- Summary: Civilization VI offers new ways to interact with your world, expand your empire across the map, advance your culture, and compete against history’s greatest leaders to build a civilization that will stand the test of time.
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Sid Meier's Civilization VI - First Look: Aztec
LEVEL (Czech Republic)Dec 12, 2016Although it’s not without flaws, the sixth Civilization brings a lot of outstanding news and makes its mark into the history of the series as crucial point break to a slightly new form of a good old recipe. [Issue #269]
Oct 24, 2016Civ 6 has a few rough edges, but they’re pushed far into the periphery by spectacular strategic depth and intricate interlocking nuances. Any frustrations I experienced were immediately eclipsed by my desire to continue playing. Just one more turn, every turn, forever.
Oct 26, 2016Civ VI has improved upon nearly every system and mechanic in the game, at no real cost to the experience. It's the easiest Civ to play, but it's also the most complex Civ to date. There's enough default automation that you can ignore a lot of the minutia if you want, but micromanagers like myself will still have all the tedium they can dream of. There's nothing quite as satisfying as pillaging every single tile in an aggressive neighbor's civilization.
Nov 2, 2016It’s not my place to second guess game design. As you know, you go to Civilization with the game you have, not the game you might want or wish to have at a later time. But it is my place to note that when I go to Civilization, I’m looking for more than just a laid back single-player cities builder with the AI frittering idly in the margins. I cut my teeth on Sid Meier’s grand strategy without a brain-dead tactical layer drizzled over the top. I admire a lot of what Firaxis is doing to move on from the mess of Civilization V. They’re headed in the right direction, even if they are dragging a lot of baggage.
Oct 21, 2016This game Is honestly beautiful, at first I was a bit worried about how the new cartoonish style would flow in the game. Honestly it grows onThis game Is honestly beautiful, at first I was a bit worried about how the new cartoonish style would flow in the game. Honestly it grows on you quite quickly and it fits the game well, for a launch i would say this lives up to its predecessors, we already see a lot of features and there is a lot to do in this game without spoiling too much. The game flows great, costume game is fun as always with lots of options and factions to pick from. In conclusion I love it!… Expand
Aug 29, 2017Civ 6 is a step forward in the series, it has all the elements I love from civ5 but with new ideas that work really well like the districts,Civ 6 is a step forward in the series, it has all the elements I love from civ5 but with new ideas that work really well like the districts, the wonders that take one exagon and that I can actually see, changes in diplomacy and city states and nice cartoonish graphics that balance a complex game.
But it still needs refinements like we had in the previous versions, it´s to easy to have a huge empire without even starting a war, AI needs to be more aggressive settling cities and fighting for territory.
I had 2 cultural wins without even playing for it and found myself repeating future tech, social media and globalization several times. The most annoying thing is that AI places cities away from their continent with the city center touching my border (no free space between or 6 hexagons around the city) and if I atack I get the warmonger penalty.
I´m sure the game will be perfected within the next months.… Expand
Oct 21, 2016I don't like the cartoonish style. At all.
But i like almost all the new ideas, districts are fresh air for city handling which to me feltI don't like the cartoonish style. At all.
But i like almost all the new ideas, districts are fresh air for city handling which to me felt very old.
Diplomacy is more logical and interesting.
The two branches of evolution give you more customization and a different approach to your civ evolution.
Love the conversion of workers to builders, the use and forget is a great idea to clean the board, as are the roads built by traders.
Still soon for a detailed evaluation but the gameplay seems a leap forward; now, if we only could have the graphic of leaders and units from Civ V...… Expand
Oct 22, 2017Six years after Civ 5, I wish this game were more of an improvement. It's nowhere close to the massive step forward from Civ 4 to 5. And whileSix years after Civ 5, I wish this game were more of an improvement. It's nowhere close to the massive step forward from Civ 4 to 5. And while some elements have improved, others feel lacking. I'm glad to see the return of the government system, but it feels underdeveloped, and the ability to simply swap out policy cards with no political blowback feels very out of place. You're ostensibly rewriting the social fabric of your civ, and yet it's just pick and choose. I'd like to see more penalties for switching, and some synergies with certain governments and policies. While I appreciate the faster pace, the maps seem much tighter, with almost no neutral ground left after the first 50 or so turns. The religion mechanic is mostly unchanged, and still feels like an afterthought, with little decision making beyond send-moar-missionaries. There's even less difference between great writers, artists, musicians now, which is a shame. This really just feels like another game released with missing content just to force the player to buy the expansion pack. The district system is more of a gimmick than a new mechanic, since having more districts doesn't allow multiple production queues or anything. The AI is still mystifying, with the computer proposing horribly one-sided deals and rejecting perfectly reasonable deals, and they seem to love declaring war on me even when I have a massive army/tech advantage. Diplomacy victory is gone, there's no economic victory. If it weren't for the wonky new graphical scheme, it would be hard to pick Civ 6 apart from a Civ 5 expansion.… Expand
Dec 11, 2016First off, I would like to say I personally like this game and appreciate the effort that was put down into making it look good. It has reallyFirst off, I would like to say I personally like this game and appreciate the effort that was put down into making it look good. It has really gotten a face-lift from the previous games in the series.
