Since Civ5 was released late last year it has caused much controversy and divided the Civ fan community. All the debate about the relative merits and drawbacks of Civ5, including repeated requests from Civ5 supporters for Civ5’s detractors to come up with “constructive criticism” of the game, has compelled me to think about what my ideal Civ game would look like. Over the past few months I’ve come up with a range of ideas about what should be in Civ6 (if there ever is a Civ6). I’ve decided to put them all out there together in this thread, in an effort to paint a full, blue-sky picture of my ideal Civ game.
I have decided to use Civ4: BTS as my template, because in my opinion it represents the pinnacle of the Civilization series to date. So if there are any aspects of the game I have not commented on, it’s probably safe to assume that I would intend those aspects to be treated the same way as they are in Civ4:BTS. Many (but not all) of the ideas outlined below have already been pioneered in other TBS empire building games and Civ4 mods. I take no shame in borrowing these ideas because 1) they are good ideas, 2) the have been proven to work in previous games and mods, 3) it’s generally easier to incorporate and refine an idea which all ready exists elsewhere rather make a new one up from scratch, and 4) they will help those who have played other TBS empire building games and mods to understand and master Civ6.
This thread is as much about me getting all this off my chest as it is about seeking other people’s feedback. So with that said, here is my blue-sky vision for Civ6.
Game philosophy
Standing the Test of Time
The End of Victory
Unit and combat system
The most heated debate over Civ5 has been centred on its unit and combat system. Many have lavished praise on Civ5’s 1upt system and passionately defend it as a brilliant and much needed innovation in response to Civ4’s “stack of doom” (SOD). Many others have heaped scorn on it, calling it a misguided attempt to bring a tactical warfare system to a grand-strategy game, even going so far as to blame many of the other major short-comings of Civ5 on the 1upt system.
I’m inclined to agree with the latter group’s arguments on this issue. SODs definitely had their drawbacks (putting stress on computers and increasing loading times in the late-game, “suicide catapults”, tedious and time-consuming one-to-one unit combat between stacks), but the 1upt was an extreme over-reaction to this issue. Now instead of SODs Civ5 players have to contend with unit movement logjams created by “carpets of doom” which make unit movement even more difficult and tedious than Civ2’s “zone of control” mechanic.
Many compromise-solutions have been proposed to the 1upt/SOD debate (e.g. giving units “mass”, health penalties for stacked units, and various others). To me all this effort to figure out a solution to the 1upt/SOD debate is unnecessary, because a good solution has essentially already been created. In fact it has been around for more than 10 years now. I am referring to the unit and combat system pioneered by Civilization: Call to Power.
Call to Combined Arms
Artillery bombardment
Resource Limits for Units
War Readiness
Troop morale
War ideas from Civ5
Weapons of mass destruction
Missile Silos
Mutually Assured Destruction
Nuclear winter
I have decided to use Civ4: BTS as my template, because in my opinion it represents the pinnacle of the Civilization series to date. So if there are any aspects of the game I have not commented on, it’s probably safe to assume that I would intend those aspects to be treated the same way as they are in Civ4:BTS. Many (but not all) of the ideas outlined below have already been pioneered in other TBS empire building games and Civ4 mods. I take no shame in borrowing these ideas because 1) they are good ideas, 2) the have been proven to work in previous games and mods, 3) it’s generally easier to incorporate and refine an idea which all ready exists elsewhere rather make a new one up from scratch, and 4) they will help those who have played other TBS empire building games and mods to understand and master Civ6.
This thread is as much about me getting all this off my chest as it is about seeking other people’s feedback. So with that said, here is my blue-sky vision for Civ6.
Game philosophy
Spoiler :
In Civ5 there definitely seems to have been a move toward “streamlining” Civ in order to make it more accessible and appealing to the “casual gamer”, and easier to win particularly on higher difficulty levels. Let me say from the outset that I disagree with this approach. I want a Civ game which is realistic and complex; I want an empire-building/civilization/alt-history simulator, not a cheesy war game with a building component tacked on. As one Civ fanatic put it:
A Civilization game will never be both a good Civilization game and a good casual game: a good casual game is a game that's easy to pick up, easy to play and easy to put down. A good Civilization game is a game that's hard to put down. (Leif Roar, http://forums.civfanatics.com/showthread.php?t=411195&page=5 )
I couldn’t have said it better myself. A good Civ game should also be one that is hard to ‘pick up’ – for me, a big part of the fun of Civ games is negotiating the learning curve and figuring it all out. That way it is much more satisfying when you eventually master the game because you put so much time and effort into it, rather than just being able to pick it up and beat it on a medium or high difficulty level on the first go.
