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Firaxis' Civilization IV (2005)

By mattbarton.exe – Mon, 2006 – 01 – 30 02:17
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Johnson, Soren. Civilization IV. [PC (Win)] Dev. Firaxis. New York, NY: Take Two Interactive, 2005.

Civilization IV Box Shot

Civilization IV is crack. I got a copy of this game a few days before my planned holiday family travel, and much to the chagrin of my in-laws, ended up spending most of the "quality time" engrossed in front of my laptop (losing) at Civ IV. I found it difficult to take breaks for meals, and that's saying a lot considering how good the food is at my in-laws house. Furthermore, I was able to keep playing even when the game crashed after every turn (and I had to reboot the machine each time). The game is frustrating (to say the least), yet the challenge brings immense rewards for the patient. In short, Civ IV is a difficult game to learn and even harder to master, but for those of us who love strategy and history, it's as addictive as deep fried Twinkies.

Civ IV was far too much for my humble laptop, and it brought my desktop (2 ghz, 1 gig ram, 256 meg graphics card) to its knees. Even with the latest patch, the game crashed frequently, bucking me out of Windows completely. The problem seems to be with video ram--the game is a resource hog, to say the least. Yet, the map is a beautiful thing, even at the "low" machine setting I was forced to select.

Unlike many people who bought this game, I wasn't familiar with the series beforehand. Of course I'd heard of it, but I was more interested in RTS games like Warcraft (and the earlier turn-based strategy series, Heroes of Might and Magic). The short of it is that I had a LOT to learn, and even now, after FINALLY beating the Earth campaign (at noble difficulty), I'm still not sure I really grasp the full game. Part of the problem is the "automation" features. You can automate a great many routines, such as building up cities or improvements, but the computer tends to make really crappy decisions. Unfortunately, the computer players don't seem to suffer from this problem. The result? Everything you automate becomes a disadvantage, and when the computer attacks, you're dead. To win, you have to become a micromanager, and there's a hell of a lot to micromanage, from building roads to missionaries. I spent most of the games I played engaged in war, though I suppose it's possible to make more effort to get along with the neighbors.

The campaign I chose started off in prehistoric times and ended when I won the "space race," sending off a colony to Alpha Centauri. Along the way, your people discover (or share) technologies, like the alphabet or gunpowder. One aspect of the strategy is thinking ahead to what tech will give you the best advantage. I found that, especially early in the game, having access to horses and horseback riding was key. This allowed me to create horse archers, which could outmanuever the enemy. Iron is also a key resource, since without it your warriors will be severely underpowered.

Other strategic aspects include culture, religion, economics, and "wonders." I don't have time to go into detail here, but it's nice to know that there is much more to this game than brawn. Investing heavily in culture will cause your borders to encroach on your competitors' without having to go to war. In some cases, this can prove vital, particularly when two cities are near each other. Eventually, an enemy's city will offer to join you if there is a strong enough cultural incentive to do so. Religion plays an interesting role--it builds culture and happiness, but can also be a pain (you must see to it that all your cities are unified). Money comes to those with lots of cottages and access to valuable resources (gold, silver, etc.)

The best part of this game is the focus and attention it requires. I became so engrossed in the game that time became meaningless. Needless to say, I was glad to beat the big campaign before school started, since I doubt I'd have been able to spend much time preparing for class.

Yes, you got it in your review...

Submitted by Atillah (not verified) – Thu, 2006 – 02 – 02 19:18

Yes, you got it in your review. It happens that i've been engaged in this game for the last month as well. One thing i'd really like to discuss with someone, is what it makes this game so addictive? I've been playing games, and mostly RTS's and turn-based since 1990. Today i'm 27 and still can't identify why i keep playing the same thing over and over. For example: what exactly is the main reward in Civilization? For god's sake, is the SAME GAME since the first Civilization. It must be the most unchanging game of all times. Still, i eagerly await every single new one. Why do you play this game?

