February 11, 2008 - It should be said at the very beginning that I'm a huge fan of Civilization on the PC. I take it with me on business trips, I frequent the fan sites, and I even got a history degree just because I wanted to know more about the world the game was simulating. So when Sid Meier and the folks at Firaxis announced console and handheld versions of Civilization, I was instantly curious about the ways the game would translate to the new platforms. We've heard and seen a lot about these new versions over the last year, but last week was the first chance we had to actually sit down with the producers and try the 360 and DS versions of Civilization: Revolution out for ourselves.
For those who don't know the very basics of the game, Civilization is a turn-based strategy game that spans thousands of years of human history. It starts players off in the year 4000BC with a single settler and a military unit or two. From there the player has to found a city and start exploring. As your city grows you'll have to decide on your production priorities, choosing to make new settlers to expand your empire, new military units for conquest or defense, or a variety of civic structures that the city more effective in a variety of areas. You'll also need to set research priorities that will carry you through from the discovery of pottery all the way through superconductors. Government and economic policies, diplomatic relationships and the spread of rival culture also factor in to your effectiveness as a leader. Whether you choose to go the route of conquest through war, culture, commerce or technology is entirely up to you.
It's a tall order for any game, but one that has become a proven (and profitable) model on the PC. As it makes its way to the consoles and handhelds, it has obvious had to lose a few of the details and adapt a more stylized approach both in terms of design and visuals, but it still retains the core elements that make it identifiable as a part of the Civilization franchise. Still, it is a different animal so we were glad to finally be sat down in front of playable versions for the Xbox 360 and the Nintendo DS.
One of the first things to notice about Civilization: Revolution is that all of the civilizations have unique abilities (one for each of the four eras and one overall power) that are clearly overpowered. When deciding which of the civilizations I wanted to play, I found myself considering the first one on the list and thinking, "There's no possible way to lose with this civ." Then I'd move on the next and think, "Wow, I couldn't lose with this one either." The designers have intentionally made a group of civilizations that are each so incredibly powerful that it would be impossible not to pick a good one. The trick is in balancing each of the extreme powers against the others. Does the German's ability to instantly upgrade units as new technology becomes available seem too much? Well, you can counter it with the Aztec's ability to automatically heal even when in enemy territory. The Chinese power is that its people are never less than unhappy, which makes the prospect of a revolt-free nuclear first strike amazingly tempting.
You'll also notice that the leaders have loads of personality here. Each of them speaks in a Sim-like gibberish that works well to delineate their character. Our particular favorite is the interpretation of Alexander the Great as a egotistical California-bred pretty boy. Since Firaxis hired improv actors to do the voices, the performances are great and brought a smile to our faces throughout our time with the game. The addition of Civ-specific music helped to reinforce the character of each nation.
Eventually we settled on Catherine the Great as our leader of choice, primarily because of her incredible home turf defensive bonus and her access to cheap riflemen. Trust us when we say it had nothing to do with her looks or attitude. When the map loaded up it was clear to see that this will be the best looking version of Civilization to date. The fog of war, the eroded coastlines and smoothed mountains all worked to provide a convincing and attractive backdrop for the action to come. We were told that the maps are randomly generated but are designed to provide for lots of interesting chokepoints and a reasonably fair start for all players.
The controls on the 360 were surprisingly intuitive and soon had us zipping around with ease. The right stick moves the cursor around to allow you to identify units or terrain types, while the left stick lets you lay out movement orders for the currently selected unit. Left and right on the D-pad will cycle through all your active units, and up and down on the pad will select from units in a stack. A moves, X defends and B skips the unit's turn. (Skipping is useful if you want a unit to heal a bit before moving on.) The Left bumper brings up your city screen, giving you a chance to change production or reassign workers. On the right bumper, you have your diplomacy menu where you can make or break treaties or even extort money or technology from your rivals. The left trigger zooms out so you can see a slightly wider portion of the world, and the right trigger lets you dive into a helpful summary screen that shows you your empire's stats at a glance.
