Mar 14, 2016

LotR LCG: His foundations lie in the holy mountain

"This is the great realm and city of Dwarrowdelf. And of old it was not darksome, but full of light and splendour, as is still remembered in our songs."
- Gimli, the Lord of the Rings, book II, chapter IV


After tackling the Khazad-dûm deluxe expansion, the obvious next step was the adventure packs of the Dwarrowdelf cycle. In terms of player cards, the packs include some pretty important elves, but mostly we're expecting even more dwarves, in line with the deluxe expansion's focus on dwarves, dwarves and some more dwarves. So far, it's inspired two other players to experiment with dwarf decks, and admittedly I did consider a dwarf support deck with Nori, Oin and Thalin. I think I'll save it for when we all decide to play dwarf decks at the same time. I'll admit: I mostly find fantasy dwarves to be incredibly boring, unless they've got funny hats. The Dwarrowdelf adventure packs have been talked up a bit, though, and Moria is still really cool, so I was quite looking forward to the quests!


John Howe: The Company Approaches Caradhras, 1989

**

The Redhorn Gate - DL 6


The first quest sees our heroes tasked with escorting Arwen from Lórien to Rivendell, via Caradhras. Reading the relevant parts of the Lord of the Rings might make you ask exactly how smart this is, and playing this quest will leave you wondering why anyone would ever even try it. The quest starts off innocuously enough; there's some locations, a couple of enemies, but nothing too terrible. Then this treachery comes along:


Huh, a condition attachment that makes your hero useless for questing, we thought. Oh well, the Tactics guys don't really quest much anyway, so when two of these came up when my partner was first player, we attached them to Legolas and Boromir. Little did we realize that not only does reaching the third quest stage make Caradhras the active location, giving a further penalty to willpower, but also eliminates all characters whose willpower is zero or less. So advancing to the third quest stage not only wiped out most of my allies, but also the entire Tactics deck.

Ouch.

I carried on as best I could; Éowyn was tough enough to quest through the ferocious weather with a little wizardly help, and almost unbelievably, I managed to finish the trip. This is quite a harsh scenario, especially on the first playthrough, but even when you know what's coming, the willpower penalty and discarding of characters is brutal.


Having said that, we definitely enjoyed this adventure pack! The quest is tough, but thematically it does a brilliant job of conveying the feel of a punishing slog through a terrible mountain pass, freezing in a blizzard while wargs stalk you in the night. It's a different, challenging quest.

Card spotlight: Ravenhill Scout


Unless you're running a Hobbit deck, Redhorn Gate isn't great in terms of player cards. While Needful to Know is in my Silvan deck, I wanted to take this opportunity to introduce a rare bird indeed: a Dale character! As of this writing, there are precisely three of them: Brand son of Bain, Celduin Traveler (surely Fantasy Flight could decide how to spell traveller) and this card. Unfortunately, I agree with the Tales from the Cards blog that it's hard to see Ravenhill Scout as worth using, but the optimist in me believes that in the future, we'll get more cards to make up at least an interesting Dale contingent to a deck, if not a whole Dale deck in itself; it's a fascinating area of Middle-earth to explore, and I hope the designers take the opportunity. And since writing this, we've learned that we've got several Dale cards to look forward to in the Dream-chaser cycle!

**

Road to Rivendell - DL 4


Having made it past Caradhras (sort of), our heroes now need to escort Arwen north to Rivendell. There's a whole bunch of enemies and locations in the encounter deck; thematically, I thought including the Plundering Goblins encounter set was a bit odd, because coming across a Plundered Armoury on your way to Rivendell just seems strange. And now that I mention encounter cards...


Quite simply, if you don't have any treachery cancellation, this card will destroy you. You don't have to hesitate a second before using Eleanor's ability to get rid of it, because there's literally no way it can possibly get worse. On a three-handed attempt, a combination of Chieftain of the Pit and Sleeping Sentry's shadow effect wiped out the dwarf deck, leaving it with one hero. This meant that when Arwen had already taken one damage from Pathless Country's shadow effect, and was under the dwarf player's control when we drew Undisturbed Bones, it was game over for us.

If you don't get annihilated by Sleeping Sentry, then this is a pretty straightforward quest: collect a heap of progress and kill a fairly large number of enemies. Good enough fun, but nothing too memorable. I got two Northern Trackers into play, but ended up using them almost exclusively for combat; a bit strange on a quest that's meant to be about travelling! On the while, this is a decent quest; it's maybe a bit disappointing on the first run, as you sort of expect it to throw some kind of nasty twist at you, but it never does; the only nastiness here are the treacheries.

This quest has a difficulty rating of 4, which, remember, is the lowest possible rating for quests that are not Passage through Mirkwood or The Seventh Level. Saying this quest is "officially" harder than Seventh Level does quite strongly suggest that the difficulty levels are based on seeing combat against unexceptional enemies as inherently easier than questing. So if you have a deck that's geared more toward questing than combat, like mine, you'll find the difficulty levels are quite badly off.

Card spotlight: Song of Eärendil


For starters, it's another beautiful card. I don't draw enough attention to how visually attractive the cards themselves are; it makes the whole gaming experience so much more satisfying when you get to handle cards that are stylish and well designed. I'll have to take extra care when reading the Silmarillion to see if it specifies how Vingilótë was rigged. In terms of gameplay, the bulk of the threat reducing cards are in Spirit, so the ability to take on some of the other players' threat is very welcome. This is especially true with two players, where using The Galadhrim's Greeting on both is wasteful, but Elrond's Counsel only works on me. Song of Eärendil combines particularly well with Elfhelm, and lets me share some of the threat burden of using Boromir. For more complicated scenarios, head on over to Tales from the Cards; we haven't done anything particularly clever or innovative with it, but the general "threat smoothing" it provides is quite useful. A card definitely worth including in multiplayer decks.

**

The Watcher in the Water - DL 5

Now that we've succesfully escorted Arwen to Rivendell, Elrond has a small task for the heroes: he's asked us to scout the Mines of Moria on our way back to Lórien. "Scout the Mines of Moria", he says, like that's a thing that people just do. The last time we were in Moria, barely half of us made it out again. What's the average life expectancy of a murder hobo hero working for the White Council? Never mind, we're off to "scout" Moria. Getting in through the East-gate was kinda tough; how hard could the western route be?


For this leg of the trip, we were, appropriately enough, joined by a Leadership/Lore dwarf deck with Dáin, Thorin and Ori. Our first three-handed attempt, though, ended in dismal failure. It wasn't even the endlessly annoying wargs and the orcs and the giant seething mass of tentacles that did us in, but the Doomed 5 treacheries and various other lovely surprises.


Our next foray went better, even though the dwarf deck was still struggling to field so much as a single ally. This time, we weren't hit with quite so many horrible locations and treacheries as we had been last time, and we actually made some progress on the quest. The tentacles and other enemies were uncomfortably numerous and nearly overwhelmed us - but we had an answer:


Armed with the Spear of the Citadel, bearing a Gondorian Shield and fortified with Arwen's bonus, Boromir defended five enemies that turn, doing damage to each of them. This bought us enough time to finally get ahead in the quest, with everyone's threat uncomfortably high and beleaguered by a never-ending swarm of tentacles.


In the second and final stage, you need to both amass enough progress and have three victory points. There are basically two ways you can do the latter: either you defeat the Watcher, or solve the Doors of Durin:


Another way would be to use side quests or other player cards worth victory points like Black Arrow, but we weren't doing so great with the questing anyway, so that didn't seem likely - we did make an attempt at Double Back, and got a grand total of one (1) progress on it. My partner was actually hatching a plan to defeat the Watcher with Rivendell Blade, the Black Arrow and what have you, until Stagnant Creek turned up in staging and eliminated the Tactics deck. It would now be up to me and the dwarves.

I'd been drawing terribly all evening; not a single Galadhrim's Greeting or Song of Eärendil, or even an Elrond's Counsel to be seen while our threat kept mounting and mounting. Now, though, my deck made up for it by producing the one ally who could help us decipher the Doors of Durin: Henamarth Riversong. After staging, I used Henamarth's ability to scry the encounter deck, and lo and behold, the dwarf player had a card that matched. The Doors were open! Now all we needed to do was get through them.


After what we hoped would be one last desperate combat phase of holding off the tentacles, orcs, wargs and whatnot, we mounted our final massive questing push. Everyone who could, quested, with Durin's Song, cards discarded to Éowyn, everything we could possibly think of thrown in to get us through. And it worked: despite all manner of monstrosities showing up in staging, we made it into Moria. Some victory! This is one heck of a quest.

Card spotlight: Arwen Undómiel


What can I say about Arwen Evenstar that I haven't said already? A two-cost ally with two willpower and an excellent special ability, and a unique Noldor character to boot, giving you access to Elrond's Counsel. She was instrumental in my first ever successful solo playthrough of A Journey down the Anduin, providing invaluable questing and threat reduction. We'd never have gotten through We Must Away without a Sentinel Gandalf with a defence of five, courtesy of Arwen, and she made our epic Boromir defence possible. She's one of the best allies in the entire game; if you're running a Spirit deck, you can't not get this adventure pack.

**

The Long Dark - DL 7

Now that we're in Moria, we're, you know, gonna quest in it. I guess it makes sense that since we barely made our way past the Watcher, we're going to have to get out the other way, but in terms of theme, I couldn't quite work out what we were actually supposed to be doing now that we were here. The quest is a fairly simple two-stage affair that introduces a Locate test mechanic, where you have to discard cards to pass. There are some unpleasant treacheries like Foul Air and Vast and Intricate, but other than that, the encounter deck is just more goblins and tunnels; not terribly inspired. Straightforward questing will get you by. We beat this two-handed with my partner's Tactics deck, and although some Lost effects gave us trouble at first and we had to face down a fair deluge of enemies in the second stage, we squeaked through on a final questing push with my partner's threat at 49.


The difficulty level of 7 on this one is utterly baffling. I agree with the difficulty rant on Tales from the Cards again: compared to the Mirkwood cycle, the difficulty for this quest is more in line with Hunt for Gollum or Dead Marshes. Giving it the same value as Return to Mirkwood is just ridiculous. All in all, it's another Moria quest that's almost exactly like the middle phase of Into the Pit, or Seventh Level, with some nastier treacheries and occasional card-discarding. Forgettable, if not downright boring.

Card spotlight: Warden of Healing


If Arwen is the best questing ally in the game, the Warden of Healing is the best healing ally you can get. Cheaper and more versatile than the Daughter of the Nimrodel, having a couple of copies of the Warden in your Lore deck will not only make your life easier, but make you more popular in multiplayer games as well. This card made its debut in my deck on my Journey down the Anduin, and I was pleasantly surprised by how he managed to reduce a Goblin Sniper that hung around from the first quest stage to the very last turn of the game from a major nuisance to a technical afterthought. A staple for any deck using Lore, in my books.

**

Foundations of Stone - DL 6

Having survived trudging through Moria in the previous quest, we could next look forward to... more of the same. I know I said I'm basically a sucker for everything Moria, but honestly, at this point I think we were getting thoroughly tired of Goblin Swordsmen, Fouled Wells and Cave Ins. The beginning of Foundations of Stone is thoroughly nondescript questing against an encounter deck that's almost completely identical to Into the Pit, which is really not the most inspired design solution you could've come up with.


The beginning of the quest, however, is just marking time until you get to the money part, which you'll really want to experience in multiplayer.


What happens is that the players get separated and have to try to make their way through the unfathomable deeps of Moria on their own. It's a really cool mechanic that gives the quest a very distinct flavor; no doubt it's a bit of a waste of time solo, but four-handed it works great.


Our first four-player attempt at this quest turned into the most massively epic adventure since our four-hour Flight from Moria. Team Boromir and my Silvans took on the challenge with our Hobbit deck and an Éowyn-Eleanor-Idraen Spirit deck I'd built for questing and location control. We got off to a pretty good start, with tye hobbits engaging troublesome Goblin Scouts, Northern Tracker helping clear out a massive pile of locations, and the rest of us dealing with the endless horde of goblins. Our questing stalled for a while at Dreadful Gap, but eventually we managed to get the required nineteen progress tokens on it.


Like I said, the first part of the quest is so exactly a rerun of the Into the Pit encounter deck that it felt almost boring. We killed a whole pile of goblins, succesfully cave torched some locations, and even though I couldn't manage to draw almost any of Rossiel's victory display shenanigans, Out of the Wild did manage to show up at exactly the perfect time to get rid of Sudden Pitfall. In a spectacular run of bad luck, we at one point managed to draw three Goblin Followers in one staging - this, of course, when the Spirit deck was last player. We were still busy dealing with them when the floor gave way beneath us...


By this time, both the hobbit and Spirit decks had lost one hero. Next, they lost the other two, leaving the Silvan and Tactics decks to quest their way out. What happens is that each deck gets its own quest card and staging area, and has to make its way through that quest card to rejoin the others. There are four different quest cards, some better suited to some decks than to others, and in some respects we managed a pretty decisive mismatch. The two surviving decks, however, beat the quest, so in the end, we all won!

This is a properly epic quest. If Into the Pit is my favorite Moria quest, with three or four players I think this might actually be better. It can be very brutal, especially to decks that aren't very strong on their own if they end up with an unlucky quest card; how The Long Dark is harder is, again, completely beyond me. On the whole this is an awesome adventure that I think everyone who has the opportunity to enjoy this game three- or four-handed simply has to experience.

Card spotlight: Daeron's Runes


This is the best card draw effect in the game. Why have I not been using it in my decks? Because I misremembered the effect. This mistake has now been corrected.