And please, excuse my bad english, im Brazilian.

Excellent question, Atillah. I...

Submitted by mattbarton.exe – Fri, 2006 – 02 – 03 20:44

Excellent question, Atillah. I see lots of rewards in Civ. Probably the most addictive element is the constant cliffhangers after each turn. You must take another turn because then you will have a new tech, or be with striking distance of an enemy city, or will have built your first oil well. There is so much to do and explore. There is always things to look forward to, either short-term or long-term. Meanwhile, the competition is fierce, so there is a lot of tension. In short, there is never a dull or repetitious moment in Civ IV.

Good point. Things start to ge...

Submitted by Atillah (not verified) – Sat, 2006 – 02 – 04 07:09

Good point. Things start to get clear for me. I assume that you never played the precedent versions of the game, but in the present version, they achieved the perfect balance in rewarding the player turn by turn. I see multiple "levels" of rewards in Civ4:

- Very frequent rewards: you have the constructions on your cities, happening almost turn to turn. Then, to break the monotony in here, you have the wonders, and epics, wich take more turns, but are more "rewarding". As you said, the improvements on tiles are rewarding as well, specially when it comes to resources like iron, or uranium. And, if you are a mocromanaging freak (just like me), you feel rewarded in getting more money and culture at each turn too.

- Frequent rewards: this are the techs; altouhg it really turns me off when techs get to the "future techs". I've found that some long range movements from my military units in the early game are wery satisfying to be completed too. Specially if you're encircling an enemy city. The thrill builds up as you keep guessing if there are enough units to take the enemy city. The city level number and growth fits here too, I guess.

- not-so-frequent rewards: advancing eras (wich change music, and the visual characteristics of cities, tiles and units), getting cities to a new culture level and expanding borders, completing Great People.

- rare rewards: mostly "events", like exterminating another civilization, absorbing key cities form another civ by culture power, launching your first nuke, getting to alpha centaury.

So, i see a lot of rewards, happening all the time. But this is not enough for the addicitive carachteristic i was refering to. By writing this post, i thought and come to learn tath the most important thing is that ALL this rewards are pre-advertised (is this a real word?) and foretold. You see, i counted at least 13 constantly changing infos, turn to turn, that the average player have to pay attention to. These are: gold, research rate, culture rate, unit information, city growth, city production, city stats, religion, other civilizations status, war tides, clock, time and tech advancment. These are information scattered permanently on the screen. And 12 of these (I excluded clock, for obvious reasons) are the addictive drugs, cause you can say at all the times how many turns it will take to finish United Nations, for example. And you keep playing, cause, oh yeah, i'm stopping for dinner, but just let me finish United Nations before saving and returning to desktop. And then you finish it. So it's time to stop playing. But it happens that you just triggered elections! Of course you have to vote on yourself before saving. But, oh, i was not elected... Damned Saladin! And you start working alliances again, and so on.

Do you think we are getting closer to the real addictive component of the game?

Atillah, I must thank you. Rea...

Submitted by mattbarton.exe – Tue, 2006 – 02 – 07 21:09

Atillah, I must thank you. Reading your post, and savoring its intelligence, has brought me more pleasure than I deserve. Surely, there is nothing about this game we cannot figure out with such a mind at work on it.

Indeed, I think you have found what is addictive about the game. I might add, though, that what makes each of these rewards pleasurable is the knowledge that things could easily have been otherwise. Just as the game supplies constant rewards, it offers us just as many failures, setbacks, and opportunities to make painful mistakes. Loading an earlier saved game might be more trouble than we think it's worth, since we'll need to duplicate hundreds (thousands?) of actions we may have taken in the meantime. I lost track of the times I just restarted an entire scenario because I felt my overall strategy was lacking.

Thank you for posting the revi...

Submitted by Atillah (not verified) – Wed, 2006 – 02 – 08 12:48

Thank you for posting the review in the first place, and giving me the opportunity to put a thought in the game.