In case you couldn’t already tell, I’ve been on a huge video game kick lately, which is amping up with Civilization Beyond Earth. Civ has been one of my favorite series ever since the beginning; in fact, it’s by far the longest-running franchise that I follow. It’s been a series of ups and downs with me; I loved I, II, and IV; enjoyed Colonization; liked the concept of Alpha Centauri while not finding it very fun; and haven’t particularly enjoyed III or V. That’s still a pretty excellent overall record, though, and in the absence of any particularly frightening information I tend to look forward to a new Civ game with a lot of anticipation.
Beyond Earth has been acquiring much more attention than usual. Alpha Centauri wasn’t a particularly successful game, but it had some of the most incredibly devoted, die-hard fans anywhere, and there’s been intense lobbying for well over a decade to make a sequel. The path for this was always going to be difficult; Alpha Centauri was made during the MicroProse years, and unlike the Civilization rights, Sid Meier didn’t get to reclaim Alpha Centauri when he left to found Firaxis. Still, the general idea of “civ in space!” is a very compelling one, and it isn’t at all surprising that they would return to this in one form or another.
Beyond Earth ends up being a really unique game. It isn’t a retread of Alpha Centauri, nor is it a reskin of Civ V. While it’s obviously built on the Civ V engine, it massively overhauls all of its systems, creating a game that is approachable but ends up feeling quite different.
One thing it shares in common with AC is a surprisingly strong narrative for a turn-based strategy game. Neither game obviously starts off telling a story, but as the game continues you’ll encounter more and more events that provide narrative hooks, linking in your strategic struggles to a deeper, more thematic plot. Of course, the biggest story is the one you create for yourself, the story of your triumphs and struggles and the rivals you face and vanquish in your drive towards victory.
The game starts on a really strong note, with a surprisingly effective opening movie that establishes the background fiction for the game. Due to the Big Mistakes on Earth, humanity is desperate to escape the ruined planet and start anew elsewhere. This could be communicated via apocalyptic mushroom clouds or mass riots or other standard signifiers; instead, the movie goes small, zeroing in on a father and his daughter. There’s no dialogue, but their expressions of dismay and hope convey everything we need to know.
I really liked this, for a couple of reasons. First of all, it really grounds the action in a great way, reminding us that this is ultimately a story about people: we are responsible for the survival of humanity, not in an abstract sense but in the specific sense of needing to keep this individual people alive. Ultimately, though, that opening sequence will resonate extremely differently depending on which affinity you pursue throughout the game. In my game, I’ve been pursuing Harmony, where we shed off our corrupt, weak Earth selves and unite with the benevolent alien life we have encountered. In this context, the opening shows the folly of our old way of life, and how lucky we are to have chosen a more peaceful path.
In contrast, a player who pursues Purity will read that opening scene as the moment when humanity was knocked down, and the rest of the game as humanity getting back off, dusting itself off, and diving back into the ring. Here, you are telling a tale of triumph, where we hold on to our essence even when orbiting a distant star, and can admire our strength and resilience even in the most desperate of circumstances.
Finally, a Supremacy player would probably be startled to realize that, by the end of the game, they’re no longer the same people as they were at the beginning. That father and that daughter are no longer part of the same species. A supremacy player on the cusp of victory might re-watch that clip and feel much the same way we would when watching tadpoles: interesting in an academic sense, but not something we can truly relate to.
There’s a ton of reviews out there that summarize the new features in CBE, so instead I’ll just babble for a bit about my first game.
In contrast with earlier Civ games, which just had you select a civilization and, possibly, a leader, you have a whole bunch of options to pick from at the start of CBE. In fact, this will prove to be a major theme throughout the entire game: surprisingly frequent and significant choices. These are rarely narratively satisfying, but can have huge impacts on the mechanics of your play, as you can adapt common elements available to every player to have vastly different effects.
Anyways: your opening choices have to do with things like the expedition sponsor, the colonists you select, the materials you take, etc. All of these are independent of one another, giving you a lot of freedom in fine-tuning your desired stats and gameplay. As with earlier Civs, human players will have the best success if they plot a strategy early in the game and doggedly pursue it. So, here, you can usually set yourself up pretty well at the start of the game; after making planetfall, you can explore your immediate surroundings, locate your neighbors, and make some final decisions about what kind of game you want to play. In my case, I opted for the Pan-Asian Cooperative, whose bonuses to wonder construction and worker speed are really helpful for builder civs; I took along aristocrats, who provide bonus energy and health; a fusion reactor, for a starting bonus of 100 energy (= money); and machinery, which gave me a free worker at planetfall. I’m very happy with how all of these turned out; I’m sure other combinations are fine, but I didn’t have any problems at all with this one.
Ever since Civ III, I’ve been drawn to builder civs, so I had decided from the beginning to try and pursue as pacifist a path as possible. This would also have the effect of allowing me to simplify my game somewhat and focus on mastering a subset of the mechanics in this game; I ended up paying minimal attention to combat, and almost entirely ignoring the orbital layer, while investing heavily in infrastructure, virtues, trade, and espionage.
Similarly, I decided early on to try and pursue Harmony, reasoning that this would allow me to remain on friendly terms with the aliens and minimize my warmongering. That turned out to be not entirely true. Your choice of affinity is pretty orthoganal to your position on the hostile/pacifist scale. Furthermore, most of the later techs that grant Harmony points are pure-military techs for creating new bug units, which put me in the weird position of choosing between violent harmonic tech and peaceful unharmonious tech.
One interesting change in CBE is the staggered start. Usually, every civ starts in the year 4000 BC and starts expanding immediately. In CBE, your craft is the first to land, and you’ll have some time to start exploring and establishing yourself. Every decade or so, another pod will come down, and its leader will immediately introduce themselves. Even if you haven’t explored much of the world yet, you’ll see where their capitals lie, and so can start getting a feel for which rivals you’ll need to pay attention to, where you might want to establish chokepoints, and where expansion will be easiest. (I’m pretty sure that the late arrivals arrive with a few more resources than the early birds, since everyone ended up at pretty comparable power levels early on.)
I lucked out, starting off on the eastern shore of a long and fairly narrow continent. I eventually ended up with Polystralia a decent distance to my west, in the center of the continent, while the Kavithan Protectorate were wedged in the far west. All of the other civs shared a large and pretty chaotic continent on the other side of a wide ocean. My capital wasn’t very resource-rich, but I was able to claim some really good strategic resources and upgraded tiles for my later planned cities. Most of them were coastal, although I did place one inland to maximize available sources of titanium.
Trade is really fantastic in this game. It’s kind of a hybrid between the active and the passive trade systems that have been alternately deployed in earlier versions of Civ. You build specific trade units, and must choose their destination; you aren’t responsible for actively moving them around, but you’ll see them on the map, and you’ll need to protect the units if you want to keep your trade routes productive. It ends up feeling a bit like a public/private sector divide, which is a cool concept. As the public sector, you’re responsible for the details of deploying your army and directing the overall trade policy; the private sector kind of runs its own show, you can’t micromanage them, but will need to look after their needs if you want to reap the benefits of their productivity.
You can establish a trade route to any other city or station (city-state) that you can reach; they don’t need to be connected by roads, but need to be free of hostile forces and miasma. Trade is VERY lucrative, and as with everything else in CBE, you have two choices in how to handle it. Trade routes established between your own cities will produce more food and resources for both of them, letting your cities grow more quickly and build infrastructure. Trade routes with foreign cities will generate science and culture, which will boost your civilization’s overall advancement. Trade with stations will provide a wide variety of benefits. Furthermore, foreign civs are usually happy when you establish a trade route with them, since they gain some benefit from it too. Presumably, this should help strengthen diplomatic ties with them. (It is reflected in the relationship advisor screen, but doesn’t seem to be very effective in preventing a betrayal.)
Managing aliens, though, can be tricky, particularly in the context of trade. Aliens are somewhat analogous to barbarians in Civ or mindworms in AC, but also sort of act like their own independent faction, with slightly different rules; now that I think about it, a better analogy might be the native tribes of Colonization. Aliens are initially curious about your presence. They might just move around passively, or might try to attack you. If you are attacked, and you strike back, they seem to learn their lesson and will keep their distance. Now, if you continue to harass them, and particularly if you threaten their nests, they will turn hostile and will begin to swarm you like barbarians. But if you leave them alone, they will generally leave you alone as well, making it safe for your workers to head out and do their work.
The exception, though, is trade convoys. For whatever reason, aliens seem to believe that these convoys are absolutely delicious, and will munch on them any chance they get. I tried escorting them for a while, but even so they would end up getting destroyed. The trick to solve this is nonintuitive: you need to build an ultrasonic fence. According to the description, this will prevent any aliens from approaching within 2 tiles of your cities. However, as with all of the other buildings in CBE, some time after constructing your first ultrasonic fence, you will get a one-time quest event prompting you to choose an upgrade. One expands the range of the fence; the much more useful one is to make all of your trade units immune to alien attacks. After picking this upgrade, I quickly maxed out all of the available trade slots in all of my cities, and reaped massive economic and cultural benefits.
Sadly, my attempt at a completely passive game proved overly optimistic, as those dastardly Polystralians betrayed me and launched an invasion, despite previously being quite Friendly to me. I had virtually no military to speak of, so I desperately rushed some Soldiers in the city nearest the border, started rushing my two other Soldiers from their spots near the Capital to the frontier, and began purchasing some missile rovers and a tactical jet. Fortunately, even at this early stage in the game I had a very healthy bank account; if I remember correctly, the war struck during a lull when I had built all of the buildings available to my tech level in most of my cities, so I’d just been letting cash accumulate.
Having barely played Civ V, and only limited wars in there, I was a bit nervous about how I would do in this conflict. From what I can tell, the rules of war are very similar across both games. Units have hitpoints, and it usually takes multiple rounds of combat for any unit to be eliminated. Your city also has hitpoints, and also strength; it can bombard nearby units, and must be attacked over multiple rounds to be defeated. Hostile units establish zones-of-control around them, and you can’t move more than one tile around a hostile unit after entering its proximity.
The war was a desperate match, but I had a few advantages. Despite Hutama and me I both pursuing Harmony, only I had already acquired the tech that rendered all my units immune to miasma; so his units regularly dropped in health for every turn they stayed near my city. I also had that enormous bank account; while my units were one tier behind his, and were scrambling to reach the location of the fighting, I had much more capacity to reinforce myself than he did.
My workers fled from the fighting, crossing paths with my incoming soldiers. Fortunately, a few of his units decided to pursue the workers rather than focus on the city. This allowed me to direct all of my limited firepower on attacking the units threatening my city.
Combat in Civ V (and Beyond Earth) is rather famously rock-paper-scissors in its design. Artillery is highly effective against infantry, since they can launch ranged attacks that do a lot of damage at no immediate risk to themselves. Artillery is vulnerable to combat rovers, which can quickly chase down the distant units and force them into crippling melee battles. And rovers are threatened by infantry, who have straight-up better stats.
So, even though I’m not exactly a combat expert, I was able to figure out an effective way to use my limited forces against Hutama’s assault. My city bombardment focused on the nearest units. Missile rovers drove into range, then launched ranged assaults on melee units. By this point, after their strength had already been weakened, I would unleash my tactical jet or a soldier to finish them off. When they set up their own missile rovers to start barraging my city, I treated it as a secondary threat - ranged attacks can’t capture a city alone; after the immediate vicinity was clear of other forces, I could send a combat rover after it and rush it. In the meantime, my workers led Hutama’s straying units deep into my territory; after we had secured our city, though, my newly-promoted force was able to easily crush them.
And so, after some frenzied fighting, I had wiped all of those dastardly yellow units from sight. I now had a choice to make. Would I seek to end the war, and return my attention to my builder strategy? Or should I try and make Hutama pay for his treachery, and go after one of his own cities?
It was a tempting thought, but I ultimately elected to opt for peace. While I was happy with how the battle had gone, I knew it would be much more challenging once I started going after his core, especially since I’d not only neglected my military units, but also my military techs. Based on previous experience in Civ, I expected that I would be able to get favorable treaty terms after the solid thrashing I had delivered (crushing all six of his invading units while losing none of my own).
I opened up negotiations with a humiliating demand: all of his energy, plus additional reparations each turn. No dice. I began dialing it back, gradually lowering my demands to find the highest he could bear. He stood strong. Annoyed, I offered a straight-up peace. He refused. Out of curiosity, I asked what he wanted for peace. He demanded the city we had been fighting over, plus tons of resources and energy! Pfah!
Stunned, I sent him away. Why on earth would he be making such outlandish demands? It was almost as if he was utterly confident in his ability to defeat me militarily. But that was absurd; if he had greater strength, he surely would have led with it, rather than send a weak expeditionary force.
Still, even if we technically remained at war, the immediate threat was past. My recently-marshaled army was ready to beat back any future incursions, and in any case he had only a narrow passable corridor from his territory to my own; now that I could keep an eye on things, he wouldn’t be able to sneak up on me again. Instead, I turned my attention to a more active threat: rampaging aliens!
Like I’d said, after some early misunderstandings I’d worked things out with the bugs. However, this detante did not extend to siege worms. Two of them, highly agitated, had appeared in my territory right as my war with Polystralia began. I’m still not sure if this was coincidental or not; given Hutama’s love of affinity, I suspected he might have influenced this threat to my rear. I’d ignored the worms during the main war, but in the meantime they had pillaged my vital road connection, damaging the connection between my capital and cities and harming my economy.
Unfortunately, taking down the worms was no simple task. Siege worms have a ridiculous 60 Strength, against my marines’ pitiful 14. A single worm, let alone two, would have no trouble crushing my entire army.
So, what’s the secret to defeating a Dune-sized sandworm? Two simple things: ranged units and flagrant abuse of hypersonic fences! A hypersonic fence keeps any alien, no matter how strong, from approaching within 2 tiles of your city. As I learned, this also means that it can’t attack into that 2-tile range. Therefore, all I needed to do was line up my missile rovers at that 2-tile border, and fire away! It took many turns, and I would occasionally need to chase it and then fall back in retreat, but eventually the mighty worm fell. This felt nicely epic, on par with defeating Acheron the Red Dragon in Fall From Heaven 2, and comes with a comparable bundle of rewards: an immediate boost of energy and science, completion of a long-standing quest, a sigh of relief as my workers were able to move back in and repair the damage, and an intense feeling of pride in what we weak, fleshy humans were able to accomplish. (Though, as a Harmony player, it would have been more appropriate for me to feel envious of the mighty worm’s immense power, and provided a further strengthening of my resolve to become one with these awesome beings.)
Around this time, Hutama came back to me, asking for peace. I repeated my punishing terms, and this time around he accepted. I was a bit surprised, since we’d had exactly zero interactions since our previous negotiations, and as far as I could tell nothing significant had changed. It does make me wonder if the AI only re-calculates its relative power at certain intervals, or if perhaps it keeps a rolling window of power metrics that only gradually updates. Regardless, I was pleased to bury the hatchet. Despite his shocking betrayal, Hutama and I shared many good reasons to cooperate (including our mutual affinity and numerous trade routes), so I felt optimistic that he had learned his lesson and would leave me in peace, much as the aliens had learned their own lesson early on.
That optimism proved, well, overly optimistic. He betrayed me again almost a century later, again with little warning and no provocation. I resolved to wipe him off the face of the Earth… well, off the face of whatever this planet’s name was. Once again, I tapped my ridiculously large energy stockpiles: “Buy me an army!”, I bellowed. And so they came, and I fought, and it was good.
There’s so much that I love about the affinity system, and one major positive aspect is how well integrated it is with the mechanics of the game. When it comes to combat, your affinity choices will have subtle but profound impacts on the style and look of war. For example, as a Harmony player, many of my units had a unique ability where they gain 40% additional strength when not adjacent to a friendly unit. This encourages a very different style of combat: Harmony players are strongest when scattered, whether because a lone unit is fighting on after its comrades have died, or because they are swarming you from all directions. This has a very different visual look from the sleek, unified front lines you would see when facing a Purity or Supremacy player.
That does cause some potential problems: in the most typical combat configuration, you would want your shock-troop soldiers in the front line, and ranged missile rovers or rangers in the rear line backing them up; but you’re effectively cutting your potential strength (both offense and defense) by 40% in this configuration, so you need to choose between a disciplined formation that negates the upgrade, or a more powerful loose configuration that puts your ranged units at greater risk.
Fortunately, by the time of the Second Polystralian War, I had upgraded to the top-level Harmony artillery units, Minotaurs, which have an incredible range of 3 tiles. So, my Marauders could still form a good front line, and get support from the rear, and each fight at maximum effectiveness. Furthermore, many top-level units like the Minotaurs have thrusters that cause them to hover over the ground; as a result, they could move through hilly terrain very quickly, and even float over canyons, which until now had been completely inaccessible.
