Civilization A New Dawn - title

Sid Meier's Civilization computer game seems ripe for conversion into a board game. The PC game is, after all, basically just a computerized board game that plays out on a grander scale. Sid himself was inspired by many classic board games, including Risk and Axis & Allies. Fantasy Flight has already taken a stab at trying to distill the core mechanics of Civ down into a digestible board game when they released Sid Meier's Civilization: the Board Game back in 2010. I really like that game, even though it is a bit bloated and unwieldy. Attempting to directly translate Civ's mechanics down into board game form unsurprisingly results in a fairly complicated game that takes a very long time to learn and play.

Fantasy Flight's approach this time around seems to be to develop an elegant board game, and then apply the Civilization license onto it. The result is a board game that feels much more distant from the computer game, but which plays much more smoothly as a board game.

Civilization, streamlined

Perhaps the biggest problem with the older Civilization board game is the game length and amount of downtime. Games could run for over five hours, and the fact that each player resolved their entire turn phase (city management or army movement) before moving onto the next player meant that you could end up sitting for 20 to 40 minutes, twiddling your thumbs and waiting for other players to resolve their turns. That is one of my biggest peeves with a lot of epic games: too much downtime.

Civilization: A New Dawn -
A New Dawn is a very elegant game.

A New Dawn addresses that problem by having each player take only a single action in each of their turns. There are no phases; just take an action from your focus bar and then move on to the next player. Turns, therefore, are very quick, turnaround time is very short, and the game moves along at a rapid pace. This, ironically, serves to better maintain the "one more turn" addictive nature of the computer game. You might find yourself neglecting bathroom breaks for several turns because things are moving along so swiftly. Your turn is generally quick enough that you want to finish it before you step away or take a break, and other players' turns are so quick that you don't want to step away because you know it'll be back around to your turn in a few minutes.

Longer games with longer turns and more downtime can also often result in players outright forgetting what they were planning on doing by the time the turn gets back around to them. Either that, or the large amounts of moves and actions that the other players take changes the game state so much that, when your turn comes around, the thing you were planning on doing is no longer ideal -- if it's even possible.

That's rarely a problem in A New Dawn because each player does one thing on their turn, so the state of the board isn't radically changing between your turns. It's much more of a gradual change. That doesn't mean that other players can't disrupt your plans; they certainly can, especially when combat between players starts happening. It just means that you aren't going to be sitting there bouncing up and down in your chair waiting to pull off a spectacular move, only to have another player blow up all your plans at the last minute and leave you spending far too long wondering "What the heck do I do now?" when your turn starts...

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Thursday, November 10, 2016 02:08 AM

Civilization VI nags and nitpicks

in Video Gaming by MegaBearsFan

Civilization VI review

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.

Useability issues

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.

Civilization VI - unit needs orders
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...

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Grid Clock provided by trowaSoft.

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