PolyCast logo

I had another opportunity over the weekend of June 11th to participate as a guest host on the Civilization podcast PolyCast for their 257th episode. I joined regular hosts DanQ, TheMeInTeam, MadDjinn, and Makahlua as we discussed the latest news regarding Civilization - specifically, some new information regarding City States in Civilization VI. We discussed how the new envoy system works, what exactly Firaxis might mean by city states being "streamlined", took a jab at Beyond Earth by joking that stations are "streamlined" city states, and then teased Dan with the apparent lack of a "bully" option on the city state interface that is shown in the screenshots.

Civilization VI - City State Hattusa
City State "diplomacy" is now handled by sending envoys rather than by buying their alliances with gold.

The new city state system relies on sending diplomatic envoys to a city state. Once certain thresholds of envoys have been reached, the city state grants certain bonuses based on its type. The civ with the most envoys gets the privilege of being the suzerain of the city state (seems to be just a renaming of "ally" or "master"), which confers a unique bonus to the civ from that city state. Having unique bonuses from city states is a cool new feature that adds more variety and personality, and helps inform the player of the history of that city states in the same way that the civilizations' national powers were informed by some aspect of the respective civ's culture and history. Very nice addition.

The envoy system seems to be an attempt to make city states feel more diplomatic and less like bribery subjects. It sounds like it should work towards that goal, and city states alliances will require more long-term commitment and hopefully won't be subject to the same kinds of mass-gold buying to suddenly swing their alliances from one civ to another. I just wonder if city states will still play a major part in the diplomatic victory?...

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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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Civilization V - Dido of Carthage

Continuing my series of strategy guides for the civilizations of Brave New World, I have now moved onto legacy civs whose strategies have changed somewhat due to the expansions' features. One civilization that received an indirect upgrade by the changes introduced in Brave New World is Dido's Carthaginian empire. Even though her actual ability didn't change, the new trade route mechanics changed the function of the harbor, which subtly changes how Carthage should be approached by Brave New World players.

In the ancient world, the Phoenicians exercised near absolute dominance over maritime trade in the south Mediterranean. Phoenician control was centered in Tyre, whose colonies paid tribute but were not directly controlled by Tyre itself. When Alexander the Great destroyed Tyre in 332 BC, the Phoenician colony of Carthage began claiming control over Tyre's former colonies in Sicily, Sardinia, Morocco, and Iberia, and established itself as the commercial center of the Western Mediterranean. This economic success and naval supremacy lead to three Sicilian Wars with Greece and three Punic Wars with the Roman Republic. The third Punic War resulted in the sacking and conquest of Carthage by the Romans.

Civilization V - Dido

Historical records of Dido are very limited, and historians debate her historicity. The sources available indicate that she was the daughter of an unnamed King of Tyre, who named both her and her child brother, Pygmalion, as heirs. But when the king died, the people refused to acknowledge Dido as heir, and only Pygmalion was recognized. Pygmalion had Dido's husband, Acerbas murdered in order to claim Acerbas' vast wealth, and Dido stole away Acerbas' gold and fled Tyre along with some attendants and senators. She landed in North Africa, where a local Berber king granted her an amount of land that she could encompass with a single oxhide. So Dido cut the oxhide into small strips and encircled an entire nearby hill upon which the city of Byrsa was founded. She would later also found the city of Carthage before sacrificing herself in a pyre in order to remain faithful to her deceased husband and escape a marriage proposal from the Berber King. She would later be deified by the Carthaginian people, making it difficult to determine if the stories are genuine or just legend.

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Civilization: Beyond Earth: Rising Tide

I'm starting to feel like quite the prognosticator. Earlier this year, I started tossing around the idea of Nomadic civilizations for future Civ games. Around the same time, Creative Assembly announced Attila: Total War. They had apparently come up with almost the same idea independently at the same time. Well, now the teams at Firaxis have also implemented a variation of my idea for their new expansion to Beyond Earth, called Rising Tide.

This expansion seeks to remedy several of the core complaints with the Beyond Earth game. In my original review for Beyond Earth, my two biggest complaints were that the game and its leaders lacked the personality and variety of Civilization V, and that it just didn't feel futuristic enough. Both of these complaints ended up being the major focus of the first expansion, which definitely helps to make Beyond Earth stand out a little bit from its more realistic counterpart.

So we sailed up to the sun, till we found a sea of green

One of Beyond Earth's biggest failings was its lack of creativity in using its futuristic setting to innovate gameplay. The game felt very much like a reskin of Civ V rather than a new game. A big part of this was that the map posed many of the same sorts of restrictions on players that the Civ V map did: mountains, canyons, and oceans were all obstacles either impassable by units or uncolonizable by cities.

Civilization Beyond Earth: Rising Tide - aquatic civilization
Aquatic cities and civilizations help to separate Beyond Earth's futuristic setting from Civilization's historical roots.

Well now one of those restrictions has been lifted, and civilizations can build floating cities in the oceans. Such cities can even be moved in order to claim new tiles or to act as mobile military bases. This opens up some interesting (and sometimes silly) new strategic possibilities, but the whole mechanic feels a bit contrived to me. Moveable cities is something that I think can work very well in Civilization, but I just don't feel that Firaxis gave us much reason to ever need to move cities in this game. My proposal for nomadic civilizations was two fold: such a faction could mobilize its entire civilization right up to an enemy's borders during war; and it could also move in response to changing map conditions (migrating animal resources or climate change) during peace. Beyond Earth hits that first point by turning cities into massive aircraft carriers, but there aren't any mechanics in place to make the map a factor.

