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Civilization VI: Gathering Storm Review


A strong expansion that makes the disaster an opportunity.

Collection Storm is the second of Civilization VI ̵

1; and probably final – expansion, and it cementes this iteration's place in history with a new round of interesting systems that we have never seen before in Civ games. Things like natural disasters and diplomatic reasons give us plenty to consider in all time periods, and Firaxis backs up with a dump worth for managers and other content on this already fully loaded 4X strategy game.

Between Gathering Storm and the previous expansion, Rise and Fall, the list of vacant leaders has grown into a giant roll of 45 – or 46, if you reckon Eleanor with Aquitaine's ability to lead either English or French and give them her loyalty-cutting ability as two. (It borders the Civ V's final count of 43 if you keep track.) All that narrative must have taken Sean Bean ages and play a full campaign as each one would be an epic engagement.

Most of the new civilians and leaders are more than versatile and appealing: the Ottoman suleiman gets a unique governor, Hungary's Matthias Corvinus can transform state armies into powerful weapons. Dido of the Phoenicians can move her capital almost on purpose and the Swedish Kristina themes automatically their great works. A couple is a bit too specialized to be practical unless you play a very specific scenario: Canada's Wilfrid Laurier, for example, is great if you happen to start north or south of the map, but his ability to build farms at tundra he means he's out of his element in the tropics. Mansa Musa in Mali is a similar stream if he does not have desert tiles in cities from which he can send his merchants to extra gold, and Pachacuti of Inca without rock tiles for mine for production is like a fish out of water.

For my first full game, I played (on the king's difficulty) as Maori Kupe, starting at the sea with sailing technology unlocked – which is great, except you have to spend a few turns looking for dry land that can put you behind the package. Maori is also unable to permanently reap resources and cannot recruit great writers, which are significant limitations. However, the large production bonuses for untested forests and rainforests and for fishing boats, which can make their developed territory very different from any other civilization. It was a refreshingly distinctive set of priorities.


Disasters bring an important element in the real world to Civ VI.

Collecting Storm's titular traits is, however, its natural disasters, these are a great, never before seen (unless you count Civ IV's random events) that, with the exception of generally less destructive storms and droughts, there is clearly enough telegraph that they rarely feel like they are coming out of the left field to go full Pompeii on you. has been locked, and autopilot can now spontaneously become problems requiring remedial action, flooding and volcanic eruptions occur only on riverbanks and next to huge volcanoes, of course, so you know what you are entering when you Building a city there, and even when disasters strike and mimic the country's improvements in ruins, the residual effect is increased fertility, which can help you get up quickly even if some of your work In addition, mid-game technologies allow you to limit floods with dams, giving you fertility benefits with none of the detrimental disadvantages.

I love to have disasters in play because they not only add to gameplay variation, but they bring an important element of the real world to Civ VI, which has been strikingly missing all the time. But if you don't care about the element of coincidence in your 4X strategy, disasters can be turned off (or cranked up) using a slider on the screen game screen.

The new climate change system is related to disasters in that it uses an increase in storms and floods as part of its major consequences for burning too much coal and oil into power your cities factories, forcing you to balance the short-term benefit to maximize productivity against the long-term price. But the real game-changing element – and something completely new to civilization as a series – is that as world temperatures rise, the world's ice caps begin to melt and sea levels rise, causing the whole coastal tile to take Atlantis's path. Again, it is not something that will happen suddenly and keep you away in an unfair manner, because at the start of a game you can see which tiles will flood in which order and there is a new climb formation screen that clearly breaks. Exactly what happens. Of course, as a lot of things in civilization, it is a bit odd and anachronistic to play as a tribal nation with club-eating warriors and yet have a precise awareness of which tiles are almost inevitably flooded a few thousand years later. (It is also a little strange that flooded tiles appear to be looted and in flames until they are completely submerged, which does not fit perfectly with what happens.)

"Losing at least some tiles for rising sea levels will anything but unavoidable.

High-level players can figure out a way to win without wearing the clump of climate change, but for most, I expect to lose at least some of the tiles are anything but inevitable. Against that, techniques are fast enough to unlock the improvements of the sea wall that protects floodable soil before it is gone, and to repeatedly build the CO2 recovery project to reduce your emissions until you can switch to solar and So it is fortunate to lose some tiles from your coastal towns not as catastrophic as I had expected.You know again which tiles need to flood at each of the three steps in sea level eauet, so you probably won't build districts or wonders on them unless you have hand-held pollution. All in all, this new system gives you more difficult problems to think about and solve under industrial, modern and atomic conditions.

