It actually pains me to review Immortal Cities: Children of the Nile because it's one of those games that could have been so good. They had everything on their hands, but messed up, totally.
The big standout on Immortal Cities: Children of the Nile is it's amazing, soft graphics, quite advanced for the time and one of the best on the history city building/sandbox genres back them, but let's leave those outside.
On Immortal Cities: Children of the Nile the player must lead a certain civilization to greatness by taking the role of a series of pharaohs in Egypt. The main goal is to increase prestige, mainly by growing the size and power of your cities. The game features a grand campaign that allows you to take on a series of challenges that increase difficulty as you successfully complete them. These challenges contain at least 3 scenarios - one military based, one based on prosperity and one that contains both sides. You can only choose one. The game also comes with three excellent tutorials that will teach you everything you need to know.
The big difference between Immortal Cities: Children of the Nile and the other sandbox/historic building games is that this game is focused on your citizens needs, rather than what they do (are made for/need to do). You need to provide resources for every single citizen on your city, by combining the resource gathering ability (or, one could say, duty/enslavement) of the lower class citizens, with the knowledge, power and control of the higher class citizens - mainly nobles.
So, Immortal Cities: Children of the Nile has a little of a virtual life genre on it. You must guarantee for instance all your citizens have access to the hospital, or to the temple; or you must make sure every noble (and royal family member) can perform a funeral successfully, as well as have access to a mortuary, or else you won't gain the infamous prestige.
The thing is, it's impossible to do so. General needs like Religion require micromanagement, mainly because the game comes with a handful of gods, and you can only dedicate one temple to one god. Citizens go to the temples to pray for certain personal situations, such as the death of a family member, or a good harvest. Building temples isn't the worst - recruiting priests for them is. I won't go on detail, but you need to wait for a child of noble family to grow. Then, the child needs to go to the school (which requires another skilled worker) and learn for a few days. Only them you have your priest. Not only that but the priest is also in charge of the hospital, mortuary and apothecary, so you need to constantly send him from place to place. Adding a few extra temples to the list is like drowning on Alaska.
It's worth mentioning the few important bugs. Sometimes, citizens do not go to a hospital, even if one is available or do not have access to a certain type of good (for an unknown reason), which can lead to certain scenario problems and in a few rare cases, even block its completion, resulting in a scenario restart.
Scenarios are mainly long and boring and the needs of the citizens can be quite frustrating. I think Immortal Cities: Children of the Nile shouldn't focus so much on the needs of the citizens, or at least give you the tools to better understand what is keeping them from being satisfied, which doesn't.
Considering it's hard to get through the first scenarios, which fastens the will of players giving up on the game, all its bugs and micromanagement hells, I consider Immortal Cities: Children of the Nile to be the average sandbox/historic city building, which is a shame.
Replay Value: 5/10