Not only would my blue-sky Civ6 be more complex and challenging than Civ5, it would be more complex and challenging than any Civ sequel to date. In real life, civilization is basically a giant society-wide problem-solving exercise; by solving its initial problems, a civilization inevitably generates more problems which it must also solve, and the solutions to these additional problems generate their own problems in turn. This cycle continues escalating so long as the civilization can keep solving problems faster than they arise. But when its problem solving capacity becomes overwhelmed by the problems it faces (for whatever reasons), then that civilization inevitably collapses and meets its demise. My ideal Civ6 game would endeavour to simulate this relentless escalating problem-solution cycle which, imo, is the essence of what civilization is all about in real life. To that end, the two key components of Civ6’s core philosophy are: a paradigm shift in the main objective of the game away from “victory” and towards survival and longevity; and the end of “Victory Conditions” as we now know them.
A Civilization game will never be both a good Civilization game and a good casual game: a good casual game is a game that's easy to pick up, easy to play and easy to put down. A good Civilization game is a game that's hard to put down. (Leif Roar, http://forums.civfanatics.com/showthread.php?t=411195&page=5 )
I couldn’t have said it better myself. A good Civ game should also be one that is hard to ‘pick up’ – for me, a big part of the fun of Civ games is negotiating the learning curve and figuring it all out. That way it is much more satisfying when you eventually master the game because you put so much time and effort into it, rather than just being able to pick it up and beat it on a medium or high difficulty level on the first go.
Not only would my blue-sky Civ6 be more complex and challenging than Civ5, it would be more complex and challenging than any Civ sequel to date. In real life, civilization is basically a giant society-wide problem-solving exercise; by solving its initial problems, a civilization inevitably generates more problems which it must also solve, and the solutions to these additional problems generate their own problems in turn. This cycle continues escalating so long as the civilization can keep solving problems faster than they arise. But when its problem solving capacity becomes overwhelmed by the problems it faces (for whatever reasons), then that civilization inevitably collapses and meets its demise. My ideal Civ6 game would endeavour to simulate this relentless escalating problem-solution cycle which, imo, is the essence of what civilization is all about in real life. To that end, the two key components of Civ6’s core philosophy are: a paradigm shift in the main objective of the game away from “victory” and towards survival and longevity; and the end of “Victory Conditions” as we now know them.
Standing the Test of Time
Spoiler :
As far back as I can remember, Civ and its sequels have challenged players to “build a civilization to stand the test of time”. This really does seem like a pretty tough challenge when you look at human history – no civilization or empire has thus far managed to survive for anywhere near 6000 years straight. Yet what you find in all the previous versions of Civ is that empires usually manage to survive for the whole 6000 years (4000BC to 2000AD) of a game. This sort of outcome should be an exception, not the rule. A good Civ game should make it inherently difficult for human and AI players alike to even survive for several millennia, let alone conquer the world or reach the stars. Civs/empires which manage to survive for a long time – e.g. 2000 or 3000 years– should be rewarded both in score and with in-game rewards.
Civ6 will be more about standing this test of time than achieving ‘victory’; the key concern of players will be more along the lines of “how can I get my empire to survive as long as possible” and “how long did your empire survive”, rather than “how early can I launch my spaceship” or “how high was your final score”. If you manage to get your empire to survive for a whole game, it should be because you were remarkably lucky and/or skilful (preferably more the latter), and it would also be the biggest indicator that you’re ready to move up to the next difficulty level.
This greater emphasis on standing the test of time might need to be accompanied by increasing the number of turns in games (at all speeds) along with tech and building costs by roughly 30% (wild guess), while keeping the present 6000-year timeframe. This would help ensure that players can have a decent game-session even though they can expect their civilization to be destroyed well before the game they’re playing officially ends. Players will also have the option to start at later points in history (i.e. part-way into a game), with initial bonus techs and units etc depending on starting year and difficulty level.
