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This show has been flagged as Clean by the host. Playing Civilization V, Part 3 Victory Types This is a good time to discuss the Victory types in Civ 5. We have talked about choosing appropriate strategies and that mostly has to do with what kind of Victory you are aiming for. Now you can change the objective as the game goes on, so if you realize you can't win your original Victory type, you can switch to another. But success is a lot easier if you make the right choices early on. Domination – To win this, you must keep possession of your own original capital, and capture everyone else's original capital. Original capital is the first city founded by each Empire. It can never be destroyed, but can be captured. Once the original capital city of an Empire is captured, another city will become the current capital, but capturing that does not count towards victory, and a current capital can be destroyed. Science – To win this, build and launch a spaceship to Alpha Centauri. To build a spaceship requires technologies at the end of the Technology tree, but you don't have to actually research every possible technology to do this. You build the parts in your various cities, and assemble them in your Capital. Once you have assembled all the parts, the spaceship will automatically launch and you win the game. Cultural – This depends on your culture compared to the other Empires, and involves the Tourism mechanic. If you attract tourists from another Empire, your culture will become more dominant over theirs. There are 6 levels for your Empire vis-a-vis the others: Unknown, Exotic, Familiar, Popular, Influential, and Dominant. These are defined by the amount of tourism you receive from an Empire compared with their own production of Culture. If the tourism you receive is at least equal to their own Culture production, you are Influential. And to get Culture victory you have to be at least Influential with every other Empire still in the game. The basic source of tourism comes from Great Works of Art, and Artifacts. Great Works of Art are produced by Great Artists, and Artifacts are dug up by your Archeologists once you discover this. Your own Culture production both defends against tourism of other Empires (i.e. your own citizens would rather enjoy your culture than travel to other Empires), and helps to produce the Great Works of Art. This victory type and the Tourism Mechanic is one of the innovations in Civ 5 , and carries over and is developed further in Civ 6. Diplomatic – To win this, you have to voted in as World Leader in the United Nations. You can gain votes in several ways. First, you can liberate the conquered capital of another Empire and return it to them. That will guarantee that they will vote for you in the United Nations. Or, and this is most common, you can ally with City-States and get their vote in the UN. Finally, if a City-State has been previously conquered by another Empire, you can liberate it and they will vote for you in the UN. Once the UN is achieved, votes take place every 20 turns, so if you fall short on one try, you can try to line up more votes for the next try, which usually means allying with a few more City-States. Time – If no one has won by the above means, the Empire with the highest score when time runs out will win. In a Standard game, that is in 2050 AD, and is turn 500. But note that turn 500 is not a turn when you can make a play. Your last chance to actually do anything is turn 499. Terrain Civilization V changed the game board from squares to hexes, which was the first big change. But another change makes terrain even more important in Civ V, and that is that you can only have one unit per tile. The giant death stacks of units that you could employ in Civ III and Civ IV are now gone. That means that any military campaign will mostly be fought on a variety of tiles. Most of this we will discuss later when we look at the military and how to fight wars, but knowing how terrain affects your units in terms of strength and mobility will be a big part of that. So first we need to know what the Terrain Types are. Of course, the other reason we need to know this is in terms of where to settle, where to farm, where to mine, and so on. And special resources are a modifier, but first we'll look at the Terrain Types by themselves. They can be analyzed in terms of their Base Production, i.e., what they will produce without any improvements such as farms and mines, Movement Cost, i.e. how many movement points it takes to move into the Tile, and Defensive Bonus, i.e. how the strength of your units is modified if they are in combat. Grassland – Base Production = 2 Food, Movement Cost = 1, and Defensive Bonus = -33% Plains – Base Production = 1 Food and 1 Production, Movement Cost = 1, and Defensive Bonus = -33% Desert – Base Production = Nothing, Movement Cost = 1, and Defensive Bonus = -33% Ocean – Base Production = 1 Food and 1 Gold, Movement Cost = 1 Lake – Base Production = 2 Food and 1 Gold , Movement Cost = 1 Tundra – Base Production = 1 Food, Movement Cost = 1 Snow – Base Production = None, Movement Cost = 1, and Defensive Bonus = -33% These basic Terrain Types can then be modified by Terrain Features, which can be stacked. For example, you could have a Plains tile with Hills and a Forest. Hills – Base Production = 0 Food and 2 Production, Movement Cost = 2, and Defensive Bonus = +25%. Note that the Base Production for Hills will be 0 Food and 2 Production regardless of the underlying Terrain Type. Forest – Base Production = 1 Food and 1 Production, Movement Cost = 2, and Defensive Bonus = +25%. Note that the Base Production for tiles with Forests will be 1 Food and 1 Production regardless of the underlying Terrain Type. But Forests can be cleared by Workers once Mining is discovered. Jungle – Production effect = -1 Production, Movement Cost = 2, and Defensive Bonus = +25%. Jungles can be cleared by Workers once Bronze Working is discovered, and should be. Mountain – Production = 0, Movement = impassable except for Air units, and for Carthaginian units once they have earned a Great General. Defensive Bonus = +25% River – Rivers run along the borders of tiles. They add +1 Gold. Attacking across a river reduces your attack strength by 20%. Crossing a river will end movement for most units unless there is a road with a bridge. Marsh – Production effect = -1 Food, Movement Cost = 2. Can be removed by workers once Masonry is discovered. If you have a Marsh tile in your city, have the workers remove the Marsh before you attempt to work the tile. Coast – These are the water tiles with relatively shallow water along the coast of a land mass. They are lighter in color than deep ocean tiles. Coast tiles can be traveled on by early water units which cannot travel on the deeper ocean tiles. Coast tiles produce one gold each. Flood plains – These tiles can be found sometimes along river banks. They produce 2 food, but can also produce disease outbreaks. Oasis – Produce +3 Food and +1 Gold. These tiles cannot be improved other than to add roads and railroads. Ice – At the top and bottom of the map are ice tiles representing the north and south poles. Airplanes can fly over these tiles, and submarines can go under them, but otherwise they are impassable Fallout – Once nuclear weapons have been discovered, you can have tiles that are covered by fallout. This will reduce food by 3, production by 3, and gold by 3. Movement cost is 2. In practice this will mean the tile produces nothing. A Worker unit can clean this up, but it will take time. So until that happens, you should look for opportunities to move your citizen into some other occupation until it is cleaned up. And you have to clean it up before building or restoring any improvements. Atoll – This tile type was added in a patch with the Polynesian DLC. It is an ocean tile that produces 1 Food and +1 Production. Movement cost is 1. Admittedly, this is a lot of detail to take in, but there are a few basic rules you might want to keep in mind. First, you don't want to settles cities where there are lots of Desert, Tundra, or Snow tiles. One or two Tundra tiles are OK if there are other positive features, like access to a luxury resource, but Desert and Snow tiles are completely useless. Again if there are lots of desirable tiles available, having one or two Desert or Snow is not problem, since in most cases you never will work all of the tiles in most cities. But look for the good tiles. Similarly, Mountain tiles are not generally useful, however if you are going for a Science victory they can be handy if you settle a city immediately adjacent to a mountain, since that will let you build an Observatory in the city. Observatories cost zero maintenance and add 50% to the science output of the city, making them very valuable. Mountains are also handy as barriers to keep away your enemies. Jungle tiles can also cause disease outbreaks, but clearing the jungle from the tile will put a stop to that. I will always clear away any jungle or Marsh tiles within my cities. Defensive bonuses are also important, but that is better covered when we get to warfare. From: https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-3/ Provide feedback on this episode.
Nick and Josh are joined by Katie, of Overthinking Games Podcast to talk what they've been playing, some news, and on if you really need to play any of the “Classics” In lieu of ratings and reviews we say … FUCK THE ALGORITHM, TELL A FRIEND! We have a new website! Come check it out! https://www.smashinggametime.com/Thank you to Alex Marvin Clark for our opening theme Hunt Him Down. https://soundcloud.com/lizardbeach?ut... Keep up with Katie and the Crew at Overthinking Game Podcast at: Apple - https://podcasts.apple.com/us/podcast... Tiktok - https://www.tiktok.com/@overthinkingg...
Welcome to The Nonlinear Library, where we use Text-to-Speech software to convert the best writing from the Rationalist and EA communities into audio. This is: Instrumental Convergence Bounty, published by Logan Zoellner on September 14, 2023 on LessWrong. I have yet to find a real-world example that I can test my corrigibility definition on. Hence, I will send $100 to the first person who can send/show me an example of instrumental convergence that is: Surprising, in the sense that the model was trained on a goal other than "maximize money" "maximize resources" or "take over the world" Natural, in the sense that instrumental convergence arose while trying to do some objective, not with the goal in advance being to show instrumental convergence Reproducible, in the sense that I could plausibly run the model+environment+whatever else is needed to show instrumental convergence on a box I can rent on lambda Example of what would count as a valid solution: I was training an agent to pick apples in Terraria and it took over the entire world in order to convert it into a massive apple orchard Example that would fail because it is not surprising I trained an agent to play CIV IV and it took over the world Example that would fail because it is not natural After reading your post, I created a toy model where an agent told to pick apples tiles the world with apple trees Example that would fail because it is not reproducible The US military did a simulation in which they trained a drone which decided to take out is operator Thanks for listening. To help us out with The Nonlinear Library or to learn more, please visit nonlinear.org
Link to original articleWelcome to The Nonlinear Library, where we use Text-to-Speech software to convert the best writing from the Rationalist and EA communities into audio. This is: Instrumental Convergence Bounty, published by Logan Zoellner on September 14, 2023 on LessWrong. I have yet to find a real-world example that I can test my corrigibility definition on. Hence, I will send $100 to the first person who can send/show me an example of instrumental convergence that is: Surprising, in the sense that the model was trained on a goal other than "maximize money" "maximize resources" or "take over the world" Natural, in the sense that instrumental convergence arose while trying to do some objective, not with the goal in advance being to show instrumental convergence Reproducible, in the sense that I could plausibly run the model+environment+whatever else is needed to show instrumental convergence on a box I can rent on lambda Example of what would count as a valid solution: I was training an agent to pick apples in Terraria and it took over the entire world in order to convert it into a massive apple orchard Example that would fail because it is not surprising I trained an agent to play CIV IV and it took over the world Example that would fail because it is not natural After reading your post, I created a toy model where an agent told to pick apples tiles the world with apple trees Example that would fail because it is not reproducible The US military did a simulation in which they trained a drone which decided to take out is operator Thanks for listening. To help us out with The Nonlinear Library or to learn more, please visit nonlinear.org
Welcome to Dev Game Club, where this week we start a new series on 2005's Capcom horror classic, Resident Evil 4. We place it in its time and then talk immediately about how it really kicked the third-person action-adventure game into higher gear. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the second typewriter Issues covered: the Capcom 5, having some trouble getting the game off the ground, success of the remake, a really different feel, relying on establishing POV shots from slashers, horror movie touchpoints, moving away from straight-up zombie games, differences between Chris and Leon, meeting Hunnigan via the Codec, popularizing the third-person shooter, hold-overs from the older controls, fighting the controls, embodying the character, disempowerment, pick a spot and stand your ground, jerky enemies, shooting a weapon out of the air, opening up the level design to multiple paths, the gun-and-run, Leon's better tactics, "various awesome actions," moving saves away from being a resource, a more revealed map, having people coming at you with pitchforks and torches, can you get the chainsaw guy?, disconnects with marketing, getting lucky to have marketing departments who got it, moral choices and the morally objectionable, motivating the character choices for evil, coloring the tone of dialog to reflect your choices, what weapons we chose with BioShock, talking about the wrench kill, loving crossbows, style over substance in Control. Games, people, and influences mentioned or discussed: God of War, Shadow of the Colossus, SW: Republic Commando, Psychonauts, Guild Wars, Civ IV, FEAR, The Undying, Splinter Cell: Chaos Theory, AC: Wild World, Guitar Hero, Mercenaries, Battlefront II, KotOR II, Lego Star Wars, Xbox 360, Capcom, GameCube, PN 03, Vanquish, Viewtiful Joe, Suda51, Killer 7, Clover Studio, Hideki Kamiya, Dead Phoenix, Panzer Dragoon, PlayStation 2, Devil May Cry, PT, Game Developer Magazine, Friday the 13th, Halloween, A Nightmare on Elm Street, Evil Dead, Army of Darkness, Godzilla, Classic Monsters, The Hills Have Eyes, 'Salem's Lot, The Omen, The Exorcist, Texas Chainsaw Massacre, Living Dead, Shawn Cassidy, Silent Hill, Gears of War, Metal Gear Solid, Frankenstein, Deathloop, Sam Thomas, BioShock, The Green Knight, David S. Lowery, Ghost Story, Jarkko S, Dishonored, Metro, Hitman, Control, Aki Kaurismaki, The Last of Us Part II, Ryan, Deus Ex, No More Heroes, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Check Twitter! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
The Civilization series is one of the most consistently successful 4x titles throughout video game history. It saw its first entry way back in 1991, and would continue to refine its history spanning empire building over the years. Perhaps the most well regarded of them was Civilization IV: Beyond The Sword, a standalone expansion pack for Civ IV that promised the deepest and most complex strategy up to that date.Civilisation V, however, seemed to break from a lot of what defined the main series up to that point. Unit stacking, global happiness and the removal/replacement of the civics system saw fans outraged. But with time (and more expansion packs) the love for Civ V’s systems grew, and it quickly became the most popular Civ game ever. But were all the changes that were made actually improvements over the systems present in Civilization IV? Was the game changed for the better? Were they sidegrades, or even worse, downgrades?On this episode, we discuss:How does the existence of combat stacking affect both the tactical skirmishes and strategic positioning of your forces? How does it compare to a one unit per tile system?How well does Civ IV communicate the details of your empire to the player? How easy is it to read the broader landscape of all out war in a glance?How much shit will Patrick get for pronouncing 4x as ‘four times’? I’ve only ever read it online before, please forgive me!We answer these questions and many more on the 53rd episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen KOutro Music: Rockit Maxx - One point to anotherCiv IV OST: Various Composers (see under each video in playlist) Civilization IV BUG mod (recommended) Did we misunderstand anything fundamental about how the combat system works? Does one unit per tile lead to more sophisticated combat encounters than we gave it credit for? What 4x title should we tackle next? Come let us know our our community discord server!
We sit down with special guest Christopher Tin, composer of the GRAMMY award winning Baba Yetu, which is also the title song for Sid Meier's Civilization IV. Chris has also written the title song for Civilization VI titled, Sogno Di Volare. VOTE FOR YOUR FAVOURITE CIVS HERE: https://forms.gle/JMDVymtFaskxDjTz7 The Civ Give 2020 ExtraLife Team Page: https://www.extra-life.org/team/TheCivGive - Twitter: https://twitter.com/TheCivShow Twitch: https://twitch.tv/TheCivShow YouTube: https://www.youtube.com/channel/UCls2Y1bV03i61ItsCZMzNng Spotify: https://open.spotify.com/show/65cv794dJaOE1aIwWGniS0?si=MhS3Fx3VQR6PJJ913ON5NA --- Send in a voice message: https://anchor.fm/thecivshow/message
Ein Bier am Morgen … Diese Woche feiern Soldaten einen Gewaltexzess, wir verarbeiten unsere Vergangenheit mit Caesar 3, Tropico, Civ IV usw. und Victorius fertigt eine hübsche Dornenkrone … Shownotes: Deinen (Audio-)Kommentar zum 100-Folgen-Jubiläum kannst du uns auch weiterhin hier hinterlassen: https://offenbartcast.de/jubilaeum-100 Bildnachweis: 92.SilentMarch.WitnessAgainstTorture.WDC.7January2012 by Elvert Barnes CC-BY-SA 2.0 sowie Color, colour, crowd and colour … Folge 103: Der Abistreich (Mk 15,16-20) weiterlesen →
