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Civilization 4

Sid Meier's Civilization IV (also known as Civilization 4 or Civ4) is a turn-based strategy computer game released in 2005 and developed by lead designer Soren Johnson under the direction of Sid Meier and Meier's studio Firaxis Games. It is the fourth installment of theCivilization series. Civilization IV was released between October 25 and November 4, 2005 in North America, Europe, and Australia. The game's first expansion, Warlords, was released on July 24, 2006 in North America and July 28, 2006 in the European Union. A second expansion, Beyond the Sword, was released worldwide between July 18 and July 30, 2007. A remake of Sid Meier's Colonization, based on a total conversion of the Civilization IV engine, Colonization, was released on September 23, 2008. As of March 26, 2008, Civilization IVhas sold 3 million copies according to Take-Two Interactive. The game was re-released along with both of its expansions in 2007 in an edition entitled Sid Meier's Civilization IV: Complete; the North American version of this compilation was released on May 12, 2009 in aDRM free package that contains the core game, the two expansions, and the 2008 Colonization remake. Civilization IV was released inChinese, Polish, German, French, Spanish, Italian, Japanese, Russian and English.

Civilization IV is a turn-based game in which the player builds an empire from very limited initial resources. All standard full-length games begin in 4000 BC with a settler who builds a single city. From there, the player expands an empire while contending with rival nations, using the geography, developing infrastructure, and encouraging scientific and cultural progress. By default, players can win the game by accomplishing one of five goals: conquering all other civilizations, controlling a supermajority of the world's land and population, being the first to land a sleeper ship in the Alpha Centauri star system, increasing the Culture ratings of three different cities to "legendary" levels, or by being declared "World Leader" by winning a popularity election through the United Nations. If the game's clock runs out (by default in the year 2050 AD) with none of these goals fulfilled by any nation, the nation with the highest score is declared the winner.

Diplomacy

Diplomacy in Civilization generally involves the trading of goods. Specific technologies are required to trade different commodities (for instance, a civilization must possess the technology ofpaper to trade world maps). Players may trade technologies, resources, maps and gold. Advanced diplomacy options include the creation of trade embargoes, the promise of military aid, and the adoption of particular civics and religions. Finally, the United Nations wonder allows the passing of global resolutions (Such as the Nuclear Non-Proliferation Treaty) in addition to granting access to the diplomatic victory.

The reasoning behind diplomacy is more transparent when compared to Civilization III. The Diplomacy window now not only displays the other leader's disposition towards the human player (from friendly to furious), but why they feel that way (e.g. "-2: You refused to stop trading with our worst enemies!"). When a leader is sympathetic towards another civilization, they are more likely to accept deals without unfair bargaining.


Combat

Instead of receiving generic increases in rank as in Civilization 3, the player is allowed to "promote" units with upgrades that provide bonuses in certain situations (For example +25% city defense, or +25% vs. melee units.) There are 41 different types of combat promotions. It is also possible for players to examine "combat odds" before attacking, giving the player an idea as to whether a given attack will succeed or not.[3] In addition, units in the game can be upgraded by spending a certain amount of money, and different nations have their own unique units. Leader traits can also play a part in warfare, for example a leader with the "Aggressive" trait receives melee and gunpowder land units with the promotion "Combat I" right away.


Production

The game features 32 resources. Resources enable construction of units which require them, double the speed of construction of certain wonders of the world, accelerate city growth, or simply add happiness or health to all cities. To trade goods or to send them to other cities within one's border, they must have some form of connection between the goods and the city. In the later game, this connection can be through ocean tiles, but in the early game, it is limited to roads and rivers. Cities on the same river or same coastline are automatically connected for trading purposes.

Unlike in Civilization 3, the player is no longer able to transfer all production from one project to another, but all production on an already-begun project will remain. For example, if the player is building a temple but decides to switch to a harbor, production on the harbor will start from scratch, but the temple will stay in the building queue and retain all previous progress, aside from some decay over time.

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