Civilization VI

Sid Meier, Ed Beach, and Firaxis Games, 2016

I hadn’t been planning to play this, but a while back⁠—urk, apparently nearly two years ago!⁠—Ellie drew my attention to a promotion by Epic Games in which they were giving away the game for free.  That’s a pretty good price!  I had never played one of these games that you have to play through an online service rather than just booting it up off your own machine, and getting it started was a pain, but eventually I got it working.  (Though, from the way my computer fan screamed whenever I played, it may have been a pretty heavy lift for my equipment.)  I have since played seven rounds and I think that’s enough for me, so I guess it’s time for a writeup.

Most of what I have to say I already said in the article I wrote about Civilization IV, let’s see, fifteen years ago⁠—double urk!  Short version: once I’ve seen everything there is to see, I lose interest in Civ games, and I wish the series were more interested in the combinatorial possibilities.  Like, instead of each civiliza­tion having one or two possible leaders, there should be different leaders for each government and era, and traversing the tech tree in different ways should make civilizations look visually different.  As for what’s new… I did not play Civilization V, so this was a jump of two generations, yet the changes still seemed pretty incremental.  The graphics are slightly better than in IV, but each one-generation jump between I and IV wowed me more.  The most impressive element of the graphics was probably the way that areas of the map your units cannot currently see are rendered as a parchment map, and areas never seen are pure parchment:

(As the dotted outline there indicates, tiles are now hexagons rather than rhombuses, which felt like an improvement.  Also, cities now take up multiple tiles: to build a library you need to designate a tile as a “campus district”, factories go in the “indus­trial zone”, and so forth.  And, as of V, apparently, units of the same type (military, civilian, support, religious) can’t occupy the same tile.)  Leader graphics are good⁠—apparently V took them in a more realistic direction than IV, but with VI the pendulum has swung back and then some.  (I did wonder why the anima­tions had been replaced by still images, but see the end of this post.)  As for the music⁠—it’s worse!  One of the most memorable things about IV was the way the music changed from era to era, and I particularly loved the John Adams score for the modern era.  VI just plays a muzak version of “Scarborough Fair” at you regard­less of how far along you are.

As for gameplay: I did play through the tutorial to see what was new and to dust off fifteen years’ worth of cobwebs, but when I started up a full game I was still struck by how much more com­plicated the game had become, how many things had become automated, and how far the design had moved in the direction of accruing a few percentage points of advantage here and there, à la Europa Universalis.  To spell things out a bit more:

  • Complexity:  There’s the geographic aspect of the game: exploring the map, founding cities, building out those cities.  There’s your internal economy: accruing gold, spending it.  There’s also trade, among your own cities and internation­ally.  There’s science: accruing lightbulbs, choosing which branches of the tech tree to follow.  In VI, technology and cultural developments have been separated out, so in addi­tion to the tech tree there’s now a parallel civics tree.  Which brings me to culture: accruing treble clefs, growing your borders⁠—though culture no longer pushes your neighbors’ borders back.  Along with culture there is now a tourism rate to keep track of.  And on top of all of this there is a whole religious layer to the game: founding religions, defining them, accruing faith points.  Those faith points can also help to recruit great historical figures who become available.  There’s probably more I’m forgetting.  Oh, wait, there is!  There’s managing the appeal of your tiles⁠—you can’t just build everything up because you’ll need some pristine areas later in the game.  And city-states!  I forgot the whole thing about earning envoys to send to the city-states, which are new.  And there’s probably still more.  It’s complicated!

  • Automation:  Not only are all of the above things happen­ing, but to a certain extent they’re going on without you.  In prior iterations of Civilization, you built roads yourself; now the road network grows automatically as you send traders around.  The traders themselves are automated as well, and no longer are you juggling caravan units around.  Land vs. sea takes care of itself, as you no longer have to build trans­port ships for land units: just direct the units into the water, and the boats magically appear.  As for the spies⁠—oh, wait, I forgot about the whole espionage layer to the game!  Yeah, add that to “Complexity” section.  Sheesh.