Hutama’s forces fell quickly in the beginning; once again, he didn’t seem to have the boots on the ground to back up his violent aims. As before, I initially focused on beating back his assault, and then on eliminating his units; now, though, I followed up by moving into his territory. This war was mostly fought along the eastern border of his realm, in contrast to the First Polystralian War, when he had sent troops north and attacked the middle-west of my country.
Many of Hutama’s cities had been abandoned militarily, and put up little resistance. I decided to burn all of his cities: I was reluctant to take the Health hit for absorbing them into my nation, and didn’t see much benefit in installing a puppet government. Unlike previous Civ games, burning a city isn’t instant: instead it lowers the population by one person per turn until the city is destroyed. If this had been our first war, I would have held on to them and then given them back in a peace deal; however, since he had already proven himself untrustworthy, I had no plans to ever offer peace.
The war got a bit tougher once he was down to his last few cities; I think that he got a few extra Harmony points after the war started, which allowed him to upgrade some already-veteran units to match my top-level builds. He was actually really clever in using his fast units to chase down my vulnerable Minotaurs, and the war ended up being surprisingly close, with him tenaciously holding on to his final city while I had to split my forces between defending not-yet-wholly-burned cities and pressing the assault on his very powerful final stronghold.
Along the way, though, I had yet another AI annoyance. In an earlier war, Hutama had captured the capital and several other cities from Kavitha Thakur of the Kavithan Protectorate. Rather than burn these, I opted to return them to the Kavithans; they were so weak that they didn’t pose a threat, and I figured some goodwill would be appreciated. She thanked me profusely, and I got a nice diplomatic benefit. On my VERY NEXT TURN, she appeared before me, irate, demanding that I remove my troops from her territory. Um… you mean, those units that just freed your city? The ones who are the reason you’re here at all? I chose the second option, truthfully saying “We’re just passing through” - which was true, they were all on the way to Hutama’s final city, which happened to be another of Kavitha’s captured cities, and another one I was planning to liberate.
The next turn, she showed back up, irate, canceling our open borders agreement, censuring me before the world, and turning hostile towards me. I was speechless! There’s a lot of buggy diplomatic AI in this game, but this was by far the most egregious: someone who should have been my friend, irrationally lashing out at me, destroying our relationship AND her own self-interest.
Because her border was closed, I now needed to go the long way around a mountain range to finally reach Hutama’s last city. I almost burned it out of spite, but at the last minute decided to give it back to Kavitha after all. She seemed to appreciate it, but not enough to be friends again. Grumble, grumble.
The AI in general got pretty frustrating around this point. A lot of people were denouncing me for being a warmonger. Which is, you know, just patently untrue. I’d never initiated any wars. I’d never provoked any wars. Granted, I was burning all of Hutama’s cities to the ground; but if that’s what they were upset about, then they should have complained about that, not lying about me being the aggressor in the conflict.
While I enjoyed Beyond Earth, the farther I got into the game the less polished it seemed. Beyond the janky diplomatic AI, I had a shockingly hard time figuring out how to get the Transcendence victory. From the Civilopedia, I knew that I would need to build a Mind Flower; but the Civilopedia didn’t list what techs I needed to research in order to build it. I spend an inordinately long time trawling through the Tech Web, and searching the Civilopedia directly, and just could not find out what I needed. I ended up needing to Google it and hunt through several forum posts before finally finding the answer. Frankly, it felt ridiculous. I don’t think over Affinity victories are this messed up, but it felt like a really gaping oversight.
For the Transcendence victory, after you build research the requisite techs, you build the Mind Flower, a big Project that consumes a tile in your territory. You then need to defend it, as all alien life on the planet turns hostile towards you. I thought that was a really interesting wrinkle: thematically, most Harmony players are probably likely to try to live in, well, harmony with the native life, and so may not have invested in the anti-alien technologies that other players will have. Still, it was really easy. Even though they turn hostile, the hypersonic fence is still effective at repelling them, so they never came close to threatening my borders. I did appreciate that my human opponents didn’t gang up on me: in previous Civs, it’s very common for the entire world to declare war on you if, say, you start launching your spaceship to Alpha Centauri. The other players were more hostile to me at the end, but I couldn’t really tell if this was due to me approaching victory, or more bold in my covert ops against them, or their miscomprehension of me as a bloodthirsty warmonger. Regardless, I was happy that the game didn’t force me to fight a big war at the end of what had been a fairly pacifistic path to victory.
As with Civ V, winning a game is incredibly anti-climactic: you see a still image, and a few sentences of text, and that’s it. I shouldn’t have been surprised, but after that excellent intro video, I’d foolishly allowed myself to hope that they would show something of similar quality (if shorter length) as a reward for the long time it takes to win the game. I continue to feel befuddled at just why they have relapsed so far from the triumphant, uplifting victory sequences of Civilizations I, II, Alpha Centauri, III and IV. They’ve even gotten rid of the most basic classic aspects of victory, like replaying the game in strategic view; there’s still a graph view at the end, but it’s deeply buried within the main menu. I dunno. I wonder if it’s a purely financial decision, or a stylistic one, or what, but out of all the things I miss from Civ IV (a very long list!) this is near the top.
Here’s a rundown of my opinions after my first full game!
THE AWESOME
Affinities! The whole affinity thing is really colorful and flavorful, and nicely unites purpose, mechanics, and visual design in a really attractive (but compact and comprehensible) whole.
Choices, choices everywhere! It’s actually kind of ridiculous: every time you build a new building, or reach a new affinity level, or do one of the dozens of quests, you’ll get a popup asking you to make a decision on something. This will have lasting effects on your game, typically changing the outputs of a building or a tile upgrade or certain unit types in your military. Because every choice is independent with every other one, there’s a ridiculous combination of different outcomes, many of which will be perfectly viable depending on your situation.
THE GOOD
Lore! It’s easy to just click past this, but any time I pause and actually read the quotes and descriptions on the Civilopedia, I’m really impressed. I feel a bit like how I imagine a Renaissance genius would feel listening to a podcast from the 21st century: it’s comprehensible, while still being fantastical enough that my mind has trouble absorbing it.
Music! It’s maybe slightly less iconic than the awesome tunes in Civ IV, but still one of the best soundtracks of any Civ.
The tech web! It’s radically different from earlier Civ games, and yet works really well. Tech choices now feel even more significant than before: in previous Civs, you were really only worried about the order in which you would discover things; now, you’ll definitely finish the game without ever getting a whole bunch of techs. But, because the web is shallower, it’s simultaneously easier to pivot if you realize mid-game that you need to pick up an unexpected tech.
Searchable civilopedia and tech web! Especially in my first game, when I didn’t always know what type of thing I was looking for, it was really handy to be able to just type stuff in.
Leader personalities! It’s fun to see the Affinities eventually mark their followers. I also liked the way that, for example, a leader would occasionally mention that they were happy that we were in a mutual group of friends.
Espionage! For a non-combat person like me, it’s a great way to exercise soft power and feel engaged with the world without building enormous armies. I was stunned and delighted to see that it was possible to incite an insurgency in a foreign capital and take possession of it! The victim didn’t even declare war on me! (I gave it back because I felt bad, but, man, that’s really cool; it means a conquest victory wouldn’t rely on arms alone.)
Unit evolution! This is another drastic change from Civ: instead of specific techs unlocking specific new units, and you needing to upgrade old units to new, earning enough affinity points will give a free upgrade of your choice to all existing instances of a given unit. So, there’s never the problem of updating your field military. It makes more sense than ever before to invest in early military units, since later ones will grow more expensive.
Aliens! I liked their general “we’ll leave you alone as long as you don’t spook us” attitude. It’ll be interesting to play as a more aggressive player later and see how that changes things; I imagine it’ll lead to more of an arms race, as your own units will become veterans more quickly but you’ll face increasingly hostile waves of bugs.
Based on my limited battle experience, the enemy combat AI seems pretty smart. Perhaps bad at the strategic level of making decisions about when to go to war, but effective at managing its assets in a fight.
Trade routes! They’re very lucrative, arguably too much so; I wouldn’t be surprised if they get nerfed in a future update. I like how they also lead to diplomatic bonuses, which often incentivizes me to pass over a more-rewarding route for one that offers me a more strategic relationship. There are good choices to make between internal and external routes, and in general I like the level of activity involved in setting up routes (which reminds me a little of the soft-touch hands-on involvement with spreading religion in Civ IV): you make some initial decisions around setting up your trade routes, but don’t really need to micromanage them.
THE NEUTRAL
Wonders seem less powerful than in previous Civ games; they’re still fairly expensive, but there are a lot of end-game Wonders that cost over a thousand Production and only grant, say, +4 Culture and no other benefits.
Cash is king. I’m used to running at a minimum bank balance, or hoarding my reserves for emergencies, but in the Energy economy it’s trivial to stockpile an enormous reserve, which you can and should expend. I generally tried to maintain reserves of around 10k Energy (which has good synergy with a Prosperity Virtue), and spend the surplus on buildings. But it’s also very useful for rushing an army if you’re attacked, or acquiring tiles if you suspect a rival of making a land-grab.
In general, I really like the idea of “favors”. It always bothered me in previous Civs when a rival would demand me to give them something for free, and then get upset when I told them “no”. Psychologically, I’m much more willing to acquiesce if I’m getting anything back, even something as insubstantial as “favors”. That said, favors are very insubstantial indeed. I had initially thought that these would be general diplomatic modifiers, and that by collecting enough favors I would be able to maintain friendships for longer. Instead, though, they’re just another resource to trade, and apparently not a very valuable one anyways. I’ll probably be much less likely to accept favors in any future games.
THE SUB-OPTIMAL
The Civilopedia (or whatever they’re calling it) is frustratingly incomplete. I ended up winning my game many decades later than I could have, just because the Mind Flower page didn’t list the prerequisite techs. There are very few internal links between pages, and very few deep links into the Civilopedia. Man, I really miss the glory days of Civ IV when you could right-click on pretty much anything in the game and be taken to the relevant page. I do like the search function, but in all honesty, probably 90% of the time I was typing, it was because I’d seen some text that wasn’t clickable that I needed to check out.
Along similar lines, while I love unit evolution, it’s seemingly impossible to find the actual stats on any given unit. Even for my own units, I would occasionally get confused (especially after several evolutions) about their powers and abilities.
Limited info. This is the downside of that “choice” thing I’m so excited about: without already being familiar with the game, or looking to an online reference (none of which are complete yet), it’s impossible to know what the actual effect of any given building will be after you build it. Many that initially seemed kind of pointless, like the Command Post, ended up seeming critical after I got the upgrade, making me regret not building them centuries earlier. (This is probably a complaint that will go away after I play a few more games, though, and honestly I’m not sure if I’d even want this info to join the Civilopedia; it would ruin the pleasure of surprise, even if it would improve overall strategy.)
THE BAD
As noted above, the ending feels incredibly hollow and disappointing. Especially when the gameplay has been so polished and the setting so flavorful, the bare-bones victory screen feels borderline insulting.
The diplomatic AI seems pretty buggy, unwilling to accept peace in one turn only to reverse itself for seemingly no reason shortly after, making bizarre demands, etc.
The late game tech web is a mess. There are advances that cost the maximum amount of science to research, that only enable a single world wonder, which only gives (e.g.) +4 Culture and no other bonuses.
There are a bunch of interface things that seem like weird oversights (and which I’m pretty confident will get patched soon). There’s currently no way to tell what building or unit a city has just finished building. There’s no sorting of trade routes, which gets particularly frustrating for coastal cities late in the game which can easily have 30+ available routes. There’s a “Previous route” choice, but it isn’t highlighted in any way and isn’t sorted anywhere in the list, so it takes just as much effort to hunt for this as it does to find the top-yielding route.
AND, THAT’S THAT!
I took a few screenshots while playing this game, which I have captioned and uploaded into the now-requisite album. There are a lot fewer for a strategy game like this than there are for my RPG albums! Still, if you want to check them out, that's where they are!
So, yeah… while the ending was a bummer, on the whole I really enjoyed Beyond Earth. It’s very evocative of Alpha Centauri while still confident enough to do its own thing. Some aspects of the game, like affinities, are really inspired. Things like the complete re-think of military unit progressions seemed like major changes to conventions that have been around in Civ for more than two decades, but ended up being wonderful innovations that solve problems I hadn’t realized the old games had.
As my brother aptly pointed out, it isn’t going to dethrone Civ IV / Fall from Heaven II in our favorite-Civ-like-experience category anytime soon; but for me, it’s at least a significant improvement over Civ V, and something I’m sure I’ll try again in the future. If only they would add that little extra sense of reward at the end of the game, I’d be champing at the bit to dive right back in. As it stands, I’ll probably return to some deferred games for a bit and wait for them to patch this before I take another crack at it.
Showing posts with label civilization. Show all posts
Showing posts with label civilization. Show all posts
Wednesday, November 05, 2014
Sunday, January 19, 2014
Yet Another Roundup
Just realized I didn't write nearly enough about video games in my last post! So, here they are!
I recently received the Season Pass for BioShock Infinite, which will eventually include all the DLC released for the game. The first DLC entry, Clash in the Clouds, is apparently a combat-oriented expansion without original story, so I haven't been very interested in pursuing it. The next one, though, is the first entry of Burial at Sea, which has intrigued me quite a bit.
MINI SPOILERS (for Burial at Sea and all other BioShock games)
I'd been curious from the beginning about exactly how they would expand the game, since Infinite seemed to end so definitively. They'd opened up a multiple-universes plot, which can provide an infinite number of possible additions, but then neatly closed it as well. I think we still haven't figured out exactly how the events of Burial at Sea can be reconciled to the ending of Infinite, but I'm currently operating on the assumption that it occurs "before" the ending of Infinite (while recognizing that temporal words like "before" are very difficult to adapt to stories that include time travel and interdimensional travel).
The game takes place in a parallel universe to Infinite, and I think it's the first time we've received direct confirmation that BioShock 1/2 and BioShock Infinite occur in the same multiverse. You play as an alternate-universe version of Booker DeWitt, the protagonist of Infinite, but the game is set in Rapture, the location of the first two games.
I quite enjoyed the setting of the expansion. From a pure design perspective, Rapture isn't as delightful as Columbia, but it was great to see the Rapture vision elevated to the level of technical superiority that Infinite accomplished: the graphics look terrific, with Rapture's familiarity married to Infinite's polish.
I was also pretty impressed that they managed to revert to so much of the feel of the first two games while using Infinite's engine. Granted, it isn't that difficult to do so: Plasmids are basically the same as Vigors, etc. Still, there were a lot of things that felt like fundamental engine mechanics that turned out to be quite flexible. For example, in Infinite you could only physically carry two guns at a time, and would need to discard one if you wanted another. Burial at Sea returns to the previous system, where you can carry all weapons at once. This also involves some rebalancing: with a larger arsenal at your disposal, they can get away with providing far less ammo for each weapon type, forcing you to switch between weapons regularly, unlike in Infinite, where you could generally focus on mastering two weapons.
Irrational Games seems to have listened to some of the complaints that folks like me keep making about their (generally excellent) games, and I feel like they tried to address them, with varying degrees of success. First of all, there's a really nice long-ish stretch near the start of the game where you're free to wander around and enjoy the atmosphere in Rapture. It was great to participate in Rapture before the fall, when it was at the peak of its powers. There's a lot of conversations to eavesdrop on and culture to observe. Maybe it's because I'm so fresh from Infinite, but I kept comparing the two societies, and while both are kind of awful, I found Rapture's much more palatable. Granted, it's an objectivist fantasy realm where money rules absolutely: but on the plus side, it doesn't seem to have much room for racism or bigotry. If a black woman or a gay man seizes a fortune, all of Rapture will defend them against the parasite who would seek to steal from them.
On the more negative side, I feel like they tried to emphasize stealth elements more in the expansion, and really failed. Or maybe just I failed, but still. There's a huge shortage of ammo, and limited EVE, so several fights will come down to sky-strikes or melee attacks. You can one-shot melee an enemy if you sneak up on them from behind. Maybe I'm just spoiled by the incredible stealth system in The Last of Us, but I found BaS's stealth mechanics very frustrating. There are too few hiding places, you move too slowly while in stealth, enemies can see you from far away, everyone is alerted at once when you're spotted, and enemies don't seem to drop off of alert status once they start looking for you. I could occasionally knock out a couple of splicers, but most often someone would turn around at the wrong time, and since there's no cover around I'd be immediately spotted, and lose a ton of health while trying to quickly take them down.
