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YouGamers.com Reviews Civilization IV

Civilization IV


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ESRB rating: Everyone ESRB: Violence
Publisher: 2K Games
Genre(s): Strategy
Home Page: http://2kgames.com/civ4/home.htm
 






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By: Aaron Barnes Jul 31, 2007

How deep do you want to go?

The meta-concepts are enough material for a game, but Civilization IV goes much deeper. Behind the scenes, it's all about the numbers. Everything from the overall scoring system to individual combat unit defense is driven by numbers, and the game makes no attempt to hide this detail. But far from being intrusive, the information is accessible being obtrusive. For instance, mousing over a farm tile will show resource production (among other statistics), while highlighting a military unit displays a summary of the unit's capabilities and strengths.

Blue circles highlight recommended destinations for workers.
Intra-city development can get very complex.

A substantial portion of the game revolves around keeping track of the big picture with regards to adequate resource production and technology development - which in turn effects the eventual resource production outcomes. It's not very neat and tidy, but it all makes sense. Food is grown and ore is mined to fuel growth, and resource production must be tailored to suit a civilization's cities. It's this aspect of the game which will leave novices flummoxed. Civilization purists will cry foul, but it's possible to play an entire game without delving into the behemoth that is intra-city management. Cities grow and populations get restless, and eventually overall Happiness decreases as citizens' needs aren't met.

It's turn-based, and it's tile-based. Long live the old school!
'Hey, I take offense to that!' The game doesn't mince words with the overall rankings.

Producing enough food is key to avoiding revolt, but other technologies, such as aqueducts for sanitation, can raise Happiness as well. Because Civilization IV does such a good job of exposing the inner workings of a city on the game's main map, it's seldom necessary to enter the City view. For those looking to get the most benefit from their cities, though, managing areas such as investment percentages and trade routes is crucial.

In addition to gameplay tweaks across the board, Civilization IV sports some new features. There are lots of smaller additions, such as the inclusion of Great People, one-hit wonders who have the ability to enhance a city. A Great Person can be used, and only once, to immediately discover a new technology or construct a building.

No problems with immigration here

In a positive move for players' sanity, the border system has been revamped. Entering another civilization's borders uninvited is cause for war, but negotiating an Open Borders treaty allows free crossing without penalty. In other words, there's no unsanctioned traveling across borders. Expanding and maintaining borders through city growth and cultural addition thus becomes a viable route to victory.

More important to gameplay is the introduction of religion. The religion system is rather neutral; choosing a particular religion doesn't grant a civilization any overt special abilities. Nonetheless, religion can effect culture levels and resource production through technology research. The goal is to spread a unified religion throughout the civilization and the world. Unfortunately, religion becomes more of a negative than a positive when another civilization will arbitrarily turn hostile based on your selection of religion, regardless of past diplomatic history. Not unlike real life, it seems.

Depending on the world type, naval combat can be crucial. Where's Jack Sparrow when you need him?

Military combat has been reworked for the better. Combat units have a unified strength value which is used in conjunction with the new promotion system to determine the outcome of an attack (both defensive and offensive). Units with a history of success in battle will be eligible for upgrades, including such niceties as combat strength and first-strike chance. But unit promotion is often fleeting, as the effects are lost when a unit is lost in battle. Damaged units are allowed to continue battle in a reduced strength capacity, however.

Aside from the impermanent nature of combat units, there is a certain amount of frustration when a grenadier takes down a gunship. This imbalance is exacerbated by the promotion system, which allows less-advanced units to topple far more refined technology.




 

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