Sid Meier's Civilization VI Review

by admin November 4, 2016 at 3:14 am

Across its 25 years of existence, Sid Meier’s Civilization franchise has served as a neat microcosm of mankind’s history – right from the dark depths of the Stone Age to the hyperconnected Information Age. Civilization VI, the sixth main entry in the series, which comes six years after the release of Civilisation V, brings some big changes to how cities expand, adds another layer to diplomacy tactics, and tweaks technology and cultural advances.

At the same time, in a major departure from previous Civilization titles, the latest iteration provides you with only a lone adviser. Until Civilization V, multiple advisers specialising in different domains – for military, economics, culture, science, and religion – lobbied for their separate interests, so you could follow any one’s advice depending on how you wanted to proceed.

In Civilization VI, the single advisor attempts to balance the needs of your cities – offering a variety of advice between buildings, wonders, and units – while never explaining how the choices she proposes are going to help. This puts more of an emphasis on your own decisions and thinking, though it doesn’t help that the advisor regularly ignores military expansion in favour of economic growth. Blindly following the adviser – as we did to see what would happen in one game – can invite other computer-controlled civilisations to seize the chance, and go to war against you.