Civilization VII - title

If you read my review of Civilization VII, then you know that I have some significant reservations with the way that Firaxis broke the game up into 3 distinct ages. This has easily been the most controversial change in a game that made a lot of questionable decisions.

I'm not going to speak for other players, nor am I going to repeat my review, but my biggest issues with the ages of Civ VII are as follows:

  • The ages end suddenly, without giving the player an opportunity to finish ongoing tasks,
  • The age transitions skip the transitionary periods in between ages,
  • The crises don't always feel like fair tests of an empire's stability.

First and foremost, I'm not going to propose that the ages should just be removed. The ages are too fundamental to the game's design and Firaxis' vision for it. But more importantly, I don't actually think that the solution should be to throw out the baby with the bath water. There are redeeming qualities to the ages as well (which I also talked about in my review). As such, I want to take a few moments to share some ideas that I have for how the above issues could potentially be addressed by Firaxis in future updates, DLC, or expansions.

I'm also going to present the idea in order of complexity and ease-of-implementation, from the simplest and easiest changes, to the most involved. The simpler ideas could easily be patched into the game, while some of the more complicated ideas could require a bigger DLC or expansion.

Ages end suddenly, and often prematurely.
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Civilization VII - title

When Civilization VI released, it was criticized by many as being a "do-over of Civ V." It was, indeed, a much more iterative release than many other Civ games have been, taking the concept of "un-stacking" units that was pioneered by Civ V, and expanding that to include un-stacking of cities. Then it threw in some iterative changes to many other core systems that had been introduced in Civ V, such as city states, religion, trade routes, and archaeology (to varying degrees of success). The end result is that Civ VI felt very familiar to anyone who had played Civ V.

That is absolutely not the case with Civilization VII, which enters life in a much more competitive market, and may have felt pressured to do things different. Civilization isn't the only dog in the yard anymore, when it comes to historic 4-x strategy gaming. For the first time in the series' history, it has real competitors in the form of Amplitude's Humankind, Microsoft's Ara: History Untold, Paradox's Millennia, and others. In fact, Civ VII seems to have taken many design cues from these competitors, and there definitely seems to be a lot of convergent design.

For example, Civilization VII borrows the idea of changing cultures between the different eras, which was introduced by Humankind. It divides the game up into 3 distinct Ages, similar to how Ara divides its gameplay up into 3 Acts. And all of Humankind, Millennia, Ara, and Civ VII feature units that stack together into armies. And that says nothing about all the "live service"-inspired systems that have been added, such as cumulative progression rewards for each leader, profile badges, and so forth. These all represent pretty dramatic departures from what Civ V and Civ VI were doing, and I'm not sure if I like the way that these creative choices have affected this version of Civilization.

3 ages of history

The division of the game into 3 Ages is probably going to be the most controversial change, since it fundamentally changes the way that the game is played.

Civilization VII is not designed as a single, seamless trek through alternate human history. Instead, it is basically divided up into 3 smaller, more focused games, each with their own distinct gameplay mechanics and goals. I couldn't find any statements from 2K or Firaxis that the ages were implemented in order to better facilitate multiplayer, but that seems to be the consensus among the game media. Many articles (from GameRant, The Gamer, and others) highlight how each of the ages can be played as a stand-alone multiplayer game that is much shorter than a traditional game of Civ, thus resulting in more mutliplayer sessions that actually go to a proper resolution, rather than everyone simply stopping because it's 3 in the morning.

This is great for players who do want to be able to complete a game, and reach a proper ending within a single afternoon. It's less good for players who do want a full, Civilization game. Put simply, the Ages create hard stops and resets at pre-determined points in the game, which hurts the sense of continuity when playing a full game.

The game is divided into 3 ages, with hard resets in between each age.

An age might just end when I'm in the middle of doing something, or with there still being things that I wanted to accomplish. Maybe I wanted to settle another city, or capture another player's city, or annex a city state, or build a wonder? Nope. Can't. The age just ends, and the game kicks me back out to a loading screen before advancing straight to the start of the next era, which may skip decades or centuries on the in-game calendar.

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Civilization VI - title

With the New Frontiers Pass for Civ VI over, an "Anthology" edition of Civ VI on sale, and no news at all regarding future DLC or expansions, I'm assuming that Firaxis has finished with Civ VI. As such, I want to look back on the game and reflect on the things that I liked most about it, and the things that annoyed me the most.

After the lifespan of Civilization V had ended, I wrote up a pair of retrospective blogs about my personal Top 10 Good Ideas and Top 10 Bad Ideas that went into that game. I'll be doing the same thing now with Civ VI.

I want to stress that this is a list of 10 good and bad ideas -- not necessarily good and bad mechanics. Some of the good ideas will be ideas that I like in principle (or on paper), but which might need more iteration before they truly work as intended. In contrast, there may be some bad ideas that work fine mechanically, but which hurt the "flavor" or theming of the game, in my opinion.

