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Civ 6 wiki start era differences
Civ 6 wiki start era differences







However, I did find some curious observations.ġ There is a significant number of techs that stayed within a similar era, especially Ancient and Information Era. I also noted that I didn't factor in science costs for these techs, nor do I have information on science per turn in normal Civ 6 games, so 1 and 2 will have to wait. Whether it will give me more quotes by Sean Bean Whether it will affect my playthrough and general game strategy Whether it will affect my science game strategy What is there to gain from this analysis? Well, I did this with 3 things in mind. I posted my results thus far in the link below, but I will continue my work in the social policy trees at a later time. So I decided to compare both Civ 5 BNW and Civ 6 to see what are the changes made to the tech tree and how the Civics tree is impacted by this. Then I saw Civ 6's civics tree and I noticed some of Civ 5's techs are transferred to Civ 6's civics tree. empty, like there aren't as many techs as I thought there would be. I was looking at Civ 6's tech tree and my gut feeling was telling me something about the tree feels. I'm so excited for VI because all of their gameplay decisions seem to be filtered through a mindset of providing choices and flexibilty for the player, whereas many mechanics in Civ V just amounted to snowballing and watching numbers go up. And the fact that they exist on a tree and give finisher bonuses essentially forced you to follow a linear progression instead of allowing flexibility. It also feels more like your civilization's government and policies - in V, you just accrued bonuses over time, and enacting 'Monarchy' in 2000 BC still gave bonuses in the Information Era, which is kind of silly. Civ VI forces you to make decisions and adapt to changing situations. There were no context-specific decisions because once you enacted the policy, it was in effect for the rest of the game, so you just ended up choosing the most generally effective ones which were almost always Tradition and Rationalism. Social policies were probably the weakest core mechanic of Civ V IMO. Before, I thought it was weird Founding Fathers rewarded you for sticking with a government, but it actually allows you to change governments faster without losing the legacy bonus.) (Sidenote: I didn't get the US Founding Fathers UA until I learned the legacy bonus stuck as you changed governments. That said, Civ IV civilizations also had a lot less distinguishing them and civics created that variety while Civ VI already embeds a lot of the mechanical variety in the civs/leaders. These would replace the inherent bonus while leaving the legacy bonus to reward sticking with one government/give a sense of your civ having a history. Civ 5's policies and Civ 6's civic system are mostly all numerical bonuses, whereas Civ IV did things like Slavery as your labor system meant you could sacrifice population to rush production or Caste System meant you had unlimited specialist slots and Mercantilism ended all foreign trade and Environmentalism traded off income for health.

civ 6 wiki start era differences

The only thing I wish is that governments unlocked more mechanical options, like Civ IV's civics.









Civ 6 wiki start era differences