Civilisation 2 - Microprose Reviewed by James Judge on a 486sx Before we get this review underway, let's get the oh so boring technical requirements out of the way. The box of the game states that you need a minimum of a 486DX2 with 8megs of RAM running either Windows 3.1 or 95 and a dual speed CD - oh, you must also be able to support SVGA and a Soundblaster card would be good too. I must say that I'm undercutting this minimum quite a bit by using just a 4meg 486sx and I've found that it runs perfectly fine if you don't use the CD which lets you have some .AVI files playing and a few extra music tracks. With this sacrifice you can play the game at a nice speed and the only things that slow down noticeably are the Throne Room, City View, Spaceship View and Civilopedia. None of them are a requirement to run the game, so if you're a Civ fanatic (as I am) you don't need anything more than what I've got to get a good game out of it. Installation from the CD was painless enough, but the amount of room everything took up was painful - nigh on 40megs and if you want super-fast .AVI files you can also download those if you've got a spare 300megs. As if! One last thing - there are a couple of graphic sequences (called Heralds, announcing the arrival of a king) which, when played properly, need a jaw-dropping 16megs; so those with the "I can crack walnuts with my I/O port" computer can have a super smooth, super slick, herald inclusive game of Civilisation 2. Mere mortals like me will have to do with the bare bones, but I'm not complaining. The game is a follow on from the hugely successful Civilisation. Civ, for those readers who have had their head stuck in a particularly dense piece of rock over the past four or so years, is a game which involves you taking a small tribe of settlers through the ages from the invention of the wheel through the Bronze Age, Classical era, Medieval Times, Modern day and on to the future. You succeeded at the game by forging your way ahead in the world, exploring the map and increasing the size of your civilisation by building cities. In these cities you could build a huge number of buildings from simple granaries through to SDI defence systems (in the later parts of the game) and you had to manage the cost of these items as well as the happiness of your ever-increasing population, as well as worrying about taxes, feeding the masses and getting in enough production to support your military as well as enough to enable you to continue to build these city improvements. And that was only half the story. Apart from the economic side of things, you also had to launch extensive military campaigns against the ravaging barbarian hordes and opponent civilisations, either decimating them, reducing them to a pitiful village, playing one off against the other or making chums with them. With a game of such scope there were three ways to complete the game. The first was the boring way - just play until the time limit ran out. Thrilling. The second way was for the blood thirsty military man - destroy the other civilisations. The third way was for the economic person - to create a thriving civilisation that was happy and advanced enough to embark on colonising a new planet. At the end of the game you were given a percentage score and a rating (ie on par with Dan Quayle... not very good). To achieve a high rating you had to balance the military and economic sides of the game, inventing new technologies as quickly as possible so that you ended the game as early as possible with the largest possible civilisation, as many Wonders of the World as possible, as little pollution, as many happy people and a spaceship which had colonised Alpha Centauri. All of this was damned hard work and involved many hours of trial and tribulation. That was the first effort. This is the second, so what's different? Well, when you first start a game the first obvious difference is the graphics. To bring everything up-to-date Microprose have decided to use an isometric view, familiar to those of us who have played games such as Sim City 2000 and Transport Tycoon. This means that all of the map looks far more like an actual chunk of land, rather than a poorly drawn EGA map. The grid is still there (ie the whole map operates like a chessboard) but it has been rotated 90 degrees. This led me to huge problems at the start because I just couldn't get my head around which way was which when I was trying to move a unit using the keyboard. This really began to grate as time after time my valiant attack on an enemy unit turned into yet another unannounced sojourn in the desert. But this has gradually disappeared as I've finally got attuned to the strange display. Yes, I still send my chariots off on a heroic charge in the opposite direction of my enemy, but this only happens rarely. Despite the difficulties posed by the new viewpoint the new graphics are pretty good. They aren't 3D studio affairs, naturally, but when compared to the little counters you had in Civ and the majority of other strategy games they are good - each icon is nice and big and easily identifiable with great little touches such as a whip in the charioteer's hand or guns clutched by the spies. The information displays have also been tidied up, looking far more presentable and the graphics accompanying the Civilopedia, Kings and events such as "We Love The King" days are really good, being a mixture of well drawn graphics, digitised photos and paintings. Apart from these new graphics, a quick play of Civ 2 won't show much extra to the hardened Civ player as the aims of the game are the same and the methods of reaching them are also the same. You still start off with the lone settler placed in a blacked out map. You still have the slow climb to supremacy (or failure) using familiar methods such as entertainers, diplomats, nuclear missiles, chariots and the whole rest of 'em. Disappointed? Well, read the manual and play the game for a little longer. It is only after a good session with this game that the Civ player will start to notice the differences. The basic game is the same. As a matter of fact, I'd say 75% of the game (excluding the graphics) is the same. It's that extra 25%, though, that adds so much more to this game and it's that which sets this apart (and above) from its forerunner. To start with there are a host of new terrain squares from furs to spice and silk. Each of these are only found in particular places and can make or break the success of a city. The basic terrain are still there, but this added variety makes the placing of cities far more strategic. The biggest change has been in the technologies. I think all of the old technologies are there, but now there have been about twenty new additions, all of which have brought their own sets of new military units and city improvements, along with new Wonders and other fun stuff. Unlike in Civ where the progression through the advancement chart was very much a linear process with a few dead ends (such as Chivalry and The Wheel) which provided questionable returns for the time invested, the new chart is more a spaghetti junction than anything else, and progression from advancement to advancement seems more logical and far less linear - there is still only one selection of advancements you need before you can progress onto a new one, but the order in which you can research these advancements is less structured. The new advancements come in places where there seemed to be huge gaps in the original flow of technology. So, instead of going straight from Flight to Advanced Flight you must research the Radio along the way (which has the prerequisite of Electricity) as well as Machine Tools (which needs Tactics and Steel) and then from Ad. Flight you can then move on to Rocketry, which needs the invention of Electronics. The new advancements also help to bridge the gaps, not only between other advancements but between military units. Now there are about fifty military units, and they all have their own uses. Beforehand, in Civ, I found that my main offensive unit early on in the game was the Chariot and that was followed quickly by the Knight. Now there is a whole string of these mounted attackers, each following on from another, picking up in strength with each new advancement. So, to start with you can have a weak chariot with an attack of 3, but through a logical set of technological advancements you progress through to Knight, Crusader, Dragoon and finally Cavalry with an attack of 8. If you want you can get these troops through consecutive discoveries and this makes real sense to me. The next "Big Thing" is the newly restructured governments. In Civ I found that I used just the two extremes of government - Despotism and Democracy. Now, with the introduction of a funky new Government (Fundamentalism), and a reworking of the power of individual government types the progression through the different types of government is both natural and necessary - you won't survive long on Despotism. In the political side of things the diplomatic side of the game has also been fine tuned to the point of near perfection (well, maybe not THAT far, but it is aeons ahead of Civ) with the ability to enter three states of peace (ranging from cease fire through to peace and the ultimate alliance) as well as the options to give gifts, swap knowledge when YOU want to, swap world maps, suggest wars to your friends as well as a few other things. You also have a reputation, so if you treat a friend poorly then either friends of that friends will come and beat you up, or you'll find it harder to influence allies as word gets around of your despicable behaviour - great! This doesn't play a large part in the lower levels of play, but higher up alliances are meant to be kept and if you're partners with a race which is way below you in the technology stakes you have to keep on giving them little sweeteners otherwise they'll start doing nasty things to your cities. On the military side of things there is a new combat system at work. Each unit now has hit points as well as their attack and defence scores, along with a new fire power score. When combat is started the two units attack and defence scores are compared and rolled against and the winner scores a hit against the opponent - who then has the attacker's fire power taken away from their hit points. This goes on until one unit dies. This is a more complex procedure than that present in Civ, but it adds extra depth to the fighting aspect and it also does away with the plain ridiculous scenario I often found myself in - a chariot carving its way through rank after rank of phalanxes and legions, not suffering one iota. This is still possible but now thanks to hit points, the chances are very remote. Also, due to the new fire power, you won't have a half dead trireme go against a battle ship and come out tops (as I once did...!). Damaged units are repairable, of course, in a number of ways and this all adds to the fun of the game. Of course, if this is too much like hard work for you then you can have the option of turning this part of the game off, reverting to the traditional style. That is about all the major changes present in Civ 2. There are loads of little extras which I could go on and on about for ages, such as they way that you can get engineers who, later on in the game, can change the landscape, how diplomats change to spies who can infiltrate enemy cities poisoning their water supplies or planting nuclear devices. I could talk about the way that all of the Wonders now have a useful part to play in the game so, along with the addition of seven new wonders, the building of these items really can alter your position in the world. Heck, I could even go on about the different zoom levels available to you on the map screen. Oh, and let's definitely not forget a really great addition to the game, and that's the ability to change any aspect of the game that you'd like. With a comprehensive cheat mode that lets you see the map, destroy civilisations, gain advancements etc. etc. you can also access a number of text files held in the Civ2 directory to change more intrinsic and esoteric areas of the game, such as the city size which sparks off unrest, how many hit points a unit has or how many shields a certain terrain type provides. You can even construct three personalised units, altering their graphics and attributes (in fact you can alter most of the graphics in the game!). Finally there are also a couple of scenarios provided for you to try your hand at - World War 2 and a Rome conquest - as well as a number of premade maps (three world maps, Europe, the Mediterranean and Pacific), along with the option to customise any part of the world generation process you want from the map size through to the age of the world and its climate. You can also edit some parts of the overall rules of the game. One final thing - there is also a map editor provided with the game which lets you build your own maps. You'll then be able to alter parts of it in the actual Civ 2 game and then save it as a scenario to send to your chummies. Cool. So, with all of these improvements is it a good game? I would think so. Anyone who has the slightest interest in strategy games should seriously look at this game and anyone who enjoyed Civilisation will love this game. With the balance between things military and economic just right, Civ 2 still carries Civ's huge heritage but is able to add so much more thanks to the tweaked battle system, new trading, extra improvements, new units, better advances etc. etc. Where can it go wrong? Good? No - best damned game I've ever played, and that's saying something! - o -