Civilization VI was released on October 21, 2016. The lead designer of the game is Ed Beach.
New Features Edit
- New game engine with support for a day/night cycle and camera rotation.
- Cities will now span multiple tiles, called "districts." Wonders are similarly constructed on tiles rather than within the city itself.
- City growth is kept in check by a Housing metric, which is increased by certain buildings, fresh water, and tile improvements. Happiness is once again per-city, and improved through Amenities.
- Workers have been replaced with Builders that complete their jobs instantly but have only a limited number of uses.
- Civics are researched in a Civic tree parallel to the traditional scientific tech tree. Progress through this tree is made through Culture, instead of Science.
- Research has been changed with a Eureka mechanic that accelerates research time. If you haven't seen any sea, it'll be more difficult to research Sailing, for example. On the other hand, a coastal city would give you a boost for researching naval technologies. Civics research is likewise boosted through Inspirations.
- Governments are back. Governments can be further customized by mixing and matching various policy cards that the Civic tree unlocks.
- Diplomacy evolves through times. The designers remarked that Teddy Roosevelt put it very well when he said: "As civilization grows, warfare becomes less and less the normal condition of foreign relations."
- Espionage and gossip are now the primary means of learning intel on rival civilizations' activities.
- The Great Works system makes a return from Brave New World, with improvements.
- Religion is back, more complex than ever. You will be able to build religious-oriented buildings in your Holy Sites. Inquisition will have a more important role in the game. A new unit called Apostles has been added.
- The Diplomatic Victory condition has been replaced with a new Religious Victory condition.
- Support units, such as Battering Rams or Anti-Air Guns, can be stacked with other types of units.
- Civilian units can be assigned with military escorts.
- Two land units can be merged in the Renaissance Era to form a "corps" that is 40% stronger. Later, a third unit can be added to form an "army" in the Modern Era. Naval units can likewise be merged into "fleets."
- Roads are built automatically along trade routes.
- Ships can be built not only in the City Center, but also in the Harbor district. This way, an inland city that is sufficiently close to the sea may also build ships!
- Great People now have unique bonuses, similar to the Founding Fathers in Colonization.
- AI players now follow Agendas; each civilization leader has a historical agenda that dictates playstyle, along with a randomized hidden agenda that can be learned through espionage.
- Barbarians are more organized, sending out scouts to plan raids on cities.
- City-States return, with each city-state having a unique bonus for their Suzerain.
Civilizations & Leaders Edit
- Main article: Civilizations (Civ6)
There are eighteen civilizations included in the base game at launch. In addition, the Aztec civilization is available exclusively to pre-order customers for the first ninety days after launch. After this ninety day period, the Aztec civilization will be available to all players as free downloadable content.
Each civilization has three unique components: a unit, a piece of infrastructure (be it a building, a district or a tile improvement) and an ability. Furthermore, each leader has a distinct ability of their own, as well as a unique agenda which shapes the leader's playstyle and diplomatic personality when controlled by the AI. Abilities can be multi-faceted, and some leader abilities include a further unique unit, giving the civilization a total of two.
† Only available as DLC.
- Main article: District (Civ6)
Cities take up multiple tiles, in that one district may be placed on one tile. Assuming that a city has several districts, this city now sprawls over several tiles.
There are approximately 12 types of districts in the game, with two or three of them available from the beginning of the game. The rest will be unlocked via technological or civic research.
The following lists all district types. Unique buildings and districts are in italics.
