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Immortal Cities: Children of the Nile
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Immortal Cities: Children of the Nile

SKU:

90933F

This product is currently out of stock
Description:

Immortal Cities: Children of the Nile is a leap forward in the city-building genre, from the designer of Pharaoh. Immortal Cities is a g ame where eventually hundreds of citizens, each with their own individual free will and lives, affect your city-building decisions and your ability to build a nd rule an empire.

Product Details:
Product Length: 7.5 inches
Product Width: 5.25 inches
Product Height: 1.25 inches
Product Weight: 0.5 pounds
Package Length: 7.5 inches
Package Width: 5.3 inches
Package Height: 0.4 inches
Package Weight: 0.1 pounds
Release Date: November 01, 2004
Average Customer Rating: based on 41 reviews
Game Information:
Platform: Windows 98 / Windows 2000 / Windows Me / Windows XP
Media: CD-ROM
Item Quantity: 1
Customer Reviews:
Average Customer Review: 3.5 ( 41 customer reviews )
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Most Helpful Customer Reviews

60 of 62 found the following review helpful:

3Good for youngsters, but too slow for mostJan 07, 2005
By Lisa Shea "medieval swordfighting enthusiast"
In the style of the many city-building games that came before it, Children of the Nile lets you create homes, shops and estates in classic Egypt.

First, I am a huge fan of city building games in general. I have spent countless hours laying out roads, adding in plazas, watching with glee as the homes upgraded and the people became more and more happy.

I do have to say that the graphics in this game are pretty impressive. You can zoom out to an overview level to watch your city's progress, or zoom in to such a level that you can see the individual flowers. Each home, person and land formation is clear and identifiable.

However, the gameplay itself is extremely slow. I have very high end systems here so it's not that my system was "slow". It's just that the gameplay *is* slow. You request something, and then sit around for quite a while waiting for it to happen.

Adding to the sense of time going slowly is the game clock. It isn't even ticking by day after day. It ticks by *minute by minute* which makes little sense for a game that spans years. You have three seasons, and a certain number of days per season. The minutes going by make it seem sim-like, but of course the actual timeline doesn't quite make sense.

As far as the AI goes, this game goes for the family approach. Each household has a male, female and child. The male tends to do whatever the "job" of the household is (farming, making bricks, etc). The woman has to go out from shop to shop, buying household necessities. In some homes she also has to do the crafts. The child either helps with work, or runs off to school.

The game is pretty straightforward in its chain of commerce. You put the brick maker near the clay. You put the brick layer partway between the brick maker and where the brick homes will be built. You build shops nearby so the wives don't have to go far to shop.

I realize that the game has to be slow for beginners, but even the fastest speed still trudges along at a crawl. If you really set it on the slowest setting, you could go eat lunch before anything began to happen! Zooming in and out of every part of your town only keeps you occupied for so long.

Recommended for younger players who are fine with a very slow pace, but for most players this is just going to be too tedious. Small maps, few campaigns, and long, long waits between action.

100 of 110 found the following review helpful:

3"Pharoah/Cleopatra" by Sierra is betterNov 14, 2004
By Lynellen Perry "lynellenDOTcom"
"Immortal Cities" is designed by Chris Beatrice, who also designed "Pharoah/Cleopatra". This game does have stunning 3D graphics. The animations are nice. The interface is a little less than perfect. But the biggest problem, in my opinion, is gameplay speed: even on the fast speed, gameplay is slow. I sat around twidling my thumbs a lot while waiting for enough stored food or stored bricks (or other resources) so that some project or building could begin. I have a 2GHz machine, and turned down the graphics quality etc, but the game is not an action-packed game. "Pharoah/Cleopatra" had more ability to keep my interest despite the more cartoony graphics. The manual gives a good introduction to the game, and the in-game help is great.

You can trade resources in this game, but each trade partner city only offers one resource, unlike "Pharoah/Cleopatra" where multiple trade items were available in each city. There are also only 5 games to the campaign instead of the dozens of campaign levels in "Pharoah/Cleopatra". The characters do have lots of silly little lines as they talk to each other, but that gets old pretty quick and you'll turn them off. I wouldn't compare this game to "The Sims" at all .. you have no control over specifically what each person says or does. The best you can do is toggle a specialty. Yes there are families, but the wife basically does the shopping, the kid gathers resources, and the father creates the resources. In the end, this is still a "walker" kind of game .. the priest walks from his home to go shopping, then goes to the temple or hospital to perform his services, etc...essentially the same as "Pharaoh/Cleopatra". The AI routines for the little people are nice, which is good because you'll be spending a lot of time watching the people while you wait for other things to happen. You do a lot of watching, which makes the game less exciting.

Minimum System specs: Pentium 3 - 800MHz or higher. Windows 98/2000/ME/XP. 128MB RAM. 1.1Gigabytes uncompressed harddrive space. DirectX 9.0b compatible video card with 32MB memory and compatible sound card with 16bit sound.

Recommended specs: Pentium 4 - 2.0GHz processor. 512MB RAM. 64MB video card with full DirectX9.0 support.