  • Percentages:  I forgot something else: government!  In the old Civ games, you discovered new forms of government through the tech tree, and they had hardwired benefits and drawbacks: Democracy might reduce your corruption and increase your commerce, but citizens might revolt if military units left their bases, and the Senate would accept any peace offer by the opposing side, even mid-campaign.  In VI, the government types are earned via the civics tree, and while they do have some hardwired effects, their main effect is to open up slots where you can choose from among differ­ent policies.  For instance, “Veterancy” increases the produc­tion rate toward “encampment districts” by 30%.  Select “Bastions”, and your city defense strength⁠—oh yeah, cities now have built-in defenses, so you don’t have to have mili­tary units camped in all of them⁠—increases by 6, e.g., from 55 to 61.  “Town Charters” takes the “commercial hub” and doubles, not its production, but its “adjacency bonuses”⁠—so instead of getting an extra two gold per turn for being next to a harbor, it would produce an extra four.  As you can see, this is a lot of tinkering at the margins.  The change in “wonders of the world” is even more pronounced.  Back In My Day™, wonders gave you superpowers.  The Great Wall meant that any civilization at war with you had to offer you a peace treaty upon demand.  The Pyramids allowed you to change to any government, even undiscovered ones, without the usual period of anarchy.  The Great Library gave you any technology that any two other civilizations had discovered.  Whereas in VI, the Hanging Gardens… increase your city growth rate by 15%.  The Oracle reduces the cost in faith points to recruit great people by 25%.  The net effect is that instead of unlocking game-changing new possibilities, wonders and government policies might increase your budget surplus from +17.7 gold per turn to +19.3.  Hooray?

One thing I did very much like was that wonders and tech advances do interact with other elements of the game, such as geography and military success.  You have to build Chichen Itza on a rainforest tile.  Cristo Redentor must be built on a hill.  Building a university next to a mountain gives you a boost in researching astronomy.  Killing a fighter jet gives you a boost in researching guidance systems.  Meeting three city-states gives you a boost toward the political philosophy civic.  A big thumbs-up to that game mechanic.

As for the others… I dunno, I think that rather than trying to put together a list of observations about my experience playing Civilization VI, I’ll just run through my seven play-throughs and see what observations arise.

Game 1: France (Catherine de Medici) • Level 2 (Chieftan)

Oh, here’s something I should mention: in the first two Civ games, while the AIs had different strategies⁠—Genghis Khan was more aggressive, Gandhi not so much (except when affected by a notorious bug)⁠—you could play however you liked, and you were encouraged to create your own civilization and name your own cities.  (I usually played as Orange County.)  Starting with III, you were locked into doing a bit of role-playing, because each civili­zation had a unique unit that affected its optimum strategy a bit.  The Aztecs got a boost in the very earliest stages of the game, as their unique unit, the Jaguar Warrior, replaced the most primi­tive military unit.  The Americans got a boost at the very end of the game, as their unique unit was the F‑15, which replaced the jet fighter.  Civilization VI takes this to extremes, with not only unique units but unique buildings, unique ways to improve the landscape, and unique bonuses for each civilization.  Catherine de Medici’s specialty is espionage, which helps not at all in the first half of the game, when the espionage system hasn’t come online yet.  Her tourism bonus is also only a factor in the very late game.  Thus, in the early game, France is fighting an uphill battle.

But I shouldn’t blame the randomizer for sticking me with a low-tier civilization⁠—there’s a very simple reason I lost this game.  By nature I am averse to declaring war on neighboring civilizations.  I happened to end up next to Sumeria and Brazil, both of which expanded quickly and blocked me from expanding inland from my coastal position.  I ended up having to create a string of coastal cities, some of them connected only by sea routes.  I thought I’d wait until someone declared war on me and then feast on their territory.  But here’s the thing: I was playing on the second-easiest level.  Therefore the AI civilizations were all set to be peaceful.  They were happy to grab territory I wanted before I could get to it, but they wouldn’t declare war.  With no hinter­land to draw upon, my cities’ development was stunted, and by the time I had run out of patience, I was so far behind techno­logically that even on Chieftain level I probably couldn’t win a war.  Lesson: getting a prime position right out the gate is cru­cial, and if that means going to war not out of self-defense or even revenge but just because “hello, I want your territory”, then that’s what it means.

Game 2: India (Gandhi) • Level 2 (Chieftan)

