If successful, these agendas will do two things: lend consistency to AI behavior, but also make each playthrough memorable. With Civ VI's new historical and hidden agendas, Firaxis is coming closer to that goal. Previous Civ games have attempted to make enemy leaders memorable characters, not only through their artwork and dialogue, but their behavior throughout your playthroughs. The Combined Arms system makes the rock-paper-scissor structure a little more nuanced, necessitating further foresight in the turns leading up to battle. Later in your playthrough, when an enemy empire completes research on tanks and rolls these behemoths onto the plains, your foot soldiers won't be as helpless as they used to be: you can link anti-tank units with fellow infantry squads, increasing the joint group's survivability in the face of tanks. Now, however, you can link a combat squad to the settler, removing the tedium of moving both units, and lending the defenseless settler some, well, defense. In Civ games past, you needed to move military units alongside the settlers to protect them from enemy troops. Say you're escorting a settler unit to the North, along that river you found that will inevitably empty into the ocean. But with Civ VI's new Combined Arms mechanic, which lets you stack certain units on top of others, there are more factors to consider in the turns before combat. Combined Armsīattles can become rock-paper-scissor affairs in Civilization, as archers shoot down attacking spearmen, spearmen stop cavalry in their tracks, and cavalry trample warriors in quick and easy victories. The new mechanic encourages you to take action every chance you get. Not only does this system give you boosts to technologies that are useful to your playstyle, but it can also pull you out of your comfort zone as you stumble upon incidental techs. In a similar way, if you're battling a barbarian army and destroy three units, you'll receive a boost to your bronze-working research. Say you want to research the wheel, for example: if you harvest a luxury resource in the time it takes to complete the project, you'll gain a boost to that tech, decreasing the number of turns you'll have to wait until the invention is yours. The active research system essentially functions like a series of side quests. Whereas previous Civ games asked you to increase the science output of your cities through luxury resources, map bonuses, or great scientists, Civ VI allows you to be much more proactive in pursuing the technologies you want. Much like unstacking cities makes Civ VI a more involved experience, so too does active research. Unstacking cities creates ripple effects across many of the franchise's core mechanics. On the other hand, you'll want to target the campuses of an enemy who's learned advanced technologies long before other civilizations. There's also the matter of military attack and defense: you don't want your industrial district falling to the enemy from the outset. This requires even more foresight when establishing new cities, forcing you to consider how the metropolises might unfold as the years roll by. Defensive encampments function better at choke points, campus districts receive scientific bonuses from adjacent mountains, and aqueduct districts need nearby rivers. You'll have to put a lot of thought into where you place these districts, too. So although your initial skyline will spring up right where your settlers break ground, your universities will be consigned to your campus district, your barracks to your encampment district, and so forth. Now, cities aren't resigned to one tile, but broken up into districts, forming the skeleton of your sprawling metropolises. Much like how Civ V unstacked military units from shared tiles, its sequel is dispersing your cities into multiple sections. Now Playing: 5 Changes Civilization VI Makes to the Franchise Unstacked Cities By clicking 'enter', you agree to GameSpot's
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