
A few months ago, I posted an article outlining some suggestion for unique civilization themes and abilities for a possible Sid Meier's Civilization VI game. In it, I proposed a unique characteristic for the Huns or Mongolians: that they be a true nomadic empire. The idea was that they would have traveling cities that allowed them to move their empire with their army and essentially occupy any unclaimed territory or territory vacated by defeated rivals. Well, the Creative Assembly had already beaten me (and Firaxis) to the punch with Total War: Attila (and apparently Firaxis is embracing the idea with Beyond Earth's first expansion). Total War: Attila has a feature almost identical to what I had conceived for the Huns and Mongolians in Civilization. I'm a fan of the Total War series as is, so I was going to play this game for sure. Of course, Creative Assembly running with an idea that I had independently conceived of only made me more curious to play the game.
Attila acts as sort of a sequel to Rome II. While that game was all about building up the Roman empire (or whichever empire you happened to select), Attila is all about tearing down those empires. But this is a fully stand-alone game (like Napoleon Total War was to Empire Total War), and does not require Rome II in any way.
Learning how to be a horde
The Prologue campaign in this game is brutal! It's like a Demon's Souls tutorial that is designed to kick your ass. I restarted it once before realizing that it was designed for the player to fail in order to teach the new migration feature.
This prologue acts as a tutorial for the new features and mechanics of the game, but it doesn't do a particularly good job of teaching these mechanics. It also doesn't go into much detail of the established features of the franchise (other than telling you that a feature exists, then making you click on the button to do it), so new players might find themselves completely turned off by the fact that they are having their asses handed to them and aren't being taught much about how the game actually works, or - more importantly - why they are failing so hard. Perhaps having two separate tutorial campaigns would have been advisable: one to teach basic Total War concepts of empire and army management; and a second tutorial campaign for experienced Total War players that just teaches the migration features.
The brutal tutorial concludes with the challenging, climactic, historical battle of Adrianople,
in which your Visigoths must hold off Emperor Valens' superior army until your cavalry arrives.
Playing as migratory hordes minimizes city management, but you do still have to develop infrastructure for your nomadic armies. Rebuilding conquered cities and defending your borders, however, is not an issue - which was always the most tedious part of the game anyway. You don't need defensive armies in your territory and are free to focus all your efforts on your eventual goal. This change works well with the requirement that all armies must be attached to generals, and is a big step up from Rome II. There were large chunks of Rome II's campaign in which I felt like I couldn't do anything because I had to camp out my armies in cities in order to replenish and improve public order. Since I was at the army cap, the campaign would stagnate because I couldn't build new armies in order to watch over my newly-conquered settlements while also pressing forward with my primary armies... [More]
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Tags:Total War, Total War: Attila, Creative Assembly, Sega, PC, Steam, Attila, Attila the Hun, Huns, Rome, Western Roman Empire, Eastern Roman Empire, Constantinople, Byzantine Empire, Sassanid Empire, Europe, Goths, Visigoths, Ostragoths, Germanic tribes, Franks, Saxons, Vandals, strategy, turn-based strategy, real-time strategy, grand strategy, history, campaign, horde, migration, climate change, the Great Migration, steppe, Sid Meier's Civilization, war, nomad, siege

A couple years ago, I wrote an impressions post for Total War: Rome II with a tentative review score of 5 out of 10. I never got around to writing a full review of the game because it remained in a near constant state of flux for over a year after its release. The developers kept adding new DLC ranging from modest culture packs to the tiny Blood & Gore pack. Last year, Creative Assembly released a massive DLC pack that also included across-the-board balance updates and expansion of some of the game's core features. This "Emperor Edition", and its attached Imperator Augustus campaign was free to everyone who bought the original Rome II, and so I decided to give it a try to see if it greatly improved the game.
Blood & Gore costs a few dollars extra for those who want it, and increases the ESRB rating to Mature.
Core gameplay has subtle changes
Most of the changes to the core game are subtle, but they do add up to create a more enjoyable experience. The A.I. isn't nearly as bad as it originally was, and naval battles are actually playable now. Building effects have been completely rebalanced in order to avoid the problems with rampant squalor and lack of food that plagued the core game, and the politics systems have been changed to be more active and relevant to the game. Unfortunately, many of these changes are so sweeping, that they break existing campaign save games, meaning that if your version of Rome II was automatically updated, then you lost the ability to continue with any of your previous campaigns.
