Civilization IV
Firaxis Games, 2005
Yeah, I'm behind the times. I just recently got a computer that could handle
this game.
I don't play a lot of computer games, but like everyone else who ever owned
a 386 I was addicted to Civilization back in 1991. Why? The consensus
seems to be that it's about the "one more turn" phenomenon: that there's always
a reason to keep on playing, because on the next turn you're going to capture
a city, or build a Wonder of the World, or discover a new technology. This
emphasis on structure always struck me as a bit odd. It's like praising a
museum for having a great floor plan. Yes, establishing a good flow from
gallery to gallery is important, but more important is making those galleries
worth seeing.
To me, computer games are about seeing what all there is to see. They're not
about victory — my first IF piece could be won by typing >WIN,
a hint that reaching the putative goal was not actually important. And they're
not about the pleasures of solving puzzles for their own sake, of coming up with
the correct series of thrown levers and pushed buttons — or the perfect
combination of tactics to sack Karakorum with three chariots and a catapult —
and getting nothing but a puny "You have gained a fabulous treasure!" message in
return. The reason I played Civilization
back in the day was watch to the close-up views of my cities evolve, to watch
dirt paths turn to paved streets and to see what the Wonder I'd just completed
would look like; to meet the leaders, each with a different font, theme music,
and jabbering head, and see what the combination of era and government would
make the advisors in the background look like; to discover new lands and alter
them in new ways as my tech improved; to build up my palace with marble
columns and onion domes. Therefore, I differ from a lot of Civ I
enthusiasts. When I'd seen everything in the game, I stopped playing.
Since then I've bought each iteration of the Civilization series,
played it a few times, seen what there was to see, and then packed it away.
I imagine the same will be true for Civilization IV. I loved most
everything I encountered in the game, and then quickly ran out of new things
to encounter.
As usual, you start with a couple of units plunked down somewhere on the
globe. As you explore, you reveal more of the map — and what you
uncover is absolutely beautiful. The original Civilization was
pretty ugly even for its time. But while I have long considered 3D computer
graphics a giant step backward from the often gorgeous pixel art of the 1990s,
the 3D works very well here, partly because of technological improvements over
the past decade and partly because in Civ IV you're usually zoomed out
far enough that you can't see the jaggies and weird texture maps that can make
3D graphics such an eyesore. Big ups to the art team on this game. Even if
it were nothing but a screen saver it'd be worth the purchase price.
One of the first things you do is build a city or two. In Civ IV
there is no "city view," because the cities on the main map are no longer
iconic representations; the main map is the city view, just zoomed
out a really long way. You can zoom in closer to approximate the old city
view, but it's not the same. Ah well.
You also build units right from the get-go. In Civilization units
were colored squares with crude pictures on them; in II and III,
each unit was represented by a single figure, an archer or a rifleman or a
dude with an axe or something. In IV, the units are small squadrons,
and when they fight, instead of one of the squares blowing up or the power
bars shrinking, you actually see a miniature battle. Much as I dislike
scenes of violence, each time I built a new unit it was hard not to be
curious about what its animation would be like. Due to my battle-averse
playing style, this is actually one aspect of the game that I still haven't
thoroughly explored. I think the most advanced unit I've seen in action
extensively is the cavalry, which is a shame because one of the later units,
the spy, is represented by a slinky lady in a black vinyl catsuit. One very
nice addition is that when you click on units, they respond with a number of
messages in the language of the civilization you're playing. (My favorite
is probably when you click on an American unit and it pleads, "Tell me
what to do!") This is the sort of thing that makes games replayable.
If each civilization's units looked different in addition to sounding
different, I probably would have played them all. But with the exception
of a single individualized unit, each empire's units look the same.
In theory, Civilization IV was designed so that civilizations could
distinguish themselves by pursuing different branches of the technology
tree, rather than making roughly the same advances in roughly the same
order. This aspect of the game is an improvement over its predecessors,
but still, it's hard for civilizations to distinguish themselves from one
another. Some are a little ahead of the others, some a little behind, but
there are no great divergences of direction. I think the main issue here is
that, despite some lip service to the contrary, Civilization IV is
fundamentally a war game, whereas I'd be more interested in something like
Sim Civ: I want to see what effect emphasizing different branches of the
tech tree would have on everyday life in my country. Are you using
metallurgy to make iron weapons like the Europeans or to make intricate
art of gold and silver like the Incas? Alpha Centauri did a
pretty good job of making its factions qualitatively different, but in
its case the differences were hardwired. I'd like to see this kind of
diversity made by choice.
