The X-Com scenario is a little disappointing in that there's no city development, just an out-and-out scrap between army units. The ones you'll jump right into will likely be those based on the other Microprose themes. The quality of the scenarios is generally high. More interestingly Microprose have made scenarios with themes base on their past successes, so there's a Master of Orion scenario, plus ones for Master of Magic and X-Com. The scenarios on offer in Fantastic Worlds are certainly pretty innovative and while 8 of them are taken from the net the other 11 are all very original (as far as I know!). You also get the latest patch version of the game so when you install Fantastic Worlds you're taken up to version 2.7.81. The selling points for Fantastic Worlds are the scenarios it offers - 19 in all - plus the enhanced scenario editor. In the UK for example Game now stock it at under 20 quid, in part because Civ II, the first addon and now Fantastic Worlds can all be had in one bundle for the price Civ II originally sold at. If you are one of these deprived people then I suggest you immediately check out one of our Civ II reviews and if you're not then now is a great time to buy because the game is sinking towards the bargain buckets. Units at sea can move back onto any land province, even if it doesn’t have a port.Ĭontact: of Civilizations is a turn-based strategy game in which your object is to dominate the world.If you've been on a return trip to Jupiter or have only just reached that age at which computer strategy gaming is your thing then there's a slim chance you might not have heard of Civilization or it's more attractive descendent Civ II. Port: allows units to move into the sea. Watch tower: allows you to see army numbers in neighboring provinces. Fort: gives a province a defense bonus. Kick: end an alliance with a civilization. Use the War order to let allies know who your targets are. If accepted, that civilization will aid you in your military efforts. Alliance: submit an alliance offer to a civilization. This can be canceled through a War order one round in advance. If accepted, the civilizations cannot attack each other for five rounds. Pact: submit a pact offer to a civilization. If accepted, your civilizations will no longer be at war. Peace: submit a peace offer to a civilization. Annex: brings a vassal state back under your full control. Vassal: creates a vassal state with another civilization. Disband: remove units from the selected province. Build: construct a building in the selected province (see Building Types). Recruiting from a province reduces its population. This costs money and is limited by the population of the province. Recruit: recruit units from the selected province. You can move between provinces you control or attack another civilization’s province. Move: move units from one province to another. Money is subracted from your treasury for military upkeep, which is based off your amount of military units (units at sea have a higher upkeep than units on land). Money is added to your treasury through income tax, which is based off your civilization’s total population and economy. Use the diplomacy button to view each province’s owner and engage in diplomacy (see Orders- Diplomacy View). Use the Economy and Population buttons to view each province’s Economy and Population values. If scale is other than standard on minimap you can see '!' in top right. To go back to the standard scale, double tap the map. Provinces with color belong to other civilizations. Capitals have all buildings already constructed. Capitals have a defensive bonus: +15% and an offensive bonus: +15%. If you capture another civilization’s capital, you obtain all of its provinces. If you lose your capital for 3 turns, your civilization will no longer exist. The capital is the most important province in a civilization.
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