Game Development Reference
In-Depth Information
integer values representing the number of tiles they can move and their respective
offensive and defensive strengths. Some units have special capabilities. For example,
settlers can be used to build new cities, and artillery can be used to bombard enemy
units from a distance. Terrain modifies the capabilities of units. Mountains cost
extra movement points to cross but also double a unit's defensive strength. Players
can build roads to negate the extra movement costs imposed by mountains.
the mechanics oF Civilization are discrete
inspecting Civilization reveals that most of its mechanics are discrete: The game is turn-
based, the positions of units and locations of cities are restricted to tiles, and offensive
and defensive strength is represented with whole numbers. Because the mechanics are
discrete, they are easy to understand individually. You can, in principle, do all of the cal-
culations to work out their effects in your head. still, the probability space of Civilization
is huge. Civilization is an excellent example of creating enormous variety with relatively
simple discrete mechanics that invite players to interact with the game on a strategic level.
A complete description of all the mechanics of Civilization easily fills a book, espe-
cially if all the details of all unit types and city upgrades are listed. The game comes
with its own encyclopedia to provide access to all these details. However, all these
elements are easy to understand. And more importantly, there are many relations
between the elements: Units are produced in cities, consuming vital resources that
could have been used toward other ends. After a unit is produced, you will often
have to pay gold for its upkeep every turn. Building roads also requires an invest-
ment in time and resources, but it allows you to deploy your forces more efficiently,
which reduces the need to keep a large military. You can also invest in researching
new technology to make sure your units are stronger than those of your opponent.
In short, everything in Civilization is connected to almost everything else. This
means that the choices you make will have many effects, sometimes unforeseen
ones. Building a strong military early on allows you to capture a larger part of the map
but will take a toll on other developments, which might set you back in the long
term. To add to the complexity, the choices made by the civilizations surrounding
yours will influence the effectiveness of your strategies.
There are many different strategies to play Civilization , and players often have to
switch between strategies as the game progresses. Early on, it is important to capture
territory so that your civilization can expand quickly. It also helps to develop tech-
nologies quickly so that you can identify and capture vital resources during this stage.
Once you encounter other civilizations, you can attack them or befriend them. In
the early stages of the game, it is easier to conquer other civilizations completely.
Later in the game this will be much harder, and other strategies work better. When
your civilization is wealthy and your neighbor is not, you can start a cultural offen-
sive to persuade neighboring cities to join your realm. The game often progresses
through a number of distinct phases: early expansion, investing in your economy,
 
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