Von Falkenheyn
Chieftain
Even before this game was officially released, I had mixed feelings based upon the video previews and the various information gathered from the Civilization Analyst. Now, having played some hours on this game I've come to some conclusions based on my experience. I've been with the series since civilization I, so I have witnessed the growth of this series through time.
1. Affinities
This is a great idea, one for which I had lobbied before in another text of mine about ideas for further installments in the series. I'm not so sure the implementation was the best possible. I think that too much weight was placed upon victory conditions and unit specialization. I also think that you shouldn't be able to gather affinity so easily through quests as this can give a crushing advantage. All in all, a good idea which needs to be polished.
2. Quests
Again, another great idea which was poorly implemented. The ideal implementation in my mind would be the way Endless Legend does this. Give a bit more color to it, a few more graphics and a few more choices instead of the same old black and white coin toss options.
3. Tech Tree
The web design is OK although the graphics are not; it's really very difficult to find what you're looking for unless you're searching for it. The tech tree in CIV V is much more pleasing to the eye and much more intuitive. The way to go with tech trees would be a completely non linear system with loose age groupings and as few prerequisites as possible. Again, I must praise the tech tree in Endless Legend for doing a very simple yet elegant job; non linear system with a few prerequisites. To pass from one age to the other you just need X Age I techs. Which ones? It's all up to you. Alternatively, one could go for a linear system with multiple paths such as the old CIV IV system or the one utilized in Galactic Civilization II.
4. One Unit per Hex
Let's start with the positive here: hexagons are great and they're a vast improvement from rectangles. All modern 4X games be it electronic or board games utilize hexagons. The one unit per hex is an excellent idea for tactical games, not for strategic games such as the CIV series. Now, to be perfectly clear here, I'm not advocating a return to the stack of doom, I really disliked that. However, the one unit per hex is clearly not working for the franchise for all manners of reasons. First of all we have problems of scalability (how much space does a hex represent), we have problems of space (later in the game the maps just bog down) and we have problem of sheer tediousness; It takes an X amount of time to simply order around Y units. Not to mention of course that the AI just can't cut it. I understand the background from where Shafer dug that idea; he wanted to blend Panzer General II with the CIV series. A noble idea to be sure but one which can't fit. You can't make a tactical game fit into the same package as a grand strategy game. You have to utilize workarounds. There are several here: You could utilize a tactical minigame such as the one used by the Heroes of Might and Magic series. You could utilize a minigame such as the one present in Endless Legends where armies "blow up" into individual units for combat. Or you could work entirely upon army units as implemented in the Paradox products (Europa Universalis, Hearts of Iron, etc). The way this works is, if you place too huge an army on a given space (stack of doom) there are huge penalties on combat efficiency as there are too many units in a limited space. I'm personally in favor of the use of armies as it opens up all manners of interesting customization options such as embedded leaders, tactics advances, weapons upgrades, formations etc. Just consider how much less micromanagement you'd need by moving around armies instead of units.
5. Wonders, Buildings, Resource Interaction, Economy
Wonders are just plain bland, both in terms of graphics and in terms of utility. There is just nothing to compare here with CIV V. Buildings have very limited interaction with relevant resources. Resources can't be combined to produce composite resources. For instance, a titanium smelter (just a fictional example) could produce rare alloys which could be a strategic resource used to create upgraded units or weaponry. Health is really bland and poorly implemented. Again as I've written about this before, local health/happiness or both is the way to go just as it was done in CIV IV. Stations are really poorly done in my opinion. Just send in a trade unit, end of story.
6. Virtues
Virtues are nicely done and I really like the synergies between going deep in one tree and going wide. That's something well done and any issues with this system mainly have to do with re balancing.
7. Intrigue, Diplomacy and Victory Conditions
Intrigue is basically the same as the espionage options in CIV V with some minor upgrades. Nothing impressive or terribly innovative here. You either take it or leave it. Diplomacy is practically worthless; you could adopt a "north Korean" mentality and win the game without having interacted with other civs one bit. Victory Conditions are tedious; after a while you end up clicking "NEXT" waiting to win the game. As I've said elsewhere these should be game ending conditions and not game winning conditions. Winning should be based upon victory points not upon some abstract notion of victory.
8. Variable Start up Power
Again a very good idea. More options to choose from would be very nice.
9. Orbital Level
Another very good idea although I would have liked more interaction with that area. Perhaps operating units and orbital stations would have been nice. I really liked the way the old Activision tittle "Call to Power" handled that issue.
Conclusion
All in all, the game has some neat ideas which unfortunately have been sloppily implemented. Now, if this game had a price tag of 20 dollars I wouldn't be complaining at all. But a 50 dollar game that is essentially a spin-off from an already fine-tuned tittle, which is festering with bugs and poor implementation is really a poor deal. For fifty dollars I have expectations and I will criticize a game harshly. I expect a product to be finished to a high standard and not to essentially play an open beta version of it.