This is, of course, a subjective list of personal favorite and disliked concepts in the game. I'm sure there will be a lot of disagreement, and some of the things I write here will probably be somewhat controversial with the rest of the player base. So I'm interested in reading others' feedback. So if you agree with any of my points, or you vehemently disagree, feel free to post a comment and share your thoughts.

This content is also available in video essay format via YouTube.

This first post will cover my personal Top 10 Good Ideas, and I will follow it up with the next post being about the Top 10 Bad Ideas.

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An interesting and sickening piece of political video gaming news came out last week. I had meant to write about it at the time, but got bogged down with some personal and family obligations. Nevertheless, I wanted to throw in my two cents.

Activision / Blizzard has apparently banned a professional Hearthstone player, living in Hong Kong (a semi-sovereign city-state in China), from participating in professional e-sports. The reason that Activision / Blizzard banned Ng Wai Chung (who goes by the username Blitzchung) is because he made statements in support of a decades-long protest movement in Hong Kong that supports independent democracy. The authoritarian communist Chinese government has been battling pro-democracy protests in Hong Kong for decades, and apparently video game publishers (among many other American corporations) are starting to act as shills for China's policies of repression and censorship.

Heck, Activision even went one step further, and rescinded the prize money that Blitzchung had already won! They also stated that they are canceling professional relationships with the Taiwanese reporters who were interviewing Blitzchung when he made the comment. Taiwan, by the way, also has a lengthy history of Chinese repression.

Blitzchung made his comments as a part of an official Twitch stream, and Activision claims that his statements violated tournament rules that prohibit any speech that would:

"... brings you into public disrepute, offends a portion or group of the public, or otherwise damages Blizzard image."

Apparently, speaking out against Chinese government repression and tyranny counts as "damaging the image of Blizzard". But Blitzchung isn't an employee or agent of Activision / Blizzard, and his statements had nothing to do with Activision / Blizzard as a business. Blitzchung's comments weren't hate speech, they weren't inciting riots or violence, nor was the statement itself anything that is actually offensive (to anyone other than the Chinese government). Would Blizzard have reacted similarly had a tournament player said "Trump, 2020" or "LGBTQ rights" or anything that could be seen as similarly divisive? If they had, they'd be equally as wrong to do so.

Activision / Blizzard's reaction is disgusting and reprehensible. I'm sure they want to increase their market penetration in China, and having players of their games who live under that repressive Chinese government speaking out against the repressive Chinese government probably doesn't make Activision / Blizzard look good in the eyes of the Chinese government. But so what?! By not taking a stance in favor of free speech, Activision / Blizzard is enabling and condoning a tyranny that would squash the very free markets in which Activision / Blizzard operates and earns its vast amounts of wealth.

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Civilization VI - Matthias Corvinus of Hungary

Civilization VI's second expansion, Gathering Storm released earlier this year and has added a handful of new civilizations and leaders. I am hoping to write a strategy for each of them, but I want to start with the civilizations and leaders who are completely new to the franchise. This time, I'll be writing about the last of the truly new civs and leaders: the kingdom of Hungary, lead by the Raven King Matthias Corvinus.

Hungary is a modestly-sized country that lies along the dividing lines between central and eastern Europe, known for its vast geothermal water cave network. It reached its political and military height between the 14th and 15th centuries, when it became a major player in European politics and history. When the Ottomans invaded Europe in the mid-15th century, they set their eyes on securing a valuable border fortress at Belgrade. A noble from Transylvania, named John Hunyadi, levied a mercenary army to defend Belgrade from the Turks and hold back the Ottoman army from successfully gaining a foothold in mainland Europe.

Civilization VI - Matthias Corvinus portrait

The golden age of the Hungarian Kingdom concluded with the rule of the Raven King Matthias Corvinus, son of John Hunyadi. His election made him the first noble to ascend to the throne without a dynastic background. He was a patron of arts and education, and was seen as a protector of the common folk. His Bibliotheca Corvinian was the second largest library in all of Europe in the 15th century, second only to the Vatican Library. Matthias' mercenary Black Army fought off invasions from the Ottomans (possibly helping to protect all of Europe from Ottoman rule), and also conquered parts of Austria and Bohemia. When Matthias died without an heir, the country fell into decline.

DISCLAIMER:
Civilization VI is still a "living game". 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 further DLC or expansion packs, or as the Civ community discovers new strategies or exploits. 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 release of the Gathering Storm expansion's "June 2019 update" (ver. 1.0.0.328)

Hungarian cities in Civilization VI do best when founded on snaky rivers and near geothermal fissures. They can be a military force to be reckoned with thanks to a pair of light cavalry unique units and a leader who can use levied city state units to crush his foes.

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Grid Clock provided by trowaSoft.

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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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