The articlegameplay, story, development, reception
Gameplay
Civilization VI is a turn-based strategy video game in which one or more players compete alongside computer-controlled AI opponents to grow their individual civilization from a small tribe to control the entire planet across several periods of development. This can be accomplished by achieving one of several victory conditions, all based on the 4X gameplay elements, "eXplore, eXpand, eXploit and eXterminate". Players manage a civilization of their choice and develop their technology, culture and government structure between ancient times and the near future. They found cities and grow them through the creation of mines, farms and other improvements, while simultaneously exploring the randomly generated world and encountering other civilizations and barbarians. Players have the ability to trade and manage peaceful diplomatic relations with other civilizations or alternatively go to war through the use of military force.
Similar to previous Civilization games, each civilization has a unique ability, comes with at least one unique unit (often one associated closely with the civilization in a historical sense, though not always with the leader), as well as unique infrastructure such as an improvement, building, or district. Each leader also has a unique ability which may provide an additional unique unit. One major change between Civilization V and Civilization VI is that both leaders and civilizations have a benefit.
Development
The game was developed by the same Firaxis Games team that developed the expansions on Civilization V, and most of the new mechanics introduced in these were present in Civilization VI at its launch. This follows from Sid Meier's "33/33/33" rule of sequel design: 33% of the game should retain established systems, 33% should feature improved systems over the previous version, and the remaining 33% should feature new material. Firaxis used "Frankenstein", a small group of dedicated Firaxis fans, to bounce ideas for gameplay improvements. Because of the larger number of systems in place, the studio expected to ship the game with a large-scale tutorial, separate but supplementing the guidance given by the player's various in-game advisors.
A major foundation of the development of Civilization VI was to prevent players from following routines in playing through a game, according to lead designer Ed Beach. The developers placed much more emphasis on the significance of the procedurally generated map in how it would influence the player's strategy as the game progressed, so that no game of Civilization VI would be the same. For example, the redesigned technology tree was aimed to pull players away from automatically following a rote path through the tree, and instead adapt a path through it based on their placement on the map.
Reception
Civilization VI received "generally favorable" reviews, according to review aggregator platform Metacritic. Scott Butterworth from GameSpot praised the game's nuanced additions and the unstacking of cities, which "adds a new strategic layer that fills a gap and creates greater variety in the types of thinking Civ demands". IGN's Dan Stapleton echoed the same love for its "overwhelming number of systems" and for feeling "like a Civ game that's already had two expansions".
Peter Glagowski from Destructoid was slightly more critical, dubbing the religious victory condition in the game a "nuisance" and recommending turning it off. He also lamented the lack of scenarios, the scrapping of the diplomatic victory condition (which would eventually be reintroduced in Gathering Storm), and the absence of Steam Workshop support at launch.