**

Shadow and Flame - DL 8

Finally, in the last installment of the cycle, well, you can guess from the title.


This is a slightly strange quest. The theme is strong: you're doing your best to escape Moria and not be murdered by a Balrog. In practice, this means you need either chump blockers or Frodo to absorb the attack, or reliable threat reduction to stop it from happening. So there's basically a couple of ways to make this quest pitifully easy. Outside of them, if you can constantly block the Balrog's attack or feed it chump blockers, you'll be fine; if not, there's not a lot you can do. So in terms of difficulty, the question isn't so much how hard the quest is, but rather is your deck suited to it or not. As with Intruders in Chetwood, there's effectively a minimum direct combat requirement to play this quest, and I always find that a little disappointing. It's puzzling that the same cycle contains a much better bossfight: the Watcher in the Water! I'd get that instead if you're shopping for quests.

Card spotlight: Master of the Forge


There's a couple of these search cards; off the top of my head, The Eagles Are Coming searches for Eagle cards, Westfold Horse-breeder finds mounts and Bofur weapons. Westfold Horse-breeder has a wider search range, but of all these, Master of the Forge is definitely the least specialized, as you can find any kind of attachment you like. I'm thinking that when and if I return to my tri-sphere deck, I should try to make space for a couple of copies of this ally to fetch my attachments; that deck really suffered when I couldn't find my weapon attachments, and a Noldor forgemaster is less of a thematic clash than Bofur. Again, I wish there was a human equivalent of those two that you could use in Gondor and Rohan decks.

**

So, an overview. Compared to the Mirkwood cycle, I think the Dwarrowdelf quests are a lot more uneven. Part of this is probably the fact that the novelty of the game is wearing off, but while I thought all the Shadows of Mirkwood quests except the Dead Marshes were quite good, here I don't see myself returning to half of these any time soon. A large part of the problem is that the three quests in the Khazad-dûm expansion are so similar to the last three quests of the cycle, which begins to get a little wearisome. Then again, the only reason anyone remembers Road to Rivendell exists is Sleeping Sentry. If you're interested in quests, I wouldn't hesitate a second before getting The Watcher in the Water, and Redhorn Gate is excellent as well. If you play with three or four players, you have to try Foundations of Stone. The rest of them I wouldn't bother with.

As for player cards, Watcher in the Water is brilliant, making it such a no-brainer to buy. Redhorn Gate and Road to Rivendell aren't terribly impressive in this respect, although the latter does come with a real nifty weapon attachment, and anyone running a Hobbit deck may want to get Redhorn Gate. There's some secrecy and dwarf stuff throughout the cycle if you're into that kind of thing, but the big hooks of the cycle are Shadow and Flame for Elrond and his ring, or Foundations of Stone for Snorefindel and his horse Concorde. Of the two, I'd say Foundations of Stone has a much better quest, but the player cards in Shadow and Flame are more interesting. As you can see from my deck list, I haven't actually been using very many cards from this cycle.

Given that I also thought the Khazad-dûm deluxe expansion was quite good, I'd say that even if you're not interested in a Dwarf deck, a combo like Khazad-dûm, Watcher in the Water and either Redhorn Gate or Foundations of Stone would make for a pretty lovely little pile of living card game goodness.

**

The only change to my main deck from the Dwarrowdelf packs was switching Infighting for Song of Eärendil. I did think about Blood of Númenor, as it would have quite a few potential recipients in our multiplayer games, but my feeling has been that my heroes very rarely have much in their resource pools! I'm still considering both of these as we play. Infighting, in the other hand, remains an intriguing card, but I haven't ended up using it; since my deck has the bulk of the threat-reducing abilities, Song of Eärendil should prove more useful.

My partner came across The Voice of Isengard at a nice discount, so given our recent harrowing experiences with Freezing Cold, I decided we needed Power of Orthanc. Ways of getting rid of bothersome condition attachments are few and far between, and now that I also have Song of Eärendil handy, I think this option would be better in multiplayer than Athelas. And again, what a lovely card to look at!


I also couldn't resist the lure of Curunír, and included two copies, removing my third Northern Tracker to make room. After all, the game is set before the events of the Lord of the Rings, and who wouldn't want to have the head of the White Council and chief of the wizards helping them out? We really could have used his help with the Watcher! The Northern Tracker, on the other hand, is a bit expensive for my deck, and I'm not actually sure the third copy was worth including. I'll see if I regret this!

Another Spirit ally I find myself not using as much as I'd thought is Escort from Edoras. In a pinch, the Escort is an excellent quester, but somehow I'm just not really fond of these disposable allies. Because I've got this whole Amazon theme going, one of the first Ring-maker adventure packs I got was The Three Trials, for Idraen, but it also included Greyflood Wanderer.


