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Civilization VI - Needed Changes for an amazing Strategy Game

In case you are new to this strategy franchise, the Civilization series is a very popular PC strategy game. It is core is building your empire to surpass your competitors. The approach to achieving world domination can either be through battling other cities, becoming an economic powerhouse, exploration and invention. While trying to achieve anyone of these goals you also have to take of your population by ensure infrastructural and cultural development while protect your boarders from invasion.

 

In previous iterations of the Civ series, building your city was based on number of hexagons such that your city expansion cannot exceed a certain number of hexagons causing the cities to look cramped and overly saturated. But the new Civ Vi looks to rectify that problem by "unstacking" cities. The essence of “unstacking” allows one to spreads your cities on multiple hexagonal tiles to create several districts.

 

With the introduction o f unstacking, battles & wars will no longer be focused on cities as before rather you will now be able to g o after the districts; making the process of taking over a city more strategic for the attacking and defending team. So as an attacker, rather than bombing/shelling a city with superior advances in science, you can go after their libraries, universities and schools or if the city is advanced in warfare, you can attack the city's key industrial districts (e.g. factories, manufacturing districts). Thus making the time and location key to an invasion in Civ VI. So how do you deal with it while defending you may ask. Now because of this unstacking feature being introduced, you can strategically decide which districts to protect or abandon (so in essence what will you forgo as you cannot do it all)So there is an element of reality in your decision making.

Civilization 6  - cities now expandable to districts  

The director Ed Beech and the Civ Development team have also revamped the "active research" mechanism. What this feature in past Civ games was force you to research technologies that sometimes you may not need but are left with no choice. Now its been streamlined so that the smaller accomplishments in the research system gives you boots that enable you enhance your development in specific areas (Mahardy.M, May 11th  2016). "So if Osaka sits in a lush valley bisected by a wide river, you could till the land, build aqueducts, and unlock a food production boost to feed your entire civilization. Meanwhile, Tokyo rests next to towering mountains, making it the ideal place to mine for industrial supplies, thereby creating the machines necessary to defend both cities" The idea is to ensure that the experience is never the same - you don't have a monotonous and predictable experience.

 

There are a host of other changes that Ed Beech and his team is working on such as support units to beef up your military battalion. These changes are all about making the game more dynamic and less predictable. Should Beech and his team from Firaxis Studio successfully makes all these changes, then Civ fans are in for a treat come Oct. 21, 2016

 

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(Source: Mahardy.M May 11,2016 Gamespot)