Civilization VI
Civilization VI is a turn-based strategy video game in which one or more players compete alongside computer-controlled AI opponents to grow their individual civilization from a small tribe to control of the entire planet across several periods of development. This can be accomplished by achieving one of several victory conditions, all based on the 4X
gameplay elements, "eXplore, eXpand, eXploit, and eXterminate". Players
found cities, gather nearby resources to build and expand them by
adding various city improvements, and build military units to explore
and attack opposing forces, while managing the technology development,
culture, and government civics for their civilization and their
diplomatic relationships with the other opponents.
Civilization VI builds upon the general gameplay of Civilization V, including continuing the use of the hex-based grid introduced in Civilization V. New to Civilization VI
is the of idea of "city unstacking": some improvements to cities must
be placed in the hexes in the bounds of the city but not within the
city's space itself, whereas in previous games, all improvements were
considered stacked on the same map hex or square that the city was
located in. The player must assign specific hexes as "districts" in the
city, which have certain limitations but grant bonuses for improvements
placed in that district.
For example, one district type is of military encampments, which grants
bonuses to military structures, like barracks, placed within it, but
such encampments may not be placed next to the main city center. Other
improvements gain bonuses for being placed in appropriate terrain;
universities will benefit greatly from being played in forest or jungle
hexes, reflecting on scientific advance from studying the diversity of
species within such biomes. Players can opt to attack specific districts
of a city instead of the city center, which can affect the city's
operation. However, these districts may also add new strategies to the
city's defense; for example, with a military encampment in place,
attacking forces approaching a city will be not only subject to ranged
attacks from the city center but also from the encampment, and the
attacking forces may need to take the encampment first before they can
successfully strike the city center.
In order to reduce congestion on the map, players will be able to perform a limited amount of unit stacking (a change from Civilization V), but will only be able to stack similar unit types or symbiotic units. For example, a warrior unit can be assigned to a builder unit to protect that unit from barbarians in the early game.
The game's technology tree, now known as the active research system,
has also been modified to help boost technology research if the player
has access to appropriate improvements or resources. For example, having
built a quarry will help boost the research into masonry.
Technologies based on having access to water, such as sailing, would be
limited if the player started in the middle of a continent. A new
feature, Eureka Moments, will increase the player's progress towards
certain technologies after completing a specific in-game task: for
example, discovering a Natural Wonder would contribute towards the
Astrology technology improvement.
Past iterations of the game were found to be difficult to win if one
chose to follow a Cultural victory route, as other victory routes, such
as Technology, would nearly always outplay the cultural path.
To help balance the game towards Cultural victories, a new Civics tree
has been introduced. The Civics tree brings in the cultural improvements
that were previously part of the technology tree in earlier Civilization
games, such as Drama and Philosophy, into a separate mechanic. Culture
gained from cities are used to build on the Civics tree in the same
manner Science from cities build up the Technology tree. Completing
certain Civics will then unlock policies towards the civilization's
government. In Civilization VI, the government is defined by
placing appropriate and available policies, represented as policy cards,
into a number of slots divided between Military, Economic, Diplomatic,
and Wildcard categories. These define boosts or limitations for the
civilization, such as improved attack bonuses for military units against
certain types of enemies. These can be changed for free upon completing
a single Civic, or at a small cost at any other time, allowing a player
on the Cultural route to adapt to a new situation as needed, according
to lead producer Dennis Shirk.
More advanced cards, only obtainable through significant advancement in
the Civics tree, can unlock improvements that give the Cultural Victory
player advantages over other players, such as reducing the time or cost
of producing new units. Various choices made by the player may cause unhappiness in their population as with previous games, but in Civilization VI,
many of these will be localized to the city affected by the choice
rather than the entire population, further aiding towards Cultural
victory-style players. The Religion system introduced in Civilization V's Gods & Kings expansion is built further upon in VI, featuring more units and improvements that can lead to interreligious conflicts.
AI opponents, represented by famous historical world leaders such as Qin Shi Huang and Theodore Roosevelt,
will have new agendas that will influence how the player interacts with
them. Some of these will be unique to each leader, using historical
aspects about how that leader generally behaved during their rule. For example, a player may gain favor with Cleopatra by showing military might against neutral barbarians. However, each AI player will also have a second hidden agenda, requiring the player to discover this themselves. Espionage will now also work towards revealing these hidden agendas.
