is a 4X video game in the Civilization series. Civilization VI offers new ways to interact with your world, expand your empire across the map, advance your culture, and... read more
is a 4X video game in the Civilization series. Civilization VI offers new ways to interact with your world, expand your empire across the map, advance your culture, and compete against history’s greatest leaders to build a civilization that will stand the test of time.
Civilization VI is a turn-based strategy video game in which one or more players compete alongside computer-controlled AI opponents to grow their individual civilization from a small tribe to control of the entire planet across several periods of development. This can be accomplished by achieving one of several victory conditions, all based on the 4X gameplay elements, "eXplore, eXpand, eXploit, and eXterminate". Players found cities, gather nearby resources to build and expand them by adding various city improvements, and build military units to explore and attack opposing forces, while managing the technology development, culture, and government civics for their civilization and their diplomatic relationships with the other opponents.
Civilization VI builds upon the general gameplay of Civilization V, including continuing the use of the hex-based grid introduced in Civilization V. New to Civilization VI is the of idea of "city unstacking": some improvements to cities must be placed in the hexes in the bounds of the city but not within the city's space itself, whereas in previous games, all improvements were considered stacked on the same map hex or square that the city was located in. The player must assign specific hexes as "districts" in the city, which have certain limitations but grant bonuses for improvements placed in that district. For example, one district type is of military encampments, which grants bonuses to military structures, like barracks, placed within it, but such encampments may not be placed next to the main city center. Other improvements gain bonuses for being placed in appropriate terrain; universities will benefit greatly from being played in forest or jungle hexes, reflecting on scientific advance from studying the diversity of species within such biomes. Players can opt to attack specific districts of a city instead of the city center, which can affect the city's operation. However, these districts may also add new strategies to the city's defense; for example, with a military encampment in place, attacking forces approaching a city will be not only subject to ranged attacks from the city center but also from the encampment, and the attacking forces may need to take the encampment first before they can successfully strike the city center.
In order to reduce congestion on the map, players will be able to perform a limited amount of unit stacking (a change from Civilization V), but will only be able to stack similar unit types or symbiotic units. For example, a warrior unit can be assigned to a builder unit to protect that unit from barbarians in the early game.
The game's technology tree, now known as the active research system, has also been modified to help boost technology research if the player has access to appropriate improvements or resources. For example, having built a quarry will help boost the research into masonry. Technologies based on having access to water, such as sailing, would be limited if the player started in the middle of a continent. A new feature, Eureka Moments, will increase the player's progress towards certain technologies after completing a specific in-game task: for example, discovering a Natural Wonder would contribute towards the Astrology technology improvement.
Past iterations of the game were found to be difficult to win if one chose to follow a Cultural victory route, as other victory routes, such as Technology, would nearly always outplay the cultural path. To help balance the game towards Cultural victories, a new Civics tree has been introduced. The Civics tree brings in the cultural improvements that were previously part of the technology tree in earlier Civilization games, such as Drama and Philosophy, into a separate mechanic. Culture gained from cities are used to build on the Civics tree in the same manner Science from cities build up the Technology tree. Completing certain Civics will then unlock policies towards the civilization's government. In Civilization VI, the government is defined by placing appropriate and available policies, represented as policy cards, into a number of slots divided between Military, Economic, Diplomatic, and Wildcard categories. These define boosts or limitations for the civilization, such as improved attack bonuses for military units against certain types of enemies. These can be changed for free upon completing a single Civic, or at a small cost at any other time, allowing a player on the Cultural route to adapt to a new situation as needed, according to lead producer Dennis Shirk. More advanced cards, only obtainable through significant advancement in the Civics tree, can unlock improvements that give the Cultural Victory player advantages over other players, such as reducing the time or cost of producing new units. Various choices made by the player may cause unhappiness in their population as with previous games, but in Civilization VI, many of these will be localized to the city affected by the choice rather than the entire population, further aiding towards Cultural victory-style players. The Religion system introduced in Civilization V's Gods & Kings expansion is built further upon inVI, featuring more units and improvements that can lead to interreligious conflicts.
AI opponents, represented by famous historical world leaders such as Qin Shi Huang and Theodore Roosevelt, will have new agendas that will influence how the player interacts with them. Some of these will be unique to each leader, using historical aspects about how that leader generally behaved during their rule. For example, a player may gain favor with Cleopatra by showing military might against neutral barbarians. However, each AI player will also have a second hidden agenda, requiring the player to discover this themselves. Espionage will now also work towards revealing these hidden agendas.