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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.
|Civilization||Leader||Civilization Ability||Unique Unit||Unique Infrastructure|
|American||Teddy Roosevelt||Founding Fathers
Earn government legacy bonuses in half the usual time.
|P-51 Mustang||Film Studio|
|Arabian||Saladin||The Last Prophet
If Arabia has not founded a religion and only one more Great Prophet may be earned, Arabia immediately receives the final prophet.
|Aztec||Montezuma||Legend of the Five Suns||Eagle Warrior||Tlachtli|
|Brazilian||Pedro II||Amazon||Minas Geraes||Carnival District|
|Chinese||Qin Shi Huang||Dynastic Cycle
Eurekas and Inspirations provide 60% of the cost of civics and technologies rather than 50%.
|Crouching Tiger||Great Wall|
Districts and wonders are built 15% faster if adjacent to a River. Floodplains do not block the placement of districts and wonders.
|Maryannu Chariot Archer||Sphinx|
Each Archaeology Museum holds +3 Artifacts and can support an additional Archaeologist.
|Sea Dog||Royal Navy Dockyard|
|French||Catherine de Medici||Grand Tour
+20% Production toward Medieval, Renaissance, and Industrial era wonders. Tourism from wonders of any era is doubled.
|German||Frederick Barbarossa||Free Imperial Cities
Each city may construct one more district than its population would normally allow.
Receive +1 wildcard policy slot regardless of government type.
Cities gain the follower beliefs of all religions practiced within them.
|Japanese||Hojo Tokimune||Meiji Restoration
Districts receive +1 standard adjacency bonus if adjacent to another district.
|Kongolese||Mvemba a Nzinga||Nkisi||Ngao Mbeba||Mbanza|
Units may enter deep ocean after researching Shipbuilding. No additional movement cost to embark or disembark.
|Roman||Trajan||All Roads lead to Rome||Legion||Bath|
|Scythian||Tomyris||People of the Steppe
Receive two units instead of one when building any Light Cavalry or the unique Saka Horse Archer.
|Saka Horse Archer||Kurgan|
|Spanish||Philip II||Treasure Fleet
Extra yields from inter-continental trade routes. May combine ships into fleets earlier than other civilizations.
Whenever Sumeria clears a barbarian outpost, receive a tribal village reward.
- 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)
|Alhambra||Castles||710||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.|
|Broadway||Mass Media||2100||On flat land next to a theatre district|
||Must be built on Rainforest|
|Colosseum||Games and Recreation||400||
||Must be built on flat land adjacent to an Entertainment Complex district.|
||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.|
|Estadio Do Maracanã||Professional Sports||2835||
||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|
||Must be built on desert (including floodplains) without hills.|
||Must be built adjacent to a Commercial Hub district with a Market and adjacent to Cattle.|
||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.|
||Must be built next to a river.|
|Huey Teocalli||Military Tactics||710||
||Must be built on a Lake tile adjacent to land.|
||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.|
||Must be built on desert or floodplains without hills.|
|Potala Palace||Astronomy||1170||Must be built on a hill adjacent to a Mountain|
||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.|
||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
|Piopiotahi||+1 gold, +1 culture and +2 appeal to all adjacent tiles.||Breathtaking (5)||3 tiles; impassable||Coast|
|White Cliffs of Dover||+3 culture and +2 gold||2 tiles||Cliffs|
|Mount Everest||+1 faith to adjacent tiles, religious units who move to an adjacent tile ignore hills permanently||3 tiles, impassable||Mountain|
|Crater Lake||+1 Science and +4 Faith and fresh water source||1 tile||Lake|
|Dead Sea||+2 Faith, +2 Culture, adjacent units completely heal when ending their turn on an adjacent tile||2 tiles||Lake|
|Galapagos Islands||+2 science to all adjacent tiles||2 tiles, impassable||Coast|
|Great Barrier Reef||+3 food, +2 science||2 tiles||Coast|
|Kilimanjaro||+2 food to adjacent tiles||1 tile, impasssable||Mountain|
|Pantanal||+2 food, +2 culture||4 tiles||Marsh|
|Torres del Paine||Doubles yields of adjacent tiles||2 tiles, impassable||Mountain|
|Tsingy de Bemaraha||+1 culture, +1 science to adjacent tiles||1 tile, impassable||Mountain|
|Yosemite||+1 gold, +1 science to adjacent tiles||2 tiles, impassable||Mountain|
- 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.
|City-state||Type||Unique Suzerain Bonus|
|Amsterdam||Trade||Your Trade Routes to foreign cities earn +1 Gold for each luxury resource.|
|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.|
|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||Jerusalem 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 Head 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.|
|Nan Madol||Cultural||Your districts on or next to Coast tiles provide +2 Culture.|
|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||Military||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.
|Dance of the Aurora||Holy Site district get +1 faith from adjacent Tundra tiles.|
|Sacred Path||Holy Site district get +1 faith from adjacent Rainforest tiles.|
|Monument of the Gods||Construct Ancient and Classical Wonders 15% faster.|
|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||Construct Ancient and Classical military units 25% faster.|
|Initiation Rites||+50 faith for each barbarian outpost cleared.|
|God of Healing||Increases healing by +30 in your Holy Site district and 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.|
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 |