![]() ![]() The religious victory is a new option for peaceful victory and allows you to finally fight off the religious units of other civs w/o declaring war, which was a pain in the butt in Civ V Introduction of the civic tree makes culture just as vital as science, making player strategy more well rounded than it was in Civ V with social policies The eureka/inspiration system is fun and makes research more interactive Districts and wonders being present on the map make territory and strategic planning of city development vital to success Gaining influence over city-states is no longer a matter of being wealthy, its a serious challenge compared to Civ V The road building system is fun and is more historically accurate than having state workers build roads (except Rome) Workers actually have to be produced on a regular basis, no longer are there 5000 year old workers roaming the planet More fleshed out than Civ V vanilla was at launch Civ VI vanilla is much more fleshed out than Civ V vanilla and Gods and Kings ever were. ![]() Sorry Sid, I'm out.ĭespite the controversy surrounding this game, especially the art style, I really enjoy it. They had three chances to make it good and they failed on all three of them. I wanted to waste my time on these games, but instead I wasted my money. I wanted so much for the games after Civ 3 to be even better, but they got worse. ![]() I'm saying goodbye to the Civilization franchise. Everything except the wonders look cheap, and too much time was spent on showing wonders being built instead of making units and terrain look good. It is super hard to read that map even though you've been there, and it stays that way throughout the game! Trees and terrain look cheap. There is an old style hand-drawn map that overlays areas you've seen but don't have any units it. Late in the game you're still short on roads.Ħ) The graphics are a huge step backwards. You can't automate works to build roads and you have to trade with every city to get a road. That's what happens.ĥ) Roads take forever to build. It shouldn't be the case that I discover 15 technologies before I can build 10 units. I would say building needs to be two to three times faster and research needs to be 1/2 to 1/3 the speed. The warmongering thing needs to be forgotten over time, just like in real life.Ĥ) The pace of building units is painfully slow, and the pace of research is too fast. If I attack someone who declared war on me or surprise attacked me several times then somehow I am considered a warmonger. Others can declare war without provocation and be forgiven very easily. You almost never know why someone dislikes you or denounces you. I want the barbarians, but not to be overwhelmed by them, and certainly not for them to have advanced technology I don't have.ģ) The opposing player AI is still lousy. Here are the issues I see:ġ) Still no stacking of troops means units take a very long route to someplace to avoid your own troops! This has been going on since Civ 4.Ģ) Too many barbarians to start. Civ 6 is tedious to play, and I found myself not enjoying it the slightest bit. Ever since they took away the ability to stack troops, the gameplay has become very slow. I haven't enjoyed one of the games since Civ 3 (which I loved). I think I've finally had it with the Civilization series. Single-player action finds gamers interacting with famous historical leaders like Gilgamesh and Peter the Great, with each leader having a hidden agenda that gamers must discover, while multiplayer fans can join friends for a variety of cooperative and competitive scenarios.Ī once great game falls like the Roman Empire A new active research system lets gamers unlock technology boosts in pursuit of science victories, while a new civics tech tree has been added to make cultural victories more attainable. ![]() Districts become available at certain population milestones, and they open new terrain-based development opportunities, while also posing new strategic challenges.Players who pursue military victories can now embed support units within other divisions, and similar units can be placed together to form powerful Corps units. The biggest changes in Civ VI involve the management of cities, with buildings expanding into new districts in adjacent tiles. The turn-based strategy series finds players using a mix of technological research, cultural advancement, diplomacy, and military might to grow a small settlement into a mighty empire. Gamers employ new technology boosts and watch as their cities expand across the map in Sid Meier's Civilization VI. ![]()
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