting to download the cracked version instead. Hell, it's mighty tempting to get the cracked version now anyway, and just read the manual of my 'proper' copy when it turns up, so I don't have to worry about the CD check.
    • by _xeno_ (155264) on Thursday October 27 2005, @01:44PM (#13890974) Homepage Journal
      Hell, it's mighty tempting to get the cracked version now anyway, and just read the manual of my 'proper' copy when it turns up, so I don't have to worry about the CD check.

      And why not? Which is more valuable, the version that costs $50 (or whatever) and requires a CD to be in the computer, or the version that costs a 6 hour download (or whatever) and has no CD requirements?

      Seriously, I'm fed up with the CD requirement. I'm not the freaking enemy, I'm a paying customer. Why the hell do the pirates get a better version of the game than I do? I'm the one paying money!

      Who here honestly thinks requiring the CD in the drive actually helps prevent piracy? Anyone? All it takes is one enterprising programmer to start up the game with a debugger active, and NOOP out the part where it checks for the CD. Then, suddenly, EVERYONE has access to the game! (Oh, and go ahead and try and prevent debuggers. Too bad virtual machines pretty handily defeat that. Or the enterprising coder can look for certain methods of disabling debugging, and, guess what, NOOP them out!)

      I pay for my computer games. But, well, I don't play too many. Why? Because I'm fed up with requiring the CD, and then the patching required to make the CD-checking software actually work on my PC (when it was released, Black and White took FIVE MINUTES to actually decide my CD was real, some patch eventually fixed that). Not to mention I can't play the Blizzard version of WCIII any more because it thinks I'm a pirate.

      Why should I bother paying for these games if the publishers are going to treat me like I'm a criminal? If I'm going to be treated like a criminal anyway, I might as well go the actual criminal route and get the version that doesn't treat me like a criminal.

      The PC games I do play, I usually play through once, and then that's it. The CD goes over onto the shelf, and since the game requires the CD, I never play it any more. And because I never replay it, I don't care about it, I don't think about the publisher, and I stop caring about their sequels.

      So, please game publishers, please stop treating me like I'm a criminal. I'm just a paying customer. And if you want me to continue being a paying customer, let's see some respect. I'll put up with CD keys. Those I can understand. But the CD-in-the-drive requirement? That has to go.

      • by Surt (22457) on Thursday October 27 2005, @02:26PM (#13891416) Homepage Journal
        The problem is, the game publishers study this on a yearly basis.

        Comparable games from comparable publishers from comparable design houses sell more units with cd copy protection on them.

        Until customers get sufficiently fed up with cd copy protection to not buy the games at a rate greater than the prevented casual copying rate, you can expect to see this form of copy protection persist.
  • by Medievalist (16032) on Thursday October 27 2005, @01:38PM (#13890914)
    ...the future of game development depends on preventing piracy...

    If that's true, you'd better come up with some new ideas, because the way you are thinking now guarantees that games development has no future.

  • by Evil Pete (73279) on Thursday October 27 2005, @02:10PM (#13891240) Homepage

    I don't understand why they don't take the path that Blizzard took with Starcraft. Have a spawn option that allows the use of installation of a multiplayer only version for use in local networks. Then you still need that one original installation with the CD. I think one thing that made Starcraft so popular was that at work you could easily create spawns to play after hours, then buy your own copy to play at home/online.

  • by Distan (122159) on Thursday October 27 2005, @02:46PM (#13891605)
    This comment by Soren really caught my eye:

    Also, some high-level controls to allow micromanagement were added. For example, workers can be grouped together and given an infinite number of sequential orders.

    My computer only has finite memory, so I'm curious how they are able to take an infinite command sequence and compress it to fit? It seems like I could take two arbitrary commands, assign them to represent binary 1 and binary 0, and then encode any arbitrary binary sequence of infinite length within the game.

    Where do they store this?

    I see how they can trivially consume all available physical memory and disk space on the local host, and assume that once that is exhausted they begin uploading the data to some network storage. But even Google and the NSA combined don't have infinite storage, so then what?

    How do they encode data once they have exceeded the total capacity of all mass storage ever produced by humans?

    Where does the data go once they have surpassed the storage capacity of the Universe?

    This "infinite command sequence" is the most amazing thing I've ever heard come out of Firaxis, I've got to know more!

    Soren, please answer!
    • Re:Thank God... (Score:4, Interesting)

      by stlhawkeye (868951) on Thursday October 27 2005, @12:56PM (#13890531) Homepage Journal
      ...they got rid of pollution. Easily the most annoying aspect of Civ3. The ability to select multiple cities is also good news. Can't wait for my copy to arrive!

      My girlfriend bought me a copy for Christmas and, bless her heart, had it sent directly to my house so I could play it now. That's a good woman. Even though I waste inexcusable quantities of time playing Warcraft, he buys me more video games because I like them. Plus she'd prefer me to play Civ over WoW. I can get up and walk away from Civ at any moment. Not so with WoW.

    • by Spades_ (175131) on Thursday October 27 2005, @12:57PM (#13890544)
      It is an inconvenience unless they find another way to protect their IP. What it sounds like from his response was that the investors who paid money to produce this product wanted this in as a requirement. I don't think they like it either, but if it's a decision between making the game and having some DRM or not making it at all.. i'd choose for making the game.
    • Re:ATI Video (Score:5, Informative)

      by mslinux (570958) on Thursday October 27 2005, @01:22PM (#13890729)
      Damn right... most ATI video cards DO NOT WORK with Civ 4. However, no one (except the farmed out Tech support in Ireland) is admitting it and they just hang up on you with a short, automated message before saying... It'll be fixed someday. I can't believe they shipped this piece of shit.