One way to do this might be through Wonders of the World. The best
Wonders have always been the ones with wild effects: in Civ I,
the Great Wall forced enemy nations to offer you peace, so you could
basically shut off military development; the Great Library gave you
any technology two other civs had already discovered, so you didn't
have to pursue your own science... the ones with effects like "extra
trade points in this city's radius," on the other hand, are boring.
Yet the latter type dominates in Civ IV. More dramatic and
diverse Wonder effects could keep each playthrough from being
basically the same as the last one.
Anyway, so you send your units out into the world. Eventually you
encounter other civilizations, and that means talking with rival
leaders. One of the big downgrades from Civ I to Civ II
was that the jabbering heads of Abraham Lincoln and company were
replaced by gyrating generic emissaries standing in front of the
leaders' portraits. The heads were brought back in III, and
now they're a lot more expressive and have accompanying animations.
Queen Isabella, for instance,
now examines her manicure in the
middle of your negotiations. Incidentally, if you needed any proof
that "make it pretty" was one of the chief directives for this update,
Exhibit A is Catherine the Great, who seems to have dropped about 45
years and 100 pounds between the Civ III
version and the Erichsen-inspired
Civ IV supermodel. In fact, all of the female leaders
other than Victoria have received similar makeovers to bring them to
ahistorical levels of pulchritude. The gender politics here are kind
of dodgy but somehow I can't manage to bring myself to complain that
the women in this game are too cute. What I can say is that as nifty
as the animations are the first time you see them, there just aren't
enough of them; I laughed out loud the first time I saw
Isabella yawning, but by the 50th
time I was grumbling about how short her animation loop was. Really,
though, what the game needs is not so much more animations as more
leaders to animate. I know there have been a couple of expansion
packs, but Europa Universalis has spoiled me — I want
to see hundreds of civs, thousands of leaders, so many that I can
play the game a hundred times and still see new ones popping up.
I realize that coming up with all this art would be expensive. On
the other hand, text is cheap, yet the conversation menus in
Civ IV are very samey. And not only do all the leaders
sound the same, with the occasional exception of an personalized
opening remark, but the tone of the writing is annoying. Napoleon
quotes Bugs Bunny as he attacks you, Montezuma suggests a round of
"Kumbaya" upon signing a peace deal... yes, games should be fun,
but this one would have been more fun had the designers
taken the diplomacy conversation more seriously.
I've also always wondered about the way that in the Civ games
the leaders stick around for six thousand years. Yes, it's somewhat
amusing to see Abraham Lincoln wearing a horned hat and Genghis Khan
in a business suit, but consider the alternative. Civ IV
borrows from Alpha Centauri and lets you select not only your
type of government but also your economic system, labor relations
and so forth... 3125 combinations in all. Shouldn't at least some
of these pull up different leaders? One of the Civ IV
expansion packs, for instance, adds Stalin to the list of Russian
leaders. Shouldn't he come up automatically when Russia switches
to Police State?
At least the different leaders have had their music brought back.
I have to say, I've probably learned more about classical music from
playing computer games than from the music appreciation courses I've
taken. I was surprised to find that I recognized some of the
Civ IV soundtrack from Europa Universalis II: "Hey,
isn't that La Spagna? Oh, and there's the Miserere!"
The timeline of this game, of course, extends past that of EU2;
reach the modern era and suddenly the entire soundtrack is by John
Adams, whose name I'd heard but whose work I'd previously been
unfamiliar with. I like it! It really does add something to the
process of building spaceship engines to have it accompanied by
Common Tones
in Simple Time. Now if only the music were customized according
to the direction taken by your civilization. Maybe you get John Adams
when you complete the Manhattan Project, for instance. Choose SETI
instead and you get Vangelis.
So, to sum up: having neat stuff to see and do makes a game playable,
and in this respect Civilization IV is great. But what makes
a game replayable, at least for me, is combinatorial explosion.
And on that count the game is less successful.
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