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    Sid Meier's Civilization Revolution

Titles in the vein of Sid Meier’s Civilization Revolution are few-and-far-between on the Xbox360. In-fact, they’re currently rather scarcely represented on the Current-Generation Electronic Theatre Imageof consoles. While comparisons over the Turn-Based structure and overseer nature of the players interaction would be happily compared to the likes of Advance Wars, Command & Conquer and Lord Of The Rings: Battle For MiddleEarth II, the truth of the matter is that Sid Meier’s Civilization Revolution most closely relates to Age Of Empires: Age Of Kings on the NintendoDS.

Players begin by selecting their race - from a choice of over fifteen civilisations - and humbly settling their first City. The game features four victory conditions - Domination, Economic, Technology and Cultural - and from this unassuming start, players begin their plan for defeat of the competing four civilisations – either human, or Artificial Intelligence.

The game functions on the principles of Base Construction and turn-based combat. Maps are based on a Grid-System, and units and Cities are easily identifiable as to how many squares they can move or shall fill. During a turn the player has options to move units and initiate fights with any troops on the Map, alter the workers in a City to adjust it’s levels of Gold or Science production, select technology to Research and units to build, construct Roads between Cities and approach any civilisations already met for an exchange of technology - or arms - amongst many other options alterable by the player. Once all units and options have been exhausted, the player ends their turn and each opponent then takes theirs consecutively. Electronic Theatre ImageThe Base Construction element acts incredibly similar to the building of units in the Command & Conquer series, however, most new buildings follow the same pattern also. Players can select any one researched item for production – be it a Temple to increase the Culture the City produces, a Workshop to increase it’s rate of Production, or a military unit such as Riflemen or Tanks - and a set number of turns will be assigned for it’s time in production. This production time can be modified by adjusting the workers in your City or – should the Gold be flowing freely – the player can Rush the production of the unit at a cost. Build commands assigned to an object can be reassigned at any point during your turn, and any accumulated development is immediately transferred onto the new object, making a quick change of strategy possible almost every turn.

The combat functions mostly like that seen in the Advance Wars series. Decided by a complicated series of conditions and Special Abilities – run by an algorithm that doesn’t always appear particularly fair – the outcome may well be determined before the brief animation of a battle even commences. Terrain modifiers come into play – such as Hills adding a 50% Combat Bonus – and continually winning battles will allow the unit in question to receive Special Abilities. Special Abilities add bonuses such as an extra Movement Point or Combat Bonus to a unit, however, for all the complexity and choice available for basic land troops, it makes the lack of such options for air and naval units all the more obvious.

Sid Meier’s Civilization Revolution is a game which takes the basic task, each of the four possible victories, and allows the player to tailor an entire system around their preferred route to conquest. As mentioned several times above, basic principles are defaulted by the title, but the player has access to tailor nigh-on every function of the game to their preference. Should the player be attempting an Economic win, it may be decided that Gold production should be introduced in place of Science. Should a Cultural victory be on the cards, the player may decide to change the Governmental policies of their nation from theElectronic Theatre Image default Despotism to a Monarchy, once Researched. To mention every variant, every player-defined option and every aspect of the title’s basic play would be to miss the point somewhat; Sid Meier’s Civilization Revolution is a game that holds you by the hand for a few hours, only to let you reign free by only your second or third game.

As each game progresses – a game here, unlike the more traditional Sid Meier’s Civilization titles, may take anywhere from fifteen-to-twenty minutes, to several hours – players will Research new Technologies, allowing new units and buildings to be constructed and working through four Eras; Ancient, Medieval Industrial and Modern. Each Era brings new complications and avenues for exploration, and in-time, a good player will find themselves battling against Horsemen and Archer units with Modern Infantry and Bomber units. Great People and Wonders add yet another layer of depth to the title, increasing statistics of Cities or even greater effect. There’s a very fine balancing act taking place between units, buildings and Wonders, and their effectiveness and equated costs, and while it may not be perfect in every instance, it’s far from game breaking.

Sid Meier’s Civilization Revolution is not a fantastic looking title. Full of character and featuring a bright colour palette more reminiscent of Beautiful Katamari's vivid universe than it's PC brethren and comfortable Character Models, it’s clear that the Current-Generation’s horsepower has been put to use for all the behind-the-scenes number-crunching, rather than a glittery stage front performance. The sound quality, as is often the case, is due similar remarks; with the player’s advisors and commanders of other civilisations speaking in an Animal Crossing style garble, and a soundtrack that is continuouslyElectronic Theatre Image punctuated by four-second observation effects.

It’s hard to define a game such as Sid Meier’s Civilization Revolution. While it’s clearly not for everyone, those tuned-in to similar games will find an addiction more than worthy of their time. With five extremely well balanced Difficulty Settings, online Multi-Player, Scenarios and Game of The Week options, while some may feel as if the game is simply an expansion of Command & Conquer style skirmish battles, there’s certainly no shortage of settings in which to have them. Despite it’s similarities to the Command & Conquer series, Sid Meier’s Civilization Revolution is best compared to Bladestorm: The Hundred Year’s War on the Current-Generation; it's intense strategy will demand players either loathe it or love it – and for those who fall into the latter category, there’s little better choice available.

 

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Kev J.                                                                                                                                         Reviews Score Table Interpretation.

09/08/08

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