(P)REVIEWS - Civilization IV: Beyond the Sword Review by Solver
Taking over the replayability, one mod at a time
BtS Mod Cons: Best overall mod quality in the series so far. Addition of some of the best community mods, reworked for BtS.
BtS Mod Cons: Some of the mods will have slower performance than the core game.
BtS Mod Tips: Don't expect to just be playing Civ4 with slight changes. Most of the mods contain radical changes to the game.
In my reviews of Civ4 and Warlords, I have
abstained from commenting the mods. With BtS, however, I feel obliged to write
a few paragraphs on the subject, as the average quality of BtS mods far exceeds
what we’re used to.
BtS mods are fairly diverse, each bringing
something different to the game. Some of them were developed by well-known
community modders, others are in-house Firaxis creations. I would divide the
BtS mod into two tiers, quality-wise.
In the top tier, you have The Road to War,
Rhye’s and Fall of Civilizations, Fall from Heaven: Age of Ice, Final Frontier
and NextWar also makes it in. In the bottom tier, you have Defense, Charlemagne
and Broken Star. Then there is Afterworld, which stands on its own – in every
imaginable way.
The Road to War is a World War 2 mod by Dale
Kent. WW2 is tried and true, and there have been lots of WW2 mods for Civ
games. With that, it might seem that RtW would not manage to bring anything
special to the mix, however, it does. The best part of RtW is how it combines
its three play modes. There’s a Historical mode (events, such as war
declarations, happen when they historically did, period), which is the ultimate
WW2 simulation experience you can have in Civ4. Then there is a Random
Historical mode (events happen at approximately the correct historical times),
which has a nice element of surprise. And then there is the Free Play mode,
which puts no limitations whatsoever – you can play Italy and invade Germany in
1937 if you want to.
What sets RtW apart from other WW2 mods is its
replayability. It’s fun to play through in the Historical mode at least twice
(once with a major Axis power and once with a major Allied power), and there is
a lot you can try in the Free Play mode. Add to that the fact that RtW has
separate European and Pacific theatre scenarios as well as unique features such
as Russian Winter and Factory bombing, and RtW truly is a very replayable mod.
Add-on packs for the mod will be posted at the mod’s official webpage, http://rtw.apolyton.net
Rhye’s and Fall of Civilization is one of the
most popular Civ4 mods adapted for BtS, developed by Gabriele Trovato,
also known as Rhye. RFC is the ultimate mod for historical gameplay. With it,
Civ4 really becomes about rewriting history. For those of you who are
unfamiliar with the mod (which would be a shame), it features a thoroughly
researched world map with historical starting locations and times, as well as
historical events. RFC adds a bunch of Wonders, concepts such as empire
stability and its perhaps most distinct feature is Unique Historical Victories.
Each civilization has its own Historical Victory condition, which it needs to
accomplish to win the game. For example, Arabs would need to control 3 Holy
Cities, control Egypt, Spain and Carthage and spread Islam to 40% of the world.
Russia, on the other hand, needs to colonize Siberia, build the Apollo Program
and never lose a city – of course, historical objectives are also timed.
Fall from Heaven: Age of Ice is
almost the opposite of Rhye’s and Fall. FFH is a fantasy modification with
magic, hero units and all fantasy attributes, including a well-developed story,
developed by a team led by Derek “Kael” Paxton. Age of Ice is remarkable
visually, with excellent implementation of mythical creatures and, of course,
Mulcarn, the god of winter. In the mod, you embark on a search for Godslayer, a
mythical blade capable of defeating Mulcarn. Age of Ice is not a RPG, however,
as it still has cities, promotions and most aspects of Civ. Among the most
remarkable features of FFH is climate, which actually plays an active role in
the game. For example, if a lake freezes over it may allow a new attack path.
Final Frontier is, essentially,
Civ in space. Developed by Jon Shafer from Firaxis, it feels considerably
different from standard Civ4 as well. There are only so many places you can
colonize (solar systems), space is littered with dangerous anomalies and
massive Starbases need to be constructed in space before you can gather
resources. The story follows several splinter groups of humanity after contact
with Earth is lost. As you research technologies, quotes from FF universe
characters, such as Admiral Aadesh Dama, are presented, and the story unravels.
While allowing several ways of winning, warfare is probably the most fun in
Final Frontier. There is a considerable coolness factor to leading spaceships
into battle, and warfare is powerful in FF. While the mod has a somewhat weaker
AI than the core game, it is visually beautiful and has enough differences from
Civ4 to make it a high-quality mod.
NextWar is Paul Murphy’s scenario
that starts in modern times and continues into the future. The world is split
between three major civilizations and Earth’s resources are being depleted
(they actually disappear from the map). As resources are becoming thinner,
you’ll be able to unleash modern and futuristic weapons of destruction
(including Cyborgs and suitcase nukes) against the other two civilizations.
While NextWar doesn’t differ from Civ4 as much as some of the other mods, and is also smaller in its scope, it
has good balance and walks a very fine line between having a familiar world
(Earth map, real cities, etc.) and bringing sci-fi into it (Giant Death
Robots!). In addition, NextWar can be used as an addon to the standard game,
brining the futuristic technologies and units from it into the main game, which
should serve those who want a future era well. These factors definitely warrant it a place in the higher tier.
Charlemagne, Broken Star and Defense
are all worth trying out but, in my opinion, each of them lacks something, be
it replayability, general polish or balance. Don’t let that discourage you,
though – these are indeed worth trying and would look quite good in vanilla
Civ4 or Warlords. It’s just that, with the high quality of some of the other
BtS mods, some have to be second-tier.
BtS also includes Crossroads of
the World, a Middle-East medieval scenario, and Gods of Old, a mythic
Mesopotamia scenario. I have not played either of these for more than a bit ad
therefore cannot voice any opinion.
And finally, there is Afterworld, by Tim
McCracken. Afterworld is an excellent example of how much Civ4 can be changed
through modding. It doesn’t have civilizations, cities, technologies, diplomacy
or anything at all that is normal to Civ. It’s a tactical game where you lead a
squad of Gravebringers to fight hostile humanoid robots and their planet and
retrieve certain data from there. Afterworld doesn’t feel like Civ4 at all – if
anything, it feels more like X-COM. The mod also features a pretty heavy story
with a good amount of dialogue. You may like it or you may not, but at any
rate, Afterworld is like a small game bundled with BtS, not at all like Civ4. [ ... Previous Page | Next Page ... ]