With Starships released, an expansion for Beyond Earth announced, and support for Civ V apparently done, I thought it would be a good time to take a look back at the game. I'm going to spend a few posts to discuss what Civ V did right, and what it did wrong, so that future games can learn lessons from this iteration's successes and failures.
Here I will present a Top 10 list of my favorite new features, mechanics, and design philosophies in Sid Meier's Civilization V (and its two expansion). These are the elements of the game that stood out the most to me as contributing to the fun and addictiveness of the game, and which push the series in positive directions. Most of these features are things that I would probably like to see return in future sequels.
But even though my intent here is to shine glowing praise on Civ V, I'm not going to ignore the faults of even my favorite features. Some of these mechanics are great ideas, but still suffered from problems in execution. So I won't shy away from constructive criticism where applicable, and I'll make recommendations to improve these great features in the future.
In a future post, I will also look at the things that Civ V got wrong.
Of course, any list of "good ideas" or "bad ideas" is going to be subjective. You may not agree with my opinions, and that's OK. If there's any features, mechanics, or design decisions that you really love in Civilization V, its DLC, or its two expansions, please feel free to leave a comment!
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Tags:Civilization V: Brave New World, retrospective, Sid Meier's Civilization, civilization, top 10, Civilization V: Gods & Kings, religion, pact of secrecy, diplomacy, tactics, social policies, resource, archaeology, tourism, natural wonder, city state, great work, Civilization V
In my previous blog entry about the history of Silent Hill's cult, I had originally intended to include a small section about the cult's name, as it is accepted by series fans: "The Order". However, it wasn't really relevant to the specific topic of the in-game cult history, since it is a more meta point about the games in general. So instead, I decided to make it a brief independent article:
Joseph's article is the source of the name "The Order".
I am one of a subset of Silent Hill fans who does not like using the term "The Order" to refer to the game's cult. For one thing, the name reminds me of the movie and Homecoming, which causes a resentful knee-jerk reaction. But there are also other in-game evidences to suggest that naming the cult might not have been intentional.
The primary source for the name "The Order" comes from an article written by the journalist Joseph Schreiber which details an orphanage that is run by a sect of Silent Hill's cult.
This article is present in Silent Hill 3 as well as Silent Hill 4: The Room, but there are slight differences in the text of the document in each game. Most noticeably, the name of the orphanage changes between the games. In Silent Hill 3 the article appears in a patient room in Brookhaven, and the orphanage name is given as "Hope House". In The Room, however, that same article gives the orphanage the name "Wish House". It was apparently changed sometime in the development of The Room, or it was mistranslated to begin with.
Silent Hill 4 also doesn't give us any indication as to whether the appearance of this article is intended to retcon the article in Silent Hill 3, or if it players are to assume that the actual text of the article changed at some point after the magazine's publication. Perhaps the article was reprinted in a different magazine and the editor or author changed the name. We don't know if it's the same magazine because in Silent Hill 3 the magazine is closed and we only see its cover and never the page of the article, but in Silent Hill 4 the magazine is sitting open on a desk and we see only the page of the article and not the cover.
"The Order" comes from an article that appears in both Silent Hill 3 (LEFT) and Silent Hill 4 (RIGHT).
But if the name of the orphanage changes between versions, can we trust the name of the cult to be correct?
As far as I can remember, "The Order" is never referred to anywhere else in The Room... [More]
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Tags:The Order, Silent Hill, Silent Hill 3, Silent Hill 4: the Room, Silent Hill Homecoming, movie, cult, occult, religion, church, Joseph Schreiber
In one of my earlier posts titled "'Silent Hill' is NOT about 'repressed guilt'; it's about occultism!", there seemed to be some misunderstandings about the interpretations that I offered. For one thing, reader Malik commented:
"I have to disagree. The series has never established the cult as the basis for the goings-on in Silent Hill. It is never explicitly stated that the cult or Alessa are the true source of the supernatural power ..."