Although I was playing on the second-biggest map offered, with ten civilizations active in the game, I wound up on a continent with only one opponent: Russia.  A jungle-choked isthmus con­nected our continent to another, and I could see a German city on the other side, but I never explored up that way until very late in the game.  In the first few moves, when Russia and I were competing for territory, I actually managed to found a line of cities that split the Russia in half, with its capital on one side and all its other cities on the other⁠—I hoped that might cripple its development.  I did end up with a slight edge in science and pro­duction.  India’s special unit, the “Varu” war elephant, appeared in the Classical era, much earlier than Russia’s Industrial-era Cossack, so once I was able to start building elephant units, I decided to press my advantage and grab a couple of Russian cities.  I stopped at a couple because that’s the way that Europa Universalis works: not only can you very rarely get more than a couple of territories at a time at the negotiating table, but even if you can, it’s a disaster.  You rack up overextension penalties, the new territories end up in a state of near-constant revolt, and your greed ends up backfiring.  But I discovered that there’s no reason to apply the same sort of moderation to this game.  In later rounds I would gobble up vast empires in a single war with no ill effects.  That seems like a problem!  I saw references to things like war weariness and revolts, but even on the harder levels none of those factors ever came into play for me.  I seem to recall these were bigger issues in previous interations of Civ.  I also seem to recall that coalitions of opponents would spring up to crush you if you jumped out to a lead, but not so here.  I did get denounced for my warmongering, but to no effect.  Civili­zation IV offered another reason not to wipe opponents off the map: it was generally more beneficial to let them surrender and become your vassals.  In VI, vassalage is gone.  That seemed to me like a poor design decision, especially since VI features city-states that you can become the suzerain of and thereby gain unique bonuses⁠—e.g., Mogadishu prevents your trader units from getting plundered at sea.  Reducing an enemy civilization to a city-state and thereby getting a unique bonus from it therefore seems like an easy mechanism to build into the game, one that would offer players an interesting choice to make when on the verge of capturing that final city.  Except for Game 5, I generally did keep my opponents around, though reduced to a single small city in a fringe area.  But there was no reason to, and the game should offer a reason.

Anyway, after conquering my entire continent and jumping out to a lead in science, I thought that I would cruise to a conven­tional space victory, but my game abruptly ended when I won a culture victory instead.  See, one of the big problems with Civ games is that the end of any given game tends to be a slog.  If you’ve survived that long, you probably have a bunch of cities, some of which are big producers creating your spaceship compo­nents and modern wonders and whatnot, but most of which are just middling cities still constructing workshops and aqueducts.  So while you wait on your big cities to get you to the finish line, it’s new turn, randomly select new production for seven or eight cities you don’t really care about.  New turn, randomly select new production for seven or eight cities you don’t really care about.  Rinse, repeat.  Civilization VI tries to break up the monotony by giving you something to do: around the time the modern age kicks in, sites with relics from antiquity will start popping up on the map.  You can build archaelogical museums, train archaeo­logists, and send them to go dig up these artifacts.  It is cool, because they do represent things like primitive villages and early battles that you did see at the beginning of the game!  And there’s some gameplay to it, because you get bonus points if your museums are “themed” (three artifacts from the same era, but from different civilizations), so you shuffle your artifacts around your museums trying for the optimum arrangement.  The same is true for the art museums and the paintings and sculptures your great artists generate.  Your builders also become capable of building seaside resorts on coastal tiles that haven’t been despoiled.  So I wound up putting my late-game effort into these endeavors just because it was something to do, and the result was that I was soon bringing in huge quantities of tourism points, and won the game that way.  A bit of an anticlimax.

Game 3: Aztecs (Montezuma) • Level 3 (Warlord)

I didn’t like the way technologies whipped by so quickly on the standard time scale, so I had lengthened my time scale to “epic” (750 turns instead of 500; “marathon” is 1500), and correspon­dingly went with the “large” map (about 27% larger than the standard map).  For this game, I pumped up the number of civi­lizations to sixteen and the number of city-states to twenty-two.  As a result, from the very beginning of the game there was virtu­ally no free land.  To expand, you had to conquer neighboring cities.  And the problem there was that, in order to apply pres­sure (or just take advantage of the few scraps of unclaimed space), civs would build cities right on their borders with other civs, so if you did conquer your neighbor, you’d end up with an inefficient arrangement of cities just a few tiles from each other with overlapping territories.  I did conquer quite a few of my neighbors, reducing them to one small city apiece, and painted nearly the entirety of my vast continent in the bright cyan of the Aztecs; by the end of the game I had forty-one cities I had to tend to, few of them well-situated or especially productive.  Every leader in the game hated me, but this had no consequen­ces.  I wondered whether I should try to start in on the other big continent or go for a space victory, but I won another culture victory before I could have proceeded either way.  This was the game which won me the highest score of the seven rounds I played, but it was probably the least fun.

Game 4: Spain (Philip II) • Level 4 (Prince)

When Spain came up as my assigned civilization, I thought about restarting, but then I saw that Spain was primarily oriented toward the religion layer of the game, which I hadn’t really ex­plored at all.  In my previous two rounds, I had captured enough religious buildings to earn a respectable supply of faith points, which I could use to recruit great people and to secure a natu­ralist, only able to be acquired via faith points, who in turn could designate a national park for me.  But I had never founded a religion, created any missionaries or apostles, or any of that.  So, Spain it was!

