I am not sure what to think exactly yet. What struck me about BNW is that it feels alot more like Civ4- just without the annoying stacks.
I love the trading and to an extent the increased complexity, but I feel that it is a tad too complex now. I don't see micromanaging as a form of intelligent design, and believe that the strategy should be with the players decisions. I think the culture-tourism part is too complex. Don't forget that civfanatics represents the top-end of the player base (in terms of knowledge and difficulty), and the vast majority play on warlord-king.
The culture-tourism game is very very complex: You have to increase culture(1), but also provide artist slots(2) which are different from culture specialists(3), and these slots fill up with guilds(4) -> great people production (5) which then leads to tourism (6) which exerts pressure (7) but somehow that pressure is always in relation to culture (8) and later ideology (9) and not to forget, swapping artworks to manage pressure (10). And then of course all the diplomacy modifiers that help with it, AND teching correctly, adding more pressure on the player (11+). The culture window is very difficult to understand, and imho goes beyond "it takes a game or two to get used to it".
I think tourism should have been dropped and instead, culture itself would be the pressure variable which can be enhanced with trade relations, religion, DoF's, world congress and so forth.
This is a complaint on a very high level- would I spend 20£ on the expansion? Yes. Would I recommend it? Yes. Do I love it? Yes.
I wouldn't call twice in the same era on Prince 'almost never'. The only thing that it seems fair to say about the AI in this expansion is your neighbours won't always DoW you, which I think is a good thing in the interests of varying play a bit.
I'm enjoying BNW and feel the money was well spent. Both Trade Routes and the new Culture system are solid mechanics. Trade Routes are serious business. The Culture system is fun. They mesh together and with the older mechanics quite nicely.
If you are on the fence, there is a demo on Steam.
I'd give it a 9/10...it really is fantastic. There are a few balance tweaks to be made, but for the most part, all the new mechanics tie in with the existing G&K mechanics amazingly well. Cultural victories are no longer a game of leveling up 30 times, and for the first time ever in a Civ game, 1) the end-game is enjoyable, and 2) science players can no longer ignore culture, just as culture players could never ignore science. I also love that you can finally settle a city late in the game and still have it be worthwhile; I grew a 20-pop city in about 85 turns last game. I agree that the aggressiveness needs to be upped slightly, but that can (and almost certainly will be) adjusted in a patch.
On the multiplayer front, I think it's just fine. Is it amazing? No. But it does what it needs to, something I couldn't say about CiV multiplayer until now.
I've yet to play the Scramble for Africa scenario (that's planned for today), but the American Civil War scenario was surprisingly good. I'd encourage those skeptical to give it a shot.
I was one of those people who loved Civ 4, then bought Civ 5 on release day and got bored with it by the end of the week. I briefly got back into it when Gods and Kings came out, but it still wasn't enough to really hold my interest.
Brave New World, though? I preordered it on a whim the day before it came out, and now I can't tear myself away from it. Trade routes and more involved cultural mechanics, along with the espionage and religion from G&K, are just the right mix of complexity and choice to keep things fun.
Simply put: it's good. REALLY good. If you didn't like Civ 5 before (and I didn't, as I mentioned before), this might be enough to redeem it in your eyes. I'm sure yet if it will supplant BtS as my favorite Civilization game, but it's pretty close.
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