The commentor is correct on that point. Though, I don't think I ever said that Alessa and the cult were the ultimate source. If you got that impression, then there might have been a misunderstanding or miscommunication, and I apologize for not being clear. To be clear: I was arguing that the plots of the game were focused on the cult and Alessa, and how they affected this supernatural power -- not that the cult is the cause of the power. I thought about responding with my own comment on that original post, but I felt that it would be more appropriate to just write a new blog article about it, so that I could spend more time exploring the town's history, as it was established by the original creators. So, Malik, I hope you read this. and I hope it makes more sense. I'd love to hear your feedback.
Please note that much of this post is speculation. The games themselves provide very little concrete information about the extended history of the cult and region -- especially prior to the Civil War. The following is all retroactive explanation and may not represent the original intentions of the creators. This will be my own, personal opinion and interpretation regarding the nature of Silent Hill's otherworldly power.
The Place of the Silent Spirits
I never intended to imply that the cult and Alessa created the supernatural phenomena, nor that they are the power's ultimate source. I agree that the power likely existed (in some form) far prior to the events of the first game.
Mary refers to Silent Hill as a "sacred place".
Mary's comments regarding the place being "sacred" in the past implies that early inhabitants (probably the Native Americans) were aware of the supernatural effects of the region going back hundreds - maybe thousands - of years. Since the Natives saw the place as being "sacred" and beautiful, I tend to believe that the power did not originally manifest demons or project people's nightmares onto reality during these periods of history. Instead, I would imagine that the force (whether conscious or not) would have been more benign - maybe even benevolent.
We don't know much about the natives' beliefs prior to the arrival of European colonists, and what little we do know is possibly clouded by the lens of the European colonists and cultists.
Based on what is known about real-world Native American beliefs, it is probably safe to assume that the natives of the Toluca Lake region would likely have worshipped any regional supernatural power as "ancestral spirits" or as "spirits of nature". The Book of Lost Memories can be found in Silent Hill 2 after beating the game, and it supports this idea and tells us about the nature spirits:
"They called this place 'The Place
of the Silent Spirits'. By 'spirits',
they meant not only their dead
relatives, but also the spirits that
they believed inhabited the trees,
rocks and water around them."
- Lost Memories book (Silent Hill 2)
The name "Place of the Silent Spirits" may simply be an innocent callback to the game's title, or it could be a significant clue. The fact that the spirits were "silent" implies that the natives were not able to talk to it; or at least, the spirits did not talk back. This implies that the "spirits" are probably not a conscious entity. Even though it can apparently react to the thoughts - and even desires - of the people it comes in contact with, it may not have an intelligence or will of its own (which I explained in my earlier post about repressed guilt)... [More]
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Tags:Silent Hill, Silent Hill 2, Silent Hill 3, Silent Hill 4: the Room, history, cult, occult, black magic, religion, spirituality, Christianity, Satan, god, Native Americans, Glooscap, Otherworld, paradise, Maine, colony, Civil War, colonial America, Toluca Lake, tourism, drugs
Continuing my series of strategy posts about Brave New World's modified civilizations, I'm going to take a look at strategies for Arabia. Arabia received a modest revision in Brave New World out of the box, having its national trait moderately redesigned. The old city connection economic focus has been regeared towards Brave New World's new trade route mechanic, and a religious buff was also added to make this civ more compelling for Gods & Kings mechanics.
The majority of the Arabian peninsula is harsh desert, and so massive human settlement did not begin until the rise of the Islamic empires of the middle ages. In the early seventh century, the Prophet Muhammad began preaching the tenets of Islam in Mecca and Medina, which united several Arabian tribes and led to the establishment of the Caliphate, an Islamic empire that began to extend its influence across the peninsula and beyond. In the mid seventh century, the Caliphate began conquering territory from the Byzantine empire and they completely destroyed the once-powerful Persian empire that had dominated the region since antiquity. At its height, the Caliphate extended from Portugal, Spain, and Morocco in the west, all the way to the borders of India in the east. Arabia's position as a crossroads between west and east made it a center for powerful trading hubs, and Arabian engineers and scientists developed advanced new mathematical concepts. Goods, knowledge, and religious beliefs from both ends of the known world (and beyond) often passed through Arabian trading bazaars, and much of the knowledge of the classical Greeks and Romans were preserved by Islamic scholars, eventually contributing to the European Renaissance centuries later.