| Holy Site|
|Religion and Faith||Shrine|
| Theater Square|
Royal Navy Dockyard
|Commercial Hub||Trade and Gold Production||Market|
| Industrial Zone|
| Entertainment Complex|
- Main article: Wonder (Civ6)
||Must be built on Hills adjacent to an Encampment district|
||Must be built next to a River adjacent to a Commercial Hub district with a Bank|
|Bolshoi Theatre||Opera and Ballet||1450||
||Must be built on flat land adjacent to a Theater Square district.|
||On flat land next to a Theater Square district|
|Chichen Itza||Guilds||710||Must be built on Rainforest|
|Colosseum||Games and Recreation||400||Must be built on flat land adjacent to an Entertainment Complex district.|
|Colossus||Shipbuilding||400||Must be built on coast and adjacent to a Harbor district.|
|Cristo Redentor||Mass Media||2100||Must be built on Hills.|
||Must be built on flat land adjacent to City Center.|
|Estádio do Maracanã||Professional Sports||2835||
||Must be built on flat land adjacent to an Entertainment Complex with a Stadium|
||On flat land adjacent to City Center|
|Great Library||Recorded History||400||Must be built on flat land adjacent to a Campus with a Library|
|Great Lighthouse||Celestial Navigation||290||
||Must be built on the coast and adjacent to a Harbor district with a Lighthouse|
|Great Pyramids||Masonry||220||Must be built on desert (including floodplains) without hills.|
|Great Zimbabwe||Banking||920||Must be built adjacent to a Commercial Hub district with a Market and adjacent to Cattle.|
|Hagia Sophia||Education||710||Must be built on flat land adjacent to a Holy Site district, and player must have founded a religion.|
||Must be built next to a river.|
|Hermitage||Natural History||1760||Must be built next to a river on a non-desert and non-tundra tile.|
|Huey Teocalli||Military Tactics||710||Must be built on a Lake tile adjacent to land.|
|Mahabodhi Temple||Theology||400||Must be built on woods adjacent to a Holy Site district with a Temple, and player must have founded a religion.|
|Mont St. Michel||Divine Right||710||Must be built on Floodplains or Marsh|
|Oracle||Mysticism||290||Must be built on hills.|
|Oxford University||Scientific Theory||1450||Must be built on flat Grasslands or Plains adjacent to a Campus district with a University.|
|Petra||Mathematics||400||Must be built on desert or floodplains without hills.|
|Potala Palace||Astronomy||1170||Must be built on a hill adjacent to a Mountain|
|Ruhr Valley||Industrialization||1450||Must be built along a River adjacent to an Industrial Zone district with a Factory|
|Stonehenge||Astrology||180||Must be adjacent to Stone and on flat land.|
|Sydney Opera House||Cultural Heritage||3300||
||Must be built on coast adjacent to a Harbor. Cannot be built on a lake.|
|Terracotta Army||Construction||400||Must be built on Grassland or Plains adjacent to an Encampment district with a Barracks or Stable.|
|Venetian Arsenal||Mass Production||920||
||Must be built on the coast and adjacent to an Industrial Zone district.|
- ↑ Note that "flat" is not specified in-game.
- ↑ This bonus applies to any city.
- ↑ Note that in-game it lists the requirement as "adjacent to the coast", but this is not correct.
Natural Wonders Edit
- Main article: Natural wonder (Civ6)
|Cliffs of Dover||+3 Culture and +2 Gold on the Wonder tiles. They look like Grassland, but cannot be improved and provide no Food.||2 tiles||Cliffs|
|"Under the White Cliff's battlemented crown, Hushed to a depth of more than Sabbath peace." -William Wordsworth|
|Crater Lake||+1 Science and +4 Faith in the Wonder tile; provides fresh water.||1 tile||Lake|
|"Never again can I gaze upon the beauty spots of the Earth and enjoy them as being the finest thing I have ever seen. Crater Lake is above them all." -Jack London|
|Dead Sea||+2 Faith, +2 Culture on wonder tiles, adjacent units completely heal when ending their turn on an adjacent tile||2 tiles||Lake|
|"Like to the apples on the Dead Sea's shore, all ashes to the taste." -Lord Byron|
|Eyjafjallajökull†||Adjacent land tiles yield +1 Culture and +2 Food.|
|"A number of stones rolled down the mountain, followed by an enormous and lofty column of flame, which allowed people in Holt to read as perfectly at night as if it had been day." -Liverpool Mercury|
|Galapagos Islands|| +2 Science to all adjacent tiles
(Two of the eight affected tiles gain a +4 bonus because of the overlap of adjacent tiles.)
