Civilization IV Review
(from Game Informer Online)
PLATFORM: PC
ONE WORLD GOVERNMENT
Ever since its inception in 1991, Sid Meier’s Civilization has been the strategy franchise that everything else has to compare to. Putting the fate of an entire civilization in the hands of the player, from the Stone Age to the near future, turned out to be a great idea – especially when backed by Firaxis’ incredibly tight design. Several iterations on the gameplay later, we have Civilization IV. And a brighter day has dawned for strategy fans.
This is the kind of sequel that fans hope for. Though this title retains the core feeling and design that define the franchise, the list of improvements and streamlined features could fill a fair-sized novel. Chief among them, however, is the absolutely brilliant interface. Civ IV achieves the Holy Grail of game design in this department: hidden but accessible depth, easily visible vital information, and simple menu-free control. The practical effects of this are that veteran Civ fans will be able to quickly get to all the low-level decision-making they need to make sure their empire is running at absolute peak efficiency, while newer players will be able to easily jump in and start playing without being overwhelmed by minutiae. Considering that players have control over everything from commercial treaties and wealth allocation to scientific research and global wars, this is an impressive feat.
The new features in this sequel blend in perfectly with the core Civilization gameplay. The most important one is the Civics system. Rather than having your empire’s traits determined solely on one political axis (Are you democratic, communistic, or despotic?), players can now customize their culture on five different levels (Religion, Economy, Law, etc.) much like in Sid Meier’s Alpha Centauri. In Civ IV as well as its predecessors, these choices have a huge impact of how your people work, trade, and react to your foreign and domestic policies. The added level of control that the Civics system gives you is an incredibly useful tool for managing your civilization. The rest of the new features are great additions, but not nearly as groundbreaking as Civics. Primarily, they give certain less war-like styles of play a greater breadth of options in pursuing non-aggressive diplomatic and economic goals – which is fantastic if you’re not into the whole “conquer everything” mentality.
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