How Civilization VI is Totally Different From Civilization V and Why It’s Very Good
Since it was unveiled only a couple of days ago, Civilization VI has a long way to ge before its October release during which time we will be able to know everything there is to know about the 4X turn based strategy title.
However, we have been able to get our hands on aspects that Firaxis thinks will differentiate it from the rest. For starters, lead designer Ed Beach says that they have focused on areas where Civilization V wwas not working the way they wanted to and built on them.
They are pushing “the series in new directions and try[ing] out some things [they] hadn’t tried before,” he says. The first in this is an attempt to make you “think on your feet” instead of picking up a specific pattern and following it.
We know all about the pre-decided setups like “building your empire to four or five cities” being the “optimal strategy and there was never any reason to go beyond that.” Also, many tech tree assumptions were in place making the game preplanned for most of the time. They are attempting to break this:
We wanted players to have to think on their feet more. We wanted players to have to come up with brand new untried strategies, to have to react to situations they might be faced with in Civilization VI. Or to put that another way, to make players play to the map they’re given.
Wonders and creative buildings lay hidden inside the cities before, but Civilization VI is going to ask you to lay them out in a well-planned manner i.e. the idea of “unstacked cities.”
Remember how tech trees taught you a lot about patience because they took time; well with new mini-quests you can pace up now:
For pretty much every technology in the tech tree, we’ve associated a specific activity that’s sort of like a quest. And if you finish that activity, boom, we give you a big credit, about 50% of the science that you need to unlock that particular technology is granted to you.
Last but not the least, the game-engine is new which means there is new AI and you can say goodbye to the old “flavored weighting system” and the old approach to AI we saw in Civilization V. Oh and it has a much more accessible user interface now.