|2 tiles, impassable||Coast|
|"The natural history of this archipelago is very remarkable: it seems to be a little world within itself." -Charles Darwin|
|Giant's Causeway†||Land combat units that enter adjacent plots receive the ability "Spear of Fionn" (+5 Combat Strength).|
|"The remains of some mighty fabric, hurled into desolation by a tremendous earthquake, or some other equally terrible convulsion of nature." -Philip Dixon Hardy|
|Great Barrier Reef||+3 Food, +2 Science||2 tiles||Coast|
|"Organisms don't think of CO2 as a poison. Plants and organisms that make shells, coral, think of it as a building block." -Janine Benyus|
|Lysefjord†||Naval combat units that enter adjacent plots are granted their next promotion.|
|"The water is black and heavy, and subject to intermitting storms. In this sea, and in the midst of this solitude, rises a great sombre street---a street for no human footsteps. None ever pass through there; no ship ever ventures in." -Victor Hugo|
|Mount Everest||+1 Faith to adjacent tiles, religious units who move to an adjacent tile ignore hills permanently||3 tiles, impassable||Mountain|
|"It is not the mountain we conquer but ourselves." -Sir Edmund Hillary|
|Mount Kilimanjaro||+2 Food to adjacent tiles||1 tile, impassable||Mountain|
|"As it turns out, Mount Kilimanjaro is not wi-fi enabled, so I had to spend two weeks in Tanzania talking to the people on my trip." -Nancy Bonds|
|Pantanal||+2 Food, +2 Culture on wonder tiles||4 tiles||Marsh|
|"The Pantanal is the most complex intertropical alluvional plain of the planet and perhaps the least known area of the world." -Aziz Ab'Saber|
|Piopiotahi||+1 Gold, +1 Culture and +2 Appeal to all adjacent tiles.
Breathtaking (5) appeal
(Three of the nine affected tiles gain +2 bonuses because of the overlap of adjacent tiles.)
|3 tiles; impassable||Coast|
|"But as I headed into the heart of New Zealand's fiordland that same child-like feeling, long lost, of pure unadulterated awe came rushing back. I knew the road to Milford Sound was good - but this good?" -Darroch Donald|
|Torres del Paine|| Doubles the (base) terrain yields of all adjacent tiles.
(Forest, Rainforest and Marsh bonus is unchanged.)
|2 tiles, impassable||Mountain|
|"Several closely situated granite peaks resembling tiger's teeth dramatically soar about a kilometer into the sky." -Howard Hillman|
|Tsingy de Bemaraha||+1 Culture, +1 Science to adjacent tiles||1 tile, impassable||Mountain|
|"Tsingy is a 250-square-mile tiger trap made up on massive obelisks riddled with jagged spears. And yes, they will cut your pretty face." -Budd Erickson|
|Yosemite|| +1 Gold, +1 Science to adjacent tiles
(Two of the eight affected tiles gain +2 bonuses because of the overlap of adjacent tiles.)
|2 tiles, impassable||Mountain|
|"Yosemite Valley, to me, is always a sunrise, a glitter of green and golden wonder in a vast edifice of stone and space." -Ansel Adams|
† Available with the Vikings Scenario Pack DLC
- Main article: City-state (Civ6)
There are six types of city-states in the game. To influence city-states, civilizations can send envoys, and receive larger bonuses (based on city-state type) for higher numbers of envoys. The civilization with the most influence over any single city-state becomes the Suzerain, as long as that civilization has three or more envoys present. If two or more civilizations are tied for influence (same number of envoys), there is no Suzerain. The Suzerain receives a bonus unique to the city-state in question. Suzerains may pay gold to take control of their city-state's military units for 30 turns.
|Amsterdam||Trade||Your Trade Routes to foreign cities earn +1 Gold for each luxury resource.|
|Antananarivo†||Cultural||Extra 2% Culture with every Great Person ever earned.|
|Armagh†||Religious||Builders can construct the Monastery improvement, which provides Faith and heals religious units.|
|Auckland†||Industrial||Additional Production for Coastal tiles.|
|Buenos Aires||Industrial||Your bonus resources behave like luxury resources, providing +1 Amenity per resource.|
|Brussels||Industrial||Your cities receive +15% bonus Production towards Wonders.|
|Carthage||Militaristic||Each Encampment in your cities provides a extra trade route.|
|Geneva||Scientific||Your cities earn +15% bonus Science output when you are not at war with any civilization.|
|Granada†||Militaristic||Builders can construct the Alcazar improvement, which protects military units and provides Culture.|
|Hattusa||Scientific||Provides you with 1 copy of each strategic resource you have revealed but do not own.|
|Hong Kong||Industrial||Your Cities get +20% bonus Production towards city projects|
|Jakarta||Trade||Your trading posts at international destinations grant +1 additional Gold to all trade routes that pass through them.|
|Jerusalem||Religious||Automatically converts to the Religion you founded and exerts pressure for that religion as if it were a Holy City.|
|Kabul||Militaristic||Your units receive double experience from battles they initiate.|
|Kandy||Religious||Receive a Relic every time you discover a new Natural Wonder, and earn +50% bonus Faith from all Relics.|
|Kumasi||Cultural||Your trade routes to any city-state provide +2 Culture and +1 Gold for every specialty district in the origin city.|
|La Venta||Religious||Your Builders can now make Colossal Heads improvements. (A tile improvement that produces +2 Faith)|
|Lisbon||Trade||Your Trader units are immune to being plundered on water tiles.|
|Mohenjo Daro||Cultural||Your cities all have full Housing from water, as if they were next to a river.|
|Muscat†||Trade||Bonus Amenities in cities with a Commercial Hub.|
|Nan Madol||Cultural||Your districts on or next to Coast tiles provide +2 Culture.|
|Palenque†||Scientific||Improved City growth for cities with a Campus.|
|Preslav||Militaristic||Your light and heavy cavalry units have +5 combat strength when fighting on Hill tiles.|
|Toronto||Industrial||Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles farther.|
|Seoul||Scientific||When you enter a new era, earn a random Eureka from that era.|
|Stockholm||Scientific||Your districts provide +1 Great Person point of their type (ex. Great Writer, Great Artist, and Great Musician for Theater Square districts).|
|Valletta||Militaristic||Allows the Suzerain to consume Faith to purchase urban centers and military buildings in their cities. Reduces Faith costs.|
|Vilnius||Cultural||When you enter a new era, earn 1 random Inspiration from that era.|
|Yerevan||Religious||Your Apostle units can choose from any of their possible promotions instead of receiving a random promotion.|
|Zanzibar||Trade||Receive the Cinnamon and Cloves luxury resources. They cannot be earned any other way in the game, and provide 6 Amenities each.|
- Main article: Envoy (Civ6)
Envoys are representatives of your civilization that can be sent to city-states that you've met. By default, one envoy is earned for every 100 influence points that you accumulate. The bonuses you earn from a city-state depend on how many envoys you have sent to the city-state. One bonus is earned for having 1 envoy, the next bonus is at 3 envoys, and the final bonus is at 6 envoys. Declaring war directly on a city-state removes all envoys you had there. Otherwise, envoys stay on the city-state permanently.
- Main article: Civics (Civ6)
Social policies have been removed and replaced with civics, which are unlocked with culture via a research-style civics tree. Civics grant bonuses, unlock buildings and wonders, give you Policy Cards, and open up government types.
Policy Cards Edit
- Main article: Policy Cards (Civ6)
Policy Cards, once unlocked via the civics tree, are placed in your Policy Card deck. From there they may be selected to customize your government. The government's card configuration can be changed at any time for a gold cost, or for free whenever a new civic is unlocked.
These cards come in four types:
- Main article: Government (Civ6)
All civilizations begin with the Chiefdom government upon researching Code of Laws; further government types are unlocked via the civics tree. Anarchy is not present when changing government types unless reverting to a government which has been previously chosen.
Each government has a unique bonus, an additional legacy bonus earned by keeping the government type for an extended and unbroken period, and a different configuration of Policy Card slots.
