Players who are competing against the Russians would do well to avoid direct conflict during the Industrial era. Some of the unique bonuses give a civilization a bonus during a particular time period. The Romans, on the other hand, benefit from free roads and increased infantry movement. Either civ makes a powerful commercial or scientific power, provided they have access to the right sorts of terrain. The Japanese, for instance, get trade bonuses for building cities on the coast, while the Egyptians get the same bonus for building cities in the desert. In keeping with Sid's ideas of making the bonuses more extreme, the unique abilities of each civilization are going to be more significant and specific than in the PC versions of the game. Roman infantry come equipped with short swords and round shields, for instance, while the very same Egyptian units will have sickle swords and rectangular shields. The buildings, units and even the workers of each civilization will of course be color coded for easy distinction, but they'll also be separated from each other by architectural style and unit dressing. There are 16 total civilizations in Revolution and each one has a unique look and unique abilities. Given the shorter time frame, players won't possibly be able to achieve everything they want in a given game, which adds to the replay value. Though the designers are still balancing the overall experience, their goal is to create a version of Civ that can be played start to finish in a matter of a few hours. Currently the games being played internally at Firaxis are taking around three hours. There is an option to play on a larger map that you can unlock through gameplay or higher difficulty levels. Each of the randomly generated worlds you'll play on are smaller and the number of cities you control is going to be reduced significantly. To begin with, the scale of the game is definitely smaller than in the PC version. While some Civ die-hards may have a hard time accepting the changes, the tighter focus of the game still manages to package the basic elements of the franchise in a way that will definitely make the game more accessible to a larger console audience. There's no pollution here, no corruption, no anarchy, and no worrying over the placement of specific improvements around your cities. Simply put, the key elements that define the essence of a previous Civilization game are here, and they've been expertly implemented.The difference is that Civilization: Revolution does away with many of the negative concepts and micromanagement aspects of the PC game. How do you plan to win the game? Through scientific enlightenment, cultural growth, brute militarism, or greedy capitalism? All are possible, and players make strides toward each every time they decide to invest in the development of new technologies, consruct new cities, build new world wonders, or train new military units. Which leader will you be? Cleopatra? Gandhi? Lincoln? Each comes with his or her own set of advantages that result in military, cultural, and economic bonuses. Thankfully, Civilization Revolution retains both of these features. Much of the magnificence of the Civilization games has resided in their enormous scope and the breadth of options they provide players, which, combined, all but guarantees that no two games ever feel the same. SID MEIER'S CIVILIZATION REVOLUTION is a completely revamped version of the PC Civilization experience, designed to take advantage of traditional console gamepads and deliver a simplified, faster-paced brand of turn-based strategy/society simulation that's better suited for couch-bound play. Sid Meier's Civilization franchise has delivered some of the most popular and beloved PC games of all time, but their overall complexity and seeming dependence on keyboard and mouse controls have kept them from moving from the study to the living room - until now.
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