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Civilization VI Review

Civilization VI Review

On one hand you can count series that are more than twenty years old and regularly enrich themselves with unsatisfactory fans of the game. These can be better or worse - but they always maintain a certain level. Undoubtedly among this elite group is a strategic series named after popular programmer Sid Meier. Civilization VI is a part that is "just" an improved version of the "five" on many levels, but it also introduces big changes that didn't exist before - the most important of which is, of course, the development of cities beyond their original field. The end result of this mix of new and old is one of the best (among the Premiere releases), if not the best episode of the series. The title has a few classic problems, with an emphasis on average artificial intelligence, but that doesn't prevent the "one more turn" syndrome from occurring - and that's probably the best recommendation you can give to Civilization.

Civilization VI

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The highest-profile indictment against Civilization V concerned missing content from the "Four" - such as about the religion system or espionage. The title was defended with new combat mechanics, but some players felt full satisfaction only after the release of two add-ons that introduced new methods of achieving victory. The developers of Firaxis - unlike the creators of Sims - understood that this is not the case and, preparing the sixth part, introduced almost all the solutions of the "five" with additions from the very beginning. As a result, we got an extremely extensive production in which we - as commanders of one of 19 nations - compete with other nations on the battlefields, in laboratories and even with ... hard rock, i.e. (pop) culture. In Civilization VI we can win in five different ways. The easiest path to success is through religion, the hardest through military conquest of the whole world, but all paths to the goal are satisfactorily developed. But the creators deserve a big plus at the beginning. Fortune Teller Fun Paid add-ons are being prepared for Civilization VI (and work is probably already underway). We can already play fortune tellers and speculate what will be inside them. I believe that in one of them the authors will introduce a deepened system of diplomacy and a new world congress - I hope it will be better than that of the "five". In the "Six" the developers canceled the diplomatic victory, but hinted that he would come back. I also hope to expand the game with orbit and seas - like in Beyond Earth.

Among the innovations that appeared in Civilization VI, the most important is the introduction of districts, and with it a real revolution in city management. From now on, most of the buildings are not within the walls of our settlement, but on the surrounding fields. We build all buildings in special districts, such as: military, scientific, religious, and so on (there are twelve of them), and some nations have unique districts. This means that tending to city development these days takes more time and requires more precision, especially in the early stages of the game, but it's also more fun. And that's just the beginning of good changes in Civilization. In any case, I rate the majority of these innovations positively. I like converting workers to builders because it's fun again to upgrade the fields around cities - because builders have a limited number of loads and you can't automate their work. Road building, on the other hand, is partially automatic as the trade caravans are now doing it, and our only job is to set goals for them - that seems fine. I appreciate the interesting city-state system, a great idea for introducing a second culture-based development tree (we're talking about ideas), as well as reducing the group of great people but giving them individual traits.

Throughout its history, the Civilization series has explored the theme of quantity versus quality. In older versions, the former had the advantage, but in the "five", incl. By limiting the number of units in a single specialty to one, more emphasis was placed on quality. Owning too many cities was tedious, so conquests had to be carefully considered. Civilization VI again combines the new with the old, with the focus on the quality of the units on the one hand, but on the other hand not making it more difficult, but even encouraging the player to found or conquer many settlements. Ending nationwide happiness and bringing it back to individual cities means we don't have to worry if some of them run out of luxuries - our empire won't suffer much. Civilization VI is the prettiest installment in the series, and also the biggest at release date, but that doesn't mean the title is flawless. At first glance it may seem so, but after several dozen hours we come to the conclusion that production is most affected by weak artificial intelligence. In this respect, the "six" is theoretically a corrected version of the "five", so computer opponents behave more rationally because they follow their agendas (one constant, one random), yet one should not expect any sharpness or cleverness from it - they are obtained at higher levels they only provide specific bonuses (sometimes called cheats by players), and they are also more aggressive.

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