I kept a few Inquisitors at home to keep my cities on the righteous side while a mini-army of Apostles spread the good word across the globe. In Civilization VI, certain Religious units can initiate a form of combat with opposing units, even preventing a full-on war if combat was initiated in your territory. I quickly gave up on a Religion victory in Civ V, because I was so often playing catch-up after a band of opposing missionaries rolled into town. Converting every civilization to your particular pantheon feels more achievable than ever, thanks to additional Religious units and a form of combat unique to those units. The win conditions feel largely identical - capture everyone’s capital for Domination have the most dominant culture for Culture win the space race for Science - except for the Religion Victory. Once you figure out what kind of victory you want, it’s easy to min/max a set of perks that will put you on the right path. In a sort of compromise, governments have a permanent bonus that you get to keep even after you’ve moved on, but it’s often so negligible that you won’t have to worry if you’re playing at a normal difficulty level. Civilization VI’s government system feels more restrictive than Civilization V’s equivalent, which allowed early-game perks to stack, even as players moved into different types of government. A Merchant Republic will likely have more economic slots than a Fascist government, for example. Policies are broken into military, economic, diplomatic, and “wildcard” boosts, with each unique government endowed with the appropriate amount of slots. For example, if you’re looking for a Religion victory, you should focus on the Civics that provide Faith-based rewards and that will eventually unlock the Theocracy form of government. You can also get boosts towards “Civics,” which are broader concepts like “Opera & Ballet” or “Nationalism” that unlock policies and forms of government for your civilization. This rewards experimentation and just makes sense it doesn’t completely eliminate the late-game Tech tree cleanup, but it does mitigate the problem a bit. Build a quarry, and that will put you 50% of the way towards Masonry. Researching technology is largely the same as in Civ V, but “eureka” moments - little boosts either given by meeting peaceful unaffiliated villages or by simply playing the game - help make the process feel more organic. It’s a perfect blend of macro and micro - delineating what I should be focusing on in the long-term while providing short-term benefits for my cities. The more I played, the more I appreciated the district system. The districts have icons and color schemes that match a certain discipline, like a purple theater district built to help players achieve the Cultural victory. There was even a point during my Culture-based campaign where I was building districts just to take up space. At first, I was worried this new system would clog up my settlements and I wouldn’t have any room for other improvements, but in practice I very rarely had to choose between a necessary resource and the district improvements provided by that tile. Once you build a district on a certain tile, then all related buildings stack on that tile. There are essential districts, like a commerce hub, and victory-themed districts, like a science campus. Whereas the settlements in Civilization V just stuck everything on a single tile, Civilization VI splits up the different types of buildings into “districts.” This helps streamline the various electives that will bring players closer to their preferred form of victory, but also makes the cities look more like real human cities (as opposed to some buildings surrounded by miles of farmland). The new cities may be the strongest example of Civilization VI’s sublime design sensibilities. An intuitive user interface is key when you’ve got as much going on as your average Civilization game, so it’s a good thing Civilization VI excels at presenting information in a smart, palatable manner.
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