While I'm complaining, the game was also shockingly glitchy for an expansion that spent this long in development. At one point I lost twenty minutes of progress due to an eternally spinning airlock; some research revealed that this is an issue which has been around since the game first came out, is present on all platforms, and still hasn't been fixed. That was frustrating. Several friendly NPC character models have weird bugs as well. The funniest and most disturbing was Elizabeth: sometimes, her skirt gets hiked way up to her hip, so you can see her entire leg, including the part that's just missing from the knee on up.
I still haven't totally grokked what Elizabeth is doing here. She seems to be one of the Columbia versions who has traveled through a tear into the Rapture dimension. She isn't familiar with anything about Rapture, but I also don't think that she's the same Elizabeth as from Infinite. She has a much more mature, femme fatale aspect to her. On a mechanical level, she seemed to be much stingier with health and ammo than in Infinite, and much more likely to get in my way. She's very cryptic, and your relationship with her in BaS seems to be about the opposite as it was in Infinite, when she was the naive innocent child and you were the worldly-wise man who knew what was going on.
A few other random thoughts:
It was fun to see Sander Cohen again. He's one of the weirdest, most messed-up characters in that universe, and his sequence in the original BioShock is probably the part I remember most vividly, apart from the very end. This seemed like an even less sympathetic version that we saw here, but that's because it was even more creepy and interesting.
I'm a bit curious whether this is the same Rapture as in the original BioShock games. I initially thought not: besides Booker's presence, there's also some news floating around about Fontaine and Brigid Tenanbaum that made me think we might be seeing an alternate version, where Rapture didn't fall but something else would happen. Late in the game, though, you start to see some Atlas posters, which makes me think it's more likely that we are in the original universe.
MEGA SPOILERS for Burial at Sea
Elizabeth mentions a few times that she's in "debt collection", and is seeking your help in order to pay back an old debt. I'd assumed that this meant that, after she killed off all the Booker/Comstock characters at the end of Infinite, she felt pity for what she had done, and decided to find alternate versions of them that she could help: perhaps ones from universes so different that they had never fought at Wounded Knee. By making their lives better, she may have hoped that she could atone for what she had to do.
But, given the very end, that doesn't seem to be the case at all. Her quest is one of vengeance, and she's clearly out to "get" Booker. It seems like there are actually multiple pairs of universes where a Booker sells a child to the Comstock in another universe. In this one as in the Infinite one, Booker changed his mind and tried to reclaim the baby; unlike the Infinite one, he pulled Anna just a little further through the portal, and ended up killing her instead of cutting her finger. Elizabeth is here to punish him for that act. (The Luteces come by as well, which was fantastic; I love that couple.)
It's all very clearly cliffhanger-y, and I'm awfully curious what will happen in Part 2. Will Booker be recreated as a Big Daddy? Will we play as Elizabeth as she hunts down and murders all remaining Bookers in the multiverse? Can Rapture be saved?
END SPOILERS
If you're a fan of any of the BioShock games, it's worth picking up Burial at Sea, though you might want to wait until Part 2 comes out so you can play straight through. The game mechanics are pretty similar to what you'll find in the original games and Infinite, but there's some nice expansion to the lore that fans should appreciate.
Now, for a couple of fantasy game updates:
I finished my Arendel Phaedra game in FfH2. I'd been angling for a religious victory, but I could never convince Arturus Thorne to grant Open Borders, so despite spreading the Fellowship everywhere else I just couldn't quite get over the 80% level. For a while I'd thought that I'd be able to use Inquisitors to bring down other religions and thus raise Fellowship's percentage; but while I could do this in other countries with Fellowship as their state religion, I apparently couldn't do it in non-Fellowship states. Which I guess makes sense.
Oh! This was kind of fun. I'd been running some hunters/rangers since the start of my game, and gradually built up a proper military over several centuries: starting when killing Orthus and his barbarians, adding a couple of heroes, then expanding to full strength when I started my war against Jonas, at which point I added the Baron and started breeding werewolves. I then split the army in two, with the recon units and my national heroes preparing for a long fight against Acheron the Red Dragon, while my werewolf horde swung north and across the ocean to join in the fight against Alexis. Once again, I encountered something that's potential in every game in FfH2, but I've never seen until now: an epic war between vampires and werewolves.
Not every game has the Calabim. Sometimes nobody will build Baron duin Halfmoon, or he will die before establishing lycanthropy. Even if both are present, it's possible that they'll be on the same side, or never meet. Still, at least once, the randomness of procedurally generated content aligned with popular perceptions of mass culture, and we were treated to an epic struggle between the implacable foes of vampires and werewolves. (Thanks to my Command promotions on Priests of Leaves, I was even able to persuade a few vampires to turn from their evil ways, and join the slightly-less-evil ways of my werewolf horde.)
After my two wars with Jonas and Alexis, I never needed to go to war again. For a little while I was worried that Varn would declare war on me, since he'd contact me every ten years to demand that I switch to Empyrean. Now, I totally get why he would be passionate about this - in the lore, Varn is practically synonymous with that faith - but it seems pretty unfair that they would keep piling on diplomatic penalties, plus it seems weird that I never even saw the option to demand he convert to Fellowship (despite it being present in his cities and my own state religion). Still, he was delighted to have me as a fellow Overcouncil member, and we never came to blows. (He did declare war on Cassiel of the Grigori, which led to an interesting war to spectate. I was rather relieved that neither side demanded I join with them or cut off ties with the other.
Aaaaaanyways... since straight-up religion wasn't an option. I decided to go for an Altar victory, which I've previously pursued but never achieved. There are some similarities between the Altar and the Tower victories, since both require you to build multiple prerequisite wonders and then a capstone project. However, the early Altar pieces all must be built by Great Prophets, so it was a great project to do with a Great Person factory like me.
I'd thought that the Altar would be like the Tower and that all the world world declare war on me once I started construction. I pulled my army back to my core cities, and nervously hoped that at least my vassals would stand by me. Fortunately, construction commenced without any incident. I'm guessing that this is a scripting difference: sure, most of the world loved me, but even if public opinion was a factor, I'd have expected Arturus at least to declare war if it was a pretext.
I'd been prepared from my Tower of Mastery victory, and had started stockpiling vaults of gold once I decided to shoot for the Altar. So, it wasn't terribly long before I could afford to rush production, then exalt in the approval of all of Erebus as we joined the Gods.
Yay! This was the highest normalized score I've received, at least on this partition. (I had a long run of several years of FfH2 on my Linux partition under WINE.) I think it might be time to bump up from Prince to King. And Andrew keeps trying to convince me to play a Marathon game (apparently not realizing that, if I did that, I'd never get around to Baldur's Gate Enhanced Edition.) There's still a lot left to experience. An infinite amount, really.
From the complex to the simple: I also beat Heroes of Dragon Age. Of course, "beat" is a tricky concept for games like these, since they're designed to keep you playing and spending money forever. I'd set myself a fairly straightforward objective: beat all of the single-player maps. I was happy to have done it without ever springing for a premium pack or gems.
My end team was the Black-aligned lineup I mentioned before: Merrill and a Level IV Desire Demon in the back, Grey Wardens Duncan and Carver (II) in the front, with an Inferno Golem towering over us all. I started to have the makings of decent Red and White teams near the end, with Fenris, Yavana, and Anders all making strong entries. Still, it would have taken forever to level them up. I sometimes rotated them in while grinding challenge nodes, but it was my Black team that eventually carried us to victory. It's a bit of a shame; there's actually some interesting strategies to consider in the game, and I would have enjoyed playing a version that focused more on squad composition than on level. As it stands, though, a high-leveled squad will virtually always outperform a well-designed squad. (Though there are still a few niche cases where that isn't strictly true. For example, a Ferelden Knight is fantastic in the Challenge maps against a single high-level opponent, regardless of how low his level.)
All in all, it was a decently fun way to waste some time. The biggest downside is that, given the deliberately open-ended design of the game, there isn't much of a sense of closure or catharsis at the end. It would have been really nice to get a closing video as nice as the opener, or even some text. I don't think that would have been easy to do, though... the game is really all about disconnected "what if?" scenarios, so there isn't any through-line to follow or big plot to resolve.
On a more positive note, I'm partway through playing Republique, a new mobile stealth game. I'd picked it up before the holidays, planning to play it on the airplane. It's been really good so far. The subject matter feels very au currant; the project started before Snowden's revelation of NSA abuses, and I feel like they probably updated the content to emphasize the surveillance state aspect a bit more.
There's a lot I like about it so far. It's a mobile game, but looks fantastic on my tablet. It has terrific voice acting, including Jennifer Hale doing a wonderful Eastern European accent. They managed to make the controls simple without making the game feel dumbed-down. It's much more about strategy than about reflexes, although events do play out in real-time and you definitely get some pressure when trying to avoid bad guys. The puzzles are generally well-designed, except for one frustrating one that I got stuck on for a long time.
The overall game design is good, too. I feel like I'm on kind of a roll now, after BioShock Infinite and The Last of Us and now Republique, in protecting young females from dangerous situations. Instead of controlling an on-screen avatar as guardian, though, this time you are... well, you, kind of. You're someone looking at a screen and tapping controls in order to guide the woman to safety. The moments of direct address can sometimes feel a little uncanny: am I me? Or am I a character?
Republique was a Kickstarted project. I didn't participate in it, but am always really happy to see such projects succeed, particularly for video games, which tend to have much higher budgets, expectations, and risks than other Kickstarter projects. One of the rewards for this was apparently to become a character in the game, so there are a lot of times when you can identify a guard and see their name, country of origin, and some personal quirks (including a rap sheet) along with a Kickstarter badge. Cool! I'm a big fan of being immortalized, even if it's a few words buried deep within a game.
This is the first episode of the game; I haven't beaten it yet, but I feel like I'm close. I'll probably pick up the remainders as they're released, though I'm likely to continue to time my purchases to coincide with long plane trips or other periods where I'll have my tablet and no Internet connection. It's a fun game and a great way to pass time, but so far hasn't been compelling enough to preempt the many, many other games that I want to play.
I recently received the Season Pass for BioShock Infinite, which will eventually include all the DLC released for the game. The first DLC entry, Clash in the Clouds, is apparently a combat-oriented expansion without original story, so I haven't been very interested in pursuing it. The next one, though, is the first entry of Burial at Sea, which has intrigued me quite a bit.
MINI SPOILERS (for Burial at Sea and all other BioShock games)
I'd been curious from the beginning about exactly how they would expand the game, since Infinite seemed to end so definitively. They'd opened up a multiple-universes plot, which can provide an infinite number of possible additions, but then neatly closed it as well. I think we still haven't figured out exactly how the events of Burial at Sea can be reconciled to the ending of Infinite, but I'm currently operating on the assumption that it occurs "before" the ending of Infinite (while recognizing that temporal words like "before" are very difficult to adapt to stories that include time travel and interdimensional travel).
The game takes place in a parallel universe to Infinite, and I think it's the first time we've received direct confirmation that BioShock 1/2 and BioShock Infinite occur in the same multiverse. You play as an alternate-universe version of Booker DeWitt, the protagonist of Infinite, but the game is set in Rapture, the location of the first two games.
I quite enjoyed the setting of the expansion. From a pure design perspective, Rapture isn't as delightful as Columbia, but it was great to see the Rapture vision elevated to the level of technical superiority that Infinite accomplished: the graphics look terrific, with Rapture's familiarity married to Infinite's polish.
I was also pretty impressed that they managed to revert to so much of the feel of the first two games while using Infinite's engine. Granted, it isn't that difficult to do so: Plasmids are basically the same as Vigors, etc. Still, there were a lot of things that felt like fundamental engine mechanics that turned out to be quite flexible. For example, in Infinite you could only physically carry two guns at a time, and would need to discard one if you wanted another. Burial at Sea returns to the previous system, where you can carry all weapons at once. This also involves some rebalancing: with a larger arsenal at your disposal, they can get away with providing far less ammo for each weapon type, forcing you to switch between weapons regularly, unlike in Infinite, where you could generally focus on mastering two weapons.
Irrational Games seems to have listened to some of the complaints that folks like me keep making about their (generally excellent) games, and I feel like they tried to address them, with varying degrees of success. First of all, there's a really nice long-ish stretch near the start of the game where you're free to wander around and enjoy the atmosphere in Rapture. It was great to participate in Rapture before the fall, when it was at the peak of its powers. There's a lot of conversations to eavesdrop on and culture to observe. Maybe it's because I'm so fresh from Infinite, but I kept comparing the two societies, and while both are kind of awful, I found Rapture's much more palatable. Granted, it's an objectivist fantasy realm where money rules absolutely: but on the plus side, it doesn't seem to have much room for racism or bigotry. If a black woman or a gay man seizes a fortune, all of Rapture will defend them against the parasite who would seek to steal from them.
On the more negative side, I feel like they tried to emphasize stealth elements more in the expansion, and really failed. Or maybe just I failed, but still. There's a huge shortage of ammo, and limited EVE, so several fights will come down to sky-strikes or melee attacks. You can one-shot melee an enemy if you sneak up on them from behind. Maybe I'm just spoiled by the incredible stealth system in The Last of Us, but I found BaS's stealth mechanics very frustrating. There are too few hiding places, you move too slowly while in stealth, enemies can see you from far away, everyone is alerted at once when you're spotted, and enemies don't seem to drop off of alert status once they start looking for you. I could occasionally knock out a couple of splicers, but most often someone would turn around at the wrong time, and since there's no cover around I'd be immediately spotted, and lose a ton of health while trying to quickly take them down.
While I'm complaining, the game was also shockingly glitchy for an expansion that spent this long in development. At one point I lost twenty minutes of progress due to an eternally spinning airlock; some research revealed that this is an issue which has been around since the game first came out, is present on all platforms, and still hasn't been fixed. That was frustrating. Several friendly NPC character models have weird bugs as well. The funniest and most disturbing was Elizabeth: sometimes, her skirt gets hiked way up to her hip, so you can see her entire leg, including the part that's just missing from the knee on up.
I still haven't totally grokked what Elizabeth is doing here. She seems to be one of the Columbia versions who has traveled through a tear into the Rapture dimension. She isn't familiar with anything about Rapture, but I also don't think that she's the same Elizabeth as from Infinite. She has a much more mature, femme fatale aspect to her. On a mechanical level, she seemed to be much stingier with health and ammo than in Infinite, and much more likely to get in my way. She's very cryptic, and your relationship with her in BaS seems to be about the opposite as it was in Infinite, when she was the naive innocent child and you were the worldly-wise man who knew what was going on.
A few other random thoughts:
It was fun to see Sander Cohen again. He's one of the weirdest, most messed-up characters in that universe, and his sequence in the original BioShock is probably the part I remember most vividly, apart from the very end. This seemed like an even less sympathetic version that we saw here, but that's because it was even more creepy and interesting.
I'm a bit curious whether this is the same Rapture as in the original BioShock games. I initially thought not: besides Booker's presence, there's also some news floating around about Fontaine and Brigid Tenanbaum that made me think we might be seeing an alternate version, where Rapture didn't fall but something else would happen. Late in the game, though, you start to see some Atlas posters, which makes me think it's more likely that we are in the original universe.
MEGA SPOILERS for Burial at Sea
Elizabeth mentions a few times that she's in "debt collection", and is seeking your help in order to pay back an old debt. I'd assumed that this meant that, after she killed off all the Booker/Comstock characters at the end of Infinite, she felt pity for what she had done, and decided to find alternate versions of them that she could help: perhaps ones from universes so different that they had never fought at Wounded Knee. By making their lives better, she may have hoped that she could atone for what she had to do.
But, given the very end, that doesn't seem to be the case at all. Her quest is one of vengeance, and she's clearly out to "get" Booker. It seems like there are actually multiple pairs of universes where a Booker sells a child to the Comstock in another universe. In this one as in the Infinite one, Booker changed his mind and tried to reclaim the baby; unlike the Infinite one, he pulled Anna just a little further through the portal, and ended up killing her instead of cutting her finger. Elizabeth is here to punish him for that act. (The Luteces come by as well, which was fantastic; I love that couple.)
It's all very clearly cliffhanger-y, and I'm awfully curious what will happen in Part 2. Will Booker be recreated as a Big Daddy? Will we play as Elizabeth as she hunts down and murders all remaining Bookers in the multiverse? Can Rapture be saved?
END SPOILERS
If you're a fan of any of the BioShock games, it's worth picking up Burial at Sea, though you might want to wait until Part 2 comes out so you can play straight through. The game mechanics are pretty similar to what you'll find in the original games and Infinite, but there's some nice expansion to the lore that fans should appreciate.