I had also cranked the number of civilizations down to nine, in hopes of having a little more room to breathe at the beginning of the game, and that paid off tremendously: I wound up on my own continent, connected to the neighboring one by a very narrow isthmus blocked by a city-state, and was therefore able to build eight cities in optimal locations without running into any oppo­sition from other civs.  I dunno⁠—maybe my playstyle is too con­cerned with finding just the right spots so that cities will have access to maximum resources with no overlap.  I always develop every resource as soon as I am able⁠—wheat and rice get farmed, cows and horses get corraled, copper and iron get mined, etc., etc.  The AIs seem less concerned about this, and I don’t know that it actually helps much.  I think it might?  Luxury resources such as spices and dyes apparently supply your cities with “amenities”, and that may be the secret to why I never once had a city revolt and never once had to worry about the effects of war weariness on my population.  In any case, while I didn’t have to worry about fending off rival civilizations for my desired city sites, I was deluged by barbarians, who sent waves of units (often more advanced than mine) at my fledgling cities, and it was touch and go for a while, but eventually I found myself on a solid footing.

I did earn enough faith points early in the game to found a reli­gion for the first time⁠—and while the civilizations in the game are hardwired, the religions are not.  You can select a prefab religion⁠—Spain’s default, no surprise, was Catholicism⁠—but you can also make your own.  I decided that Spain’s national religion would be Nihilism.  It turns out that founding a religion allows you to… get some marginal bonuses and select an extra building type.  Again, anticlimactic!  (I went with “Work Ethic”, +1 produc­tion for each Nihilist in my city, and “Meeting House”, which also supplied production in addition to faith.)  And then I pretty much lost interest in the whole religion layer of the game.  You can win a religious victory by converting every single other civilization to your creed, and I later discovered that missionaries can pass through closed borders and thereby act as ideal explorer units, but as my opponents poured their efforts into converting my Nihilists to Buddhism and Hinduism, I turned my attention elsewhere.

While I was happy to build up my own country rather than having most of my cities be conquests⁠—I even got to expand to some neighboring large islands that my rivals hadn’t disco­vered⁠—by the end of the 19th century I found myself on the verge of a loss.  China had already launched a satellite and put a taikonaut on the moon, and I hadn’t even finished building a spaceport.  China was also well ahead of me in the race to a culture victory.  My one hope was that China’s pursuit of science and culture might have come at the expense of its military.  I built up a huge army and a fleet to escort it across the ocean⁠—not strictly necessary, I would discover, since land units can defend themselves at sea, albeit at a penalty.  At the moment I declared war, my military strength was 1301 compared to China’s 105.  I effortlessly rolled across southern “Asiamerica”, where China was located, and in ten years China went from the brink of victory to elimination from the game.  I started using some captured Chinese cities to start in on space projects, since they had spaceports, but I abruptly won a culture victory before I could really get underway, and that was that.

Game 5: Greece/Sparta (Gorgo) • Level 5 (King)

I decided to return to the standard map size for this one, since it seemed weird that I was winning games with vast portions of the map still blank.  I got assigned Greece⁠—or, rather, one of the Greeces, since there’s a Spartan version and an Athenian ver­sion.  Both benefit from “Plato’s Republic”, offering an extra policy slot, and the hoplite unit, which appears very early on, in the Ancient era.  I needed it, too, because I was hemmed in right from the get-go: my starting position was up against the west coast of my continent, with city-states to the north, east, and south, and Sumeria, Japan, and Egypt right beyond those city-states.  Japan actually burst past its neighboring city-state to put a new city directly on my border, so it was my first target.  But not my last⁠—I wanted to see whether I could win this game without getting a culture victory, and since I was playing Sparta, domination it was.  The map turned out to consist of two boring continents⁠—no interesting islands or gulfs, just two big lumps⁠—with five civilizations, including mine, on the smaller one, and the other three on the larger.  My hoplites gave me an advantage over Japan; conquering Japan gave me an advantage over Su­meria (I had ten cities, all in temperate or tropical climes, while Sumeria had five, four of them in the Arctic); conquering Sumer­ia meant that I could make short work of Egypt and finally Spain.  By 900 CE I owned my entire continent (save three city-states I had spared for the bonuses), and had no idea what lay beyond my coastal waters.  When I did reveal the other continent, which contained Russia, Scythia, and Norway, I discovered that I was absurdly far ahead in tech.  The latter two had pikemen and crossbows; Peter the Great had cannons.  I had aircraft carriers with jet bombers on them.  I was able to take the three enemy capitals with ease and win that domination victory.

