Sid Meier’s Civilization VI

Two hefty expansion packs, numerous DLC, and a vibrant modding community combined to give Civilization V a long full life in the gaming community and formed what will probably be an enduring legacy.  When Firaxis announced the development of Sid Meier’s Civilization VI in May of 2016 the fanbase was energized, not so much with dissatisfaction over the current title in the Civilization Series but with gleeful anticipation of the new material Civilization VI would introduce.
Civ VI maintains the core elements of the Civilization series.  Players use Settler units to found cities which generate gold, production, food, science, culture, and faith fueling all the options and projects the player must undertake to achieve victory over competing civilizations.  Regional terrain types also remain alongside bonus, strategic, and luxury resources.  Combat most closely resembles Civ V with single units each occupying a hex; although a new feature allows two or three units of the same type to merge into a corps or army.
City planning is the most noticeable overhaul that the series received in Civ VI.  In addition to a roster of buildings and the tile improvements constructed by workers cities can now produce districts in any workable tile.  Districts resemble great person tile improvements from Civ V in that they focus on one type of resource.  Only one of each type can be built in a single city and the city can produce buildings to improve those districts.  Some districts like the encampment and aerodrome focus on unit production while others like the entertainment district and neighborhood improve the city’s happiness and growth.
Districts emphasize the importance of city tile management in Civ VI.  Districts must compete with world wonders and worker-built tile improvements for space around the city.  Districts also yield more resources if they are adjacent to other districts and some can only be built on certain terrain types.  City specializing is heavily encouraged along with the importance of founding cities early in the game.  Great people, which are now generated in competition with other civilizations, can only be utilized on a district appropriate to their type (holy sites of great prophets, harbors for great admirals, etc.).
Luxuries and population growth have also received an overhaul.  Now luxuries are referred to as amenities and each city has its own count of amenities that affect its populations mood.  Luxury resources provide an amenity to every city in a civilization.  Entertainment buildings and other factors now only affect the city they are constructed in, however cities no longer suffer penalties due to the number of cities the civilization owns.  Also occupied cities do not cause the rest of a civilization to suffer unrest.
Housing is determined by the base capacity of a city and any buildings in that city that increase housing as well as other faction specific research and benefits.  When a city exceeds it’s current housing limit population growth slows significantly regardless of the food the city produces.  District production is also limited by housing as a city can only produce a certain number of districts for each level of population.
The social policies of Civ V have been heavily redesigned to resemble scientific development.  Culture generated by cities contributes to research through a tree of available civic techs.  When a civic tech is researched, new civic policies are made available.  Civics are divided into military, economic, diplomatic, and great person categories and a civilization is limited to the type and number of each civic based on the government they currently have.  Civic techs unlock new governments over the course of play with some governments emphasizing military or economics by by allowing more military or economic civics to be active.  Civics can be swapped out anytime, and can be changed without penalty whenever a new civic tech is researched.
Culture and scientific research now benefit from a bonus system.  Most civic and scientific techs have an optional bonus objective, like clearing a barbarian encampment or constructing a mine, that will decrease the research cost of the tech by half.  These boosts can’t always be easily completed each game but savvy players can use them to jump ahead in certain areas as the game progresses.
Civ VI features the series’ first official religious victory option.  Cities follow a religion if a majority of their citizens convert to it.  The faith resource can be used to purchase missionaries, apostles, and inquisitors that spread the player’s religion or combat opposing religious pressure in friendly cities.  The victory condition is fairly straightforward: simply convert a majority of cities on the map.  Certain religious units can even engage in theological combat, which is functionally the same as combat between conventional units, but cannot be healed.
Diplomacy is all about exploiting in Civ VI.  AI opponents now have one pre-programmed agenda and one randomly selected hidden agenda that dictates their attitude towards the player.  They also receive a randomly generated hidden agenda that is only revealed to players with sufficiently advanced diplomatic relations.  The agendas allow the players to engage more tactfully with the AI, however they also have the side-effect of making the AI very one-dimensional.  AI civilizations will denounce the player if the player’s actions fail to satisfy their agenda within a few turns.  Additionally, even when the AI has moved to this passive aggressive state they still initiate trades with the player giving their convictions a mechanical feel that destroys immersion.
Graphically Civ VI is very beautifully designed.  A more cartoonish approach to details was taken but the colors are vivid and the units and buildings are animated and precisely detailed.  The game also features optional daytime-nighttime transitions giving the effect of passing days although it does not have an effect on the actual speed of play.  Even on lower graphics settings Civ VI is pleasant to look at and meeting the minimum requirements for play is sufficient to enjoy the game completely.
Civilization VI brings no shame to the Civilization series and re-introduces some of the concepts that Firaxis attempted in Civilization: Beyond Earth.  Bugs are virtually non-existent and it’s release is overall very polished.  Some elements could use refining, like the similarities of several civilization’s unique buildings and bonuses, but a good expansion can fix those easily.  One notably pervasive change is the slower environment of play on standard speed.  The early and mid-game are very well fleshed out so it doesn’t detract from the game, but players used to the active and hectic end-game of Civ V may be surprised at the crawling science victory requirements or slow build times for modern units.
Any 4x fan will enjoy Civ VI and even at its release price its a valid purchase for any casual strategy gamer.  Online performance is very stable and playing with friends is one of the hallmarks of an enjoyable Civilization experience.  Not everything veteran Civilization players enjoy may have made it into this latest release but there is still plenty of new and improved elements to warrant numerous playthroughs.


