Civilization IV: Colonization

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They're not "just trying to capitalize on Civ 4's popularity". If that was what they were after they would have just tacked on another expansion. They went back and remade Colonization because they're not just developers of the Civ/Colonization/Alpha Centauri series, they're fans of it too. And as fans, they'd naturally want to see a new chapter in the Colonization series. It was and still is a great game, and if they can make it even better then more power to them.
 
Given the original colonization was Sid Meier's Colonization, I figure any kind of name cashing in happened in the original.

Of course, just as the original colonisation used the civ 2 engine the new one uses the Civ 4 engine, so I think using the name is fine. Besides, from what I can gather they're treating this as another stand alone expansion for Civ 4 rather than a new game in it's own right.
 
Erm I'm pretty sure the original colonization didn't use the Civ2 engine.... Did you mean the Civ1 engine? I'm not even sure if you can call graphics back then an engine, anyway.
 
No, Civ 2. As a general rule whenever Firaxis have came up with a new engine for Civ they've tested it with another game first rather than risk harming the Civ franchise. Thus Colonisation was the early build of the Civ 2 engine, Alpha Centauri used an early version of the Civ 3 engine and Pirates! (the remake) used the early Civ 4 engine.
 
Go back and take a look at the graphics for Colonization and then look at the graphics for Civ 2. They aren't at all alike.
 
It isn't about pure graphics it is about gameplay styles. Anyhow I'm looking forward to it. I seem to have missed a lot of great classics (some of which I make up with abandonware) but they seem to all be coming back now and with updated graphics.
 
In the days before 3D graphics weren't part of the engine, and the concept of a graphics engine would have garnered some funny looks. IIRC the big shift between Civ to Civ 2 which Col was designed to test was the move from 8 bit to 16 bit coding.
 
Archonsod 说:
No, Civ 2. As a general rule whenever Firaxis have came up with a new engine for Civ they've tested it with another game first rather than risk harming the Civ franchise. Thus Colonisation was the early build of the Civ 2 engine, Alpha Centauri used an early version of the Civ 3 engine and Pirates! (the remake) used the early Civ 4 engine.

Huh, the Wikipedia article (terrible source, I know, but it's convenient) for Alpha Centauri claims that it uses a modified version of the Civ 2 engine. Does that mean that the Civ 3 engine is just a modified Civ 2 engine?
 
The Alpha centauri engine is NOTHING like the civ:3 engine though (well, apart from the fact they both use tiles)...

Alpha: deformable terrain. Civ3: 2d tiles.
so what, did they add in stuff to the civ2 engine, then take it out again for the civ3 engine? :roll:
 
What did they take out precisely? The voxel display? Civ III used DirectX instead. Unit design?  Civ II's units were kept in a plain text file,  Alpha Centauri merely had the ability to modify that file on the fly, Civ III had the ability but didn't make use of it the same way. The only changes to the engine which couldn't be done by an end user in Civ III really would be the net code, which they added with Play the World!, and as Mr Reynolds (IIRC) stated the reason it required an expansion rather than being in from the start was that the gameplay of Civilization was never designed with multiple players in mind.

The engine for Civ I - III is the same, with minor tweaks and multiplayer added in as time progressed. Civ IV is the first new engine for the series, primarily built to take multiplayer into account from day 1 rather than fudging it in later. In addition, the game now uses Python scripting rather than plain text files for storing the 'soft' rules, which adds more advanced modding capabilities both for players and the developers.

To save more dumb questions later, the engine of a game isn't the graphics (though that might be a sub engine, or in the case of a tech demo game like Crysis it might be the point of the game), the user interface or the like, it's the hardcoded rules which underlie most gameplay features. For example, one of the jobs of the Civ engine was to take the unit.txt file and convert the information there into an actual unit. The actual unit stats are 'soft' rules which could be altered quite easily without making a huge difference to how the game works; what the engine determines is the 'hard' rules which dictate what a unit actually is and the valid criteria for the information in the unit.txt file. For an example, compare how all previous Civ games (including Alpha Centauri and Colonisation) treat units compared to how they work in Civ IV - things like Civ IV's experience/unit abilities simply couldn't be implemented under the old Civ engine.
 
I was refering to the deformable terrain in Alpha that would have an effect on the terrain of tiles around it.
 
Just change the height attribute in the map file. It's been in since Civ 2, but the only thing they used it for in the main Civ series (beyond 'calculating rainfall' to various degrees of success) was to work out flooding effects if you sent the planet into global warming.
 
Possibly, possibly not. The fact it's a stand alone expansion may mean they've made alterations to the Civ IV engine, or it might just mean they want to flog it to people who don't own Civ.
 
Since it's marketed under the Civilization IV name I would think it's still using the same engine, and the screenshots certainly look much the same. I'd expect Civilization V to use the Civilization Revolution engine since it's got better globe-wrapping and various other improvements.
 
They're probably tweaks to the current engine rather than a rebuild. I doubt we'll see a rebuild for a few years yet; I can't see any significant shift in the hardware that would require one.
 
The ability to have a fully zoomed out map semi-permanently on a second screen would be nice. Doubly nice if i could afford dual dell 30"
 
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