Although three resources is a bit costly, that response ability could come in real handy. I like how the Doomed keyword is a sort of unifying theme for many of the cards from Voice of Isengard and the Ring-maker cycle; it's an interesting tradeoff, and with at least some threat reduction in my deck, it's one that I'd like to explore. Also, playing the Dwarrowdelf quests suggested a strange notion: I feel that I might not need three Wardens of Healing. From what I've understood of later quests, I may well change my mind when Archery comes along, but for now, I'm willing to experiment with only two Wardens. So I'm going to try dispensing with one Warden of Healing and my Escorts from Edoras, and replacing them with Greyflood Wanderer. I got to try them for the first time when we introduced a friend to the game, and I used a Northern Tracker - Greyflood Wanderer combo to wipe out all the locations in the staging area. I think this has potential!

Continuing our foray into the Ring-maker cycle's adventure packs brings us Celebrimbor's Secret, which I'd noted down ages ago as a future purchase. It includes not only Galadriel's Handmaiden, a useful questing ally who can lower your threat to boot, but also Wandering Ent.


Technically, the Handmaiden is almost identical to West Road Traveller: a fragile ally with 2 willpower for 2 cost. Given how rarely West Road Traveller's ability gets used, Galadriel's Handmaiden is simply a better ally, but for sentimental reasons, I want to keep my ladies of Rohan. So in practice, I'm torn between the Handmaidens and my Greyflood Wanderers. For now, the Wanderers win.


As for our tree-herding friend, at a measly cost of two, the Wandering Ent is a bargain. It has the same stats as Haldir of Lórien for half the cost; although Haldir's ranged ability is useful in multiplayer, I can rarely afford him. Similarly, Mirkwood Runner's ability to bypass an enemy's defence can be invaluable, but with only one Lore hero and no resource acceleration, even a cost of 3 is a bit steep. I'm going to try replacing both Haldir and my Mirkwood Runners with Wandering Ents.


The Amazons

53 cards: 32 Spirit, 14 Lore, 7 neutral; 3 heroes, 24 allies, 9 attachments, 14 events, 3 side quests

Éowyn
Eleanor
Beravor

Allies: 24 (12/7/5)
Elfhelm (TDM) x2
Northern Tracker x2
Greyflood Wanderer (TTT) x3
Arwen Undómiel (TWitW) x2
West Road Traveller (RtM) x3
Wandering Ent (CS) x3
Warden of Healing (TLD) x2
Henamarth Riversong x2
Gandalf (Core) x2
Gandalf (OHaUH)
Saruman (VoI) x2

Attachments: 9 (4/4/1)
Unexpected Courage x2
Song of Eärendil (RtR) x2
A Burning Brand (CatC) x2
Protector of Lórien x2
Song of Wisdom (CatC)

Events: 14
The Galadhrim's Greeting x3
A Test of Will x2
Dwarven Tomb x2
Hasty Stroke x2
Elrond's Counsel (TWitW) x3
Power of Orthanc (VoI) x2

Side quests: 3 (1/1/1)
Double Back (EfMG)
Scout Ahead (TWoE)
Gather Information (TLR)

Solo sideboard:
add Resourceful (TWitW)
swap Gather Information (TLR) for Will of the West
swap Song of Eärendil (RtR) x2 for Forest Snare x2
swap Power of Orthanc (VoI) x2 for Athelas (TLR) x2

**

As it stands right now, though, I'm having far too much fun with my Silvan deck! I started using it for Foundations of Stone in this cycle, and haven't looked back since. Here's the current state of the deck after adding The Antlered Crown to our collection, which netted us Treebeard.


Another excellent addition was The Long Defeat from The Battle of Carn Dûm, letting me dispense with my unthematic Wardens of Healing while still providing healing for others, plus the added bonus of card draw for myself. Finally, we finished collecting the Ring-maker cycle with The Nîn-in-Eilph, which gets me Wingfoot for Haldir.

51 cards; 44 Lore, 7 neutral; 3 heroes, 17 allies, 12 attachments, 18 events, 1 side quest; starting threat 22.

