OLD STUFF
The premise remains from the
original. Guide your chosen race from 4000 BC through to the middle
of the 21st Century. Protect your civilization from hostile
barbarians and rival nations. Research new technologies to improve your cities and your armies and
aim to win the space race to Alpha Centauri. Or else claim
victory based on territorial dominance, outright military conquest
or via popular acclaim.
NEW STUFF
There is really
just one big new concept in Civ 4, religion. Other differences (not
necessarily improvements) include new buildings for your cities, lots
of new units and unit promotions and some very important changes to
the Great and Minor Wonders. In the second add-on pack, Beyond the
Sword, there is another major addition, with the appearance of Corporations.
BOTHERING GOD
It took a while to work out how
religion was working in the game and even today it throws up some
new situations every now and then. There are six religions to choose
from and each is founded along with the discovery of some technology
or other. Once founded it can spread spontaneously along trade routes
(rivers now count as roads) or via missionaries, a new unit. Where
you have more than one religion present in your empire you can choose
to convert between them should you wish to do so. This might be to take advantage of one being more widespread
than another, or to ally yourself with a
neighbour. Being of different faiths is a major source of tension
in the Civ 4 world, while co-religionists are more likely to come
to your aid should you be attacked by an infidel and are less likely
to attack you.
There is also now an additional
Religion branch in your civics choices. Here you can adopt options
that, variously, mean that cities with the official religion present
can either build building faster or produce more skilled military
units. Either that or you can eschew a State religion altogether.

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IT’S
CULTURE, INNIT
Culture was introduced in Civ
3 (though the egg was laid with SMAC) and it’s been developed in Civ
4. There are now more ways of increasing your cultural output and thus your
civilization’s influence. Now a Monument, as opposed to a Temple, is a must
in any new city, unless you’ve built the Stonehenge Wonder. Adopting the appropriate
religion will help as well.
GREAT PEOPLE
This concept develops upon the
Great Leader idea from Civ 3. Instead of appearing either spontaneously
or as a result of great battles, each city can generate points each
turn towards to the birth of a GP. This person may turn out to be
a scientist, a merchant, a general, a religious leader or an entertainer.
The probabilities being determined by the buildings a city has and/or
the specialists it has living within it. These now come in the same
five flavours as your GPs. Each type requires a certain building and
means a square being taken out of production. In addition to GP points
each will also give you extra resources, science, trade or culture.
It looks fiendishly complicated at first, but it all makes sense in
the end. In fact it’s an improvement on the old version which stems
from Civ 2. Each Specialist now adds two factors, instead of just
one and so you have more control over what your cities produce.
CORPORATIONS
In the Modern Age, you will get
access to Corporations (with the BtS add-on), which can be founded,
once you have the appropriate technologies, by Great People. Each
will bring benefits of culture, food, science or production to the
cities within which they operate, though at a significant tax penalty.
Corporations are spread actively via Executive units, but you have
to be careful not to do so indiscriminately. For instance, Sid’s Sushi
Co. gives a city extra food, allowing previously maxed out cities
to continue growing for a while, or bolstering the granary of somewhere
that is starving. You need therefore to target those places that are
in need and accept the tax hit. However, there’s nothing to stop you
spreading your corporations into rival territory, provided they have
access to the appropriate resources. You get a gold bonus for every
city with a corporation that you were the first to found and they
get the tax hike.
IMPROVEMENTS, OR NOT
Within the city, some improvements
have been split. For instance, the Marketplace is now the Market and
the Grocer. Both add to your trade revenue, but one increases happiness,
while the other improves health. There are no longer limits on population
growth until certain improvements have been built. Instead it’s all
about health. The more people you have, the heavier the pollution
the city generates. Some improvements don’t help (e.g. forge, factory),
while others do (e.g. aqueduct, grocer).
One of the bugbears of Civ 3
was the pollution phase. During this you had to automate (and re-automate)
dozens of engineers to clean up the mess made by your modern society.
Now the effects are seen directly in the city. As well as the familiar
happy/unhappy citizen tote, you have a healthy/unhealthy ratio as
well. If the unhealthy outnumber the healthy, production begins to
fall off and a visible green miasma engulfs the place. You can mitigate
with various improvements as well as gaining access to special resources
which provide health. There is even a civic (Environmentalism) which
takes the pressure off in the end game.