Civ6 will be more about standing this test of time than achieving ‘victory’; the key concern of players will be more along the lines of “how can I get my empire to survive as long as possible” and “how long did your empire survive”, rather than “how early can I launch my spaceship” or “how high was your final score”. If you manage to get your empire to survive for a whole game, it should be because you were remarkably lucky and/or skilful (preferably more the latter), and it would also be the biggest indicator that you’re ready to move up to the next difficulty level.
This greater emphasis on standing the test of time might need to be accompanied by increasing the number of turns in games (at all speeds) along with tech and building costs by roughly 30% (wild guess), while keeping the present 6000-year timeframe. This would help ensure that players can have a decent game-session even though they can expect their civilization to be destroyed well before the game they’re playing officially ends. Players will also have the option to start at later points in history (i.e. part-way into a game), with initial bonus techs and units etc depending on starting year and difficulty level.
The End of Victory
Spoiler :
Since standing the test of time is of prime importance in Civ6, the Victory Conditions of past Civ games would necessarily assume less importance. This downplaying also makes sense from a historical perspective, because the traditional Civ victory conditions (space, world conquest, diplomatic etc) are pretty arbitrary. It’s hard to see how any empire’s achieving them IRL could meaningfully be regarded as “the End of History”, the end of the problems facing civilisation, or as irrefutable eternal proof of that empire’s ultimate superiority over all others.
The victory conditions of past Civs will not be eliminated entirely however – it will still be possible for players to launch a spaceship, be elected UN supreme leader, conquer the world etc and get a score bonus for such achievements. Moreover, such achievements will be rewarded with an in-game bonus e.g. a permanent increase in citizen happiness or production, or an extended golden age. But these former victory conditions will no longer end the game, nor will they be sufficient for a player to be declared the “winner”. The victory conditions of past Civ games would effectively be turned into ‘Super Wonders’. Civ6’s approach to victory conditions would bear a strong resemblance to the Mastery Victory concept found in the Civ4 mod Rise of Mankind – A New Dawn (ROM-AND).
The victory conditions of past Civs will not be eliminated entirely however – it will still be possible for players to launch a spaceship, be elected UN supreme leader, conquer the world etc and get a score bonus for such achievements. Moreover, such achievements will be rewarded with an in-game bonus e.g. a permanent increase in citizen happiness or production, or an extended golden age. But these former victory conditions will no longer end the game, nor will they be sufficient for a player to be declared the “winner”. The victory conditions of past Civ games would effectively be turned into ‘Super Wonders’. Civ6’s approach to victory conditions would bear a strong resemblance to the Mastery Victory concept found in the Civ4 mod Rise of Mankind – A New Dawn (ROM-AND).
Unit and combat system
The most heated debate over Civ5 has been centred on its unit and combat system. Many have lavished praise on Civ5’s 1upt system and passionately defend it as a brilliant and much needed innovation in response to Civ4’s “stack of doom” (SOD). Many others have heaped scorn on it, calling it a misguided attempt to bring a tactical warfare system to a grand-strategy game, even going so far as to blame many of the other major short-comings of Civ5 on the 1upt system.
I’m inclined to agree with the latter group’s arguments on this issue. SODs definitely had their drawbacks (putting stress on computers and increasing loading times in the late-game, “suicide catapults”, tedious and time-consuming one-to-one unit combat between stacks), but the 1upt was an extreme over-reaction to this issue. Now instead of SODs Civ5 players have to contend with unit movement logjams created by “carpets of doom” which make unit movement even more difficult and tedious than Civ2’s “zone of control” mechanic.
Many compromise-solutions have been proposed to the 1upt/SOD debate (e.g. giving units “mass”, health penalties for stacked units, and various others). To me all this effort to figure out a solution to the 1upt/SOD debate is unnecessary, because a good solution has essentially already been created. In fact it has been around for more than 10 years now. I am referring to the unit and combat system pioneered by Civilization: Call to Power.