The first order of business was to settle our first city. When you found a city, your workers will have access to the eight squares immediately surrounding it. Since each tile only produces one single resource (production, food or commerce), you'll need to strike a good balance if you want to achieve any sort of flexibility. Once you have multiple workers, you can simple assign a general priority to your city and the game will assign workers appropriately, but you can always step in and customize the worker layout yourself if you want to get picky.
As your city grows, you'll eventually need to start working the next row of tiles out from the your city's starting radius. To gain access to these extra squares you'll have to build a courthouse in that city. This is a bit of a change from the PC version, where you automatically get access to those squares when your culture spreads. In fact, in the console version, your culture only extends to tiles that you are actively working at the time, so you can shift your cultural boundaries around a little more freely.
Striking out from your starting city, your first encounter is probably going to be with the barbarians that inhabit the unexplored regions of the world. These hostile, civilization haters will try to do everything in their power to eliminate you, so you'll want to take out any barbarians you see roaming around and eventually capture their huts. As an added bonus, capturing a barbarian hut grants you a variety of interesting rewards. You might get gold, or a free unit, or a new technology.
In our case, our first barbarian clued us in to the existence of a nearby ancient ruin. There are a number of these spawned in each game and the first player to explore them can gain a nice benefit. The Seven Cities of Gold ruin, for instance, grants a bonus of 200 gold, while the Ark of Covenant gives you free temples or cathedrals in each city. To help increase our awareness of the importance of these ruins, our foreign advisor pops in now and then to inform us when another civilization has secured one of these sites. Finding out that the Japanese have just gained extra population simply because they found the School of Confucius is enough to ruin your day.
To get to these huts and ruins, you'll have to make exploration a real priority at the start of the game. Of course, you're free to simply have your land units map out your continent, but eventually you're going to have to set sail for areas that simply can't be reached on foot. The galley is the perfect unit for this kind of exploration in the early stages of the game. They can only travel along coastlines though (there's no risking it by sending them out to sea like in the PC version) so you'll only be able to find lands that are already pretty close to your own. But as an added bonus, each galley comes with a galley crew that can put ashore to explore the interior while the galley maps out the coastlines.
Of course, the galley is relatively primitive, and you can unlock all sorts of more sophisticated units through scientific research. Research can also pay off with a wide range of commercial or civic improvements as well. After your first city starts producing commerce, your science advisor will pop up with some handy suggestions for your first research project. He'll tell you what's available and give you some general ideas of how they'd help your civilization accomplish its goals.
For those who don't know the very basics of the game, Civilization is a turn-based strategy game that spans thousands of years of human history. It starts players off in the year 4000BC with a single settler and a military unit or two. From there the player has to found a city and start exploring. As your city grows you'll have to decide on your production priorities, choosing to make new settlers to expand your empire, new military units for conquest or defense, or a variety of civic structures that the city more effective in a variety of areas. You'll also need to set research priorities that will carry you through from the discovery of pottery all the way through superconductors. Government and economic policies, diplomatic relationships and the spread of rival culture also factor in to your effectiveness as a leader. Whether you choose to go the route of conquest through war, culture, commerce or technology is entirely up to you.
It's a tall order for any game, but one that has become a proven (and profitable) model on the PC. As it makes its way to the consoles and handhelds, it has obvious had to lose a few of the details and adapt a more stylized approach both in terms of design and visuals, but it still retains the core elements that make it identifiable as a part of the Civilization franchise. Still, it is a different animal so we were glad to finally be sat down in front of playable versions for the Xbox 360 and the Nintendo DS.
One of the first things to notice about Civilization: Revolution is that all of the civilizations have unique abilities (one for each of the four eras and one overall power) that are clearly overpowered. When deciding which of the civilizations I wanted to play, I found myself considering the first one on the list and thinking, "There's no possible way to lose with this civ." Then I'd move on the next and think, "Wow, I couldn't lose with this one either." The designers have intentionally made a group of civilizations that are each so incredibly powerful that it would be impossible not to pick a good one. The trick is in balancing each of the extreme powers against the others. Does the German's ability to instantly upgrade units as new technology becomes available seem too much? Well, you can counter it with the Aztec's ability to automatically heal even when in enemy territory. The Chinese power is that its people are never less than unhappy, which makes the prospect of a revolt-free nuclear first strike amazingly tempting.