Fish and other harvestable sea creatures don't migrate, and other resources don't move. So if you aren't using your aquatic cities as mobile military bases, then there's never any real need to move them. And if you're not playing as the North Sea Alliance faction, then the cost to move a city can feel prohibitively expensive. The people at Firaxis seemed to have recognized this, and so they made it so that aquatic cities don't grow their borders based on culture. Instead, you must either buy new tiles or move the city itself in order to acquire adjacent tiles. But since moving takes valuable production time away from the city, I rarely find myself moving a city, and instead I just buy any tiles that I want.

Aquatic cities can be moved, and can act as mobile military platforms and aircraft carriers.

There are other pros and cons to aquatic cities, such as health benefits, faster virtue acquisition, and more profitable trade routes. You can also move the cities around to temporarily acquire resources that allow you to build specific resource buildings, but at the cost of possibly temporarily hurting your city's growth or production (and maybe even starving the city if you move away from food-generating tiles). So there's a lot to think about when build an aquatic or nomadic civilization, but it all feels kind of like ad hoc mechanics in order to make the mechanic seem more meaningful than it actually is. That isn't to say that mobile cities is a bad feature in Beyond Earth. It's perfectly functional, and can be fun to play around with. It just feels a little gimmicky.

Just look at the world around you, right here on the ocean floor

It certainly helps that the oceans themselves are a much bigger part of the game. The ocean isn't just divided into coastal tiles and empty ocean anymore. There's a whole host of new aquatic resources, and even the sea floor itself has different features. This definitely provides some incentive and reward to building floating cities, since the ocean can be a rich source of resources. The ocean tiles themselves can even be improved with a variety of new improvements (including basic farms and mines).

Civilization Beyond Earth: Rising Tide - marine life
The oceans are alive with life and resources, giving reason to found aquatic cities.

Aliens are also active in the oceans. Sea creatures will build nests (just like their land counterparts), and there's a new alien creature called Hydrocoral that is stationary but which spreads across the ocean surface if left unchecked. Resource pods, artifacts, and quest triggers can all also be found in the ocean. So there's plenty to do in the water now, oceans feel more like a genuine part of the map rather than just dead space between continents, and the variety of features and resources in the ocean helps to make the world look more alien.

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Playing games like Skyrim, Grand Theft Auto, Assassin's Creed: Black Flag, The Witcher 3, Mad Max, Metal Gear Solid V, and other open-world games has made me increasingly weary of open-world gaming. Narrative-based, open world games like these suffer from a problem that I have started calling "open world limbo" (or "open world purgatory"). This is a sort of paradoxical offshoot of the concept of ludonarrative dissonance. The game's open world "sandbox" design seems to directly conflict with the narrative that the game is trying to tell. It specifically refers to the conflict between the story and the game's open world, rather than a conflict between the game's story and any particular game system(s). Generally, this manifests as the game designers setting the stakes so high that the player should feel pressured to progress the narrative, but the game's open world design never follows through with any real consequences for not progressing.

Metal Gear Solid V - open desert
More and more big-budget games are going open world. is this a good thing?

This leads to problems in which the player can spend hours, weeks, or months doing tangential, or completely unrelated, tasks and pushing the game's story objectives down to the bottom of their priority list. For people who just like to play the game, this may not be much of a problem. They get a massive sandbox in which to do anything they want. That is actually one of the back-of-the-box selling point for most of these games.

But as one of those "games as art" kind of snobs, I also really like to have an engaging narrative that flows seamlessly with the gameplay. So if a game offers a narrative of any kind, you bet I'm going to judge the game based (at least in part) by how well that narrative works and how fully it is integrated into the core gameplay experience. And when a game tries to convince the player that they are destined to save the world from impending doom (as is often the case with big-budget, open world games), then I get really peeved when I find myself able to completely eschew that destiny in favor of picking flowers and peddling salvaged bandit armor for the next 100 hours.

A world in stasis

The source of most of the "limbo" comes down to the fact that these games' worlds (despite being big and detailed) often feel static and devoid of life. They don't change on their own. No one seems to have any sense of agency, and nothing ever happens unless the player is there to make it happen. Quest-givers sit around outside their house forever waiting for the player to come along and help them kill the wolves that are attacking their livestock, or find their missing heirloom, or deliver their special package to someone in the next town over, or whatever else they want done. The situation never resolves itself, the quest-giver never gets tired of waiting for you and hires another adventurer, those wolves never manage to eat all the remaining livestock, the heirloom never shows up in lost-and-found, and the statute of limitations on that package never expires. Emergencies can always wait [indefinitely] for the player to resolve them.

Witcher 3 - idle quest-giver
Quest-givers will wait forever for the player character to show up and solve their problems.

But worst of all is that the big, bad villain (if there is one) just doesn't feel very threatening or intimidating if he (or she, or it) isn't actually doing anything to actively antagonize the player or the world...

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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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