![]() ![]() The European nations must explore the landscape and unearth ruins, the northern Africans strive to become economic powerhouses and southern Africans hope to maintain autonomy by boosting their culture. ![]() Picking a civ from amongst a loose collection of factions, you are tasked with either plundering Africa or protecting it. The second scenario, Scramble for Africa, is a far more interesting 100-turn adventure. Much like the Fall of Rome scenario from Gods and Kings, most of your turns in this one are spent smashing units into each other. There’s a civil war scenario that lets you battle across northern Virginia and southern Maryland it’s exactly what you would expect: some historically located cities, lots of units, a few technologies to discover and lots and lots of battles. I’ll start with the scenarios because much as I usually skip right by them, it seems the developers at Firaxis felt much the same way this time around, only offering two relatively fast-paced entries. Like all Civ expansions, Brave New World adds the trifecta of new civilizations, gameplay mechanics and scenarios. Would you believe me, then, if I said with a straight face that now, because of the Brave New World expansion, I look forward to the end game, that everything before the industrial era seems like a prelude to the final climax? It seems farfetched, I know. Those border wars have mostly settled down, religions are pretty well locked into place, and it’s usually just a smooth coast to your chosen victory condition that means lots and lots of clicking “end turn”. By like clockwork, right around the middle of the industrial era, the fun seems to tighten, only leaking out in dribs and drabs. From the ancient and classical era, when everyone is still exploring and expanding, to the medieval and renaissance era, when alliances, religions and border wars wax and wane, the first half of any Civilization V game is always addictive. The end game of Civilization games (all of them) has always been their biggest weakness. ![]()
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