Review of CivCity: Sun Never Sets
Written in December, 2014
Written in December, 2014
+ Audio-visual diversity
+ Several new historic scenarios
+ Likeable leader character
- Nothing of the Industrial Revolution
In the real world, the urban population has grown past four billion, and in gaming, city-builders are trendy again. Firaxis released CivCity this spring, bringing the epic timespan of Civilization into the city-building genre. The game needed by necessity to leave many blank spaces, many of them met by the new expansion pack Sun Never Sets. As the CivCity core game only contained Europe and the Mediterranean, Sun Never Sets introduces five new theatres: Niger, India, Far East, Mesoamerica and Appalachians, each with its own architectural style. While some buildings, such as stepwells, are available in all theatres, while other, such as step pyramids and pagodas, are specific to one or two. The new Wonders are available for everyone, but as before, the timeframe is narrow. The sandbox mode knows no limits, and can allow a Frankensteinesque city with a confusing mixture of cultures.
Sun Never Sets allows start dates as early as 8000 BC, introducing a Prehistoric Age. As in many strategy games, most of the map is covered by fog of war, white in Civilization V-style, but it is soon cleared away. Also, wolves, lions, bears and other dangerous animals roam the wilderness, soon to be replaced by barbarians and bandits. Sounds to hard to start the game in this unfriendly environment?
You have a new weapon to cope with new challenges: a Leader character, who can move around to encourage citizens to work harder and be happier. As the same city-building process follows as in the core game passes on, the Leader is promoted to titles such as Mayor or King/Queen, able to pray in temples, shop in markets and oversee construction work, a little bit like the President character in Tropico. If you are not into role-playing, you can have the Leader stay in the Town Hall, providing a more general bonus. The Town Hall and Senate buildings allow new political decisions, concerning timeless issues such as political freedom, land ownership and tariffs, allowing cities to take their unique path, becoming a Spartan dictatorship, an Athenian democracy, a Confucian feng-shui grid of law and order, or anything between.
The military has become enhanced with mounted units, more classes of artillery, and, of course, war elephants. Battles can now occur in wilderness or at small villages, giving advantage to different kinds of units. With plenty of new resources, international trade is also more lucrative. Caravanserais and shipyards provide access to theatre-specific goods such as silk and tobacco, which will be available for import during the later ages, each appealing to a different class of citizens.
Another new feature is the ability to switch between different cities, building up a cluster of specialized cities, providing each other with resources and services for peace and prosperity. However, the game clock constantly moves forward, and you leave central planning to the AI, whose plans might differ from yours. The AI sticks to pre-coded patterns, so its cities are functional, but predictable.
The new music and graphic features add some atmosphere, but still, Sun Never Sets ends at the same date as the core game, just before city-building would become really exciting. However, the end screen displays the text "to be continued..." giving hope for a modern-time expansion pack.