Civilization VI: 6 big changes

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Civilization VI Ghandi

Civilization VI finally landed last week and gamers everywhere are creating cities and overthrowing empires. We thought it would be a great idea to list some of the big changes in Civ VI to really whet your appetites.

AI Agendas
AI’s now have a main agenda and secret agendas assigned to their civilizations. A couple of examples of main agendas include; Cleopatra hating civilizations with military influence or Theodore Roosevelt hating people declaring war on his continent. Secret agendas are more vague, for example a certain civilization will want to be the biggest Naval power in the game or a civilization that’s going for more of a culture victory. This varies the gameplay up quite a bit from the last Civ games and encourages players to think more tactically.

Eureka moments
This is great way to boost your civilizations’ technologies. This time around your research relies on your surroundings. For example, if you come a cross a stone deposit you will be able to boost your masonry technology. Or if you decide to settle in a coastal area your naval technology will be boosted. This encourages players to explore their surroundings more and to experiment settlement placement.

Roads are built by trading
In previous Civ games, roads would usually be built by worker units however in Civ VI, roads are automatically built by trading. All you need to do is simply build a caravan and a road between your two cities will be built for you automatically. It’s a pretty handy mechanic, just make sure you set up your trading between friendly cites. The last thing you want is to trade with a city who will later come charging down your newly built road in a full scale attack.

Unstacked Cities
Cities are now split up into specialised districts to help you manage your cities and settlements better. Cities can now have a district dedicated to science or religion. Adjacency bonuses can be gained by building districts in certain locations. For example, both science and religion districts get bonuses for being built next to mountains. It’s a great way for players to experiment more with their city building.

Localised happiness
Possibly one of the smaller changes in Civ VI but a pretty cool one none the less. Happiness is now localised which means this can give you a great tactical advantage. So, for example, you can build a small city far away just to get some tactical resources, and if that particular city is unhappy it will not effect the overall happiness of your empire.

Unit stacking is back
Civ 5 lacked the ability to stack units together, luckily Civ VI brings unit stacking back to the series. You are now able to stack military units together to make a huge military unit, or you can mix and match units together to get the perfect tactical advantage. The good news is it’s not like the over the top ‘death’ stacking from the previous games which means you will not be bombarded by a huge amount of AI units.

 

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Rob
Rob has been writing about video games since 2009 for various blogs and indie news outlets. Now deputy editor of the Green Man Gaming Newsroom, Rob is responsible for getting the most up to date news onto the site (much like everyone else here). He also loves all comic books and all things sci-fi. You can check out his community profile here.