The crew were in San Francisco last week for the Game Developer's Conference, where they spoke to developers and gambled on the results of the annual awards show. Now they’re back to tell you all about their Stateside adventures. Between sessions of Far Cry 5, of course. Adam chatted to Civ IV creator Soren Johnson about his upcoming 4X game. John spoke to Paul Neurath, the creator of Ultima Underworld II. And Brendan was at the awards ceremony at the Independent Games Festival, where he quizzed Tim Schafer. None of these people actually feature in the podcast, but look at all the names we've dropped! Links: All our GDC 2018 coverage so far: https://www.rockpapershotgun.com/tag/gdc-2018 Have you played… Ultima Underworld II? https://www.rockpapershotgun.com/2016/05/14/have-you-played-ultima-underworld-ii/ The Fe and SteamWorld people are the same now: https://www.rockpapershotgun.com/2018/01/25/steamworlders-merge-with-fe-folks-to-create-thunderful/ Emily Short’s interactive fiction columns: https://www.rockpapershotgun.com/tag/if-only/ Fork Parker is the fictional chief financial officer of Devolver who once straight-up asked for money: https://www.rockpapershotgun.com/2013/11/08/forkstarter-devolver-digital-just-plain-ask-for-your-money/ Devolver’s nightmare press conference at E3: https://www.youtube.com/watch?v=WqPT9hyPANs Have you played… Thief: Deadly Shadows? https://www.rockpapershotgun.com/2017/12/08/have-you-played-thief-deadly-shadows/ Level designer of Thief 3’s Cradle is working on Blackout Club: https://www.rockpapershotgun.com/2018/02/28/the-blackout-club-cooperative-horror-game/ 10 Crowns is a 4X game from Civ 4 designer Soren Johnson: https://www.rockpapershotgun.com/2018/02/05/10-crowns-is-a-historical-4x-from-civ-4-designers-studio/ Night in the Woods wins grand prize at IGF Awards: https://www.rockpapershotgun.com/2018/03/22/night-in-the-woods-wins-igf-grand-prize/ And here were the other nominees for all the awards: https://www.rockpapershotgun.com/2018/01/03/igf-2018-finalists/ Baba Is You is a puzzler that lets you write the rules: https://www.rockpapershotgun.com/2017/12/12/baba-is-you-puzzle-game/ How Butterfly Soup creates believable characters: https://www.rockpapershotgun.com/2017/12/08/butterfly-soup-characters/ SpyParty is coming to Steam early access after one billion years: https://www.rockpapershotgun.com/2017/11/22/spyparty-is-coming-to-steam-early-access-after-8-years-of-development/ Alec really likes Far Cry 5’s Montana: https://www.rockpapershotgun.com/2018/03/28/best-far-cry-setting/ Our Far Cry 5 review: https://www.rockpapershotgun.com/2018/03/29/far-cry-5-review/ A man in Far Cry 5 who didn’t want to be shot: https://youtu.be/ksILKlN8Dr4
Here's 3 brand new movies for your Weekly Oscar Consideration VHS Boy Bungalow Beach Buddies, Baby(Quad B) Jeff's ----------------------------------------------------------------------------------- Ideas used: Eric Jordan Elkin @EricJordanElkin An intense debt collector hunts down a person who has an unpaid blockbuster late fee from renting National Lampoon's Vacation in 1993. jro @juliapherneliaa Shitty/dangerous beach that everyone has a "great time" at because of trace amounts of lsd in water Dominic Talerico @YesYouSirs A found footage film about 2 friends vlogging their entire trip 2 Europe, their plane crashes & they r the only 2 survivors, what happens? ----------------------------------------------------------------------------------- Eric Lee and Thomas Stapleton takes your suggestions and ideas and adapt them into good movie pitches for the Hollywood big wigs who are straight up desperate for material. ------------------------------------------------------------------------------------ Our theme was written and recorded by Nate Thompson. For updates on his future projects please follow him on twitter @natepthomps Our logo was done by Kyle Smith. For more of his good stuff please go to https://www.ultrafeel.us/ ------------------------------------------------------------------------------------ Please follow us on twitter too! Radaptation - @RadaptationPod Eric Lee - @Ericleeeeeee Thomas Stapleton - @Tstape03 ------------------------------------------------------------------------------------ SUBSCRIBE to RADAPTATION on iTunes: https://itun.es/i67R6gr Google Play: goo.gl/qywr8Bcontent_copy Tunein: http://tunein.com/radio/Radaptation-p981196/ Blubrry: https://www.blubrry.com/radaptation/ RSS: http://radaptation.libsyn.com/rss