Now, for a couple of fantasy game updates:
I finished my Arendel Phaedra game in FfH2. I'd been angling for a religious victory, but I could never convince Arturus Thorne to grant Open Borders, so despite spreading the Fellowship everywhere else I just couldn't quite get over the 80% level. For a while I'd thought that I'd be able to use Inquisitors to bring down other religions and thus raise Fellowship's percentage; but while I could do this in other countries with Fellowship as their state religion, I apparently couldn't do it in non-Fellowship states. Which I guess makes sense.
Oh! This was kind of fun. I'd been running some hunters/rangers since the start of my game, and gradually built up a proper military over several centuries: starting when killing Orthus and his barbarians, adding a couple of heroes, then expanding to full strength when I started my war against Jonas, at which point I added the Baron and started breeding werewolves. I then split the army in two, with the recon units and my national heroes preparing for a long fight against Acheron the Red Dragon, while my werewolf horde swung north and across the ocean to join in the fight against Alexis. Once again, I encountered something that's potential in every game in FfH2, but I've never seen until now: an epic war between vampires and werewolves.
Not every game has the Calabim. Sometimes nobody will build Baron duin Halfmoon, or he will die before establishing lycanthropy. Even if both are present, it's possible that they'll be on the same side, or never meet. Still, at least once, the randomness of procedurally generated content aligned with popular perceptions of mass culture, and we were treated to an epic struggle between the implacable foes of vampires and werewolves. (Thanks to my Command promotions on Priests of Leaves, I was even able to persuade a few vampires to turn from their evil ways, and join the slightly-less-evil ways of my werewolf horde.)
After my two wars with Jonas and Alexis, I never needed to go to war again. For a little while I was worried that Varn would declare war on me, since he'd contact me every ten years to demand that I switch to Empyrean. Now, I totally get why he would be passionate about this - in the lore, Varn is practically synonymous with that faith - but it seems pretty unfair that they would keep piling on diplomatic penalties, plus it seems weird that I never even saw the option to demand he convert to Fellowship (despite it being present in his cities and my own state religion). Still, he was delighted to have me as a fellow Overcouncil member, and we never came to blows. (He did declare war on Cassiel of the Grigori, which led to an interesting war to spectate. I was rather relieved that neither side demanded I join with them or cut off ties with the other.
Aaaaaanyways... since straight-up religion wasn't an option. I decided to go for an Altar victory, which I've previously pursued but never achieved. There are some similarities between the Altar and the Tower victories, since both require you to build multiple prerequisite wonders and then a capstone project. However, the early Altar pieces all must be built by Great Prophets, so it was a great project to do with a Great Person factory like me.
I'd thought that the Altar would be like the Tower and that all the world world declare war on me once I started construction. I pulled my army back to my core cities, and nervously hoped that at least my vassals would stand by me. Fortunately, construction commenced without any incident. I'm guessing that this is a scripting difference: sure, most of the world loved me, but even if public opinion was a factor, I'd have expected Arturus at least to declare war if it was a pretext.
I'd been prepared from my Tower of Mastery victory, and had started stockpiling vaults of gold once I decided to shoot for the Altar. So, it wasn't terribly long before I could afford to rush production, then exalt in the approval of all of Erebus as we joined the Gods.
From the complex to the simple: I also beat Heroes of Dragon Age. Of course, "beat" is a tricky concept for games like these, since they're designed to keep you playing and spending money forever. I'd set myself a fairly straightforward objective: beat all of the single-player maps. I was happy to have done it without ever springing for a premium pack or gems.
My end team was the Black-aligned lineup I mentioned before: Merrill and a Level IV Desire Demon in the back, Grey Wardens Duncan and Carver (II) in the front, with an Inferno Golem towering over us all. I started to have the makings of decent Red and White teams near the end, with Fenris, Yavana, and Anders all making strong entries. Still, it would have taken forever to level them up. I sometimes rotated them in while grinding challenge nodes, but it was my Black team that eventually carried us to victory. It's a bit of a shame; there's actually some interesting strategies to consider in the game, and I would have enjoyed playing a version that focused more on squad composition than on level. As it stands, though, a high-leveled squad will virtually always outperform a well-designed squad. (Though there are still a few niche cases where that isn't strictly true. For example, a Ferelden Knight is fantastic in the Challenge maps against a single high-level opponent, regardless of how low his level.)
All in all, it was a decently fun way to waste some time. The biggest downside is that, given the deliberately open-ended design of the game, there isn't much of a sense of closure or catharsis at the end. It would have been really nice to get a closing video as nice as the opener, or even some text. I don't think that would have been easy to do, though... the game is really all about disconnected "what if?" scenarios, so there isn't any through-line to follow or big plot to resolve.
On a more positive note, I'm partway through playing Republique, a new mobile stealth game. I'd picked it up before the holidays, planning to play it on the airplane. It's been really good so far. The subject matter feels very au currant; the project started before Snowden's revelation of NSA abuses, and I feel like they probably updated the content to emphasize the surveillance state aspect a bit more.
There's a lot I like about it so far. It's a mobile game, but looks fantastic on my tablet. It has terrific voice acting, including Jennifer Hale doing a wonderful Eastern European accent. They managed to make the controls simple without making the game feel dumbed-down. It's much more about strategy than about reflexes, although events do play out in real-time and you definitely get some pressure when trying to avoid bad guys. The puzzles are generally well-designed, except for one frustrating one that I got stuck on for a long time.
The overall game design is good, too. I feel like I'm on kind of a roll now, after BioShock Infinite and The Last of Us and now Republique, in protecting young females from dangerous situations. Instead of controlling an on-screen avatar as guardian, though, this time you are... well, you, kind of. You're someone looking at a screen and tapping controls in order to guide the woman to safety. The moments of direct address can sometimes feel a little uncanny: am I me? Or am I a character?
Republique was a Kickstarted project. I didn't participate in it, but am always really happy to see such projects succeed, particularly for video games, which tend to have much higher budgets, expectations, and risks than other Kickstarter projects. One of the rewards for this was apparently to become a character in the game, so there are a lot of times when you can identify a guard and see their name, country of origin, and some personal quirks (including a rap sheet) along with a Kickstarter badge. Cool! I'm a big fan of being immortalized, even if it's a few words buried deep within a game.
This is the first episode of the game; I haven't beaten it yet, but I feel like I'm close. I'll probably pick up the remainders as they're released, though I'm likely to continue to time my purchases to coincide with long plane trips or other periods where I'll have my tablet and no Internet connection. It's a fun game and a great way to pass time, but so far hasn't been compelling enough to preempt the many, many other games that I want to play.
Labels:
bioshock,
civilization,
DLC,
fall from heaven,
games,
republique
Tuesday, December 31, 2013
Sundry
Here are a few random thoughts percolating in my brain-pan. Mild spoilers for each paragraph, provided after an introductory sentence stating the topic:
After much dedicating urging from my brother, I've finally started watching the British TV series Misfits. It's really good! It's darkly comic, with lots of fun sex and violence, set in a moderately grim modern London. There are multiple good hooks into the show, but one of the best is that all of the main characters are awful: they've broken the law (and not in the impressive sense of "I stole the crown jewels" or "I avenged my father", more like "I stole too much candy" or "I set fire to a house"), and are various degrees of stupid, greedy, dangerous, or just plain antisocial. The entire cast is really good, but the standout is Iwan Rheon, who plays... erm, an especially memorable character in season 3 of "Game of Thrones". After seeing this show, I can totally see why HBO would cast him in that role: he has the perfect eyes for the part. Those creepy, creepy eyes. Incredibly, though, he and the rest of the cast manage to be somewhat endearing, at the same time as they're being perfectly awful. Anyways! It's a standard British show, which makes me fall in love with it, and then sad that they don't believe in producing more than six episodes in a season. Now I need to decide whether to binge or savor the remaining episodes.
I'm all caught up on Doctor Who. The two final specials were typical Doctor Who, in that they amused and frustrated me in equal measure. It was a lot of fun to see Tennant again, and I enjoyed the little cameos they gave prior Doctors. On the other hand, pretty much any time they go back in history it sets my teeth on edge, and the Queen Elizabeth storyline elicited a record number of groans from me. Honestly, I'm not really sure why they had that plot line at all: it felt like they weren't confident that a major storyline tying together all the doctors and determining the fate of Gallifrey was enough to keep people's interest? So they dropped in a sub-B-plot with badly-designed aliens and corny dialogue to prop it up? I dunno. The Christmas special was also pretty dumb: fun dumb, but the plot made less and less sense the more I thought about it. Which really is the lesson I need to learn: if I want to ever enjoy this show, I should really stop holding it to any sort of rigorous intellectual standard. But, Capaldi's introduction was excellent, and I'm already looking forward to the edge he might be able to bring to the character. Also, it was pretty fun to catch several direct addresses to the raving Who fanbase, such as a direct statement by Matt Smith calling himself the Twelfth Doctor, instantly resolving the long-running debate about whether the War Doctor counts in the chronology.
Heroes of Dragon Age has acquired a surprisingly resilient hold on my attention. Which, fortunately, is minor: it's the sort of thing I can pick up once or twice a day, make some progress, then put away. I still haven't paid any money for it, so it's way more grindy than I would have thought I could tolerate, but still enough progress to keep me going. I'm currently defending Minrathous against the Qunari during the first Qunari war. My go-to team is Black-oriented, with Grey Warden Carver and Duncan in the front line, Merrill and a Desire Demon in the rear, supported by an Inferno Golem. It's a pretty solid team, especially against the Quest maps (the Desire Demon has low health and so doesn't last very long in PVP). Merrill continues to be my MVP: she Hits All with a lot of power on a Medium speed, so she's effective in PVP at wiping out Desire Demons, Grey Warden Mages or Tevinter Mages before they get a chance to move. She also drains power, which helps a ton in all fights. I maxed out her crit chance a long time ago, and with her in the back row she's very deadly. For a long time I kept my Dark Revenant on the team, since he has very solid stats and made a good frontliner, but I eventually decided to swap him out for a top-tier Desire Demon: she doesn't help much in PVP, but she has a lot of utility in quest maps since she Hits All with a medium chance to stun. For any medium-difficulty challenge, I just need to replay it enough times to get lucky with landing the stuns, and then it becomes a cakewalk. Duncan replaces my Grey Warden Rogue; both are quick single hitters, Duncan doesn't gain power after hits, but he has stronger stats across the board and so can fill the front row spot vacated by my Revenant. Carver is another very solid addition: he has good stats, attacks rows, and even has a small chance to stun. Finally, I love my Inferno Golem, who is a ridiculous damage sponge. He's slow, so he doesn't hit often, and doesn't do a ton of damage, but he can absorb a huge number of hits, distracting enemies from my more vulnerable teammates.
I've slightly updated my strategy for this game. I no longer bother screening my PVP matches at all, and just accept the first fight I'm offered. I hardly fell in the rankings at all, and much more importantly, I'm earning more gold and experience. My previous strategy of only taking easy fights works well for any individual fight, but once you get "too high" in the rankings, these fights will earn a pittance, and your inevitable loss will shoot you way down. Since you tend to lose about 3-4 times as many trophies on a loss as your earn in a win, once you reach equilibrium you'll get about 3-4 wins per loss: and, since you're competing from a lower bracket, you'll earn a lot more for each win.
I have a ton of games that I want to play - I received Burial at Sea for Bioshock, have both of the Enhanced Editions of Baldur's Gate queued up, and am still less than halfway through the main campaign of NWN2 - so of course I immediately started another game of Fall from Heaven 2. It's just so much fun! I wanted to have a builder-oriented game after my more combat-oriented Amurites campaign, so I reluctantly postponed my long-promised try at an evil civ (still love the flavor for Calabim and Svartflar, just don't particularly like the warmongering gameplay they're optimized for), and instead went full elf: Arendel Phaedra of Ljosalfar, promulgating the Fellowship of Leaves faith.
It's been a really fun game so far. I started out isolated in a coastal valley, and so needed to change my plans slightly, building some coastal towns and acquiring sailing techs. Khazad was the first to acquire a religion (Runes of Kilmorph, natch), but I quickly followed up with Fellowship, and then followed my standard religiously diplomatic strategy and founded all five remaining religions. In most games, this makes it far easier to convert everyone else to your own faith, which does wonders for diplomatic relations and the kind of religious peace that's so conducive for builder games. In my particular case, it has been a mixed success so far. Arturus Thorne is angrily set in his Runes ways. He had somehow managed to convert Varn Gosam to the faith, despite the two of them never meeting, and Varn resisted my inroads for a while. Eventually, Empyrean automatically spread to the Malakim lands, and of course he instantly converted to that faith. Fortunately, as another Good member of the Overcouncil, Varn thinks we're BFFs. And then there's Cassiel, who is Agnostic and can't follow any religion (though I can still convert his cities). Ironically, the most stalwart adherents to the Fellowship are the Clan of Embers and the Calabim, who are also the only two civs to have declared war on me. (Sandalphon of the Sidar was long happy to pay lip service to the faith, but recently has converted to the Council of Essus, which does not bode well for our future relations.)
The most interesting part of the game so far has been its strong exploration focus. In most FfH2 games, there's a burst of exploration early on as you expand the map around your starting location, but by the end of the first century you've usually exhausted all of the tribal villages and such, and move into a phase of warring against barbarians and rivals. This game, though, has tons of nooks and crannies in its Erebus map, and as a result I am still finding new villages and dungeons well into the mid-late portion of the game. Along the same lines, this is the first game I can remember where I have put serious investments into the Recon line: I had a strong core of Hunters fairly early on, and currently have two highly-promoted Rangers exploring distant portions of the map. That's allowed me to use some really fun game mechanics, like scouting with hawks, and taming wild animals to build an army of beasts who accompany my lone elf in wars against distant barbarian cities.
I'm currently in a very strong position, with a significant tech lead over my rivals, a solid manufacturing and financial base (gotta love towns built on top of ancient forests!), four hero units, the Exalted Altar of Luonnotar, and significant soft power in the form of good relations with most civs. I was briefly nervous when Jonas and Alexis independently declared war on me within a few turns of one another, but the war ended up being a good thing. I built Baron Duin Halfmoon, then conquered practically all of Jonas's territory, along the way building up a furry tide of fury that devoured his armies and waxed ever stronger. I eventually researched feudalism and vassalized him, then liberated all of his cities. I think this is the first time I've ever taken a vassal in FfH2, so I'm a bit curious to see how it plays out. The war with Alexis was lower-key: I upgraded some galleys to privateers, then sunk her boats so she couldn't reach me. She refused to negotiate for a while, but eventually relented.
Now, I need to resolve the classic FfH2 dilemma of deciding how to end the game. I'm currently leaning towards a religious victory: I've already spread the Fellowship to over 60% of the planet, and if I can convince Arturus to open his borders, I'll have a good shot of getting to the 80% needed for victory. If that proves too difficult, though, I could also take another shot at finally getting an Altar of Luonnotar victory. I've almost totally neglected the arcane line, so it would take a very long time to research and build, though. Or, I could just shoot for a straight cultural victory. Evermore could very easily reach Legendary status - it's currently at a population of 50 or something ridiculous like that, has maxed out its specialists and hasn't even finished building The City of a Thousand Slums yet. But, I'm not yet sure what my other two candidates would be, and I'm pretty sure that would be another time-consuming goal to reach.
On a very different video-game-related topic, I finally read an excellent article called "No girls allowed" that looks into the history behind the video game industry's awful attitudes towards female gamers. The general idea is that this was a self-fulfilling prophecy that started in the mid-1980s, when video game manufacturers began exclusively marketing to young boys, and continued (and became distressingly sexualized) as their target audience grew into adults. They point out that in the Atari era, games were marketed equally towards all family members, and women held prominent roles at Atari. It's a very well-researched and convincing article, though I have to quibble a little with their chronology. The article gives the impression that Lori Cole and Roberta Williams were part of a golden age of gender equality prior to the gaming crash of 1983, when in fact virtually all of their games came out well after. You can easily explain this away by virtue of the fact that history is complicated, and moves in currents that can't be easily summarized in a single article (even a long one). More specifically, while the article does a really good job at differentiating between arcade and console games, it doesn't delve into the PC/console dichotomy, which would make an interesting tangent for this topic: I personally feel like, FPSs notwithstanding, the PC has historically been far more welcoming to female gamers than consoles have. A more direct response to the Williams/Cole conundrum, though, is that there's no substitute for ownership of companies. If a woman is in charge of a company, and wants to make games with female protagonists, it's going to happen. If we want more inclusive games to be released in this millennium, one excellent start would be correcting the paucity of women in the boardrooms of major game publishers.
Finally, in literary news, I'm about 2/3 of the way done with The Bleeding Edge by Thomas Pynchon. I'm sure I'll do a writeup later, so for now I'll just say that it's the best novel I've read in 2013, and is kind of like a perfect companion to The Crying of Lot 49, one of my all-time favorite books.
Have a happy new year!
After much dedicating urging from my brother, I've finally started watching the British TV series Misfits. It's really good! It's darkly comic, with lots of fun sex and violence, set in a moderately grim modern London. There are multiple good hooks into the show, but one of the best is that all of the main characters are awful: they've broken the law (and not in the impressive sense of "I stole the crown jewels" or "I avenged my father", more like "I stole too much candy" or "I set fire to a house"), and are various degrees of stupid, greedy, dangerous, or just plain antisocial. The entire cast is really good, but the standout is Iwan Rheon, who plays... erm, an especially memorable character in season 3 of "Game of Thrones". After seeing this show, I can totally see why HBO would cast him in that role: he has the perfect eyes for the part. Those creepy, creepy eyes. Incredibly, though, he and the rest of the cast manage to be somewhat endearing, at the same time as they're being perfectly awful. Anyways! It's a standard British show, which makes me fall in love with it, and then sad that they don't believe in producing more than six episodes in a season. Now I need to decide whether to binge or savor the remaining episodes.
I'm all caught up on Doctor Who. The two final specials were typical Doctor Who, in that they amused and frustrated me in equal measure. It was a lot of fun to see Tennant again, and I enjoyed the little cameos they gave prior Doctors. On the other hand, pretty much any time they go back in history it sets my teeth on edge, and the Queen Elizabeth storyline elicited a record number of groans from me. Honestly, I'm not really sure why they had that plot line at all: it felt like they weren't confident that a major storyline tying together all the doctors and determining the fate of Gallifrey was enough to keep people's interest? So they dropped in a sub-B-plot with badly-designed aliens and corny dialogue to prop it up? I dunno. The Christmas special was also pretty dumb: fun dumb, but the plot made less and less sense the more I thought about it. Which really is the lesson I need to learn: if I want to ever enjoy this show, I should really stop holding it to any sort of rigorous intellectual standard. But, Capaldi's introduction was excellent, and I'm already looking forward to the edge he might be able to bring to the character. Also, it was pretty fun to catch several direct addresses to the raving Who fanbase, such as a direct statement by Matt Smith calling himself the Twelfth Doctor, instantly resolving the long-running debate about whether the War Doctor counts in the chronology.
Heroes of Dragon Age has acquired a surprisingly resilient hold on my attention. Which, fortunately, is minor: it's the sort of thing I can pick up once or twice a day, make some progress, then put away. I still haven't paid any money for it, so it's way more grindy than I would have thought I could tolerate, but still enough progress to keep me going. I'm currently defending Minrathous against the Qunari during the first Qunari war. My go-to team is Black-oriented, with Grey Warden Carver and Duncan in the front line, Merrill and a Desire Demon in the rear, supported by an Inferno Golem. It's a pretty solid team, especially against the Quest maps (the Desire Demon has low health and so doesn't last very long in PVP). Merrill continues to be my MVP: she Hits All with a lot of power on a Medium speed, so she's effective in PVP at wiping out Desire Demons, Grey Warden Mages or Tevinter Mages before they get a chance to move. She also drains power, which helps a ton in all fights. I maxed out her crit chance a long time ago, and with her in the back row she's very deadly. For a long time I kept my Dark Revenant on the team, since he has very solid stats and made a good frontliner, but I eventually decided to swap him out for a top-tier Desire Demon: she doesn't help much in PVP, but she has a lot of utility in quest maps since she Hits All with a medium chance to stun. For any medium-difficulty challenge, I just need to replay it enough times to get lucky with landing the stuns, and then it becomes a cakewalk. Duncan replaces my Grey Warden Rogue; both are quick single hitters, Duncan doesn't gain power after hits, but he has stronger stats across the board and so can fill the front row spot vacated by my Revenant. Carver is another very solid addition: he has good stats, attacks rows, and even has a small chance to stun. Finally, I love my Inferno Golem, who is a ridiculous damage sponge. He's slow, so he doesn't hit often, and doesn't do a ton of damage, but he can absorb a huge number of hits, distracting enemies from my more vulnerable teammates.
I've slightly updated my strategy for this game. I no longer bother screening my PVP matches at all, and just accept the first fight I'm offered. I hardly fell in the rankings at all, and much more importantly, I'm earning more gold and experience. My previous strategy of only taking easy fights works well for any individual fight, but once you get "too high" in the rankings, these fights will earn a pittance, and your inevitable loss will shoot you way down. Since you tend to lose about 3-4 times as many trophies on a loss as your earn in a win, once you reach equilibrium you'll get about 3-4 wins per loss: and, since you're competing from a lower bracket, you'll earn a lot more for each win.
I have a ton of games that I want to play - I received Burial at Sea for Bioshock, have both of the Enhanced Editions of Baldur's Gate queued up, and am still less than halfway through the main campaign of NWN2 - so of course I immediately started another game of Fall from Heaven 2. It's just so much fun! I wanted to have a builder-oriented game after my more combat-oriented Amurites campaign, so I reluctantly postponed my long-promised try at an evil civ (still love the flavor for Calabim and Svartflar, just don't particularly like the warmongering gameplay they're optimized for), and instead went full elf: Arendel Phaedra of Ljosalfar, promulgating the Fellowship of Leaves faith.
It's been a really fun game so far. I started out isolated in a coastal valley, and so needed to change my plans slightly, building some coastal towns and acquiring sailing techs. Khazad was the first to acquire a religion (Runes of Kilmorph, natch), but I quickly followed up with Fellowship, and then followed my standard religiously diplomatic strategy and founded all five remaining religions. In most games, this makes it far easier to convert everyone else to your own faith, which does wonders for diplomatic relations and the kind of religious peace that's so conducive for builder games. In my particular case, it has been a mixed success so far. Arturus Thorne is angrily set in his Runes ways. He had somehow managed to convert Varn Gosam to the faith, despite the two of them never meeting, and Varn resisted my inroads for a while. Eventually, Empyrean automatically spread to the Malakim lands, and of course he instantly converted to that faith. Fortunately, as another Good member of the Overcouncil, Varn thinks we're BFFs. And then there's Cassiel, who is Agnostic and can't follow any religion (though I can still convert his cities). Ironically, the most stalwart adherents to the Fellowship are the Clan of Embers and the Calabim, who are also the only two civs to have declared war on me. (Sandalphon of the Sidar was long happy to pay lip service to the faith, but recently has converted to the Council of Essus, which does not bode well for our future relations.)
The most interesting part of the game so far has been its strong exploration focus. In most FfH2 games, there's a burst of exploration early on as you expand the map around your starting location, but by the end of the first century you've usually exhausted all of the tribal villages and such, and move into a phase of warring against barbarians and rivals. This game, though, has tons of nooks and crannies in its Erebus map, and as a result I am still finding new villages and dungeons well into the mid-late portion of the game. Along the same lines, this is the first game I can remember where I have put serious investments into the Recon line: I had a strong core of Hunters fairly early on, and currently have two highly-promoted Rangers exploring distant portions of the map. That's allowed me to use some really fun game mechanics, like scouting with hawks, and taming wild animals to build an army of beasts who accompany my lone elf in wars against distant barbarian cities.
I'm currently in a very strong position, with a significant tech lead over my rivals, a solid manufacturing and financial base (gotta love towns built on top of ancient forests!), four hero units, the Exalted Altar of Luonnotar, and significant soft power in the form of good relations with most civs. I was briefly nervous when Jonas and Alexis independently declared war on me within a few turns of one another, but the war ended up being a good thing. I built Baron Duin Halfmoon, then conquered practically all of Jonas's territory, along the way building up a furry tide of fury that devoured his armies and waxed ever stronger. I eventually researched feudalism and vassalized him, then liberated all of his cities. I think this is the first time I've ever taken a vassal in FfH2, so I'm a bit curious to see how it plays out. The war with Alexis was lower-key: I upgraded some galleys to privateers, then sunk her boats so she couldn't reach me. She refused to negotiate for a while, but eventually relented.
Now, I need to resolve the classic FfH2 dilemma of deciding how to end the game. I'm currently leaning towards a religious victory: I've already spread the Fellowship to over 60% of the planet, and if I can convince Arturus to open his borders, I'll have a good shot of getting to the 80% needed for victory. If that proves too difficult, though, I could also take another shot at finally getting an Altar of Luonnotar victory. I've almost totally neglected the arcane line, so it would take a very long time to research and build, though. Or, I could just shoot for a straight cultural victory. Evermore could very easily reach Legendary status - it's currently at a population of 50 or something ridiculous like that, has maxed out its specialists and hasn't even finished building The City of a Thousand Slums yet. But, I'm not yet sure what my other two candidates would be, and I'm pretty sure that would be another time-consuming goal to reach.
On a very different video-game-related topic, I finally read an excellent article called "No girls allowed" that looks into the history behind the video game industry's awful attitudes towards female gamers. The general idea is that this was a self-fulfilling prophecy that started in the mid-1980s, when video game manufacturers began exclusively marketing to young boys, and continued (and became distressingly sexualized) as their target audience grew into adults. They point out that in the Atari era, games were marketed equally towards all family members, and women held prominent roles at Atari. It's a very well-researched and convincing article, though I have to quibble a little with their chronology. The article gives the impression that Lori Cole and Roberta Williams were part of a golden age of gender equality prior to the gaming crash of 1983, when in fact virtually all of their games came out well after. You can easily explain this away by virtue of the fact that history is complicated, and moves in currents that can't be easily summarized in a single article (even a long one). More specifically, while the article does a really good job at differentiating between arcade and console games, it doesn't delve into the PC/console dichotomy, which would make an interesting tangent for this topic: I personally feel like, FPSs notwithstanding, the PC has historically been far more welcoming to female gamers than consoles have. A more direct response to the Williams/Cole conundrum, though, is that there's no substitute for ownership of companies. If a woman is in charge of a company, and wants to make games with female protagonists, it's going to happen. If we want more inclusive games to be released in this millennium, one excellent start would be correcting the paucity of women in the boardrooms of major game publishers.
Finally, in literary news, I'm about 2/3 of the way done with The Bleeding Edge by Thomas Pynchon. I'm sure I'll do a writeup later, so for now I'll just say that it's the best novel I've read in 2013, and is kind of like a perfect companion to The Crying of Lot 49, one of my all-time favorite books.
Have a happy new year!
Labels:
british,
civilization,
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fantasy,
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mods,
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television
Friday, December 20, 2013
e-Dain
It’s sometimes a fun thought experiment to ask, “If I could only have 1 X for the rest of my life, what would it be?” where X is a form of entertainment. My thoughts tend towards those items of sufficient length and complexity where I can see myself continuing to enjoy digging through them for year after year. Thus for novels I’m drawn more towards pieces by Pynchon, Joyce, or Melville, over simpler (though still high-quality) works. For movies I would want something like the Lord of the Rings trilogy, but if that wasn’t available, I might pick The Princess Bride, for its combination of genres. Why pick between comedy, adventure, and romance when you can have all three?
When it comes to video games, though, I am much less hesitant in selecting a victor: Civilization IV, with the Fall from Heaven 2 mod installed. Civ games are already bottomless sources of fun, endlessly variable and endlessly interesting each time you start up a new game. And FfH2 just adds even more orders of magnitude of complexity, differentiation, and replayability to an already-solid core engine. In some ways this feels like a bit of a cheat, since I’d practically be getting a dozen games instead of just one.
It’s been a while since I played FfH2, and even longer since I did the standard game; my most recent efforts were devoted to working my way through the impressive set of scenarios. The itch has been growing for a while, though, so I finally scratched it and set off on my latest quest.
This time around, I decided to play as Dain the Caswallan of the Amurites. The Amurites are one of the arcane-focused civs, and it’s been a long time since I did much with the arcane line. Way back in my first Kuriorates game I had advanced pretty far along that part of the tech tree, but that was a much earlier version of the mod: the AI still wasn’t smart about spellcasting, and the set of spells have shifted considerably since then (back then, Law III let you cast Unyielding Order, which was critically important to my megacities). Since then I’ve had some experience with divine spellcasting, or largely ignored magic altogether. Magic is something that most players will either fully commit to or ignore entirely: adepts are fairly expensive to build, and require specialized prerequisite buildings, so the opportunity cost of taking magic is fairly high.
I did some advance reading online to set my strategy in place. Obviously, I was going to want to build several adepts and eventually promote them up to become archmages. However, there are some fascinating wrinkles in this strategy available only to the Amurites. Their hero unit, Govannon, can teach Level 1 spells to ANY unit, even those without arcane abilities. The general idea here is to allow footsoldiers access to useful utility spells, so a Swordsman could Haste himself or grant an Enchanted Blade. But, it also allows other units with access to higher Channelling tiers to then go on and learn higher-level versions of those same spells.
Tier 3 Arcane spells are VERY powerful. You can summon an Earth Elemental, who has 11 STR + 1 STR for each Earth Mana you have. You can cast Resurrection, which lets you bring a dead Hero back to life. You can cast Domination, which lets you take ownership of an enemy unit. In order to balance this power, FfH2 limits each civ to only building 4 Archmage units, which puts a cap on the amount of damage you can do.
However! There are ways around this. One common loophole is to have your Archmages learn Death 3, and then transform themselves into Lichs. Lichs still have access to Channeling 3, but count as a separate class from Archmages. So you can end up with 4 Lichs and 4 Archmages, for a total of 8 top-level spellcasters.
Well, with the Amurites, you can push that even further. You can teach spells to Druids, and to Divine spellcasters, and then train them up to top-level Arcane schools. This strategy works for any unit with access to Channeling 3, which includes some Hero units. All told, by the end of my game I had NINETEEN units on the field who were capable of casting these ultra-powerful spells. That’s quite an advantage!
With this strong base, you’re in a good position to go for any of several victories. Thematically, though, I wanted to attempt the Tower of Mastery victory, which is oriented for arcane players (and which I hadn’t yet achieved). This behaves somewhat similarly to the Space Race victory in standard Civ. You need a lot of research in order to embark on it, and you need a solid industry in order to complete it.
After advancing past the basic magic techs, you start gaining access to specialized schools of magic - necromancy, elementalism, etc. Each lets you upgrade raw mana nodes to more particular types; for example, Necromancy lets you build Death, Entropy, Chaos or Shadow nodes. If you manage to gain access to all four types of mana in a school, you can then build its corresponding Tower, a Wonder that grants you an additional bonus. Building the Tower of Necromancy, for example, will provide you an additional Death Magic mana source, and will also increase the number of skeletons your civilization can summon. Finally, if you build all four Towers, you can then start work on the Tower of Mastery, a BIG project that will take a long time to finish, but result in a victory upon its completion, as you have gained control over the fabric underlying the universe.
In practice, Tower of Mastery is a very difficult victory to pull off. Most civs will start with two mana sources thanks to their palace, and might get one or two upgradeable raw mana nodes in their empire, depending on luck and the size of the map. Beyond that, though, mana is very hard to come by. Some religious shrines provide one. If you’re very lucky you MIGHT be able to trade if a rival happens to have an excess. In practice, though, winning this victory will generally mean going to war in order to capture additional mana nodes. You don’t need to get all 16, but you will need at least three and probably four: after building a Tower, you can Dispel a node back to its raw source and then build a new type of node.
I aggressively explored the map when starting out, and kept mana nodes’ positions in mind while plotting my expansion. An ideal location for a node is 3 squares away from your city center. Nodes don’t yield any food, hammers, or trade, so it’s best to keep them outside of your workable radius; ideally you’ll expand to cover their territory on the first culture growth past the full radius. As always, though, reality must bow to theory. I had one node deep in tundra, and planted a city further away from it than I would like. I eventually managed to gain access to it, but it took centuries more than I had hoped.
As such, it took me a depressingly long time to get started on my first Tower. I could easily get 3 sources in any of two different schools, but that elusive 4th proved hard to acquire. So, I started some projects on several simultaneous fronts to get over that hurdle. First, I began working on the Rites of Oghma project, which creates new raw mana nodes throughout the world. Second, I launched a war against the Clan of Embers, an already-hostile civ that was decently close to my capital and had several mana nodes. Thirdly, I bumped up my culture production in Darian, the city so tantalizingly close and yet so far to that final raw mana node - I had been surprised when the bump to Refined didn't expand my borders in quite the way I'd expected, leaving that resource languishing adjacent to my borders for the entire next, significantly more difficult tier.