Haldir of Lórien (TiT)
Mirlonde (TDT)
Rossiel (EfMG)

Allies: 17 (13/4)
Mirkwood Runner (RTM) x2
Silvan Tracker (TDM) x3
Wellinghall Preserver (AtE) x3
Wandering Ent (CS) x3
Henamarth Riversong x2
Gandalf (Core) x2
Treebeard (TAC) x2

Attachments: 12
A Burning Brand (CatC) x2
Asfaloth (FoS) x2
Cloak of Lórien (CS) x3
The Long Defeat (TBoCD) x3
Wingfoot (TNiE) x2

Events: 18 (15/3)
Out of the Wild (RtR) x3
Leave No Trace (EfMG) x3
Mithrandir's Advice (TSF) x3
None Return (AtE) x3
Daeron's Runes (FoS) x3
Keen as Lances (EfMG) x3

Side quests: 1
Scout Ahead (TWoE)

Next time, we go sailing!

Mar 7, 2016

Let's Read Tolkien 18: The Return Journey

When Bilbo came to himself, he was literally by himself.

Having been knocked out cold in the battle, our intrepid burglar wakes up on the slopes of the Mountain. Since he'd been wearing his ring, no-one had found him, but now he's taken down to the camp, where Thorin is on his deathbed. The dwarf apologizes for what he said to Bilbo earlier, and they make their peace before Thorin passes away. Of the original company, Fili and Kili were also killed in the battle.

This is another short chapter, only clocking in at eight pages; we're given a short recap of the end of the battle, with Beorn's intervention and the attack of the Eagles turning the tide. Thorin is buried at Erebor with the sword Orcrist and the Arkenstone. Daín is crowned King under the Mountain, and in sharp contrast to his predecessor, "Dain dealt his treasure well"; a fourteenth part of the treasure was given to Bard of Dale as agreed, the Elvenking gets a share, and even though Daín particularly wants to reward Bilbo, the protesting hobbit pleads logistics and manages to leave with only such treasure as a single pony can carry.

The epic and the middle-class clash memorably when Bilbo takes his leave from the dwarves; they promise him splendid feasts in their halls, while Bilbo reminds them that tea is at four. Bilbo, Gandalf and Beorn elect to make their way back west by going around Mirkwood to the north, rather than by passing through. This means parting with the Elvenking, and as they do so, Bilbo does his best to combine the two registers by presenting him with the gift of a jeweled necklace, in return for the provisions Bilbo stole from his pantries. A grocer's honor, you might say if you were unkind. Bilbo, Gandalf and Beorn then make their way to Beorn's hall for a Yule-tide feast and a little closing narration on how things are better now that the dragon is dead, and that's the end of the short penultimate chapter.

Next time, the last chapter and some closing thoughts.

Feb 15, 2016

Cities: Skylines: Walking around Jericho

In Ahab’s time, Hiel of Bethel rebuilt Jericho.
- 1 Kings 16:34

When I finished my master's thesis last fall, I took the plunge and got a new laptop. This led to not only an obsession with Crusader Kings II, but also to finding Cities: Skylines on the Steam black Friday sale. I've loved citybuilding games ever since I started playing SimCity back when it came out, so having had a look at Cities: Skylines before, getting it was a no-brainer.

Here's my first successful city:


And a more panoramic view:


I'll try to give you some idea how we got there.


**

Getting started

Then Joshua son of Nun secretly sent two spies from Shittim. “Go, look over the land,” he said, “especially Jericho.” So they went and entered the house of a prostitute named Rahab and stayed there.
- Joshua 2:1

Fundamentally, Cities: Skylines is a citybuilder in the classic mold. You start with a patch of land connected to a highway, you zone it into residential, commercial and industrial zones, and build service buildings and traffic connections for them. Where you build stuff does matter, though. For starters, each map has a distribution of natural resources, which you can see in the map mode below. The yellow patches are agricultural land, the green is forest, and the large grey area is underground ore resources. You can have your industrial zones specialize in making use of these resources.


Or just build a whole bunch of offices if you like, those are jobs too!


I wanted to make use of our natural resources in my city, so on the left, you can see ordinary unspecialized industy, and on the right farms.


Below, an area of timber industry.


Farming and forestry, which my city has specialized in, create lots of low-education jobs and don't pollute (no, I don't know how they farm), whereas unspecialized industry buildings can level up and provide more skilled jobs, generating more taxes, but also more pollution. Through the early years of my city, we were basically a farming community.

In addition to providing your citizens with jobs, shops and places to live, some basic services are also a requirement. The two most geography-dependent are water and power. Below are my sanitation plants, working almost at capacity to dump our sewage into the river in a form that doesn't transform it into a giant stream of shit. It's considered advisable to have your water pumps upstream of the drains, especially before you unlock sanitation plants.


As for power, Cities: Skylines has stayed true to the environmentalist ideology of the Simcity series, and the most effective form of power generation in the early game is wind. Obviously, for turbine placement, prevailing winds matter a great deal, but the game is fairly generous with those. The highway in the map below is where my city started out, and I was lucky enough to find some strong winds right next to it that powered our initial growth.