Climate change is mainly driven by the burning of fossil fuels coal and oil for power and in the Gathering Storm these resources – along with horses, iron, rivets, aluminum and uranium – are now consumable resources that are harvested at a time and can be stored and traded like cash. It is a far more intuitive and slightly more realistic system than we had before, and that means that even if you suddenly lose access to your only source of nites in a surprise attack (assuming you have built a reserve), you can still produce some muscles men to counteract before you completely run out.

Diplomacy is the second major system that has been improved best, and although it is not a total base structure, some may hope (just wait for Civ VII) satisfactory mechanics with a few new abstract currencies. The main example is the Grievances system, which replaces warm-up and finally sets a figure on how angry someone is over violations such as breaking promises not to spy or find cities too close to their territory. The fact that you can celebrate a list of complaints about your rivals and then pay them to declare a just war with less diplomatic sanctions makes it feel that the rest of the world holds that jerk Gandhi responsible for his shenanigans. AI can still be so prone to irregular behavior as always, but at least now there is a sense of responsibility for it.

Then there is the newly redesigned diplomatic victory that starts very promising: There is now a currency – Diplomatic Favor – It represents the good will achieved by simply solidifying another civilization and can be traded instead of goods or cash. It is largely created by maintaining control of the city states, making the maintenance of Suzerain status and completing their goals for goals even more desirable, or by keeping promises to your neighbors.

After the early Middle Ages, diplomatic advantage can be used to influence major events at meetings of the new world congress, where it can be used to effectively buy the result of a poll in an auction. If you say you want to deter the burning of oil (one of the few ways to prevent other civilians from polluting), you can dump points in a decision to ban the building's oil power plants. Or in an emergency you can vote to organize the whole world to declare war on a civilization that conquered one of your pet city states and then compete to be the one who frees it into a reward. (AI is still not great at prioritizing these missions, but I've seen it do at least a half-hearted effort.)

The diplomatic victory will probably take longer than any other way to win.

The problem is that as useful as diplomatic favor is the ability to use it on the actual wind condition rarely. Unless you win every opportunity to win diplomatic points, the diplomatic victory will probably take longer than any other means of winning. 19659005] You need 10 points to win, and these points can earn almost exclusively through the World Congress, which is called only once every 30 times after the medieval age begins.You can only earn two at a time without rare cases where You can earn extra points by completing other goals, but it only happened once during my entire game, which means that you are committed to 120 rpm. deserted – again, provided you win each vote. I missed the first two points, which meant that my game went on 30 peaceful, dull late games turned over longer than it should have – which is a hit for a way to complete any round of civilization. During this time, I sat on a pile of diplomatic favor about four times the total total of all the other civilizations, but I could not trade with them, for it would just give them the means to overthrow me for the next point .

I almost lost a rival Science Victory while I waited, but at least I spent time trying out the return of the Giant Death Robot, which is now an incredibly powerful and frightening mech at the top of the tech tree that only is balanced by its insatiable hunger for uranium.

And of course, there are plenty of new features and enhancements ranging from being able to build new improvements and channels (including the Panama Canal Miracle) that allow ships to cross land and tunnels that allow units to pass through mountains, ski resorts and water parks ( Effectively entertainment districts built on water tiles), a new set of futuristic governments with extra political slots, lots of new entities, new wonders and n atural wonders and so many new interfface odds and ending that I have to leave it to the wikis to list them all.

Outside the typical randomly generated map are a few new scenarios based on WWI and The Black Death. And on the multiplayer front, an exciting new asynchronous Play By Cloud solution where Steam will pop and tell you when a trip is ready for you after your opponents cycle through and play in their own time. (I still think that a Civ VI rescued game takes too long to load, even on an SSD, to play a single trip and then finish a few hundred times, but I appreciate the opportunity.)

Verdict [19659028] Civilization VI: Gathering Storm is an exploding expansion that leaves few systems without significant improvement and new content. Its new civilians and leaders are distinctive, and its natural disasters are meaningful without feeling as cruel and unfair as their real counterparts, although sometimes they are a little too predictable. A new emphasis on marketable resources, both tangible goods and abstract favors, is a welcome change that gives a sense of responsibility to the infamous AI rivals. This is likely where Civ VI's expansions end, which is logical because it is hard to imagine how Firaxis could get much more in its frame.

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