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Civ 6 game speed, map types and difficulty settings explained

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Want to learn more about the Civ 6’s game speed, the different types of maps, and the difficulty settings? The latest game in Sid Meier’s famous 4X series, Civilization 6 has become a blockbuster hit since its release. The game builds on mechanics you’ll be familiar with from previous iterations – yes, the goal is still to spread your influence and / or giant death bots across the map to achieve victory, but Civ 6 has introduced some additional mechanisms to consider, such as the district. contiguity bonuses, a civic tree, and different types of government.

As you start the game and prepare to embark on a relentless journey of expansion, you’ll be presented with a series of options – this is where you can customize the challenge you’ll complete. There are all types of settings to tweak, and while the default settings are a great place to start, you can dramatically change your gaming experience with a few tweaks. Considering the amount of time spent on your average Civ game, you’ll want to pay close attention to the type of Operation you sign up for.

So whether you’re looking for a 1v1 showdown across a gigantic ocean (some people really like boats, and that’s okay) or prefer to cram a bunch of big egos onto one island and watch the carnage unfold, here is your handy guide to all of Civ 6’s game settings.

Civilization 6 DLC

Since the release of Civ 6 in 2016, Firaxis has released a few significant expansions, along with smaller DLC packs and a “New Frontier Pass” which includes access to a stream of new content to come. This additional content adds a host of new civilizations to the game, some of which are some of the most powerful Civ 6 leaders on offer.

The two biggest expansions, Rise and Fall and Gathering Storm, go a long way to enriching the Civ 6 experience.

Rise and fall adds the loyalty mechanism, where a city exerts influence over its surrounding settlements – the strength of that influence depends on several factors such as population and religion. Loyalty makes it harder to establish distant settlements, but easier to woo nearby towns to your side. Rise and Fall also adds ages. Chain together a series of achievements and your nation will celebrate a golden age, offering powerful bonuses. Smoke the bag, however, and you’ll be plunged into a dark age, desperately leaving you trying to turn the lights on. The third major change in Rise and Fall is the governor’s system, a motley team of bureaucrats who can be assigned to towns or city-states to provide useful bonuses.

Rise and Fall adds nine new rulers and eight new civilizations – Chandragupta joins Ghandi as a possible leader for India, and the new civilizations are Mongolia, Mapuche, Cree, Scotland, Korea, Zulus, Georgia and the Netherlands.

A threatening storm adds – you guessed it – a bunch of storms and flooding to spoil your carefully planned cities, including a climate change mechanism that leads to sea level rise and your citizens paddling in distress. The expansion introduces the concept of electricity to your cities, so you’ll need to collect a stockpile of new consumable resources like coal and oil to keep your buildings running at full efficiency. There is also a brand new Diplomatic Victory Condition and Diplomatic Favor System where you can cash in your good deeds at World Congress.

Gathering Storm also features nine new rulers and eight new civilizations; the new civilizations are Hungary, the Maoris, Canada, the Incas, Mali, Sweden, the Ottomans, the Phoenicians. The other new leader is Eleanor of Aquitaine, who can be played as leader of the English or the French.

Do you have to buy the Civilization 6 Rise and Fall expansion if you own Gathering Storm?

All “rule sets” for Rise and Fall are included in Gathering Storm. What are the Civ 6 rules? It’s basically the game systems and mechanics that each expansion changes – for example, the hawkish system of the base game ruleset is different from the new grievance system of the Gathering Storm ruleset.

So if you buy Gathering Storm you will have access to all of the new mechanics in Rise and Fall. What you don’t get, however, are the civilizations exclusive to the Rise and Fall expansion.

For the finalists, the other DLC packs available are: the Vikings scenario pack and the civilization and scenario packs for Poland, Australia, Persia and Macedonia, Nubia, Khmer and Indonesia.

The Maya & Gran Columbia Pack and the Ethiopia Pack are part of the New Frontier Pass (which is a series of six DLC packs to be released every two months from May 2020 to March 2021) but are also available separately. These packs also include the Apocalypse and Secret Societies game modes, respectively. Apocalypse Mode adds a diviner who will trigger the end of time, and Secret Societies let you join one of four Dark Clans, one of which gives you vampires to bite your enemies with.

Civilization 6 difficulty

The playing difficulties are the same in Civ 6 as in its predecessor, at least in name. Each of these settings will adjust the behavior and in-game benefits of the AI ​​to make things easier or harder for you.

