Monday, 19 August 2013

Civilization 5, Brave New World: Review


Big expansions come with equally large expectations, and Brave New World is Civ 5’s second major piece of DLC. Now expansions and strategy games are old bed fellows, you can find one for just about any strategy game you care to name and the majority of them followed a familiar trend. Lots of new toys to play with no attention paid to balance issues.

You spend hours investigation all the new options, but once you’d finished that exploration, the cracks would be laid bare and you interest would be gone again. And this is what makes Brave New World so interesting. It bucks the trend completely, instead being a carefully crafted expansion to fix the problems Civ 5 already has.


And Civ 5’s biggest problem by far was a lack of mid to late game action. It was all too easy to build empires that would be entirely introverted; completely focused on their path to victory which involved no one else. You’d just be clicking next turn to see if you could complete your science victory before someone else filled the culture bar. Only a warring nation could throw a spanner in the works, provided they had the technology to do it.

So what does Brave New World do to get players round a table and interact? Well it introduces a very important table in the form of the World Congress and makes you pull up a seat. Once an early game technology is completed and the simple matter of meeting everyone is achieved, the World Congress begins. Every thirty turns, new proposals are put forward for approval by all nations. These range from putting trade embargos on your enemies to trying to decide the world religion and ultimately, voting for the world leader as a diplomatic victory.


It elevates the importance of diplomatic relations and makes them relevant again. You can use spies you gain to instead act as diplomats, allowing you to haggle over back room deals with the other leaders. A large sum of gold and a few resources may well secure you those crucial votes to enact the policies you need. Each vote can be quite a tense moment as you never know exactly who will be in favour and who might see your proposals as being one step closer to war.

Other changes see a revamped cultural policy tree as well as the introduction of ideologies. Each of the three ideologies is an extra tech tree of cultural policies with some powerful late game bonuses. These also have a great impact on international relations by affecting your empire’s happiness. If your populations think it looks more fun over the border, your happiness can take a serious hit. Riots can spring up, and you may be forced into towing the line and switching to the more popular ideology.


Cultural victory has had a complete re-work which it definitely needed. Before it was simply a case of building culture producing buildings and filling up a progress bar to win, hardly engaging.  Now a cultural victory sees you doing battle with tourism as your offence and your own cultural progress as a defence. You utilise great writers, artists and musicians to produce works that you can put on display giving you tourism points. This will slowly build up through the game and if you focus on it, your tourism begins to eclipse the culture of your opponents. If your tourism score is greater than every other’s nation’s culture, the game is yours as the world marvels at your artistic output.

The UI does a good job of tracking and displaying you tourism progress, with clear indicators to show if you’re making progress or if you’re falling behind. You can also swap great works with other nations to achieve theming bonuses that can give you a little extra boost. It also adds another late game element with archaeological digs. These appear as a bonus tile improvement with the right technology and with a little effort, will let you find artefacts to display in museums (where they belong), further boosting your tourism output.


All these new elements are also nicely accommodated by the previous expansion, Gods and Kings. There’s clearly been a lot of effort put in to make these expansions feel like a cohesive whole, as all the new elements can interact with the religious choices you make. If you get other leaders to agree that your religion is the world religion, you gain further votes in the world congress. Other choices can give your tourism a boost, so there’s a nice link to the new mechanics.

Crucially the AI is capable of playing a competent game with all the new additions. It’s able to sensibly assess the proposals made at the World Congress and knows where its votes will benefit it the most, as well as how much it should demand if you want to buy its votes. War is also a lot more predictable, if leaders start denouncing each other, you know war is only a few turns away unless you make efforts to smooth things over. Not that a war focused AI will care much for your offerings, but I felt that war didn’t suddenly arrive on my doorstep as a surprise like it used too.


So the real question is, do the additions give you enough to consider in the late game, or are you still doomed to click next turn? Playing a standard pace game against the AI, there were moments where that did happen, yet it was never long before something required my attention. A quick paced game or one with friends will likely give you plenty to do for most of your turns. So on this point Brave New World is a real success. It may need a few balance tweaks, but considering the complexity of Civ 5 with all its DLC, it’s likely that any imbalance is perceived rather than it being a real underlying problem.


It does however fall down at my second question. Is it worth the money? Not really. If you buy it full price, it’s nearly as expensive as the original game and it’s only an expansion. This probably won’t be a problem for long though as Civ 5 and its DLC is regularly on sale. So as soon as that happens, Brave New World jumps triumphantly into the must buy category for anyone who already owns Civ 5.