General Civ VI Revealed Info Thread

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Chessrook44

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Okay, so we have a thread discussing Civilization VI's civs and who will be which civ... let's make this one more general, and discuss the things that the game is actually adding and changing.

The main knowledge I know of is coming from the videos of a LPer Quill18, who was flown out to play 60 turns of the game, and was given a gameplay video to show to others. He then posted a pair of vids discussing it, linked in the spoiler below.


Of course the videos ARE long (an hour's worth for both videos) so I'll put in some sum-ups of the notable things mentioned here.

--Religion: Yes, this is present from the start. Huzzah!
--Civic System: Policies from Civ V are gone. It is replaced by Civics, unlocked through a tree in a manner similar to Technologies, except using Culture points. These are used to unlock buildings and wonders, as well as policies and government types.
--Builders: Workers are gone. Instead, you have Builders. These units build tile improvements instantly, but can only build them about four times before you need to make another builder.
--Districts: Several city improvements are now built on tiles specifically. They can gain bonuses from tiles around them, hence why they are built on tiles.
--Wonders: Wonders now must be built ON an actual tile. This, and the previous note, has me very worried as it severely hampers those who like building "Tall" instead of "Wide". If you want to build all the Wonders, you need to have a tile available for every Wonder, and if you only have one city, or your city only has a few available tiles, your building is severely hampered.
--Eureka!: Every tech and civic you are researching can gain a sudden boost if you complete an objective while it's being researched. For example, if you are researching Writing and meet a new Civ, you gain a bit of completion for that tech.
--Barbarians: Barbarians have gotten scarier. Camps will occasionally send out Scout units and, if a scout finds your city and gets back to the encampment it came from, the Barbarians will spawn a city invasion force.
--Happiness: Global happiness is gone. Instead, there is only city happiness, represented by how many amenities you have. In addition, cities are limited in how big they get unless you build more housing.
--Agendas: AI-Controlled Civilizations now have two agendas that influence how they act. One is a civ-specific agenda. Examples given are America, who likes peaceful civs but hates civs that start wars, and Egypt, who likes civs with strong militaries and dislikes civs with weak militaries. Simple examples, but there could be more complex civs out there. In addition, each AI-controlled Civ has a secret, randomly assigned agenda, which includes wanting the biggest military, wanting all of the wonders, etc. and getting in the way of this could cause them to dislike you.
--Governments and Policy Cards: This part I didn't quite understand fully, however from what I can tell you can change your government type as you play, and which government you are defines how many of the different types of Policy Cards you can use. Policy Cards, meanwhile, can provide various small bonuses such as a bonus to wonder production or units gaining a bonus to damaging barbarians.
--City-states: No longer do you toss coin at a city state to get Influence with them. Instead, you can invest envoys into a City-state. The more envoys you invest, the better the benefit you gain from the City-state.
--Support units: You are still limited to one unit per tile. However, now you can link military and non-military units together and they may provide bonuses. For example, linking a battering ram (not military) to a warrior group (military), it gives a bonus to breaching walls of a city.

There may have been a few other small things mentioned in the video and discussed that I either missed, didn't fully understand, or felt weren't important enough to note. So! What do you guys all think of this?
 

Cowabungaa

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I like the changes you listed, definitely. Barbarians might actually be interesting now, research more dynamic, city development more dynamic. All in all, so far, I get the idea that you'll be a lot more involved in creating your empire. I loved Civ 5 (with expansions that is) but it did at one point became very drone-like. I just sort of clicked stuff on auto-pilot and my empire grew.

For now I'm hoping that diplomacy will be a lot more interesting and involved than before. I'm also keeping my fingers crossed for cool subterfuge stuff. More info about how religion works, hopefully a bit more impactful than before, would be nice as well.

Also, as a small sidenote, it seems that through that new Trader mechanic building long roads will no longer be such a goddamn hassle.
 

Zenja

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Civic System/Governments/Policy Cards: I like this. It seems like a good step up from Civ 4 if it is done right. By the sounds of it in the video, it sounds like a good system. Though I would have to see more details myself - but I do agree that this looks like a great improvement. I didn't like the policy thing in Civ 5.

Builders/traders: I like this. It removes tedium and I see some other potential benefits but I need to see the ful economy system to know what applies.

Districts: Like it. Population is now supported by "cottages". Even farms provide some housing. Yet food is still the resource needed to grow.

Wonders: Like it. Having to build them on tiles prevents a city from specializing in wonder production. While that may be a viable strategy in previous games, it puts a damper on "recreating history" and we still dont know the extent of how wonders are balanced in relation to this. I see this as a positive.

Eureka!: I don't like this and think that shortly after release we will all know whether or not these are overpowered or underpowered. It may work, but I am cautious of this. I would rather it be straight research.

Support Units: Better than 1 UPT but I will wait and see on this. If done well, it could help the 1UPT trainwreck, but we'll see. This could be bad too. 2 UPT would be better IMO. But this is like 1.5, it could work.

City States: I am not real big on the idea of city states unless the maps get bigger, but I guess it is better than in Civ 5.

Glad to see Global happiness gone.

Agendas: I am excited about this. This could make diplomacy a blast.
 

Saelune

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I will have to play it before I can know what I do and don't like.

Though I know that a lot of people are critical of having one unit per tile, but I prefer that. Massive unit stacks are messy and cumbersome, and I think 1UPT is more streamlined and understandable. The new support unit system hopefully will be a good balance between less units, but more depth.
 

meiam

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Glad there keeping 1 unit per stack, it's just make the fight so much more strategic and means city placement matters a lot from a military point of view. Stack of doom made military fight so boring, I don't think it would have held up in today world, just look at stellaris that just release, it's fight are essentially super stack and its easily the least interesting aspect of the game.

I'm wondering how "tall" city will be able to grow, I definitely like the low number of city better than spamming them, maybe well be able to continuously grow city and expand even further than the 3 tile away. I'm cool with wonder take physical space and building benefitting from surrounding land bonus is really nice (someone played endless legend and improve the district system, YAY!).
 

Zenja

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This reveal shows a little bit more on the card system for civics. As well, it shows that units can destroy other units with 1 battle, which is a positive for me. It also shows some units can withstand attacks better. Can't wait for Oct 21.
 

Sonmi

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Meiam said:
Glad there keeping 1 unit per stack, it's just make the fight so much more strategic and means city placement matters a lot from a military point of view. Stack of doom made military fight so boring, I don't think it would have held up in today world, just look at stellaris that just release, it's fight are essentially super stack and its easily the least interesting aspect of the game.
You can stack two units on the same tile, IIRC.







We have official confirmation of Cleo being the Egyptian leader (heh) and have a first look at what she looks like.

We also now a clearer view of what Qin Shi Huang looks like.

And they officially revealed that Hojo Tokimune will be Japan's leader, which hints towards a more defensive and pacific nature than the ultra-aggressive Nobunaga in Civ V.