Intro When
youre writing a review for one of the most popular and revered games in
existence, it almost seems pointless to try and introduce it. Sure, games such
as Alpha Centauri and Colonization have helped cement Sid Meiers
reputation as an uber-designer, but it was his vaunted and truly classic Civilization
series that lifted him into the annals of gaming history. Now, after over a decade
from the release of the first installation and five years since the release
of the previous one Sid Meier and his company Firaxis have returned to
their roots with an attempt to improve upon one of the greatest games of all time
with the much-hyped and long-awaited Civilization III. Gameplay:
9.5/10 After two and a half sequels (if you count Alpha Centauri),
it became a bit of a question of whether or not Mr. Meier would be able to inject
sufficient new life into his long-running series to justify another installation,
especially after such a long delay. Well, after spending a considerable amount
of time with Civilization III, I think its safe to say that Sid --
along with the gang over at Firaxis -- has done it again. Given, the core gameplay
of expansion, city development and managing relationships with other nations is
still here, but the rules have been sufficiently changed and enough new elements
have been introduced so as to streamline the entire process, lending a new and
invigorated feel to the game. For starters, each Civilization
has been attributed two separate traits that help to define its overall personality
and innate tendancies, which, in turn, will dictate exactly how you end up handling
them throughout the ages. For instance, Industrious nations have faster workers
and more productive cities, while Militaristic groups are able to construct combat-related
city improvements for less money, not to mention that their units receive promotions
more often. In other words, playing Britain, which is Expansionist and Commerical,
will prove to be a significantly different experience than putting Babylon, a
Religious and Scientific group, through the paces. Further adding to the mix is
the fact that each nation is given the capability to produce a singular specialty
unit which helps them to achieve a certain level of dominance in a particular
age. Thus, while Egypt might be able to roll over their enemies in the Ancient
Age with their mighty War Chariot, it wont help them much when Germany rolls
through the Industrial Age with with their dread Panzer tanks. Units
have seen a great deal of changes as well. Military forces thankfully no longer
have home cities from which they drained food and finances; now, their
upkeep is pulled directly from your treasury, which lifts a world of trouble off
your individual towns, enabling them to focus on their own troubles rather than
those of your soldiers. Additionally, youll sometimes be able to upgrade
those soldiers as time goes on and technology moves forward, which can save you
from having to crank out a completely new set of armies every time you make a
crucial scientific development. Youll also find that your military is capable
of capturing certain non-offensive enemy units, such as Workers, which then basically
become your own; look at them as permanent Prisoners of War. Finally, you might
even happen to see the occasional Leader make his way into your ranks, as a battle-hardened
elite fighter will sometimes become a storied and highly respected member of your
military. This unique unit loses any of his previous combat abilities, but in
turn gains the capacity to merge units together into armies, and to hurry the
production of Wonders of the World, though he can only use one of these before
he is expended. These various changes will likely seem insignificant to a newcomer;
to a series veteran, however, its a nice touch that makes a great deal of
positive difference. Speaking of which, the Wonders of the World are
all make return appearances, from the Pyramids to the Hanging Gardens and beyond,
with no particularly significant changes to any of them. What is new, however,
is the introduction of the Small Wonders. These include the Forbidden Palace,
which creates a second Palace in a city other than your capital; Wall Street,
which generates interest on your treasury; Iron Works, which boosts a citys
production by 100%; and Battlefield Medicine, which gives your troops the ability
to heal in enemy territory. While these tend to be far less powerful than their
Greater cousins, they can be useful in their own right, and, more importantly,
they arent Unique and can be built by all nations. Thus, while there might
be only one Colossus, there might be a handful of Wall Streets scattered about
the map. Experience gamers might also find it more than a little significant that
some very important changes have been made to the production of Wonders: namely,
that you can only have a single city working on a given Wonder, and that the one
and only way to hurry its production is via a Leader. While these tweaks certainly
make it more challenging, they help to curb the indirect cheating that could be
used by using money to simply buy such important cultural phenomenon as the Pyramids.
