12/16/12

A Civilization V AAR – Part One

Brant Guillory, Decmber 16, 2012

Brant’s kicking off an extended Civ V AAR, with commentary on his game, and tips & tricks as he goes along.

Click images to enlarge

I’ve been playing every version of Civilization, starting with the first one back when I was in college. And I lost more than a few nights to the “just one more turn” bug. Civ III was my favorite for a long time, but Civ V is rapidly overtaking it, with the mixture of social policies, faith, and city-states really combining to keep my interest.

I’m chronicling this play-through with Carthage, and I’m also trying a few new things just to see how it goes, so expect to see a few “huh?” moments as I puzzle my way through some of these decisions. Expect this AAR to run for quite a while, with about 10 screenies with commentary for each article.

And while I’m no Civ expert, I’m pretty experienced, so you’re going to get a lot of “this worked for me” but it’s entirely likely you’ll find someone, somewhere who vehemently disagrees. But, hey – we wouldn’t be Grogs without some complaining, right?

 

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The setup.

I’m playing as Carthage, which I’ve only played one time before. I wanted to trample folks with elephants, but I also like the idea of free harbors in each city. I’m also playing on a huge map with small continents, which should play to the harbors’ strength in connecting trade routes. I’m also playing at “quick” pace, in the hopes of finishing the AAR before 2014.

Even with a huge map, I’m only playing with 9 opponents and 16 city-states. This should give us all a lot of space to explore and noodle around.

 

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The start.

I’ve got tundra around me, and some green stuff to the south, so I suspect I’m up against the northern edge of the map. Lots of silver, stone, and marble nearby, which will play a big role in which technologies I start to research.

 

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Founding the first city.

I’m a fan of the production queue. It takes one thing off of my mind, and it also helps keep me on track for longer-term strategies. I end up starting and stopping a lot throughout the course of a complete game, and this lets me stay on track if I don’t get to play for a day or two – no going back and recreating a near-term strategy. I also like to get some scouts out as soon as possible. I want to know what’s over every hill in sight. Normally, I build a few warriors between the scouts in case I run into the inevitable barbarians a bit too close, but this time I’m going to get a monument built a bit earlier to get the culture numbers cranking up.

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07/13/12

GrogHeads Reviews Empires in America

Designed by Joe Miranda for Victory Point Games

By Brant Guillory, 13 July 2012

A perfect blend of size, simplicity, and skill, Empires in America challenges players with an interesting variation on a tower defense scenario, well-blended with a nice dash of history.

Victory Point Games is still considered by some to be a “small” publisher.  If so, I’m curious what the definition of “small” is.  These guys churn out a game a week – and excellent games, too.  One way they’re able to do so is by relying on some well-tested basic mechanics, such as the solo game rules known as the States of Siege series.  These card- and track-movement-driven games provide a player with a significant and well-balanced challenge, in a variety of genres, including the Israeli War for Independence, and the fall of the Ottoman Empire.

Empires in America, the third entry in the States of Siege series, covers the French and Indian Wars in North America.  A precursor to the American War for Independence, the French and Indian Wars were the battles in New World as a part of the larger Seven Years’ War across the globe between various European powers.
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05/23/12

Wargaming On The Go! – Small General

Brant Guillory, 23 May 2012

Developed by VR Designs

click images to enlarge

Looking for a grognard-quality game in a light, on-the-go package? Walk, don’t run, to your Android phone and grab this little gem.

Is That A Battle In Your Pocket…?

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Small General is a light wargame for the Android OS that has a generic-but-roughly-WWII-era theme that offers some interesting tactical challenges in a package that plays quickly, but still offers a robust grog-friendly experience. The “beta” is available as a free download, and includes about 5 scenarios of varying size/challenge. The paid version unlocks significantly more content. Moreover, the AI in the paid version seems to cheat less, but maybe it’s just me!

Small General is played on a hex grid with basic terrain: woods, cities, hills, marshes, etc. Units are presented as counters with attack/defend values, which are updated based on current damage status. Counters may be stacked, and the stacks examined. Additionally, attackers can pick and choose their targets from within an enemy stack. Movement is also rather simple, with a basic touch-screen drag-and-drop interface to move units around. The same motions are used to specify an attack.

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