Harun al-Rashid ruled during the mid eighth century during the Caliphate's golden age. He has been strongly romanticized by Arabian authors and scholars, and has even been mythologized in tales included in the Book of One Thousand and One Nights. He was known as a sharp political, intellectual, and military mind, but it is difficult to separate factual accounts from fictitious ones. Even his exact birth date is debatable. He was Caliph during one of the greatest periods of expansion of the early caliphates, but he also almost destroyed the Caliphate by dividing the empire among his sons instead of naming a single heir. This led to prolonged civil war between the sons, but the Caliphate did survive the turmoil.
[More]
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Tags:Sid Meier's Civilization, Civilization V: Brave New World, Civilization V, ranged mounted unit, bazaar, Arabia, Harun al-Rashid, Ships of the Desert, Camel Archer, luxury resource, trade, trade route, caravan, cargo ship, religion, religious pressure, Religious Texts, Grand Temple, Market, Knight, Indonesia, oil, oasis, Civ-V
Continuing my series of Civilization V strategies, the third installation will cover Gajah Mada and his Indonesian "spice islands".
Indonesia is an Oceanic island nation between the Indian and Pacific oceans, north of Australia. Archaeological evidence shows that the region was inhabited by Homo Erectus, and that its primitive human occupants developed relatively advanced maritime technology, allowing them to sail across the ocean between the various islands of the Australian region as early as 42,000 years ago. Its early inhabitants took advantage of the tropical conditions to create flourishing agricultural communities and became masters of wet-field rice cultivation, as well as becoming traders and fishermen.
Much of the history of Indonesia has been shaped by maritime trade. Hinduism and Buddhism arrived in Indonesia around the seventh century through trade with India, and the Indonesian people welcomed these faiths with open arms and dedicated numerous temples (called "Candi") to the gods these religions brought with them. Islamic influences began around the thirteenth century in trade missions from the Middle East, and large portions of regional populations converted to this new religion. In the sixteenth century, Portuguese explorers brought Christianity to the islands. For the most part, the various religions in Indonesia intermixed and co-existed in relative peace and harmony. Portuguese traders quickly monopolized the trade of Indonesia's native nutmeg, cloves, and cubeb pepper. The Dutch arrived soon after and established their East India Company in the region and held tenuous control over the region until the Japanese occupation leading up to World War II. Following the war, bloody struggles for control of the nation resulted in hundreds of thousands of deaths, but democracy began to supersede authoritarian rule in the early 2000's. The Republic of Indonesia is currently the world's fourth most populous country, is the 16th largest economy in the world by GDP, and currently has dominion over 17,508 islands of the Indonesian archipelago.
Gajah Mada (the "Elephant General") was a mahapatih (or "prime minister") of the Majapahit Empire during the early fourteenth century who, according to myth, made a vow not to eat any spices until he had conquered all of the southeastern Asian archipelago and united it under the empire. Little is known of his early life, but he lead the empire to the height of its power during this time and presided over the arrival of the first Muslim traders. His legacy has made him a symbol of Indonesian national pride to this day.
Success as the Indonesian Empire in Civilization V is partially determined by the player's ability to develop an intercontinental "island" empire, which grants access to the valuable nutmeg, clove, and pepper spices that dominated trade with Colonial European powers. Indonesia is also uniquely positioned in Civilization V to benefit greatly from possessing followers of multiple religions in its cities. [More]
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Tags:Sid Meier's Civilization, Civilization V: Brave New World, Civilization V, Indonesia, Gajah Mada, Kris, Candi, Spice Islanders, nutmeg, pepper, cloves, luxury resource, invulnerability, sneak attack, heroism, ambition, restlessness, recruitment, enemy blade, evil spirits, religion, Hinduism, Buddhism, Islam, navy, embark, Polynesia, Kamehameha, island, swordsman, garden, Civ V Fall Patch, Civ-V
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