I already gave a pretty glowing review of Civilization VI. I did neglect talking about some of the problems and annoynaces that I have with the game. This is because most of these problems feel like relatively minor, nagging issues, rather than game-breakers, and the review was long enough as is without diving into nitpicks. So I decided to dedicate an entire post to these little nagging issues, nitpicks, and annoyances. Remember that I love the game! So the items listed here are not deal-breakers by any stretch. They are just small blemishes on an excellent game, and problems that I would like to see fixed in post-release patches.
While the game's UI is generally very minimal and clean, there are a number of frustrating issues with the user experience design.
Stop jumping around to different units!
Civ V had this same problem as well. The one-unit-per-tile rule means that after one unit moves, the game can't just skip to the next unit in the stack. Instead, it has to pick a unit somewhere else on the map. The logic for this doesn't seem to even bother trying to find a nearby unit or a relevant unit, and so the camera is constantly whipping around from one end of the map to the other. When trying to manage a large army during a war, this can get very annoying very fast.
There's already a "Unit needs orders" prompt, so there's no need to jump around the map selecting units.
If suitable logic can't be implemented to make this unit-cycling work a bit smarter, then players should be given the option (via the options screen) to disable it entirely. This is especially true for multiplayer. There is already a "Unit needs orders" prompt, so it's easy enough to just use that to jump to another unit. Otherwise, the game should just wait and let the player actively click on the next unit that I want to move. Heck, even if smarter unit-cycling logic is written, the game should probably still provide the option to turn it off.
Allow us to disable tutorial tips that we've already seen
Each tutorial tooltip dialogue should come with an option to "don't show this tip again". Civ games are long, and they often aren't played through to completion. So when learning the game, I end up restarting often. And since the game is still new, I still have the tutorial tooltips turned ON. I do this so that I can be reminded of how the newer features work (particularly the late-game features that I haven't seen as much).
In order to see the late-game tutorials [RIGHT] for mechanics that I don't understand yet,
I have to sit through the tutorial messages for early-game mechanics [LEFT] that I fully understand.
Leaving the tutorials on, however, means that I have to sit through all the early-game pop-ups as well. I already know how a district works and what a city state is; I don't need to see these tutorial messages again! But it is nice to see the messages for late-game stuff like national parks, archaeology, and corps, since I still don't have much experience with those features yet.
As such, I should be able to turn off the tips that I've already seen and know, while leaving on the tips that I haven't seen, or don't yet know... [More]
Firaxis has given me a belated birthday gift by releasing Civilization VI. They've also ensured that I don't get very much productive done during the months of October and November this year, since I've been sinking a whole lot of time into "one more turn"-ing myself late into the night. I've barely scratched the surface of the newly-released Dark Souls III DLC, my Madden franchise has fallen behind, and I haven't even bothered buying recently-released games like the new Master of Orion. My board game collection has been collecting dust, and my Dungeons & Dragons campaigns have been on hiatus. I'll get back to all those things after one more turn.
Oozing with production quality
The first thing that stood out to me upon entering my first game was the artwork. It's a pretty stark contrast from Civilization V's visuals. Civ V favored a semi-photo realistic quality. Many screenshots of the game's map look like satellite photos, and units (though exceedingly large) looked and animated realistically. This created a lot of pretty screenshots (still images), but the game looked kind of static, washed-out, and dull in motion. VI, on the other hand, goes for an exaggerated, vibrant, and more cartoonish look that reminds me a lot more of Civ IV and Civ Revolution.
The graphics are vibrant and highly informative. Everything that you see on screen genuinely means something.
What I really like is how utilitarian the visuals are. Almost everything on the game map is communicating part of the state of the game to the player. You can see every piece of infrastructure in and around a city, as well as exactly which tiles are being worked, all without having to open a separate screen and without having to clutter the screen with extra UI icons. There's even different graphics to represent the different phases of a building or wonder's construction that tells you exactly what that city is currently constructing, and how close it might be to finishing that wonder. It's attractive, but it's also clean and informative.
The fog of war is also wonderfully functional and neat to look at. This game renders the fog of war with the style of a hand-drawn map on canvas (similar to Total War: Shogun 2, which I loved). Heck, there's even an animated day/night cycle that was seemingly added because ... why not?
Improvements have different graphics for when they're un-worked [LEFT] versus worked [RIGHT].
The rest of the game shows similarly high production quality. There's actual cinematics for the win screens instead of dialogue boxes with a static image. Finishing a wonder results in an in-game cutscene of that wonder's construction. It isn't quite as pretty as Civ IV's pre-rendered wonder movies, but makes up for it by providing a sense of context that makes me feel like I'm seeing "my Oracle" instead of just the Oracle. There's more historic quotes, all of which are narrated wonderfully by Sean Bean. Firaxis even brought back composer Christopher Tin for some of the music. The new theme music, "Sogno Di Volare" ["The Dream of Flight"] isn't as immediately catchy as "Baba Yetu", but it's still an uplifting, memorable track that stands out more than the menu themes of Civ V. Put simply, this game just looks and sounds terrific... [More]
Civilization VI may look very similar to Civilization V at a glance, but once you start playing it, you're going to notice a lot of subtle differences. One of the most immediate differences will be the changes to unit-movement rules with respect to terrain. Units still travel on hexes, and terrain such as hills and forests still slow down movement, just as in the previous game. But this time around, the cost to enter a tile must be paid before entering that tile! This is a small, but significant change of rules that may force you to change the way that you explore the map.
