Civilization 6 gambling addiction. Sid Meier's Civilization VI Review

Take a vacation and turn off your phone: Firaxis has once again made a near-perfect game and demands another thousand hours of your time.

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The Civilization series follows the core principles of its own gameplay. Each subsequent game gets a new level of depth in communication with the user, gives him more room for maneuver. It gets, if you like, a little more complex with each new iteration. , to use her own terminology, brings the entire series into a new era. Not at all caring about the fact that some of its elements are still sitting in the Stone Age.


Meeting the player with pleasant and light music based on the folklore of one of the parties taking part in the party, a stunningly beautiful map of the area, filled with details as you explore the world around you, and cute rulers of neighboring states, drawn in a cartoon style, will give you several moves to admire the beauties and relaxed study. And then he will lay his muzzle on the table and begin to pull off your pants. Welcome! Do not try to play according to the learned patterns from the fifth part.

Because the game wants you to think ahead. Putting a city in the middle of several "tiles" with rare resources was a great idea in previous games in the series, but now it can turn into a disaster due to the new system of districts. Previously, all the buildings of the city were stuck into the central "tile", and all the free space around it was open for development with farms, mines and trading posts. This gave the player a bunch of basic resources and allowed to pull up one or another aspect of the city economy at any time. Districts now have to be placed on outer "tiles", taking up precious space with buildings that often do not provide basic resources at all, but are focused on making a profit in other areas. In addition, each of these areas has its own minimum requirements (the harbor is built only near the coast, which is logical) and may well refuse to be built anywhere other than the cell in which you grow, for example, bananas. Or a farm has already been built.


At the same time, depending on the natural conditions surrounding the cell (mountains, rivers, jungles, and so on), a district located in a good place will bring additional bonuses to its city. That is, yes: first you need to think carefully about how to arrange the city so that everything fits in well, then figure out how to arrange buildings in it so that everyone gets bonuses to their production, and then take into account that districts also provide tangible advantages to those located next to them buildings. And then it is already possible to build a city. By the time you find the perfect spot, your neighbors will have launched a satellite into orbit - even if the spaceport is in a starving city. The scheme becomes even more complicated when you realize that the wonders of the world also require a whole cell. And that religion also significantly affects the production in the city, therefore, having missed a couple of other people's apostles, you can be left without the usual bonuses and get the starving city of Paris in your hands in 2020.

And let all the problems listed above scare at first, if you exhale and take a closer look, everything turns out to be not so bad. For such puzzles, we love the Civilization series. They make it possible to turn on the head, to estimate the available options. In the end, in this game, the process is more important than the result. Ask any player what part of the match they enjoy the most. The answer will be either the beginning or the Middle Ages - phases of exploration and explosive development.


Seriously changes the series not only in terms of the structure of cities, but also in the very structure of the political system of your state. As before, for culture points we can develop new areas of policy, but now the system is made much more flexible and allows you to radically change the direction of your civilization in a couple of moves. In the simplest tribes of ancient times, of course, they did not particularly bother with politics. But as you develop, you will be able to choose a suitable political system for yourself: from the banal chiefdom to, for example, socialism. This was the case in previous games, but now each type of government, in addition to the basic bonuses, has unlockable policy card slots - each with its own small improvements. We open the monarchy - we get more space for military policies related to the production and management of troops. While the republic, for example, gives greater freedom in managing the economic systems of the state. The cards themselves do not disappear when used, which allows you to apply new policies depending on the situation and more freely feel yourself in the constantly changing conditions of the new world.


A new approach to the organization of cities implies a changed approach to the work of builders. Previously, one detachment of workers could accompany you from ancient times to the era of the atom, independently of the player, running around the map and building farms and mines on mastered cells. The logic of the new Civilization, as already noted, implies a more thoughtful approach to resource management, so workers now have a limited number of uses. This solution fits perfectly into the new system and makes it necessary to plan the production queue in cities in advance. The only controversial point in this situation is the construction of roads: now trade caravans are engaged in it, automatically turning their path into a surface suitable for movement. Fans of manual control can independently connect different points of the map by road with the help of engineering troops.


