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    by Published on June 15, 2008 19:43



    Essential Info

    Developer: Firaxis Games
    Publisher: 2K Games
    Format: Games for Windows
    Release Date: 23 September 2008
    ESRB: 10+

    Overview:

    In Colonization, players lead one of four European nations on a quest to conquer and rule the New World. Players will be challenged to guide their people from the oppressive motherland, discover the New World, and negotiate, trade and fight with both the natives and other nations as they acquire power and fight for freedom and independence.

    As a complete reimagining of the 1994 classic, Colonization is a total conversion of Civilization IV that combines Civilization's addictive "just one more turn" gameplay with all-new graphics and features that add more depth to the franchise. New features, such as a brand-new interface, improved diplomacy options and the included modding tools ensure that Colonization will be the next great title from gaming's premier strategy game developer.

    Contents:

    • Abreviations
    • Features
    • Expansion or Stand-alone?
    • Nations
    • Leaders
    • Constitution
    • Colonists
    • Buildings
    • Goods
    • Maps
    • Screenshots
    • Multiplayer
    • Modding
    • System Requirements
    • Sources / Links

    Abreviations:

    Col1 = 1994 original Colonization
    C4C = Civilization IV: Colonization

    Features:

    The current confirmed features for C4C as released by Take2 Games are:

    • Complete re-imagining Col1
    • Civilization IV conversion built from the ground up
    • All-new graphics with higher resolution than Civ4
    • Enhanced water, shadows, terrain and buildings
    • Brand new interface
    • Improved diplomacy
    • Included modding tools
    • Improved performance

    Expansion or Stand-alone?:

    C4C is officially a stand-alone product. Whilst it uses the Civ4 engine as its base there is no requirement to own Civ4 or any Civ4 expansion to run C4C.

    Nations:

    Four European nations are confirmed to be in C4C. These nations and their traits are:

    Europe:

    • England - Immigration
    • France - Native cooperation
    • Holland - Trade
    • Spain - Conquistadoring

    Natives:

    • Iroquios
    • Aztec
    • Sioux
    • Cherokee
    • Inca
    • Tupi
    • Apache

    Leaders:

    • England - George Washington & John Adams
    • France - Samuel de Champlain & Buade de Frontenac
    • Holland - Peter Stuyvesant & Adriaen van ...
    by Published on May 31, 2008 19:55

    Screenshots:

    by Published on February 16, 2008 15:59
    Article Preview

    THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.
    This version of the Call To Power 2 is developed at apolyton.net

    Contact the authors on the Apolyton forums at
    http://apolyton.net/forums/forumdisplay.php?forumid=213.
    ...
    by Published on September 4, 2007 16:01

    If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

    Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

    Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

    If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

    by Published on September 3, 2007 18:20

    If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

    Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

    Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

    If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

    by Published on August 15, 2007 17:32

    Technology Tree

    View the full tech tree (4770x648, 572 kB -- right-click and 'Save As' to download).
    Warning: The above image is very large. It may take a long time to load on slower connections.
    The above image has not yet been updated for Warlords

    Advances in Alphabetical Order

    by Published on August 15, 2007 17:18

    General Info

    Beyond the Sword is the second expansion for Civilization IV, and will be released this July. The expansion focuses on builder options and the second half of the game (post-Gunpowder), although there are also military additions, such as new units.

    Content includes 12 scenarios, 10 new civs and 16 new leaders. Random events, corporations and revamped espionage are among the epic game features.

    Civilizations and Leaders

    4 of 10 new civilizations have been revealed:

    • Babylon - led by Hammurabi (ca. 1810 BC - ca. 1750 BC), first king of the Babylonian Empire, creator of Hammurabi's Code of Laws in ca. 1760 BC., which is usually considered the first example of written, basic, unchangeable law.
    • Portugal - no further info available.
    • Netherlands - no further info available.
    • Native Americans - led by Sitting Bull (1831 - 1890), a Lakota chief, leader of the Sioux tribes during the Battle of Little Bighorn, later exiled to Canada.

    2 new leaders for existing civilizations have been revealed:

    ...
    by Published on August 4, 2007 20:38

    The second expansion to Civilization IV, Beyond the Sword, has been released. In this article, Solver, a long-time Apolyton staff member, reviews the game.
    You can buy Beyond the Sword from Amazon US or Amazon UK.

