In Civ VI, however, the research system allows for boosts. There's also what Firaxis is calling "active research." In past Civ games, you often had to research technologies just for the sake of progressing through the science tree. Deciding which laboratories to cede, which wonders to abandon, and which farms to let burn are some of the tough choices facing any empire's leader.Ĭity building isn't the only thing Beech and his team are reworking. When defending these key points, you'll need to prioritize certain districts over others, especially when outnumbered or outgunned. This school of thinking works from the other side as well. If Cairo is generating ample currency, its markets are the obvious targets. If London is pumping out armored tanks and fighter jets, you can attack its factory tiles. Seeing as how farmland, factories, and markets are now separated, the "when and where" of any invasion is key. "You can do bombing raids on key industrial districts," Beech says. Unstacking cities will allow for more strategic warfare as well. "We want players to build their empires differently every time." Civ VI's art style combines that of Civ V with the color palette of Civilization Revolution. "We want to stop players from falling into patterns," he says. As director Ed Beech tells it, this creates a more refined take on the classic Civ formula. By dividing cities into different districts, you'll make use of different terrains, more varied resources, and more overall land. This means each metropolis will be more specialized than those of earlier franchise entries. Now Playing: GS News Update: Civilization 6 Announced By clicking 'enter', you agree to GameSpot's
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