Of course, all three prongs bore fruition at around the same time. The Rites gave me a couple of new nodes within my borders, but also some new ones in the area I'd already earmarked for conquest, and by the time I'd wound down that war, Darian finally gained access to its node. Even though I'd been hamstrung in my attempts at tower construction, though, I'd been progressing at full steam on building up my arcane frontline. I'd already promoted my Archmages, and had a set of Wizards waiting for me to achieve Lichdom so they could be promoted up. More excitingly, though, I had also trained a full set of four Druids, then cross-trained them with Govannon. I build druids even less often than I build archmages: they're at the end of an expensive line of nature/recon tech that, while thematically strong, doesn't support my key goal of capturing enemy cities. In this game, though, I finally came to realize why Druids are so awesome. First of all, yes, as Amurite druids they could do amazing stuff like cause devastating snowfalls and withering corruption. Beyond that, though, they are very strong and versatile fighters to begin with, which also means that they can gain XP much more quickly than arcane units (not to mention that they start with Tier 3 when you acquire them, and don't need to first gain XP and level up before upgrading).
Druids still had one more key ability, though, which I had not appreciated or even known about before this war. First, I should back up and describe the geography of this particular incarnation of Erebus. Most civs were on a large continent that filled most of the map. I was located near the center, inland. I could extend all the way south to the antarctic. A set of mountain ranges blocked me off from the Clan of Embers to the east, and also provided a border between me and Amelanchier of the Ljosalfar to my northwest. I'd initially had open jungles to my west, but Acheron the Red Dragon established his city there, and for several centuries he was a potent buffer between me, Ljosalfar, and the Sheaim to the far northwest of the continent. The Sons of the Inferno were also very active, creating numerous fires that wreaked havoc across the west; I eventually chopped down my border forests in order to create a firebreak between those lands and my own.
Eventually, once I gained access to Tier 2 Summons and attached a Great Commander to a highly-promoted Dwarven Axeman, I managed to defeat Acheron and claim the city for myself. Tensions quickly escalated with my now-neighbor Tebryn, and I went to war with him, then was surprised to find that he held only two cities. I now held control over the entire western half of the continent, except for a rump state of Ljosalfar, which was protected to the south and east by impenetrable mountain ranges, to the north by the ocean and another mountain range, and only accessible through a narrow gap in the west.
So: even though my territory bordered that of Jonas, I had no way of reaching him. The mountain range ran the entire distance of the map, from ocean to pole. Now, ordinarily this is the part where you would say, "Let's build a ship!" Except, in this particular continent, a coastal range of mountains blocked access to the water. The only exceptions were within Ljosalfar's territory, and on my newly captured (and small, and rebellious) Sheaim cities, which were on the opposite side of the world from my intended destination.
Ordinarily, this would be a great thing. Jonas had already declared war on me, which meant he was spending resources preparing for battle, but he had absolutely no way to reach me without sailing halfway across the globe and fighting a long, punishing battle through my entire kingdom. Now that the tables were turned, though, I was distressed to find that I faced a similar problem in reaching him.
As if that were not enough, I had a fresh source of urgency. Shortly before the Sheaim were destroyed, they completed their Infernal Pact and summoned Hyborem into the world. The Armageddon Counter had been floating around in the teens for a while, but it swiftly shot up as Hyborem began aggressively spreading the Ashen Veil and causing destruction. Thank goodness the Sheaim had already built the Prophecy of Ragnarok and it was now sitting safely in my hands; if Hyborem held it, the situation would have gotten far worse. As it was, though, the Counter jumped up to 30, triggering the first Blight. Yikes! The last time I'd gotten the counter that high, I was playing as Hyborem and so it didn't affect me; before that, I've been playing with mostly good/neutral civs and haven't had to worry about Armageddon; before that, I was playing on an earlier version of FfH2 (perhaps Fire?) that had the Horsemen but no Blight.
Anyways: it's nasty. There's some damage to all military units, but that isn't a big deal. What is a big deal is massive unhealthiness in all your cities. My huge 20+ population cities came crashing down to as low as 8. The Sheaim cities, which were hit by the Blight in the midst of our very short war, came out even worse, with one city a measly 3 population at its nadir. I grimly bore the suffering, and after several decades began the slow process of recovery, but it served as a very clear warning: if I wanted to build my precious tower, I would have to take more direct action to prevent the spread of the Ashen Veil.
But how to get there? I glumly contemplated building a port and raising a flotilla just to ferry across a handful of my archmages. In the meantime, I was unmarshalling my forces from the Sheaim conflict and building up my infrastructure. A crucial element of this was my druids - who, again, I had never built before. With Channelling 3 and Nature 3, they can cast the "Revitalize" spell, which effectively terraforms their current square: ice turns to tundra, tundra to plains, plains to grassland. Previously marginal cities were swiftly becoming population and economic powerhouses, thanks to my longstanding combination of the Aristocracy and Agriculture civics, now coupled with nearly limitless grasslands. While moving my druids around, though, I stumbled across something odd. Typically, if I want to figure out how long it will take a unit to move somewhere, I'll right-click and drag around the cursor; by default, it will move to the indicated spot when I release the button, so I'll typically hover over a mountain or other impassable terrain to cancel the move. With the druids, though, it wouldn't cancel. And, furthermore, it would show their path moving right through the mountains.
"Huh," I thought. "That's a weird bug." I verified that it only happened with the druids. And then... my heart started racing. I popped open the Civilopedia and read the druids' entry. I hadn't dared hope, and yet it was true: druids can move through impassable terrain! Even as a griffon might fly overhead, so these intrepid guardians of nature could move easily through even the most daunting of obstacles.
Well. That changed everything. Forget the boats! I was now set on a familiar plan of attack, with a novel spearhead but a much-loved shaft. I scattered my most powerful units (archmages, vicars, highly-promoted melee units) amongst my dozen-or-so cities. I set my capital to building The Nexus. This unique world wonder creates an Obsidian Gate in every city. The Obsidian Gate functions the same as an airport in vanilla Civ IV (though obviously is much cooler): it lets you instantly teleport one unit from a city each turn. Because it only limits the city of origin, and not the destination, I would just need to capture a single foothold city within the Clan of Embers, and then could instantly deliver my entire army.
While The Nexus was under construction, I sent my druids to reconnoiter in the mountains. Fortunately, the AI doesn't seem to grok that hostile units can hang out in "impassable terrain", and so Jonas never bothered to protect this flank. The druids were able to swoop down, pick off vulnerable single units, then retreat to the mountains for healing before striking again. In this way, they rapidly gained levels and were able to take the spells I would most rely on in my war of conquest: Snowfall (thanks to a lucky acquisition of the Letum Frigus; most games don't have any sources of Ice Mana), which does approximately 40% HP damage to all adjacent units up to a maximum of 80%; Summon Earth Elemental, which raised (for me) STR 12 units; and, later, Summon Djinn (which has 2 movement per turn, and started with just 9 STR but was 17 STR by the end of the game), and Enchant Spellstaff (which lets you cast twice on the same turn).
Jonas never knew what hit him. The moment The Nexus opened its interdimensional portals throughout the Amurite empire, my four druids swept down from the mountaintop. Their target sat at the heart of the Clan's empire, far from the sea where they were expecting me to strike, and it was laughably lightly defended. On the first turn two Druids blanketed the valley in harsh ice, shriveling the defenders down to a mere shadow of themselves. Then, two massive Earth Elementals rose from the ground, easily wiping out the once-mighty Ogres with the merest gesture. His army began desperately wheeling south, but it was far too late. On the next turn two new Earth Elementals, a Djinn and an Ice Elemental knocked out the archers and other defenders, and then the druids (decent fighters in their own rights) slaughtered the ritualists and mages left hiding inside. They marched through the gate, claiming the city for our own. A shimmering Obsidian Portal arose in the middle of the square. The time had come, and mere moments later, the brave vanguard was joined by the most fearsome force on all Erebus: wise archmages, valiant dwarven axemen, loyal vicars. Now that I was on his turf, Jonas didn't stand a chance.
The war was brief and exhilarating. Jonas fought desperately, throwing wave after wave of fodder at me in hopes of breaking my front, but his cause was doomed from the beginning. Never fight a war against a sorcerer. Every single turn I could summon up another dozen disposable units, each individual one more powerful than anything the Clan could muster. Even on the rare occasions when they managed to defeat one, it did not matter: it would have vanished in the next turn anyways, replaced by a fresh one in any case. My mortal units could just join in to pick off the weak survivors, or simply watch and enjoy the show.
So, I took my precious mana nodes, including my first source of Death mana. I then carried out the Dark Pact, sacrificing my heroic archmages to become lichs, and then promoting their old apprentices to fill their previous masters' robes. Also, though I had only recently turned to divine matters, founding the Empyrean and belatedly training up vicars, I was finally able to bring Chalid to the front and begin promoting Luridus...es. (Luridi? Luridii?) My already-formidable spellcasting squad was now becoming simply ridiculous as we expanded and united across discrete modes of magic. I had gone from too few mana sources to an abundance, and was now able to start simultaneous work on two different towers at once. It was also around this time that I began transitioning from Earth Elementals to Djinn as my preferred city-smashers.
I was about to learn a new lesson, not just for FfH2 but for Civ IV: War weariness is important! It's kind of ridiculous how much I avoid fighting wars in these games; I've proudly won major victories in both games without ever fighting anything but animals and barbarians, and when I have fought wars in the past, they're either defensive or extremely pointed (typically capturing a single strategically important city). In contrast, while I had no interest in completely wiping out the Clan, I did want a big swath of their land, which would mean taking five of their cities. Of course, they wanted to keep it, and I ended up defeating most of their considerable army. All of this led to war weariness. A lot of war weariness. So much that I had to do some research to figure out what the heck it was and how to resolve it.
War Weariness (henceforth WW) is tracked on a civ-by-civ basis. So, if I fight both the Clan and the Sheaim, each has their own separate WW counter. The counter increases with each skirmish, by a differing amount depending on the nature and outcome. Successfully defending one of your cities will have no impact; attacking and losing a fight on foreign soil will add to it considerably. (I'd seen a comment from Kael mentioning that summoned units don't affect WW, but as far as I can tell, they do.) As the counter rises, unhappy citizens are added to your cities. This seems linked to city size, so a population 20+ city might have several unhappy people while a population 8 city will not. As WW continues to rise, though, more and more people will become unhappy, to the point where it can lead to massive starvation. At one point, fully half of the 28 population in Cevedes was rioting, plunging the city into a cycle of self-destruction.
Ending WW is deceptively simple: end the war. As soon as you sign a peace treaty with your opponent, that civ's WW value will no longer affect you (though any other combatants' will). The underlying WW value is still present (visible by hovering over the leader on the Diplomacy screen), and will decay slightly each turn. So, if you re-start a war as soon as the 10-turn ceasefire is over, you'll still have a major problem, but if you return to battle a century later, the earlier conflict will be mostly forgotten.
In my case, I had to press on through several turns of agony: I had routed Jonas's standing army, but still had to smash my way through the defenders of some key cities. Finally they fell, and I quickly opened negotiations. I now learned something else entirely new: you can get really good concessions to end a war! Again, I rarely fight at all in these games, and when I do it typically either leads to a complete wipeout (if you're going for a conquest-type victory or a dangerous foe) or a rushed conflict and early truce (if I was attacked or just needed one city). In this case, though, I had decisively defeated my opponent, and was in a position to dictate terms. I had captured only three of the cities I wanted from him, but convinced him to cede ownership of the other two I was eyeing to me as well. This was fantastic: it turns out that, when you acquire a city as a result of negotiation, you don't need to deal with a period of civil disorder, and even better, seemingly none of the city improvements are destroyed: you get a fully-functioning city and territory immediately ready to become a productive part of your empire.
My WW with Jonas was around 800 by this time, but signing the treaty instantly removed all the unhappiness from my cities and we quickly got back to work building our towers. I had a hunch I might be fighting him again one day, though, and wanted to be ready for it. Civ IV and FfH2 give several means for mitigating WW, none of which I had invested in before, but whose value I now suddenly understood. Several civics (like militarism / conquest / police state) can lower the effect of WW; I believe that it something says "-25% War Weariness", then if WW would typically cause 4 citizens in a city to become unhappy, only 3 will become unhappy instead. However, I was too heavily reliant on my current civics to be able to switch; abandoning agristocracy would devastate my population and economy, and I didn't want to curtail the massive science boosts I was getting with scholarship, caste system, and my many specialists. Alternately, several buildings and wonders help deal with the problem. I set one of my major cities to building the Tower of Eyes. This creates a free Dungeon in every city, which in turn reduces your WW by 25%. I figured that this could provide several valuable turns of respite should a war spring up again.
By this point I had made contact with everyone in my game. The roster included:
And then, in the very next turn, everyone in the world declared war on me. Even Capria, with whom I'd had a longstanding friendship (and only recently had gifted some advanced technology and iron, in the hopes of supporting his fight against the barbarians), and Rhoanna, whom I viewed only with pity. Well. I felt up to fighting anyone on the planet, thanks to my mastery of all arcane knowledge, but still, there were logistical obstacles to fighting along a front that encompassed, um, my entire sprawling empire.
I didn't particularly want to fight anyone, so I checked to see if I could negotiate an early peace treaty with anyone. My heart sank: most leaders wouldn't even talk with me, and those that would could not even consider peace as an option. Would this mean 80 turns of war? What on earth would that do to my war weariness?
I quickly determined that I faced three very different threats. Amelanchier shared a border close to my civ's core, and had built up a ridiculously large army (at one point I observed over one hundred units inside a city). He was decently advanced, and had multiple civ and religious heroes, plus a good amount of mana. Jonas was still recovering from our earlier fight, and I wasn't too concerned about his attacks (which, regardless, would only strike my periphery); but the remaining war weariness was already causing production problems in my cities, and I couldn't afford it to add substantially to whatever new WW I racked up with the other five civs I was fighting. Finally, Hyborem posed no immediate threat to my borders; but these wars would provide a fresh source of damned souls for him to conscript into his army, and so he had the potential to rocket up into a megapower if the other conflicts got too heated.
Carefully monitoring movements in the first turn or two after the onslaught started, I determined that while Amelanchier was sending some raiders to pillage my fertile heartland, his prime invasion target was Galveholm, the former Sheaim capital. His force was formidable. At the same time, Jonas and Hyborem were both striking the east. Most of my veteran forces were there, since that's where I'd been expecting any future trouble to occur. I set them up to weather the assault and counterattack, then marshaled my lower-level wizards, vicars, and several crossbowmen to help defend against the elves.
Oh: and I also cast my World Spell. Initially, I'd thought of Arcane Lacuna as primarily a boosting spell, since it adds XP to your arcane units based on the total number of upgraded mana nodes in the world. However, I now realized that its second effect, of disabling spellcasting among rival civs, was even better. This seems to extend to divine spells as well as arcane ones, which proved a great advantage in my fight.
The fight against Ljosalfar was nail-bitingly close. Unit-for-unit, I far outclassed him, but the sheer bulk of his forces made things difficult. Once again, Snowfall proved incredibly useful: it meant sacrificing the vitality of my own land for several turns, but the wintry storms are as effective against a stack of 60 units as they are against a single foe. Each round I would open with Snowfall, then summon up my mostly-tier-2 elementals to eliminate as many enemies as I could. The battered remnants of his force would then limp back to the city to heal, while fresh reinforcements would set up position outside my city and the cycle would repeat.
In the meantime, I weathered the first wave of evil attackers in the east, then divided those forces into two units. One pressed northeast towards Braduk the Burning, Jonas's capital; I was hoping that capturing it would force him to open negotiations with me, and then I could trade it back to him in exchange for peace. The other moved southeast through Clan territory towards the Infernal cities. Knocking out Hyborem would be tough, but it was necessary, and would only get more difficult the longer I waited. Hyborem had hated me to begin with, and he never suffers war weariness, so he would be fully prepared to fight me until the very end. I wanted to make sure it was his end and not my own.
Braduk fell, and I ironically signed the first treaty with my biggest foe Jonas. This immediately lessened the pressure of war weariness; the dungeons had helped, but it was still climbing alarmingly high, and making peace here helped immensely. However, this had the unintended consequence of kicking many of my in-transit units out of Clan territory and back into my own. I had only successfully moved through about half of the force I'd intended to attack Hyborem with: I could move my druids there through the mountains, but otherwise was stuck with just one lich, one archmage, one luridus, my 150-ish-xp axeman, and several werewolves. It would probably be do-able, but with no possibility for reinforcements, I'd have to be very careful.
Meanwhile, in my more existential struggle against the elves, I lost some crucial units, but Galveholm managed to hold. At considerable cost I managed to defeat Gilden Silveric, Yvain, Kithra Kyriel, and approximately 100000000 Priests of Leaves, archers, and other assorted invaders. I briefly considered heading inland to take one of Amelanchier's cities, but decided against it: my victory would be hastened more by an early peace than it would by adding still more to my territory. Sufficient military defeat brought Amelanchier to the bargaining table, and we negotiated a settlement on favorable terms for me. However, I neglected realize that, absent an Open Borders agreement (which he absolutely refused to consider, despite our longstanding friendship up until construction began), the heart of my empire was cut off from the Sheaim cities; and, through their ports, my expanded empire in Clanland. It wasn't a game-ending problem, but did mean I lost access to several resources, and was unable to access some freshly-captured Mithril in my industrial core. If I had it to do again, I might have taken that city after all, just to make my territory contiguous.
