Overview of the game civilization 6 Russian version. Sid Meiers Civilization VI: Overview of Known Information

Global strategies have no character. It is enough to look at the world map in Civilization VI: a scattering of corn and nuts, a bunch of bookmarks, buttons, inscriptions - go figure out where to press, who to move and what kind of thing is flashing in the corner. Who do you have to be to love this? But why then does a typical review about the game sound something like this: "I sat down to look with one eye, and woke up after midnight"? The secret of "Civilization" is in the presentation of complex things in an intelligible way - through practice. Because of what they eat into the memory as firmly as the rule about "zhi-shi" or the formula of ethanol. In other words, Firaxis works for those who have free time, but do not want to waste it on all sorts of nonsense.

Play like a king

The essence of Civilization is simple: we take any of the nations and bring it to world domination. There are several ways to show who is the boss in the house at once - here is the conquest, and the conversion of neighbors to the true faith, and the conquest of their culture, and even the arrangement of a colony on Mars. But the path to glory depends on who exactly manages. Let's say Russia is spiritually strong, but it gains its mind from trade with more developed countries. The Romans get a free building in new cities and multiply with double agility in the baths. And the French are insidious: their spies, figuratively speaking, not only view the browser history on the enemy’s computer, but also hack into his webcam. There are options for militarists, pacifists, grand schemers, PhDs, accountants, labor veterans, members of the Fourth International, and Seventh-day Adventists. So after a few games you will already have your favorites.

The rest of the rules are common to everyone: before you take over the world, you need to expand the empire through colonies, develop cities and sensibly dispose of citizens. With the latter - also nothing complicated. Each of them is like a Tamagotchi that has grown, but has not stopped shitting. Build me, he says, a sewer and an aqueduct. Also serve food, housing and work: one citizen is good as a farmer, the second sharpens blanks on the machine, the third conducts research at the university, and someone preaches Buddhism, digs uranium and juggles balls in the circus. Together they maintain the average temperature in the ward, but as soon as someone is undernourished, left without an apartment or without tea with sugar, problems begin.

However, the most entertaining thing in the management of cities is not personnel "fifteen", but the marking of districts. If in the previous parts of the series all the buildings huddled on one cell, now we have a city center and construction sites around it, where you can build quarters of different specializations.

We need science - we break the campus in order to then stick a library, a university and a laboratory there. The market replenishes the budget, the military camp increases protection, theaters with museums cannot be built without a cultural district, and factories cannot be built without an industrial zone. Everything would be fine, but free space around the center is always limited. And where to build miracles with their horse requirements? One wants to stand between the river and the mountain, the other - strictly next to the campus, and this - in general, only in the desert. But no such luck: the desert area is occupied, there is already a mine and an oil rig. It turns out a strategy within a strategy, a kind of city simulator under the motto "measure seven times - cut one."

It is also impossible to keep up with two birds with one stone in politics. It is made in the manner of a role-playing game: the governments have a set of empty cells where you need to insert cards with certain bonuses. This creates a lot of options within any system, be it a monarchy, fascism, communism or democracy. Science, although it generally leads from a club to a stealth fighter, also does not allow you to solve all problems at once. So, step by step, you start to control several mechanics, but the head does not smoke like "Admiral Kuznetsov". Despite the threshold of entry - we still do not have a frivolous genre here - you grasp the nuances on the fly. This is a feature of all issues of the series, and the sixth is no exception.

Uma ward number 6

The ancient Romans understood life - it was they who said: "If you want peace, prepare for war." And no matter how much Civilization VI sticks out peaceful ways to win, things cannot do without a fight. First, the barbarians pester: if you miss their scout, he runs away to his camp and returns with reinforcements. Just fought off the wild hordes, as the neighbors come to the light. The artificial intelligence in the game is straightforward - in the sense that if someone wants to be friends with you, then he will be the first to put a knife in the back.

And it all starts innocently: let's exchange embassies and gifts, just let a couple of archers through - they will pass by. And here are some more war chariots. Siege towers? So this is a new design of tourist buses.

