![]() ![]() Technically, the game runs well on the Switch aside for some long initial load times. That task is given to caravans and trade routes, so your roads actually have to go somewhere and not just a random barfed out web of confusion. Additionally, they can’t build roads anymore. Removing the automation makes a lot of sense in Civ VI since the map and the tiles are that much more important to pay attention to. Now, each worker can be used three times and you have to decide what to do with them yourself. It not only looked odd but also made you feel like you had no agency over how the empire developed. Eventually, every square of your empire would be criss-crossed by a spider-web of roads and different improvements. They would irrigate land, build roads and set up mines. Before, workers were mostly there to be automated units that just went around and improved aspects of your cities without you really knowing what they did. Workers and road building is also something that has been redone this time around and, in my opinion, is much improved. It all forces you to have some more foresight in where you place your cities than before, which is a welcomed addition for further strategizing. If there is a resource on the tile you want to build on, that will be destroyed in the process. Some wonders and districts can only be built on certain types of terrain. By expanding your city out in this manner, Civ VI also forces you to pay more attention to the map and where to place cities and structures. It’s somewhat similar to how Endless Legend did it some years ago. If you want to build temples and religious buildings, you have to have a religious district and if you want defensive and military stuff you need a district for that. While the previous games mostly dealt with a single tile that housed your entire population, Civ VI has you building out in different districts. Civilization VI’s main new thing is a reworked model for how you build out your cities. Civilization IV had religion and culture play a large part and V tried to streamline and clarify the gameplay and adding the city-state system which gave you other allies and enemies besides the core cultures. ![]() Over the years, each new game in the series has tried to nudge or switch up the formula while keeping to the core of what makes it special. Of course, they have all had shortcomings but the core is still strong enough to lure me back into its warm time-murdering embrace, again and again. There is just something wholesome and satisfying about taking one of several civilizations and guide them through a condensed version of history, dealing with human issues like feeding people in deserts, finding iron and other resources and avoid getting nuked by Gandhi. I must have poured thousands of hours into the Civilization franchise in total.
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