<<Deep breath. Exhale.>>
Ahh. This whole not having the
Doom of Damocles-esque thesis defense lofted precariously overhead is kinda
brilliant. The hours previously spent parsing through notes can now be spent on
posts that were at least partially written earlier in the year, but were
crudely shunted aside by the thesis and an occasional elder hydra. The
following was one such circumstantial victim but this will be corrected post
haste!
Back in early July, Firaxis Games
released Brave New World, the second
expansion for the Civilization V base
game. While long time fans of the series likely cued up their PCs to begin
their pre-ordered downloads from Steam right at midnight the day of
release, other gamers have been content to sit back and wait either for a price
drop or for affirmation that the new addition would be worthwhile. That
skepticism was largely founded in the belief that, akin to previous
incarnations of the Civ franchise, expansion packs could be highly variable in
quality. Where some expansions provided considerable upgrades in gameplay,
others were simple bolt-on additions of new civilizations and their
accompanying special units. This reticence is more than understandable. So, if
you're in the latter camp and are waiting for a Steam Spotlight weekend or the
somehow-already-forthcoming Winter Sale/holiday season, consider the following.
Brave New World is assuredly not just a handful of new playable
societies, though nine new civs, eight new wonders, two social policy tracks, two playable scenarios, and twenty new units do
come with the game. The new volume is quite literally an expansion of nearly
all aspects of the game and specifically addresses some of Civilization V's major shortcomings, not least of which is the
infamous endgame stage. More on this in a moment though. The overarching theme
of Brave New World is 'make all
aspects of playing more active' and the title definitely achieves that goal via
these additions/improvements:
Trade - Before Brave New
World, the economic portion of the game was largely dependent on city
positioning and sheer luck. Either you happened to get a starting location in
the vicinity of gold-producing commodities or you laid claim to said goodies
from other areas of the map by tactical expansion, conquest, or befriending
well-supplied city-states. While the methodology for laying claim to
commodities remains much the same, the ability to generate gold no longer
hinges on said goods. As you develop your chosen civ, you'll be presented with
a new kind of unit: a caravan. This cadre of camels (yes, it's actually a trio
of camels) can be sent from your capital to one of several nearby cities or
city-states. Hovering over the potential destinations in the accompanying
drop-down menu will give you a summary of what the resulting trade route will
generate for you each turn. Trading with foreign cities will provide a regular
stream of gold and will also act as a conduit for information, in this case
scientific research and the tenets of your chosen faith, should your civ
practice a religion. As you can imagine, this channel can often be something of
a double-edged sword, as your civ will be similarly influenced by its trading
partner.
Makin' all the monies |
Establishing a route between two
of your own cities can allow you to spread resources more evenly throughout
your empire and gain a new element of city-level control, as a domestic caravan
can transition gold, food or production between cities. Eventually, certain
scientific discoveries will allow you to build cargo ships and create overseas
trade routes as well. The initial range on trade routes is not great, but the
income they provide is substantial. The trade units are defenseless and are
vulnerable to plundering by hostile forces, but often such an act is more an
inconvenience than a legitimate loss. Active trade routes last for 30 turns,
after which they may be renewed and reconfigured and each civ may only build
and utilize a set number of trade units (that number being dependant on
technological advances and the developmental era).
The trade units make the economic
process seem much more vibrant and active. Aside from providing a welcome
source of income, trade routes are themselves a new method of control, allowing
you to facilitate conversion, hasten research, bestow favor, and send enemies
into crippling debt.
Tourism/Great Works - Culture was another facet of the game that
had been a largely passive process. You built certain buildings, these
generated culture, you synergized that production with certain polities, and so
on. Victory by culture was laying the structural foundation to crank out as
much culture per turn as possible in order to buy more social policies than
your opponents. This victory condition is still one of the more passive options
available, but attaining it is now more nuanced and complex. Culture itself
remains largely unchanged (i.e. it's a resource generated at a given rate per
turn) but Brave New World introduces
a new component, Tourism, to the mix. Tourism is essentially aggressive
culture, produced solely in order to gain influence over your opponents.
Certain structures produce Tourism, but far more can be generated via Great
Works. Occasionally your civ will generate a Great Person, either a Great
Artist, a Great Writer, or a Great Musician. These specialized units can be
deployed locally, putting their talents on display in an opera house or museum,
or they can be dispatched to another civ to sow awe amongst the rival populace.
A high rate of Tourism generation will also allow your civ to be viewed more
favorably by the rest of the world. A well-regarded civ makes for more
lucrative trade arrangements and easier diplomatic relations. Other civs often
won't realize the extent of your cultural influence until their constituents
are speaking your language and have adopted your fashions.
Artifacts - One method for generating
Tourism is the excavation of artifacts. Once the 'Archeology' technology has
been researched, your civ can build archeologist units that may traverse the
globe in search of artifacts, which are reveled on the map akin to new
resources. The archeologists are similar in function to workers, but are
limited to only one ability: excavate. Once an artifact has been successfully
unearthed, it may be displayed in one of your museums and will generate
Tourism. The recovery of these precious items can be somewhat thorny, as other
civilizations may be irked if you put their relics on display.
Soon everyone will want to be like you |
Diplomacy/World Congress - Diplomacy was a more active, but often
inefficient and unreliable as an actual method for winning the game. The
process takes on new life in Brave New
World, particularly during the last few eras of play. Instead of sitting
half-asleep, writing notes for your RPG between opportunities to click 'Next
Turn', you'll find yourself engaged often until the very last click. As you
progress through the successive eras, the World Congress will be founded. This
new legislative body will provide civs with a tool by which they may foster
influence and goodwill or punish their erstwhile neighbors. Civs put forth
proposals to the Congress ranging from 'let's build and host a World's Fair' to
'let's enact a standing army tax to make one warmongering civ's economy
entirely unsustainable.' Civs are awarded votes based on their civ score, the
current era of play, and the number of city-states that count themselves as
your allies. As such, city-state relations take on a whole new level of
importance. Additionally, your individual voting record can have long-lasting
repercussions with other civs, particularly if you helped nix what they felt
was an important proposal.
Ideologies - Another manner by which angst or goodwill may be
fostered is your choice of ideology. After your civ reaches the Modern Era, you
can select an ideology in lieu of a social policy. Each ideology comes with its
own benefits and even proprietary wonders you can build. Other civs that choose
the same ideology will relate to yours more easily, while civs that choose
other belief structures will tend to be aloof, ornery, and easily angered.
Brave New World builds upon Civilization
V in such a way as to make the latter a richer, deeper, more enjoyable
experience.
Wait, what about multiplayer? That was one of your big qualms about Gods & Kings!
Ah, yes. Someone at Firaxis must
have heard my kvetching, because the multiplayer seems to be much more stable
and, with the diplomatic enhancements, much more fun.
Speaking of Gods & Kings, do I need to buy that in order to play
Brave New World?
No. Brave New World is entirely separate and contains all the critical
elements of Gods & Kings, minus
the civs that came with the earlier expansion. You do not need to buy one in
order to play the other and vice versa.
The AI in Civ 5/Gods & Kings drove me crazy. Is it better in Brave
New World?
It's definitely better. Are the
cues governing its logic still pretty obvious? Yes. Are you going to mistake it
for a human player at any point? No. Is it parsecs removed from the AI in any
other Civ game to date? Very, very yes.
This expansion is legitimately
impressive and definitely worth a try, even if you've never played any Civilization games before. It's good to
see that the guys at Firaxis are still willing to listen to us, the gamers, and
are striving to improve on their already impressive product lineup.
And there are 60 new achievements to be had! Woot!
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