Development
The game is being developed by the same Firaxis teams that developed the expansions on Civilization V, and it is expected that most of the new mechanics introduced in these will be present in Civilization VI at its launch.
This follows from Sid Meier's "33/33/33" rule of sequel design: 33% of
the game should retain established systems, 33% should feature improved
systems over the previous version, and the remaining 33% should feature
new material. Firaxis used "Frankenstein", a small group of dedicated Firaxis fans, to bounce ideas for gameplay improvements.
Because of the larger number of systems in place, the studio expects to
ship the game with a large-scale tutorial, separate but supplementing
the guidance given by the player's various in-game advisors.
A major foundation of the development of Civilization VI was
to prevent players from following routines in playing through a game,
according to lead designer Ed Beach. The developers placed much more
emphasis on the significance of the procedurally-generated map in how it
would influence the player's strategy as the game progressed, so that
no game of Civilization VI would be the same.
For example, the redesigned technology tree was aimed to pull players
away from automatically following a rote path through tree and instead
adapt a path through it based on their placement on the map.
Features like the unstacking of cities and city districts lead directly
to support this approach, since some districts and city improvements
depend specifically on what available terrain is nearby. Such changes were also the result of design choices made by Civilization V's lead designer Jon Schafer during its development, such as the unstacking of player units. These changes in Civilization V
exposed other weak areas of the core gameplay of the series,
specifically how cities were simply seen as places to dump improvements
and Wonders with little effect on the map according to producer Dennis
Shirk. Beach, as lead designer for Civilization VI,
wanted to improve upon these weaknesses, desiring to make the game map
"just as important as anything else in the game", and took the step to
unstack the cities to accomplish this, following in how Schafer took to
unstack unit tiles in Civilization V. According to Beach, these features add city management elements similar to those found in city-building games,
and force players to make decisions based on the geographical location
of the city, instead of sticking to a specific city improvement route.
Because of the importance of the surrounding terrain to the growth of
a city, Firaxis had to review their procedural generation for game maps
to meet this new approach. Beach noted that early testing with the
unstacked cities on archipelagos
generated by their older system made gameplay nearly impossible, and
that with mountains becoming a valuable resource towards city expansion,
test players would restart maps built on their old system to get the
right placement of mountains to exploit them successfully.
The new map generation system attempts to spread out terrain more, and
in areas where one type of important terrain may be absent, makes up for
this by include other valuable terrain spaces, such as a river-rich
region where there is a lack of mountains.
Beach previously designed a system in the Civilization V: Brave New World expansion that gave a "Mayhem level" in the computer opponents;
internally, the game tracked how much action was going on for the
players, and if it determined that the player was progressing without
little change, the computer would cause one or more of its controlled
opponent to make erratic moves, creating a new situation for the player
to deal with. The Mayhem level will be used in Civilization VI,
as according to Shirk, it is a "really interesting way of making sure
that there's always something that's going to pull the player away from
what they're doing or what they're focused on all the time". Whereas the process of tuning this for Brave New World required manual playthroughs of the game, Firaxis had set up several computers in their offices to run Civilization VI,
using only computer-controlled opponents; the results and behaviors of
these games were reviewed by the part of the team dedicated to the
artificial intelligence systems and used to balance the Mayhem level.
The game is being developed with a new engine that is expected to be more friendly to modification. The game's visuals and tools featured were inspired by the Age of Exploration.
User-interface elements will feature elements like compasses and
astrolabes. The fog of war will be rendered using a cross-hatch drawing
style to replicate old maps from the Age of Exploration. The developers plan to bring back the movies they had shown players upon completion of a Wonder from Civilization IV,
but will be now rendered in game, and as to make the final shot of the
Wonder more impressive, they developed a day-night cycle that continues
on in the game. While this cycle will not affect the core gameplay, art
director Brian Busatti anticipates that this feature could be used by
modders to create new tactical considerations.
The game uses a more cartoonish look than those of Civilization V,
as according to Firaxis, with much deeper gameplay, they wanted to keep
the visuals simple to avoid interfering the complexity of gameplay.
The graphics of individual units and buildings are being developed to
be both readily-detailed when viewed in a tight zoom, while still being
recognizable from other similar units when viewed from a distance.
This necessitated the simpler art style to allow players to quickly
recognize units and buildings while looking over a city without having
to resort to user interface tooltips or similar distractions, according
to Shirk.
Individual units will be designed to include flair associate with the
given civilization, such as applying different helmet styles to the same
class of footsoldier units.


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