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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Civilization VI: Gathering Storm - title

It's refreshing to see a video game (of all things) take seriously the second greatest existential threat to civilization (after nuclear weapon stockpiles), while governments (particularly here in the United States) fail to even acknowledge that it's real. I was honestly a little bit surprised to see anthropogenic climate change be the focus of an entire expansion to Firaxis' Sid Meier's Civilization VI. Firaxis has been playing very "politically correct" with the game in its past two iterations. Civ IV, if you remember, included slavery as a mechanic that allowed players to kill population in exchange for a production boost, and it included leaders like Joseph Stalin and Mao Zadong. Civilization III allowed collateral damage from city sieges that would kill population, destroy infrastructure, and potentially reduce wonders of the world to mere ruins. Civilization II allowed democratic congresses to overrule the choices of the player. And Civilization: Colonization actually required you to draft citizens from your cities into soldiers to fight wars.

Politically sensitive concepts like slavery, and characters like Joseph Stalin, have been in Civ games before,
but Civ V and VI have played things very safe and controversy-free with most of their content.

Civilization V and VI have dialed back from such concepts and leaders, as well as other "politically sensitive" topics in favor of diversity, inclusiveness, and a more rose-tinted vision of human history that tries to pretend that things like slavery, colonialism, opium wars, and the Holocaust didn't happen. I get it. They're going for a more optimistic vision of humanity that celebrates our achievements while overlooking the incalculable amount of [often unnecessary] suffering that came at the expense of many of those achievements.

So to see Anthropogenic Global Warming not only be included -- but to be the headline feature -- is surprising. I mean, I don't think it's a politically or culturally sensitive topic, nor should it be to anyone else if we lived in a rational world. It's the reality that we live in -- plain and simple. Nevertheless, it's a brave and important gesture from 2k and Firaxis. Anthropogenic climate change is certainly the second greatest threat to human civilization after our frightful stockpile of nuclear weapons -- or maybe an asteroid impact, but that is exceedingly unlikely to happen. It's an issue that needs to be a part of the cultural conversation, and it is perhaps the biggest price that we (as a civilization) are going to pay for the hubris of our unsustainable growth. It's a problem that every nation in the world needs to face, and solving that problem should be part of any game that attempts to simulate or systematize modern politics.

Anthropogenic climate change is one of the most serious problems threatening real-life civilization.

That is why I'm rather disappointed that the actual implementation of global warming in Civilization VI: Gathering Storm is a bit lackluster and un-apocalyptic.

The greatest existential threat to civilization is civilization

Climate change in Civilization VI: Gathering Storm just doesn't seem to be quite as devastating [globally] as it is in real life. Basically, raising the global temperature will have three effects.

  • Increases the frequency of weather-related disasters,
  • Melts polar ice caps,
  • Floods certain coastal tiles.
Many disasters are trivially managed by leaving a builder or two (with 1 charge) to repair pillaged tiles.

The melting of the polar ice is actually a benefit, as it provides easier routes for naval units if canals aren't available or useable. The other two will cause problems for every player, but I've found them fairly easy to manage (at least on the Emperor difficulty that I usually play on). Disasters will typically pillage tile improvements and districts, but a severe disaster may also outright remove improvements, and may even kill points of population.

...

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Ultimate General: Civil War - title

Colbert: Total War Civil War, give it to me!

I've asked on numerous occasion for Creative Assembly to build a Total War game based on the American Civil War. I thought for sure that Total War: Shogun 2's second expansion Fall of the Samurai -- with its focus on industrialization, trains, telegraphs, gatling guns, and ironclads -- was setting the series up for a Civil War game. Sadly, that wasn't the case. Creative Assembly decided to move onto Rome II, then to Attila, before diving into all-out fantasy with -- not one, but two -- Total War: Warhammer games!

