If you build in the wrong place (or begin without a good place to build), you may find your city severely crippled due to lack of proper materials. It's also frustratingly vulnerable to bad starts giving you too severe a handicap. On the other hand, it can sometimes turn what should be a fast segment into something tedious. On the one hand, it's exciting to figure out the best layout and positioning for your cities, and it means you have to think hard about what and where you build. It also means that with careful planning, you can min-max your cities in ways you never had to do before. This means that no two cities will inherently be identical, and you may quickly discover that a city can't excel at certain elements. Everything from farms to Wonders requires you to do some city planning. A library can be built anywhere but will be more effective in certain locations. If you want an aqueduct, you need to have the right land for it. A city you've created no longer functions as a single location but rather sprawls out across the map and must be upgraded with various features. Perhaps the most significant change to the game are unstacked cities. You can have a military government focused on defensive actions only or a theocracy who favors open trade. It also offers a lot of flexibility for play styles. It's a fun and customizable feature that lets you prioritize what your nation is focusing on without getting into nitpicky micromanagement. A military-focused government lets you equip more military cards, but it may have fewer options for trade or diplomacy. Different governments have varying numbers of slots. Like Tech, it researches over time, but it unlocks Wonders and new options for your government, which can be customized by specialized cards that you can "equip" to your government for passive bonuses. What I favor more is the new Civic Tree, which is a governmental counterpart to the Tech Tree. The boosts encourage you to consider when and where to upgrade, rewarding you for waiting until a specific time to research a proper tree. Some actions can boost the speed at which you research, but once you're finished, you can either move on to the next step or to another branch of the Tech Tree. With the classic Tech Tree, you get a list of available technologies and choose one to research, with the speed determined by how much Science your society outputs. Upgrading your civilization can be done in a few ways. You have a number of resources to keep track of, but most are rather abstract, such as Production or Science. You start with a city and begin to build. Every game of Civilization lasts until one of the players achieves a victory condition or the year 2050, whichever comes first. There are multiple victory conditions ranging from conquering every other nation on the planet to creating a culture so strong that it dominates everyone else. Generally, you've given a lot of options and have to pick the best one for your nation at a time. It may look complex, but once you get into the gameplay, you can see how it's easy to understand but difficult to master. Civilization has always trended toward being quick and accessible rather than micro-managey, and Civilization VI is no exception. If you've never played a Civilization game before, you guide a civilization from its very first collection of huts to a world-spanning empire. Overall, it's a solid and enjoyable Civilization title. Civilization VI is the latest in the franchise and generally succeeds at providing a more fully featured experience than the last two games. There are dozens of 4x (short for eXplore, eXpand, eXploit and eXterminate) games on the market of various shapes and complexity, but Civilization has always stood out for its ease of play and hidden complexity. But that's part of the appeal of the franchise. It's never been a realistic franchise, so you might have Leonardo Da Vinci helping with the creation of the atom bomb or Japan as a steampunk society that dominates the globe in the 1400s, all while struggling to keep that dastardly Gandhi from nuclear weapons. History is written by the winners as they say, and that is never more true than in a game of Civilization.
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