And now a little about what does not work. The vaunted Casus Beli system - the reasons for the war - does not work. Logically, it should provide the ability to declare war on other states, depending on the geopolitical situation, without receiving a huge fine for militarism. In fact, peace-loving states will still hate you, regardless of the list of reasons why you attack their neighbors. Moreover, the opponents themselves (unless, of course, you play with artificial intelligence, and not in multiplayer) will easily break their promises of eternal friendship. It would be better if they introduced the ability to issue ultimatums. The situation turns out to be strange: you can catch a spy from a neighboring country a thousand times in your city, trying to blow up your workshop, for example. At the same time, the ruler will apologize and promise not to do this, but break the promise and still remain your friend. It is impossible to declare war: the fine will be huge. But the opportunity to deliver an ultimatum and promise to pull the eye on the ass in the event of the capture of another spy would come in very handy.

The Civilization series of games has come a long way in the past 25 years, but its development is far from over. This is shown both by perfectly fitting new mechanics and a bunch of problems familiar from previous games in the series.

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 completely 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 a reason to have an interesting time here, 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 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.

Flaws:

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

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 especially succeeded in 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 have a negative impact on 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 dozens of 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 on 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 be 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.

23.10.2016

This year for fans of strategies turned out to be very mediocre. From what came out worthy of mention, perhaps, niche, space Stellaris, early-pixel Rim World, and Cossacks 3, to which there are also a lot of claims. That is why the main hopes were placed on Sid Meier's Civilization VI. Well, whether they were justified or not, we will tell you right now.

History is written by the winners.

Should you buy Civilization 6 if, for example, you play the fourth or fifth perfectly? Probably worth it, although it all depends on you personally. Are you an ardent fan of this series, or do you just like to feel like the king of the world from time to time? If the latter, then probably not worth it, because there are not very many bright innovations in the game, and, in fact, it has remained the same Civa. If the first, then it is definitely worth buying, because the main feature of Civilization 6 is the presence of a corporate atmosphere, the famous spirit of the game, which, in our opinion, was best manifested in the third part.

Caring teacher.

Civilization 6 turned out to be harmonious and very friendly to beginners. This is not Europa Universalis 4, where it is not at all clear where to start, what to press, and how to move troops. Here, the system will not let you make a new move until you give out all the instructions hanging in the air, one by one, very politely, but persistently, poking your nose into your gaps.
In Civilization 6, there is a teacher who can teach you two methods, after asking if you have played Civilization at all, have you played this particular part. It is better to honestly admit that you have not played the sixth, and then you will be thoroughly helped. This help will not bother you, but at the same time it will not guarantee your victory. Following the tips of the adviser, you can lose in an elementary way. Comparing Civilization 6 and, for example, Civilization 4, it is appropriate to draw an analogy between Windows 10 and Windows 98, where there was a minimum of automation, and where you had to manually do what is now done by pressing one button. Although, not everywhere and not always.

The vaunted diplomacy of Civilization 6 rests on military superiority. As soon as the neighbor acquires a good army, he will attack, despite the age-old friendship

Tricks and features.

In the old Civilization 3, workers could be sent on autopilot. By pressing a single button, you sent a worker to eternal hard labor, but then received drained swamps, built roads, and improved areas with rare minerals. Here, each worker, who, by the way, became builders, needs to be dealt with personally. Builders consist of three units. Breaking, for example, a field in a wild meadow, you lose one builder. Having built, for example, a quarry in two turns, you lose another one, and so on.
But this is not the main thing. The main thing is that now your city has ceased to be static, and increase only on the picture called by the "show city" function. Now the city expands depending on the buildings being built. The development of the city at the expense of districts is an effective and interesting thing that requires extraordinary planning. Almost everyone makes mistakes here. The fact is that it makes no sense to spend builders on improving the cells closest to the city, because new areas will be built in these cells, therefore, the old improvement will go down the drain. But we will talk about this in a separate article.

The same applies to the army. Now you can fasten individual units together, creating a powerful combat unit. After all, you need to fight. Enemies in Civilization 6 turned out to be extremely insidious, and they need a separate approach.

Civilization 6 can be turned into something like Travian with the push of a button

Graphic arts.

Civilization 6 looks like a cartoon. Moreover, the game has a special button, by pressing which, the picture will turn into a perfect cartoon, and Tsiva will look like Travian or Tribal Wars. But the very fact of the cartoon should not bother you, because after half an hour of playing you will fall in love with the picture, and you will not pay the slightest attention to the non-Disney faces of heads of state or ordinary soldiers.

