[Civ6] Civilization 6 1st Impressions

1st impression is:  It’s different.  VERY different.  But just enough the same, so it’s all just fine.

civ-6-01

The main view

Sure you start with a settler and build your city, then you start building things and researching things and so on but…. Culture is now its own tech tree and as you unlock benefits you have to slot them in to your government to actually use them — no more “you unlocked this so you get it’s benefit at all times.”  Nope — you put it in to your limited benefit slots for as long as you want/need it.  Want 50% settler speed?  Slot it in, then once the settlers are built, replace it with something else.  Cultural “technologies” also unlock certain units, districts, buildings, and government types (more benefit slots!) so you definitely won’t want to neglect development of this tree.

A nice thing is that effects seem to all be for the complete civilization, not just the capital city.  Wonders also so far seem to affect your whole civ, not just the city where they were built.  They also take up a tile, so you really won’t want to try to build every wonder in your capital either, so it appears that unlike the other Civ games it won’t be “super-duper-mega-awesome capital city and then everything else” but perhaps a bit more parity in city strengths.  Settlers get shown red highlighted tiles where they can’t set up, so that’s a nice Quality of Life change.

civ-6-hanging-gardens

The Hanging Gardens used to give a garden improvement and 5 food to the city where it was built. Now it gives a 15% growth bonus to your whole Civ instead.

Movement is less forgiving now.  It used to be that if you had even a portion of a movement point left you could move 1 more tile, no matter the tile’s cost.  No more!  If you don’t have enough movement points to enter a tile then you have to just wait until next turn when you do.  Scouts no longer have 1 movement point per tile period, but they get 3 movement and as they level up can gain the ability to ignore certain terrain.  Another nice QoL change is that you can now link a combat unit to a non-combat unit to protect it while moving them as a single unit.  I haven’t tried doing this with a trader yet to protect trade routes, but it’s pretty nice for settlers and Great Generals.

“Workers” are now “Builders” and are consumable units.  Build one and it gets 3 actions and then it’s expended and time to build another one.  The Pyramids wonder gives your builders a 4th action, and I think I saw it say that certain cultural policies can also add actions, but don’t quote me on that.  Workers do NOT build roads anymore — that function has been offloaded to Traders.  They build the road as they establish their trade route.  Unless you’re Rome, in which case roads just automatically get built so long as your cities are within trade range (15 tiles at the start).  Roads (so far, I’m still only in Classical Era) remove terrain penalties, but don’t give movement bonuses.  Perhaps in later eras that will change, but I’m not there yet to see it.

Then there’s the new mechanic that you don’t just build any city building in your city that you want, because improvements are often locked to a specific type of district, so if you want to build a Library then you need to build a campus district, or if you want to build a Barracks then you need to build a military district.  Theaters go in entertainment districts, temples and shrines go in the holy site district, and so on.  And of course each district built takes up a tile, so that’s less space for you to farm or mine, so in the early days before your borders are fully expanded it looks like building districts willy-nilly may not be the way to go.  Add in that anything that might have been on the tile like a farm or a mine will be removed and you just “wasted” a builder action too, and who wants to do that?

City-states I’ve barely just scratched.  It appears that you gain a certain amount of influence with them each turn based on trade and proximity and once you reach a certain threshold you can send an “envoy” to them which improves your actual standing.  Keep sending envoys and eventually you can become the “suzerain” of the place and then it behaves as an Ally would in Civ5.  So it seems from the tooltips, anyway.

I haven’t done any fighting yet, (well, other than killing 1 barbarian when the tutorial makes you do it, but that just doesn’t count) so no idea how that works.  It appears to be largely the same as in Civ5, though some units actually are support units.  The tooltip on the siege tower said that it allows adjacent melee units to ignore city walls, battering rams say that adjacent melee units don’t get a penalty for attacking a city.  Stuff like that.  It still looks like a combined arms approach will be the way to go, as always.

There’s also a couple of “background mechanics” that I’m not sure how they works.  There’s a “housing” stat that governs how large your cities can grow and certain things like Granaries say that they increase your housing.  And India’s tooltip said that Farms add housing for them.  In the tutorial I was constantly being told my cities couldn’t grow due to lack of housing, but I also didn’t see any way to increase it either.

Amenities seemed to be similar.  Apparently Amenities are the measure of a city’s happiness, becuz I was getting told that my citizens were going to revolt if I didn’t get more Amenities for them.  But again…. how?  Stuff to look up, it seems…..

Overall it’s a nice change.  It’s definitely more complex than before, but not so much that it feels overwhelming or like I’ll be having to micromanage 800 things as my civ grows either.  I’ll keep updating as I get farther along and learn more about the systems.

Happy gaming out there!

Posted on October 21, 2016, in Civilization 5 and tagged , , , . Bookmark the permalink. 1 Comment.

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