I’m just going to go ahead and assume that you have sunk
300+ hours into Civ5. The good news is Civ6 seems to add some interesting
layers of strategy to that glorious Civ gameplay. The bad news is that a lot of
your tactical habits are going to actively undermine you.
Movement
Civ6 has reverse movement rules from Civ5. In 5, a unit
could enter difficult terrain even if it didn’t have enough movement points.
For example, a unit with only one 1 movement remaining could enter a hill (req
2 movement). No longer so. Now a unit needs its full budget of movement points
in order to enter difficult terrain. This *greatly* increases the utility of
scouts in the early game of Civ6. Before your early axemen unit could regularly
move two hexes at a time by making sure their first movement was in a plains.
Also, rivers are a lot more annoying since your unit has to come to a complete
stop before them and it takes an entire turn to move one hex across them.
Civics Tree
The old culture tree is gone, replaced by Civics research.
Culture points (from cities, monuments, what-have-you) act like research as you
work your way up through concepts like Foreign Trade, God-King, etc. Each civic
researched unlocks cards that you can equipment to your government. There are
Military (red), Infrastructure (yellow), religious/ethic (green) and great
person (purple). Sample boosts include +5 vs barbarians, +50% to building
Settlers, +2 Great Writer points etc. Depending on your form of government, you
can have different numbers of each equipped. So if you’re a military
dictatorship, you could have 3 reds and a yellow, where as an early republic
can choose from 2 yellows, a green, and a wildcard. It’s a pretty slick system.
Inspiration
Both civic and traditional research have ‘inspirations’. You
can get up to half the research ability *if* you accomplish some task in the
game. Masonry normally takes 12 turns to research, but if you’ve built a quarry
it only takes 6. It’s a 50% boost! The various inspirations include slaying
barbarians, contacting other civilizations, building a city on the coast, and
so forth. It’s a pretty slick way to guide your building priority.
Districts
Arguably the biggest change in Civ6 is the introduction of
districts. Instead of your city being just one hex, you can now build it out
with specialized districts like Campus, Holy Site, Commercial, etc. You pick a
hex (hopefully one you don’t like very much) and plop down a district. Districts
can expand the maximum number of citizens the city can hold and unlock
different buildings (e.g. you can’t build a shrine without a holy site district
built). I haven’t done much with this so far but it adds a neat dimension.
Some Misc
Worker units (now known as ‘builders’) have three charges
with which to create improvements. Then they vanish. On the plus side, the
improvements now only take one turn to build.
Slingers (early range 1 unit) are great at picking off
barbarian scouts that are constantly running around.
Speaking of, barbarian units sure do spawn pretty rapidly.
thanks, j!
ReplyDeletei'll be sure to pick up this title at the end of year sale 2018 or so, then we can compare notes