Civilization VI Gathering Storm The second major expansion for Sid Meier's Civilization VI. Gathering Storm enriches this production with a number of climate and geological aspects. In addition, raw materials and topography of the site or the opportunity to speak at the world congress play an important role. Storm Gathering is the title of the second major expansion of Sid Meier's Civilization VI - a 4X turn-based strategy from 2016. Like the base version of this production, the add-on was developed by Firaxis Games Studio. Civilization VI Gathering Storm for PC Download Sid Meier's Civilization VI: Gathering Storm primarily enriches the game with a number of aspects related to climate and geology. Natural disasters such as tornadoes or dangerous sandstorms that rush down from the river banks and erupt volcanoes have accompanied every civilization since ancient times. Since the industrial age, with increasing consumption of coal and other fuels, the whole world has been exposed to increasing global warming, increasing the frequency of harmful phenomena and ultimately raising sea levels as well. This leads to flooding of districts and towns on the coasts. Even before founding your first city, you need to consider potential threats and think ahead. Whenever possible, you should also consider investing in renewable energy sources. The creators also presented the possibility of building canals and dams on the rivers.
Another topic is the World Congress - by talking about it, we influence the fate of the whole world, gaining potential allies and influences. By attending special sessions, voting on resolutions or using allied favors, we get points to achieve diplomatic victory. The expansion also introduces a new (information) era, eight civilizations and nine previously unavailable leaders. The list of additions also includes a whole new post-nuclear era, additional units, buildings, districts and technologies, as well as world and natural wonders. The authors also introduced a number of minor fixes and bonuses, such as updating scientific and cultural victories, expanding the spy system, or enriching the game with new historical moments. Sid Meier's Civilization VI: Gathering Storm introduces two new scenarios. Players who prefer solo play can visit The Black Death mission, which takes place in Europe and western Asia in the 14th century and where the titular Black Death rages. Your task here is to guide your civilization through this difficult historical period. The second scenario is the multiplayer war machine set on the eve of World War I. At the time, the German army intended to attack neutral Belgium and France before those countries could mobilize their forces to oppose them.
CPU: Intel Core i3 2.5 Ghz or AMD Phenom II 2.6 Ghz or greater
RAM: 4 GB
OS: Windows 7x64 / Windows 8.1x64 / Windows 10x64
GPU: 1 GB & AMD 5570 or nVidia 450
HDD: 12 GB
One of the foundations of Civilization VI Gathering Storm as a series is that you can't just lose the game. We may not win a cosmic, religious or military race against our opponents and ultimately end up outside the podium, but the game cannot just end.
For this reason, the idea of adding global warming - a phenomenon with a clear potential to end life on our planet seemed like a strange choice. And when we sit down to play, we find out that this patent probably does not quite fit here. Civilization VI Gathering Storm The game scares us with melting glaciers and rising sea levels, but when the white caps run out and a few random fields on the coast go under the water, nothing happens. And that's a bit of a disappointment.
The mechanics of global warming itself have some interesting changes to how the game's strategic resources look. Until now, they were only marked as income and we traded this profit with other players, exchanging +2 horses per turn for a work of art or a certain amount of gold.
It was a bit problematic, because the game was very confusing to which cities could benefit from such income from steel or horses, and if we lacked connection with a distant colony, it could have a problem with deploying units. Civilization VI Gathering Storm Now resources have become a countable currency, something that we actually store for sale or use in a later turn, and consuming these acquired resources contributes, in the case of fuels, to an increase in global temperature.
The problem is that it is quite difficult in Civilization VI Gathering Storm to trace how many minerals are "too much". The game shows us how many points we scored in the competition for the biggest poisoner on the planet, but it is practically impossible to trace the influence of individual units and cities on this phenomenon. It also makes it hard for the game itself to learn what to do in order not to cause a global catastrophe. Instead, we get buildings and improvements that protect entire fields from flooding, so that we do not have to bother too much.