YouTube: Radaptation Podcast Stitcher: http://www.stitcher.com/podcast/radaptation ------------------------------------------------------------------------------------ Follow RADAPTATION: Twitter: http://twitter.com/RadaptationPod Facebook: http://facebook.com/RadaptationPod ------------------------------------------------------------------------------------ For Inquiries, please email: Radaptation@gmail.com ------------------------------------------------------------------------------------ Literally EVERYTHING we talked about in this episode: Writing, screenwriting, Vacation, fall out boy, Tom Cruise, scientology, banjo, DDR, Mario, Mario Party, Call of Duty, Harvest Moon, A wonderful Life, parappa the rapper, Shania Twain, Mark Twain, Samuel Clemmins, Satire, Scent of a Woman, Al Pacino, Block Buster, Alan Arkin, Alan Alda, Titanic, National Lampoon, Chevy Chase, Captain America, Jack Reacher, Indiana Jones, Temple of Doom, Raiders of the lost Ark, Netflix, Civ IV, Civilization 6, Sid Meier’s, Looper, Good Will Hunting, Stranger Things, Shannon Persuer, The Ramones, Sheena is a punk rock girl, Kristen Stewart, Split, Rebel Wilson, John Waters, Crybaby, Cry Baby, Johnny Depp, Black Veil Brides, Hot Topic, Tardis, Beach Party, Greek, Olympians, Olympian, Poseidon, Zeus, The Dollop, Jason Mantzoukas, MK Ultra, LSD, Acid, Veep, Sam Richarson, Scott Aukerman, Betty White, Tom Cruise, yahoo, 2001 a space odyssey, Tom Cruise, Val Kilmer, Bradley Cooper, Denzel Washington, Training Day, Nicolas Cage, Fences, Ethan Hawk, Top Gun, Friends, Ross, Chandler, Joey, Rachel, John cho,
Coming up this week on the show, we are back from the retro gaming event at the bar, PS4 games are now available on playstation now. Nintendo switch pro controllers look slightly familiar, Horizon Zero Dawn has sold a ton of copies, Civ IV gets a demo, why inviting people to twitch games can be a problem, Diablo 3 seasons are coming to consoles and Brian has a good reason to go to Halifax soon.
Coming up this week on the show, we are back from the retro gaming event at the bar, PS4 games are now available on playstation now. Nintendo switch pro controllers look slightly familiar, Horizon Zero Dawn has sold a ton of copies, Civ IV gets a demo, why inviting people to twitch games can be a problem, Diablo 3 seasons are coming to consoles and Brian has a good reason to go to Halifax soon.
In this very special Three Moves Ahead, Rob is joined by Civilization designers Jon Shafer and Soren Johnson to talk about Civilization. The venerable strategy series turns 25 this year, and Rob already took the one joke I had about how it can now rent a car. Oh well. Jon and Soren give their takes on the other entries in the series and give some insight into their design decisions for Civ IV and V.
Dirk and Soren talk to Double Fine’s Brad Muir about streaming the development process and interacting with fans. Listen in on how to walk the fine line between listening to your fans and still steering the ship while working in an open development environment.--------------------------------------- Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - www.designer-notes.com, www.mohawkgames.com, @sorenjohnsonBrad Muir - @mrmooear, brad@doublefine.com------------------------------------- Episode Outline 0:00:58 - Streaming at Double Fine 0:10:24 - Civ IV’s early access 0:17:03 - Unexpected benefits 0:31:15 - Other streaming developers 0:37:11 - Kickstarter and fundraising 0:49:31 - What’s next for Double Fine 0:52:30 - Soren’s project
Michael Lucas-Smith and I are fans of a number of video games - we both like the Fallout series quite a bit, for instance. Since we end up talking about the games we play so much, we thought it might be fun to do a podcast on the subject. Here's episode 4. In this podcast, we talk about Civ IV and Civ V - we've both played Civ IV quite a bit, and appeared on Polycast to talk about it. Michael carries the chat about Civ V; I don't have it yet, since I'm on the Mac. To listen now, you can either download the mp3 edition, or the Ogg Vorbis edition. You can subscribe to the MP3 edition in iTunes using this feed. You can subscribe directly in iTunes as well. If you have feedback, send it to James Robertson. Technorati Tags: games, civilization, civ 4, civ 5
Tetris Zone Released, Planewalker Games' Jason Compton Interviewed, Civ IV has been reviewed, The Sims Life Stories Reviewed, Episodic Content In Gaming?, Why is Mac gaming news so slow right now?.