Games

Civilization VI still understands the power of one more turn

You were going to stop playing Sid Meier’s Civilization VI half an hour ago.

Then the technology you were researching needed three more turns.

Your new district needed another two.

A neighbouring civilisation moved troops towards the border.

Your settler finally reached the perfect location for another city.

Then somebody started building the wonder you wanted.

Stopping now would be ridiculous.

Just one more turn.

Released in October 2016, Firaxis Games’ Civilization VI has spent a decade refining one of strategy gaming’s most effective formulas: give the player something important that is always just a few turns away.

The scale is enormous.

Players guide a civilisation from its earliest settlements through centuries of technological, cultural, political and military development.

Yet Civilization VI works because that enormous journey is broken into hundreds of small decisions.

There is always something else to do.

Civilization VI starts with almost nothing

A Civilization VI campaign begins modestly.

You have a settler.

You have limited knowledge of the surrounding world.

You need somewhere to build a city.

That first decision already matters.

Water matters.

Terrain matters.

Resources matter.

Nearby mountains, coastlines and natural features can influence how the city develops later.

Then exploration begins.

The map gradually reveals itself as units move beyond the starting area.

Other civilisations appear.

City-states emerge.

Resources become visible.

Potential locations for future settlements begin taking shape.

The empty map slowly turns into a political world.

Eventually, every piece of useful territory seems to belong to somebody.

Cities are more than a single tile

One of Civilization VI’s defining changes to the traditional Civilization formula was its approach to cities.

Important structures can occupy specialised districts placed on tiles around the city.

Science can concentrate around a Campus.

Culture can develop through a Theater Square.

Commercial activity can centre on a Commercial Hub.

Religion can grow around a Holy Site.

Military infrastructure can occupy an Encampment.

That makes geography part of city planning.

The question is no longer simply which building should come next.

Players also need to consider where parts of the city should physically exist.

Placement can influence district effectiveness.

However, using a tile for one purpose means giving up another possibility.

That creates decisions that can matter for the rest of the campaign.

Every city becomes a planning problem

A newly founded city is full of possibilities.

It can become an industrial centre.

It might concentrate on science.

A coastal location could develop around maritime activity.

A strategically positioned settlement might become an important military stronghold.

Another city could concentrate heavily on culture or religion.

Trying to make every city good at everything is not always practical.

Terrain and available resources naturally push settlements in different directions.

The surrounding empire also matters.

A city does not exist independently.

Production in one location can support broader objectives elsewhere.

Trade routes connect settlements.

Military units produced in one part of the empire can defend another.

Science generated across multiple cities contributes towards technological development for the civilisation as a whole.

Gradually, individual settlements become parts of a much larger machine.

Science changes what your civilisation can do

Civilization has always tied technological progress to the passage of history.

Civilization VI continues that structure through its technology tree.

Research unlocks new military units, infrastructure and other capabilities.

However, technological progress does more than increase statistics.

It changes your options.

A civilisation entering a new technological era can suddenly gain access to military equipment its rivals do not possess.

New infrastructure can reshape cities.

Exploration becomes easier.

Eventually, technology can carry the civilisation far beyond the capabilities available during its opening turns.

Watching that transformation is part of the appeal.

The small settlement established at the beginning can eventually belong to a civilisation operating with technologies its founders could never have imagined.

Culture has its own progression

Scientific research is only one route through Civilization VI.

Culture drives the Civics tree, which develops political and social options alongside technological progress.

New governments become available.

Policies can change how the civilisation operates.

Different combinations allow players to adjust priorities according to the situation.

A civilisation preparing for war may want different policies from one concentrating on economic development.

Priorities can change again once the war ends.

This gives politics a flexible strategic role.

Your government is not simply a permanent bonus selected at the beginning.

It can become another tool for responding to the world.

Other civilisations turn expansion into diplomacy

Eventually, expansion brings you into contact with other leaders.

That changes everything.

The land you wanted may already belong to somebody else.

A strategically useful resource could sit across the border.

Another civilisation may become an important trading partner.

Or it may decide that your empire should not exist.

Diplomacy creates relationships that can shift throughout the campaign.

Civilisations can cooperate, trade and compete.

However, peaceful relations do not remove strategic tension.

A friendly neighbour can still be pursuing the same victory condition.

Another civilisation might be advancing scientifically faster than you.

Someone else could dominate culture.

Civilization VI therefore creates competition even when nobody is firing a weapon.

War can solve one problem and create several more

Sometimes diplomacy fails.

Sometimes the player simply wants the territory next door.

Civilization VI’s military system operates on the same hex-based map used for everything else.