    Beyond Civ4

    Civ4: Beyond the Sword is finally about to be released worldwide, to the excitement of the Civ community. I have had the pleasure of contributing to this expansion and will now give my thoughts on the finished project.

    Before saying anything else, it’s important to say that Beyond the Sword is easily the most ambitious expansion the Civ series has ever seen. It does not limit itself to the addition of new civilizations and some big feature. There are numerous new features with a significant gameplay impact, and then there’s a really high amount of minor tweaks and additions. BtS is very much unlike the Warlords expansion. Playing Warlords felt just like Civ4 with a bunch of new civilizations and some smaller stuff thrown in. Playing BtS is really different from playing Civ4 or Warlords, and player strategies will also reflect that.

    Still, no matter how many features there are, new civilizations are the most visible addition to many players. This time, we’re given ten whole new civilizations to enjoy playing with, and they’re really a mixed bag. Personally, I’m very glad to see the Mayans and Ethiopians make it, as well as the first ever Southeast Asian representatives, the Khmer. The lineup is not perfect, and on the more disappointing side there is the generic Native American civilization and the Holy Roman Empire, for which it’s fairly doubtful whether they were a civilization. Don’t forget that you can easily rename the latter into Franks, for example.

    BtS does not include any new civilization traits, and is probably the better for it. Including even one new trait would create a large number of unused trait combinations – now, on the contrary, almost all trait combinations are filled. With Boudica having Aggressive/Charismatic, bright red hair and a mean look, who would want to cross her?

    My own favorite new civ is probably the Khmer Empire. They strike me as the best civ for expansion and growth. Suryavarman is Expansive for cheaper Workers and Granaries, and also Creative. It means that you can probably get your second city up quicker (assuming you build a Worker before your Settler, so the Worker completes quicker) and you can immediately build a cheap Granary in the new city, without needing to spend time on a Monument for cultural expansion. The Baray, replacing Aqueduct, adds +1 food to the city. It may not seem like much, but while your cities are still small, that will be a useful boost to their growth.

    ...
    by Published on August 3, 2006 18:30

    Civilization IV: Warlords Review by Solver

    Warlords, the first expansion pack for the highly-successful Civilization IV has just been released. I am going to take a look at how the gameplay has changed with the expansion's release, and at how the new major features blend in.


    Civer, Meet Warlords!

    Most of you probably already know what's new in Warlords at a glance. Other than six new scenarios, the expansion pack offers six new civs and a total of ten new leaders. These would be the Ottomans (led by Mehmed II), the Koreans (Wang Kon), the Celts (Brennus), the Vikings (Ragnar), the Carthaginians (Hannibal) and the Zulus (Shaka). Additionally, some of the old civs received new leaders – Ramesses II, Stalin, Winston Churchill and Augustus Caesar.

    More interesting than the leaders themselves are the new traits. There's whole three of them, not two, as had been originally said. They are:

    ...
    by Published on July 30, 2006 16:17

    Part One: 1206-1213AD

    By Joe "snoopy369" Matise
    July 29, 2006

    Welcome to Part One of my "Genghis Khan Walkthrough". In this feature I'm going to be showing you the Genghis Khan scenario, one of the most interesting scenarios available with Civilization IV: Warlords.

    The basics to the scenario are fairly simple. You control the Mongolian Hordes in thirteenth century Asia. Your mission is to put the fear of the Mongols into the hearts of the people of Asia. You may do this peacefully, by building up a civilization to rival any other, or (perhaps more fun...) by razing cities, gaining capitulating vassals, and pillaging square after square of Asia and Europe. The victory condition is fairly simple: 3000 points. You earn points for pillaging squares (1pt per pillage), conquering cities, razing cities, and for controlling territory. 3000 doesn't sound too hard... except for the fact that you lose a certain amount of points each turn, and lose if you hit zero. You have to move quickly in this scenario, or you'll find yourself at the cellar of the point standing, with no way out... I'll be playing at Emperor level, which is two levels above where I typically would play a game of 'vanilla' Civ. Difficulty levels in this scenario affect the number of points you lose per turn, and the size of the armies you're going to face (although not as much as it would in the regular game). I suggest trying this scenario out on a somewhat harder difficulty level than you typically play at; for a first game, most people will probably want to play on prince or monarch level.