The game is rated "E" for Mild Violence. The violence comes from two sources: fighting and killing the wild animals that attack, and fighting and killing the human raiders or enemies.

Overall, this game might be interesting to pre-teens or those who never played "Pharoah/Cleopatra". Despite the 3D graphics, I would recommend that you not waste your money on this game ... instead go get a copy of "Pharoah" by Sierra (ASIN B00002CF9G).

48 of 52 found the following review helpful:

5More involved economy, game play, and prestigeJan 09, 2005
By Innovan
Includes: Campaign with 15 scenarios, several free play “sand box” scenarios, and 3 stand alone (combat heavy) scenarios “Sheshonq’s Redemption”, “The Hyksos Pharaoh” and “Son of Ra”. Also includes a seriously complex editor that can even take geophysical terrain maps (they’re free on the internet) and use them for your scenarios. There is an active community already making new scenarios that you can download over the internet for free.

102 items in your economy that your people can harvest, make and sell. Active night and day cycle as well as the seasons effect the landscape. Different social classes. The most difficult to obtain workers are educated elites (ie people who can read and write, enabling them to work at a distance without supervision), but the most productive.

Very complex World Map. The Hard scenarios trade multiple items per city but if you play only the easy scenarios you’ll only see one item per trade partner.

After you get the farming and goods economy going in your city you start to actively build monuments: Pyramids, Mastabas, Obelisks, Stellas and many statues (Of course Sphinxes. I like the Bast statues best myself) that increase your prestige. For the easy scenarios you can ignore building monuments and still win… but your city will then be boring and you’ll twiddle your thumbs a lot with nothing to do, and never achieve any prestige as a Pharaoh.

You want to build pyraminds and other monuments to make yourself famous, but also because they just look great placed in your city. The graphics at ground level are just gorgeous, and taking a screenshot for the web is just hitting cntl-F9 at any time. There are many, many gorgeous pictures of the Moon rising over Pyramids or the sun setting in a red sky behind tall Obelisks (think building multiple Washington Monuments in a line) on the Tilted Mill web site from players. Your Nobles also want tombs for their eternal rest, so building a creepy sprawling necropolis is part of what keeps your people happy. Egypt without tombs isn’t Egypt.

The battle scenarios are pretty clearly marked, but this is no twitch game requiring a 12 year old’s reflexes. Equipping, training and supporting an army is significantly more expensive than just raising a village of farmers happy to own bed mats. And the new editor allows realistic reasons why you’d want to raise an army: Their success or failure actually changes the world economy. Enemies build forts, raid cities, close trade routes to important goods like gold and turquoise mines. But combat is optional (Absent really form the Easy scenarios) and often the storylines also allow another way to succeed (in “Pi-Ramses” a timely bribe to an enemy army captain keeps you from having to fight) Also the lockstep one battle one city limitations of Pharaoh are gone. Winning a battle can set multiple triggers at once –defeating an enemy can mean a whole new frontier of cities to explore opening up, multiple new trade partners suddenly appearing, or sometimes just multiple new sections of the map appearing that need to be explored by your Envoys. The easy scenario Djedu is silly but still a likeable favorite –your build a fleet of ships in Lebanon to sail out west to the Atlantic, circumnavigate Africa, and eventually return by the Red Sea, At each stop they make they discover new trading partners who then join your economy.

The free demo is helpful for getting used to the yummy 3D view and how to navigate through the game, but it suffers (as all tutorials do) from leading you by the nose in a very business like way of teaching you how to use the controls. The actual game is fun. The demo… is about teaching you how to play the game, and not 10% as fun as the full game.

20 of 20 found the following review helpful:

5surprisingly coolNov 15, 2004
By SpencerG
Picked this up over the weekend after gamestop ran out of RCT3. I have to admit that I've been surprised by what I first thought was just going to be simcity egypt. After going through the tutorials (good luck if you don't), it's easy enough to get a sizeable city going, but building pyramids requires planning and strategy, which I've found to be challenging and fun.

The depth of gameplay here is really refreshing. Although it can take a while to see results with some of your larger projects, I spend most of my time zooming through the city and figuring out what's happening on the street level--like a huge ant farm. I didn't play Pharoah, but I'm already pretty deep into this one. Graphics are great--not Unreal3 or anything--but perfect for this style of game.

24 of 26 found the following review helpful:

5City Builder: The Next Generation!Nov 07, 2004
By James Neville
There's a kind of game called "city builders" that started with Sim-City years ago, made a big jump in something called Caesar III, and continued on through Zeus and Emperor. You build... well, CITIES... but it's fun and they're historical in cool time periods etc.

Children of the Nile is the inheritor of this tradition but it's made a big jump. It's 3 dimensional, people-oriented, thought-provoking, scenic, engaging, and FUN. Think "Sims3 meets Pharaoh" and you're sort of in the ball park.

If you've never played a city-builder, try this one. If you've played city-builders and have been looking for something new and next-generation, try this one.

Strangely, it seems to unify adults and kids in its fascination and interest. Am currently tussling with my daughter (11) over playing taking turns :-). Make no mistake, it's fun enough for kids and teens but sophisticated (and fun) enough for demanding adults.

See all 41 customer reviews on Amazon.com
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