Colon

  • AI receives + 0% for resource production
  • The AI ​​receives -1 in combat, the player receives +3.
  • AI receives + 0% to unit EXP, player receives + 45%
  • The AI ​​does not receive free Tech or Civics bonuses.
  • The AI ​​receives 1 settler and 1 warrior at the start of the game, like the player.
  • Barbarian camps are worth 45 gold when eliminated.

Chieftain

  • AI receives + 0% for resource production
  • The AI ​​receives -1 in combat, the player receives +2.
  • AI receives + 0% to unit EXP, player receives + 30%.
  • The AI ​​does not receive free Tech or Civics bonuses.
  • The AI ​​receives 1 settler and 1 warrior at the start of the game, like the player.
  • Barbarian camps are worth 40 gold when eliminated.

Military leader

  • AI receives + 0% for resource production
  • The AI ​​receives -1 in combat, the player receives +1.
  • AI receives + 0% to unit EXP, player receives + 15%.
  • The AI ​​does not receive free Tech or Civics bonuses.
  • The AI ​​receives 1 settler and 1 warrior at the start of the game, like the player.
  • Barbarian camps are worth 35 gold when eliminated.

Prince

  • AI receives + 0% for resource production
  • Neither the AI ​​nor the player receives bonus combat or EXP.
  • The AI ​​does not receive any free Tech or Civics bonuses.
  • The AI ​​receives 1 settler and 1 warrior at the start of the game, like the player.
  • Barbarian camps are worth 30 gold when eliminated.

King

  • AI gets + 8% from Science, Culture and Faith, + 20% from Production and Gold.
  • The AI ​​receives +1 in combat, the player receives nothing.
  • The AI ​​receives + 10% to the unit’s EXP, the player receives nothing.
  • The AI ​​receives 1 free Tech and Civic bonus.
  • The AI ​​receives 1 settler and 2 warriors at the start of the game, and receives a free builder when it builds its first district.
  • Barbarian camps are worth 30 gold when eliminated.

emperor

  • AI gets + 16% for science, culture and faith, + 40% for production and gold.
  • The AI ​​receives +2 in combat, the player receives nothing.
  • The AI ​​receives + 20% to the unit’s EXP, the player receives nothing.
  • The AI ​​receives 2 free Tech and Civics bonuses.
    • The AI ​​receives 2 settlers, 3 warriors and 1 builder at the start of the game.
  • Barbarian camps are worth 30 gold when eliminated.

Immortal

  • AI gets + 24% for science, culture and faith, + 60% for production and gold.
  • The AI ​​receives +3 in combat, the player receives nothing.
  • The AI ​​receives + 30% to the unit’s EXP, the player receives nothing.
  • The AI ​​receives 3 free Tech and Civics bonuses.
  • The AI ​​receives 2 colonists, 4 warriors and 2 builders at the start of the game.
  • Barbarian camps are worth 30 gold when eliminated.

Deity

  • AI gets + 32% for science, culture and faith, + 80% for production and gold.
  • The AI ​​receives +4 in combat, the player receives nothing.
  • The AI ​​receives + 40% to the unit’s EXP, the player receives nothing.
  • The AI ​​receives 4 free Tech and Civics bonuses.
  • The AI ​​receives 3 colonists, 5 warriors and 2 builders at the start of the game.
  • Barbarian camps are worth 30 gold when eliminated.

As you can see, Prince is a normal difficulty; this is the “fair” mode where the AI ​​isn’t programmed to do anything stupid and starts at the player level. At lower difficulties, it will play more passively, being less likely to declare war on you, and have penalties applied to its resource production and combat performance.

At higher difficulties, however, the AI ​​takes advantage of any mistakes you make whenever possible and gets bonuses that quickly become absurd. Three free settlers and+ 80% production on Deity ?! Forget the wonders, never.

Civilization 6 game speeds

From there we get more accurate descriptions. Here’s what speeds you can play in Civ 6, and what that means:

  • Online – double speed game used for online multiplayer.
  • Fast – 33% faster.
  • Standard – Game at normal speed.
  • Extended – 50% slower.
  • Marathon – 200% slower.

Online is likely part of Firaxis’ attempts to make Twitch easier to show off their game. The double speed isn’t exactly going to turn it into a Zerg rush, but you should be able to complete games in one sitting without stay up well after bedtime.

