
By swapping out what you need, when you need it, you're able to personalize how you play through the game. technologies, and Great People perks can add additional policies. Lastly you have policies that will help you to attract Great People of a specific type.Įach Goverment has it's own number of policies, but certain Civilizations. Diplomatic policies affect how you interact with city states. Economic policies will aid you in growth, happiness, gold and the like. Military policies will help you to grow your military, and fortify defensive buildings. Each time you research a new policy, you'll have the choice to switch all of your policies around. Instead of having Govermental policies that choose once, and are then stuck with for the rest of your game, things are a bit more fluid in Civilization 6. This means that the days of every building, and every wonder crammed into a single city are over. By placing wonders next to the district that they play into, you can also earn yourself even more boosts.
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They'll now take up a full tile within your city, and remove any resources, food, or production that previously lived in there. Instead of just appearing within the borders of your city, you'll now have to decide specifically where you want to place them. Building a science district next to the mountains, or a Faith district next to a river, will give you immediate boosts. Some cities will get boosts from the world around you, depending on where districts are placed. These include industry, culture, science, faith, trading, and more. You'll need to weigh which district is most important to your Civilization. However, every city is not going to have the room for every district that is available. You'll need these districts in order to properly grow your cities. You'll also find other civilizations, city states, small tribes that will give you boosts, and of course barbarians running amok. As units move through the world, areas that you have visibility over will show up in full color that displays their landscape, and resources. As you send units out to explore, you'll be able to uncover the world around you, and see which areas would be prime for expansion. When you initially get started, you'll only to be able to see the land directly around you, everything else is shrouded within the fog of war.
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The map is one of the biggest pieces of Civilization 6 because it's how you'll decide where to found new cities, and how to grow the cities you have already founded. From the mild humps of hills, to the new natural wonders that are hidden across the landscape, to each civilization's cities, and the resources that allow you to better build up your cities. It's not a full return to the Civ IV Death Stack of old, but it allows you to create an effective fighting force with a bit of work, which can be useful when space to attack is at a premium.You really can't understate the lovely graphics, and dozens of small details that are liberally strewn through Civilization 6. Do this, and you can grow as wide as you like, although as housing is often generated from physical hex-based improvements, you'll struggle to grow forever.Ĭombat is much the same as Civ V's hex-based efforts, although changed with the ability to make armies and corps that results in a bigger and better crowd of units inhabiting the same square. The name of the game now seems to be giving people enough food, as it always was, but also making sure they have enough housing to grow into and amenities to keep them amused. Your people can still get sad, and frequently do, but they'll get annoyed now because you haven't provided enough amenities for them to use, often whining about said lack of facilities while you're engaged in a brutal war and too busy to make sure every citizen has a fax machine at their disposal. Which is probably why it's canned unhappiness, or at least unhappiness as it used to exist.
