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(P)REVIEWS - Civilization IV Preview by MarkG
 Hands-On Civilization 4 Preview: Part 2

Le Grande Religion of Workers


Detailed city information pop-ups on mouse over a city. Notice also "quick city build orders" interface
Warning: You shouldn't take the following part of this feature as a thorough look at Civ4's gameplay. Read Solver's lengthy feature in a few days for that ;)

Anyway, if you're still reading here goes: Great People are great. They add a whole new level of options and thus possible strategies and new paths to victory. It is also one of the ways ICS becomes less successful as you need big cities to spawn these guys.

Religion is fun as well. You need to discover certain techs first, in order to found each religion and then you get (happiness and culture increasing) buildings and the missionary unit to expand it. If a civilization adapts your religion as the state (official) one, their leader will like you. If he has a different religion he will hate you. Yes, you can have an atheist civilization ' just don't select any religion as the state one. More things to consider' Two things seem to be missing: being able to name your own religion ("Apolytonism!" :)) and having more info on the percentages of each religion in cities with more than one faith.

A great new feature in Civ4 is that you can automate workers (ok, so it's not so new ;)). The difference is that automation works much better now. This is quite crucial as resources don't just have to be connected to your road network. They also have to be gathered by building specific terrain improvements on them.

War and Diplomacy


The AI is in a tight spot and asks for peace
On the issue of unit promotions through combat victories, I have a statement to make: I'm a (shameless) casual player, I never micromanaged each and every city's working tiles in Civilization II and I almost always had (have) my workers automated in Civ3(4). Similarly, I'd like not to have to deal with unit promotions. But wait, that's been dealt with ' there is an 'auto promotions' option. Beyond that, unit promotions allow you to evolve your units, partially customize them and' be more careful with them, for two reasons. First, it's hard to get many promotions on a unit and second, all units are upgradeable. You can have a unit built in 2000BC and through upgrades, keep the unit with promotions until 2000AD!

After SMAC (which had the advantage of having a 'UN' from turn 1) Civ3 seemed like a step back for diplomacy. Civ4 improves things with the Artificial Intelligence (AI) being more active, suggesting treaties, declaring war when it sees you're weak, asking for tech trading, asking for help against enemies, etc. etc. Not only that, but at last you have more information on how the other civs feel. Various things (good trade relations, close borders, different or same religion or civic choices etc.) affect each AI's stance towards you negatively or positively, and at all times you have exact feedback on that. One thing missing in the diplomacy department is SMAC's surrender option, but just wait: Apolyton Mod Bounties are coming soon to a browser near you ;).

Another influence from SMAC is the Civics model, which replaces governments. In specific cases you will really find yourself trying to speed science advances towards a certain civic-enabling tech. Tons of combinations are of course available, but some popular ones will certainly come up sooner or later after the release.

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