This is a long one, sorry. But I figure if you're still reading this thread you're at least interested. It covers pretty much all that I'm thinking about Civ 6 and what's next for the series after completing two games of GS.
With the Gathering Storm expansion, Firaxis Games have fixed a number of issues I’ve had with Sid Meier’s Civilization VI. They’ve also added a suite of great new features that help bring its colourful world of miniature cities, wonders and armies even more to life. Yet, some of its new additions fail to have the impact they should if they are to shake up a game series that is at risk of becoming stale.
Civ, and the sixth instalment in particular, is a game that feels increasingly under pressure to perform two opposing roles. On one hand, the series sells the fantasy of taking your people from the dawn of agriculture, through pyramids and temples to castles and colonies, all the way to industrialisation and the space race. It’s a powerful fantasy, so powerful that the player excuses its necessary abstractions: the immortal leaders and the armies of colossi duking it out over miniature cities. One the other hand, there is the enjoyment of those abstractions themselves. The gameified systems and the race to victory that needs to be a compelling experience in its own right. Civilization is a game that seeks to simulate history, up until the point that a winner is declared.
This is a contradiction that has become more problematic than ever with the current game and its expansions.Thanks to lead designer Ed Beach, Civ 6 proudly wears its boardgame inspirations on its sleeve, I think to the game’s benefit. Gameplay features I was initially sceptical of work well, such as the specialised districts, policy cards and governors. I struggle to imagine the game without them. It’s very satisfying to plan out your civ’s priorities, and maximise its outputs. Rise & Fall and Gathering Storm, like boardgame expansions, pile in new and interesting features that augment the core experience. Yet even the original box groaned under the weight of features its predecessor had to wait for two expansions to fulfil. Civ lacks the elegant simplicity I think a satisfying strategy game needs to make the pursuit of victory engaging and competitive. It simply tries to do too much. It’s breadth of scope is impressive, and makes for a richly detailed virtual world. But I pity any newcomer to the franchise, picking up the eventual Complete Edition, who has to grapple with so many systems, so many currencies at once.
Fortunately, I am no newcomer, and can enjoy what Gathering Storm has to offer. Gathering Storm offers enough novelty right out of the gates. As soon as you take your first look at the map, volcanoes and floodplains stare ominously back at you. Dormant calderas may look peaceful for the moment, but soon enough they threaten to erupt, destroying your tile improvements and threatening your people. Do not despair, however—their impact is not such a catastrophe as to drive you to frustration. Vesuvius is now there to discover, but any Pompeii built on its slopes has, at most, to worry about the loss of a few farms and a fraction of its population. And while the volcanoes (and floods, and storms) certainly take away, they also give back in the form of improved tile yields. Overall, the natural disasters work almost perfectly. Enough impact that you need to plan ahead, and spend a few turns repairing the damage, but not enough to set you drastically off-course. I recommend that you play with disasters at the maximum intensity, to keep them a relevant nuisance throughout the game.
The new cast of civilisations to play are great. Inspired choices like the Māori, who start the game as settlers at sea, and the Incan Empire, who turn impassable mountains into early highways invite new approaches to playing the map, a key design goal which Civ 6 has undeniably made happen. The Ottomans are a military powerhouse, Phoenicia excel at settling coastlines, and Mali gets filthy rich off its goldmines. Every one of the new leaders looks gorgeous, their lively animations and distinct personalities almost making up for their incessant demands for your hard-earned artifacts and strategic resources. Also brilliant is the new soundtrack. Geoff Knorr and Roland Rizzo have composed a remarkable set of tunes, changing through the eras, to listen to while you grow your civilisation. Rise & Fall introduced some memorable vocal pieces and I’m pleased to say this has continued in Gathering Storm. The standout track is a Māori haka, featuring the dance group Te Tini a Māui.
A core gameplay mechanic that has been substantially improved is the new strategic resource system. Where previously one or two copies of horses or nitre were enough for you to produce endless cavalry and gunpowder units, now these resources contribute to a finite stockpile. This makes their lack feel more scarce, and having multiple copies is now more valuable, allowing you to equip your armies faster or profit by selling the excess to other civilisations. Having a number of iron mines allows you to rapidly mobilise swordsmen or knights to crush your enemies. A wealth of coal lets you support numerous coal-fired power stations that turn your empire into a production powerhouse. The latter also feeds into the new power generation system. From the Industrial Era onwards, you can boost your cities’ outputs by constructing coal, oil or nuclear power stations, as well as a number of renewables. The production boost is noticeable, and makes the dawn of industrialisation feel much more potent than it has in Civ 6 prior to this. However, the late game still suffers from a poorly-balanced scaling of production costs. Even with your factories running at full capacity, modern buildings such as stock exchanges and research labs feel prohibitively expensive. Not only do they take a frustratingly long time to build, the numbers simply don’t add up. Why waste so much production on a building that even when powered provides less gold than a single trade route? It is disappointing to see such fundamental balance issues survive and even be worsened in the third year of the game’s development. Beyond a SimCity-like desire to fill your districts with buildings, there is simply no good reason to invest in this infrastructure when top-level strategies such as resource harvesting, and now pillaging your enemy’s lands, yield so much more.
