Cities: Skylines: Industries - title

Wow, Colossal Order is really popping out these Cities: Skylines expansions in rapid succession! I feel like this is the third or fourth expansion in the last year alone! ... Hold on, let me check ...

Expansion titleOriginal release
After Dark coverAfter Dark24 September 2015
Snowfall coverSnowfall18 February 2016
Match DayMatch Day*9 June 2016
Natural Disasters coverNatural Disasters29 November 2016
Mass Transit coverMass Transit18 May 2017
ConcertsConcerts*17 August 2017
Green CitiesGreen Cities19 October 2017
ParklifeParklife24 May 2018
IndustriesIndustries23 October 2018
* denotes a mini content pack, rather than full expansion.

... So, yeah; third full expansion in the last 12 months (give or take a few days). Fourth expansion in the last 14 months if you want to count the Concerts content pack. Colossal Order seems to have been following a pattern of two full expansions and a mini content pack each year since the game released. I guess that's one way to keep your game relevant. It has certainly kept me coming back every few months.

Never as robust as I would like

The problem is that the limited development time means that the content that is provided in these expansions rarely ever feels as robust or comprehensive as it should -- at least, not to me. As such, I feel like I'm getting diminishing returns from each new expansion. The amount of content that is already in the game means that each new expansion feels like relatively smaller drop of content into an already-large bucket. Each expansion feels like it gives us less to do, and has that much of a smaller impact on the overall gameplay experience.

Adding to the problem of diminishing returns: every single expansion has had some glaring omission or weakness that bothered me, and none of the later expansions have bothered to go back in and address the weaknesses and limitations of the previous expansion(s). After Dark failed to include zoneable public beaches and didn't really make the day/night cycle feel as meaningful as it should. Snowfall failed to include season cycles to go along with After Dark's day/night cycle, and completely dropped the ball with regard to mechanics like ski resorts. Natural Disasters probably felt like the most "complete" and well-rounded expansion (not to mention the most novel one), but still suffers from its content being random, and it neglected to introduce any winter-specific disasters to go along with Snowfall.

Industries follows a long-standing trend with Skylines expansions neglecting seemingly-obvious features.

Mass Transit brought the long-overdue ferry transit option, but neglected to revise cargo harbors to make cargo ship routes more practical, and didn't have any water-based city services (like a coast guard, for example) that would allow a true island economy to function without a network of bridges for freight and emergency services. Green Cities was maybe the laziest expansion, and it focused on pollution-management, but didn't bother to actually make pollution any more relevant or challenging to begin with. Lastly, Parklife granted a lot of player expression, but failed to incorporate the legacy parks into the new modular park feature and doesn't allow the camera to zoom in close enough to get a good look at your pretty decorations.

This isn't to say that all these expansions are "bad". I've liked them all (except maybe for Snowfall and Green Cities), but none of them have really wow-ed me with their content (except maybe for Natural Disasters). And the modular nature of each expansion means that it has limited-to-no impact on the core game systems, and limited-to-no interaction with the previous expansions.

The latest expansion, Industries follows suit. It promises to re-invent the way that your cities' industry functions, but kind of does it in an almost half-assed way. Much like the expansion before it, Parklife, Industries doesn't really incorporate the old legacy industry zones into the new industry mechanics. The new "Industry Area" paintbrush is virtually the same mechanic as the Park Area paintbrush from the last expansion. It isn't a replacement for the original industrial district specialization, so if feels like it's pretty much duplicating that content rather than re-inventing it.

You paint an area as an "Industrial Park", just like the parks in Parklife.

...

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Cities: Skylines: Parklife - title

Parklife is perhaps the single Cities: Skylines expansion that I have most looked forward to. That is because the focus of the expansion seems to be pulled almost verbatim from my own "Great Outdoors" wishlist. I'm not going to take credit for having designed this expansion for Colossal Order, because I posted that wishlist in February, and the game is releasing in May, so unless Colossal Order is supernaturally efficient at creating expansions, there simply wasn't enough time for them to design and implement Parklife after reading that wishlist. It seems like someone in Skylines design is thinking along the same wavelength as me. But who knows? Maybe somebody did see my wishlist and incorporate some elements of my ideas into the development in progress? It's certainly one heck of a coincidence!

Cities: Skylines - amusement park mods
Much of Parklife's content seems inspired by mods.

In any case, it should seem pretty obvious that I'm pleased to see this expansion incorporate so many of my own ideas and suggestions. While Parklife still isn't going to offer the same degree of freedom and creativity that you can get from mods, having these more free-form park-creation and decorative tools should be a welcome addition for anybody who enjoys adding a little more personal flavor to their city. And honestly, is there anyone playing a city-builder who doesn't enjoy making their city look pretty?

A walk in the park

One of the strengths of Cities: Skylines has always been the way that the game utilizes its space and the natural environment. The mechanical limitations of the terraforming tools means that you rarely (if ever) have the money and terrain available to make wholesale changes to the geography of the map. Even if you have a billion dollars saved up in your city's coffers, the fact that every cubic meter of dirt that you excavate has to go somewhere, and every cubic meter of dirt that you dump has to come from somewhere, means that you can only do so much to modify the map. Starting out with a limited budget, small pool of unlocked buildings, and a relatively small plot of land means that young cities often have to work around environmental and natural obstacles, which made those obstacles part of the character of your city. Well now you can actually formally use those obstacles.

Cities: Skylines - resource options
I now have a more meaningful choice of how to utilize this resource-rich mountain.

Parklife allows you to leverage these features of your landscape as part of your city-beautification plans. That mountain that is too big to level, and too steep to realistically build on, can now be turned into a massive park, complete with hiking trails, lookout points, and so forth. If that mountain also happens to have ore or oil resources under it, then now I suddenly have some meaningful choices to make on how to effectively utilize the resources. What used to be a near-obvious matter of "build some mines" actually has some viable alternatives.

Sure, you were always able to place walking paths in places like that, but the game (and the citizens of your city) never really recognized it as a place they can go for leisure and entertainment. If they didn't have to go to work on the other side of that mountain, they simply wouldn't walk those trails. No matter how beautiful you would make it, that mountain-side hiking trail was always little more than useless dead space.

Cities: Skylines - nature preserve
Areas that used to be dead space that was impractical for construction can now be utilized.

That's no longer the case. Every last square meter of your city can now be turned into useful park space if you feel so inclined...

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Civilization VI review

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.

Civilization VI - informative graphics
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...

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Civilization VI review

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...

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Sid Meier's Civilization VI

A few weeks ago, Firaxis and 2K Games ensured that fall of 2016 is going to be very busy for me. They announced Sid Meier's Civilization VI, which is due out October 21. Believe it or not, my reaction to this was actually a little bit mixed. While a new Civ game is obviously exciting, I have to fight back a feeling that it's too soon.

For one thing, I was expecting at least one more expansion for Beyond Earth, which I feel still has some annoying holes in its gameplay (most notably, its air units and generally dull orbital layer). If those holes were filled, and if the game's map could change over the course of the game, then Beyond Earth has the potential to rise out of mediocrity and stand at the same level as Civ V as a unique and engrossing sci-fi strategy game. Now, that looks very unlikely. Since the first expansion (Rising Tide) would expand the shallow naval and ocean gameplay, I had expected that a second expansion (which I had personally code-named "Falling Skies") would expand air units and orbital gameplay and maybe add flying cities.

Sean Bean introduces us to Sid Meier's Civilization VI - due October 21st.

The other reason that I felt Civ VI is too soon is because I was still hoping to get back into modding for Civ V. I still had one massive mod that I've been working on off-and-on for years that just needed some bug fixes and polish before I could release it. I had put off finishing it until after I'd completed my series of strategy guides for Civ V, and I was hoping for a few years in between games so that I could finish the mod and have time for people to play it. But now that Civ VI is announced, I feel less motivated to bother with that mod, since most players (including, most likely, me) will move onto Civ VI come October anyway. Maybe I'll work up the motivation to get that mod out anyway; we'll see. In any case, I'll hopefully get more into modding for Civ VI earlier so that I can release more content for that game, and maybe make some more ambitious projects...

The good news is that Civ VI does look to be fulfilling one of my wishes of being more focused on empire-management...

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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