The legend speaks: Sid Meier on Civilization Revolutions

Here are some of the key differences in the game:


  • Fewer cities = less micromanagement: One of the key shifts in Civilization Revolutions is the game's reduced scale and scope. In the PC games, by the middle and end of the game, would-be kings would often find themselves managing an empire consisting of over 30 cities. As a consequence, each turn took a considerable amount of time, and an individual game would easily consume more than 10 hours. To allow players to play an entire game in a single sitting, Meier and the CR team have reduced the scale of the maps, tech tree, and other elements of the game. This results in fewer small-scale decisions, which results in faster play - particularly at the end of the game.
  • More intense combat: In order to make combat more exciting, Meier and company have heightened the visual effects surrounding battles. Now, when two armies face off, you'll see the battle rendered in quasi real-time. Units will hack and slash or shoot at each other. One other thing: After battles, units still receive upgrades, but these upgrades are now visually depicted. As an example, if you choose the medic upgrade for your infantry soldiers, they will have a red and white medical cross on their uniforms.
  • Relics result in massive rewards: In order to encourage exploration in the early stages of the game, Firaxis will scatter ancient relics around the game map. These relics will contain amazing rewards, such as a boatload of cash, or a powerful new weapon.
  • Armies instead of stacked units: In previous versions of Civilization, players could stack units on top of each other, thereby creating gigantic mega-armies. Revolutions takes this concept one step further by fully integrating the armies, both visually and in terms of combat. During battle, integrated armies fight battles together.
  • Naval support in battles: When one of your armies fights an enemy and you have naval units in the vicinity, these ships will lend their offensive might to the battle.
  • More frenetic and unpredictable end game: One of the key emphases in Civilization Revolutions is making the end of the game more exciting. Because of the large scope and scale of previous Civ games, it was fairly difficult to quickly change your overarching strategy. The smaller size of each civilization here makes it easier to react to your opponents' tactics. Frequently, the end result is constant see-sawing gameplay between opponents.
  • Game of the Week: Revolutions will embrace online play in a number of ways. Gamers will be able to compete against each other online in epic battles. However, Firaxis is prepping a unique new feature called Game of the Week that will encourage a different form of competitive play. Each week, Firaxis will upload a map or mission. During the following seven days, players can attempt to beat this game as many times as they like, and can upload their scores. The player with the best scores win.
  • The victory dance. When you win a game, your units do a happy little victory gig. How happy!


Beyond the gameplay itself, one of the most exciting aspects of Civilization is that it will be ported to the Nintendo DS in Spring 2008. Finally - portable Civ!

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darkdweller420

played demo on 360 and about half way thur it i said i wanted it. before this i only heard of civ games never played wish i would have got into them from the start

rezwolf

this game is amazing! very addictive. once you start a game u can't quit till you've won. everytime you finish with one item your on to another item. there is no break. The graphics are good. but the only negative thing is that the game ends in 2100. but hey that gives you about 3-6 hours of gameplay depending on your skill level. seriously though almost as addictive as WoW.

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