Civilization VI

I honestly think it is the best release of a Civ game in terms of balance and stability. Civ5 was shocking on release, as was Civ4. Civ4 needed a few addons to become the great game it is, and Civ5 needed some too but the AI in Civ5 was always bad. I think Civ6 needs work still, but it is still better than the other games at this point in its life cycle.

Bugs aside, what game play elements do people not like about Civ6?
 
Indonesia looks a lot of fun, looking forward to playing them :) Not sure on Khmer, they seem OK but might take too long to get going.
 
I would also double check your "Additional Content" when in-game as the Indonesia and Khmer pack was disabled by default for me. Weirdly I also had a couple of other DLC that had disabled itself with the new patch - like Aztec and Poland.
 
I would also double check your "Additional Content" when in-game as the Indonesia and Khmer pack was disabled by default for me. Weirdly I also had a couple of other DLC that had disabled itself with the new patch - like Aztec and Poland.

Oddly the new DLC was checked for me, but I had to uncheck it and recheck it for it to appear. Was odd.
 
I honestly think it is the best release of a Civ game in terms of balance and stability. Civ5 was shocking on release, as was Civ4. Civ4 needed a few addons to become the great game it is, and Civ5 needed some too but the AI in Civ5 was always bad. I think Civ6 needs work still, but it is still better than the other games at this point in its life cycle.

Bugs aside, what game play elements do people not like about Civ6?

Civ 6 needs a lot of work.
 
Civ 6 needs a lot of work.

Yep I agree, but what I am saying is that at this point in the life cycle its still better than the others were at the same point. I wish they would sort out the AI and diplomacy before releasing any more Civs to play with.

Side note: Completed a game with a religious victory this week...how boring is that?! All other conditions I have enjoyed, but this was really boring and felt pointless when I won.
 
Denounce them first! To be honest the way trade is set up in this civ the diplomacy is mostly there for comedy purposes, you can milk money of the ai and city states using your trade routes properly and the only thing left off the ai to gain is stealing all their gold for silly resource deals.

Still find this one fun, mostly as the variation in civ abilities encourage you to win in different ways. Last challenge was to see how early I could beat 7 civs with the Sumerians by spamming war carts to terrorise the world, turns out still took a while and I got a terrible score!
 
You need to keep up relations with Civ's to not get denounced. Send delegations, open your borders, give them a gift, join an alliance, establish an embassy, etc. Positive influences in their "health" screen has to be greater than negative, or they will just end up denouncing and hating you.
 

Expansion announced!

Civilization VI: Rise and Fall


Release date is the 8th February 2018

Here's a rundown of some of the new features:

Great Ages: Like Golden Ages from Civilization V but there'll also be Dark Ages and Heroic Ages. It works by a new "Era" resource. You build it by completing feats during the game (such as founding a religion). Once you get enough Era you'll trigger a Golden Age. If you fall behind the curve too much, you'll trigger a Dark Age. Heroic Ages come from Dark Ages, and are triggered once you pull your civilization out of a Dark Age. They all bring their own pro's and con's, including Dark Ages.

Dedication: This ties in with Era's and once you reach a new Era you'll automatically trigger a dedication. From the sounds of the benefits of it it'll be a boost to your civilization and will help you specialise a bit more in the type of victory condition you're trying to trigger; such as you could pick militaristic dedications for extra movement speed of units, or more combat power.

Governors: A new type of unit (but it's not actually a unit on the map) that will attach to cities, and are similar to spies in how they work. They are boosted through civics and each governor has a specific type such as militaristic, scientific, economical, etc. The developer gave examples in that one of the governors, when fully levelled, can buy districts with gold immediately and another can add extra charges to builders.

Emergencies: Sort of like World Congress and International Project's combined, but not quite either of each. Emergencies are triggered by major events in the game and can happen to any player. An example that was given was that if a religious war caused one holy city to come under threat from another religion. It'd trigger a mission where multiple players can form up in favour or in opposition to the emergency. If you're successful, and everyone who is sided with you, then you'll gain game-long benefits to your civilization. If you fail, then other side gets the benefits.

Enhanced Alliances: There are changes to alliances coming where you can specifically choose alliances to match what victory condition you want, or if you want something specific from that civilization. As an example, you can scientific alliances where you and your ally will receive bonus science and tech boosts. You can also sign military alliances which are like how they work now but with some extra benefits. There are alliances for most types of VC's.

Loyalty: Every city will have a loyalty rating. You must micromanage a loyalty of a city individually and they are affected by things like what resources and amenities they have, the war status they are in, the Era you're in and is affected by their neighbours. If you forward settle another civilization for instance they could drastically reduce the loyalty of that city if you choose a bad spot, the other civilization is in a higher era than you, or you're using it as a staging post for a war. When the loyalty reaches zero it doesn't flip to the other civilization but instead becomes a "Free City".

Free Cities: They are cities that have had their loyalty reduced to zero and used to belong to another civilization. Instead of immediately flipping like they do with culture they become a "lite" version of a City State with their own military and will defend themselves, but offer no quests. You can take control of them by going to war with them or exerting Loyalty pressure on them where they will eventually become part of your empire automatically (and peacefully).
 
Last edited:
Back
Top Bottom