Moreover, diplomacy is built in such a way that the more sudden the war, the higher the fine for declaring it, up to the stoppage of production and riots. That is, saber-rattling requires a formal reason: for example, if your empire and the enemy country have different religions, you can use this to reduce the fine. It is a good deed - we are fighting heretics for the true faith. AI compensates for its primitiveness with muscle mass, which grows with the level of complexity. The "prince" mode gives equal chances and therefore does not challenge, but on the "deity" the enemies at the start will receive two cities and crowds of warriors, and you will only have settlers in tattered trousers. Only matches against live players are cooler, but before them you should warm up with a computer, otherwise you will know all the shades of pain.

Firaxis has already found a way to deliver unpleasant sensations, because the authors of "Civilization" do not go past the gaming house without jokes. This is not about humor as such - playing with it is in order: opening another technology, you can listen to a quote like "Excesses destroyed the Roman Empire. For example, air conditioners, because of which all windows were closed, and no one heard, as the barbarians approach." The trouble is different: the developers again went too far in experiments - fortunately, only in visual ones. So welcome to the addict's dream. The brightness is at maximum, the colors are screaming, you can’t see what you need, and the look is rather quickly “blurred”. Even the characters resemble caricatures of themselves: neither the cutie Cleopatra nor the handsome Sumerian Gilgamesh, who looks like a wrestler from Dagestan, saves.

There are also local shortcomings: although the game is fully translated into Russian, the work was done carelessly. In the original, you can hear Sharpe's Arrow and Lord of the Rings star Sean Bean, but here you are face to face with a dim announcer who got lost in three intonations. And get ready for inscriptions like "they want rumors that Japan has captured they want rumors that" - this is no joke, but a distilled shame. Therefore, if you are on "you" with English, the choice of the language version is obvious.

And yet she turns

Fans of the series know that DLC gives the final polish to its releases. But even without additions, the sixth "Civilization" is a complex and rich thing. Some will find here a reason to have an interesting time, others - an island of control in the ocean of chaos, and for someone it will turn into a constructor that can be assembled and disassembled, trying different options for years.

The bouquet of emotions typical for the genre is full: here are the painful reflections on the next move, here is the joy of difficult victories and the bitterness of sudden defeats. And where else can you skillfully destroy a state after a dozen intense hours of raising virgin soil? Or find in the abyss of options the one that will "pull out" a hopeless game? Civilization VI is one of those games that absorbs seriously and for a long time, which you want to discuss with friends. The main thing here is to stock up on time: it will take a lot.

Advantages:

  • the most comprehensive global strategy of today;
  • gameplay here - for several games and hundreds of hours;
  • the systems of politics and districts do the series credit;
  • a combination of calm pace and eventfulness;
  • aphorisms of the best authors - from Churchill to Pratchett.

Disadvantages:

  • eyes get tired of graphics;
  • too much attention in the gameplay is given to religion;
  • malignant localization;
  • The balalaika soundtrack of Russia is infuriating.

The approach to units has also undergone changes. Builders are released in groups of three. Each of them is spent on the implementation of one specific project. As for the soldiers, three fighters can be combined into a group that will occupy only one hex. But engineering units have become a rudiment. The fact is that trade caravans automatically lay roads. As a result, engineers, who also graduate in groups of three each, ended up on the periphery.

The player is given a lot of opportunities, but thoughtless pumping will inevitably lead to defeat. You have to strain your head, developing a long-term strategy. This is also influenced by the political system. Ideology is a set of cards with passive bonuses, which are divided into several types. Let's say a democracy allows you to choose one military, three economic, two diplomatic, and two random. You get new cards in the course of a gradual study of the tree of social institutions. In addition, each of the political systems has a basic bonus, which increases over time.

In order to diversify the standard study routine, the developers have improved the system of additional mini-tasks. The study of technologies can be significantly accelerated by fulfilling certain conditions.

Not less attention is paid to the characters. All races participate in a global competition to attract outstanding personalities. For example, if you generate points of great naval commanders, then you will be able to interest some admiral faster.

Heroes have active and passive skills, which introduces a dilemma. Let's say a warrior Boudicca gives bonuses to certain types of units. It can be associated with a squad of soldiers. But you can also "retire" a character, receiving a one-time bonus. For example, by turning nearby units of barbarians into allies. Or by pumping your troops.

Diplomacy is also a cornerstone of the series, however it is still puzzling. Each of the leaders of the people has his own specific model of behavior and this leads to oddities. Same India is committed to developing trade relations and is easy to cooperate with. However, on China the game is cracking. local Qin Shi Huang simply hates when other nations build the Wonders of the World. This dissatisfaction can turn into a real missionary attack.

