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 that "As civilization grows, warfare becomes less and less the normal condition of foreign relations."
- Espionage and gossip is now the primary means of learning intel on rival civilization 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 Napoleonic era to form a "corps" that is 40% stronger. Later a third unit can be added to form an "army" in the industrial era a century after. 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 which is sufficiently close to the sea may also build ships!
- Great People now have unique bonuses, similar to the Founding Fathers in Colonization.
- AI controlled players now follow Agendas; each civilization leader has a historical agenda which 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 settlements.
- City-States return, with each individual 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||Garde Imperiale||Chateau|
|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
All cities start with a Trading Post, and new cities within trade range of the capital start with a road. Trade routes provide extra Gold for each Roman city they pass through.
Founded cities begin with additional territory. Tundra tiles provide +1 Production and +1 Faith.
|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.
Districts themselves act as containers for buildings of the same type. For instance, the Research Campus district may contain buildings such as a Library, University, and Research Lab.
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.
Known Districts Edit
The following lists all known districts. Unique buildings and districts are in italics.
| Holy Site|
|Religion and Faith||Shrine|
| Theater Square|
Royal Navy Dockyard
+1 Gold from each adjacent coastal resource.
|Commercial Hub||Trade and Gold Production||Market|
| Industrial Zone|
| Entertainment Complex|
- Main article: Wonder (Civ6)
|Wonder||Tech/or Civic Requirement||Yield||Bonus||Tile Requirement|
|Alhambra||Castles||+2 Amenities||+1 Military policy slot
Provides the same defensive bonuses as the Fort improvement
|Must be built on Hills adjacent to an Encampment district|
|Big Ben||Economics||+6 Gold||+1 Economic policy slot
Doubles current treasury
|Must be built next to a River adjacent to a Commercial Hub district with a Bank|
|Bolshoi Theatre||Opera and Ballet||+2 Great Writer points per turn.||Awards 2 randomly-chosen free civics when completed.||Must be built on flat land adjacent to a Theater Square district.|
|Broadway||Mass Media||Gain a free random Atomic Era civic boost||On flat land next to a theatre district|
|Chichen Itza||Guilds||+2 Culture and +1 Production to all Rainforest Tiles for this city||Must be built on Rainforest|
|Colosseum||Games and Recreation||+1 Culture, +1 Amenity||+1 Amenity and +1 Culture for all cities.||Must be built on flat land adjacent to an Entertainment Complex district.|
|Colossus||Shipbuilding||Grants a Trader unit.||Must be built on coast and adjacent to a harbor district.|
|Cristo Redentor||Mass Media||+4 Culture|| Tourism output from Relics and Holy Cities is not diminished by other civilizations who have researched The Enlightenment civic.
Doubles Tourism output of Seaside Resorts across your civilization.
|Must be built on Hills.|
|Eiffel Tower||Steel||All tiles in your civilization gain +2 Appeal||Must be built on flat land adjacent to City Center.|
|Estadio Do Maracanã||Professional Sports|
|Forbidden City||Printing||+5 Culture||Gain a permanent Wild Card policy slot||On flat land adjacent to city center|
|Great Library||Recorded History||+2 Science, +1 Great Scientist point per turn, 2 Great Works of Writing slots||Receives boost to all Ancient and Classical era technologies.||Must be built on flat land adjacent to a Campus with a Library|
|Great Lighthouse||Celestial Navigation||+3 Gold, +1 Great Admiral point per turn||+1 Movement for all naval units.||Must be built on the coast and adjacent to a harbor district with a lighthouse|
|Great Pyramids||Masonry||+2 Culture||Grants a free Builder. All Builders can build one extra improvement.||Must be built on desert (including floodplains) without hills.|
|Great Zimbabwe||Banking||+5 Gold+2 Great Merchant points per turn.||+1 Trade Route capacity.Your Trade Routes from this city get +2 Gold for every Bonus resource in this city's territory.||Must be built adjacent to a Commercial Hub district with a Market and adjacent to Cattle.|
|Hagia Sophia||Education||+4 Faith, +2 Great Prophet points per turn||Missionaries and Apostles can spread religion 1 extra time.||Must be built on flat land adjacent to a Holy Site district, and player must have founded a religion.|
|Hanging Gardens||Irrigation||Increases Growth by 15% in all cities.||Must be built next to a river.|
|Hermitage||Natural History||+3 Great Artist points per turn+4 Great Works of Art slots||Must be built next to a river.|
|Huey Teocalli||Military Tactics||+1 Amenity from Entertainment for each adjacent lake tile. +1 Food and +1 Production for each Lake tile in your empire||Must be built on a Lake tile adjacent to land.|
|Mahabodhi Temple||Theology||+4 Faith||Grant 2 Apostles.||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||+2 Faith, +2 Relic slots||All Apostles you create gain the Martyr ability in addition to a second ability you choose normally.||Must be built on Floodplains or Marsh|
|Oracle||Mysticism||+1 Culture, +1 Faith||Patronage of Great People cost 25% less Faith. Districts in this city provide +2 Great Person points of their type||Must be built on hills.|
|Oxford University||Scientific Theory||+3 Great Scientist points per turn, +2 Great Works of writing slots||+20% Science in city, and awards 2 randomly chosen free technologies when completed.||Must be built on Grasslands or Plains adjacent to a Campus district with a University.|
|Petra||Mathematics||+2 Food, +2 Gold, and +1 Production on all Desert tiles for this city (non-Floodplains)||Must be built on desert or floodplains without hills.|
|Potala Palace||Astronomy||+2 Culture, +3 Faith||+1 Diplomatic Policy slot||Must be built on a hill adjacent to a Mountain|
|Ruhr Valley||Industrialization||+30% Production in this city, and +1 Production for each Mine and Quarry in this city.||Must be built along a River adjacent to an Industrial Zone district with a Factory|
|Stonehenge||Astrology||+2 Faith||Grants a free Great Prophet. Great Prophets may found a religion on Stonehenge instead of a Holy Site.||Must be adjacent to Stone and on flat land.|
|Sydney Opera House||Cultural Heritage||+8 Culture+5 Great Musician points per turn
+3 Great Works of Music slots
|Must be built on coast adjacent to a Harbor. Cannot be built on a lake.|
|Terracotta Army||Construction||+2 Great General points per turn||All current land units gain a promotion level. All Archaeologists from the owner may enter foreign lands without Open Borders||Must be built on Grassland or Plains adjacent to an Encampment district with a Barracks or Stable.|
|Venetian Arsenal||Mass Production||+2 Great Engineer Points per turn||Receive a second naval unit each time you train a naval unit.||Must be built adjacent to the coast and adjacent to an Industrial zone district.|
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 Bemahara||+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 they have six or more envoys present. If two or more civilizations are tied for influence, there is no suzerain. The suzerain receives a suzerain bonus unique to the city-state in question. Suzerains may pay gold to assume control of their allied city-states' military units for a fixed number of turns.
Envoys are individuals that civilizations can send to a city-state. Sending one allows you to view that city-state's quests and gain a small amount of influence. Completing these quests grant you additional envoys to that city-state, which translates to greater influence.
Except for certain (currently unknown) circumstances, envoys may not be removed from a city-state except during times of war.
Influence with a city-state grants benefits to your civilization, such as additional science, faith, unique luxuries, etc. With enough influence, the city-state will join you in war or even lend their units to you for a short time.
- 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
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:
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 |
|Sid Meier's Civilization|
Official related games: