From: cshotton@oac.hsc.uth.tmc.edu (Chuck Shotton)
Newsgroups: comp.sys.mac.games
Subject: Civilization Review (brief)
Date: 7 Jan 1993 16:16:47 GMT
Followup-To: comp.sys.mac.games
Organization: Academic Computing

Here's a brief overview of Civilization for the Mac. I'm writing this after
playing a full game, which took about 8 hours to complete.

First, what is it? Civilization is a tamed-down version of Empire. Or a
souped-up version of Strategic Conquest. In any case, you start with a
large, unexplored map and your wagon train full of settlers. After choosing
a suitable spot to start a city, the real game begins.

The object of the game is to advance your civilization to the point of
space flight and leave the planet to colonize other worlds. To do this, you
must build cities, establish trade routes, invest in scientific research,
spy on your neighbors, and fight when necessary. The game has several
levels of difficulty and a selectable number of computer opponents. There
is no support for multiple human players, network or otherwise, which is a
shame because the computer players seem a bit stupid.

The map is very well done with several terrain types and nice graphics. You
move pieces around the board very much like Strategic Conquest, uncovering
new discoveries as you go. The game is divided between moving pieces around
and planning the production of your cities. As the game progresses, you
develop technologies that allow you to develop more advanced units (for
example, developing the "Wheel" allows your civilization to build
chariots). Some scientific developments don't directly affect what you can
build, but are required for other advancements. 

A lot of the game play is centered around planning for the future,
developing the right technologies, building infrastructure (roads,
irrigation, railroads, etc., all of which show up on the map.) I found that
there was very little need to actually fight with the computer players when
trade, diplomacy, and extortion could serve the same purpose. Combat can be
completely avoided in this game. (I developed nukes and used them, just to
see what would happen. But that was the extent of my aggressions for the
whole game.)

The game is very detailed as far as the number and variety of units,
technologies, "Wonders of the World", etc. that can be developed. The game
is much more complex that Strategic Conquest, but after closer inspection,
many of the "complexities" are just noise added to make the game look more
detailed than it really is. Units range from Roman Legions to SDI Defense
Systems, depending on your technology level. It's pretty humorous to drive
an armored column over your neighbor's pitiful musketeer brigade.

Unfortunately, this game looks like a DOS port. The interface is EXTREMELY
modal with long, frustrating pauses while the computer moves stuff around
on the screen. Much of the interface requires the use of color to easily
understand what is going on, so I think it may be difficult to play in B&W,
though B&W is supported. The game is fairly quick on 030 and 040 Macs and I
experienced no crashes. 

On a scale of 1 to 10, I have to give Civilization a solid 8 for depth and
playability, a 6 for replay value (once you figure a few key techniques, I
think the games will proceed in cookie cutter fashion), a 5 for user
interface, a 0 for network play (which would make this game awesome), and 7
for overall value.

If you like SimCity and Strategic Conquest, it's an interesting blend of
the two that is worth about $35 mail order...
Organization: Software Engineering Institute, Carnegie Mellon, Pittsburgh, PA