Here’s how it works: Units can gain experience points in several ways.
Successful combat is the primary means (note: you get more points from
attacking than you do from defending) and the units must be victorious in a
unit-to-unit combat, therefore there are no XPs (experience points) from
bombarding fortifications or if the opposing unit withdraws. Units can also
gain experience from a Barracks (land units), a Drydock (sea units) or a goody
hut. In addition, some wonders, civic choices, and leader traits can give
units extra experience or even certain promotions. As you might expect, the
first promotion comes rather quickly, while each subsequent promotion requires
more XP.
The 1996 release of Sid Meier’s Civilization II represented a huge step
forward for the series (which was originally created in 1991), and the change
that probably had the most significant long-term impact on the Civ community,
was the addition of the concept of fan-created content. The fact that people
are still creating and sharing scenarios for Civ II, is a testament to this
theory. With Sid Meier’s Civilization IV, our team at Firaxis is trying to
recapture that level of interest and then completely surpass it. Our goal is
to make this the most moddable version of Civ ever, so we created three levels
of tools offering fun, accessible modding options for every type of player -
from casual to hard-core.
The first level is the World Builder, which is an easy-to-use, yet powerful
map editor allowing gamers with little experience to create custom worlds. At
any time during a game, players can call up the world builder and change
numerous things on the map. They can add rivers, place tiles, resources,
roads, improvements, cities, units, and nearly anything else that appears on a
map. Players can determine which buildings are in the cities, how many people
live in any city, what each city is producing, what each Civ has researched.
They can also establish who is at war and each AI’s attitude toward every
other Civ. World Builder offers a fun accessible way for anyone to create
quick, customized scenarios.
The next level offers Python and XML support, letting modders with more
experience manipulate the game world and everything in it. XML (eXtensible
Markup Language) files can be edited in standard text editors or in special
XML file editors that have ease-of-use features like a grid view. Editing
these files will allow players to tweak simple game rules and change or add
content. For instance, they can add new unit or building types, change the
cost of wonders, or add new civilizations. Players can also change the sounds
played at certain times or edit the play list for your soundtrack. NOTE: You
can have custom soundtracks simply by adding music to the custom folder. You
only need to edit the XML in order to assign certain pieces to specific eras
or remove certain pieces.
The Python scripting language is fully integrated throughout the game and
offers experienced modders a chance to really strut their stuff! People with
some programming skills will be able to do things to alter the game in
interesting and extraordinary ways. For instance, all of the game interface
screens are exposed to Python, so modders will be able to change the
information that’s displayed, as well as how it’s positioned on the screen. We
also use Python to create and generate all of the random map scripts that are
included in the game. So, players will now have the ability to add scripted
events to the game like automatically generating units when a tile is reached,
having specific situations trigger automatic war, or get this, bringing back
Civil Wars caused by unrest, Civ II style!
So, we’ve got an integrated World Builder, XML tweaks and additions, and an
extensive event system. And that’s not all folks. Just for you, we’ll throw in
a set of Ginsu steak knives, a miracle hair restorer, and… the Civ 4 SDK…all
for one low price!
That’s right! In early 2006, Firaxis will give Civ fans the ultimate
moddability tool in the form of an SDK that will allow players to change the
way the game functions at a very high level. Don’t like the way the AI reacts?
Change it. Want to change the way combat works by adding stack attacks with
multiple units fighting at once? Do it. Essentially, modders can do anything
short of changing the basic graphics engine, the core Civ engine, or the
network code. The sky is truly the limit and we’re really looking forward to
seeing what the incredible Civ fans create.