Separately pleased with the optimization. For the entire time of testing, we did not record a single slowdown, despite the fact that we launched the game on a regular gaming, one might say, ordinary PC.

Also many thanks can be said for the excellent localization. We did not find a single spelling mistake, although we tried, and when we watched the introductory video at the very beginning, it turned out to be completely dubbed by professional actors, which is generally quite a rare thing.

You can probably also talk about the interface in this section. In short, we have not seen such a friendly interface for a long time. Despite the abundance of small icons, and a bunch of content on the map itself, nothing is lost, not hidden from view, and everything can be turned on, called up and pressed at the first desire. Except, perhaps, cases when you decide to move the map as far as possible. Then yes, then some confusion of labels and buttons will occur. But all these are minor quibbles, and in fact there are no complaints about the graphic part of the game.

Sound.

The soundtrack in the game is selected in accordance with national characteristics. For example, when you are just starting to develop from deep antiquity, you will be pleased with the very slow, barely perceptible, lyrical-meditative Kalinka-Malinka. But, when you develop decently, start studying complex sciences, then Kalinka-Malinka will speed up significantly, acquire new notes and modernize. In similar peoples, as far as our horizons allow us to judge, the situation is similar.

Diplomacy and intelligence AI.

At the pre-release stage, Firaxis Games talked a lot about the fact that in Civilization 6 diplomacy of unprecedented depth awaits us, and representatives of other countries themselves will turn out to be cunning, insidious and vindictive. They will remember old grievances, and, at the same time, will help you if you helped them before. So we were told
In fact, we found almost none of the above. Yes, at the first meeting, neighboring factions send you gifts, and it will be good if you take a similar step, but no matter how you are friends with your neighbor, no matter how you give him gifts, he will still attack you as soon as he receives confident military superiority. For example, you surrounded yourself with friends. You almost kiss on the gums. All the barbarians were exhausted, and since there is no danger, they decided to develop science and economics. However, as soon as one of the neighbors sees that his military power is many times greater than yours, he will attack without warning, without demands and announcements of notes. Very mean, I must say. And the artificial intelligence of the opponent does not remember good, unlike evil, which remembers forever. That is why absolutely all your neighbors will be hooligan neighbors, constantly provoking you into conflict. This monotony quickly tires.

I am glad that religions are fully represented. Orthodoxy is also available

Therefore, unfortunately, there can be only one recipe for victory - create a powerful army. And there, when the army is ready, you can start to admire and conquer the enemy with cultural victories. Then you can, so to speak, rightfully strong. Without an army, you will not achieve any progress.

But who liked it, it's the barbarians, who have become noticeably smarter. First, the barbarians began to develop along with you. And if their first attacks are carried out by slingers and ordinary warriors, then chariots can come to you. Moreover, not just to come, but to do it quite cleverly. Barbarians will try to attack undefended areas. If everyone is protected, then on those where your troops are simply standing, and not standing in a fortified position. If they meet with a rebuff, they will retreat, giving the opportunity to attack another, more recent and suitable comrade using the rock-paper-scissors method. Therefore, be ready to immediately take your feet in your hands and go, bring down their camp.

But speaking of the intelligence of the barbarians, the intelligence of your neighbors is extremely low. For example, if you are besieged by barbarians, and the troops of a neighbor may be nearby, then they, even to their own detriment, will come to your aid, destroy all the barbarians, then think a little, and declare war on you - why walk twice. After the declaration of war, they will attack hesitantly, as if in the dark, groping for each new meter with their feet and hands. In general, there is a feeling of pretense and unnaturalness. Therefore, who wants the ultimate realism, he needs to play exclusively on the Web.

As you progress, you will be able to hire Great People

Epilogue.

Summarizing all of the above, I must say that Civilization 6 has regained a fairly underused spirit of the past. The game turned out to be very pleasant, superbly optimized, without any technical problems, with a clear interface and visual training. Cities now grow in breadth, armies can also be linked to each other. You will be delighted by the possibility of hiring outstanding personalities who can significantly accelerate your cultural development. Different factions look different. Churches and Kremlins in the campaign for Russia are pleasing to the eye, as is the sound design.