The most notable changes to empire management is that resources and building upgrades allow for much greater specialization of your various regions. This combined with the rebalancing of squalor and food means that there is incentive to actually upgrade your buildings past the first couple of levels. You also have some more meaningful decisions on what buildings you want to build and upgrade.
Squalor is no longer an intractable restriction towards building the glory of Rome.
Cities still physically grow on the map as the population grows and more buildings are constructed, and many of the high level buildings can add unique visual flairs to individual cities. It's also informative, since it's easy to see (at a glance) what infrastructure a city might have, which can help you manage your own empire, and can help you to assess the worth of a city for potential conquest.
A.I.s have also been designed to build higher-level settlements and to manage their armies better. Having higher-level buildings means that they have larger armies with more advanced units and better equipment. They provide a much greater challenge, as well as more tempting targets of conquest now. I haven't run into situations in which major factions (Carthage) dissolve into rebellions at the start of the game like I used to see in the base game.
Higher morale means battles last longer
Perhaps the best improvement that's been made by the post-release patches and the Emperor Edition is that the real-time battles are paced much better. Unit morale has been significantly tweaked so that units don't route and flee as soon as they make contact with a superior enemy force. Battles will generally take more than just a couple of minutes to complete, but they still aren't anywhere close to occupying the entire hour that the battle timer allows.
You'll actually have time to move some support units to help out an outnumbered defender before they flee, so there's also a lot more strategy involved in the individual battles. Reserve forces and cavalry flanking maneuvers have more relevance, and generals actually have time to reach front-line units in order to use their powers. You don't have to just clump all your units together in a single wall and ram them into your opponent anymore. You can even engage the enemy with a smaller force if you are stuck having to wait for reinforcements to arrive.
Tactical battles are slower, making cavalry and reserves more relevant, and allowing for more strategic thinking.
Speaking of cavalry, they are actually useful now, since units are generally more responsive to movement commands. In the initial launch version, I found cavalry to be useless because once they engaged an enemy unit, it was almost impossible to disengage without the whole unit getting routed or wiped out. Basically the only thing they were useful for was chasing down enemy skirmishers or flanking artillery. Now, I actually build and use cavalry because they are useful for hit-and-run attacks against regular melee infantry. You still want to keep them away from the pointy end of spears and pikes, but that's to be expected.
I still wish the battles were slowed down a little bit more, but the pacing is a lot better than it was at release. I still rarely see battles last more than 5 minutes of actual fighting, and I still routinely have to pause the game in order to issue orders because unit movement and combat happens so fast ... [More]
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Tags:Total War, Total War: Rome II, Rome: Total War, Creative Assembly, Sega, PC, Steam, Europe, Rome, Roman Empire, strategy, grand strategy, real-time stratey, turn-based strategy, history, campaign, war, siege

Without a decent, new iteration of SimCity for me to play, I've been looking high and low for new city simulator games in order to scratch that particular itch. I spent a large chunk of time a few years ago playing Cities XL, but never got around to reviewing it (maybe I'll post aretro-review in the future). Cities XL has so far been the best of the bunch and has a very wide scope, but it's developer has folded, and the game has never truly felt complete.
So I've started looking at more niche titles. I gave Children of the Nile and Caesar IV a go a few years ago, and both were pretty good, but just didn't hold me over for very long. So when Tropico 5 went on sale on Steam, I picked it up and put it on the shelf till I took a break from Civ. The game has also been released on XBox 360, and it has also been announced for a PS4 release sometime in 2015, but I've been playing the PC version.
The primary gimmick of the Tropico series is that the player isn't a mayor (as most city simulators claim); instead, you play as a dictator who is granted governorship of a small Caribean island-nation by a European power. It's basically a Cuba-simulator. At the start of a game, you must create a dictator avatar, and that character can have children and heirs in order to maintain your dynasty. From a meta standpoint, this gives much greater justification for the breadth of power that the player has over the development of the city. But this dictatorial theme isn't just a gimmick; the game actually does use it for gameplay purposes.
Poor management of relations with internal factions and external nations can lead to revolts and open warfare on your streets.
In addition to balancing workers versus jobs and various citizen satisfaction metrics, the player also has to worry about maintaining your position of power and dealing on the international stage. Much like the Democracy games, the player actually has to win elections in order to avoid losing the game, and so you must balance the favor of various competing factions. It's nowhere near as deep as Democracy, since there's only about four factions (which change depending on the current era), but it does add an extra challenge that a game like SimCity lacks. After all, your mayor-hood in SimCity is indisputable.
