Some of the systems are interesting, and they do add the feel of emergent events, to a point, but only initially – all these systems are starting to expose their underlying structure a little too readily for my taste – I prefer things to have more of an organic feel without constant reminders that I probably should be better at min/maxing every stat and side system than I have the energy for.Īs has been noted before, the interface is pretty poor and a number of options don’t work intuitively. When the invasion inevitably came my 5 legionnaires made short work of the lot, and thereafter I absorbed Brazil into my mighty Roman empire with little further complaint. In my first game, Brazil sent 20-30 warriors in my direction, where they largely minced up and down around my cities for dozens of turns, giving me plenty of time to tool up for a possible invasion. Similarly, fog of war isn’t sufficiently distinguished between never explored and not currently visible.ĪI is still dumb. Tiles aren’t sufficiently distinctive and blend together visually to the point where it all becomes a little overwhelming. I like the way cities expand, but fairly quickly the world becomes a bit of an incoherent mess. It feels a bit too familiar, in a been there done that kinda way. I can already tell I’m going to lose a LOT of time to this ?
I’m really looking forward to some more play throughs which will be faster as i won’t be reading all the fluff, exploring options etc. I honestly think it’s worth playing through to the end even if your start wasn’t great as it’s still a good opportunity to learn a lot of the new features, understand the longterm effects of good city and district management, and also to see how the mid to late game mechanics have changed for the better (eg filling up museums with works of art and historic artifacts) as well as the politics options being expanded over the original iteration. You can’t just put all your eggs in one basket as much! I’m still on my first playthrough and on the final stretch. I like that your culture output is now a separate tech tree like science and is just important to have a balanced civ. The government and civics options are fantastic. It’s also a great way of helping boost new cities if you have the resources to quickly buy a trader. I’m really loving the difficulty of fending off Barbarians now! It’s a bit of a shock but you really need to be prepared. I’m liking the increased importance of trade routes, especially domestic. So far the changes are good, districts take some getting used to but it’s a welcome change in my opinion and makes the city building a bit more strategic.
So far my biggest gripe of all the other iterations has been fixed, we’re not getting a stripped down version of the previous game. What about yourselves? How are you finding the latest iteration in the Sid Meier series?
CIVILIZATION 6 MULTIPLAYER BROKEN SERIES
Fans who have stuck with the series for years shouldn’t, and aren’t, have any troubles picking the new mechanics.īut perhaps the greatest compliment I’ve seen across forums, social media and elsewhere, is that the latest Civ is forcing players to change the way they play. Civ was always the epitome of “easy to learn, hard to master”, and now that’s not entirely the case. It also means the learning curve is a lot steeper than it’s traditionally been.
It makes the series perhaps the closest to a board game it’s ever been, which might be a bit disappointing if you still hold the originals close to your heart. It’s probably one of the biggest changes to the Civ series in quite a while. The recommended specs are only a AMD FX 8350/Intel i5 2.5GHz CPU and a Radeon 7970/GeForce GTX 770, which should be no trouble for the vast chunk of gamers on Steam.Īnd the districts … well, that’s a change and a half.
CIVILIZATION 6 MULTIPLAYER BROKEN PC
PC Gamer found you could run the game on a laptop with integrated graphics, if you turned everything right down. The game’s performance holds up pretty well too.