You'll also notice that the leaders have loads of personality here. Each of them speaks in a Sim-like gibberish that works well to delineate their character. Our particular favorite is the interpretation of Alexander the Great as a egotistical California-bred pretty boy. Since Firaxis hired improv actors to do the voices, the performances are great and brought a smile to our faces throughout our time with the game. The addition of Civ-specific music helped to reinforce the character of each nation.
Eventually we settled on Catherine the Great as our leader of choice, primarily because of her incredible home turf defensive bonus and her access to cheap riflemen. Trust us when we say it had nothing to do with her looks or attitude. When the map loaded up it was clear to see that this will be the best looking version of Civilization to date. The fog of war, the eroded coastlines and smoothed mountains all worked to provide a convincing and attractive backdrop for the action to come. We were told that the maps are randomly generated but are designed to provide for lots of interesting chokepoints and a reasonably fair start for all players.
The controls on the 360 were surprisingly intuitive and soon had us zipping around with ease. The right stick moves the cursor around to allow you to identify units or terrain types, while the left stick lets you lay out movement orders for the currently selected unit. Left and right on the D-pad will cycle through all your active units, and up and down on the pad will select from units in a stack. A moves, X defends and B skips the unit's turn. (Skipping is useful if you want a unit to heal a bit before moving on.) The Left bumper brings up your city screen, giving you a chance to change production or reassign workers. On the right bumper, you have your diplomacy menu where you can make or break treaties or even extort money or technology from your rivals. The left trigger zooms out so you can see a slightly wider portion of the world, and the right trigger lets you dive into a helpful summary screen that shows you your empire's stats at a glance.
The first order of business was to settle our first city. When you found a city, your workers will have access to the eight squares immediately surrounding it. Since each tile only produces one single resource (production, food or commerce), you'll need to strike a good balance if you want to achieve any sort of flexibility. Once you have multiple workers, you can simple assign a general priority to your city and the game will assign workers appropriately, but you can always step in and customize the worker layout yourself if you want to get picky.
As your city grows, you'll eventually need to start working the next row of tiles out from the your city's starting radius. To gain access to these extra squares you'll have to build a courthouse in that city. This is a bit of a change from the PC version, where you automatically get access to those squares when your culture spreads. In fact, in the console version, your culture only extends to tiles that you are actively working at the time, so you can shift your cultural boundaries around a little more freely.
Striking out from your starting city, your first encounter is probably going to be with the barbarians that inhabit the unexplored regions of the world. These hostile, civilization haters will try to do everything in their power to eliminate you, so you'll want to take out any barbarians you see roaming around and eventually capture their huts. As an added bonus, capturing a barbarian hut grants you a variety of interesting rewards. You might get gold, or a free unit, or a new technology.
In our case, our first barbarian clued us in to the existence of a nearby ancient ruin. There are a number of these spawned in each game and the first player to explore them can gain a nice benefit. The Seven Cities of Gold ruin, for instance, grants a bonus of 200 gold, while the Ark of Covenant gives you free temples or cathedrals in each city. To help increase our awareness of the importance of these ruins, our foreign advisor pops in now and then to inform us when another civilization has secured one of these sites. Finding out that the Japanese have just gained extra population simply because they found the School of Confucius is enough to ruin your day.
To get to these huts and ruins, you'll have to make exploration a real priority at the start of the game. Of course, you're free to simply have your land units map out your continent, but eventually you're going to have to set sail for areas that simply can't be reached on foot. The galley is the perfect unit for this kind of exploration in the early stages of the game. They can only travel along coastlines though (there's no risking it by sending them out to sea like in the PC version) so you'll only be able to find lands that are already pretty close to your own. But as an added bonus, each galley comes with a galley crew that can put ashore to explore the interior while the galley maps out the coastlines.
Of course, the galley is relatively primitive, and you can unlock all sorts of more sophisticated units through scientific research. Research can also pay off with a wide range of commercial or civic improvements as well. After your first city starts producing commerce, your science advisor will pop up with some handy suggestions for your first research project. He'll tell you what's available and give you some general ideas of how they'd help your civilization accomplish its goals.
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