Civilization VI is not a radically revised 4X game. It does not go out of its way to reinvent every single feature from the previous installments (And i see no reason why that needs to be done). Development of the latest installment in the series was led by the teams that produced the expansions of Civ V and as a result many of the gameplay mechanics introduced in those expansions are part of the base game. That is exactly why Civ VI feels like a Civ game that has already had a couple of expansions. There is a staggering amount of gameplay here, much of which is already familiar to most 4X players. So, rather than talking about everything that Civ VI does, lets see what the sixth installment of the Civilization series does differently compared to its predecessor.
“Location, location, location”
In the previous installment of the game most of your specialized buildings like your library, and barracks and market would all be built within your city itself which occupied a single tile on the map. In Civ VI however, these specialized buildings are broken up in categories of their own and are built in their corresponding tiles called “Districts”. These districts get additional bonuses based on their placement on the map from the adjacent terrain and other districts. For example, a Campus district gets bonus +1 to science each adjacent mountain tile and the Harbor district gets +1 gold for each adjacent sea resource. Encampments equipped with walls function as defensive strongholds at choke points. This really decentralize your nation and its workings and lets you specialize individual cities depending on their location.
Builders and Traders
The “Builders” and “Traders” are two civilian units that work significantly different in Civilization VI.
“A hard day’s work”
The “Builder” unit that replaces the workers from Civ V can build terrain improvements and in some cases part of district or wonder production : China’s unique ability allows them to rush wonders with builders, and the Aztec’s districts. Builders construct their projects immediately, but only have three charges. The number of builder charges can be increased through some civics and wonders.
“All roads lead to Rome”
The “Trader” is another civilian unit that maintains a single trade route between two cities, within your nation or foreign to cities of other nations and city-states. However, Roads which allow for more movement bonus in rough terrain are now build and upgraded automatically by these trader units along their respective trade route trajectories. Also, the trader unit establishes both land or sea routes. The range of the trader unit is increased by creating trading posts in cities that has successfully completed a trade route.
Eurekas and Inspirations
Just like in every other Civ game the player acquires new technologies by accumulating “Science”. Civ VI introduces another way of improving your nations technological progress at a much faster pace. These are called “Eurekas”, these are sort of side quests attached to each new technology like “Build a quarry” or “Kill a barbarian with a slinger”. Upon completing this side quest you will be awarded with a research credit worth 50% of the science previously required to unlock that tech. The social policies in Civ V are now replaced by “Civics” which belong to a separate civic tree which utilizes “Culture” in the same way the tech tree utilizes science. Just like “Eureka” boosts for technology, each Civic also has its own “Side quest” boost called “Inspirations”. Civics are utilized a bit differently than techs though. Each unlocked civics unlocks new “Civics cards” which are slotted in and out of your government template and only the slotted in cards are active at any time. This enables mixing of policy bonuses to create a unique government.
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