Civilization VI - Harald Hardrada of Norway

Now that I've covered all the civilizations which are new to the Civ franchise in the Gathering Storm expansion, I'm going to cover the other civs that my Patrons voted on. This guide will be for Viking King Harald Hardrada of Norway. Norway was included in the vanilla release of Civilization VI, but the strategies for playing as them (and all militaristic civs) changed considerably due to the loyalty mechanics introduced in the first expansion, Rise & Fall. The leader, Harald Hardrada, also had his Thunderbolt of the North ability enhanced by the Gathering Storm expansion.

Civilization VI - Harald Hardrada portrait

After the fall of the Western Roman Empire, migration out of the former Roman territories lead to a growth in population of the Scandinavian regions as the Medieval Warm Period made the frigid northern lands more amenable to agriculture. As populations grew, resources became scarce and piracy grew. The clans of Scandinavia began creating local or regional assemblies called "things", with the purpose of making laws, settling disputes, and directing the activity of pirates to territories outside of Scandinavia, eventually leading to a seasonal, sea-faring raiding culture. In 793 A.D., Norse raiders pillaged the English Catholic monastery at Lindisfarne, and kick-started the "Age of Vikings". Viking seafarers developed remarkably sea-worthy boats that allowed them to explore and colonize parts of the English isles, Iceland, Greenland, the Mediterranean, and they are even believed to have founded a short-lived colony in modern Canada.

The death of Harald Sigurdsson at the Battle of Stamford Bridge in England is often cited as marking the end of the Viking Age. Harald accumulated great wealth during his youth as a Byzantine Varangian Guard (a group of elite soldiers recruited from Northern Europe to protect the Eastern Roman Emperor). Upon returning to Norway, Harald inherited the throne from his nephew Magnus, and went on to unite Norway and institute a singular coinage economy that allowed Norway to enter into international trade. He earned the nickname "Hardrada" ("the hard ruler") for his stern rule, and propensity for using violence to put down internal opposition. He spent much of his life trying (unsuccessfully) to conquer Denmark before finally turning his attention to his fateful invasion of England.

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 "Red Death" (September 2019) (ver. 1.0.0.341)

Norway is an aggressive ocean-faring civilization that gets strong bonuses for raiding and pillaging. Their naval units can enter ocean tiles earlier in the game, allowing them to partially explore and settle other continents and meet distant civilizations sooner in the game.

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Civilization VI - Jayavarman VII of Khmer

Civilization VI's third expansion, Gathering Storm recently released and has added a handful of new civilizations and leaders. I am hoping to write a strategy for each of them, but I also want to continue to write guides for the civilizations that were already in the game. I put up a poll on my Patreon page for my patrons to vote on which civ(s) they would like to see. The three top vote-getters (from all the three people who voted) were Khmer, Aztec, and Norway. It's been a while since I've done a strategy for a religion-oriented civ, so I thought I'd do a strategy for Jayavarman VII of the Khmer. The Khmer were present as a playable civilization in Civilization IV's Beyond the Sword expansion, but they were not present in Civilization V. They appeared as a DLC civ prior to Rise & Fall's release, but this strategy should work for players of the new Gathering Storm expansion as well.

The city of Angkor, the capital of the Angkor Empire (also called the Khmer Empire), is believed to be the largest pre-industrial urban center in the world, stretching for roughly 400 square miles and housing roughly 0.1% of the entire global population at its zenith. This empire controlled most of mainland southeast Asia from the ninth century CE to the 15th century CE, reaching its zenith between the 11th and 13th centuries. Many impressive ruins still stand in the site of Angkor, and many have been restored by local archaeological organizations and UNESCO, including the impressive Angkor Wat, the largest single religious monument in the world. Satellite imagery has also revealed an intricate network of irrigation channels which were likely used to manage the regions unpredictable monsoons, as well as to support the population.

