IGN has a new interview with Beyond the Sword designer Alex Mantzaris. He lets loose a lot of details that have me both excited and bewildered.
* “One of my new favorite leaders is Joao II of Portugal. He’s especially fun to play because his traits (Imperialistic and Expansionist) and unique unit (Carrack) work very well together for early expansion and colonization.”
A unique naval unit? Really? Civ III had some of these (Portugal, England, Byzantium and the Vikings) and they were always second rate units. Most Civ games are won on land, so the Portuguese will have to make the most of their trait combo. “Exploration” is mostly useful on a terra map (they have “New Worlds” with barbarian continents). So I’m skeptical about how useful the carrack will be. But, hey, it’s not like all the other Civs have great unique units.
* “Not only is the Native American leader Protective, which gives him powerful archer units, but the Totem Pole acts as sort of an extra barracks for archer units as well.”
Because if there’s one unit that needs more help in this game, it’s archers, right? (And it looks like the Maya are back.)
* [Corporations] each consume specific resources in order to provide benefits to their city. The more instances of resources they consume, the more food, production, commerce, or resources they supply. The downside is that any city hosting a corporation has to pay a maintenance fee for its services.
I can see some nasty tricks here. Found a corporation and then hit all your enemy’s far flung towns, driving maintenance up and research down. They went with real religions, but I’m betting that Exxon isn’t going to let them use their name. Anyway, this section clarifies a lot. Read the interview for more on this.
* Espionage has actually added a whole new dimension to the game. Its importance to your empire is now comparable to scientific research, culture, or income from taxes.
I only really used espionage in the first two Civ titles. Stealing technology, destroying buildings, and, most importantly, inciting revolts. So I’m glad to see it return as a primary strategy. I fear that I will be hopelessly out of practice.
* The space race is now more suspenseful because victory is not achieved until the spaceship actually arrives, not when it’s launched. Therefore, you may pull out a victory even if you launch late, by building a faster spaceship and overtaking your opponent on the way to Alpha Centauri.
Another return to the early Civ games. Excellent idea and I have no idea why it was changed to its current form in the first place. Anything that makes the Space Race more interesting is to be encouraged.
* However, in general, we added units to fill needed roles, rather then adding exotic units and trying to dream up roles for them.
This is sound design, and was, in fact, one of Brian Reynolds big ideas in Civ II. Fill out the tech tree, fill out the unit list and make the military game about more than waiting around until your superweapon is discovered.
* [Y]ou’ve got to love a Wonder like the Statue of Zeus, which doubles the war weariness of other civilizations fighting against you.
If you build it, it will certainly make the early aggression of Montezuma and Alexander easier to manage. Conversely, it will make it easier to launch a series of little wars, knowing that the other guy is suffering a little bit more than you are.
Lots more stuff at IGN. Expect more updates and crankiness from me as information becomes available.