Sid Meier’s Civilization VI: Rise and Fall. !”

The sixth of the “civilization” gave me eighty hours of violent delight … And then I was tired sharply. Most likely, the reason for this is the installation of authors to reduce the number of cities for an effective game and fast (well, relatively fast) parties.

If in the fifth part it was possible to create an empire of one and a half hundred megacities, now a dozen cities are enough for victory. It is possible and more, but for the following attempts to expansion, the game no longer rewards. As a result, you have no feeling that you created something significant, built the very great civilization that is proudly made into the name of the game.

The addition does not even try to solve this problem at the level of the mechanic. But interest in the game returns, if only because it remakes absolutely everything in it!

Did not pay for the light – entered the Dark Age

Loyalty filter is one of the most useful in the game. It is difficult to figure out how it all works in principle without it

The settler's filter allows you to see which hexes we get fines for loyalty

. Their bonuses are not to say powerful, but something really valuable comes across

Rise and Fall – Loyalty system. If you put a lonely city in the middle of the enemy empire, it will be rebelled very quickly and will become neutral. And if the neighbor lives well, the rebels will begin to ask for him under the wing. It seems that this is done in peak lovers to stick a lonely military outpost closer to the enemy territory, although computer players turn such things without visible consequences. And this mechanic is an analogue of the “cultural capture” from the fourth part.

It is only a pity that the system is mainly tied not on the culture or happiness of the population, but on the loyalty of neighboring cities. There are few levers to increase folk fidelity-only some political courses, governors, who, in addition to the growth of loyalty, give not always useful bonuses, but a couple of projects in the entertainment quarter. There is an opinion that spies that reduce loyalty https://playhub-casino.co.uk/ in enemy cities act much more effectively than all your attempts to increase it in their own. Theoretically, the system of dark and golden centuries should still help (avoid dark and you will be fine), but no, this does not pull on the tool in any way.

Religious filter clearly shows who believes in what

To prevent the onset of the dark century, it is necessary to have time to accumulate a certain number of points of the era (more on this below) until its end. To arrive gold, you will need even more. However, the change of eras is determined by the cultural and scientific successes of all civilizations, so you simply cannot slow down this process. But it is far from always possible to score the necessary glasses. As a result, they did not manage to scrape the passing score, the dark age came, and problems began with loyalty in the border cities. If governors are sitting in cities, and the population does not allow you to build entertainment quarters – your affairs take exclusively nasty turnover. I used to think, strategist!

Each picture written by a great artist is a holiday not only for the inhabitants of the empire, but also for the player himself

It is strange that the old content mechanics did not abolish the new loyalty system. It would be more logical to allow all kinds of entertainment complexes to directly increase the devotion of your power. Otherwise now they affect contentment, which a little affects loyalty … What these crutches are for?

The annals do not burn

But all other innovations are just fire! To get points of the era, your civilization must create historical moments – these are iconic events like the construction of the wonders of the world, making a trip around the world, the first improvement of the unit and the like. The game encourages a constant change of actions: you will repeat the same thing under a carbon copy – you will not get out of the dark centuries. But the most cool thing is that all historical moments are entered in the annals, which can be freely leafing through. This cosmetic innovation smoothes the problem "I do not feel that I have built something significant". And the first dozen parties is at all pleasing to the pig's squeal.

The chronicle has become almost the most pleasant know-how additions

Eras affect not only the gameplay, but also on lighting: in the dark, everything is gloomy, as if the heavens were covered with clouds, and in the golden age the map shines like a spring forest flooded by the sun after rain. It seems to be trifles, but they deliver the abyss of pleasure.

!..

The developers revised almost all old mechanics. The branch of rifle units finally stopped sagging on crossbowkers (they now know how to beat through the cage), and excellent field guns appeared in front of modern machine gunners. Supply columns were brought to the game, and scouts received another improvement to special forces. The Tree of Technologies shook both in composition and visually, which unequivocally benefited the game for the benefit. At least, there is no longer a stupid situation when you open the Internet before the invention of the computer.

The processed scientific tree has become spectacular, concise and much more logical

Well, the most delicious – caravans and workers now know how to swim, so do not build separate work boats or merchant ships. Unreasonable relief! Still, new states were truly interesting-otherwise they somehow fade against the background of already existing.

Diplomacy of suitcases

The scientific union is fruit. Still bring it to the third level!..

The resource panel was hidden far, far away-only strategic are now displayed from above

They also tried to improve diplomacy: they added different types of unions and temporary blocs against countries that were bouncing at once to everyone. But it turned out as always. On the one hand, a variety of unions are an interesting tool, and on the other, you are being renounced it more often than you achieve benefits.

Example: You conclude with some elephantopotamia a scientific union. And she immediately declares the war of Oslanda, and does not even ask your consent – she simply confronts the fact that you are now enemies. I don't want to fight with them, we got along well! Then you will think about ten times whether there is a small rise in the science of spent nerves and troops.

On the other hand, truly important things-the scale of militarism and the punishment for the refusal to remove spies or preachers-never appeared. On the contrary, computer AI has become even more impudent in these matters, and the pressure tools on it are very missing.

Do not let the entrance video deceive yourself – there are no diseases in the game

Even more screenshots from Sid Meier’s Civilization VI: Rise and Fall

Yes, I grumble a lot on the old sores of the “six”, but you can’t argue with the obvious: playing “civilization” again exciting. And even if we, rather, disguised as a tactic strategy, because the game on the situation is much more important than the initially developed plan – but this tactic has become much more inventive and more interesting.

However, keep in mind: in the sixth “civilization” there are so many things that becoming a guru in it is almost how to get a second higher education. And what is more useful is to decide.


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