
They’re at the heart of every civilization (upper and lower case), working not only as the engine for your armies and researchers, but as the body of the entity you play as. A winning strategy must be flexible, adapting to major upheavals such as the aggression of the AI as well as minor factors, such as the placement of a river or the whims of a city state.Ī great deal of the game’s strength comes from the changes to cities. What elevates the design of the game from good to spectacular is that there are enough tools and approaches to the use of those tools that no two victories look alike. Here, in Civ VI, I find myself doing everything I can to gain an advantage over my opponents, from the first turn to the last. What appears to be failure can be the most rewarding form of play. In the case of grand strategy - and Crusader Kings II remains my top pick in that category - I don’t even know what winning looks like.
CIVILIZATION VI CITY STATES SERIES
That might seem obvious, given that Civ has always been a series with strictly designed victory conditions, but I often play strategy games simply to play with the tools and systems rather than to win. It’s a remarkably intelligent 4X game that uses history and geography as a background for cultural, technological, religious and military competition. The good news is that while Civ VI may not give me everything that I might want, taken on its own terms it might well be the high-point of the series. It’s a game that rewards reactive play, whether that be technology choices that allow you to gain a short-term advantage over a neighbour when a vulnerability has been identified, or a decision to concentrate on a long-term objective by crafting a city of singular purpose. If I had to describe what defines this interpretation of the Civ concept in a single statement, I would focus on the stronger emphasis on exploiting resources for short-term benefits. The character and course of your nation, to a greater degree than ever before in the series, is determined by in-built specialisms, the leaders that you meet along the way, and the lay of the land. That does mean that achieving greatness is often a case of working with what you have rather than choosing a route through history. It's not that I necessarily expected it to, not to any great degree, but the main way in which Civ VI changes the script is by placing a greater emphasis on geography's ability to determine the shape of a civilization.

Before I spent a week with Civ VI, I hoped it'd have elements of both competitive strategy and the more free-wheeling cultural/historical simulation that I crave.Īfter forty-seven hours of play, using several civilizations and various map sizes, I'm not so sure this latest Civ does succeed as a strategic historical sandbox. The latter is something more associated with grand strategy than a Civ-like 4X, but I do enjoy guiding nations as I choose to rather than as the specific setup of a playthrough demands. There are two things I want from a Civ game: a competitive race through history and strategy that allows for an element of roleplaying. Whether that’s true or not, they should be brimming with confidence. When I heard that I’d be able to play so much of the game so long before release, I hoped that was evidence of 2K’s confidence in what they had to show. The build of the game is near-complete, though only ten of the twenty civs are playable and there are some limits on startup settings. A month ahead of its release, I’ve spent a week with Civilization VI.