It can be hard to manage the favor of these various factions and their members, since it's hard sometimes to tell exactly what is making them happy or unhappy... [More]
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Tags:Tropico 5, Haemimont Games, Kalypso Media, PC, Steam, strategy, city simulation, government, public service, industry, communism, socialism, capitalism, dictatorship, island, World War I, World War II, Cold War, United States, Soviet Union, Cuba, plantation, colony, election

I was finishing up my Civ V: Brave New World strategies this fall, and thought that I'd finally have some time to play other games besides Civilization. Firaxis and 2K, however, had other plans. Instead of being able to play other Steam games and getting back to my PS3, instead, I now have Civ in SPACE!
I guess I can't escape Civ so easily...
So is Beyond Earth going to hold my attention, keep me up till 3 in the morning playing "one more turn", and monopolize my PC gaming? Or will it be a short diversion before being shelved in favor of other games?
Table of Contents
Most of the gameplay mechanics of Beyond Earth are variations of equivalent mechanics in Civilization V, with more or less complexity. This makes the game very accessible and familiar for most Civ players, but it also means that Beyond Earth isn't really pushing any gameplay boundaries. Whereas Civ V's transition to a hex grid revolutionized the series, Beyond Earth just feels like more of the same.
Most of the added complexity works in the game's favor, but some mechanics have been simplified such that they almost feel pointless.
Beyond Earth's extraterrestrial setting does play a small factor in the gameplay and differentiates this game a bit from Civilization V. The most prominent displays of this are in the alien life forms and the terrain of the map. The inclusions of canyons as a geography characteristic is mostly superficial, as they function almost identically to mountains. The biggest change is the inclusion of toxic "miasma". Miasma tiles cause damage to units that end their turn on it, and trade units cannot pass through miasma at all.
Miasma damages units and blocks trade routes until you unlock the ability to remove it or survive it.
This adds a satisfying challenge and sense of having to deal with a hostile alien environment.
This adds some challenge to the first half of the game, since miasma can force the player to explore and expand differently than they would in Civ V. Miasma can force your workers to have to avoid improving certain terrain, and may prevent explorers from accessing certain regions of the map or completing some expedition sites. It can also prevent your trade units from following direct routes between cities, which can cause them to follow winding paths far outside your inherent zone of control, making them harder to protect.
Contrary to the developers' claims prior to release, the aliens really are just reskins of Civ V's barbarians. They are counted as "enemy" units to every civilization and inflict zone of control automatically. They spawn randomly from nests that function identically to encampments, and even offer monetary rewards for entering the tile and destroying the nest. The only major difference is ... [More]
aed9db83-3047-4b4d-b015-5efe80732985|3|4.0
Tags:Sid Meier's Civilization, Civilization: Beyond Earth, review, science fiction, space, affinity, Firaxis, 2K Games, PC, Steam, strategy, grand strategy, turn-based strategy, alien, Civilization: Beyond Earth
In my review of the Brave New World expansion for Civilization V, I expressed some disappointment that some of the legacy civilizations didn't receive significant updates. I also complained about a few mechanical issues such as how the "warmonger" mechanic works and the value of trade routes. Well, Firaxis has released a major update to the game earlier this fall that addresses some of these complaints.
Several of the vanilla civilizations received a major overhaul. As I mentioned in my review, Germany and America seem to have been completely one-upped by the Zulu and Shoshone. Well, Germany has been given a major update, and America has received a small tweak in order to better differentiate them from the BNW successors. In addition, Japan has received a small (but significant) buff.
Germany was probably the civ that was in the most dire need of a facelift, since the Zulu leave them completely in the dust. Both civs had a huge military flavor, discounts for unit maintenance, and a unique Pikeman replacement, and the Zulu had Germany beat on all accounts. In order to differentiate the two, The Landsknechts unique unit was replaced with a new unique building, the "Hanse". [More]
d72a2b1a-ba97-4211-8b58-43b09c6b97b2|5|5.0
Tags:Civ V Fall Patch, patch, Civilization V: Brave New World, Civilization V, Sid Meier's Civilization, Civilization, Firaxis, 2K Games, expansion, PC, Steam, strategy, grand strategy, turn-based strategy, Germany, Japan, America, Zulu, Shoshone, Indonesia, tourism, tactics, trade, trade route, archaeology, culture, gold, warmonger, Landsknecht, Civilization IV, Civilization V
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