With these basic elements, you can put together the kind of city you want.

**

A walkable city

March around the city once with all the armed men. Do this for six days.
- Joshua 6:3

Inevitably, most simulated cities will run into the same problem that bedevils real-life ones: traffic.


You can, of course, try to mitigate this by connecting highways everywhere and building the most complex freeflowing interchanges you can, but I wasn't really interested in solving my problems with motorways.


Instead, in keeping with the Simcity heritage of New Urbanism, I didn't just want to build a particularly efficient city, but rather one where people would walk as much as possible. The simulated citizens of Skylines, called cims, will walk very long distances if you give them the infrastructure to do it; someone's even managed to create an entire city where nobody drives. My goal wasn't that lofty, but I did want to put some effort into promoting walking. That starts with the layout of the residential areas.


Above is a fairly typical residential neighborhood in my city. The traffic view, below, makes it easier to see the road layout. The neighborhood consists of three main roads, with residential streets branching off them, which connect to a central roundabout, from which a broader street connects to the arterial road outside. A proper road hierarchy is key to a functional city!


Having only a single road connection to the arterial road eliminates through traffic from the neighborhood completely, as there's nowhere for it to go through to. To minimize the rest of the traffic, the whole neighborhood is connected to a network of footpaths, which you can see on the map as the grey lanes. While you can get to, say, the commercial zone on the extreme left of the picture by car, it's going to be easier and faster to just use the footbridge to walk across.


The footbridge below connects the commercial zone on the right to the residential area and metro station on the left; the footbridge coming toward the camera on the left connects to the industrial zone where many of the cims from that neighborhood work.


With this kind of infrastructure in place that promotes walking, lots of your citizens will use it. We know from studies that people are healthier and happier if they can make their commute on foot, but I'm not sure if the game models that, and anyway if the only thing you care about is optimizing traffic flow, every cim crossing that bridge on foot is one less car on the road. I've found that even from a purely gameplay-utilitarian perspective, putting some time and effort into incorporating walking infrastructure into your city is well worth it.

**

A growing city

When David was told about this, he sent messengers to meet the men, for they were greatly humiliated. The king said, “Stay at Jericho till your beards have grown, and then come back.”
- 2 Samuel 10:5

As your city grows, it becomes bigger and more complex, and so do the traffic problems. As you provide more services, businesses will need more skilled workers, meaning people traveling across the city to get to high schools and universities. More people need more healthcare services, and as they age, deathcare. Basically, for most cities, when a city expands in one area, traffic goes up everywhere.

My biggest problem spots in Jericho were my commercial zones; several people work there, and almost everyone occasionally wants to visit them. Alexandria, below, had the biggest traffic problems.


It's easy to find congested sections of road in the traffic view, which color-codes heavy traffic as red.


Right now, one of the few read areas is an intersection outside Alexandria, leading to the commercial district, a residential area across from it, and the highway interchange at top right.


Ordinarily, I've preferred roundabouts; this was my first really high-traffic intersection:


In his seminal Cities: Skylines guide How to Traffic, real-life traffic engineer drushkey wrote:

Roundabouts are indeed pretty sweet. To be honest, you can ignore almost everything you just read and plop roundabouts everywhere.

Unfortunately, I find myself having to agree with his esteemed Japanese colleague, who's also written an excellent traffic guide: roundabouts don't solve everything, and if traffic becomes too heavy, they actually clog up much worse than signaled intersections ever can. I wish I had a screenshot of the time one of the roundabouts outside Alexandria was in total gridlock. Every incoming road was jammed full, and no-one could move. I actually fixed that problem by demolishing the roundabouts and replacing them with regular signal intersections of much lower capacity. This made the traffic jams go away, because counterintuitively, more roads means more traffic. This is a phenomenon you will experience in Cities: Skylines!

What is traffic? Luckily, in Cities: Skylines, we can find out. Click on any vehicle or person in the street, and it'll tell you who they are and where they're going.


Here, rounding a corner in Alexandria in her hatchback, we find Amanda Davies, a highly educated young adult. She lives at the Moore Residence; creepily, clicking on the name takes us to her house.


Zooming out, we find that she lives in the suburb of Cedar Forest. It's fairly well connected to the rest of the city by public transit, but she's still driving. Why?


It's unlikely to be her job, as she works at the Cedar Forest fire station, which is within easy walking distance of her home.


It's the last piece of information that's crucial: she's headed to the Gigastore to do some shopping.


The particular Gigastore she wants to go to, it turns out, is clear across town in Gethsemane.


That's going to be a long drive, and one where she's crossing some of the densely populated areas of the city. I have no idea why she's not taking the freeway; maybe she visited another shop or a park in Alexandria first.

So if Amanda wants to go somewhere that's too far to walk, how do we make her and everyone else stop congesting our roads? The answer is public transit.


One of the busiest walking areas of my city is on the south side of Alexandria, and not just because the footbridges there connect a high-density residential area with the commercial zones.


It's also the meeting place of no less than five metro lines. If everyone wants to go to Alexandria, the least I can do is get them there.


Cims really, really, really like taking the metro. The clumps of colored figures in the mass transit view are passengers waiting for a particular metro line. The white figures in the image below are pedestrians getting off a train.


This is what it looks like on the surface:


If not for that subway line, every single person in that veritable flood of commuters would be driving a car. Sure, you can create a massive network of high-capacity roads connecting every corner of your city. My aim has been to create a city where people can walk and take a train where they can't walk.

**

Tourism

Jesus entered Jericho and was passing through.
- Luke 19:1

An interesting feature of Cities: Skylines are monuments, which are unique special buildings that provide a service for the whole city, rather like wonders of the world in the Civilization games. Each monument requires you to build certain unique buildings to unlock it, and both these buildings and the monuments themselves attract tourism, which brings income.

Since this was my first proper game, I decided to try unlocking as many monuments as possible. Since this meant building some potentially spectacular unique buildings, I got my Le Corbusier on and planned out a monumental ceremonial center focused in my city hall. After all, if you think about it, citybuilding games more or less are totalitarian regimes.


Tourists will use outside connections to enter your city; at first, this will mean the highways, but if you build train stations, airports or harbors, they'll arrive on those as well.


This all entails a pretty sizeable investment in infrastructure, and paying for its maintenance afterward. Unfortunately, even in a city with several monuments and a whole pile of unique buildings, all connected to each other and the external connections by rail, the number of tourists arriving by sea was a pittance.


Rail tourists are even worse: the game generates a seemingly endless number of trains going to every station you have that's connected to the outside line, all carrying as many as a couple of dozen passengers. Unless you completely separate your external rail links from any internal traffic, as I had not, the nearly empty tourist trains will totally jam your rail network.


At the end of the day, the tourists don't even produce enough income to pay for the infrastructure they need to get there.


So sadly, I'd say tourism seems to be a complete waste of time. The only reason to have external connections is cargo:


That constant traffic of trucks between the rail terminal on the right and the cargo harbor on the left means imports and exports for my commerce and industry: both less trucks on the roads and higher-level industrial and commercial zones, meaning more and better jobs and bigger tax incomes. As near as I could tell, a cargo harbor was an excellent investment, and cargo trains do seem to make life somewhat easier. Tourism, though, is much more trouble than it's worth.

**

Summary

At that time Joshua pronounced this solemn oath: “Cursed before the Lord is the one who undertakes to rebuild this city, Jericho: “At the cost of his firstborn son he will lay its foundations; at the cost of his youngest he will set up its gates.”
- Joshua 6:26

Cities: Skylines is a really good game. This is pretty much the citybuilder that Simcity was always supposed to be, but never really got around to actually being. The level of detail and the way the city lives is simply entrancing. I must've spent hours staring at traffic and mass transit, working out who was going where and how to make the system work better. The info screens are admirably clear, while the general view is genuinely beautiful, both in the intricacies of the details and in the wide sweep of the whole cityscape.


Not everything is perfect, of course. The disappointing tourism mechanic was already mentioned; it sort of destroys the point of many of the unique buildings when they don't seem to be worth building at all. Similarly, the sheer railway chaos the trains can generate, and the lack of tools to deal with it, are a little disappointing. The building interface can be a bit fiddly, especially when building footbridges. These are fairly minor quibbles, though. The only larger shortcoming I think we can fairly lay at Cities: Skylines's door is that while it succeeds at being the citybuilder that we always wanted Simcity to be, it never really makes an attempt to be anything more. In a sense, it's like you're playing a perfect version of Simcity 2000: fun, satisfying, but you can't really help thinking that there's more to citybuilders than this.

Imagine a citybuilder game that made a real, intelligent effort to address the politics of developing cities, and the various economic and social problems in them.

Having said all this, the curse of Cities: Skylines is how damn good it is. Hours will vanish; days if you're not careful. I swear I had dreams about playing it for months. It's a wonderfully engrossing experience to design your city and start laying it out on the map, and so very rewarding to see it come to life. There's alwys time to do just one more thing before you take a break. If you've ever felt the slightest twinge of interest in Simcity or anything like it, it's a fair bet that you'll love Cities: Skylines. I highly recommend it.