|Government||Required Civic||Military||Economic||Diplomatic||Wildcard||Effects||Legacy Bonus|
|Ancient (2 slots)|
|Chiefdom||Code of Laws||1||1||0||0||No bonus.||No bonus.|
|Classical (4 slots)|
|Autocracy||Political Philosophy||2||1||0||1||Capital receives +1 boost to all yields. 10% Bonus to wonder production.||Additional +1% Bonus to wonder production every ? turns.|
|Classical Republic||Political Philosophy||0||2||1||1||All cities with a district receive +1 amenity. 15% Bonus to Great People point generation.||Additional +1% Bonus to Great People point generation every 15 turns.|
|Oligarchy||Political Philosophy||1||1||1||1||All combat units gain +4 strength. 20% Bonus experience for units.||Additional +1% Bonus experience for units every 5 turns.|
|Medieval / Renaissance (6 slots)|
|Merchant Republic||Exploration||1||2||1||2||+2 trade routes. 15% Discount on gold purchases.||Additional +1% Discount on gold purchases every ? turns.|
|Monarchy||Divine Right||3||1||1||1||+2 housing in any city with medieval walls. 20% Bonus influence points.||Additional +1% Bonus influence points every 10 turns.|
|Theocracy||Reformed Church||2||2||1||1||Can buy land combat units with faith. All units gain +5 strength in theological combat. 15% Discount on faith purchases.||Additional +1% Discount on faith purchases every 15 turns.|
|Modern (8 slots)|
|Communism||Class Struggle||3||3||1||1||Land units gain +4 defense strength. Industrial Zone districts can defend. 10% bonus on all production.||Additional +1% bonus on all production every ? turns.|
|Democracy||Suffrage||1||3||2||2||Patronage of Great People costs 50% less gold. 30% bonus yields from district projects.||Additional +1% bonus yields from district projects every ? turns.|
|Fascism||Totalitarianism||4||1||1||2||All combat units gain +4 combat strength. 20% bonus on unit production.||Additional +1% bonus on unit production every ? turns.|
Additional slots Edit
Certain wonders and abilities award additional, free policy slots. These can be filled with cards of the appropriate type, regardless of a civilization's current government.
- Main article: Pantheons (Civ6)
|Dance of the Aurora||Holy Site districts get +1 Faith from adjacent Tundra tiles.|
|Sacred Path||Holy Site districts get +1 Faith from adjacent Rainforest tiles.|
|Monument of the Gods||+15% Production to Ancient and Classical era Wonders.|
|Lady of the Reeds and Marshes||+1 Production from Marsh, Oasis, and Floodplains.|
|God of the Open Sky||+1 Culture from Pastures.|
|Desert Folklore||Holy Site districts get +1 Faith from adjacent Desert tiles.|
|River Goddess||+1 Amenity to cities if they have a Holy Site district adjacent to a River.|
|Divine Spark||+1 Great Person point from Holy Site (Prophet), Campus (Scientist), and Theater Square (Writer) districts.|
|God of the Sea||+1 Production from Fishing Boats.|
|Goddess of the Hunt||+1 Food from Camps.|
|Fertility Rites||City growth rate is 10% higher.|
|Religious Idols||+1 Faith from Mines over Luxury and Bonus resources.|
|God of the Craftsmen||+1 Production from Mines over Strategic resources.|
|Goddess of Festivals||+1 Food from Wine, Incense, Cocoa, Tobacco, Coffee, and Tea Plantations.|
|Oral Tradition||1 Culture from Banana, Citrus, Cotton, Dyes, Silk, Spices, and Sugar Plantations.|
|God of the Forge||+25% Production toward Ancient and Classical military units.|
|Initiation Rites||+50 Faith for each Barbarian Outpost cleared.|
|God of Healing||Increases Healing by +30 in your Holy Site district, or any adjacent tiles.|
|Religious Settlements||Border expansion rate is 15% faster.|
|Goddess of the Harvest||Harvesting a resource or removing a feature receives Faith equal to the other yield's quantity.|
|Stone Circles||+2 Faith from Quarries.|
|God of War||Bonus Faith equal to 50% of the strength of each enemy unit killed within 8 tiles of a Holy Site district you own|
Note that adjacency bonuses from Mountain and Tundra don't stack, so for instance with Dance of the Aurora a mountain tile that's also tundra provides only +1 Faith to an adjacent Holy Site. However, the effect of Woods and Natural Wonders do stack with Tundra.
Overall, if there's nothing obvious (for instance 4 related tiles) to give you a solid push in a particular direction when you found your pantheon, there are some things to bear in mind:
|Stone Circles||Stone is all over the place. You'll probably find a lot of it, even if you can't see any at the start of the game. Expect to average more than one per city even if you aren't founding your cities to take advantage of this. So as it's +2 Faith (not +1 like a slew of other pantheons), it roughly doubles the worth of every Stone, Marble or Gypsum resource (remembering that we need to compare each not to nothing but to random resource free terrain). This should be your default, "I-have-no-idea-what-other-one-to-take" choice. Just pray that it's not taken already, but if it is then read on.
