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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Ara: History Untold - title

Civilization VII is right around the corner. For the first time in the Civilization series' history, it will actually have competition in its specific niche. One of those competitors is Microsoft's Ara: History Untold. Of the various games in the "historic 4x grand strategy" genre, Ara might very well be the most unique -- both to its benefit, and also to its own detriment.

Part Civilization, part city-builder

In addition to the obvious comparisons to Civilization, Ara: History Untold feels almost as much like a medieval survival-village-crafting game along the lines of Banished, Settlement Survival, or Manor Lords. The bulk of the game is spent building resource harvesters, building crafting buildings, and then trying to set up an efficient and self-sufficient economic engine that converts those harvested resources into manufactured goods. As you research new technologies and advance through the eras, you'll unlock new resources and recipes for new things you can craft with those resources. In fact, most of the tech tree is dedicated to unlocking new resources and craft recipes.

There is a huge variety of resources and manufactured goods.

The limited space available to each city will prevent you from ever really feeling like you've built a perfectly efficient machine. There's enough different crafting buildings, enough different resources, and enough different crafting recipes that you won't have enough room to build all the collectors and crafters for everything. So you'll be switching what crafting building is crafting what goods periodically, as certain infrastructure or units may require specific goods. Goods can also be assigned to buildings in order to "accelerate" their crafting efficiency, or to the cities directly in order to satisfy the needs of the population or to provide passive buffs.

For example, if you build a butcher shop in one of your cities, you can assign it to craft either salted fish or salted meat. If you choose salted meat, then you can assign a cow, pig, or venison, as well as optional salt or spices in order to speed up the production of that meat. You can then take that crafted meat and assign it to a city to provide extra food for the population.

Similarly, you can harvest raw iron ore from mines, process them into ingots in a forge, then combine the iron ingots with coal in a foundry to produce steel. That steel can then be used to create everything from skyscrapers to house more population, to luxuries like consumer automobiles and refrigerators, to tanks and battleships.

Candles can be equipped into housing to improve the knowledge rating of the residents.

And there are so many things that you can craft. There's candles, furniture, pottery, linen, medicinal herbs, pastries, coffee, microchips, and so forth. These sorts of items can be assigned to other buildings to provide certain passive benefits. A candle, for instance, can be assign to a residential dwelling to increase the "knowledge" rating of the city, which speeds up your technology research rate. Presumably, the people living in that dwelling are using the candle light to study books and learn things through the night. Similarly, metals, glass, and fuels can be used to craft lampposts, which can be installed in cities to reduce crime and improve the city's security rating.

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Star Trek: Infinite - title

When Infinite was first announced, I (and many others) had assumed that it would just be an official release of the New Horizons total conversion mod for Stellaris. That mod was huge, offering tons of factions and covering the entire breadth of Star Trek canon from the Original Series all the way through Discovery (and even some Kelvin-verse-inspired content). Unfortunately, that ended up not being the case, and Star Trek: Infinite proves to be a major downgrade from New Horizons.

The "New Horizons" mod for Stellaris included all eras of Star Trek.

Despite its title, Star Trek: Infinite is surprisingly scaled back in scope. It only includes the Alpha and Beta Quadrants, and only 4 playable factions: the Federation, Klingons, Romulans, and Cardassians. I understand not including factions like the Dominion and Borg as playable factions. They actually make more sense as a form of "final boss" that invades the Alpha or Beta Quadrants to provide a late-game challenge that could help make the end-game of a 4-x strategy less tedious, less easy, and more interesting. And I also understand not including smaller, "alien-of-the-week" factions like the Gorn, Tholian, or Sheliak as playable factions. Although I wish more of them would show up as NPC factions. But I really think that factions like the Ferengi Alliance and maybe even the Breen should have been included. The Federation is peaceful and diplomatic, while the other 3 factions are (broadly speaking) different flavors of militaristic. The mercantile, yet exploitative trade-based play style of the Ferengi would have been a good change of pace from the other factions.

Worse yet, however, is that Infinite doesn't cover the breadth of Star Trek history that I had hoped it would. The game begins with the Romulan attack on Khitomer, for which Worf's father was framed, and shortly after the Cardassian occupation of Bajor. And [spoiler alert!] the Borg start appearing at the fringes of Federation and Romulan space within an hour or 2 of starting a new game. It takes place entirely within the scope of The Next Generation, and does not contain any content from Enterprise, The Original Series, or the "lost era" between The Undiscovered Country and Next Generation.

Star Trek: Infinite is limited in scope,
taking place entirely within TNG era, and having only 4 playable factions.

Unfortunately, Paradox killed support for this game prematurely, and it will not be seeing any additional updates or DLC. Initially, I had expected to see a lot of DLC that would fill in the gaps, because Paradox has always been known for the ridiculous amount of DLC that they always sell for their games. I expected to see DLC packs that would push the start of the game back to the 22nd or 23rd centuries and include Enterprise, Original Series, and "Lost Era" ships and storylines. I thought maybe we would see factions like the Ferengi, Gorn, Tholians, Kzinti, Xindi, Sheliak, and maybe even the Vulcans and Andorians show up as playable factions. And I had also anticipated expansions that might add Gamma and Delta Quadrant content, such as playable Dominion, Breen, Kazon, Vidiian, Krenim, Hirogen, and maybe even Borg factions, while also expanding the size of the galaxy.

But now, none of that is going to happen, and the only way Infinite will see any new content is if modders decide to take on these tasks. It would be cool if the "New Horizons" modders would move some (or all) of their content into Star Trek: Infinite, as it might give this game a new life, and help it live up to its true potential as an era-spanning Star Trek grand strategy game.

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Star Trek: New Horizons

Here's something that I've never done before: a review of a game mod! I don't play mods very often. When I play games, I usually want to play the game that the creators created in order to get a feel for what their intent might have been. For some of the more sandboxy PC games that I play (like Cities: Skylines or the like), I might try some small mods.

There has yet to be an official game quite like Microprose's 1999 release, Birth of the Federation.

For this one instance, however, I'm making an exception because this particular mod fills a very specific niche desire for me that has gone unfulfilled for around 15 or 20 years. The "New Horizons" mod for Stellaris is finally allowing me to play a full 4-x strategy game set in the Star Trek universe. I haven't been able to do that since Star Trek: Birth of the Federation, developed by Microprose for Windows 98!

The creators seem to have been inspired by BotF.

Yes, there have been other Star Trek mods for other games in the past, and there's even some community projects to create spiritual successors to Birth of the Federation (such as Star Trek: Supremacy). The problem is that I've yet to ever see one of these get finished. "New Horizons" for Stellaris is still a work-in-progress, but it is mostly functionally complete and fairly robust. Since Birth of the Federation holds such a special place in my heart, I'm going to take a stab at reviewing "New Horizons" and see how it compares to my personal favorite [official] Star Trek game of all time.

Built on the back of Stellaris

"New Horizons" is, of course, a mod for the PC game Stellaris (developed and published by Paradox). Because of this, it takes advantage of most of Stellaris' strengths, but it is also hamstrung by many of Stellaris' faults.

"New Horizons" makes excellent use of the massive size and scale of Stellaris' maps by featuring a detailed recreation of the canon Star Trek galaxy, and including a surprisingly exhaustive roster of Star Trek races and factions -- all of whom are playable. Yes, of course, the big players like the Federation, the Romulans, Klingons, Cardassians, Ferengi, Dominion, and Borg are all here. As are all the expected ancillary empires like the Gorn, Tholians, Orions, and so forth.

The playable roster is surprisingly vast and exhaustive.

It doesn't end there, though. This mod also features a crap-ton of "aliens of the week" as fully-featured, playable empires. They aren't "minor races" like what we had in Birth of the Federation or the city states of Civilization V or VI. They don't just have one planet and a handful of ships just waiting for a "major faction" to conquer or absorb them. The obvious choices like the Vulcans, Andorians, Bajorans, are all there. The game also features empires like the Sheliak, Anticans, Selay, Caitian, Cheron, Dosi, Hirogen, Kazon, Krenim, Kelpian, and more! If you have a favorite space-facing civilization from any episode of Star Trek (including Gamma Quadrant aliens from DS9 and Delta Quadrant aliens from Voyager), there is a very good chance that it's a playable faction in "New Horizons"...

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Stellaris - title

Last year, after my initial enthusiasm for Civilization VI began petering out (until the announcement of the expansion), I went on a bit of a space-4x bender. I spent some time with the rebooted Master of Orion. It was good, but I was underwhelmed by its limited scale and casual depth. I also planned on hitting up Endless Space 2. I played the first Endless Space briefly off-and-on, and I liked it, but kept getting diverted to other games and projects and never really allowed myself the time to get comfortable with the game.

But first, before diving into Engless Space 2, I wanted to tackle a game that's been in my library for over a year: Stellaris. This is an epic, space 4x strategy game developed by Paradox Interactive -- the same developer who brought us the infamously complex and detailed Europa Universalis and Crusader Kings series.

A gentler learning curve than Europa Universalis

I was hesitant to try Stellaris because of its relationship to Europa Universalis (and its notorious complexity), but I was surprised to find that Stellaris has a bit of a gentler learning curve. Instead of starting you out "in median res" with a developed European kingdom with armies already mobilized, alliances and rivalries already in place, and wars already in progress, Stellaris starts you out in control of a single planet in a single star system, with just a small fleet of corvettes, a construction ship, and a science ship at your disposal. You send your science ship to explore the other planets in your system, then on to the nearest star, and slowly explore from there at a much more comfortable pace that is akin to a game like Civilization or Master of Orion. Unlike with Crusader Kings and Europa Universalis, I didn't feel like I needed to sit down with a history textbook in order to know what was going on at the start of my game.

You start the game with a single science ship to explore your own star system, and work your way out from there.

Don't let this initial apparent simplicity fool you. Stellaris is still quite deep, quite complex, and the galaxy that you'll explore really does feel vast. While the Master of Orion reboot has galaxies with a mere dozens of stars (very few of which contain more than one or two planets), Stellaris features a default galaxy size consisting of hundreds of stars, most with their own planets, which might (in turn) contain moons.

There's still going to be some trial and error, as you'll make a lot of mistakes and miss a lot of opportunities in your first few games. If you left the "ironman" mode disabled, then you'll at least be free to re-load earlier saves and try to play better if anything goes horribly wrong. However, Paradox throws a bit of a curve ball at players by disabling achievements if you disable ironman mode. You won't stumble into achievements in your learning game(s) or by save-scumming; you'll have to earn them in the Ironman mode!

You also won't be able to manually save while in Ironman mode. You have to wait for the game to perform an auto-save (which I think happens every few in-game months, or maybe every year?). This can be very annoying if you don't notice the "saving game" popup and don't know if the game has saved your most recent actions. It's fine to include a single save file for this mode, but they could at least include a "Save and Exit" option in the pause menu!

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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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