Compara los precios de CivCity: Rome en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por FireFly Studios. Publicado por 2K Games. Lanzado el 6/4/2007. Disponible en PC. Géneros: Strategy. Puntuación Metacritic: 67/100.

A Roman city-builder that zooms in where Civilization zooms out, solid construction loops, but rough edges keep it from true greatness.

CivCity: Rome is a single-city construction and management sim set in ancient Rome, developed by FireFly Studios in collaboration with Firaxis Games and published by 2K Games. The core pitch is straightforward: instead of managing an empire at the macro level like a traditional Civ title, you plant yourself inside one city and wrestle with housing, supply chains, entertainment, and military defense at street level. If you have ever bounced off Caesar III because of its punishing road-access logic, CivCity Rome sits a notch friendlier, resource walkers still matter, but the friction is tuned down enough that a newcomer can get a functional city running without consulting a wiki for the first three hours. The city-building loop itself is competent and occasionally satisfying. You layer housing insulae up through patrician villas by meeting escalating demands: food variety, access to baths, temples, theatres, and increasingly specialized services. Watching a neighborhood evolve from mud-floor hovels to marble-fronted estates as you nail each requirement has a genuine feedback rhythm. The production chains, grain to bakery, clay to pottery, ore to weapons, are readable without being trivial, and balancing labor allocation across districts gives you enough levers to feel like you are actually managing something. Military recruitment and basic defensive placement add another layer late in campaigns, though combat is more of a checkbox than a system. Where the game struggles is depth and polish. The AI governing city simulation events is thin by modern standards, and once you have learned the demand curves for each housing tier there is limited emergent chaos to keep later sessions tense. Campaign missions largely repeat the same escalating checklist structure, so the 20-hour mark can feel like you are grinding the same problems in a different map skin. The Civilization brand association is mostly cosmetic, do not expect the tech tree, diplomacy, or civilization-level strategy that name implies. That mismatch almost certainly accounts for a chunk of the mixed review score, since players expecting a Civ spin-off get a mid-tier city-builder instead. For the target audience, though, that mid-tier label is not a death sentence. If you enjoy the Caesar or Pharaoh lineage of isometric Roman city-builders and want something with gentler onboarding, CivCity Rome delivers a few solid weekends of play. The visual presentation holds up reasonably well for its era, and the zoom feature that lets you inspect individual citizens going about their routines is genuinely charming. There is no meaningful mod ecosystem to speak of, which limits long-term replayability compared to deeper strategy titles, but the base content is sufficient for a focused playthrough. Approach it as a relaxed, accessible Roman builder rather than a strategy epic and your expectations will land correctly. Diego, Scout Team

CivCity: Rome

CivCity: Rome

6 abr 2007FireFly Studios2K Games
GamerScout opina

A Roman city-builder that zooms in where Civilization zooms out, solid construction loops, but rough edges keep it from true greatness.

PC
Steam Deck PlayableProtonDB Gold
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Acerca de CivCity: Rome

CivCity: Rome is a single-city construction and management sim set in ancient Rome, developed by FireFly Studios in collaboration with Firaxis Games and published by 2K Games. The core pitch is straightforward: instead of managing an empire at the macro level like a traditional Civ title, you plant yourself inside one city and wrestle with housing, supply chains, entertainment, and military defense at street level. If you have ever bounced off Caesar III because of its punishing road-access logic, CivCity Rome sits a notch friendlier, resource walkers still matter, but the friction is tuned down enough that a newcomer can get a functional city running without consulting a wiki for the first three hours. The city-building loop itself is competent and occasionally satisfying. You layer housing insulae up through patrician villas by meeting escalating demands: food variety, access to baths, temples, theatres, and increasingly specialized services. Watching a neighborhood evolve from mud-floor hovels to marble-fronted estates as you nail each requirement has a genuine feedback rhythm. The production chains, grain to bakery, clay to pottery, ore to weapons, are readable without being trivial, and balancing labor allocation across districts gives you enough levers to feel like you are actually managing something. Military recruitment and basic defensive placement add another layer late in campaigns, though combat is more of a checkbox than a system. Where the game struggles is depth and polish. The AI governing city simulation events is thin by modern standards, and once you have learned the demand curves for each housing tier there is limited emergent chaos to keep later sessions tense. Campaign missions largely repeat the same escalating checklist structure, so the 20-hour mark can feel like you are grinding the same problems in a different map skin. The Civilization brand association is mostly cosmetic, do not expect the tech tree, diplomacy, or civilization-level strategy that name implies. That mismatch almost certainly accounts for a chunk of the mixed review score, since players expecting a Civ spin-off get a mid-tier city-builder instead. For the target audience, though, that mid-tier label is not a death sentence. If you enjoy the Caesar or Pharaoh lineage of isometric Roman city-builders and want something with gentler onboarding, CivCity Rome delivers a few solid weekends of play. The visual presentation holds up reasonably well for its era, and the zoom feature that lets you inspect individual citizens going about their routines is genuinely charming. There is no meaningful mod ecosystem to speak of, which limits long-term replayability compared to deeper strategy titles, but the base content is sufficient for a focused playthrough. Approach it as a relaxed, accessible Roman builder rather than a strategy epic and your expectations will land correctly.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamCity BuilderAncient RomeSupply Chain ManagementHousing ProgressionCampaign ModeIsometricCasual StrategySingle City Sim

Requisitos del sistema

Mínimos

Processor
1.6 GHz
Memory
512 MB RAM HDD Space: 2.5 GB uncompressed space Video: 64 MB video card (with Hardware T&L, nVidia GeForce 3/ATI Radeon 8500 or better) Sound: Dire…

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Reseñas y valoraciones

Metacritic
67
Steam
72%(935)

Información del juego

Desarrolladora
FireFly Studios
Distribuidora
2K Games
Fecha de lanzamiento
6 abr 2007

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¿En qué plataformas está disponible CivCity: Rome?

CivCity: Rome está disponible en PC.

¿Cuándo se lanzó CivCity: Rome?

CivCity: Rome se lanzó el 6 de abril de 2007.

¿Quién desarrolló CivCity: Rome?

CivCity: Rome fue desarrollado por FireFly Studios y publicado por 2K Games.

¿Merece la pena comprar CivCity: Rome?

CivCity: Rome tiene una puntuación Metacritic de 67/100, lo que lo convierte en uno de los títulos destacados de Strategy. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.