As mentioned above, victory can be won spiritually. Having erected a religious quarter, we get the opportunity to create our own cult and prepare missionaries, apostles and inquisitors, who are bought for faith points. However, opponents love to abuse this, so you will not avoid large-scale battles in the spirit of “pastafarianism against Taoism”. It looks pretty funny, as the priests in the truest sense of the word throw thunder and lightning.

Twenty-five years have passed since the release of the first one, and they decided to make this year's release special. Already the debut demonstrations of the gameplay hinted that the indignation of the players in the style of “the developers only changed the textures” simply cannot be. The project has acquired new mechanics and at the time of release it already contains religion, tourism and other elements that have recently been added in the form of add-ons. But, despite all its innovations, it is better to talk about it from the side of comparison, which is what we will do in this review.

As they say, they are met by clothes, and Civilization VI can both please many and repel ardent opponents of everything cartoonish. The fog of war is generally one of the best solutions ever seen in games. The area that is out of sight of your cities and units is styled like a map on parchment. Although at first it causes some inconvenience, a couple of hours is enough for complete addiction. The designers did a good job on the details, the optimizers, for once, have made the project work properly on gaming PCs, and in general, everything looks very nice. The developers were especially successful with the rulers, whose emotions often make you smile, until hackneyed phrases with constant accusations of your state make you nervously press "ESC".

Constant groundless accusations of computer opponents of your civilization is one of the main problems of local artificial intelligence. Regardless of the nation that the developers promised us, he is preparing a huge army and attacks you under any pretext, be it a disagreement in religion, politics, or just your inclinations for rapid expansion. And even if these steps were at least based on something, such behavior could be forgiven for a computer opponent. But often his militaristic inclinations negatively affect the overall development, and while the computer is churning out a dozen spearmen or horsemen, you successfully unlock technologies for training crossbowmen. The outcome of the confrontation with such a gap in technology, even with the numerical superiority of the lagging side in development, is easy to predict. Having received on the ears and begged for a truce from you, the valiant AI will again begin to build up the army and will soon declare war on you again in order to come to another fiasco.

Moving away from the topic of inadequate AI behavior, I would like to thank the developers for the excellent system of urban areas. Now cities really have specializations, and development needs to be carefully planned. The fact is that most of the buildings are being built not in the very center of the city, but in a special area created in the territories adjacent to it. Of greater interest to such planning is the influence on the bonuses of the new district of both the terrain and already built districts and Wonders in neighboring tiles. Great buildings, by the way, now also take up space on the map. This simultaneously eliminates the need to find a couple of dozen Wonders in one city and makes the construction process spectacular - the designers have worked out the stages of construction of each of them, and it's nice to see how, for example, Hanging Gardens are being built near your city.


Diplomacy system Civilization VI, if we forget for a while about the inability of AI to use it, is both concise and multifaceted. There are both standard trade deals and all sorts of additional options, such as establishing an embassy or making alliances. The groundless declaration of war now has negative consequences for diplomatic relations with other nations, so before attacking enemy territory it is better to come up with some kind of "excuse" to the world community.

Immediately in diplomatic negotiations, it will be necessary to agree on the division of cities in the event of a peace after the war. Often, however, a losing computer opponent will be happy to leave you his former possessions, if only you deign to give him a pause to build another technologically backward army. In a game with people, such bargaining can become an interesting event, given the negative consequences on the economy of both nations during the war, which itself gives rise to a desire not to prolong conflicts.


The processing of land outside your cities, as before, is carried out by workers. But in the past, the relentless bobbleheads that most people put into automatic mode almost from the start now require micromanagement. The reason for this is the depletion of their forces, the base supply of which is enough for only three actions, now carried out in just one turn. If you want three farms, please build a worker and donate it completely to the good cause of the city's development. In the future, ways are opened to increase the limit of actions of each builder, but at first you will have to be content with little.

Do not rush to be upset by such an innovation - even if it may seem controversial from the outside, the gameplay only benefits from this approach. In addition, the builders no longer have the task of laying roads. It is enough to tell the merchant to establish a connection between the two cities, and he will skillfully connect them by road. If it is not convenient for you to lead an offensive army through forests, mountains and rivers, you will have to be patient and build a sufficient number of auxiliary units. Traveling in support of armies, these brave guys will create roads and even build fortifications. The additional class of support units also has a medic in its spectrum, able to patch up your units even during the longest sieges.

