All the other tasks previously performed by settler units are now performed by workers, which cost only one population point to build and are responsible for such things as terrain improvements, pollution cleanup, and the like. Settlers, which now cost two population points to build, are only good for founding cities or moving populations between them. The first thing you'll notice when sitting down with Civilization III is that your nation has two kinds of civilian units right from the outset: settlers and workers. Doing so without reading the manual would be premature, though, as several fundamental changes have been made to the game-changes that make it play differently from its predecessors. All the familiar elements-shields, food, and commerce (formerly trade)-make a reappearance, and anyone who is at all familiar with the basic Civilization concept should have no problem sitting down and diving right into the game. This is obvious from the very first time you access your city screen. While Civilization III follows the general model of its predecessor and incorporates several technical improvements found in Alpha Centauri, the tweaks and adjustments seem to have a strong design element of streamlining, through which several decisions have apparently been made to reduce the game's micromanagement. The graphical overhaul, while welcome, is by no means the biggest change to the game. Terrain types are better differentiated than in previous games, with towering mountains, rolling hills, and vast forests, all of which are more like part of the environment rather than just symbols on a map. Rather, they are simply evidence of good art design, with a pleasing unified feel that gives the game a definite style. The visual effect of Civilization III is striking, even though the graphics aren't particularly technically advanced. Had Civilization III turned out to be nothing more than the Civilization II engine with new graphics, a lot of people would probably have been satisfied. This isn't to say that Civilization III is simpler than its predecessors, but it is much more polished, both in concept and execution. Civilization III has the feel of a game in which the designers questioned how every piece of micromanagement fit into the overall game system and excised detail in favor of gameplay cohesion. While trivial in and of itself, this culling of extraneous material is typical of the entire design. The many nationality choices of Civilization II have been narrowed down to look more like the choices in the original game, although you can still use the custom option to take control of any fictional nation you choose, like Vichy France. An aerial view displays your cities' growth. Ten years later, the true sequel to Civilization II obviously reflects Firaxis' confidence in the original design. Its appearance marked a sort of era of enlightenment in strategy gaming, which would lead to the genre's rapid development. Along the way, the game has spawned a number of imitators in other genres and contributed heavily to the way certain concepts are treated in other strategy games. The sequel was released in 1996, and Sid Meier's Alpha Centauri, released in 1999, was seen by some as the third game in the series. Its release in 1991 marked a new era in strategy game sophistication, as well as a new era of wasted time, as its hypnotizing gameplay induced countless marathon sessions by addicted gamers. The new graphics also revamp the city view, which has a much simpler interface as well.Ĭivilization is one of the best-known names in computer gaming.
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