But the intelligence of rivals, as well as the praised diplomacy, did not like at all. We were promised almost a full-fledged interlocutor, but we got a primitive enemy who is friends with you if your army is stronger, and an attacker in any case if your army is not able to give a worthy rebuff. So, anyway, it all comes down to a showdown on the battlefield.

excellent music, excellent optimization, friendliness of the interface, large maps, dangerous barbarians, interesting construction.
weak diplomacy and predictable intelligence of rivals.

Our score is 8.5 points. Definitely the best strategy game, and simply one of the best games of 2016.

It's been a month and a half since a new version of the great Civilization has been released, already under the number VI. I think that many have already managed to play themselves, but certainly not all. I suggest that those who have not had time to play yet, but want to get acquainted with the innovations (compared to the V version).

So let's start from the beginning...

Settlers

The game begins with the fact that we are given settlers and a warrior, everything is traditional here, when managing a settler, places are shown that are favorable and not very good for founding a city. Everything is clear, the change is purely evolutionary, for convenience.

City development

Having founded the city, we immediately begin construction. And with the development of the city there have been big changes. There is a small set of buildings that belong to the "city center", such as a monument, a barn, a sewer, but most of the other buildings are built in specialized districts, which must also be first built by placing a cell on the map under the district.





There are a lot of such districts in themselves:

Religious

Scientific

Military (may serve as an additional line of defense in case of war)

Commercial (affects the number of trade routes)

Cultural

Entertaining

Airport

spaceport

residential areas

Aqueduct

Wonders of the world also occupy a separate cell on the map.

Each district can receive its own bonuses from nearby resources and terrain features, and the wonders of the world have their own requirements for location near districts and terrain. We also do not forget that farms, mines, sawmills, plantations with resources must be placed somewhere else on the same cells of the map.

In general, it is very, very, very difficult to build a city with all, all, all buildings, and the construction of a megacapital with a bunch of wonders of the world becomes a non-trivial task. Throughout the game, you have to think and choose which areas you need to build, and which you will have to do without.

Builders

Another big innovation: builders perform actions in one turn, whether it's building a mine or clearing a swamp...cool? Cool! But the number of actions is limited, after the actions are over the builder simply disappears. The number of actions can be changed by pyramid building, social policy, and so on. Builders also process marine resources, i.e. it does not require the construction of separate units - fishing boats. When playing as the Chinese, builders can help build wonders in the early stages.

Roads

And then again everything changed radically. First, the good news: you don't have to pay for road maintenance. The second news: roads do not need to be built, they appear themselves. However, in order for the road to appear, it is necessary for a caravan to pass through the area. Such things, the roads are trampled by merchants, this process cannot be controlled directly, but you can also set the direction of trade and thereby influence the construction of roads.

In general, in the later stages, a special unit, a military engineer, can also build roads, but you still have to live until then...

Great people

The system for generating great people has changed. The points of great people of each type are added to the general treasury of the empire, this progress is visible to everyone, i.e. you can see which empire has how much has accumulated and who will soon receive the next great scientist, for example. With great desire and great opportunities, you can hire a great person out of turn, spending a large pile of gold or faith points.

The effects of the realization of these personalities are very different (even if both of them are great scientists), since it is all written in advance and you can choose whether to take this person or wait for the next one.

Science, social order, governments

In the science of changes, there is a minimum - we select a technology, we study it using the science points generated by the empire, but now you can speed up the study, or rather, create a prerequisite for the accelerated study of almost any technology by fulfilling a certain condition (fortunately, this condition is again known in advance and indicated in the description of the technology) . This phenomenon is called "eureka" here and at once reduces the study time by 50-60%! And what is remarkable, great scientists and wonders of the world can also only activate these "eurekas", you still have to spend time studying.

For example, by building a city on the coast, we reduce the required number of scientific points for navigation. For the first time, becoming the object of attack by another empire, we suddenly realize the need for fortifications. Etc. RPG elements are already obtained - what you use is pumped up.


Social policies are still tied to culture, but the pattern of development is similar to the development of science. Only pumping goes at the expense of culture points. And the rest - the same "insights" tied to the fulfillment of conditions, the same choice of the next policy to be studied, as well as new opportunities for social organization, new buildings and units as a result of mastering the new policy.

New opportunities for social organization are implemented in the form of "cards", the current set of which is determined by the player, which can be changed quickly, adjusting one's policy to changing external conditions. Suppose at first we fight a lot with barbarians, activate a card with bonuses against them in battle, later, when wars with neighbors begin, we can replace it, for example, with a card with a discount on army maintenance, etc.