    ...
    by Published on April 18, 2006 17:53

    Why not get back to CTP2-modding just to enjoy the luxury of syntax highliting in EditPlus?
    • for SLIC (Locutus' SLIC-definitions file updated for CTP2 AE)
    • for CTP2 AE database
    ...
    by Published on December 22, 2005 16:06

    Official Civ4 Patch 1.52 Readme

    README
    Last updated 22 - December - 2005
    v152
    v1.52 is a major upgrade to Civ IV and includes numerous optimizations for memory usage that should help performance on all machines but are tailored to especially improve performance on machines at or near the minimum specification.

    Major changes include:
    -Shared low-level graphics buffers
    -Removed many unused fonts and reduced interface memory usgae
    -Paged out units which are not visible
    -Reduced terrain data size and overhead
    -Reduced route data size
    -Created a set of low-res movies for machines without dynamic texture support (this is a separate download)

    These changes not only reduced the amount of system memory required, but lowered video memory usage extensively. Also, the rate at which the game consumes memory in the late-game has decreased, which is extremely important.
    In addition, a new config file (ini) option called 'MemorySaver' has been added for further memory reduction, at the cost of alt-tabbing support. If you set MemorySaver=1 in the config file, you can lower your system memory usage by 70% of video memory. So if you have a 128MB video card, you can save an additional ~90MB of system memory. MemorySaver defaults to off, and is not officially recommended since it doesn't handle alt-tabbing and other cases of graphics device loss at this time. However, we recognize that ...
    by Published on December 20, 2005 18:36

    CivIV According to Yin

    Finally we come to the most subjective part of the review wherein I share with you bits of some games that I found interesting. The first is a large Pangaea map, and I'm playing a Kublai Khan, who is aggressive and creative. I chose him because for this game, I was trying to focus on FEWER cities to see if I could still win, and his creative rating helps push out my borders (though really there are much better options for the “fewer cities strategy” than Kublai Khan, but I like the guy). I also turned off space race and timed victories.

    GAME 1: "No Real Focus"


    As you can see, I started off with the most vital resource in life: wine (which I also include to mean beer or any other intoxicating drink). No matter what, my people's outlook on my rule will be helped by having them too sloshed to care.

    ...
    by Published on December 13, 2005 18:29

    CivIV According to Soren

    Another rarely used method of reviewing a game is to judge it against the developer's stated goals. Perhaps this is hard in many cases because developer's goals aren't always there in anything more than marketing hype. Soren, however, wrote one of the best Afterwords I have read in a gaming manual, and I think his view of CivIV deserves some discussion. First, he acknowledges that “there are a thousand ways to make a great game about all of civilization – we only get to make one of them.” What does he think he made with CivIV, and what do I, Mr. Random Reviewer, think of the results?

    NOTE: The “dialogue” here is made up. I'm sure the real Soren would say things far more brilliantly.


    1. SOREN: Sticking with turn-based allows for “a series of overlapping mini-goals".

    ...
    by Published on December 7, 2005 18:17

    NOTE: I basically agree with this general statement except to say that at higher difficulty levels I found myself rethinking ...

    by Published on December 1, 2005 17:41

    PART 2: After Several Days of Non-Stop Playing... (Page 1/3)

    The only way to write a review worth reading is to play the hell out of the game in question, so that's what I've been doing for the last several days.

    I've played quick, standard, epic, and accelerated start games, some through to completion and a whole bunch of "mini-games" to test certain theories out, attempt to stress or break the game, and experiment in general. Let me break it down for you.

    CivIV is divided into six basic areas that require player input and management at the city level. These areas are:

    • Population Growth (food production)
    • Productivity (hammer production, formerly shields)
    • Money (to be used to either line your pockets or pay for research)

    Nothing new there....that's standard fare 4X [(eXploration, eXpansion, eXploitation, and eXtermination)] stuff. Now add the following:

    • Health (unhealthy cities are less productive cities)
    • Happiness (unhappy cities are less productive cities)
    • G-Man Rate (The rate at which your city generates "Great People" of different types)

    NOTE: None of these three are early game concerns....they are introduced gradually, as cities grow, and as technological research continues to develop.

    With the inclusion of these three areas, now we're starting to get somewhere! Now we're starting to get some interesting choices and tradeoffs! Ahhh, but there's more.

    In addition to these six basic areas, which are entirely "city centric," there are six additional areas that overlay the basic city-oriented structure of Civ IV, and tie it all together into a cohesive (Imperial) whole, and these ...


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