This was the first game I played in which I did not spend the bulk of the game with a huge amount of cash on hand.  Like, here’s a saved game I had as Philip II.  It was 1871, and Qin Shi Huang was waaay ahead of me in the space race.  But I wasn’t too concerned about my ability to put together an army to stop him, because he had 269 gold in the bank and I had 46,659.  When I was conquer­ing my home continent as Gorgo, though, I was barely able to stay in the black.  Even so, I was usually a bit better off than my enemies.  The AIs really do not let the cash pile up.

Game 6: China (Qin Shi Huang) • Level 6 (Emperor)

This game was a disaster.  I had three small cities, and was just barely fending off the barbarians.  Then Sumeria rolled in and crushed me easily.  I tried reloading a few times to try to get off to a better start, but it was hopeless.

Game 7: Greece/Athens (Pericles) • Level 6 (Emperor)

So was Emperor level just too hard for me, then?  I tried starting over completely, and this time I got Greece again, but the Athen­ian version.  This time I encountered some luck.  I was placed near two city-states, Jerusalem and Mogadishu, and they battled the barbarians that I couldn’t fend off myself due to the handi­caps imposed by the advanced level.  So I was able to get off to a good start.  And while once again my neighboring civilization far outclassed me, with huge cities and advanced technology, this time around that neighboring civilization was France.  I noticed that despite all my disadvantages, I did have a military edge over France, 179 to 35.  I deployed my hoplites, knocked France out of the game, and suddenly I had four impressive French cities, with wonders of the world and access to all sorts of resources, in ad­dition to my four scruffier Greek ones.  My remaining neighbors were England and Rome, and while they were far ahead of me technologically, and England also had a significantly bigger military, I had the larger empire (101 points vs. England’s 79 and Rome’s 53).  I hoped I could ride that early advantage to a win, even on this level.

As the game developed, I came to own about 40% of my conti­nent, Rome and England about 20% apiece, with 20% left empty near the poles.  By the 1400s I had discovered the other conti­nent, home to Russia, Sumeria, India, and Japan, and those four had divided up their hemisphere almost perfectly evenly.  I was once again very far behind in science and pretty far behind in culture as well, and once again had an immense amount of gold to put together an army and try to stomp the civs ahead of me.  The difference was that when I started buying some military units, my rivals kept pace and then some.  I see that in 1700 my military strength was 657… but Peter’s was 860, and while Gilgamesh’s was only 415, his Sumerians were seventeen steps ahead of me in tech⁠—they had nanotechnology while I’d just developed biplanes.  This was when I went the espionage route.  At first my plan was just to steal as much technology as I could, but when I noticed that my spies could sabotage spaceports, I decided to commission more of them.  And they were successful!  I was able to hobble all of my rivals’ space programs without breaking a sweat.  It actually seemed to me like a weakness in the game: like, if I had been playing France, I would have been pleased at the way I had taken advantage of my civ’s area of specialization, but Greece had no particular affinity for spycraft.  And then I was able to take advantage of another flaw in the game’s design: I caught up in tech without catching up in tech.  That is, once you finish the tech tree, you can continue to re­search “future tech”, and the scoring system will oblingingly list you as being many levels ahead of your opponents… but none of that future tech lets you build new units.  For instance, in 1886, Gilgamesh’s science score was 164 and mine was only 138, but he couldn’t make any units that I couldn’t, so if I started cranking out units, he had to follow suit instead of repairing his space­ports.  In the end, I almost ended up stumbling into another culture victory, but fortunately I was able to use great scientist Carl Sagan to boost me ahead in the race to Mars, and thereby win a space victory instead.  As if Carl Sagan weren’t already my hero.

And with that, I was done.  I felt like I’d seen everything and had no interest in playing another round.  Maybe I would if I had the expansion packs, but I’m not particularly motivated to pay for them.  So I started this article, and got to the point where I grum­bled about the fact that in Civilization IV the leaders were ani­mated, while in VI you just got still images.  And that was when, poking around on the net, I learned that in fact there is an option hidden deep within the menu system: “Game Options”, then “Graphics”, then “Show Advanced Options”, then scroll all the way to the bottom, then find “Animated Leaders”, then go to “Quality” and select a new option from the drop-down menu.  Lo and behold, this is what leader interactions were supposed to be like:

I dunno, seems like the sort of thing you’d want to have on as the default!  Or at least not hidden in a disused lavatory with a sign on the door saying “Beware of the Leopard”.

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