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This is due in part to the more exciting and vibrant world created by the 3D engine, but credit must also go to the changes in game rules and dynamics. For instance, excessive expansionism is no longer always advisable - there are penalties for having large numbers of cities. Furthermore, the 'war' of culture has been made far more interesting by the inclusion of features like religion. Yes: the Civ series has finally gotten religion.

Admittedly, it arrives in a very watered-down and non-controversial form. I say "different", but in fact they are all the same. No religion confers any different bonus or penalty - they are simply a device for uniting or dividing nations. Each religion is tied to a technology, and the first civilization to discover the appropriate technology founds the religion attached to it. The main advantage in founding a religion is having access to intelligence on any city which shares that religion - in other words, you can spy on others of your faith.

Because of the advantages of spreading your religion, you can build Missionaries, who establish their religion in other cities friendly or otherwise. Civ IV contains a number of non-military units like the Missionaries making it seem, at times, a little like the Call to Power games - Activision's Civ-clone series.

The Great Leaders of Civilization III have evolved into 'Great People' of various callings , who can be added to cities as 'super-specialists' or sacrificed to create special buildings or trigger a 'golden age'. Another exciting change to the game is the way that you define your system of government. The static forms of government from older Civ games Monarchy, Republic, Communism, etc have been overthrown and replaced with a more complex and versatile system.

For each of five spheres - economy, government, labor, law, and religion - you choose from one of five different 'civics'. So, if you so desire, you can support freedom of speech and freedom of religion, while still embracing slavery and hereditary rule!

Different rulers are predisposed to certain civics, and other civs may well try and force you into becoming more like them choosing civics they approve of, or adopting their state religion. The interface has also undergone a revolution. Firaxis have implemented elements of the Real-time Strategy style, trying to make all elements of the game operable on the main screen. Fans of intense micromanagement can still access specific screens for cities, international relations, and the like, but controls for the bulk of the game and the relevant information are now all on hand while you scroll around the map.

While this might not be to the liking of all returning fans I'll admit I still haven't totally warmed to the system , it does make Civ IV more accessible to new players. Perhaps most helpful are the info windows which pop up when you hover over buildings, units, technologies, et cetera - cutting out repeated trips to the 'Civilopedia' is a blessing even to old hands like myself.

What I can't understand, though, is why the informational pop-ups for the micromanagement screens appear in the far corner of the screen. Perhaps we're being discouraged from using these screens Civilization IV v1. Apply the official Civilization 4 v1.

Civilization IV: Colonization v1. Use an anti-blacklisting tool, like Y. Civilization IV: Beyond the Sword v3. Apply the official Civilization 4: Beyond the Sword v3. Civilization IV: Warlords v2. File Archive [2. While the number crunching in all of this can be a little scary, once you get your head round it, the challenge of running a successful economy is one of the game's strengths.

That there are only three types of military land unit soldier, cannon, cavalry in Colonization shouldn't stop you from wreaking hell on your neighbours. The Indians aren't too much trouble until they get their hands on white man's shooting irons. Your European co-colonisers are a different matter, seeing as they too can call upon heavy artillery.

And the army of the King, sent to kick your arse when you try to go independent, is a juggernaut for which you'd better be ready. That's the really great thing about Colonization - that it goes out with a bang.

Unlike in Civilization where all too often thejgame finishes with a screen saying everyone's flown off to Alpha Centuri, in Colonization things come to a close with the mother of all battles, when your King sends a twatting great big army over to smash the crap out of you as soon as you dare mention the word. In the end, Colonization is not quite as awesomely mindblowingly epic as Civ IV, but it's not far off. As in history, movies, books and television, the poor old Native Americans get short thrift in Colonization.

They start as masters of a continent, living in a state of innocence among its Edenic splendour. They end having been shot, burned and starved out of anywhere worth living, left to rot in the deserts and swamps.

You too can take the traditional route and wipe them all out, stealing their land and treasure as you go. Or you take a more gentle route, becoming their allies, learning their skills, buying their land, establishing religious missions in their tee-pees, and plying them with booze and cigars.

Either way, they are screwed. Sadly there's no option to play as the Navajo, or another Native American nation, and drive the white devils back into the sea.



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