The rewards of exploration are many, and finding these rewards is key to a good start.
Efficient exploration is key to getting off to a good start in Civilization. And a good start is key to success at higher difficulties and in competitive multiplayer. This is still true in Civilization VI. First and foremost, exploration will reveal valuable real estate for settling your first few cities, including resources, coast lines, and natural wonders. An efficient explorer will also be likely to uncover more tribal villages (i.e. "goody huts"), which will grant tech boosts, extra money, free units, or a head start towards founding your own pantheon. Efficient exploring will also introduce you to more city states, and you'll be more likely to be the first player to meet the city state. Being first to meet a city state will grant you a free envoy. This will grant you an immediate bonus depending on the type of city state, and it will put you one step closer to unlocking additional bonuses and becoming the suzerain of that city state.
So now that we've seen the rewards and benefits that await our exploration of the map, let's take a look at those new movement rules and how they'll impact our early exploration... [More]
Dominion is a short and simple deck-building card game.
Most of the board games that I like are very long, epic games that take hours to play. Games like Civilization, Battlestar Galactica, and Eclipse can take four or five hours to complete - all of which can still be finished before I'm even done setting up Axis & Allies 1940!. But sometimes, my friends and I don't have hours to burn on a board game, and we need something shorter to play. Fortunately, I have a handful of shorter games as well. And one of the best and shortest games that I play is the deck-building game Dominion.
Dominion is an exceedingly simple game to learn, set up, and play. The basic concept is that each player spends money from his hand to buy kingdom cards to place in your deck. Each kingdom card has special abilities that you can execute when you play it from your hand, and the strategy of the game comes from which cards you buy and how you chain their effects together to maximize your ability to buy victory point cards. Each game will have a group of treasure cards and victory point cards, some of which are distributed to each player to form their starting hands. Each player receives seven "Copper" treasures and three "Estate" victory cards. Shuffle them, and draw five for your starting hand.
To play the game, simply follow the
directions printed on each card.
When your turn comes along, you can have an Action Phase and a Buy Phase. During the Action Phase, you play any "Action" cards from your hand and resolve their effects. During the Buy Phase, you play any treasure cards in your hand to purchase new cards to add to your deck. Each card has a cost to buy it, which is printed in the bottom corner. Certain cards will grant you additional actions or buys (i.e. the ability to split your treasure to purchase multiple cards of smaller value), and chaining them together efficiently is the key to victory.
There's very few actual rules to learn, since all the actions in the game are resolved by simply reading the effects from the card. The only things you have to learn are some of the game's basic vocabulary (e.g. "action", "buy", "gain", "discard", "trash", "attack", and so on). Once you know what all those words mean in relation to the game (and most of them are self-explanatory), you are ready to play! The result is a simple and elegant game that can be picked-up and played within a matter of minutes.
But this simple game also hides some serious depth and versatility... [More]
Back in April, I expressed my dissapproval of the Raiders plan to relocate to Las Vegas. At the time, my primary objection was to the idea of building an NFL-size stadium adjacent to UNLV's campus. But as time has moved on, the plans have shifted, and the city has come up with new location proposals for the $1.9 billion stadium, as well as new financing plans. Last week, the Nevada State Legislature, on the order of Governor Brian Sandovall, convened a special session to vote on the proposed stadium financing plan. The successful vote was a win for the Raiders' plan to relocate, but was a major loss for the city of Las Vegas and state of Nevada.
Here is a video of the proposed stadium, which appears to be located near Russel Rd, west of the I-15.
The finance plan requires the city of Las Vegas to raise $750 million in funds from a hike in room taxes for its hotels. This leaves taxpayers supposedly off the hook by passing the bill onto tourists. Critics have complained that this takes money away from Las Vegas schools and other public infrastructure and services, but this criticism is a bit of a red herring, as there were no plans to collect such revenues and spend them on schools or other services to begin with. Critics are valid in pointing out, however, that this does take that money away from potentially being collected for the purposes of funding education or services in the future.
The city, tourists, and UNLV all get screwed
I would be fine with this $750 million price tag if the plan guaranteed some degree of revenue or profit-sharing for the city of Las Vegas. It would be an up-front investment with the potential of paying for itself over the long-term. No such fortune for us Vegas residents. This is a bum deal for the city of Las Vegas, however, as the plan does not allow for any revenue or profit-sharing from the proceeds that the stadium may gain. So public money is being spent on the project, but no money is going back to the public. Sheldon Adelson and Mark Davis are both billionaires. If they really wanted the Raiders to move to Las Vegas, they can afford to build their own damn stadium.
Mark Davis and Sheldon Adelson are both billionaires. They can afford to build their own damn stadium.
What really sours this deal though is that it also presents some other "screw you"-s to the city of Las Vegas. The plan to build a new stadium started out as a plan to build a new stadium for UNLV's football program. But UNLV gets screwed by this deal, as they will actually have to pay approximately $250,000 per game to the stadium's owners in order to play their home games there! They'd have to pay $250,000 per game to "rent" this facility! "Public stadium", my ass! If Las Vegas is raising tax money to pay for this stadium (and we're paying for almost half of the entire bill), then it should belong to the City of Las Vegas or Clark County. If it belonged to Las Vegas, then our public university (UNLV) should be able to use the facility, and should get revenue from ticket sales. Not so, apparently. Make no mistake, this is not Las Vegas' stadium; this is Mark Davis and Sheldon Adelson's stadium.
We don't get the stadium; we only get the debt. NFL teams have a long, sad history of screwing cities with stadium deals... [More]
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