The addition of support units is not the only change that has affected warriors. Identical units can now be combined into corps and armies (two and three identical units, respectively). The combination of troops allows you to make a large army more easily controlled by increasing the strength of each individual unit. Do not expect a double increase in the "power" of the unit - the unit will simply receive a tangible bonus, which is more noticeable in real battles than in numbers. A good military development of the city will allow you to immediately prepare corps and armies, without wasting time on the separate production of several units and their further consolidation.

The development of units has also undergone changes - now the troops have their own, albeit small, pumping tree. The unlockable skills are very interesting and contain not only an increase in power, but also original abilities - for example, infantry can learn to climb sheer cliffs that have appeared on the maps near some coasts, and long-range units will shoot a cell further.


The war in the new Civilization is not only fought with swords and bullets - this time religion is built into almost all aspects. If in the fifth part it was quite possible not to think about who your virtual dummies believe in, then here it will be a big omission for the nation. The religion created by the great prophet may contain bonuses useful for your strategy, and evil missionaries from neighboring countries will constantly try to recruit your subordinates. Fortunately, having a couple of inquisitors in stock easily solves the problem.

The clash of two religious detachments capable of "fighting" generally transfers the action beyond the realm of fantasy. Trying to prove that their deity is cooler, they call lightning strikes on the heads of opponents. It looks impressive, but this action has an even greater effect on cities within a radius of ten cells. As a result, the defeated religion loses its influence, and the victorious one recruits new followers into its ranks.

One of the victories is tied to religion. To achieve it, you need to make your belief dominant in the world. This requires achieving faith in your god in at least 50 percent of the cities of each nation.


science tree in Civilization VI has undergone major changes compared to previous games in the series. This is due to the separation of many elements from it into a separate tree of cultural development, which is now to some extent similar to science. Political courses unlocked there are separate bonuses of different categories that can be installed in the slots available to your civilization. The number and type of the latter directly depends on the chosen type of government, which is opened on the same culture development tree.

The decision to make the culture tree look like a scientific one can be called controversial, but the system for choosing the type of government with its base bonuses and the ability to customize it with political courses is the best thing that could happen to political management. By regularly making adjustments and thinking through a development strategy a dozen moves ahead, you can get a real advantage over your rivals.

Both development trees, cultural and scientific, have another highlight - acceleration due to the performance of special actions. For example, building a quarry will help your civilization learn stonework much faster. An active battle with the barbarians will allow you to quickly develop the military direction in the early stages.


The previously mentioned system of developing cities by districts, which closely ties the process to the territorial location, plays with additional colors due to the special bonuses of states and their rulers. By the way, there are more of the latter than of states - so far only Greece has got the luxury of two rulers, but we hope that future updates will diversify the choice of historical figures. Unique buildings and special location bonuses dictate the building process.

It is worth mentioning the resources - as before, in order to extract them, you need to have certain technologies and build a special improvement for workers. But now strategic resources are not spent during the construction of buildings or the creation of units. The limitation is only the presence of a specialized district - for example, recruiting a swordsman in a city is possible by processing two tiles with the corresponding resource. Having a military camp reduces this requirement to one unit of iron production.


Spying in Civilization VI available from the first day of release, and its mechanics are also changed compared to the previous part. Now recruiting agents is the same as regular units. Spies can be sent both to enemy cities and sent to counterintelligence. Failed on a mission and a discovered agent is forced to look for ways to escape - the presence of various areas in the city replenishes the list of choices, adding the opportunity to use a car or even an airplane to escape on foot.

Spies are no longer able to steal technologies completely, simply giving your civilization the bonus described earlier, speeding up their discovery by your scientists. At the same time, the range of tasks can have sabotage and even theft of relics or works of art from museums. The latter is useful if you are striving for a cultural victory and trying to send the maximum flow of tourists to your state.


Civilization VI- the best game in the series in recent years. The developers were able to bring in a lot of good fresh ideas and bring back good elements of the past parts to the game. The only fat minus lies in artificial intelligence, whose militaristic inclinations go off scale, regardless of the nation he leads. We hope that in the near future the developers will be able to correct this shortcoming, and the sixth numbered part of the series will become an almost perfect example of the global strategy genre.