Secondly, I really like that Firaxis decided to make something new with the somewhat tedious system of workers in the games and even though I am a huge CIV-fan and have played every single one of them and appreciated the layout in the earlier system, the concept of builders instead of workers makes the game run so much faster and smoother without taking away any of the strategic thinking.
Now to the negative remarks..
Even though the new way of building improvements at first may seem like a delicate yet clever upgrade from the previously somewhat tedious method there are some serious glitches in my opinion. For one, you cannot, in any way remove/move a district. While this may seem like a part of the strategic depth of the game at first I feel that it would be somewhat more advantageous to be able to move at least certain districts like for say the encampment, seeing as how this can have a great impact on the placement of your enemies cities or your expansion plan, not to mention it would seem logical to want to be able to have an "army on the move". But this is just a minor thing and I recognize that it may just be my opinion.
The problem with the AI's ability to make half-witted to wholeheartedly insane decisions however is a problem in a different dimension entirely. Not only the fact that they seem to be about as trigger-happy as a pawnshop-owner that has been raided by thugs just one time too many but they declare war as(it seems) a statement rather than anything else. I have played the game for about 50 hours or so by now, so, I admit, its not very much, but every 15-30 turns or peace I find myself in a war against an AI opponent on the basis that my haircut offends them.. Or so I assume..
The AI is constantly declaring war, not only without a good reason, but when I line up my defensive units I too often see them coming at me with clearly inferior units, either in number or in way of science. And, if that is not bad enough, at times they actually manage to amount a decent army that should go wrecking ball in my territory, however they just seem to mope around taking multiple hits from my city defenses and garrisoned units until they decide to retreat, barely having scratched the walls and raided AT MOST two improvements. Yet other times, I face no army at all and when I send out a forward party against their cities they have basically no units at all!
Its like the AI declares war upon you based on the basis that there has been peace for too long and thinks the player is bored, but merely does it for show.
That said, I have some issues that I find falls in between in severity, probably because I'm as experienced when it comes to playing CIV as I am but:
1. The tooltips for this release is.. lacking just doesn't cut it. It is non-existent! While this isn't a big bother for me who has several thousands of hours of gameplay combined on the previous games its really annoying when I find a new feature only to realise that there is no explanation anywhere as to what it does. Yes, google is my friend but really?
2. While I like the fact that you brought back religious victory in this game, you have to tweak it.. really. It is far to easy to win a religious victory versus the AI because the religious units are simply too powerful. I get the point with inquisitors, really, I do, but then again? They cost way less than an apostle and have basically a VETO against you spreading any religion but mine among my cities. One action(out of three) and everyone believes in my god again. The AI never uses them that I have seen, but if they did, it would just make religous victory pointless again because it would be completely impossible so..
By now, with inquisitors, religion has no other effect than a few bonus policies.
3. The tech tree and policy trees need some work and tweaking. I like the linear system with both "policies" and tech but the trees in my opinion isn't really balanced. Also, there are so many policies/techs that could be situational, that you wanna use sometimes on some playthroughs, maybe. But they never end up being good enough in any situation, especially not since you get to change policies every time you discover a new one, completely for free! An easy way to give this a bit more strategic depth would be to bring back the "revolts" from some of the earlier games with the tweak that during the lower tier governments you have longer unrest if you wanna change during a specified number of turns.
Example. Tier-1 2 turns of unrest if changing withing 20 turns at standard speed. Tier-2 1 turn of unrest if changing withing 20 turns.
Overall, its a decent game. It could be great with the tweaking and a vast AI improvement. Unfortunately I'm a bit disappointed in my overall experience at this time.… Expand
Oct 23, 2016Utterly laughable that the developers saw fit to leave Persia, one of the greatest, widest spanning and most important civilizations in theUtterly laughable that the developers saw fit to leave Persia, one of the greatest, widest spanning and most important civilizations in the history of mankind out of the basic game. Whats more is that for obvious reasons of political correctness they then include the Kongolese.… Expand
Published: September 12, 2016We profile the most noteworthy videogames scheduled for release between now and the end of the year.