Call to Combined Arms
Spoiler :
Like Civ5, Civilization: Call to Power (CCTP) and its sequel Call to Power 2 (CTP2) also employed a upt limit. Unlike Civ5, this limit allowed for multiple units to occupy the same tile at the same time: 9 in CCTP, 12 in CTP2. If you tried to put a unit on a tile which was already full, that unit would automatically disband (the games did warn you about this). But what really made the CTP/CTP2 system great was that you could group units in the same tile together to form an army which could move and fight in unison. This effectively did away with tedious one-to-one-unit combat between stacks. When armies engaged in combat, the units within them would arrange themselves in an optimal configuration e.g. melee units on the front line, ranged units behind the melee units, and flanking units on either side of the melee units. This meant you had to carefully plan your army composition to make the best use of combined arms: an army of nothing but cannons or spearmen would be in trouble if it came up against a well-balanced army composed of different unit types which complemented each other’s strengths.
My ideal Civ6 would employ a multiple upt-combat system based closely on the CCTP/CTP2 system, allowing for a maximum of about 10 military units of the same nationality to occupy the same tile. This system is imo the best way to overcome the disadvantages of both 1upt and SOD’s, while also offering a relatively straightforward and realistically scaled upt-combat system for a Civ game.
Civ6’s upt-combat system would not be an exact copy of the CTP system though. Air and missile units will be exempted from the 10upt rule and be subject to their own separate upt limit, similar to the approach used for air units in Civ4. Non-military units and units loaded on ships will be exempt from the upt rule. Additionally, coastal cities and forts may accommodate up to 10 land and 10 naval military units at one time, although the land and naval units will not be able to fight as one army.
As mentioned earlier, the upt limit for military land and naval units will only apply on a nationality basis. For example, an army of 10 Greek units will be able to occupy the same tile as an army of 10 English units so long as they are not at war. If the Russians are at war with both the Greeks and English and send an army to attack this tile, then the battle will only be between the attacking army and the stronger defending army i.e. the Greek OR English army.
My ideal Civ6 would employ a multiple upt-combat system based closely on the CCTP/CTP2 system, allowing for a maximum of about 10 military units of the same nationality to occupy the same tile. This system is imo the best way to overcome the disadvantages of both 1upt and SOD’s, while also offering a relatively straightforward and realistically scaled upt-combat system for a Civ game.
Civ6’s upt-combat system would not be an exact copy of the CTP system though. Air and missile units will be exempted from the 10upt rule and be subject to their own separate upt limit, similar to the approach used for air units in Civ4. Non-military units and units loaded on ships will be exempt from the upt rule. Additionally, coastal cities and forts may accommodate up to 10 land and 10 naval military units at one time, although the land and naval units will not be able to fight as one army.
As mentioned earlier, the upt limit for military land and naval units will only apply on a nationality basis. For example, an army of 10 Greek units will be able to occupy the same tile as an army of 10 English units so long as they are not at war. If the Russians are at war with both the Greeks and English and send an army to attack this tile, then the battle will only be between the attacking army and the stronger defending army i.e. the Greek OR English army.
Artillery bombardment
Spoiler :
One of the (few) drawbacks of the CTP combat system was that even though you could only have a maximum of 9 or 12 units per tile/army, a player could still occupy all the tiles around an enemy city with armies even though the city itself could only hold 9 or 12 units for defence. Civ6 will address this drawback in two ways. The first will be to confer a small extra defensive bonus to any units fortified in a city in addition to any other defence bonuses offered by walls, fortification and city culture etc (think of it as a “Homeland Advantage ” bonus if you like). The second involves adopting a combat system feature from another TBS empire-builder game which came out around the same time as CCTP: Sid Meier’s Alpha Centauri (SMAC).
In SMAC artillery units were able to performed ranged bombardment, which partially damaged all units in the target tile while leaving the bombarding unit unscathed. Ranged bombardment could only be harmful to the bombarding unit if there was another artillery unit in the target tile which could counter-bombard. In Civ6 artillery units (as well as some naval and air units) will also be able to bombard enemy armies in nearby tiles without directly attacking them, and inflict partial damage on all enemy units in the defending army/tile. By combining SMAC-style artillery bombardment with CTP-style armies, Civ6 will present players with a challenging trade-off between moving units in large armies which are vulnerable to collateral damage from artillery bombardment, and moving units in smaller groups which are prone to attacks from larger armies. More advanced artillery units (e.g. radar artillery, mobile SAMs) will be able to counter-bombard, but counter bombardment will be less likely to hurt the attacking artillery unit than regular bombardment, and will only be able to inflict damage on the attacking artillery unit itself (rather than every unit in the attacking artillery unit’s tile). Artillery, naval and air units in Civ6 will also be able to target defence installations such as city walls in order to soften-up cities before an attack.