Governments now define a couple of basic goodies (such as bonuses for producing or generating great personalities) and a possible set of social policy cards.




As a result, the variability and ability to fine-tune the social structure has increased significantly.

city-states

The system of interaction with city-states has changed a lot. Relations are regulated primarily by the number of sent ambassadors. For 3-6-9 ambassadors you get bonuses in the form of gold, science points, etc. Whoever sent the most ambassadors can become a "suzerain", receiving an additional bonus in the form of resources and military support.

Where do ambassadors come from? Firstly, they are generated by themselves, the number is determined by the current government, the frequency of generation is determined by the accumulation of special points, this can be steered a little with the help of social policies.

Also, city-states issue quests that are in principle quite feasible, for example, build a certain unit, study technology, fulfill the conditions for "eureka", pave a trade route, etc., for completing the quest they plant an extraordinary ambassador. When the era changes, the quests are updated.

The process of "obedience" cannot be accelerated by money, gifts, etc. There are few ambassadors, not enough for everyone, it is not easy to hold on to overlord. On the other hand, the influence of city-states on the course of the game is greatly weakened, military support from them is weak, and the cities themselves defend much worse, other empires conquer them without apparent difficulty.

War

In principle, everything remained as it was. One unit is one cell, but support units have appeared that do not fight themselves, but can stick to the main units in order to increase the effectiveness of siege weapons, increase the range, heal, etc.

In addition, approximately in the middle of the game, it becomes possible to combine units into corps, armies (land), armadas and fleets (sea), the combination has increased power.

The process of using nuclear weapons has changed somewhat. Firstly, it is necessary to create a vigorous bomb and it turns out to be available to the state. And then it can be fired from a suitable aircraft or submarine.

Consequences of using a thermonuclear bomb



Diplomacy

The process of diplomatic negotiations has become more transparent, if it is clear that the neighbors do not like you, then you can see for what exactly: you are squeezing cities, building next to them, you have a different government or a very weak army.

Otherwise, the process of diplomacy differs little from the previous series, we still have the same psychos in front of us, who must first be crushed by troops and only then negotiated. Although there are special scumbags, I had a chance to play against the Japanese, so their emperor, until his last breath, made reparations in the amount of my entire budget and tribute for 30 moves in the amount of 100% of my current income a mandatory condition for a peace treaty. Such a mysterious...

Personally, I was pleased that there are no more games of world democracy. No "let's embargo city-states" or "settle the world games" here, so there is also no diplomatic victory now. By the way, this is also why there is no particular reason to cling to all city-states at once.

Religion

Religion has not changed significantly, except that it has evolved further. The presence of religions in cities became more visible.

A religion can be founded by a great prophet, the number of prophets is limited to 4 pcs. Without one's own religion, it is very difficult to influence the spread of others. So have time to disassemble the prophets, otherwise there is a non-illusory chance to suddenly blow out an opponent who has fallen into religion.

Trade

There were no significant changes. We train merchants, send them to cities and villages, and they bring us all the good things and do part of the work of spies, providing all sorts of information about foreign empires.

As in the case of builders, now merchants are not divided into sea and land ones - they wander around indiscriminately.

Espionage

The meaning of espionage is now tied to areas of enemy cities. For example, we steal technology from scientific campuses, we steal art objects from museums, we carry out sabotage in industrial zones, we squeeze loot from commercial districts. Well, or just plant as a diplomat. There is no direct protection against spies (at later stages there is a social policy that only reduces their effectiveness). Planting a spy in your city in the hope of protection will also fail. Again, spies do not work with city-states now (everything has changed there too)


victories

There are only four ways to win:

Domination (conquer all capitals)

Cultural (impress everyone with your art, attract more tourists)

Religious (convince more than half of the cities of each rival that your kung fu is better)

Scientific (complete a space project)

AI

Artificial intelligence in current versions does not yet shine with intelligence and ingenuity, allowing for the time being to better study the subtleties and innovations. But this is a common thing for newly released tsivoks, later this situation is corrected by patches

Eventually

Personally, I am happy to see that the game is developing, something new appears in each version. I do not like? Wanted "as in the old"? So take it and play the old one, what's the problem then? It was only the first one that was very similar to the second, differing mainly graphically. All subsequent ones were noticeably different from each other, not only in graphics.