With my two immediate threats on the sideline, it was time to face down Hyborem. His avatar unit was still in play, so I needed to kill him - twice! - to remove that threat. It was a fun, epic battle, as you would expect, with many close calls and very strategic deployment of disposable elementals. At last, one of my martial Druids entered one-on-one combat and slew the devil:
He took Gela, Hyborem's unholy blade, and then led the contingent on towards Dis. Hyborem's troop movements were rather strange: he had large armies in his cities, but moved most of them out before my vanguard arrived. I think that he might have been trying to strike at my homeland, but I took advantage of the unexpected advantage and struck hard and fast. By now my djinns had utterly eclipsed all elementals, and I had acquired the Blitz promotion on some Greater Werewolves, so it did not take too much time to break down the cities. I mercilessly razed each one, then had my luridus sanctify the ruins, gradually bringing the armageddon counter back down to the low 20s for the first time in over a century.
Dis fell at last, and from then on I was primarily focused on Operation Press Enter Many Times. The elves and orcs were furious at me, but were too cowed by my military power to attack again. Capria had declared a Crusade against me, and was unavailable for negotiation; but he seemed to have forgotten that he would need to build boats in order to cross the ocean and attack me, and so spent the remainder of the game building an enormous, impotent military stationed in his city. Rhoanna actually mounted a fairly effective blockade for a while, but after I signed my treaty with the Ljosalfar I gave Fire 2 promotions to all of my wizards and firebows, and wiped out all of her privateers and frigates with an onslaught of fireballs. She rather cheerfully accepted peace afterwards, and even resumed normalized trade relations.
I was still feeling slightly bummed about how long it would take to finish the Tower of Mastery - by this point I had no doubt of my eventual victory, and it felt like a grind to get there - when I suddenly realized that, duh, the Tower is a production, and I can hurry production with gold. Sure, it would be expensive - something like 20,000 gold by the time I noticed it - but I wasn't going to need that money for anything else after it was done. And, for that matter, I didn't need the 70% of trade I was devoting to research! I was already up to Future Tech 5 (bypassing a few lower-level techs that I did not need), and belatedly did what I should have done long ago: bump my tax rate way up, and also devoted a chunk to culture for the first time (which wasn't necessary, but did help firm up my borders with hostile neighbors). Also, since many of my cities had run out of useful buildings to construct, I switched them to creating raw wealth instead of additional military fodder for some hypothetical future conflict.
Now that I've been through this, I realize that the best strategy is probably to start hoarding cash well in advance of starting work on the Tower (or the Altar, in the case of a divine victory strategy). That way, you can start construction and then almost immediately complete it, and deny your rivals much of a chance to thwart your plans. Which, now that I think about it, is really close to the strategy I would use on culture victories back in my vanilla Civ IV days: I would carefully manicure my three target cities until they had the proper buildings and technologies for victory, then abruptly switch off my science and dump all available revenue into Culture. When planned correctly, I could make all three reach Legendary status within a few turns of one another, which would prevent my rivals from taking effective action once they finally realized my plans.
So, I kept periodically checking in on the Tower, as its cost to completion gradually ticked down and my treasury exploded in size. Finally the ascending curve met the descending line, and I pressed the button. Huzzah! I had achieved mastery over all that is in the universe, and could add yet another victory to my string of FfH2 success stories.
Sadly, for some reason I'm no longer able to hear audio on the gameplay videos, but I was able to download a Bink video player and manually activate the appropriate victory. It's very well-done, as are all the other FfH2 videos I've seen. The polish of this mod continues to astound me.
After spending so long in the game, what I really want more than anything else is to immediately start another one. I don't even know what to do first... maybe try the Calabim as my first-ever evil civ? Or return to the Khazad, who have awesome mechanics, and actually stick with them throughout the whole game? Or try any of the dozen or so intriguing civs I've never played as, like the Sidar, Svartalfar, or Grigori? Or return to the pure fun of the Lanun? Too many choices!
This post has been really long, and I still feel like I've barely scratched the surface of what went on in this game. I haven't even touched on my dungeon explorations, or the exploits of Baron Duin Halfmoon, or the religious cold war between the Fellowship and Empyrean, or the vast plains of endlessly burning hellfire, or the unusual availability of unique mana terrain features, or Capria's indecisive wavering between Runes and Empyrean. Most video games must choose between breadth and depth. FfH2 refuses to compromise either one, and continues to create some of the most expansive, exciting, complex, and just plain fun gaming experiences I've ever had.
When it comes to video games, though, I am much less hesitant in selecting a victor: Civilization IV, with the Fall from Heaven 2 mod installed. Civ games are already bottomless sources of fun, endlessly variable and endlessly interesting each time you start up a new game. And FfH2 just adds even more orders of magnitude of complexity, differentiation, and replayability to an already-solid core engine. In some ways this feels like a bit of a cheat, since I’d practically be getting a dozen games instead of just one.
It’s been a while since I played FfH2, and even longer since I did the standard game; my most recent efforts were devoted to working my way through the impressive set of scenarios. The itch has been growing for a while, though, so I finally scratched it and set off on my latest quest.
This time around, I decided to play as Dain the Caswallan of the Amurites. The Amurites are one of the arcane-focused civs, and it’s been a long time since I did much with the arcane line. Way back in my first Kuriorates game I had advanced pretty far along that part of the tech tree, but that was a much earlier version of the mod: the AI still wasn’t smart about spellcasting, and the set of spells have shifted considerably since then (back then, Law III let you cast Unyielding Order, which was critically important to my megacities). Since then I’ve had some experience with divine spellcasting, or largely ignored magic altogether. Magic is something that most players will either fully commit to or ignore entirely: adepts are fairly expensive to build, and require specialized prerequisite buildings, so the opportunity cost of taking magic is fairly high.
I did some advance reading online to set my strategy in place. Obviously, I was going to want to build several adepts and eventually promote them up to become archmages. However, there are some fascinating wrinkles in this strategy available only to the Amurites. Their hero unit, Govannon, can teach Level 1 spells to ANY unit, even those without arcane abilities. The general idea here is to allow footsoldiers access to useful utility spells, so a Swordsman could Haste himself or grant an Enchanted Blade. But, it also allows other units with access to higher Channelling tiers to then go on and learn higher-level versions of those same spells.
Tier 3 Arcane spells are VERY powerful. You can summon an Earth Elemental, who has 11 STR + 1 STR for each Earth Mana you have. You can cast Resurrection, which lets you bring a dead Hero back to life. You can cast Domination, which lets you take ownership of an enemy unit. In order to balance this power, FfH2 limits each civ to only building 4 Archmage units, which puts a cap on the amount of damage you can do.
However! There are ways around this. One common loophole is to have your Archmages learn Death 3, and then transform themselves into Lichs. Lichs still have access to Channeling 3, but count as a separate class from Archmages. So you can end up with 4 Lichs and 4 Archmages, for a total of 8 top-level spellcasters.
Well, with the Amurites, you can push that even further. You can teach spells to Druids, and to Divine spellcasters, and then train them up to top-level Arcane schools. This strategy works for any unit with access to Channeling 3, which includes some Hero units. All told, by the end of my game I had NINETEEN units on the field who were capable of casting these ultra-powerful spells. That’s quite an advantage!
With this strong base, you’re in a good position to go for any of several victories. Thematically, though, I wanted to attempt the Tower of Mastery victory, which is oriented for arcane players (and which I hadn’t yet achieved). This behaves somewhat similarly to the Space Race victory in standard Civ. You need a lot of research in order to embark on it, and you need a solid industry in order to complete it.
After advancing past the basic magic techs, you start gaining access to specialized schools of magic - necromancy, elementalism, etc. Each lets you upgrade raw mana nodes to more particular types; for example, Necromancy lets you build Death, Entropy, Chaos or Shadow nodes. If you manage to gain access to all four types of mana in a school, you can then build its corresponding Tower, a Wonder that grants you an additional bonus. Building the Tower of Necromancy, for example, will provide you an additional Death Magic mana source, and will also increase the number of skeletons your civilization can summon. Finally, if you build all four Towers, you can then start work on the Tower of Mastery, a BIG project that will take a long time to finish, but result in a victory upon its completion, as you have gained control over the fabric underlying the universe.
In practice, Tower of Mastery is a very difficult victory to pull off. Most civs will start with two mana sources thanks to their palace, and might get one or two upgradeable raw mana nodes in their empire, depending on luck and the size of the map. Beyond that, though, mana is very hard to come by. Some religious shrines provide one. If you’re very lucky you MIGHT be able to trade if a rival happens to have an excess. In practice, though, winning this victory will generally mean going to war in order to capture additional mana nodes. You don’t need to get all 16, but you will need at least three and probably four: after building a Tower, you can Dispel a node back to its raw source and then build a new type of node.
I aggressively explored the map when starting out, and kept mana nodes’ positions in mind while plotting my expansion. An ideal location for a node is 3 squares away from your city center. Nodes don’t yield any food, hammers, or trade, so it’s best to keep them outside of your workable radius; ideally you’ll expand to cover their territory on the first culture growth past the full radius. As always, though, reality must bow to theory. I had one node deep in tundra, and planted a city further away from it than I would like. I eventually managed to gain access to it, but it took centuries more than I had hoped.
As such, it took me a depressingly long time to get started on my first Tower. I could easily get 3 sources in any of two different schools, but that elusive 4th proved hard to acquire. So, I started some projects on several simultaneous fronts to get over that hurdle. First, I began working on the Rites of Oghma project, which creates new raw mana nodes throughout the world. Second, I launched a war against the Clan of Embers, an already-hostile civ that was decently close to my capital and had several mana nodes. Thirdly, I bumped up my culture production in Darian, the city so tantalizingly close and yet so far to that final raw mana node - I had been surprised when the bump to Refined didn't expand my borders in quite the way I'd expected, leaving that resource languishing adjacent to my borders for the entire next, significantly more difficult tier.
Of course, all three prongs bore fruition at around the same time. The Rites gave me a couple of new nodes within my borders, but also some new ones in the area I'd already earmarked for conquest, and by the time I'd wound down that war, Darian finally gained access to its node. Even though I'd been hamstrung in my attempts at tower construction, though, I'd been progressing at full steam on building up my arcane frontline. I'd already promoted my Archmages, and had a set of Wizards waiting for me to achieve Lichdom so they could be promoted up. More excitingly, though, I had also trained a full set of four Druids, then cross-trained them with Govannon. I build druids even less often than I build archmages: they're at the end of an expensive line of nature/recon tech that, while thematically strong, doesn't support my key goal of capturing enemy cities. In this game, though, I finally came to realize why Druids are so awesome. First of all, yes, as Amurite druids they could do amazing stuff like cause devastating snowfalls and withering corruption. Beyond that, though, they are very strong and versatile fighters to begin with, which also means that they can gain XP much more quickly than arcane units (not to mention that they start with Tier 3 when you acquire them, and don't need to first gain XP and level up before upgrading).
Druids still had one more key ability, though, which I had not appreciated or even known about before this war. First, I should back up and describe the geography of this particular incarnation of Erebus. Most civs were on a large continent that filled most of the map. I was located near the center, inland. I could extend all the way south to the antarctic. A set of mountain ranges blocked me off from the Clan of Embers to the east, and also provided a border between me and Amelanchier of the Ljosalfar to my northwest. I'd initially had open jungles to my west, but Acheron the Red Dragon established his city there, and for several centuries he was a potent buffer between me, Ljosalfar, and the Sheaim to the far northwest of the continent. The Sons of the Inferno were also very active, creating numerous fires that wreaked havoc across the west; I eventually chopped down my border forests in order to create a firebreak between those lands and my own.
Eventually, once I gained access to Tier 2 Summons and attached a Great Commander to a highly-promoted Dwarven Axeman, I managed to defeat Acheron and claim the city for myself. Tensions quickly escalated with my now-neighbor Tebryn, and I went to war with him, then was surprised to find that he held only two cities. I now held control over the entire western half of the continent, except for a rump state of Ljosalfar, which was protected to the south and east by impenetrable mountain ranges, to the north by the ocean and another mountain range, and only accessible through a narrow gap in the west.
So: even though my territory bordered that of Jonas, I had no way of reaching him. The mountain range ran the entire distance of the map, from ocean to pole. Now, ordinarily this is the part where you would say, "Let's build a ship!" Except, in this particular continent, a coastal range of mountains blocked access to the water. The only exceptions were within Ljosalfar's territory, and on my newly captured (and small, and rebellious) Sheaim cities, which were on the opposite side of the world from my intended destination.
Ordinarily, this would be a great thing. Jonas had already declared war on me, which meant he was spending resources preparing for battle, but he had absolutely no way to reach me without sailing halfway across the globe and fighting a long, punishing battle through my entire kingdom. Now that the tables were turned, though, I was distressed to find that I faced a similar problem in reaching him.
As if that were not enough, I had a fresh source of urgency. Shortly before the Sheaim were destroyed, they completed their Infernal Pact and summoned Hyborem into the world. The Armageddon Counter had been floating around in the teens for a while, but it swiftly shot up as Hyborem began aggressively spreading the Ashen Veil and causing destruction. Thank goodness the Sheaim had already built the Prophecy of Ragnarok and it was now sitting safely in my hands; if Hyborem held it, the situation would have gotten far worse. As it was, though, the Counter jumped up to 30, triggering the first Blight. Yikes! The last time I'd gotten the counter that high, I was playing as Hyborem and so it didn't affect me; before that, I've been playing with mostly good/neutral civs and haven't had to worry about Armageddon; before that, I was playing on an earlier version of FfH2 (perhaps Fire?) that had the Horsemen but no Blight.
Anyways: it's nasty. There's some damage to all military units, but that isn't a big deal. What is a big deal is massive unhealthiness in all your cities. My huge 20+ population cities came crashing down to as low as 8. The Sheaim cities, which were hit by the Blight in the midst of our very short war, came out even worse, with one city a measly 3 population at its nadir. I grimly bore the suffering, and after several decades began the slow process of recovery, but it served as a very clear warning: if I wanted to build my precious tower, I would have to take more direct action to prevent the spread of the Ashen Veil.
But how to get there? I glumly contemplated building a port and raising a flotilla just to ferry across a handful of my archmages. In the meantime, I was unmarshalling my forces from the Sheaim conflict and building up my infrastructure. A crucial element of this was my druids - who, again, I had never built before. With Channelling 3 and Nature 3, they can cast the "Revitalize" spell, which effectively terraforms their current square: ice turns to tundra, tundra to plains, plains to grassland. Previously marginal cities were swiftly becoming population and economic powerhouses, thanks to my longstanding combination of the Aristocracy and Agriculture civics, now coupled with nearly limitless grasslands. While moving my druids around, though, I stumbled across something odd. Typically, if I want to figure out how long it will take a unit to move somewhere, I'll right-click and drag around the cursor; by default, it will move to the indicated spot when I release the button, so I'll typically hover over a mountain or other impassable terrain to cancel the move. With the druids, though, it wouldn't cancel. And, furthermore, it would show their path moving right through the mountains.
"Huh," I thought. "That's a weird bug." I verified that it only happened with the druids. And then... my heart started racing. I popped open the Civilopedia and read the druids' entry. I hadn't dared hope, and yet it was true: druids can move through impassable terrain! Even as a griffon might fly overhead, so these intrepid guardians of nature could move easily through even the most daunting of obstacles.
Well. That changed everything. Forget the boats! I was now set on a familiar plan of attack, with a novel spearhead but a much-loved shaft. I scattered my most powerful units (archmages, vicars, highly-promoted melee units) amongst my dozen-or-so cities. I set my capital to building The Nexus. This unique world wonder creates an Obsidian Gate in every city. The Obsidian Gate functions the same as an airport in vanilla Civ IV (though obviously is much cooler): it lets you instantly teleport one unit from a city each turn. Because it only limits the city of origin, and not the destination, I would just need to capture a single foothold city within the Clan of Embers, and then could instantly deliver my entire army.
