Tuesday, 6 March 2012

Musings on ... Sid Meier's Civilization V


Civilization V is the latest of the Civilization games, and was published by Firaxis a while back. It was… controversial on release to say the least. It was buggy as heck to be fair, and the AI was pretty unpredictable. But let’s have a look at how it is now.


I’m probably going to make some enemies by the end of this review. Now, I’ve loved the Civilization series for quite some time now. III has a special place for being the first I really played, and one of the major reasons I got into strategy gaming. IV was just brilliant, and many consider it the best. But honestly, I think that I like V the most. If you’ve never played a Civ game then that won’t make any sense as being a terrible thing to think, but just roll with it and trust me on that one. But I’m not going to get hung up on comparisons between them. I feel that V was the natural progression of the series, and really improved some major aspects.
The biggest change, at least the most immediately noticeable one, is the combat. Gone are the stacks of units which turned into invulnerable power houses by the end. Taking their place is a new system, where every unit takes up one hex. It’s probably my favourite thing which was introduced (except maybe the new culture tree) as it creates experiences. Huge frontlines form, and the world takes on a new strategic importance. Putting a city on a hex where two rivers meet could make the difference between its destruction and survival. It also gives ranged units a new lease of tactical life. Previously they just received a first-strike opportunity, but now they can fire multiple hexes, making hills and forests crucial for protecting your troops.
The other major change is the way in which culture is handled. Previously it acted as your borders, and if you had more culture than your enemies, you could start taking over their land. Civ V simplifies this to a large extent, with no more creeping influence, but instead a host of new culture trees. Each tree gives benefits to different types of civilizations, so whether you’re a massive expansionist or prefer a smaller empire, you can equally get hugely useful bonuses. Small civilizations are also finally able to compete on a level with their larger counterparts. Every time you found a new city, the cost of the next culture tree unlock goes up massively. Thus, if you only have three cities, you’ll race through the tracks compared to your sprawling enemies, granting you more and more bonuses. It all works in a similar way to the technology trees, which are still present in force and are still a joy to slowly progress through.
The civilizations are still well defined, and nice touches like them speaking in their native language add to the experience. Each civ seems to promote a certain way of playing, which you can try to conform with or just strike out on your own. For example, France gets a fairly decent culture bonus until they invent steam power, which happens to be around about the time you’ll be unlocking France’s special units. Therefore, your tactic becomes to have a pretty small civilization tomorrow, and then when you lose the bonus to expand rapidly outwards. Or if you were the English, you’ll put an emphasis on the navy and trade.
Another couple of cool features are the city-states and new way in which resources are managed. The city-states are small, powerful single cities which you can befriend to gain extra resources, units or culture. The resources are now an actual consumable resource in V as well, whereas previously they would simply be an unlimited benefit. This adds an extra dimension to the resource management of the game, and another layer onto the already decent, although not Total War level diplomacy.
There are still some issues with the game. The AI is still a little unpredictable, although less though than it used to be, and most of the issues with amphibious assaults seem to have been pretty much fixed. The turns also pass achingly slow towards the late game. This is probably to be expected with such a large game, but when you have the added issue of occasional bouts of down-time, where you have nothing to do, it can all add up to a slow and long game.
All in all then, I think Civilization V is easily as good as IV, and even surpasses it in some regards. It’s brilliant at creating stories, like the time you stopped two invasions at the same time, and managed to sue one of them for their own cities for the humiliation. The technical fidelity and care taken over your environment is just great, and it’s always a fun game to go and play for a while to relax, although you’ll probably notice three hours later that you were meant to cook some food.

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