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Civilization V Complete Edition

No series of games did more to establish a genre in PC gaming than Firaxis Games’ Civilization series.  Since Civilization’s release in 1991 the Civilization series has set the standard by which 4x games are measured.  Civilization V’s, the latest title of the series, has continued this trend alongside its advancement of the series in the gaming industry.
Single player and multiplayer in Civ V are effectively the same experience.  As with most 4x games Civ V does not have a story driven element.  Players start with a settler and a warrior unit from which they must construct a capital city and go on to lead their chosen civilization to greatness.  The game world is divided into tiles, hexagonal spaces that units move over and cities work to produce resources, of which their are four primary resources.  Strategic, bonus, and luxury resources can appear on terrain tiles and are worked by the owning city to provide benefits to the player’s civilization, research, and the city itself.
Cities produce citizens depending on the food available to that city with higher food increasing citizen production.  Citizens work the tiles that the city owns, adding the tile’s yield to the city’s base production.  The more citizens a city has the more food it consumes thus requiring increasing supplies of food to support large cities.  Worker units can construct buildings on tiles and special resources to increase their resource yield and provide stockpiles of those resources for trade.  Workers can also construct roads between cities and into the countryside to increase unit movement on road tiles.
Civ V is turn based so combat takes place between civilizations as the turns rotate.  Military units are divided into ranged or melee categories.  Melee units may not have melee weapons (Great War Infantry for example) but are classified as melee because they can only damage units in adjacent tiles.  Ranged units can attack units one or more tiles away without fear of retaliation.  Each unit can only make one attack per turn and only certain units can move and attack in the same turn.  Military units can be upgraded into more advanced versions as the player researches technologies and advances in eras.
The core experience of Civ V comes from managing the myriad strategic, domestic, and diplomatic aspects of a growing civilization.  Technologies must be researched to unlock new units, buildings, and bonuses as well as allowing the player’s civilization to progress through the games eras, groupings of technological level that range from the Ancient Era to the Information Era.  Cultural policies must be enacted to grant empire wide bonuses and set the civilization’s ideology.  Income, and the trade that helps it flourish, must be carefully managed and exploited to maintain building and unit upkeep while providing a surplus for quick purchases and negotiations.
There are five ways to achieve victory and each one focuses on, but does not require, certain playing styles.  Like any good strategy game there is a Conquest victory; the player must capture the capital of every other civilization while defending their own.  The player can win a Cultural victory by producing enough tourism from Great Works and Great People, items and units generated by culture buildings, to become the dominate culture in the world.  The Science victory involves constructing the parts of an interstellar colonization spaceship; a laborious process but that one that is completely contained inside the player’s own borders.  The Diplomatic victory involves the player’s civilization becoming leader of the world through election by the United Nations.  Finally, if a turn limit has been set, the civilization with the highest score at the end the in-game year 2050 wins a Score victory.
Many of the Civ V’s gameplay features occupy the player’s attention simply for the sake of surviving one turn to another, but it is the player’s preferred victory path that truly determines the focus of overall gameplay.  Different civilizations have unique units, buildings, and bonuses that aid them in achieving one victory type over the others, such as Germany’s reduced upkeep for military units and Babylon’s science boost from Great Scientists.  However, the beauty of Civ V is that no component of a developing civilization is obsolete.  Trade, Great People, and even religion can be leveraged to speed the player toward any of the victory options throughout the eras.  Certain aspects can be sacrificed to prioritize a chosen strategy, but no amount of culture or diplomatic weight can protect a civilization from a military superpower.  A truly successful civilization will master, if not dominate, every aspect of Civ V.
The AI in Civ V is well designed for a game with such layered complexity.  Each civilization has its own flavor that bends them toward a particular path to victory, but the AI will also adjust to accommodate shifting developments as the game goes on.  However AI diplomacy can still be one dimensional, with the AI rarely forgiving past wrongs and making illogical economic and military decisions.  It also has some trouble going beyond the swarm mechanic for unit combat.  This doesn’t inhibit the AI’s ability to be a true threat, but does decrease its capacity to hinder the player as games progress.
Multiplayer provides an added benefit over the somewhat predictable patterns of the AI.  Players take their turns simultaneously, which can cause some lag on lower quality connections as the game tries to resolve all actions at once.  However this does ensure that players aren’t stuck waiting for a single player to finish his or her turn.  Diplomacy also takes place interactively, with a player’s offer displayed for the other player to modify, accept, or reject at their leisure.  Civ V does feature an automatic re-synchronization system, which can be surprising during play as the game activates it automatically, but it does ensure that progress and continuity are preserved over game sessions.
Civ V’s graphics requirements were extensive for its time, but present little problem for modern computers.  Full maps covered with development and activity can cause long load times on some older machines but do little to impact actual gameplay.
Ultimately, in what is perhaps Civ V’s single greatest feature, this latest title in the Civilization series cannot be fully experienced in a single game.  A multitude of civilizations, maps, and paths to victory are available in myriad combinations.  Random maps can also be generated for additional variety.  The Complete Edition offers a total of 43 civilizations and any gamer should find at least half of those appealing for multiple games.  Any strategy gamer would find Civ V fresh and thoroughly entertaining over multiple playthroughs.  Fans of previous Civ games should note that Civ V brings new material to the genre, wisely choosing not to attempt to rehash Civ IV.  This doesn’t make it better or worse than its predecessors but rather it is a new way to play Civilization; which is precisely what it should be.


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