![]() But if you don't want to leave things up to chance, there are also handcrafted maps of the Mediterranean and the Middle East with historical start locations. I always seem to spawn near a bunch of volcanoes regardless of my settings, and the placement of eco regions like deserts can feel slightly arbitrary. ![]() On the other hand, the world generation looks a little bit off sometimes. It might not be quite as high fidelity as Civ 6 or the upcoming Humankind, but the units and buildings are a bit less exaggerated and stylized, so I feel more like I'm looking at a real place and not at a game board. While the menus may get overly busy, the map looks excellent and presents a lot of useful information at a glance. But it is also one more resource to juggle on top of all of the usual ones you'd expect in Civ, so at the same time, it contributes to the increased complexity I mentioned earlier. Overall, I liked the way this allowed smaller, "tall" empires to compete with sprawling and inefficient ones and modeled the difficulties of commanding a vast, ancient state. You often can’t do it all, and deciding where to spend your attention and what to ignore is commonly an interesting decision. So a very spread-out empire without enough administrative buildings may find that they have to choose between giving orders to their troops at home to put down a rebellion or maneuvering against a rival in a foreign war. While individual units still have a movement range and action limit, you can run out of orders and not be able to use all of them. The other major departure from Civilization is a resource called orders, which determines how much your entire civilization can do on a given turn. Since every city you found must be awarded to one of the four noble families, you have to think about whether you want to keep their power bases spread out and balkanized, or clustered so they're easier to pin down. It's more interesting thinking about how to prevent a revolt than it is to actually put one down. Some of that was luck – my best army was close to home rather than away on campaign. The one time I did annoy one of my noble families enough to cause a revolt, they simply spawned a few units of rebels without much fanfare and I was able to put them down quite easily without much lasting harm. ![]() I was less thrilled by the consequences for failing to balance these internal concerns, though. ![]() Compared to Crusader Kings 3, these events are a bit simpler and less likely to have multiple steps, but have just as much potential to majorly affect your plans, like Alexander's little accident did. More than once, I was asked to pick between something that would benefit the whole nation but upset one or more of the major noble families, or show a little favoritism to keep a potential rival from getting too rebellious. I also rarely felt like there was one choice that was clearly better than the others, which is a difficult balancing act to pull off. The events are generally well-written, making it easy to understand what's going on and what your options are. His grandson would forge a peace with the Gauls by marrying one of their tattooed warriors, but upset some of the more xenophobic nobles in the process. In my first game as the Macedonian Greeks, Alexander was blinded in a military training exercise as a child and went on to be a wise administrator rather than a ravenous conqueror. With each turn representing a year or a half-year in Old World, and leaders who grow old and die in realistic time frames, I really got to know and develop feelings for the various generals and court functionaries through scripted events and decisions. One issue I always had with the Civilization series was that you sprinted through the ages so quickly that a lot of the relatable, human aspects of history could get lost in the mix.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |