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: 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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This War of Mine - game title

Games have an awkward relationship with war. Most games embrace violence and conflict because they are very easily simulated by computers and mapped to a set of easy-to-understand mechanics. Computers aren't as good at understanding or reacting to speech or emotion as they are at allowing a character to move around in a space and at tracing the path of a bullet or artillery shell. So when a game is about war, it's almost always told from the perspective of a soldier, someone actively participating in the war. And that character's participation is usually presented as noble and honorable, with the people that you are shooting being given little - if any - humanization at all. In many cases, the games will go out of their way to de-humanize the player's opponents by presenting them as literal demons, aliens, or the so-easy-to-hate Nazis.

While there are plenty of examples of games that deal with the behind-the-scenes causes and effects of a war, or the politics of conflict, these elements very rarely appear as central gameplay elements (outside of grand strategy games like Civilization, Total War, or Europa Universalis). Usually, the player plays on the battlefield, and any politics or effects beyond the battlefield are just material for non-playable cutscenes. At best, you might end up with a game that puts the player in the middle of the battle, but which has civilian characters that play a large role in the story.

One of my favorite games of the PS2-era is Ace Combat 4, which is a jet fighter combat game that found a comfortable middle-ground between flight sim and arcade shooter. Its narrative revolved around a child living in an occupied city, who befriends the ace fighter pilot of the occupying nation's air force. The player, however, takes on the role of a nameless, faceless ace fighter pilot belonging to the opposing liberation force. This created a fascinating dichotomy in which your success in missions resulted in defeats for the enemy ace who was the focus of the narrative. He falls into depression and alcoholism as the player systematically shoots down his wingmen and friends, and it served to humanize both sides of the conflict and exposed the human cost of war. One man's victory is the other's defeat. Your own victories became increasingly bittersweet as the game neared its final mission. It was a beautifully constructed scenario that has stuck with me to this day. I suspect that This War of Mine will leave a similar impact on me.

This War of Mine - stockpile
The logistics of keeping your shelves stocked with food and medicine is the primary challenge.

This War of Mine also reminds me of my visit to the Imperial War Museum in Manchester, U.K. this past January. I was really surprised by the difference in presentation that museum had as opposed to most museums that I visit in the United States. Whereas a museum in the U.S. will focus on exhibits of weapons, uniforms, vehicles, battle tactics, and politics behind wars, the IWM was focused primarily around the civilian costs of the two World Wars. It featured exhibits about food and material shortages, how women had to work as battlefield nurses and in factories, and how supplies were moved between cities under siege. It presented the wars as much more personal and ignoble and focused on how it affected people's day-to-day lives, and how the majority of people simply had to live through it. That's the same approach that the Polish studio behind This War of Mine took for their survival game.

Behind the lines

This War of Mine doesn't take place on the front lines or the battlefields. Instead of controlling a soldier, you play as a group of survivors in a rebellious city under siege. You have found a shelled building that you have claimed as a shelter, and every night, you must send one of your group out to scavenge one of various sites around the city for food, medicines, and other supplies to enable your group to [hopefully] survive till the end of the war. In the meantime, those who stay in the shelter must contend with the risk of being raided by other survivors during the night and having your hard-earned supplies stolen from under your own nose - or worse: somebody being hurt or killed.

This War of Mine - shelter
Your close-knit group of survivors must build and defend a shelter and scavenge for supplies.

The result is a game loaded to the brim with choices and consequences. How do your survivors spend their daytime hours? What items do you attempt to craft from your middling inventory of supplies? How do you defend yourself from raids? Do you send your one gun out with your scavenger in case he runs into hostile bandits, or keep it at home to defend your shelter from raids? Who do you send out each night to scavenge? Where do they go? And what do they bring back with them? The "rogue-like" fashion of the gameplay means that there's no undoing and no retries. This, combined with the scarcity of resources, makes every choice, every action, and every death is permanent. This gives a great deal of weight to all those choices that the game gives you.

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Total War: Attila - game title

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...

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Total War: Rome II Emperor Edition - game title

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.

Total War: Rome II - Blood & Gore
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.

Total War: Rome II - the glory of Rome
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.

Total War: Rome II - bigger battles
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 ...

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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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