The hands-on demo concluded with a dramatic simulation of a naval operation’s pivotal turning point. From the station’s vicinity, I remained stationary, clicking the mouse with one hand while packing my bag with the other, futilely endeavouring to recall the capital of ancient India under Ashoka’s reign as the Maurya Empire’s leader.
Like any compelling Civilization marketing campaign, I couldn’t resist joining in on the excitement. This bold and ambitious endeavor aimed to bridge the gap between the past and the future, ultimately propelling Firaxis Games toward a profound transformation by embracing the concept of Ages.
Campaigns unfold across three distinct eras: Ancient, Exploratory, and Modern, signaling the ebbs and flows of history’s trajectory. Each participant’s actions collectively shape their trajectory within the Age Development metric, ultimately culminating in a transformative Age Transition – a critical juncture where individuals must confront their current legacy and prepare to defend against external challenges. Throughout the three eras, you’ll retain the same leader, yet the civilization they govern will evolve with each transition, influenced by the decisions you’ve made so far, as well as geographical and historical ties that shape their destiny.
Gamers may initially associate Pharaoh Hatshepsut with ancient Egypt, yet as they acquire a trio of horse-based cards spanning Antiquity, they are likely to shift their focus to Mongolia during the Exploration Age. Specific sourcebooks, civic systems, practical scientific disciplines, architectural models, monumental achievements, and recreational strategies exhibit age-related nuances, gradually expanding as one progresses through life stages, thereby facilitating the incorporation of novel Independent Powers, including ‘ Age of Empires’s thought-provoking portrayal of barbarian cultures. As international villages evolve into potential city-states, they will inevitably create a robust buffer zone between civilizations, effectively safeguarding against the encroachment of hostile empires.
According to Dennis Shirk, government producer at Firaxis Games, the thesis is that history is comprised of layered structures. “Rome’s legacy permeates global cultures, with its influence deeply ingrained in the social fabric, traditions, and people of North Africa and Europe.” As people evolve, adapt, and mature, they undergo a natural transformation, marking the inherent complexity of life’s challenges. To replace a straightforward progression from Level A to Level B at the end, Ed Beach, creative director of [insert title], sought to venture into the nuances of that house.
As I departed from my Gamescom appointment, the juxtaposition of ancient history and modern infrastructure struck me: a possible Roman villa ruin buried beneath the iconic Gothic spires of Cologne Cathedral – a testament to the Firaxis concept’s relevance in our world. The architect’s tiered approach demonstrates a thoughtful archaeology, allowing players to craft a unique stratigraphic map of their empire through selections that manifest both visually and mechanistically across the game’s expanse. Can we illuminate this captivating historical dialogue effectively? Unfortunately, I struggled to grasp its practical application, as my demonstration was limited to ancient times.
As Augustus, I deliberately bypassed Egypt to establish Rome, carefully situating my capital mere hexagons from the Mediterranean’s bounty, a serendipitous convergence of geography and prosperity. As my scouts ventured forth, they discovered hidden formations of hexagonal rock rising and falling in rhythmic motion, their peaks giving way to vast expanses of shimmering sea floor, teeming with vibrant marine life. Vegetation lapped against the water’s surface, creating a delicate illusion that was just one example of the realistic details evident throughout the game. The attention to detail in this aspect of the game is a hallmark of “unreadable realism,” a concept championed by Jason Johnson, the game’s art director, who seeks to blur the line between reality and fantasy. As I surveyed the devastation, I noticed another unexpected consequence: a torrent of effervescing mud sweeping across my farmland, caused by a sudden and violent flood that struck just as I was discovering the benefits of irrigation.
One notable issue I observed was the scarcity of builder models available. As Roman civilization expanded its dominion, I carefully curated a selection of tiles to foster growth and development in various directions, accompanied by corresponding upgrades and enhancements. This transformation significantly reduced flip time, outperforming previous methods by at least a comparable margin. In that instance, there was Affect, a novel diplomatic currency I invested heavily in rapid-fire communication exchanges with various empires and sanctions during the conflict, with a specific focus on optimizing Ashoka’s agricultural productivity. Borrowing from the realm of interactive storytelling, Broadly’s sequel offers a more immersive and responsive dialogue system, drawing players into a rich narrative landscape that confronts them at every turn. Similarly, the traditional ‘goody huts’ have given way to modern alternatives, which determine the type of rewards one can expect.
For over three decades, I navigated a multitude of turns as Gwendoline Christie’s soothing voice guided me, perpetuating the legacy of Civilization narrators, following in the esteemed footsteps of Sean Bean, whose distinctive Yorkshire brogue had previously set the tone. Initially, the team considered having distinct narrators for each age group, but Christie’s early line reads left such a strong impression that Firaxis scrapped the idea. The factor that resonated with us was when we got back the first classes again – and it didn’t matter how small, like a five-word quote – every detail was read with heart and feeling; it was as if she were performing for an audience each time she read something, said Shirk.
Picture: Firaxis/2K Video games
Rounding out the main modifications is the introduction of Commanders, skilled naval leaders with talent trees that absorb all previously accumulated unit experience points (XP). With strategic foresight, you can cleverly stack up to six units on a single commander tile, concealing them much like the ancient Greeks’ legendary Trojan Horse. By carefully planning their deployment along a specific route, you can orchestrate a surprise attack, or “gank,” against an unsuspecting opponent’s border, catching them off guard and reaping a bounty of rewards. As I began my ruthless assault on the unsuspecting city of Ashoka’s capital, I was driven by a singular determination. “We didn’t enjoy managing armies in [], so we developed it instead,” Shirk said. “When a military’s strategy is threatened, its most formidable foe isn’t an adversary – it’s the single, crucial terrain decision that can make or break the entire campaign.”
Firaxis insiders affectionately dub this peculiar tactic “Fish Slap,” where a single unit boldly charges forward, delivers a swift slap akin to a flailing fish, before hastily retreating to reengage. The game’s ‘steady fight’ mode was crafted by renowned fight designer Brian Feldges, leading to a pivotal gaming experience. As models engage, they collide and clash within the hexagonal space they occupy, their confrontation continuing uninterrupted until all orders have been executed? “To ensure a seamless experience, we had to test the flanking mechanics, ensuring they felt and looked right,” Shirk said. “As battles unfold, you’ll even encounter battle strains engaging in combat within your game as you progress and execute combat maneuvers.” “And once the flip is definitely complete, they only return to their original paths.”
With the departure of Fish Slap, Firaxis has seized the opportunity to revolutionize its approach by infusing a fresh strategic dimension into the game, while simultaneously elevating the visual storytelling of each unit through enhanced contextual design elements. Unsurprisingly, Roman archers do not resemble Egyptian archers at all today. The visual disparity is most striking in the individuals that make up each unit, with some donning unique headgear, wearing distinct attire, and bearing telltale signs of their individual battle scars. This innovative approach propels the experience forward, expertly resonating with the core objective of surpassing its predecessors.
“When examining [], [], and [], they’re surprisingly homogeneous in their characteristics,” Shirk stated. As we continually refresh our living spaces, introducing fresh wallpaper, subtle additions, or thoughtful extensions, it’s become increasingly challenging for even our most discerning followers to accurately predict our latest transformations. They’re aware of the sequence; they know what’s expected within the initial phase. Ed Beach, however, refused to introduce a variable unless it was necessary for our audience to restart from scratch. New approaches are essential to achieve success. They need to approach the game with fresh perspectives to identify the most effective strategies.