A huge addition that I want to call "Civilization six and a half"

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From the Stone Age to the technologies of the future, from the first steps of mankind to the first flight into space, from the dawn of civilization to its decline. On this long journey, you will have to go through both golden ages and dark times. Allies will become enemies, and enemies will disappear from the face of the earth. In addition, more than ever, much depends on your decisions. Can you build a civilization that will stand the test of time?

Series Civilization- the standard of turn-based strategies, carrying the banner of progress in this somewhat stagnant genre. Each new game invariably brought something different, but it still felt like "Civilization" . The developers have never been afraid to even make radical changes, such as abandoning the “stacking” of units and moving from square cells to hexagons in . But progress is not limited to change from part to part. Firaxis Games creates great add-ons that significantly change the game. The sixth part of the franchise was received somewhat coldly by the fans of the series, and it was clear to everyone that the developers would have to work hard in order to make the game better and change the opinion of the public. Did they succeed? And how!

Traditionally for the series, the addon adds several new civilizations and leaders to the game. There are nine in total: eight new and one alternative ruler - Chandragupta Maurya - for India. In addition to him, the leader of the Cree Poundmaker, Queen Tamar of Georgia, the semi-legendary Queen Sondok of Korea, the Mapuche commander Lautaro, the Great Khan of Mongolia Genghis Khan, Queen Wilhelmina of the Netherlands, the ruler of KwaZulu Chaka, and the greatest monarch of Scotland, Robert I Bruce, are available to choose from. Of course, the style of play for each leader varies significantly, sometimes even radically; but it is also worth noting that not all of these civilizations are equally strong in any given party. A science-oriented Korea, due to its bonuses, will always be relevant, when, for example, too many stars must converge in the sky to use all the power put into Georgia. Veterans will appreciate Lautaro's complex and unusual play style. But the newcomers did not remain offended either: the leader of the Zulus, Chaka, is ideal for getting acquainted with the basics of military affairs.


The main and most significant innovation, as the name of the add-on hints at, is the system of golden and dark ages. In the original game, eras meant little and served only as an indicator of how far a civilization had advanced in the tree of technology or social institutions. Now they will mean much more.

Depending on the actions throughout the whole era, the player is awarded "epoch points". Learned a significant technology? Ten points to Gryffindor! Destroyed the barbarian camp? Founded a city on the coast of the sea? Built a wonder of the world? Recruited a unique unit? Plus points, plus points, plus points. The list is simply huge. All information about these moments is stored in the chronology menu: at any time you can look at the glorious history of your civilization.


Each era has two point thresholds. Their achievement affects what the next era will be - normal or golden. If it was not possible to reach even the first mark, then there will be a dark age. The Golden Age gives a huge bonus to loyalty (more on that below), as well as one aspiration bonus, which allows you to focus development and “throw” it in the right direction. The Dark Age, in turn, reduces the loyalty of your cities, but significantly increases the chance of reaching a golden age in the future; it will be called heroic, and will allow you to choose two more bonus aspirations.

In addition to the obvious and tangible gameplay benefits, the developers were able to make the game simply more interesting by introducing this system. It encourages you to actively explore the map, look for new ways to earn points (some of them are very obscure!), and this, in turn, encourages experimentation. However, there is a suspicion that over time, players will simply learn by heart the best ways to get points - what technologies give them, which units are better to pump and which buildings to build. The complete "automation" of the process, of course, is sufficiently prevented by the random generation of the world at the start of a new game, but not completely - after all, each civilization has a coded preferred start landscape.


Cities have a loyalty value. The closer the city is to the capital or to the borders of civilization and the farther from the settlements of rivals, the more loyal and devoted its population. You should not establish your settlements far away: when loyalty drops to zero, the city becomes free, it has its own kind of army, and if nothing is done, it can join the rival's empire.

At its core, the loyalty system creates another battlefield. On it you can and should think carefully, plan ahead and be attentive. Civilizations entering a golden age not only make their cities more loyal, they also become much more attractive to rival cities. On this battlefield, settlements can be captured without armed conflict.

This all very much resembles the so-called "cultural bombs" from, only the difference is that in the sixth part it has its own mechanics. The return of this system cannot but rejoice: the feeling that you have lured a foreign city to your place just because you are cooler is simply indescribable.


Governors go hand in hand with the loyalty system. Yes, now you can appoint people to lead the city. There are only seven governors, and the same points are spent on hiring them as on upgrading. Therefore, there is an acute strategic choice: to appoint as many non-pumped governors as possible, or to have only a couple, but with all possible upgrades.

