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Monday, October 20, 2008 |
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Sid Meier’s Civilizations IV: Colonization
By madmex @ 10:28 AM :: 2365 Views :: :: PC
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Oh Sid Meier, with your games of multitasking and micromanagement, they make me feel so intellectual, you are a genius. Here we go again, world domination and economical bliss to finish the game, well…not exactly. The way to triumph here is by declaring your colonies independence from the “mother country” and then surviving the king’s onslaught, which all takes place in the 16th and 17th century. This is a clever and intriguing way to instill something innovative into this genre and it works incredibly well, not to mention the addictive nature that is still intact, it is midnight and I still have to play “one more turn”.
Discovery of the new world and it will be the English, Spanish, Dutch, or the French to reign supreme. It is a race to declare independence, doing that takes a lot of work. Well I will just step foot on land and say, “Hey King, I don’t need you anymore! (Insert hand gesture)” Not quite, there are stipulations that prevent you from doing just that. First and foremost the King would come and squish you like a bug for such impudence, and there would not be enough rebellious backing to warrant such a drastic measure anyhow. It may sound simple enough, but having 300 turns to achieve success makes the experience that much more frantic.
There is someone else that makes their presence known to those adventurers from across the pond, the Native Indians. There are many factions of Native Indians: Incans, Aztecs, Sioux, Cherokee, etc. The Indians have their own properties and they allow you to reside in their land (sometimes for a price). At times they can ransack and pillage your colonies (if you are not on good terms) but if you are friendly with the Natives they can be helpful. Gifts of food, tobacco, furs and so on, can be had if you make friends with the locals. Also if you are in good standing, they will allow you to seat a mission in their settlement which can convert Natives to your colony and they will train settlers to become experts at fishing, farming or other sorts of productivity.
There is an abundant amount of micromanagement in Colonization, from farming and fishing to setting up blacksmiths in the proper buildings and making sure your ore gatherer is not picking cotton, this must be done for each settlement that you decide to erect. Plus, there are many different jobs that each colonist can achieve, weaving, gunsmith, even rum distiller to name a few. It is a bit tedious, but once you start getting your hands dirty it is a lot of fun, and time starts to slip away.
In this type of game there is plenty of construction, whether it is farms or armories or schools and churches. Each takes a certain amount of turns to create and with the right colonists these buildings can be created faster. When you have farmers building a warehouse, it will most likely not get built as fast as if a carpenter had done it. The armory can create guns, but if you have a gunsmith operating the armory then the production will be greater, which means more guns, in turn equals more gold. Another way to attain riches is by trade.
It is time to break out the wagon trains and the caravels. Not only does each settlement need specific items to construct and survive, the natives and other dignitaries desire goods as well. With boats and carts you will get the job done. Gold matters, especially when your paying the King taxes and kissing his ring. But the King is good for something, his coffers are endless and he will buy all the goods you bring back to Europe. While you are there you can pick up an immigrant or two, maybe one is a scout that you can send on expeditionary adventures for treasure.
In a new land of opportunity there are treasures that can be found. Whether it is found in burial grounds or ancient ruins, gold is the hottest commodity in the region. A bonus to finding these treasures can sometimes give your scout experience and then you can promote him. The scouts diligently bring forth the treasure, as they find it, and the least you could do is give the lad support.
I think we would all like to be promoted for finding a dollar on the ground, congratulations you have just been promoted to a medic and now you will give all the units standing on your square ten percent health recovery each turn! If you find another dollar, you will get another promotion and then you can give the units in the squares surrounding you that same ten percent! I need to find another dollar!
Edwin Star asks us in a song, “War, what is it good for?” He says “absolutely nothing” but I say extending your borders and gaining settlements without having to put all the work into them. It is good to keep an eye on the surrounding developments of the other contenders, if they leave a settlement unmanned it can be scooped up virtually without a fight. Then war has been declared, until a decision is made to come to a truce and by that time a sturdy foothold on the land should have been attained.
So the country is looking good, plenty of goods and gold. The military appears to be bored and is awaiting some action, and you and the colonists have had enough of that pompous snob’s taxes. The taste of the King’s ring against your lips has taken its last toll on your dignity. The Revolution Advisor says you have achieved the proper amount of Rebel Sentiment; it is time to say, “Hey King, I don’t need you anymore! (Insert hand gesture)” The King is not going to be happy and he will dispatch his Royal Expeditionary Force to come and try to “take care of business.” There is going to be an epic battle and my army is waiting.
Staying up all night playing this stellar title isn’t a horrible way to spend an evening, unless you stay up all night just to have the King’s forces crush your little upheaval. All the same, the game is fantastic but only for someone who has patience. This game is top notch and I suggest anyone that is fond of the Civilization series to pick it up.
9 out of 10
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