1. Affinities
This is a great idea, one for which I had lobbied before in another text of mine about ideas for further installments in the series. I'm not so sure the implementation was the best possible. I think that too much weight was placed upon victory conditions and unit specialization. I also think that you shouldn't be able to gather affinity so easily through quests as this can give a crushing advantage. All in all, a good idea which needs to be polished.
2. Quests
Again, another great idea which was poorly implemented. The ideal implementation in my mind would be the way Endless Legend does this. Give a bit more color to it, a few more graphics and a few more choices instead of the same old black and white coin toss options.
3. Tech Tree
The web design is OK although the graphics are not; it's really very difficult to find what you're looking for unless you're searching for it. The tech tree in CIV V is much more pleasing to the eye and much more intuitive. The way to go with tech trees would be a completely non linear system with loose age groupings and as few prerequisites as possible. Again, I must praise the tech tree in Endless Legend for doing a very simple yet elegant job; non linear system with a few prerequisites. To pass from one age to the other you just need X Age I techs. Which ones? It's all up to you. Alternatively, one could go for a linear system with multiple paths such as the old CIV IV system or the one utilized in Galactic Civilization II.
4. One Unit per Hex
Let's start with the positive here: hexagons are great and they're a vast improvement from rectangles. All modern 4X games be it electronic or board games utilize hexagons. The one unit per hex is an excellent idea for tactical games, not for strategic games such as the CIV series. Now, to be perfectly clear here, I'm not advocating a return to the stack of doom, I really disliked that. However, the one unit per hex is clearly not working for the franchise for all manners of reasons. First of all we have problems of scalability (how much space does a hex represent), we have problems of space (later in the game the maps just bog down) and we have problem of sheer tediousness; It takes an X amount of time to simply order around Y units. Not to mention of course that the AI just can't cut it. I understand the background from where Shafer dug that idea; he wanted to blend Panzer General II with the CIV series. A noble idea to be sure but one which can't fit. You can't make a tactical game fit into the same package as a grand strategy game. You have to utilize workarounds. There are several here: You could utilize a tactical minigame such as the one used by the Heroes of Might and Magic series. You could utilize a minigame such as the one present in Endless Legends where armies "blow up" into individual units for combat. Or you could work entirely upon army units as implemented in the Paradox products (Europa Universalis, Hearts of Iron, etc). The way this works is, if you place too huge an army on a given space (stack of doom) there are huge penalties on combat efficiency as there are too many units in a limited space. I'm personally in favor of the use of armies as it opens up all manners of interesting customization options such as embedded leaders, tactics advances, weapons upgrades, formations etc. Just consider how much less micromanagement you'd need by moving around armies instead of units.
5. Wonders, Buildings, Resource Interaction, Economy
Wonders are just plain bland, both in terms of graphics and in terms of utility. There is just nothing to compare here with CIV V. Buildings have very limited interaction with relevant resources. Resources can't be combined to produce composite resources. For instance, a titanium smelter (just a fictional example) could produce rare alloys which could be a strategic resource used to create upgraded units or weaponry. Health is really bland and poorly implemented. Again as I've written about this before, local health/happiness or both is the way to go just as it was done in CIV IV. Stations are really poorly done in my opinion. Just send in a trade unit, end of story.
6. Virtues
Virtues are nicely done and I really like the synergies between going deep in one tree and going wide. That's something well done and any issues with this system mainly have to do with re balancing.
7. Intrigue, Diplomacy and Victory Conditions
Intrigue is basically the same as the espionage options in CIV V with some minor upgrades. Nothing impressive or terribly innovative here. You either take it or leave it. Diplomacy is practically worthless; you could adopt a "north Korean" mentality and win the game without having interacted with other civs one bit. Victory Conditions are tedious; after a while you end up clicking "NEXT" waiting to win the game. As I've said elsewhere these should be game ending conditions and not game winning conditions. Winning should be based upon victory points not upon some abstract notion of victory.
8. Variable Start up Power
Again a very good idea. More options to choose from would be very nice.
9. Orbital Level
Another very good idea although I would have liked more interaction with that area. Perhaps operating units and orbital stations would have been nice. I really liked the way the old Activision tittle "Call to Power" handled that issue.
Conclusion
All in all, the game has some neat ideas which unfortunately have been sloppily implemented. Now, if this game had a price tag of 20 dollars I wouldn't be complaining at all. But a 50 dollar game that is essentially a spin-off from an already fine-tuned tittle, which is festering with bugs and poor implementation is really a poor deal. For fifty dollars I have expectations and I will criticize a game harshly. I expect a product to be finished to a high standard and not to essentially play an open beta version of it.