Giving the player a choice is a very important and good decision. I am glad that the restriction here does not exist for the sake of restriction, as is often the case in games, but introduces a tactical element even into the management of the city. For example, there is a social institution that increases loyalty in cities with a governor, so certain civilizations should hire as many of them as possible. On the other hand, empires that do not stretch from one end of the continent to the other, but focus on just a couple of cities, should prefer improvements.


The union system has changed a lot. Now it is not just a pact of non-intervention or mutual protection. Alliances now have serious bonuses. There are several types of alliances - scientific, military, economic, cultural and religious. And although each type is good enough on its own, it is worth thinking in the long term: the longer the union lasts, the more useful it is. Therefore, rash decisions can go sideways. They can also be used tactically for diplomatic gain. A real alliance makes even such insidious schemers as Catherine de Medici less willing to be stabbed in the back. And yet it is worth remembering that alliances benefit not only you, but also an ally. Therefore, you should choose your friends carefully.


In addition to deliberate alliances, empires can become on the same side of the barricades by chance. When someone has conquered too much territory or used nuclear weapons, a critical situation ensues. "Critical situations" as a gameplay mechanic act as the last lever to respond to someone's quick victory. When such an event is triggered, the AI ​​selects all possible participants, and they are offered a choice - to postpone everything, stand on one side and try to defeat a common enemy, or refuse to participate. Victory promises huge benefits for all involved, but if you fail, the dominant enemy will be even stronger. The amusing mechanics also lies in the fact that everyone makes a decision on their own, and here a huge scope for mind games opens up. You can, for example, refuse to participate, and then still open a second front to the enemy, but at the same time make sure that the participants do not achieve their goal within the established time frame. Thus, in one fell swoop, you can spoil the raspberries for several rivals at once. And this is just one example of the trick. The system itself works very well too - the game needed a "last frontier" feature, and it got it. The main thing to remember is that this is a double-edged sword: you, too, can be a victim.


Speaking of city-states. It's very sad to see that their AI hasn't been tweaked properly. He still spams units, which he then aimlessly moves back and forth every turn. He still does not know how to defend himself against any organized aggression on the part of civilizations. They are simply too static.

As a result, we can safely say that all expectations are justified. The developers obviously listen to the community, are not afraid to admit and correct their mistakes and always strive to make the game better. All addon mechanics are interconnected, logical, and perform their functions perfectly.

It doesn't matter if you're new to the series Civilization, or Veteran - this add-on goes out of its way to please all gamers. Gives all the keys to success, allows you to fantasize, think, act, and, most importantly, enjoy the process. Now go ahead - fight the trials that the sands of time have prepared!

Have you played this legendary strategy? Which part do you prefer the rest?

Name: CivilizationVI
Genre: Strategy
Developer: Firaxis
Publisher: Take-Two
Release date: October 21, 2016
Platform: RS
Game site: https://civilization.com/

For some reason, it is customary to start reviews of Sid Meier's strategies with a description of a (supposedly) paradoxical situation: they say that Gandhi launched a nuclear strike on New York, and the Zulu culture became the most popular in the world. The situations really sound unusual in the context of the development of history familiar to us, but they are completely adequate and logical for any player in Civilization.

Both the nuclear strike from Gandhi and the "soft power" of the Zulus, if they happen in "Civilization", always have a convincing logic and a clear cause-and-effect relationship. This is the strategy series from Sid Meier and has earned its legendary status and colossal cultural significance.

No matter what anyone says, namely this series is the main pearl on the crown of PC gaming, it is for the sake of it that it is worth starting a gaming computer, and for almost thirty years now (along with essays on biology) it has been the main argument in the requests of schoolchildren to buy them a PC .

"Civilization" is also a great example of how games have educational value. In our humble opinion, every student of history and geography is obliged to play, understand and master the current version of "Civilization": fingerplay explains the logic of the development of historical processes and clearly shows the process of globalization.

Therefore, let's not waste your time, friends: if you have played and love all the previous versions of this great strategy game - Civilization VI will not disappoint you, and you will recognize all the differences from the previous parts and innovations yourself. For everyone else, keep going.

The sixth part of "Civilization" is quite different from its predecessor: in the presence of familiar and familiar elements, their functionality has changed quite a lot.

