RTSs, RPGs, and regular old strategy games generally aren't
my forte, but I have delved into each in the past. Still, I wasn't quite
prepared for just what Civ is. It is a far grander game in scope than any other
type of strategy game I've played before, and that's because it's really an
amalgam of different ideas. There is what is essentially a talent tree in the
form of major scientific advancements, such as mathematics, sailing, flight, or
atomic theory, each of which unlocks some useful new buildables or other nice
options. Then there is the whole territorial expansion portion, where you increase
your reach by growing your civilization, providing different structures that
will keep your budding population happy, securing food, and improving tiles so
you get more resources out of them. And, ultimately, Civ 5 is a turned based
war game, wherein you'll need to learn about units strengths and weaknesses,
upgrade units that are successful in battle, and bring the siege to enemy
cities.
After this game I adopted a new rule of thumb: Any game that has a help menu that can legitimately refer to itself as encyclopedic should be avoided for complexity reasons. |
Civilization 5 is a turn based strategy game wherein,
according to the settings of the map, you take a civilization from roaming
settlers all the way to futuristic superpower. You'll face rival civilizations,
city-states whose favor you can purchase, and roaming bands of barbarians.
You'll have to take your civilization through history, researching new
technologies like steel so that you can forge better soldiers or physics so you
can build trebuchets to destroy enemy defenses, advancing from the ancient era,
to the classical, to the medieval, and continuing until you progress through
the modern era and ultimately arrive in the future, assuming you survive that
long. Treaties, betrayals, war, and giant death robots - the game is human
history summed up.
Generally a match begins by providing you with a group of
settlers and some warriors to defend them. After you decide upon a suitable
location to found your civilization, taking into account things like the
defensive bonuses of the surrounding terrain, proximity of important resources,
and the respective benefits of locating near certain geological features such
as ocean, river, or desert, you direct those settlers to establish your first
city. From then on, during each turn, you'll take your units out to explore
this new world, uncovering wonders, find ruins with delicious treasures, or
stumbling upon a band a roving barbarians. You'll also be cranking out workers
to improve the tiles within your territory, or buildings that will grant you
bonuses to one of the various stats in the game, such as a city's production,
science, or happiness. Oddly enough, that pretty much sums up the entirety of
the game, though it is far from that simple.
During each turn you must give every unit an order, though some units you can automate, such as workers. |
Of course there is more, that's just the basic premise. Units
are limited in what they can do during a given turn by how far they can move,
as determined by the roughness of the terrain, or the presence of things like
railroads or streets. You can only move so far before all your other options,
such a fortifying in anticipation of an attack, or to heal, are locked out. Essentially,
each unit gets a certain number of actions per turn, and movement is one way to
burn through it. Another is by attacking, and there is a whole
defensive/offensive bonus system for your military units, which accounts for
everything besides worker units and settlers, based on where units stand.
Attacking someone in a fortified position on a hill is generally a bad idea for
a melee unit, while attacking an unprepared unit on open ground is great.
Since, as I'll explain later, Civ 5 generally devolves into a war game, you'll
really want to get to know all those rules.
When you're not involved in combat, you'll be focused on
things like upgrading tiles within your territory, building improvements such
as farms on grassland to increase food, or mines on hills to increase
production, all of which impacts the city associated with that tile, by upping
it's production so you can build new units, buildings, or world wonders that
have special bonuses faster, or providing more food to feed your growing
citizenry. Additionally, there are special resources you'll want to exploit,
such as silk or marble, that require specific upgrades, in this example a
plantation or mine respectively, and provide bonuses to happiness or can be
used to trade, rather than directly impacting base stats like production. Strategic
resources are far more important to exploit, like oil, iron, or uranium, as
those are required to build various more advanced units. There really is a lot
in this game that is focused around development, but in the interest of
brevity, or at least not writing a thesis on the topic, I'm blowing by things
here, and that's because, if you so desire, you can really get involved with
each city in your civilization at a micro level, upgrading tiles, constructing
specific buildings, and then developing and allocating specialists with those
cities to change the way it behaves. Basically, there are way more choices than
any sane person needs, and even it you choose to let the game automate much of
it for you, there is still plenty you'll end up doing yourself.
