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In the end, Colonization is not quite as awesomely mindblowingly epic as Civ IV, but it's not far off. As in history, movies, books and television, the poor old Native Americans get short thrift in Colonization. They start as masters of a continent, living in a state of innocence among its Edenic splendour. They end having been shot, burned and starved out of anywhere worth living, left to rot in the deserts and swamps.

You too can take the traditional route and wipe them all out, stealing their land and treasure as you go. Or you take a more gentle route, becoming their allies, learning their skills, buying their land, establishing religious missions in their tee-pees, and plying them with booze and cigars.

Either way, they are screwed. Sadly there's no option to play as the Navajo, or another Native American nation, and drive the white devils back into the sea. Browse games Game Portals. Install Game. Click the "Install Game" button to initiate the file download and get compact download launcher.

Sid Meiers Civilization IV screenshots:. Size: 1. Version: v 1. Related By Tags Games: Bunch of heroes. Combat Mission Black Sea. Hitman: Blood Money. Turbo dismount. In terms of gameplay, Civ IV is the biggest departure thus far from its predecessors. Firaxis emphasized that they were making Civilization again from the ground up, rather than just taking Civ III and pushing out in new directions. Civ veterans will note that units' attack and defense scores have been replaced by a single 'strength' rating.

Each unit then has various bonuses and special abilities - spearmen are better against mounted units, archers get a 'first strike', et cetera. What's more, as units fight and gain experience, they can be promoted, giving them extra individual bonuses you can, for instance, have a particular unit which is good at guarding cities, or one geared towards fighting in jungle.

Civ IV in fact has slightly less combat units than were present in Civ III, pointing to a move away from the dominating role of war in previous games. The change is not drastic - conquering the world by force is still very much an option.

But the key word is option. Civilization IV makes more peaceable roads to victory both viable and gratifying. The latter Civ III failed to achieve, in my opinion - cultural victories always felt like an abrupt and unfulfilling end to the game. This is due in part to the more exciting and vibrant world created by the 3D engine, but credit must also go to the changes in game rules and dynamics.

For instance, excessive expansionism is no longer always advisable - there are penalties for having large numbers of cities. Furthermore, the 'war' of culture has been made far more interesting by the inclusion of features like religion. Yes: the Civ series has finally gotten religion. Admittedly, it arrives in a very watered-down and non-controversial form.

I say "different", but in fact they are all the same. No religion confers any different bonus or penalty - they are simply a device for uniting or dividing nations. Each religion is tied to a technology, and the first civilization to discover the appropriate technology founds the religion attached to it. Also, with the Civilization IV beyond the sword expansion, new units are added such as executives, who can spread corporations to new cities.

Throughout the game, players may also generate a special unit called a 'Great Person'. These are named after historical figures and can be used for one-time advantage boosts over other civilizations in various ways; examples include Great Engineers who increase overall production levels and Great Scientists who improve current civilization technology. Assigning inhabitants of cities to work as 'specialists' scientists, engineers, artists, spies, merchants or priests , building certain wonders or discovering certain technologies can improve the rate at which Great People are generated.

Great Generals are generated when a player's forces achieve a certain number of victories, and can be used either to give a small amount of extra experience to all units trained in a city, or a very high level of experience to one unit. However, like other units, Great People of all kinds can be attacked and killed before the players can use them. Once a city is founded, it will automatically begin extracting resources from surrounding spaces; the amount of spaces it can extract from is determined by the city's population size.

The game automatically allocates the spaces a city uses and how its resources are maintained as the city grows, but the player is free to manage the city directly. This feature can be utilized to turn a part of the population into one of several specialized occupations; at the cost of having one less space from the city, these specialists increase gathering and production of the resources of their targeted specializations.

If the specialists are assigned to be 'idle', they generate the 'happiness' resource for a city; a city that is 'unhappy' may fall into a brief period of rioting where no production can occur.

Each city can only produce one military unit or one building at a time; any additional units or buildings are placed into a queue. The rate of construction is determined by the amount of material collected from the surrounding spaces; players can also choose to speed production by sacrificing gold or population if they adopt the required governmental policy; called civics.

The player can instead specialize the city towards gathering a particular resource instead of constructing additional units or buildings. Also, in order to produce some units or buildings, certain resources must be collected somewhere within the empire and connected to the empires trade network by roads or harbours for example, horses are needed for mounted units, and iron for swords, while stone or marble increase production of certain Wonders.

Buildings perform any number of different functions depending on building type; for example, early buildings such as granaries improve food storage to boost the city's growth and barracks produce better military units, while later buildings such as factories can be made to increase general production levels.

There also a number of unique buildings throughout the game. Most notably are World Wonders, which can be accessed through research nodes in the technology tree and construction through the worker unit. World Wonders provide advantages that are unique to each civilization, as they are limited to only one or two players.

Through buildings and specialists, each city also generates the 'Culture' resource that contributes towards both the area upon which the city can influence for extracting resources and the overall civilization's cultural value. When two cities of different civilizations are adjacent to each other, the culture values of each city influences the space they can control; it is even possible that a city close to another civilization's city will join that civilization if their culture is strong enough.

The high levels of culture gathering and attainment are also one of the default conditions that can be used to win the game. Once a city has been founded, the player can select their first technology node from the game's technology tree to research; in other instances throughout the game however, the player must accumulate the required number of research points before accessing each of the technology nodes.



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