Civilization VI - Jayavarman VII portrait

Around 1150 CE, the kingdom of Angkor was invaded by the neighboring Cham empires, who succeeded at toppling the capital. General Mahaparamasaugata (believed to already be over the age of 60) lead a successful campaign to push the Cham out of the Khmer capital, and he ascended to the throne in order to continue the war and conquer much of the Champa territory. He relocated the capital to Angkor Thom, where large monuments were constructed in his honor, including the temple of Bayon. He went on to re-unify the empire, building a network of roads connecting every major town, complete with rest-houses every 9 miles and hospitals for travelers. He reigned successfully until his death at the impressively-ripe old age 97 or 98, and is regarded as the last great king of Cambodia. He was posthumously re-named Jayavarman VII, after a line of Cambodia's greatest kings.

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 (ver. 1.0.0.314) (Antarctic Late Summer Patch, April 2019)

Khmer is a strong religious civ who gets extra food from Holy Sites, and extra faith from Aqueducts, as well as other bonuses to food and amenity. It can build and support large populations in its cities, and gets relics from its missionaries and apostles much more frequently, which can contribute to a culture victory.

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Civilization VI - Tamar of Georgia

Civilization VI's first expansion, Rise & Fall released a couple months ago, and it introduced a few leaders and civilizations that are making their first appearance in the franchise. I hope to be able to write strategies for every one of the expansion civs and leaders, but I'm going to start with the ones that are new to the franchise, and the ones that most utilize the expansion's new features (Era Score, governors, loyalty, and so on). The first civilization that I will tackle will be the Georgian civilization, lead by Queen Tamar.

The feuding Georgian kingdoms in the Caucusus were first united under Bagrat III between 1008 and 1010 AD, after he tricked his cousins (the heads of feuding houses) into a false reconciliatory meeting, only to throw them into prison and ensure that his son would become heir to the kingdom. A few years later, however, that son would become a prisoner of the Byzantines as part of a peace deal after Bagrat's failed attempt to reclaim the ancestral city of Tao from the Eastern Roman Empire.

Civilization VI - Tamar portrait

The Georgian empire reached its height under the rules of King David IV and Queen Tamar in the 12th and 13th centuries. These monarchs took advantage of the decline in Byzantine power and filled the power vacuum by claiming lands lost by the Byzantines. During this time, art and literature flourished, and Georgia developed its own architectural styles. Ecclesiastic art was dominant, but this period also saw some of the first major secular works of art and literature. This period would eventually become known as the Georgian Renaissance (or "Eastern Renaissance"). The renaissance continued under Tamar's rule, who proved adept at statecraft. She mediated internal tensions within her kingdom, and even thwarted a coup by her Russian husband, all the while protecting her kingdom from Turkish invasions and claiming Muslim lands to the east and south.

The Kingdom of Georgia's golden age would eventually come to an end at the hands of invading Mongols in the 13th century. The kingdom would be fractured, and the ensuing Black Death would ensure that Georgia would never again reach its former glory.

DISCLAIMER:
Civilization VI is still very early in its life-cycle (particularly the Rise & Fall expansion. 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 March 2018 patch (ver. 1.0.0.229)

In Civilization VI: Rise & Fall, Georgia is a defensive and religious civilization that thrives in its golden ages. Tamar is a bit of a religious world policewoman who builds strong relationships with city states that share her faith, and who will aggressively protect her city state allies.

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A Quiet Place

I missed yet another theatrical sci-fi movie. The trailers for Annihilation made the movie look like kind of a dumb monster flick, so I didn't rush out to go see it. I only started to hear several weeks later that it might actually be a pretty good sci-fi film. Unfortunately, life happened, my weekends were busy, and I never made it out to the cinema to see it.

So instead, I was invited to see a new horror movie with some friends. A Quiet Place is also a monster flick, but its novel gimmick really helps to set it apart from other monster movies. The gimmick itself isn't even particularly original. Other movies have featured monsters that are especially sensitive to sound. It's the execution of A Quiet Place that sets it apart.

