![]() Also, the production cost of builders increase with each one you build. These units (initially) have 3 build "charges" and disappear after all three are used. Tile improvements are now done by builders. I would have been fine with 1 unit per tile if they would have excluded enemy units and drastically increased movement speed as the game progressed. Additionally, the military support units (siege towers) don't ever upgrade to something with better movement, turning what should be a blitz into a slog. Moving any decent number of troops long distances is VERY tedious, as you can't really choose a destination more than 1 or two turns away because as new military units move into your unit's path, it will get rerouted or have it's movement interrupted.Ĭombine the above with what seem to be ABSURD movement penalties, and it is not uncommon to find a difference of 15-20 turns between one conquered civs territory and your next targets. With 7 other civs and up to 12 AI city states, the map can get very crowded very fast, turning army movement into a logistical nightmare. This in and of itself isn't necessarily a bad thing, but that one unit per tile includes the AI's units. You CAN have different types of units on the same tile, for example a swordsman and a builder, but not a swordsmen and a knight. This means you can't have a huge stack of doom anymore. I'm not sure of all the different types of units, but there are definitely distinctions between military, support, and great people. Maybe you will too.Ĭiv 6 only allows one unit of each type per tile, a BIG departure from Civ 4. Personally I find them to be another way to get screwed by the RNG, but a lot of players who are better than I am find them very useful. These offer boosts to your technology and civics (the civics system in Civ 6 is essentially a separate tech tree that improves through your cultural output) when you complete certain goals, for example killing 3 barbarians gives a boost to the bronze working tech. It adds another dimension to city planning and forces you to think about what is more important, short term or long term gain.Īnother feather that I'm indifferent about is the system of "eurekas" and "inspirations". ![]() I was torn on this but decided to add it to the good section. On tiles that have certain resources, civ 6 gives you the option of improving the tile (with a farm, camp, quarry, etc) for a permanent small yield increase, or to "harvest" the resource for big one time boost but lose the resource. Placing districts and wonders throughout your city's workable area makes it much more realistic and adds to the immersion in my opinion. I also really like the "district" system. Having the ability to use faith to buy buldings and units is a nice addition too. I find the different tiers of religious units and the religious combat system to be cool and fun. The religion system is much more robust and interesting. Combat is almost always a multi turn process now (unless one of the combatants is an era or two above the other on the tech tree) and giving cities their own built in defenders was a welcome change for me. Though it was sort of annoying at first, I actually kind of came around to the combat style of Civ 6. Obviously Leonard Nimoy was the perfect person to read the new technology quotes, but Sean Bean is pretty great in his own right. The sound track, the ambient sounds, and especially the combat sounds (no more annoying horn sounds when you win a round). I find the sound to be a HUGE improvement. ![]() I've seen a few people ask about how they compare so I figured I'd share my thoughts as a long time Civ 4 player who has recently started on Civ 6. I just downloaded Civ 6 with the free promotion from Epic games and spent the last week playing it.
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