Another important change to the overall scheme of the world of Civilization
is the introduction of Culture, an incredibly crucial factor. Essentially, a citys
cultural value is determined by its artistic-oriented improvements, such as Cathedrals
and Universities, as well as Wonders of the World. This point value determines
the size of a citys sphere of influence, which in turn outlines the exact
size of its borders, which can be vitally important for any number of reasons,
not the least of which is the continued expansion of your territory. This comes
into play especially when wrestling other nations for the control of resources,
as a city with sufficiently strong cultural influences can actually push back
the borders of an opposing city, thus putting any benefits or luxuries therein
under your control. Even more dramatic is the fact that nearby cities will actually
defect to a nearby nation with a strong cultural score, enabling you to extend
your grip without instigating war or angering your neighbors. This addition is
simply brilliant, and definitely helps to round out the historical perspective
that Civilization III presents. In fact, it gives fans an entirely new
way to play the game, allowing you to build your empire not on military might
or diplomatic prowess, but on sheer force of culture alone. Of course,
no civilization can function without decent access to proper resources, a feature
which has been drastically revamped for this particular outing; in fact, one could
argue that its perhaps the most significant change thus far. Rather than
having almost random access to various goods, resources are now vital to your
success or failure as a nation. Instead of being able to build units indiscriminately,
youre now often forced to have access to a particular resource first. In
other words, you might be able to rush through the tech tree to gain the ability
to produce Musketeers, but if you dont have any iron or saltpeter deposits
within your borders and cant manage to trade for any, youre completely
out of luck. Interestingly enough, you wont be able to see the resources
needed for a unit or improvement until youve developed the technology for
it, so you cant cheat in the early years by placing your cities
in optimal areas; youll likely have to wait and see which of the other nations
has access to what you need. In fact, this almost desperate need for strategic
resources can instigate countless wars as nations struggle for control of stores
of iron, coal, aluminum, uranium, rubber, and so forth. As if that wasnt
enough, the bonus resources such as wines, silks and spices are now
known as luxuries, and serve but a single purpose: to make your people
happy. Its therefore in your best interests to get a hold of as much of
the stuff as you can, as the introduction of luxuries into your civilization can
mean the difference between endless civil unrest and a nation of happy, ultra-productive
citizens. This terrific alteration to the core Civilization concept puts an almost
entirely new spin on the beloved gameplay dynamic, as the need for resources changes
any number of things: it increases the importance of your cities and the control
of key territories, emphasizes the relationship between nations, and greatly encourages
the need for diplomacy to soften up trade agreements. All in all, it makes things
more realistic, and more importantly, fun. Arguably, diplomacy was really
rather useless in previous Civilization games. Nobody ever really cared
about alliances, which were only really used as an excuse to slide your units
into a friends territory to surround his cities before breaking
the flimsy peace treaty once more. All that has changed with Civilization III,
where the entire diplomatic process has been given an overhaul, which, in light
of the newfound importance of resources, is a fortunate thing. Instead of wasting
turns and production resources to produce diplomats, you can contact any known
leader directly, with only a simple embassy needed to conduct slightly more complex
diplomatic business, as well as various espionage missions, thus eliminating the
need to create spies. In this fashion, you can trade technologies, excess resources,
cash, maps, and so on; its a pretty comprehensive system, made even stronger
by the fact that nations no longer accept arbitrary breaking of peace treaties,
needless declarations of war, or violent destruction of opposing cities. Should
prove yourself to be an untrustworthy and warmongering leader, youll find
it much more difficult to get a good or even decent agreement/deal out of the
other nations, and the going will be that much tougher for you especially
if you discover later on that you dont have access to the proper resources.
However, if you try to be an actively friendly neighbor by helping out fellow
nations when theyre in trouble, passing them the occasional gift, and by
driving generous bargains, youll generally find your kindnesses reciprocated.
There are really only two points here that come across as somewhat less
than positive. First and foremost is the drastically increased difficulty; if
you could breeze through Civilization 1 or 2 in Deity mode without even batting
an eyelash, youre going to have your butt handed to you on a silver platter
if you leap into the top difficulty level right off the bat. With the wide variety
of changes that have been made to the core gameplay, a slew of new strategies
is required and thus old-time players of the series will find themselves having
to shed their baggage in order to succeed here. The second and most curious negative
point here is the complete and utter lack of a multiplayer option. This could
be forgivable back in 1996 when Civilization 2 was released; multiplay
didnt have nearly the kind of expectations that it has today. Now, its
standard, and absolutely essential for a game like Civilization III. Thats
not to say that the game is worthless without it; quite the contrary, especially
when you consider the sheer degree of do as you please factors at
work here, potentially leaving entire years worth of gameplay here. Still, when
more and more gamers are being accustomed to playing their friends, it seems like
a particularly noteworthy omission to have left out multiplayer. Civilization
III Gold Edition, anyone? Graphics:
8/10 As much time has passed since the last Civilization game, its
great to see that Firaxis has updated the series with a terrific set of modern-day
visuals. Thankfully, the developers have bucked the present trend of 3D enhanced
whatnots and have stuck with the time-tested 2D playground, while enhancing the
richness of the colors and taking full advantage of expanded modern-day resolutions.
Unit animations are fluid and varied, with each individual having their own distinctive
set of well-rendered motions; even combat is acted out to some degree on the small
screen. Its also helpful that youre able to watch your opposing leaders
faces as you propose deals and negotiate with them, with their facial expressions
and movements clueing you in as to their reactions. As always, your environment
and units change as you progress forward through the various Ages, so while your
Workers might start off in tunics, theyll end up in overalls. If that wasnt
enough, you can even take a quick look at an opposing leader to figure out where
they are technologically, as their general level of progress is represented in
their clothing. All in all, the graphics are vastly improved, leaving very little
to be desired. Sound: 8/10
The music selection is limited as well as the sound bites. There is also a tendency
for a soldiers confirmation response to be muffled in with the background
noise. On the plus side, there are also small touches that help to make the units
seem more unique, whether its the verrrrre of a light saber
swinging back and for when someone runs or the flames from a rifle towards an
enemy. While this is certainly not the games strong point, it does fit in
well with the style of graphics and overall dated feel.
Control: 9/10 If youve ever popped Civilization 2 back
into the CD drive after a few years of leaving it on your shelf, youll know
how awkward the controls can feel. Not so with Civilization III: the interface
has been drastically streamlined and cleaned up so as to be incredibly straightforward
and as easy-to-use as possible. Gone are the clunky, scattered windows or menu
bars that would consume unnecessary chunks of your viewing window; instead, everything
has been replaced with a series of small, simple buttons. It might not sound like
much of a difference, but when you come to realize that the entire game can be
controlled almost exclusively with the mouse, youll come to appreciate it
greatly. In fact, the interface falls just short of perfection only in that while
the screen can now be scrolled simply by sliding the cursor to the edge of your
view, its really very sluggish and jumpy. Its not so horrible that
it cant be looked past with time, but its still a bit of inconvenience
that mars an otherwise stellar interface. Overall:
9/10 With vast improvements in almost every possible area, Sid Meiers
long-running series has definitely found a worthy heir within Civilization
III. The updated graphics and interface help to bring the series into the
modern age of gaming, casting aside all the complications of past installments.
The drastic alterations to the core gameplay are equally welcome, as they definitely
make things both more realistic and entertaining: even the very idea of strategic
resources can revolutionize the way you play. The addition of culture to the mix
is also quite impressive, introducing not only a new way of winning the game,
but also allowing for entirely new styles of players to see just as much success
as their conquest-prone friends. Finally, the expansive revamping of the diplomatic
process is nothing short of amazing, as actions now have repercussions, long-standing
friendships between nations now have actual meaning, and violent betrayals are
remembered by everyone. All in all, Civilization III is just as good as
any of its classic predecessors, becoming a classic all its own. Close the blinds
and prepare your favorite source of caffeine: those sleepless nights full of just
one more turn Civilization games are back. [
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