![]() ![]() Your overriding goal, should you choose to pursue a religious path, is to have all your cities - and your rival nations' cities - subscribe to the same faith: yours. However, aside from the facts that some religions become available earlier in the game than others (since they're tied to earlier technologies) and that different religions lead to a different unique building (more on that later), all religions are pretty similar. The game's new religion system adds seven new creeds to the game, each of which is tied to a specific technology and each of which can influence your cities' culture-producing temple structures and missionaries. One of Civ IV's brand-new features is the religion system, which is an intriguing addition, even if it isn't crucial to your success. You can make neighbouring cities more apt to like you by adopting the same religion. Other nations actually remember your actions and are poorly disposed if you refuse them too many favours. However, even this new addition is balanced, since keeping your borders locked up tightly and never coming to your neighbours' aid doesn't make many friends. This is a godsend for defensive players who prefer to hang back to develop an economic, scientific, or cultural infrastructure without fear of ambush. or unless you're at war with that particular country. In Civ IV, the new border system means that no units from any other country can enter yours unless you have agreed to open borders with that particular country. ![]() In previous games, neighbouring nations could send their city-building settlers and their soldiers wandering across your nation, free to declare war on your vulnerable home cities and worker civilians unless you complained strenuously (which sometimes caused them to declare war anyway). You can attempt to influence your neighbours to make war or peace with other neighbours, and you can even fence everyone out of your backyard using the game's new "open borders" system. While you can still make nice with your neighbours (and you can even win the game with a diplomatic victory condition), you have more options than just trading goods, cities, technologies, and/or relations. And thanks to its many improvements, major and minor, and its greater emphasis on strategy over bean-counting, Civ IV isn't just as good as Civ has ever 's better.Ĭiv IV has also improved on the way diplomacy works. It's this great variety that helps give Civ IV the same alarmingly addictive quality its predecessors carried. ![]() The series gives you plenty of ways to do this, such as conquering your neighbours, researching advanced technology, or, in Civilization III (and IV), creating the most cultured society on the planet. If you're familiar with the Civilization series, then you're already well aware that they've traditionally been turn-based strategy games that let you play as the political leader of one of the world's nations (such as Gandhi of India or Julius Caesar of Rome) in a fictitious bid to take over the globe, starting from the Stone Age and continuing right on through to the Space Age by having a lone settler unit build your first city on the way to establishing whatever advanced society you choose to design over the course of dozens of turns. If you have even a passing interest in strategy games, world history, or getting less sleep at night, you owe it to yourself to give Civilization IV a try.
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