Resources have been adjusted
somewhat. The Strategic Resources problem in Civ 3, in which you didn’t
have something vital within reasonable range (or even on an entire
continent, as happened to me twice), has been mostly solved, in that
there will always be something close, if not actually within your
boundaries. All well and good, but it does remove the strategic (and
very realistic) reason for going to war with a neighbour. Minor resources
(wine, dye, bananas etc) now add luxuries via gold or health and just
as in Civ 3, flogging off surplus to your rivals can bring major benefits.
OFF TO WAR
Two things have been
improved in Civ 4. Firstly the graphics have
moved on a generation. The units are more finely detailed and the
battle animations quite superb. However, where you had just a single
soldier, now you have up to three. As your units battle it out damage
is indicated by one or more of the figures going down. Up close that’s
just fine, but the triple units are a bit of a blot on the landscape
when you are zoomed out to the most comfortable distance.
There are also many
more units than of old and the Special units, unique to each culture,
are better tuned. Some appear a lot earlier than others, such as the
Romans' legionnaire, so if you are wont to get punchy in the opening
stages, you know what sort of race to choose.
Artillery has been given a thorough
overhaul. Whereas in Civ 3 it could only bombard, now it can also
enter combat directly. You can thus use it to reduce a city’s defences
prior to attack, then have a go at the defending units, inflicting collateral
damage even if you lose. This has a striking effect on your ability
to take out cities, which are otherwise a lot easier to defend than
of yore.
Units now have clearly
indicated experience points and each time a new level is reached (5,
10, 15 etc) you get the opportunity to bestow a promotion. This can
be something simple like power, but you can also give it a better
chance against a designated type of unit (mêlée, mounted etc), or
in certain types of combat, such as city attack or hills defence.
Particularly useful is the capacity to increase the healing rate of
units on the same square.
I haven’t had much
of a chance to engage in maritime warfare yet, but the range of units
looks good. Carriers can now only carry fighters,
which is right and proper, though they can now bomb almost
as well as dedicated bombers. Missile cruisers and submarines can
carry both cruise and tactical nuclear missiles, while ICBMs are limited
to the city in which they are built. The nuke attack graphic is very
neat, though the sound effect from Civ 2 is still way the best.
SPY IN THE CAMP
In BtS, espionage
has been given a new lease of life. Back comes the spy unit and in
comes the espionage slider. This appears along with the science/tax
and, later, luxury sliders and allows you to allocate a slice of your
income to spying. You can then divide up your espionage points between
your rivals as you see fit. As you pass certain numerical values you
will be able to mount counter-espionage missions, which make it more
likely that you will detect enemy spies before they can cause mischief,
or gain intelligence on what that rival is researching, what cities
he has or even look inside them to see precisely what he’s up to.
You can also use your spies actively, once they are inside an enemy
city, to blow things up, foment dissent and other naughtiness. There’s a nice wrinkle here, which means that
the longer a spy is in a city, the cheaper in terms of espionage points
the actions are, all the while risking the spy being compromised.
I have yet to really get into this part of the game, though in my
current effort I am being given a very hard time by one or other of
my rivals.
WHAT’S IN A NAME?
A huge, but largely
invisible improvement has come in the hard wiring of the different
leaders. Stuff like producing Settlers at twice the rate of rivals,
or getting an extra gold from certain squares now mean, especially
in the BC era, that how you play is very strongly influenced by whom
you play as. Most tribes have two or even three leaders to choose
from and they all have a different combination of attributes. It’s
much more akin to the differences between the factions in SMAC than
earlier versions of Civ and it forces you to experiment with different
races, rather than sticking to a couple of favourites, as has been
my habit.
THE END
Although you get more
points for an early triumph, the best win is still the space race.
Until the advent of the BtS add-on pack, Civ 2 still had the best
implementation of the race proper, though Civ 3 had the cleverest
building system. If you remember back to the good old days, you could
adjust the size and configuration of your ship so that even if you
launched after a rival, you could still win. That has been brought
back in BtS, though to be honest it’s a bit of a swizz as the options
are pretty limited. However, it does add a bit more interest to a
close run game and the launch graphic is rather good.
SUMMARY