In SMAC artillery units were able to performed ranged bombardment, which partially damaged all units in the target tile while leaving the bombarding unit unscathed. Ranged bombardment could only be harmful to the bombarding unit if there was another artillery unit in the target tile which could counter-bombard. In Civ6 artillery units (as well as some naval and air units) will also be able to bombard enemy armies in nearby tiles without directly attacking them, and inflict partial damage on all enemy units in the defending army/tile. By combining SMAC-style artillery bombardment with CTP-style armies, Civ6 will present players with a challenging trade-off between moving units in large armies which are vulnerable to collateral damage from artillery bombardment, and moving units in smaller groups which are prone to attacks from larger armies. More advanced artillery units (e.g. radar artillery, mobile SAMs) will be able to counter-bombard, but counter bombardment will be less likely to hurt the attacking artillery unit than regular bombardment, and will only be able to inflict damage on the attacking artillery unit itself (rather than every unit in the attacking artillery unit’s tile). Artillery, naval and air units in Civ6 will also be able to target defence installations such as city walls in order to soften-up cities before an attack.
Resource Limits for Units
Spoiler :
To help reduce the chance that Civ6 game maps will end up being covered in “Legions of Doom”, Civ6 will also have resource limits for units sort of like Civ5. This would be a relatively straightforward system of allowing a civ to field a limited number of a certain unit at any one time per resource owned e.g. ten swordsmen for every iron resource controlled (this limit could be scaled for map size). These limits will be non-rival between different types of units. So for example, let’s say you have 1 iron resource, and both axemen and swordsmen require iron to build, and every iron resource allows 10 swordsmen and also 10 axemen. This means you can have 10 swordsmen AND 10 axemen at any one time, rather than being limited to 5 of one and 5 of the other.
However if two unit types are on the same upgrade path (e.g. axemen and macemen, or swordsmen and longswordsmen), then the resource limit will be rival e.g. you can only have a total of 10 axemen OR macemen per iron resource at any one time. This mechanism helps discourage players from trying to get around the fielding limit by stockpiling obsolete units as the game progresses. It also provides an added incentive to upgrade units regularly, as players will not want find themselves confronted by an enemy with a more modern army.
The limit to how many non- resource-requiring units you can have at any one will be based on the number of cities owned. Again, this will be non-rival between different unit types which are not on the same upgrade path. Limits for these units may be somewhat higher than the limits for resource-requiring units. The trade-off is that these non-resource units will generally be of lower quality or more defence-oriented than resource-requiring units.
If you lose a strategic resource or city, then you will not be allowed to build any more affected units until you no longer exceed your per resource (or city) limit. Additionally, oil and coal dependent units will be unable to move (due to fuel shortages) until you no longer exceed your resource limit. You can get back below your limit by disbanding some of your affected units or recovering a sufficient number of resources or cities.
Oil and coal dependent units can also be put in ‘sleep’ mode, so that the number of active units no longer exceeds their resource limit. Units in sleep mode are unable to move or engage in combat, so players will face another trade-off: either have all of their oil and coal dependent units immobilised but still able to defend; or have some of these units mobile (and able to attack and defend) while the rest are completely immobile and vulnerable. Having sufficient strategic resources to field an army will therefore be particularly important in the later game, and players will have the option to effectively shut down an enemy’s military by taking out its strategic resources.
However if two unit types are on the same upgrade path (e.g. axemen and macemen, or swordsmen and longswordsmen), then the resource limit will be rival e.g. you can only have a total of 10 axemen OR macemen per iron resource at any one time. This mechanism helps discourage players from trying to get around the fielding limit by stockpiling obsolete units as the game progresses. It also provides an added incentive to upgrade units regularly, as players will not want find themselves confronted by an enemy with a more modern army.
The limit to how many non- resource-requiring units you can have at any one will be based on the number of cities owned. Again, this will be non-rival between different unit types which are not on the same upgrade path. Limits for these units may be somewhat higher than the limits for resource-requiring units. The trade-off is that these non-resource units will generally be of lower quality or more defence-oriented than resource-requiring units.
