Civilization VI [PC]

Discussion in 'Other Games' started by bsmaff, 12 May 2016.

  1. bsmaff

    bsmaff International

    11 August 2003
    Welwyn Garden
    Exeter City
    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. This can be accomplished though one of several victory conditions, all based on the 4X gameplay elements, "eXplore, eXpand, eXploit, and eXterminate". Players found cities, expand them by adding various city improvements, and build military units to explore and attack opposing forces, while managing the technology development for their civilization and their diplomatic relationships with the other opponents.

    Civilization VI builds upon the general gameplay of Civilization V, namely the use of a hex-based grid. New to Civilization VI is that some improvements to cities are placed in the hexes in the bounds of the city. The player must specify specific hexes as "districts" in the city, which have certain limitations but grants bonuses for improvements placed in that district.[2] 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. These features add elements of SimCity-type city management, and helps to make players think on their feet based on the geographical location of the city, instead of sticking to a specific city improvement route, according to lead designer Ed Beach.

    The game's technology tree, now known as the active research system,[3] has also been modified to help boost technology research if the player has access to appropriate improvements or resources. For example, to help boost the research into masonry, the player needs to have built a quarry.[4] Technologies based on having access to water, such as sailing, would be limited if the player started in the middle of a continent. Beach noted this change was to help pull players off of automatically following through on a rote path in the technology tree. AI opponents will have new agendas added that will influence how the player interacts with them; Beach describes a scenario of a AI leader fascinated by building world wonders, and if the player starts building the same, that leader might turn on them. Players will be able to perform a limited amount of unit stacking, a change from Civilization V, but only through the addition of similar unit types or symbiotic units, as to reduce congestion on the map.
  2. Topaz

    Topaz Programmer/TheAwesomeGem

    21 October 2011
    United States
    Chelsea, Spain
    Why the cartoony style graphics?

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