Much like last year's exceptional War for the Planet of the Apes, A Quiet Place's dialogue comes mostly in the form of subtitled sign language, which the family of protagonists already knows because the oldest child (Millicent Simmonds) is deaf. This leads to the movie being palpably quiet for most of its runtime. I say "most" because there's a few moments of punctuated loudness that work effectively. There's also quite a few moments in which artificially-loud noises, sound effects, and musical ques are used to create cheap jump scares.

That last bit was disappointing because when A Quiet Place is cleverly using its sound design to ratchet up tension, it works phenomenally. This comes through most clearly with the deaf daughter. The movie goes almost completely silent whenever it switches to her point of view, with a faint, high-pitched static being the only sound you'll hear. When this is combined with some depth of field effects that make it hard to see clearly what's going on, it really helps to sell the sense of powerlessness and lack of awareness of the character, which ratchets up the tension for the audience.

The daughter is deaf, so the family already knows sign language, and use it throughout the movie.

The diagetic loud noises, such as the toy space shuttle or knocking over the lamp at the beginning of the movie work really well to punctuate the silence and create momentary panic. It's when lazy, cliche horror movie sounds start to come into play that things start to feel cheap. I'm not sure whether to blame this on actor/director John Krasinski, or on producer Michael Bay. I lean towards the latter. It doesn't ruin the movie, but it does weaken it a little...

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The Orville

Discovery isn't the only Star Trek show on TV this fall -- at least, in spirit anyway. September saw the premiere of Seth McFarlane's Trek-clone The Orville. Orville stumbled out of the gates at first with a premiere episode that I really didn't like. But it's been slowly getting better -- or at least, less bad, with each of the first few episodes being substantially better (though still not entirely effective) than the premiere.

A lot of this has to do with a shift in the show's tone. The show was advertised and marketed as a comedy (basically, a televised version of Galaxy Quest), and I went into the first episode with a comedic mindset, and that premiere episode definitely went out of its way to try to tell jokes. That was a problem because the jokes (and by extension the show) just wasn't funny. The focus on comedy and gags also detracted from the serious drama, which was poorly-written, sloppily-executed, and which revolved around a dumb sci-fi MacGuffin. Further, much of the comedy involved stupid pop culture references which are going to quickly become dated; thus, hurting the show's lasting re-watchability if it ever becomes good enough to warrant rewatching.

If you think Star Trek needs more dick and fart jokes --
or more dogs licking their balls in the background, then The Orville is for you.

The problem is that MacFarlane just isn't that good at writing jokes. It pains me to say this because I was a huge fan of Family Guy when it first premiered, and I'll still defend the quality of those first two seasons. But MacFarlane seems to be completely arrogant in his own joke-writing ability, while simultaneously completely dismissive of the audience's ability to grasp the jokes that he seems to think are much more complex and clever than they actually are. Most of these jokes boil down to being fart or sex jokes, and very few work on more than the most juvenile and immature of levels. Perhaps the best example of this is a joke in which the Captain Mercer puts a distress call on the viewscreen. The distressed scientist has a dog in the background who spends the entire conversation licking his balls. It was mildly funny due to its relative subtlety. Yeah, I guess that probably happened occasionally to Captain Archer in Enterprise. Ha ha. But then as soon as the conversation was over, the viewscreen flicks off, and the navigator and helmsman say "Hey, did you see that dog licking his balls?" What little subtlety is gone; joke ruined!

It's like McFarlane thinks he has to remind the audience that there was a joke, and that you should have been laughing, even though the joke wasn't that funny to begin with. This is the same problem that I've always had with laugh tracks in sitcoms: all they do is remind me that the jokes aren't funny. Except McFarlane doesn't use a laugh track, he writes the "hey, there was a joke here. Did you get the joke?" into the script!

"Command Performance" had humor more appropriate for its sci-fi set-up and relationship drama.

The next two episodes, however, seemed to plant their feet more firmly in the territory of genuine sci-fi concepts and character drama, and the show was stronger for it. The execution, however, is kind of hit-or-miss...

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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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