Of course, the emissions from all this industry feed directly into what is perhaps the most prominent feature of this expansion: climate change. This does, however, turn out to be a bit of a damp squib. Things like coastal flooding and increasingly severe hurricanes as the planet’s collected civilisations belch greenhouse gases into the virtual atmosphere sound interesting on paper. In practice climate change both progresses too quickly with even a modest amount of industrialisation, and also doesn’t have a severe enough impact to discourage this sort of play. The problem is compounded by the game forewarning you which tiles will be flooded from the beginning of the game. It is trivial to avoid putting important infrastructure on coastal lowlands to avoid them being swallowed by the sea in two thousand years’ time. Another issue is that everyone (at least, everyone on the coast) suffers the effects of sea level rise, regardless of their own carbon emissions. It makes no sense to avoid CO2 emissions and thus delay your industrialisation, setting you back and leaving the only solution to the crisis—building coastal defences—out of reach. Ultimately, the best move is to build your coal plants, flood the coast, and then either ignore the flooding completely or deal with it later.
Another addition that falls slightly flat is the World Congress, reintroduced from Civ 5. Initially, what put me off was the bizarre voting system. During each session, all the nations vote on a random selection of proposals, each of which has opposing A and B sides. For instance, the handy Urban Development Treaty can either A) double, or B) prohibit entirely, the production of buildings in a particular district, which is also for the nations to decide. In effect, every resolution is a confusing mix of voting for both the outcome and its target simultaneously. Yet in practice this at least means that every session brings a definite outcome, even if it’s one you don’t like, forcing you to adapt your strategy for the next era of the game. Where the new World Congress really fails is in the return of the diplomatic victory condition. Leaving aside how this is ever going to be satisfying in what is at heart a competitive strategy game, the implementation is slow and frustrating. A handful of victory points are available for supporting other civilisations through natural disasters, winning international competitions, or reaching milestones in the technology or civics trees. For the bulk of your points, you are reliant on the outcomes of a number of voting sessions, banking your diplomatic favour (a new currency) to try to drown out your rivals, who will naturally be voting for themselves. The sessions are 30 turns apart, regardless of how late you are in the game, and you need to assemble 10 points to win. This makes pursuing a diplomatic victory a drawn out process and a single lost vote is a frustrating setback. When you reach 7 or 8 victory points, the AI civs will form a coalition to vote against you, and extracting those final points from an election is similar to getting blood from a stone. Other victory types are much quicker to pursue, and are less reliant on the occurrence of randomised events or competitions.
New additions to the science and culture victories are disappointing. Players seeking to win the space race now have an extra rocket to launch, to accommodate the new Future Era, and have to wait for their starship to reach the Alpha Centauri system. This unnecessary 50-turn process can be expedited substantially by completing further construction projects in your city’s spaceports, and the overall experience differs little to how it was previously. The new era itself gives you powerful tools, from giant robots to new government types, that speed you along to your desired victory without any really exciting ideas. For the culture victory, which before was rather passive, the new rock band units are a fun and potentially powerful way to actively boost your tourism output (or sabotage a rival’s) in the late game. However, the tourism mechanic remains opaque and confusing‚ and it’s often hard to gauge exactly how much your performers are doing to help you win.
None of the new or altered victory conditions in Civ 6 have managed to decisively shake the issue of increasing boredom as the player approaches an uncontested win. Regardless of which victory you choose to pursue, the last portion of the game invariably involves clicking next turn until whichever counter reaches its target. Perhaps because the concept of victory will necessarily seem arbitrary in a game that aims to retrace human development through the ages. The diplomatic victory is simply the most jarring illustration of the conflict between Civ as a historical sandbox, and Civ as a strategy game. A decent number of players want to fulfil the fantasy of being a peacemaker, even if such a feat is simply impossible when playing against a human opponent. Even more players want a vastly improved AI, even if it would mean a simplification of the game’s systems, and an overhaul of game balance so that optimal play does not conform to a few core strategies (as it does now).
So, as a Civ Fanatic, I am torn. Civ 6 is a beautiful, enjoyable game. It's too easy, largely thanks to an AI that struggles to keep up, but with the full feature sets of Rise & Fall and Gathering Storm there are interesting decisions to be made, and a lot of gorgeous countryside to cover with cities. While other fans may gravitate back to Civ 4 or 5, it still holds my attention. Part of me wants another expansion, and not just for the hunt for clues before it launches. I want to see my favourite civs, like the Maya or Ethiopia, return. I want to see exploration and colonisation fleshed out. But I realise this probably shouldn’t happen. What Civ needs is not new features, as pleasant as they are (for the most part). It needs a radical new approach to design that creates an elegant core experience that is free from the weight of too much baggage and feature-creep. One where the only viable victory type in multiplayer is not simply conquest. Where there are no buildings that are never worth building. Where there are not four different diplomatic currencies to keep track of. If Civ 7 is to feel fresh, it can’t be afraid to slaughter a few sacred cows and go back to basics.