I've heard that the Total War: Warhammer games are actually pretty awesome, but I have zero interest in Warhammer, so I skipped them entirely. I'll admit that part of that was also because I was a bit bitter that I still hadn't gotten the Total War: Civil War game that I had wanted. Maybe Creative Assembly, being a studio based in the U.K. simply isn't that interested in the American Civil War? Or maybe they felt that Empire's American Revolution campaign already focused enough on the United States?

Addressing Gettysburg

But even though Creative Assembly isn't giving my that game [yet], there's no shortage of Civil War games from other developers. A few years ago, a little indie dev studio called Game Labs released one such game on Steam: Ultimate General: Gettysburg. It was a $15 budget title exclusively about the battle of Gettysburg. Not the entire Civil War, not battles surrounding or related to Gettysburg. Just Gettysburg. The game was praised for its simple UI, its historic details, and realistic, competitive, and highly-customizable A.I..

I played the game very briefly last year, but never actually finished the single battle provided, nor felt that the game was substantive enough (or that I had played enough of it) to warrant a full review. I was fairly impressed with the difficulty and challenge that the game provided, as well as the way in which it presented the actual history of the battle, while still leaving many individual tactical decisions up to the player.

If I had any complaints with that game, it probably only would have been that its narrow scope made it feel a bit overpriced at $15. I had bought it during a sale, so I didn't feel cheated, but I could easily see other people being upset by paying $15 for (basically) a tech demo of a single battle. $10 or less probably would have been the sweet spot.

Well, it turns out that Ultimate General: Gettysburg was basically a tech demo (and a financing plan) for Game Labs' larger, more ambitious project: Ultimate General: Civil War. The new game's scope encompasses the entire Civil War and includes a full campaign. It also sports a cleaner interface that clearly displays your objectives, better controls, and other improvements.

Ultimate General: Gettysburg - Seminary Ridge
UG: Gettysburg labeled historical points of interest on the map.
When it says, "Fall back to Seminary Ridge", you know exactly where that place is.

Oddly enough, UG: Civil War isn't a strict upgrade from UG: Gettysburg. There's a few features from UG: Gettysburg that have strangely been removed. The original Gettysburg game had some very pretty battlefield artwork that displayed the names of the various locations on the map. Hills, ridges, forests, and even some individual buildings and roads were all labeled with their real-life names! McPherson's Ranch, Culp Hill, Cemetery Ridge, and more are all here. It was an excellent way of providing a sense of place to the player, as well as some historic context. Sadly that feature has been removed from the full Civil War game. I wonder if the developer just didn't have the time or resources to research that level of detail for every battle included. Or maybe it's just because the smaller skirmish sites of battles like Bull Run, Shiloh, and Antietam aren't as infamous as the sites in Gettysburg? Or maybe there were licensing issues with some of the sites, and they decided that if they couldn't include some names, then they'd rather just not include any?

Ultimate General: Gettysburg

The maps of UG: Gettysburg also had a stylized, polished look to them, the movement arrows were bigger and stood out more (and they stayed on screen to remind you of where the units were headed, and to give the game a textbook-like appearance), elevation and line-of-sight were a bit easier to determine, and so on. This isn't to say that UG: Civil War is a particularly ugly game to look at. If you can get past the simplistic unit sprites, then the game still looks fine. It's just that UG: Gettyburg looked noticeably better!

A House Divided Against Itself...

The campaign of Ultimate General: Civil War will take the player through most of the major battles of the American Civil War. Not just Gettysburg. It also includes some optional smaller skirmishes and situations. In between battles, you'll be tasked with spending money and character prestige to replenish your troops, recruit new and larger regiments, equip your troops with better weapons, and assigning officers to command your corps and divisions. As you win battles, you'll be awarded experience levels that you can spend to upgrade your custom general in several different categories. Upgrading your economy skill will lower the cost of troops and provisions. Increasing your organization skill will increase the size of your army. Increasing your training skill will improve the fighting ability of your regiments. And so on...

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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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