Sid Meier's Civilization VI

A new part was prepared for fans of the game by the developers of Firaxis Games - "Sid Meier's Civilization VI", this is a cult, global, turn-based strategy. A new function has appeared in it - areas where buildings can also be distributed. And the states have become much more, despite the fact that each ruler represents a separate civilization. There are other interesting innovations that are worth discussing in more detail.

The plot and its collisions

In principle, the plot is developed by the gamers themselves, building their relations and states. Players are offered to compete with AI opponents in creating their own, separate and almost unique civilization, which is actually very difficult. After all, you will have to start with a small tribe, gradually expanding the empire. It is necessary to found and expand cities, improve technologies, and form armies for protection. At the same time, to keep an eye on the achievements of neighbors and puzzle over how to establish peace and friendship with them.

Civilizations and Technologies in Sid Meier's Civilization VI

There are 19 civilizations in the game, each has 1 leader, only Greece has two. Along with such famous names as America, Russia, Belgium and Germany, Arabia, Aztecs, Scythia and Sumer coexist.

There are 2 branches in the technology tree:

  • cultural, where social policies are also explored;
  • scientific and industrial.

It is recommended to develop technologies taking into account the type of civilization. For example, militant Scythians are unlikely to be interested in a library, and mysterious India - in military technology.

What innovations have the developers added:

  • Politics. There are cards of political regimes, each of which suggests different combinations.
  • Religious victory. It is awarded if the majority of the population in the civilization of the player's choice adheres to these beliefs.
  • Great people. Each of the list has its own bonus, and the general access remains with all civilizations.

Buildings and territories

Now a few words about buildings. In Sid Meier's Civilization VI, it is possible to assign squares to urban areas, which provide great benefits to the buildings placed there. But the number of workers is limited, because you also need to think about housing for them. At first, 3 actions are available to the gamer during construction, then, with the improvement of technologies, they are increased. But it is important not to forget that the development of farms, mines and plantations also depends on urban production.

You also need to constantly take care of the number of workers, so the notorious housing issue becomes especially relevant here. You can carve out places by improving the cells, but for the wonders of the world, a place is also necessary. So it is better to estimate buildings with a margin of space and at least approximate prospects.

Benefits of Cards in Sid Meier's Civilization VI

If in many games cards play a more cosmetic role, here is a different alignment. Some cards speed up the training of troops, others give a wide choice of trade routes, and still others guarantee great people points or additional actions for workers. They are given out according to the degree of cultural development, which depends on the strategy that the player chooses. By the way, a nice bonus of the novelty - the chosen course can be changed at any time.

Defense and Diplomacy

You also have to think about protecting cities, many players prefer to set up a military camp. It slows down the offensive no worse than a single city, but requires an order of magnitude less cost and space. But here it is also important to take into account the peculiarities of civilizations, if we are talking about a militant people, then you will have to spend money on the army.

As for diplomacy, here interstate relations are a very changeable thing. As, however, in real life. For example, Japan worships the bushido code, look - it respects a strong army, but only in support of it by faith and culture. Norway does not value its neighbors who ignore the growth of their fleet. Well, and so on. It turns out that pleasing everyone is unrealistic, so the developers removed such an achievement as a diplomatic victory. After all, even with good relations, it is worth the player to encroach on a piece of land that a neighbor has already looked for for himself - the war cannot be avoided.

Pros and Cons of Sid Meier's Civilization VI

Many gamers note the successful mechanics and the fascinating process of promotion, but at the same time they emphasize that there are too many elements that distract from the main thing. For example, they attached a peaceful unit to a military unit - like a plus. But he gets a streak of experience after many hours of playing, and even then - with a successful scenario. It's easier to buy geniuses than to chase geniuses to develop your civilization, but here it is difficult to guess which one from the list will be more useful.

In fact, "Sid Meier's Civilization VI" can be called the most congested and confusing game in the entire series. The menu, which is a cumbersome table with a bunch of numbers, also introduces confusion. And it’s hard to understand the picture with resources when they fill the whole space. But on the other hand, it is always useful to practice new strategies. Especially when there is an opportunity to try your hand at creating civilizations of different characteristics.

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