While The Nexus was under construction, I sent my druids to reconnoiter in the mountains. Fortunately, the AI doesn't seem to grok that hostile units can hang out in "impassable terrain", and so Jonas never bothered to protect this flank. The druids were able to swoop down, pick off vulnerable single units, then retreat to the mountains for healing before striking again. In this way, they rapidly gained levels and were able to take the spells I would most rely on in my war of conquest: Snowfall (thanks to a lucky acquisition of the Letum Frigus; most games don't have any sources of Ice Mana), which does approximately 40% HP damage to all adjacent units up to a maximum of 80%; Summon Earth Elemental, which raised (for me) STR 12 units; and, later, Summon Djinn (which has 2 movement per turn, and started with just 9 STR but was 17 STR by the end of the game), and Enchant Spellstaff (which lets you cast twice on the same turn).
Jonas never knew what hit him. The moment The Nexus opened its interdimensional portals throughout the Amurite empire, my four druids swept down from the mountaintop. Their target sat at the heart of the Clan's empire, far from the sea where they were expecting me to strike, and it was laughably lightly defended. On the first turn two Druids blanketed the valley in harsh ice, shriveling the defenders down to a mere shadow of themselves. Then, two massive Earth Elementals rose from the ground, easily wiping out the once-mighty Ogres with the merest gesture. His army began desperately wheeling south, but it was far too late. On the next turn two new Earth Elementals, a Djinn and an Ice Elemental knocked out the archers and other defenders, and then the druids (decent fighters in their own rights) slaughtered the ritualists and mages left hiding inside. They marched through the gate, claiming the city for our own. A shimmering Obsidian Portal arose in the middle of the square. The time had come, and mere moments later, the brave vanguard was joined by the most fearsome force on all Erebus: wise archmages, valiant dwarven axemen, loyal vicars. Now that I was on his turf, Jonas didn't stand a chance.
The war was brief and exhilarating. Jonas fought desperately, throwing wave after wave of fodder at me in hopes of breaking my front, but his cause was doomed from the beginning. Never fight a war against a sorcerer. Every single turn I could summon up another dozen disposable units, each individual one more powerful than anything the Clan could muster. Even on the rare occasions when they managed to defeat one, it did not matter: it would have vanished in the next turn anyways, replaced by a fresh one in any case. My mortal units could just join in to pick off the weak survivors, or simply watch and enjoy the show.
So, I took my precious mana nodes, including my first source of Death mana. I then carried out the Dark Pact, sacrificing my heroic archmages to become lichs, and then promoting their old apprentices to fill their previous masters' robes. Also, though I had only recently turned to divine matters, founding the Empyrean and belatedly training up vicars, I was finally able to bring Chalid to the front and begin promoting Luridus...es. (Luridi? Luridii?) My already-formidable spellcasting squad was now becoming simply ridiculous as we expanded and united across discrete modes of magic. I had gone from too few mana sources to an abundance, and was now able to start simultaneous work on two different towers at once. It was also around this time that I began transitioning from Earth Elementals to Djinn as my preferred city-smashers.
I was about to learn a new lesson, not just for FfH2 but for Civ IV: War weariness is important! It's kind of ridiculous how much I avoid fighting wars in these games; I've proudly won major victories in both games without ever fighting anything but animals and barbarians, and when I have fought wars in the past, they're either defensive or extremely pointed (typically capturing a single strategically important city). In contrast, while I had no interest in completely wiping out the Clan, I did want a big swath of their land, which would mean taking five of their cities. Of course, they wanted to keep it, and I ended up defeating most of their considerable army. All of this led to war weariness. A lot of war weariness. So much that I had to do some research to figure out what the heck it was and how to resolve it.
War Weariness (henceforth WW) is tracked on a civ-by-civ basis. So, if I fight both the Clan and the Sheaim, each has their own separate WW counter. The counter increases with each skirmish, by a differing amount depending on the nature and outcome. Successfully defending one of your cities will have no impact; attacking and losing a fight on foreign soil will add to it considerably. (I'd seen a comment from Kael mentioning that summoned units don't affect WW, but as far as I can tell, they do.) As the counter rises, unhappy citizens are added to your cities. This seems linked to city size, so a population 20+ city might have several unhappy people while a population 8 city will not. As WW continues to rise, though, more and more people will become unhappy, to the point where it can lead to massive starvation. At one point, fully half of the 28 population in Cevedes was rioting, plunging the city into a cycle of self-destruction.
Ending WW is deceptively simple: end the war. As soon as you sign a peace treaty with your opponent, that civ's WW value will no longer affect you (though any other combatants' will). The underlying WW value is still present (visible by hovering over the leader on the Diplomacy screen), and will decay slightly each turn. So, if you re-start a war as soon as the 10-turn ceasefire is over, you'll still have a major problem, but if you return to battle a century later, the earlier conflict will be mostly forgotten.
In my case, I had to press on through several turns of agony: I had routed Jonas's standing army, but still had to smash my way through the defenders of some key cities. Finally they fell, and I quickly opened negotiations. I now learned something else entirely new: you can get really good concessions to end a war! Again, I rarely fight at all in these games, and when I do it typically either leads to a complete wipeout (if you're going for a conquest-type victory or a dangerous foe) or a rushed conflict and early truce (if I was attacked or just needed one city). In this case, though, I had decisively defeated my opponent, and was in a position to dictate terms. I had captured only three of the cities I wanted from him, but convinced him to cede ownership of the other two I was eyeing to me as well. This was fantastic: it turns out that, when you acquire a city as a result of negotiation, you don't need to deal with a period of civil disorder, and even better, seemingly none of the city improvements are destroyed: you get a fully-functioning city and territory immediately ready to become a productive part of your empire.
My WW with Jonas was around 800 by this time, but signing the treaty instantly removed all the unhappiness from my cities and we quickly got back to work building our towers. I had a hunch I might be fighting him again one day, though, and wanted to be ready for it. Civ IV and FfH2 give several means for mitigating WW, none of which I had invested in before, but whose value I now suddenly understood. Several civics (like militarism / conquest / police state) can lower the effect of WW; I believe that it something says "-25% War Weariness", then if WW would typically cause 4 citizens in a city to become unhappy, only 3 will become unhappy instead. However, I was too heavily reliant on my current civics to be able to switch; abandoning agristocracy would devastate my population and economy, and I didn't want to curtail the massive science boosts I was getting with scholarship, caste system, and my many specialists. Alternately, several buildings and wonders help deal with the problem. I set one of my major cities to building the Tower of Eyes. This creates a free Dungeon in every city, which in turn reduces your WW by 25%. I figured that this could provide several valuable turns of respite should a war spring up again.
By this point I had made contact with everyone in my game. The roster included:
- Myself, Dain of the Amurites, occupying the landlocked center of the megacontinent, with large cities and lots of trade but little production.
- Amelanchier of the Ljosalfar, in classic turtle mode, with several major cities, ancient forests, and Fellowship of Leaves, a longstanding friend and trading partner (though religious rival).
- (Dead) Tebryn of the Sheaim, who ran a tiny empire and was responsible for bringing Hyborem into the world.
- Jonas of the Clan of Embers, a sprawling evil empire on the east of the continent, now divided into noncontiguous northern and southern territories after my conquest.
- (Dead) Garrim Gyr of the Luchuirp. I'd never met him, but eventually learned that he'd built a decent-sized empire in the far southeast of the continent before being conquered by Jonas.
- Hyborem of the Infernals, who thankfully was restricted to a valley surrounded by the Clan on all sides, and thus limited in expansion potential.
- Capria of the Bannor, who occupied a sizeable island to my north, spent most of the game fighting an endless struggle against the numerous barbarians occupying the flaming lands of the continent's northeast.
- Finally, Rhoanna of Hippus, who, in a cosmic joke, was placed on an isolated island far to the northwest. Her legendary horsemanship had little use, and she wasn't involved in much of anything this game.
And then, in the very next turn, everyone in the world declared war on me. Even Capria, with whom I'd had a longstanding friendship (and only recently had gifted some advanced technology and iron, in the hopes of supporting his fight against the barbarians), and Rhoanna, whom I viewed only with pity. Well. I felt up to fighting anyone on the planet, thanks to my mastery of all arcane knowledge, but still, there were logistical obstacles to fighting along a front that encompassed, um, my entire sprawling empire.
I didn't particularly want to fight anyone, so I checked to see if I could negotiate an early peace treaty with anyone. My heart sank: most leaders wouldn't even talk with me, and those that would could not even consider peace as an option. Would this mean 80 turns of war? What on earth would that do to my war weariness?
I quickly determined that I faced three very different threats. Amelanchier shared a border close to my civ's core, and had built up a ridiculously large army (at one point I observed over one hundred units inside a city). He was decently advanced, and had multiple civ and religious heroes, plus a good amount of mana. Jonas was still recovering from our earlier fight, and I wasn't too concerned about his attacks (which, regardless, would only strike my periphery); but the remaining war weariness was already causing production problems in my cities, and I couldn't afford it to add substantially to whatever new WW I racked up with the other five civs I was fighting. Finally, Hyborem posed no immediate threat to my borders; but these wars would provide a fresh source of damned souls for him to conscript into his army, and so he had the potential to rocket up into a megapower if the other conflicts got too heated.
Carefully monitoring movements in the first turn or two after the onslaught started, I determined that while Amelanchier was sending some raiders to pillage my fertile heartland, his prime invasion target was Galveholm, the former Sheaim capital. His force was formidable. At the same time, Jonas and Hyborem were both striking the east. Most of my veteran forces were there, since that's where I'd been expecting any future trouble to occur. I set them up to weather the assault and counterattack, then marshaled my lower-level wizards, vicars, and several crossbowmen to help defend against the elves.
Oh: and I also cast my World Spell. Initially, I'd thought of Arcane Lacuna as primarily a boosting spell, since it adds XP to your arcane units based on the total number of upgraded mana nodes in the world. However, I now realized that its second effect, of disabling spellcasting among rival civs, was even better. This seems to extend to divine spells as well as arcane ones, which proved a great advantage in my fight.
The fight against Ljosalfar was nail-bitingly close. Unit-for-unit, I far outclassed him, but the sheer bulk of his forces made things difficult. Once again, Snowfall proved incredibly useful: it meant sacrificing the vitality of my own land for several turns, but the wintry storms are as effective against a stack of 60 units as they are against a single foe. Each round I would open with Snowfall, then summon up my mostly-tier-2 elementals to eliminate as many enemies as I could. The battered remnants of his force would then limp back to the city to heal, while fresh reinforcements would set up position outside my city and the cycle would repeat.
In the meantime, I weathered the first wave of evil attackers in the east, then divided those forces into two units. One pressed northeast towards Braduk the Burning, Jonas's capital; I was hoping that capturing it would force him to open negotiations with me, and then I could trade it back to him in exchange for peace. The other moved southeast through Clan territory towards the Infernal cities. Knocking out Hyborem would be tough, but it was necessary, and would only get more difficult the longer I waited. Hyborem had hated me to begin with, and he never suffers war weariness, so he would be fully prepared to fight me until the very end. I wanted to make sure it was his end and not my own.
Braduk fell, and I ironically signed the first treaty with my biggest foe Jonas. This immediately lessened the pressure of war weariness; the dungeons had helped, but it was still climbing alarmingly high, and making peace here helped immensely. However, this had the unintended consequence of kicking many of my in-transit units out of Clan territory and back into my own. I had only successfully moved through about half of the force I'd intended to attack Hyborem with: I could move my druids there through the mountains, but otherwise was stuck with just one lich, one archmage, one luridus, my 150-ish-xp axeman, and several werewolves. It would probably be do-able, but with no possibility for reinforcements, I'd have to be very careful.
Meanwhile, in my more existential struggle against the elves, I lost some crucial units, but Galveholm managed to hold. At considerable cost I managed to defeat Gilden Silveric, Yvain, Kithra Kyriel, and approximately 100000000 Priests of Leaves, archers, and other assorted invaders. I briefly considered heading inland to take one of Amelanchier's cities, but decided against it: my victory would be hastened more by an early peace than it would by adding still more to my territory. Sufficient military defeat brought Amelanchier to the bargaining table, and we negotiated a settlement on favorable terms for me. However, I neglected realize that, absent an Open Borders agreement (which he absolutely refused to consider, despite our longstanding friendship up until construction began), the heart of my empire was cut off from the Sheaim cities; and, through their ports, my expanded empire in Clanland. It wasn't a game-ending problem, but did mean I lost access to several resources, and was unable to access some freshly-captured Mithril in my industrial core. If I had it to do again, I might have taken that city after all, just to make my territory contiguous.
With my two immediate threats on the sideline, it was time to face down Hyborem. His avatar unit was still in play, so I needed to kill him - twice! - to remove that threat. It was a fun, epic battle, as you would expect, with many close calls and very strategic deployment of disposable elementals. At last, one of my martial Druids entered one-on-one combat and slew the devil:
He took Gela, Hyborem's unholy blade, and then led the contingent on towards Dis. Hyborem's troop movements were rather strange: he had large armies in his cities, but moved most of them out before my vanguard arrived. I think that he might have been trying to strike at my homeland, but I took advantage of the unexpected advantage and struck hard and fast. By now my djinns had utterly eclipsed all elementals, and I had acquired the Blitz promotion on some Greater Werewolves, so it did not take too much time to break down the cities. I mercilessly razed each one, then had my luridus sanctify the ruins, gradually bringing the armageddon counter back down to the low 20s for the first time in over a century.
Dis fell at last, and from then on I was primarily focused on Operation Press Enter Many Times. The elves and orcs were furious at me, but were too cowed by my military power to attack again. Capria had declared a Crusade against me, and was unavailable for negotiation; but he seemed to have forgotten that he would need to build boats in order to cross the ocean and attack me, and so spent the remainder of the game building an enormous, impotent military stationed in his city. Rhoanna actually mounted a fairly effective blockade for a while, but after I signed my treaty with the Ljosalfar I gave Fire 2 promotions to all of my wizards and firebows, and wiped out all of her privateers and frigates with an onslaught of fireballs. She rather cheerfully accepted peace afterwards, and even resumed normalized trade relations.
I was still feeling slightly bummed about how long it would take to finish the Tower of Mastery - by this point I had no doubt of my eventual victory, and it felt like a grind to get there - when I suddenly realized that, duh, the Tower is a production, and I can hurry production with gold. Sure, it would be expensive - something like 20,000 gold by the time I noticed it - but I wasn't going to need that money for anything else after it was done. And, for that matter, I didn't need the 70% of trade I was devoting to research! I was already up to Future Tech 5 (bypassing a few lower-level techs that I did not need), and belatedly did what I should have done long ago: bump my tax rate way up, and also devoted a chunk to culture for the first time (which wasn't necessary, but did help firm up my borders with hostile neighbors). Also, since many of my cities had run out of useful buildings to construct, I switched them to creating raw wealth instead of additional military fodder for some hypothetical future conflict.
Now that I've been through this, I realize that the best strategy is probably to start hoarding cash well in advance of starting work on the Tower (or the Altar, in the case of a divine victory strategy). That way, you can start construction and then almost immediately complete it, and deny your rivals much of a chance to thwart your plans. Which, now that I think about it, is really close to the strategy I would use on culture victories back in my vanilla Civ IV days: I would carefully manicure my three target cities until they had the proper buildings and technologies for victory, then abruptly switch off my science and dump all available revenue into Culture. When planned correctly, I could make all three reach Legendary status within a few turns of one another, which would prevent my rivals from taking effective action once they finally realized my plans.
So, I kept periodically checking in on the Tower, as its cost to completion gradually ticked down and my treasury exploded in size. Finally the ascending curve met the descending line, and I pressed the button. Huzzah! I had achieved mastery over all that is in the universe, and could add yet another victory to my string of FfH2 success stories.
Sadly, for some reason I'm no longer able to hear audio on the gameplay videos, but I was able to download a Bink video player and manually activate the appropriate victory. It's very well-done, as are all the other FfH2 videos I've seen. The polish of this mod continues to astound me.
After spending so long in the game, what I really want more than anything else is to immediately start another one. I don't even know what to do first... maybe try the Calabim as my first-ever evil civ? Or return to the Khazad, who have awesome mechanics, and actually stick with them throughout the whole game? Or try any of the dozen or so intriguing civs I've never played as, like the Sidar, Svartalfar, or Grigori? Or return to the pure fun of the Lanun? Too many choices!
This post has been really long, and I still feel like I've barely scratched the surface of what went on in this game. I haven't even touched on my dungeon explorations, or the exploits of Baron Duin Halfmoon, or the religious cold war between the Fellowship and Empyrean, or the vast plains of endlessly burning hellfire, or the unusual availability of unique mana terrain features, or Capria's indecisive wavering between Runes and Empyrean. Most video games must choose between breadth and depth. FfH2 refuses to compromise either one, and continues to create some of the most expansive, exciting, complex, and just plain fun gaming experiences I've ever had.
Labels:
civilization,
fall from heaven,
fantasy,
strategy game
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