However, if you're not interested in pushing a religion, the Faith generation isn't a particularly valuable resource. Yes, it can be used for patronage of Great People and some other non-religious uses, but by and large you'd benefit more from something else. For non-religious civs, see the comments on Religious Settlements below.
|God of the Sea||Even on an islands map with high sea level you won't get as many of these as you'd like. Probably less than one per city on average. This could be a shock if you've played a lot of Civ V—you have been warned. This isn't to say that there won't be starting positions that favour it, but if you get one you probably don't have enough land for districts.|
|God of the Forge||This can be a solid choice if you're going for a fast aggressive start, especially if your unique unit is available in the Ancient or Classical Era. If not, it is doubtful that this will provide enough of an edge to make it worthwhile.|
|Divine Spark||The headline is probably the Great Prophet points, but if you can take something that provides Faith instead you'll get your two Apostles sooner and continue to reap the benefits throughout the game, so it's probably better to go that way and just lean on the more mundane ways of getting Great Prophet points. The other Great People points are mediocre—Great People aren't that great, because they come along too infrequently, even with this.|
|Initiation Rites||Best case scenario: one outpost every 4 turns or so — about 12.5 Faith per turn on average. Not a scratch on what you'll probably get from Stone Circles eventually because it won't scale well — as the territory is taken up, the barbarian outposts stop appearing.|
|Fertility Rites||Really poor because it's based on modified Food per turn. Take only as a last resort.|
|Religious Settlements||Probably the worst of all choices: you may have to buy 13% ((1 - 1 / 1.15) * 100) fewer tiles. Taking this would be worse than taking Fertility Rites, because population provides Culture, so you'd gain more border expansion (and the Culture, Science, etc.) from that over time.
However, the value of this pantheon extends beyond it being treated as a replacement for purchasing tiles - specifically, EVERY civ and EVERY city can benefit from it. Instead of needing 10 turns to claim the next tile, you only need 9. It can offset poor Culture generation for militaristic civs or maximize border growth for other civs. Yes, every tile claimed automatically is a tile that you didn't have to buy, but every tile claimed automatically will usually open up new tiles for purchase. It helps you reach key resources faster, and again, is passively applied to every city you've got.
Moreover, this is a GREAT choice for any civ that doesn't really care much about pushing their own religion, as the primary (but not the only) purpose of Faith is to purchase religious units. Unlike so many pantheon beliefs which rely on having specific resources nearby (which you now shouldn't harvest or you lose the bonus), this is one that any civ and any victory type can benefit from at every stage of the game.
Victory Conditions Edit
- Main article: Victory (Civ6)
There are five victory conditions in Civ6, corresponding to many of the major aspects of the game. You can win by focusing on scientific advancement and ultimately establishing a base on Mars. Cultural victory returns from its debut in Civ5 and looks similar to the incarnation in Brave New World; it triggers when you attract more visiting tourists than any country has domestic tourists. Religious victory replaces the Diplomatic Victory from Civ5 and requires that you become the predominant religion (followed by > 50% of cities) in every civilization in the game. Score and Domination victories return as well.
- Civilization VI - E3 Walkthrough (Developer comentary)
- Sid Meier's Civilization VI on Steam
- Civilization VI Analyst: Overview
- 2016-05-25 IGN — Civilization 6's New Game-Changer Features
- 2016-05-25 GameSpot — Civilization 6: How Much Has Changed Since Civ 5?
- 2016-05-25 PC Gamer — New looks and classic gameplay: 60 turns of Civilization 6
- 2016-05-11 PC Gamer — Civilization 6: everything you need to know
- 2016-05-11 Polygon — Civilization 6 is coming in October, with big changes
- 2016-05-11 Rock, Paper, Shotgun — Civilization VI Releases October: Here’s Every Detail
- 2016-05-11 IGN — Three ways Sid Meir's Civilization 6 radically reinvents itself: City-building, science, and diplomacy
- 2016-05-11 Time — 6 Reasons Civilization 6 Sounds Totally Different From Past Games
|Civilization VI |