Immortal Cities: Children of the Nile | |
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Developer(s) | Tilted Mill Entertainment |
Publisher(s) | |
Designer(s) | Chris Beatrice |
Engine | Titan 2.0 |
Platform(s) | Microsoft Windows |
Release | |
Genre(s) | City building |
Mode(s) | Single player |
Immortal Cities: Children of the Nile is a city-building game set in ancient Egypt, developed by Tilted Mill Entertainment. The game was released November 2004 in the United States and February 2005 in Europe.
Unlike many similar titles, there is no treasury of abstract currency with which the player constructs buildings and issues edicts. Instead, the player designates construction sites for various classes of citizen, who are divided into private workers and government workers. Any citizen who is eligible for social advancement will move in and construct his dwelling, performing the functions of his new profession. Most of these construction sites are free to designate and will be constructed in a few moments by their new occupants, but most government buildings must be constructed with bricks, which are created in government-run brickworks and carried to construction sites by bricklayers.
All citizens, private or government, use bread as a form of currency, and all bread is made from grain grown by farmers of the peasant class, whose numbers are themselves limited by the number and personal wealth of citizens of the noble class. All in-game wealth, therefore, ultimately derives from the estates of the nobility. Harvested food is automatically distributed to the nobility and farmers (with nobility taking a far larger share, based on the size of their townhouse, which is itself based on the amount of food the occupants possess). Shopkeepers, who sell various crafted goods and luxury items, earn food by selling their wares to other citizens. Servants and entertainers earn food by selling their services to the nobility; servants can also work for luxury shopkeepers. Government workers, which include soldiers, priests and scribes, are allotted some of the food which has been taxed by government-employed scribes working as tax assessors; food to be distributed this way is stored in bakeries while the surplus is stored in granaries. The palace of the Pharaoh is a cross between a private townhouse and granary; it receives a percentage of all taxed food, which the palace staff uses to purchase crafted goods for the royal family, which, together with palace enhancements (purchased with government-owned food and bricks), improve the player's prestige rating. Surplus food stored in granaries or the palace may be used in trade or in the various world map-level missions, some of which may be required to complete the scenario.
All citizens' needs must be tended to in order to keep them happy and working efficiently, with upper-class citizens such as nobles requiring the most goods and services to remain happy. All citizens will want common crafted goods and access to religious and healthcare facilities, while upper-class citizens also desire a variety of luxury goods, some of which cannot be made and must be imported. Nobles also require the services of entertainers, who perform in exchange for food, and will eventually wish to purchase a family tomb, which the player must construct and make available to the nobility. All families will desire the services of a priest working as a mortician when a family member dies, regardless of tomb availability. Dissatisfied citizens will stop working and protest; the royal family will never do this, but the player's prestige rating will suffer until their needs are addressed.