The most noticeable and obvious change in graphics: the game has become more cartoonish, more colorful and vibrant. Someone will not like it, someone will remember that Civilization was originally conceived as a digitized board game and such changes in graphics are a tribute to tradition, but someone will not pay attention, because he loves Civilization for the picture, probably , last.

Much more important changes have affected the gameplay. Few aspects of the game remain intact—some changes are subtle, others are large and significant—but anyway, Civilization 6 is a completely different game from Civilization 5.

First of all, the logic of organizing the space around the city has changed. If earlier it always occupied only one cell and all buildings were placed there, now there are blocks that occupy cells within the city district. The planning of city blocks is a very scrupulous issue, which must be approached quite seriously. There are several types of quarters: industrial, scientific, cultural, religious and maritime; wonders of the world are now also built on separate cells. It will not work to build as many quarters as you like, since this process is tied to the number of inhabitants - one quarter for three units.

And now the player is faced with an entertaining task: in order for the city to grow rapidly, it is necessary to occupy as many inhabitants as possible in agriculture; high employment in agriculture hits the industry of the city, therefore, new buildings take longer to build. In addition, you have to take into account the bonuses that quarters give: what is more important for the player at the moment - to increase scientific activity or promote cultural development?

The dilemma is further complicated by the fact that the new "Civilization" has two skill trees: one main tree, which is developed at the expense of science points, the second auxiliary, consuming culture. If earlier culture points were spent on public institutions that gave, let's say, optional bonuses, now this is a full-fledged development tree.

For culture points, you learn new methods of government, which open up access to some buildings, units, wonders of the world, diplomatic opportunities, as well as to the same bonuses that were in the previous part. They are now divided into cards: military, diplomatic, economic and universal.

Depending on the form of government you choose, the number of cards you can use is limited. Some forms have an emphasis on war and a lot of space for choosing military bonuses, while others focus on trade, then cards with military bonuses cannot be used, and the number of economic ones increases. You can change cards either for money, if you need it urgently, or after studying another technology. All this allows you to quickly change bonuses and benefits depending on the game situation.

In addition, the construction of buildings and certain units speeds up the study of technologies in the first branch. The degree of this acceleration is different - sometimes the study time is halved, sometimes only by a few moves. Here is another tool for the player for more effective strategic development.

The diplomatic system has also become more complex. Each leader now has his own agenda, a certain set of items that he wants to accomplish himself, that he expects from others, and a list of actions of other leaders that annoy him. The selection of these points is quite large: some leaders like it when you have a large army or fleet, others are annoyed by your financial well-being, and still others will declare war for trade with another civilization.

This added some predictability and additional complexity to the game: firstly, you understand what to expect from your immediate neighbors, whether it is worth accumulating forces and repelling attacks by soldiers, or vice versa - you will have a war for religious influence on cities; secondly, skillfully maneuvering between the political preferences of different leaders, you gracefully pit them against each other, doing your own thing at this time.

Finishing the theme with diplomacy, we note the increased role of city-states. If earlier they were of little use, now they give out various bonuses in the form of additional cultural points or increase your production. To receive bonuses, you send ambassadors to the city-states, the number of which provides the listed bonuses.

The role of religion has increased markedly. Firstly, with its help, you can start a religious war, receiving certain bonuses for this. Secondly, religious units can arrange a war among themselves, which on the screen looks like a clash of battle mages with open skies and lightning strikes.

Important changes have also affected the inner life of your kingdom. The most significant concerns roads and workers. Roads can no longer be built - they are laid by trade routes. You just connect two cities with a caravan, and after a while a road trodden by camels appears between them. Damn convenient!

And workers now have limited functionality: they can only create three buildings, after which they disappear. And this is again a damn convenient solution: firstly, buildings are erected instantly due to this, which allows you to receive bonuses from an improved cell already on the second turn, and secondly, the problem has disappeared when you have a whole army of workers at the later stages of the game who have nothing to do.

Here are, perhaps, the main differences between the new "Civilization" and the previous parts. We dare to assure you that their impact on the gameplay is enormous, which means that Civilization VI is, in fact, a completely different game. Outside of our review, there are still fifty small changes that each player will be happy to discover on their own.

But in general, I don’t want to say more: perhaps the time will come when Civilization will cease to be the main strategic game of our time, but so far this time has not come!

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