Positioning matters.

Terrain matters.

Ranged units can support frontline troops.

Cities become defensive positions.

Naval forces matter when oceans separate rivals.

Technological differences can also become decisive.

An army using more advanced units can create a serious advantage.

However, war consumes production that could have gone elsewhere.

Building military units means not building districts, infrastructure, settlers or wonders.

A prolonged conflict can therefore damage a civilisation even when it is technically winning.

Victory on the battlefield is only useful if the rest of the empire survives the cost.

Religion can become another competition for the map

Religion adds another layer.

Players who establish a religion can develop beliefs and spread that religion beyond their own territory.

Religious units compete for influence.

Cities can convert.

A religion can spread across political borders without an army occupying the territory.

That creates another map layered over the conventional geopolitical one.

Two civilisations may remain formally at peace while competing aggressively for religious influence.

For players pursuing a Religious Victory, that struggle becomes the central objective.

For everybody else, religion remains another system that can affect the wider campaign.

Civilization VI offers several ways to define victory

Not every civilisation needs to dominate the world militarily.

Different victory conditions reward different strategies.

Science can provide one route.

Culture offers another.

Religion creates another.

Domination focuses directly on military power.

Diplomatic systems provide another avenue depending on the rules and content being used.

That variety matters because it changes how players interpret the same map.

A civilisation pursuing scientific leadership may view a productive city differently from a player planning military conquest.

A culture-focused campaign creates different priorities again.

However, these systems are not isolated.

Science helps military development.

Production helps almost everything.

Culture unlocks political options.

Diplomacy can provide breathing room.

Even a civilisation pursuing one victory type needs to pay attention to what everybody else is doing.

Different leaders change the same game

Civilization VI includes numerous civilisations and leaders with their own abilities, units, infrastructure or strategic advantages.

Those differences encourage different approaches.

One civilisation may favour expansion.

Another might benefit from trade.

Others can have advantages involving warfare, religion, culture, science or particular terrain.

The underlying rules remain recognisable, but the priorities change.

Starting geography adds another variable.

A strategy that worked perfectly during one campaign might make little sense on the next map.

Your neighbours will also change.

Resources appear elsewhere.

Strategic opportunities move.

That variability is fundamental to Civilization VI’s replayability.

Expansions made the world more complicated

Civilization VI also grew significantly after its original release.

Major expansions introduced additional systems that changed how civilisations interact with the world and each other.

Rise and Fall expanded areas including governors, loyalty and the way civilisations move through different historical ages.

Gathering Storm developed systems involving climate, natural disasters, power generation and diplomacy.

Additional content brought more civilisations, leaders, scenarios and gameplay options.

As a result, the complete Civilization VI experience contains considerably more interconnected systems than the original 2016 release.

That can make the game more complicated.

It also creates more ways for one campaign to differ from another.

The Steam Workshop extends Civilization VI even further

The PC version also supports the Steam Workshop.

Mods allow the community to change different parts of the game, ranging from interface adjustments to additional content and larger gameplay modifications.

That matters for a strategy game built around replayability.

Civilization VI already changes substantially between campaigns because maps, leaders and circumstances differ.

Community modifications create another layer of variation.

After hundreds of hours, players can still find ways to alter the experience.

Civilization VI can be understood without mastering everything

Civilization VI contains many systems, but its basic loop is easier to understand than the sheer number of menus might initially suggest.

Build a city.

Explore.

Research.

Expand.

Meet neighbours.

Develop the empire.

Respond to problems.

Work towards a victory condition.

The complexity appears gradually.

A new player does not need to understand every optimisation before taking the first turn.

Mistakes become part of learning.

Perhaps the first cities are badly planned.

Maybe the army is too small.

Perhaps another civilisation races ahead scientifically.

The next campaign begins with that knowledge.

Then another.

That process is one reason Civilization can absorb so much time.

Every failed strategy suggests something to try next time.

Why Civilization VI still works a decade later

Civilization VI succeeds because enormous historical progress happens through small, manageable decisions.

You do not build a civilisation in one action.

You choose what happens next.

Research this technology.

Build that district.

Move this unit.

Settle that city.

Change this policy.

Make this trade.

Fight this war.

End the turn.

Then the game presents another decision.

Eventually, the tiny settlement from the beginning has become an empire spanning continents.

Thousands of simulated years have passed.

Technology has transformed.

Borders have moved.

Rivals have risen and fallen.

Yet Civilization VI still brings everything back to the same deceptively simple question.

What should you do next?

You make the decision.

You press Next Turn.

Something changes.

And suddenly stopping now seems ridiculous.

Just one more turn.