Civilization VI - Mvemba a Nzinga

The Kingdom of Kongo was a small, but prosperous kingdom located on the west coast of sub-Saharan Africa. It can trace its origins back to the late 14th century, when Lukeni lua Nimi conquered the city of Mwene Kabunga and renamed it M'banza-Kongo. The city grew rapidly in an otherwise sparsely-populated region, and by the 17th century, it contained about one-fifth of the entire Kongo population (around 100,000 people). It's large population made it a prosperous and wealthy trading hub that eventually attracted the attention of European powers. The Portuguese set up colonies in Kongo territory, where they would set up a Roman Catholic church that would become one of the strongest churches in all of Africa. In 2017, the entire city of M'banza-Kongo was declared a UNESCO World Heritage Site.

Civilization VI - Mvemba a Nzinga portrait

In the first half of the 16th century, Kongo was ruled by Mvemba a Nzinga. His father converted to Christianity following the arrival of the Portuguese, and Mvemba a Nzinga added "Afonso" to his name, later becoming known as King Afonso I of Kongo. Afonso played a leading role in Kongo's conversion to Christianity and helped to establish and promote the Roman Catholic Church in the region. The reasoning for his conversion is unclear. Some scholars believe that he was motivated by genuine faith; while others believe that he was only complicit in the conversion in order to facilitate trade with European powers, and possibly to try to spare his population from becoming subject to the Atlantic slave trade. While Kongo had a slave economy of its own, and the kingdom willingly sold slaves to the Europeans, Afonso still denounced the Portuguese as exploiting Kongo's cooperation by kidnapping free Kongo citizens in violation of Kongolese law. The King of Portugal responded by dispatching officers to oversee the slave trade and ensure that only lawful slaves were sold to Europeans, and he demanded additional tribute from Kongo, such as wines and grains.

DISCLAIMER:
Civilization VI is still very early in its life-cycle. Strategies for the game (and for specific leaders and civs) may change as Firaxis applies balance patches, introduces new features, or expands the game through DLC or expansion packs, or as the Civ community discovers new strategies. As such, the following strategy guide may change from time to time. I will try to keep it up-to-date, and will make notations whenever changes are made. I'll also post links in the official 2K forums and CivFanatics, where I'll also report any changes made. If possible and practical, I will try to retain the original content of the strategy for posterity.

I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

This guide is up to date as of the Summer 2017 patch (ver. 1.0.0.167) (Nubia DLC)

Kongo is a civilization that thrives in jungles and forest, growing massive (and productive) cities. Mvemba a Nzinga adds a unique religious flavor to the civilization by preventing it from being able to found its own religion, while simultaneously wanting other players to send their religion to you.

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Civilization V

With Starships released, an expansion for Beyond Earth announced, and support for Civ V apparently done, I thought it would be a good time to take a look back at the game. I'm going to spend a few posts to discuss what Civ V did right, and what it did wrong, so that future games can learn lessons from this iteration's successes and failures.

Here I will present a Top 10 list of my favorite new features, mechanics, and design philosophies in Sid Meier's Civilization V (and its two expansion). These are the elements of the game that stood out the most to me as contributing to the fun and addictiveness of the game, and which push the series in positive directions. Most of these features are things that I would probably like to see return in future sequels.

But even though my intent here is to shine glowing praise on Civ V, I'm not going to ignore the faults of even my favorite features. Some of these mechanics are great ideas, but still suffered from problems in execution. So I won't shy away from constructive criticism where applicable, and I'll make recommendations to improve these great features in the future.

In a future post, I will also look at the things that Civ V got wrong.

Of course, any list of "good ideas" or "bad ideas" is going to be subjective. You may not agree with my opinions, and that's OK. If there's any features, mechanics, or design decisions that you really love in Civilization V, its DLC, or its two expansions, please feel free to leave a comment!

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Civilization V: Brave New World - banner

In my review of the Brave New World expansion for Civilization V, I expressed some disappointment that some of the legacy civilizations didn't receive significant updates. I also complained about a few mechanical issues such as how the "warmonger" mechanic works and the value of trade routes. Well, Firaxis has released a major update to the game earlier this fall that addresses some of these complaints.

Civilization V: Brave New World - German Hanse bank

Several of the vanilla civilizations received a major overhaul. As I mentioned in my review, Germany and America seem to have been completely one-upped by the Zulu and Shoshone. Well, Germany has been given a major update, and America has received a small tweak in order to better differentiate them from the BNW successors. In addition, Japan has received a small (but significant) buff.

Germany was probably the civ that was in the most dire need of a facelift, since the Zulu leave them completely in the dust. Both civs had a huge military flavor, discounts for unit maintenance, and a unique Pikeman replacement, and the Zulu had Germany beat on all accounts. In order to differentiate the two, The Landsknechts unique unit was replaced with a new unique building, the "Hanse".

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Civilization V: Brave New World - banner

One of my biggest criticisms with the Gods & Kings expansion pack for Civilization V was that none of the features added really felt all that fresh. They were just redesigns of old features that were present in previous games. Granted, they were also the most highly-requested features by the player community, but as concepts, nothing really felt new or original.

The new expansion, Brave New World changes all of that by adding never-before-seen concepts to the game, and they add a great deal of flavor and dramatically change the way that the game unfolds.

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A few more of the missing concepts from Civilization IV are re-introduced with a new coat of paint in Civilization V: Brave New World: trade routes and a world resolution system. Both systems are implemented differently than in the previous game, and both are kind of hit-or-miss this time around

I have long been asking for the introduction of some kind of international trade route mechanic to be added to Civ V. Without such a feature, the vanilla game (and Gods & Kings) were missing one of the key incentives to maintain peaceful relations with your neighbors. Well now we have such a feature. In some ways, it's a step forward from Civ IV's completely non-interactive trade routes, but it's also a bit clumsy.

Civilization V: Brave new World - coastal city
Coastal cities might seem weaker due to the lack of gold on sea resources, but sea trade routes are more profitable and have longer range than ground routes, so coastal cities are still valuable.
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Tomb Raider (2013) game banner

Crystal Dynamics really missed the point with this game. It seems like the creative team started the project with one creative vision to make a “lost on an island adventure story”, and then early on, they all got fired and replaced with people who were instructed by corporate overlords to make “Uncharted with a girl” and the final product turned into a mindless shooter.

Tomb Raider - limited edition box
The only things you'll be "surviving" for most of this game is bullets and explosions.

The game is called "Tomb Raider”, but the bulk of the game is an action shooter instead of exploring tombs.

The tagline on the back of the box says “A survivor is born”, and the first objective in the game is to find a bow and kill a deer for dinner, but then you don’t ever have to hunt or treat wounds or take refuge from the elements or do any other “survival” things.

A sheer majority of the game is shooting hordes of enemies in tedious gunfight after tedious gunfight after tedious gunfight. Maybe over the course of the game, you’ll stumble across a tomb or two. But if you do, it’s just a 15-minute detour while you solve a single environmental/platforming puzzle in order to collect an arbitrary and useless reward. The rest of your time will be spent running around the levels that you just cleared of bad guys and collecting random items.

Tomb Raider - hair physics
Hair probably isn't the part of Lara's anatomy that many ... um ... "fans" were hoping to see benefit from real-time physics, but then again, at least this is something innovative.

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