![]() You'll win because you think better, not because you react faster. You need that time and headspace to choose what you want each of your cities to be building, to decide whether invading Norwich is a smart move or not, and to prepare yourself in the event that an army of Zulu cannons starts rolling your way. ![]() There's honestly no reason for it to be otherwise. It's all turn-based, your puppet-like armies marching across the land square-by-square, and a raft of numbers gradually raising and lowering - ideally the former. To do this, you explore the world, you research new scientific advances, you found and improve cities, you shake hands with foreign dignitaries - or you wave your clubs/swords/lances/rifles/machineguns/nukes at anyone who stands in your way. In other words, you pick a nation and progress it from cave-dwellers all the way to factories and tanks. It begins with the most barbaric aspect of that (quite literally, hairy blokes with wooden clubs hitting other hairy blokes with wooden clubs) and ends with its other extreme - asserting your tribe's dominance over others through technology, culture, commerce or military might. So, for total newcomers, let's take it from the top.Ĭivilization is all about tribalism. In fact, over two previews, I've talked about how Civ Rev feels, and about how this console rethink differs from more than a decade of PC Civilizations, but what I haven't done is say how it's played. Already I'm probably confusing people who don't know much about Civ. ![]() You don't get much more niche than an out-of-the-blue sequel to a 1994 turn-based PC game about trading rum between America and Europe, after all. Hopefully yesterday's surprise announcement of Civilization IV: Colonization has quietened strategy gamers' hysteria that this cartoonish, slimline version of Sid Meier's favourite (or at least most lucrative) son might be the long-running series' only future.
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