If you lose a strategic resource or city, then you will not be allowed to build any more affected units until you no longer exceed your per resource (or city) limit. Additionally, oil and coal dependent units will be unable to move (due to fuel shortages) until you no longer exceed your resource limit. You can get back below your limit by disbanding some of your affected units or recovering a sufficient number of resources or cities.
Oil and coal dependent units can also be put in ‘sleep’ mode, so that the number of active units no longer exceeds their resource limit. Units in sleep mode are unable to move or engage in combat, so players will face another trade-off: either have all of their oil and coal dependent units immobilised but still able to defend; or have some of these units mobile (and able to attack and defend) while the rest are completely immobile and vulnerable. Having sufficient strategic resources to field an army will therefore be particularly important in the later game, and players will have the option to effectively shut down an enemy’s military by taking out its strategic resources.
War Readiness
Spoiler :
Another CTP concept which my ideal Civ6 would include is war readiness. In CCTP and CTP2 you could choose to keep your military at one of three states of readiness for combat. These levels were called “stand-down”, “on alert”, and “war”. Keeping your military at stand-down level lowered your military upkeep costs but also significantly reduced the strength of your units, and you were therefore more vulnerable to a surprise attack. War mode allowed your units to be at full strength but also increased their upkeep costs, and on-alert mode was a compromise between stand-down and war. There was a time-lag involved in changing your level of war readiness, and your units wouldn’t instantly regain full strength as soon as you upgraded your readiness to war mode.
War readiness in Civ6 will function in the same way as it did in CTP but with a couple of tweaks:
• Maintaining full war readiness will incur a diplomatic penalty with neighbouring civs unless they are at war or allied with you (“we are concerned about your military posturing”
; and
• It will affect unit strength by influencing troop morale (see below).
War readiness in Civ6 will function in the same way as it did in CTP but with a couple of tweaks:
• Maintaining full war readiness will incur a diplomatic penalty with neighbouring civs unless they are at war or allied with you (“we are concerned about your military posturing”

• It will affect unit strength by influencing troop morale (see below).
Troop morale
Spoiler :
Troop morale in Civ6 will work in a way broadly similar to how it worked in SMAC. If you have high troop morale, your units receive a combat bonus; if you have low troop morale, your units receive a combat penalty. Troop morale will be affected by war weariness, civics choices, certain wonders, certain unit promotions, and war readiness. The introduction of troop morale will complement war weariness nicely – rather than just causing unhappiness, war weariness in Civ6 will also have direct implications for player’s military capability to continue fighting a war.
War ideas from Civ5
Spoiler :
I was impressed with two of Civ5’s war-related innovations: incremental city razing, and the option to request war preparation time when you are asked by one player to declare war on another. My ideal Civ6 would also include both of these innovations, and it will also be possible to ask a war ally to attack a specific enemy city.
Weapons of mass destruction
Spoiler :
Civ6 will have a greater range of WMD’s than past versions of Civ. These WMD’s will include:
Tactical nuke – a relatively cheap, short range missile which can be loaded on to subs and missile cruisers like cruise missiles. Causes 85-100% damage to all units in the target tile only, and also causes 2-4 surrounding tiles to become affected by fallout. Destroys any tile improvements in the target tile, and if used against a city it will reduce the city’s population by 25%.
ICBM – an expensive missile which can hit any target on the map. Cannot be loaded onto any ships or air units. Causes 100% damage to units in the target tile, 85-100% damage to units in a 1-tile radius. Detonation also causes 5-8 tiles to become fallout-affected and destroys all tile improvements in target tile and a 1-tile radius. If used directly against a city, reduces its population by 50%.
Hydrogen bomb – the most expensive WMD. Is a missile which can hit any target on the map. Cannot be loaded onto any ships or air units. Causes 100% damage to units in the target tile, 85-100% damage to units in a 2-tile radius. Detonation also causes 9-12 tiles to become fallout-affected, and destroys all tile improvements in target tile and a 2-tile radius. If used directly against a city, the city is completely obliterated.
Biological missile –less expensive than an ICBM, more expensive than a tactical nuke. Short range missile, can be loaded onto subs and missile cruisers. Causes 0-100% damage to all units in target tile and a 1-tile radius. Does not cause fallout or destroy tile improvements. If used against a city, also causes an additional 20 un-healthiness in that city for 10 turns.
Tactical nuke – a relatively cheap, short range missile which can be loaded on to subs and missile cruisers like cruise missiles. Causes 85-100% damage to all units in the target tile only, and also causes 2-4 surrounding tiles to become affected by fallout. Destroys any tile improvements in the target tile, and if used against a city it will reduce the city’s population by 25%.
ICBM – an expensive missile which can hit any target on the map. Cannot be loaded onto any ships or air units. Causes 100% damage to units in the target tile, 85-100% damage to units in a 1-tile radius. Detonation also causes 5-8 tiles to become fallout-affected and destroys all tile improvements in target tile and a 1-tile radius. If used directly against a city, reduces its population by 50%.
Hydrogen bomb – the most expensive WMD. Is a missile which can hit any target on the map. Cannot be loaded onto any ships or air units. Causes 100% damage to units in the target tile, 85-100% damage to units in a 2-tile radius. Detonation also causes 9-12 tiles to become fallout-affected, and destroys all tile improvements in target tile and a 2-tile radius. If used directly against a city, the city is completely obliterated.
Biological missile –less expensive than an ICBM, more expensive than a tactical nuke. Short range missile, can be loaded onto subs and missile cruisers. Causes 0-100% damage to all units in target tile and a 1-tile radius. Does not cause fallout or destroy tile improvements. If used against a city, also causes an additional 20 un-healthiness in that city for 10 turns.
Missile Silos
Spoiler :
ICBM’s and fusion bombs can be rebased in a new tile improvement, the “Missile Silo”. Missile silos can only be built on tiles adjacent to a city. Missile silos are unique amongst tile improvements because they have a (75%) chance of surviving any adjacent nuclear strike; if they survive then all nukes based in them also survive. Missile silos, and any weapons based in them, can be destroyed by pillaging or a direct nuclear strike.
Mutually Assured Destruction
Spoiler :
ICBMs and Fusion bombs based in Missile Silos can be given the “MAD” command. This gives you the option to select a target in another player’s territory and ‘lock’ a particular ICBM or Fusion bomb onto it. If that player successfully nukes your city (i.e. the city next to the missile silo containing your ‘locked’ weapon) and your weapon survives the attack, then your weapon will immediately launch in a retaliation strike against its target. The attacking player’s turn is momentarily suspended while this occurs, so they can’t capture your city or your nukes before you can retaliate. A weapon can only be locked onto one target at any time, and the attacker’s own locked weapons cannot counter-retaliate during the attacker’s turn.
Nuclear winter
Spoiler :
The environmental effect of nuclear fallout in Civ4 (global warming) was very unrealistic. The Civ4 AI was quite keen on using nukes, and the only real negative consequence of using them was a mild to moderate diplomatic penalty. In Civ6 excessive use of nuclear weapons will have no effect on global warming/climate change, but it will trigger nuclear winters.
If the number of fallout-affected worldwide exceeds a certain threshold, the whole world will be plunged into a nuclear winter. A nuclear winter halves the food, production, and commerce yield of all tiles throughout the world. Nuclear winters last 10-20 turns on standard game speed and during this time the whole map will have an eerie blue-grey tinge. If the number of fallout tiles worldwide still exceeds the threshold on the turn a nuclear winter ends, another nuclear winter will begin on the next turn. The combination of high costs for cleaning up fallout, the risk of MAD, and nuclear winters will make nuclear warfare a more daunting prospect in Civ6.
If the number of fallout-affected worldwide exceeds a certain threshold, the whole world will be plunged into a nuclear winter. A nuclear winter halves the food, production, and commerce yield of all tiles throughout the world. Nuclear winters last 10-20 turns on standard game speed and during this time the whole map will have an eerie blue-grey tinge. If the number of fallout tiles worldwide still exceeds the threshold on the turn a nuclear winter ends, another nuclear winter will begin on the next turn. The combination of high costs for cleaning up fallout, the risk of MAD, and nuclear winters will make nuclear warfare a more daunting prospect in Civ6.