I'm starting to get notifications en masse about upcoming Black Friday specials. As someone who worked retail, and has family who worked retail, for years, I just can't stand the event. I don't want to get preachy, but here's what I'm doing:
Anyone who emails me the Saturday after Black Friday and pledges that they didn't buy anything the day before can have any one of my games for free (PDF copy).
That's it. Free game! All you have to do is not shop for one day. I'll post again as the date approaches.
And there was one thing that stuck out to me, replaying the old game: Wonders of the World were bonkers. I went back to look at the Civ V Wonders, just to check, and it's like I remembered--the Civ II Wonders are just ridiculous, sometimes, with how powerful they can be. But it's not really straight power, it's more of the wombo combo sort of power that's begging to be min-maxed.
The Pyramids are one obvious example. Back in Civ II, they did one very basic but amazing thing: they gave every city a free Granary. What's that mean? It means that whenever a city fills up on food and increases in population, it only empties out half of its food store, instead of all of it. This lets population increase way faster. That is one doozy of a permanent buff. Fast-forward to Civ V, and The Pyramids give you an extra worker and let you construct tile improvements (like farms, roads, mines) faster. Which is still pretty good! But the dramaticness of Civ II got lost along the way.
The Wonder that really triggered this thought, though? The Great Library. Oh my word. That Wonder is the best. Here's what it does, if you're not familiar: if any other two civilizations possess the same technology, you get it immediately for free. What. You don't even have to have met the civilizations in question. Also? When one Civ conquers the city of another Civ, they get to steal a technology. Oh, look; now two civilizations possess the same technology, hey you get it too! Nothing anywhere like that in Civ V, just a bunch of (really good but not as interesting) science bonuses.
And the connection it triggered in my brain was "hey, this reminds me of when I played my first Magic cube draft", because it felt exactly like the difference between Hearthstone and Magic. Hearthstone is a numbers-heavy game with pretty safe design and gradual gameplay advantage. Magic, on the other hand, is a game with dramatic swings and really big power plays that seem to happen a lot more often.
I love that feeling. It also got me wondering if maybe the customized card game format would be a decent fit for a 4X game, with different decks being different civilizations that build in different ways, vying to be the first to construct the Wonders that are freely available to all, using them as the foundations of power play strategies. Fun idea, at least.
I recommend sticking to Civ Rev 1, and not Civ Rev 2.
2 adds a few new wonders and stuff that I wish they'd go back and DLC into 1. But the UI is less useable, the graphics are more cartoony, and the thing they did with barbarians is either borderline racist or well over the line depending on how lenient one is.
I uninstalled and went back to 1.
Ultimate Evolution can be ridiculous on the right person. One UE on a Sgt. Hammer is sooooo much seige it's just silly. Lol I had one game where me and sgt. Hammer pushed all the way to their base in one UE.
I almost already take it if there's big aa heroes or jaina on my team.
I notice a lot of people using double standards and/or the hypocrisy argument. "A applies when you're talking about group X, but suddenly B applies when you're talking about group Y!" The one problem? They never come out with a clear conclusion.
Sure, it's true that there's a problem when people respond with "put them all in jail!" when squid-people go on joyrides, and they respond with "saurus will be saurus" when mutant dinosaurs do the same thing, but that leaves one question unresolved: what is the proper reaction to the issue of bizarre creatures going on joyrides? Because to avoid the double standard, you must agree that both squid-people and mutant dinos must be either all punished for their transgression, or else they must all be pardoned completely.
After all, if there's a double standard, then there surely must be a single standard that ought to be adhered to. It's hypocrisy to hold to both, so which one do you hold to? And yet, I feel like the purpose of double-standard rhetoric is to make the other side uncomfortable with their double standard.
I don't think people who make the argument consider that they ought to be similarly uncomfortable with being held to one standard or the other. By reinforcing a strict dichotomy, they implicitly have to endorse one side of that dichotomy as the norm, in order to condemn the people who support both sides.
i.e., it's bad to uphold A and oppose B, but it's totally fine to oppose A and uphold B.
: But that would require moderation! :-P
Playing on a game where I didn't die early on to barbarians and invaders, I ran into an interesting part of the game I forgot about: arenas of conflict. Granted, still something in later civs, but there was this really interesting building that becomes available as you tech up: the Coastal Defense. It's Walls, but against naval units. Years ago, I kinda just ignored it as busywork, but now that I think about it, it suggests an interesting alternate view: it's counterplay.
I'm noticing how the tech tree is basically how a civilization says "I want to pursue strategy X throughout most of the game". You can eventually catch up on older techs, and you can gain new techs through diplomacy, but on your own it's hard to discover the entire tech tree without help.
So, arenas of war. You start with land warfare. Players have to tech into better and better military units, and it's not hard to grab walls early on. You can make artillery units (high attack, low defense) to kill enemy units hiding behind walls in cities, or you can bring in sea units to totally circumvent that whole game altogether. The enemy has to build coastal defenses to have a counterplay to that, which means they have to have the proper techs.
And I'm really feeling that in my current game: I've got an island nation, and I've invested a lot into land warfare which I probably shouldn't have invested into. If I'd gone into naval warfare instead, I could be fending off the ironclads and destroyers that are prowling around my territory and picking off my coastal Engineers. I think this is the first time I've seen my tech tree as a conscious strategic choice, rather than "this is how I get more goodies".
That's an interesting aspect of the game I hadn't considered. Again, I'm not 100% sure that it's implemented the best way that it could be, but I really like the concept of an interlinked web of technologies, where choosing which technologies to pursue is a major strategic choice that's akin to the build order in Starcraft.
Actually, when I put it that way, it's pretty obviously the same thing, but in turn-based form. Hm.
Google Fiber could expand to Austin as city preps for joint-announcement...
Google and the City of Austin, Texas have sent out invites for a press conference for "a very important announcement" next week, according t
Epic Changes: Converting from “Pathfinder” to “Marvel Heroic Roleplaying...
As our Pathfinder game progressed through 18 months, 75+ adventures, and nearly 20 levels of play it was increasingly apparent that we had c
Mouseburning It: Hacking a Skill System, Small Press Style : Critical Hits
Between the first 2 combat encounters, the PCs were standing around a broken statue of Maïwenn's god. She mused that she, like, totally shou
History's first OMG directed at Winston Churchill?
Turns out the oft-used abbreviation has its origins in a British Naval dialogue. Read this blog post by Eric Mack on Crave.