|Dev: Firaxis Games|
|Pub: 2K Games|
|Release: October 21, 2016|
|Players: 1-12 Players|
|Screen Resolution: 480p-1080p||Drug Reference, Language, Mild Violence, Suggestive Themes|
by Sean Engemann
Sid Meier's Civilization series made famous the phrase, "one more turn," and for good reason. From the moment a random new world presents itself, it is engulfed in uncharted "fog" that just begs to be blown away by the winds of discovery. The possibility of fertile terrain, special resources, rewarding ruins, and encounters with foreign powers keeps you pushing that "End Turn" button to refresh the movement points for your scouts and early martial units. Hours into a match, when the entire map has been charted and you are in strong pursuit of expanding your borders and grasping the last precious unclaimed resources, "one more turn" has evolved from a few seconds of land discovery to several minutes of careful military calculations and building choices to keep your citizens satisfied and inch you closer to victory. In Civilization games, the real world vanishes and your focused eyes belie the muscular aches throughout the rest of your body after hours of gameplay. If this syndrome gives you pause, then I suggest steering well clear of Sid Meier's Civilization VI, as its level of addictiveness surpasses all before it. This entry brings thoughtful improvements and engaging new gameplay features that grant more freedom and flexibility to shape your empire from 4000 B.C. all the way through the Information Era.
The succulent menu screen lets you decide on the size of your entree, its complexity, and the type of cuisine you prefer, be it Greek, French, Chinese, or good old American, among many other worldly dishes. Each civilization provides unique perks, buildings, and military units authentic to their historical profile. Some focus on early age aggression, while others have a penchant for erecting world wonders. Some excel at exploring the oceans, and some are better at spreading faith. Whether your play style leans more towards a cultural, scientific, religious, or domination victory, there are several civilization options at your disposal. Or you could randomize everything and let chance decide your course.
Settling your first city and expanding your empire in previous Civilization games was a comparably easy affair when placed next to the system in place in Civilization VI, in part due to the new district system. Instead of simply cramming buildings into the City Center, other tiles within your borders can be home to many different districts such as Harbors, Encampments, Holy Sites, and others, some exclusive to specific civilizations. Districts, along with World Wonders, occupy an entire hex on the grid-based map, gaining bonuses based on adjacent tiles, and sometimes requiring specific terrain to build. This system places an extreme emphasis on resource management, much more than any previous Civ game. It also requires a great deal of forethought, which will likely frustrate players when they unlock a new district or Wonder only to discover the ideal space is no longer vacant. This feature, paired with each civilization’s unique bonuses, requires a couple of full playthroughs in order to comfortably plot a game plan.
Plenty of gameplay staples have been tweaked and improved. The tech tree, for instance, has removed a fair bit of clutter by shifting some of its advancements into a separate civics tree. Along with its own buildings, units, and new forms of government, each civics development rewards you with perk cards that can be swapped in and out of military, economic, diplomatic, and wildcard slots, granting increased flexibility to provide succor as the situation in the game changes.
Speaking of goals, Civilization VI offers plenty of side quest incentives to pursue that provide boons to achieving the victory condition you are striving for. Some techs and civics have specific objectives that when completed prompt a “Eureka!” or “Inspiration!” moment, respectively, cutting that particular research time in half. Neutrally aligned city-states also dish out quests, adding envoys and improving their standing with whichever civilization completes it. Opposing leaders also have their own agendas, which fluctuate from game to game, affecting their strategic course of action and offering hints on how to keep an amicable relationship with them or goad them into war.