Civ­i­liza­tion VI

De­vel­oper Fi­raxis Games Pub­lisher 2K Games For­mat PC Re­lease Oc­to­ber 21

EDGE - - DISPATCHES PERSPECTIVE -

With each new num­bered en­try in the Civ­i­liza­tion se­ries, the in­flu­en­tial strat­egy game gains scale and com­plex­ity. But with

Civ­i­liza­tion VI, Fi­raxis has stream­lined some of its daunt­ing depth while hand­ing over more choices to the player than ever be­fore. Chief among these changes is the way that ci­ties are han­dled. Pre­vi­ously, a city would oc­cupy a sin­gle tile and of­fer a zoomed-in view if you wanted to gawp at your im­prove­ments in de­tail. Now, in one of the big­gest re­vi­sions the se­ries has ever seen, ci­ties can spread out across the map. Each set­tle­ment is still based on a sin­gle home tile, but you can now sur­round it with spe­cialised dis­tricts, which var­i­ously con­trib­ute to the city’s growth, re­search, cul­ture and pro­duc­tion abil­i­ties.

The change means city place­ment must be con­sid­ered more care­fully than in pre­vi­ous games, as even dis­tricts can get ge­o­graph­i­cal bonuses. Won­ders now count as a dis­trict, too, and some come with build­ing stip­u­la­tions, such as the Pyra­mids, which can only be built on flood-plain or desert tiles.

You’ll need to pre­pare the way, of course, and Worker units, which take sev­eral turns to im­prove tiles, have been re­placed with Builders who do the job in­stantly but dis­band af­ter three uses, pre­sum­ably to have a cup of tea.

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