Civilization 6 Features Thread

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And from the above times article:

“Each leader has a historical agenda that you’ll learn as you play the game repeatedly. But we also assign secret agendas to the leaders that you have to uncover through espionage. And so the diplomatic landscape is much richer. The more you mix all the different personalities into a big soup, the more you end up with a very interesting diplomatic landscape.”

So you use your spies to find out what Gandi really wants...
 
Still no axeman? Will units still embark?

Moderator Action: This thread's sole purpose is to list new features found in Civ6, with a link to the source that tells of that feature. If is not a discussion thread. If you wish to discuss a feature listed or ask a question about a feature, please start a thread in the general discussion forum of Civ6.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Ok updated the first page, but have not had a chance to dissect the videos yet
 
Anyone noticed there are 2 unique units + 1 unique building for the American civilization. This could mean there are 3 UU/UB`s for civ 6. Instead of just 2 compared to civ 5.
 
-- Civics

- Social Policies are now replaced with Civics, which in essence belong to their own seperate tech tree and utilise Culture.
- Like Technologies, each individual Civic has their own unique in-game sidequest. Like techs, some of these you'll get through playing the game regularly, and some will require some extra effort.
- Advancing throughout the Civics tree allows you to unlock buildings, wonders, and other bonuses

-- Policies

- Advancing throughout the Civics tree allows you to unlock new policy cards you can have in your "deck"
- New "Deck" mechanic. Throughout the game you gain Policy Cards which you can slot in and out of your deck for specialisation purposes.
- The Policies you unlock give you a new card to slot into your "Deck".
- Policies come in four flavours: Military, Economy, Diplomacy, and "Wild".
- You can change your policy cards for free every time you unlock a Civic, or with gold whenever you want.

-- Governments

- Advancing throughout the Civics tree allows you to unlock new forms of government.
- In addition to providing certain built-in bonuses, each government has a different configuration of slots for policies. (i.e One government might have more "Military" slots, whereas another might not have slots for Military policies at all and instead focus on Economy and Diplomacy.)

-- Civilizations

- Civs will have four unique components. For example, America has a Unique Ability alongside 2 Unique Units and a Unique Building
- Added Egypt's Leader and America's Uniques

-- Other Mechanics

- There are no more Workers. Instead you have builders that disappear once they complete a task.
- Builders construct their projects immediately, but only have three charges.
- City-States are back
- New "Lens" System
- There are now new lenses that are essentially UI filters that get draped over the map that help the player analyze data
- For example, there's now a religion lens which will color-code the dominant religions on the map.
- Trade Routes allow you to gain information about your rivals as a form of early espionage
- Barbarians can generate scouts now, which in turn look for targets to harass.
- Barbarians are much more intelligent and now have purpose (don't just endlessly wonder)


-- Natural Wonders

- Natural wonders can span multiple tiles
- GBR is back and Pantanal is new and spans 4 tiles.

Moderator Action: Please provide a link for the source. Thanks

Sure here - https://www.reddit.com/r/civ/comments/4ivi8k/megathread_civilization_vi_info_and_articles/

I compiled all of these after trawling through every available article and video I could find. If you need specifics about any one thing in particular you'll need to ask me.
 
http://forums.civfanatics.com/showpost.php?p=14284036&postcount=1

Per the Quill18 videos, Stonehenge gives you a free Great Prophet and is a place where a religion can be founded. Holy Site districts are also where religions can be founded.

Also. There are surprise wars which have high warmonger values and Justified Wars which have less warmonger value, unless you take a bunch of cities. Justified Wars have some prerequisites.
 
https://www.youtube.com/watch?v=dKtcv2LNYZE

- Global "competition" for great people
- Other map modes: Political, continental, settlement recommendations.
- UI designer took many UI mods for Civ5 and distilled many of their best qualities. Now can see many exact values other civs have (eg, for military, science, etc.) ala Info Addict.
 
From the IGN article:

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.

So it seems individual Great People have individual bonuses, and if you don't like the one you get, you can hold off until the 'right' one comes along.
 
in the french article mentionned earlier, they said the 4th civ of the game was Japan:

Impossible enfin de parler des différences entre les civilisations : nous n'en avons observé que quatre (Egypte, Etats-Unis, Japon, nous avions la Chine) et Firaxis n'a rien voulu lâcher
 
Moderator Action: As a reminder, this thread isn't a discussion thread; one post deleted
 
Here are some things you've missed:

Districts:
Campus - science generation (bonus adjacent to mountain)

Buildings:
Granary
Ancient walls
Buildings don't have upkeep

Units:
Horseman
Chariots (could be Egypt UU)
Quadriremes
Great Prophet (can only appear from Holy Site or Stonehenge; can found religion)
Scouts have 3 movement
Builders have 4 insta build uses, and using one removes one person from the unit.

Resources:
Grain
Banana

Techs - bonus:
Writing - Meet a civilization
Irrigation - Farm a resource

Civics - bonus:
Early Empire - Grow your civilization to at least 6 population
Military Tradition - Clear a barbarian outpost; gives 2 cards
Foreign Trade - Discover a second continent
Code of Laws

Pantheon:
???? - Get ancient and classical wonders faster
???? - Boost to ancient and classical units

Cassus Belli:
Surprise
Justified

City-States:
La Venta - religious

America:
Washington (capital)

China:
Xi'an (capital)
Shenyang
Jiaodong

Teddy agenda: The Big Stick Policy
Cleopatra agenda: Queen of the Nile
China UA or agenda: builder adds production to wonders

Government:
Starts the game as a chiefdom with 1 card for military and economy. There's a diplomacy card and wild card. Three of the government system types include Classical Republic, Oligarchy, and Autocracy. Government types gives bonuses (Classical Republic gives more amenities and great people, Autocracy gives bonus to melee strength and combat experience, Oligarchy gives bonus to yields near capital and bonus to wonder production). Different card slots for each type of government types, but cards can be gained through civics (afaik).

Continents and appeals. Appeals include average, charming, and breathtaking (thus far).

These are subject to change. I got all these information from Quill18.
 
Ok have updated the first post, if I have missed anything please let me know
 
I just heard here https://www.youtube.com/watch?v=yWFOT-Cexfc that the chinese ability to rush wonders with builders only is on for wonders from the first 2 ages!

1. That was new to me
2. there will still be ages (no surprise)

german video from PCGames - (around minute 3:05)
 
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