Subscribe / Unsubscribe Enewsletters | Login | Register

Pencil Banner

150 turns with Civilization VI: Active Research and civics tweaks change the game

Hayden Dingman | Aug. 4, 2016
Or "How I Learned to Stop Worrying and Love Active Research"

First, the differences between factions are interesting as ever. Japan is slow to grow, but stackable bonuses for building adjacent districts (remember, cities now take up more than one tile!) are powerful later in the game. Playing as Brazil, on the other hand, I found myself loathe to build tile improvements because I actually received bonuses for undeveloped rainforest tiles. This caused me to isolate my districts on tiles surrounded by trees.

Firaxis also claims Diplomacy is more interesting. It’s sort of true. Leaders now have goals that are more complex than an aggressiveness rating, like desire for specific luxury resources or (in the case of England’s Queen Victoria) a fondness for rulers who started the game on the same continent.

It’s still Civilization diplomacy though. I don’t think it compares favorably to Endless Legend, let alone something like Crusader Kings. Which is to say: It’s very artificial and board game-y, though the flavor text is better this time around.

And as for the military side of Civilization VI? It’s identical in broad strokes to Civilization V. One-unit-per-tile, hexes, et cetera. I killed a few barbarians, but didn’t get into a massive war yet.

We’ll just have to see how things go when we get our hands on the full game in October.

 

Previous Page  1  2  3 

Sign up for Computerworld eNewsletters.