Children of the Nile
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''Immortal Cities: Children of the Nile'' is a
city-building game A city-building game, or town-building game, is a genre of simulation video game where players act as the overall planner and leader of a city or town, looking down on it from above, and being responsible for its growth and management strategy. ...
set in ancient Egypt, developed by
Tilted Mill Entertainment Tilted Mill Entertainment is a video game developer located in Winchester, Massachusetts. It was founded in 2001 by former Impressions Games lead designer and general manager Chris Beatrice, business manager Peter Haffenreffer, and designer Jef ...
. The game was released November 2004 in the United States and February 2005 in Europe. It is part of the '' City Building'' series.


Gameplay

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 Pharaoh (, ; Egyptian: '' pr ꜥꜣ''; cop, , Pǝrro; Biblical Hebrew: ''Parʿō'') is the vernacular term often used by modern authors for the kings of ancient Egypt who ruled as monarchs from the First Dynasty (c. 3150 BC) until the ...
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. Luxury shopkeepers and nobles will have children who can be educated by priests, becoming "graduates" who may perform advanced services like serving as military commanders, working as overseers of the laborers who extract stone and build monuments, or becoming scribes and priests, who provide health care, religious services, education and perform various government administrative duties, like assessing fields for taxation or running exchanges to make shopkeepers more efficient by centralizing the supply of raw materials. The number of "graduates" in a city is unlimited, but only a certain number can be employed as educated workers at a time. This number is determined by the player's prestige rating, which can be increased in various ways, namely: the completion of world map missions; the purchase of palace upgrades and ensuring a wealthy and well-supplied royal family; monumental tomb construction; and propaganda in the form of steles and
obelisk An obelisk (; from grc, ὀβελίσκος ; diminutive of ''obelos'', " spit, nail, pointed pillar") is a tall, four-sided, narrow tapering monument which ends in a pyramid-like shape or pyramidion at the top. Originally constructed by An ...
s commemorating the player's achievements on the world map. Prestige can also be lowered if a member of the royal family dies without being properly mummified by a mortician and interred in a royal tomb; the reduction in prestige is especially high if this family member was the Pharaoh.


Legacy


''Enhanced Edition''

On July 8, 2008, Tilted Mill released ''Children of the Nile: Enhanced Edition,'' a new enhanced edition of the game with several refinements. Among the changes made were new buildings like the brickyard. On July 10, patch 1.3 for the retail version was released which upgrades it to the enhanced edition. ''Children of the Nile: Alexandria'', an expansion for the ''Enhanced Edition'', was released September 10, 2008.


Browser game

''Immortal Cities: Nile Online'' is a browser-based game set in Ancient Egypt, developed by Tilted Mill. It was released on March 5, 2009. Like many browser games, there is no set goal. The game is played on an infinite-round basis—there are no resets planned. The main focus of the game is on trading resources in order to increase the player's palace level or number of cities. There is a
player versus player Player versus player (PvP) is a type of multiplayer interactive conflict within a game between human players. This is often compared to player versus environment (PvE), in which the game itself controls its players' opponents. The terms are mos ...
aspect that allows players to gain control of "monuments" from either an
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech r ...
force or other players. As of March 3, 2009, there were approximately 5000 registered players. Part of a discussion about ''Nile Online'', during an interview with Tilted Mill's President,
Chris Beatrice Chris Beatrice is a video game designer and artist noted for primary creative development of popular historical strategy games, including ''Lords of the Realm'' series and the '' City Building'' series. Beatrice worked at Sierra Entertainment's ...
, by gamersetwatch.com: "A lot of different goals came together with Nile Online. First we wanted to see if we could make a much simpler, much more accessible and less demanding game that still provided a lot of the city building experience, and also looked really great". The blog "The Freshman" highlighted the real-time nature of the gameplay, in which the player can start lengthy tasks and return to the game later to find them completed, and described the relative honesty of the players in the game. Krish Raghav, in his ''Wall Street Journal'' blog, commended the game's careful balance of goods, raw materials and trading; the co-operation required between players and the roleplaying effect this has on the game's social aspect; and the "unconscious, tangential teaching and learning of complex economic concepts".


Reception


References


External links


Official ''Children of the Nile'' website

Official ''Nile Online'' website

''Immortal Cities: Children of the Nile''
at MobyGames
GameSpot review



Eurogamer review
{{Titan Engine games 2004 video games City-building games Sega video games Titan (game engine) games Video games developed in the United States Video games scored by Keith Zizza Video games set in antiquity Video games set in Egypt Video games with expansion packs Windows games Windows-only games Single-player video games