More importantly, you can't amalgamate that information to help create the proper religious institutions that would help alleviate large numbers of citizen's problems all at once.
Removing buildings influence on the surrounding environment also means that your cities aren't the beautiful well-organized things they usually are in these city-building games. While the game includes roads, landscaping and beautification tools, these things are free of charge and have absolutely no impact on your citizens. Your Egyptians don't use roads to reach their destinations, nor do gardens or plazas make citizens feel any better. As a result, players tend to focus on things that actually impact the game, rather than useless aesthetic improvements.
While the roads can be used to plan out building locations, what's the point? Buildings can get plopped down anywhere, making cities look like a random mish-mash rather than the structured societies they're supposed to be. Because travel time is a factor as well, buildings tend to get clustered together, leaving much of the land on the map open because it's useless. The lack of building impact removes one of the most fun aspects of urban planning, land use management, the need to make the most out of every square foot.
The game's interface is also really poorly constructed. Rather than offer a number of different informational screens attached to buttons as in most city building games, a lot of vital information such as the contents of houses come up as meta-text pop-ups when you move the cursor over it. Without any indication that these informational pop-ups exist or how to get them, it's very easy for players to become mystified at exactly what problems they're supposed to be fixing.
Even when you do know they're there, though, the interface is so crowded that getting the pop-ups can become an annoying game of "hunt the pixel". Going along with the basic theme of "poor city control", the game's interface lacks decent global summary or command screens.
Certain educated workers such as overseers need to be micromanaged in order to be effective annoying in itself. Unfortunately there's no way to see what my overseers or laborers or anybody else are all working on and make global changes. If you're building big prestige-building statues for example, the overseer has to be first set to mine basalt blocks, then changed to oversee construction to finish the project. There is a "Work on nearest site" setting, but in my experience, it doesn't work all that well, meaning the overseer seems to spend inordinate time lounging around in his house eating MY bread.
Another example is cargo drop-off zones where imported raw materials are left so craftsmen can get them. The commands to select what gets dropped off in the zone are labeled by regional names - not resources. I can't express strongly enough how stupid that is. If you don't remember that cedar wood comes from a specific place in Libya and label the zone correctly, your shipwright may end up trudging across half the city to pick up what he needs. The lack of big picture information makes the player feel incredibly distant from the city.
All too often fixing and fine-tuning your city to work harmoniously is a matter of feel and guesswork more than anything else. Graphically the game is good, though not spectacular. Children of the Nile is built on the Empire Earth engine, which, though a little dated, excels at offering good views with lots of details from both high-in-the-sky down to insane close-ups. The game's art direction is also good. Of course it's hard to go wrong with ancient Egyptian buildings, which were some of the most beautiful structures ever created.
Particular stand-outs include the Pharaoh's palace with its murals and frescoes painted on the outside walls and the many different cyclopean statues that serve to beautify the city.
The sound effects and music are good also, although the music is not so spectacular that you'd want to listen to it for the many hours that a particular campaign mission would take. In short, when taken as a whole, Children of the Nile is a disappointment. In exchange for use of the TILTED MILL Services, and to the extent that your contributions through use of the TILTED MILL Services give rise to any copyright, design right or any other intellectual or industrial property right you hereby grant TILTED MILL an exclusive, royalty-free, perpetual, irrevocable, fully transferable and sub-licensable worldwide right and license to use your contributions in any way and for any purpose including, but not limited to the rights to reproduce, copy, adapt, modify, perform, display, publish, broadcast, transmit, or otherwise communicate to the public by any means whether now known or unknown and distribute your contributions without any further notice or compensation to you of any kind for the whole duration of protection granted to intellectual and industrial property rights by applicable laws and international conventions.
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Immortal Cities: Children of the Nile screenshots:. Size: If you come across it, the password is: online-fix. Rock of ages.
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