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- Aug 12, 2010
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http://www.ign.com/articles/2016/05/25/civilization-6s-new-game-changer-features
On Builders"
Beach says the limited uses created balance improvements. “Players playing on a high difficulty found that stealing workers from another civ or a city state was a great strategy, because they were around for the rest of the game. With charges, they’re not around long, so it’s not worth it.”
City Screens:
city-view screen has finally been completely eliminated – clicking on a city displays all the relevant information (such as citizen work assignments) directly on the world map.
Regarding Civics:
The cards I saw included (among others) bonuses like a +5 attack rating boost against barbarians, or a 50% production bonus for producing Classical-era ranged or melee units. For economic bonuses, I could choose between options like +1 additional production top all cities or increased income from trade routes.
With the selection of cards I’d unlocked in the early game, including a few wildcards that were largely focused on generating points toward unlocking Great People, that system could allow for some interestingly specialized builds.
On Great People:
Speaking of Great People, I unlocked a single Great Scientist during my run, and it revealed an interesting reworking of that system. One historical figure of each category is available at a time, and when you earn enough points in science, engineering, military, etc, you can either elect to recruit that great person or – if you don’t like that person’s specific bonuses – hold onto those points until someone else takes them and exposes the next Great Person in that category.
Each Great Person has a specific individual bonus set.
Diplomacy:
All of this is on top of the new diplomacy systems, which begin with a new option when you first encounter a new civilization: you can invite them to visit your capital, uncovering the map around your home city for them and generating good diplomatic vibes in return. (You have to be invited to their capital to uncover it on your map - it’s not a two-way street.) It’s nice to have a new decision to make when first encountering someone on the map other than declaring war or saying “Okay, bye!”
sending delegations (for a gold cost), establishing trade, espionage, setting up embassies, or giving gifts. Leveling up that relationship (over five stages, as the system currently exists) takes you from basic-level information about declarations of war and building wonders all the way up to seeing not just a leader’s randomized hidden agenda, but also which victory condition they’re pursuing, military operations they’re considering, and deals they’re making with other factions.
America:
I first encountered America’s President Teddy Roosevelt, whose Big Stick motive makes him act aggressively toward anyone who bullies city-states on his continent.
City-States:
each City-State has a set of goals that can be accomplished in any order, such as destroying a nearby barbarian encampment or establishing a trade route with them. Accomplishing one or two of these tasks earns you increasing bonuses from that City-State, but accomplishing three makes you that City-State’s ally,
Tech Trading:
If you’re wondering: no, there’s no tech trading.
On Builders"
Beach says the limited uses created balance improvements. “Players playing on a high difficulty found that stealing workers from another civ or a city state was a great strategy, because they were around for the rest of the game. With charges, they’re not around long, so it’s not worth it.”
City Screens:
city-view screen has finally been completely eliminated – clicking on a city displays all the relevant information (such as citizen work assignments) directly on the world map.
Regarding Civics:
The cards I saw included (among others) bonuses like a +5 attack rating boost against barbarians, or a 50% production bonus for producing Classical-era ranged or melee units. For economic bonuses, I could choose between options like +1 additional production top all cities or increased income from trade routes.
With the selection of cards I’d unlocked in the early game, including a few wildcards that were largely focused on generating points toward unlocking Great People, that system could allow for some interestingly specialized builds.
On Great People:
Speaking of Great People, I unlocked a single Great Scientist during my run, and it revealed an interesting reworking of that system. One historical figure of each category is available at a time, and when you earn enough points in science, engineering, military, etc, you can either elect to recruit that great person or – if you don’t like that person’s specific bonuses – hold onto those points until someone else takes them and exposes the next Great Person in that category.
Each Great Person has a specific individual bonus set.
Diplomacy:
All of this is on top of the new diplomacy systems, which begin with a new option when you first encounter a new civilization: you can invite them to visit your capital, uncovering the map around your home city for them and generating good diplomatic vibes in return. (You have to be invited to their capital to uncover it on your map - it’s not a two-way street.) It’s nice to have a new decision to make when first encountering someone on the map other than declaring war or saying “Okay, bye!”
sending delegations (for a gold cost), establishing trade, espionage, setting up embassies, or giving gifts. Leveling up that relationship (over five stages, as the system currently exists) takes you from basic-level information about declarations of war and building wonders all the way up to seeing not just a leader’s randomized hidden agenda, but also which victory condition they’re pursuing, military operations they’re considering, and deals they’re making with other factions.
America:
I first encountered America’s President Teddy Roosevelt, whose Big Stick motive makes him act aggressively toward anyone who bullies city-states on his continent.
City-States:
each City-State has a set of goals that can be accomplished in any order, such as destroying a nearby barbarian encampment or establishing a trade route with them. Accomplishing one or two of these tasks earns you increasing bonuses from that City-State, but accomplishing three makes you that City-State’s ally,
Tech Trading:
If you’re wondering: no, there’s no tech trading.