A few other areas to touch on just to give you an overview
of what this game entails: research, social policies, great people, and
diplomacy. One stat you'll develop in your cities is science, which increases
the rate you can complete research. I've touched on this tangentially, but this
is the tech tree through which you unlock new buildings, units, and wonders to
build, as well as how you progress from one era to another. You can only
proceed a little bit in any one direction before you'll find you're being held
back by those you skipped over, such as quickly advancing into the medieval era
by researching the compass, which gives you naval superiority in only 4
upgrades, but being prevented from acquiring the next tier until you research 8
other upgrades. Ultimately you'll need every discovery to reach the end of the
tree.
Social policies are similar to research in that you can
foster culture in your civilization, and
as you do so, you can adopt social policies. There are a total of 10 trees, of
which you can have up to five, though several do not work together, such as
piety and rationalism. Each tree consists of a number of different modifiers
that helps to tailor your civilization to how you want to play, such as diving
into liberty early to quickly expand, and negate some of the penalties of doing
so.
Great People come in one of five categories: artists,
merchants, engineers, scientists, and generals. These individuals are generated
by accumulating points towards their production, which occurs based on some
extremely fine details about the way your cities are managed, with the
exception of generals, which come from doing well in battle. You'll want to use
these great people wisely because of the bonuses they can provide you, such as
turning a portion of territory adjacent to your civilization, even that of
another civlization, over to your control with an artist's culture bomb, or
increasing the power of nearby military units with the general. They also can
all be sacrificed in order to generate an immediate Golden Age, which naturally
occur in a happy civilization, and drastically increases your production for a
period of time.
Finally, diplomacy. The size of the map determines the
number of civilizations and city-states, which are useful as allies but do not
function as a normal civilization. As you explore and encounter these other
civilizations you'll find you can engage in a very limited form of diplomacy -
make treaties, declare war, trade both luxury and strategic resources, or
denounce one group to the rest of the world. It can be a useful method of
creating pacts to attack or defend, or acquiring resources that aren't
naturally occurring within your borders. It is also extremely limited when
attempting to convey ideas, since you do things like demand another player
stops settling near you, but I'll get into that more later.
Through diplomacy, I learned there is no group I trust less than the Iroquois. Though a betrayal from the Germans hurt too, at least that I expected. |
There is a huge selection of different cultures you can take
control of, and each one does things a little differently, as you're granted a
unique ability and a few unique units. For example, should you be the Germans,
any time you defeat a barbarian encampment there is a chance they will join
your side, spawning a unit you can control. The Spanish gain large sums of gold
when discovering natural wonders. Americans gain the Minute Men unit, which can
move through rough terrain without incurring a penalty. While these are nice to
have, unless they serve a purpose during the early game, they aren't
particularly useful because you'll quickly advance past them. Barbarians will
most likely get exterminated, the world will be uncovered, and you'll replace
your Minute Men with mechanized infantry. You may find that a particular group
fits your play style more, such as the Germans for early expansionism, but
that's not to say you can't succeed if you'd rather have a large empire, but
your character skews towards fewer cities.
One of the more interesting aspects of the game, and which I
was particularly hopeful for, is the variety of ways you can win a map - a
total of 5 in all. Default map settings include a game length limit, such that
by the time you arrive at 2050, the game is over. Have the highest score at
that time, which is determined by a number of things such as the number and
size of your cities or the number of technologies you've researched, and you
win. You can construct the U.N. and buy the favor of the various city-states so
that they'll vote for you, because each civilization generally only votes for
itself. For a science victory you'll build the various parts for the space ship
of the future, which you then must assemble in your capital. A culture victory
requires you to completely unlock five different social policy trees, and then
construct the utopia project. The final way to win is simply to be the last
civilization standing, and crush all other players. So basically, genocide.
I lost this one several times due to the 2050 time limit until I developed nukes to devastate the enemy's population. Coincidentally, I had been trying to achieve a diplomacy victory. |
The last thing worth covering quickly is the map
customization, which is incredible. It is one of those features that most
people will never mess around with, content instead to select one of the
defaults and see what the map generation comes up with. I however, do recommend
you mess around with this, as you can do everything from limit the types of
victory conditions allowed, start at any era you choose, change the type of
map, the abundance of resources, the pace of the game, and so on. It is useful
because you might find yourself jumping straight to the future era in an earth
like map with few resources and hot wet weather, or choose an archipelago style
map with a high sea level, resulting in a decent amount of variety, and the
ability to tailor everything to the kind of experience you want to have, such
as changing the pace down to quick instead of marathon.
Civ 5 is a pretty complex game, as this general overview
should convey. Yet it is not without issues that diminish the experience. There
is an assortment of bugs that do things like lock up your screen when it is not
your turn, preventing you from viewing your opponents moves, which occurs when
they attack you, or split your units over two turns, such that you command
several units at first, instruct the game to proceed, and then are kicked back
to other units it didn't tell you needed orders. There is the AI, which can be
problematic in two forms. The first is when it is supposed to be working for
you, as you can automate certain units, thinking specifically of workers. Auto
workers will only improve a few tiles around your city, rather than expanding, and
seem to have problems completing roads or railways, which can be queued up
using a path to command, such that if you want to finish a road, or build it
as the crow flies rather than pathing all the way back to your main city and
then to this new city. The other way the AI can be a problem is through the
sheer idiocy of enemy civilizations, which have a tendency to denounce you for
founding a city near their boundaries, which were only established after they
moved halfway across the map to grab the one oil resource that was right next
to your borders, or that question your motives when, during a peace treaty that
was established after they attacked you, you have built up an army so as not to
be caught off guard again. There is also the annoyance of having to give orders
individually, rather as a group, such as is often the case in a RTS, which
becomes more of an issue during some of the special scenario missions, thinking
in particular of one that has you rushing to conquer England, when you are
granted 10-20 units at once.
Yes, a group select would be nice here. |
Well, that was quite a rant. Despite all of that,
Civilization 5 is an interesting game, one which is quite possibly the most
complex thing I've ever played. You'll want to set aside plenty of time for
this game, because it can take quite a while for even the simplest matches -
lasting several hours. I put in over 54 hours before I decided I had enough,
which is good, but frankly the time wasn't as enjoyable as some other games
I've played, though still a positive experience, one that had me questioning
multiple times where the last 14 hours of my day went. It would be interesting
to see what the Gods and Kings expansion adds to the game, and I may one day
find out. Look for the game of the year edition at $15 or so, though with the
expansion out now, I wouldn't be surprised if it was at $10 during a major
sale, because while the game does have an extremely large amount of content, it
is only above average in it's execution - 6 out of 10.
So, the final breakdown:
Score: 6/10
Suggested Price: $15
I remember you making a quick comment about Civ back when I mentioned I was playing it. The only other comment I had ever heard was a Steam recommendation from someone on my friends list calling it a waste of money, and to stick with Civ 4, which I am somewhat tempted to buy.
ReplyDeleteThere was a story a few months back about a person that has been stuck on the same round of a Civ 2 map for 10 years, where he is stalemated with two other nations. I read that story while playing this game, and looked at some of the advise he was given. One suggestion was to build fanatics. Those aren't in this game. Neither are a lot of other units that sound interesting, such as Diplomat or Spy, though I don't know anything about them. More importantly though, I could never see myself playing this game over a 10 year period.
One complaint I have about this game is it is so much a war game, with no real options to do anything else, and if I wanted to do that, I'd just go play a RTS or other, purer, game. I was able to buy a city once, but the cost was ridiculous. No culture war or other methods of undermining your enemy that could add variety. It was four years ago, so I don't remember it well, but that was one of the things I liked about the civilization stage of Spore, pumping religion into an area to convert the city, etc.
I don't know, I put a lot of time into this game, getting all the victory conditions, playing many different maps, and giving it a go on a couple of different difficulties. Still, I don't think I would ever pick this game up again, given the option of all the other games out there.
Also, calling out someone you know who was behind this game...that's just cruel, and yet funny at the same time :-)
He's used to it. They offered to put me in the credits under special assistance or something like that, I told them I'd be to embarassed to be associated with it :P
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