Civilization 6 mapS

This is where it gets a little more complicated. First of all, you need to determine the desired size of the card:

  • Duel – 2 players
  • Tiny – 4 players
  • Small – 6 players
  • Standard – 8 players
  • Large – 10 players
  • Huge – 12 players

Then basically what you want the landmasses to look like – with images from this Reddit thread.

  • Continents – A few large land masses.

  • Fractal – An unpredictable map that can result in one or more land masses.

  • Inland Sea – A large ocean in the center of the map.

  • Island plates – Small to large islands.

  • Pangea – A massive landmass with surrounding islands.

  • Random Read – “What secrets will this card reveal?” is the official description – it will give you a more random map than the others.

  • 4 Leaf Clover – Civilizations begin in four balanced regions. The map forces players to the center. (Sets the map size to Lowercase.)
  • 6-Armed Snowflake – Civilizations begin in six balanced regions, with city-states on neighboring islands. The map forces players to the center. (Sets the map size to Small.)
  • Earth – A representation of the Earth with resources, terrain, and features reflecting their historical locations. (Sets the map size to Standard.)
  • True Start Location – Civilizations begin at the location of a historic capital on a map of Earth. (Sets the map size to Standard.)
  • Archipelago – Lots of small islands with a few larger islands.
  • Seven Seas – Several large bodies of water surrounded by land. Islands can be found in these waters.
  • Small Continents – The world will consist of a few medium land masses and a few smaller islands.
  • East Asia – A representation of East Asia with resources, terrain, and features reflecting their historical locations. (Sets the map size to Standard.)
  • True Start Location East Asia – Civilizations begin at the location of their historic capital on the map of Asia. (Sets the map size to Standard.)
  • Europe – A representation of Europe with resources, terrain, and characteristics reflecting their historical locations. (Sets the map size to Standard.)
  • True Start Location Europe – Civilizations begin at the location of their historic capital on the map of Europe. (Sets the map size to Standard.)
  • Continents and Islands – A few large land masses surrounded by islands.
  • Lakes – A world without oceans, only lakes and inland seas.
  • Mirror – Randomly generated balanced four-player map ideal for competitive multiplayer matches. (Sets the map size to Lowercase.)
  • Primordial – A map of an ancient time with unpredictable continents and islands. More volatile conditions exist with the plains and the extra-coastal volcanoes.
  • Splintered Fractal – A highly random map that often forms thin, winding continents and islands.
  • Tera – A map of the continents where all the great civilizations start on the biggest continent.
  • Inclined Axis – A map of the polar-centered continents.

So far so easy. Beyond that, there are more specific options:

  • Age of the world – how much time was spent on eroding mountains:
    • New – More hills and mountains.
    • Standard – A normal amount
    • Old – Fewer hills and mountains
    • Random – No amount determined.
  • Temperature – affects the types of tiles present where
    • Hot – More Desert tiles, less Tundra
    • Standard – Average terrain similar to the terrain models of Earth
    • Cold – More tundra and snow, less desert
    • Random – You can probably guess at this point
  • Rain – governs the amount of forest tiles
    • Arid – Less woods, rainforests and swamps.
    • Standard – An average amount.
    • Wet – More woods, rainforests and swamps.
    • Random – Yeah.
  • Sea level – how many water tiles there are on the map relative to the land.
    • Low – Less water.
    • Standard – “normal” amounts, similar to Earth.
    • High – More water, almost flooded.
    • Random – And again.
  • Resources – how much iron, uranium, and everything in between
    • Sparse – Less resources, more trading.
    • Standard – Normal amounts of resources, you won’t have everything you need.
    • Plentiful – stuff, fair, everywhere.
    • Random – Roll the dice.

Civilization 6 Game Settings

Here are options for games beyond the civilization you are playing. There are quite a few.

  • Starting position – governs the quality of areas around your first settler
    • Balanced – All players also have good starting spots.
    • Standard – Standard starting positions may be correct, maybe not.
    • Legendary – Great starting positions for everyone, but not all equal.
  • Winning conditions – how you can win, they can all be turned on or off
    • Culture
    • Domination
    • Religious
    • Science
    • Goal
    • Diplomatic
  • Limit turns – this changes at the end of the game to allow a victory with Score
    • By Game Speed ​​- The game ends in AD 2050, which means the number of spins is governed by how fast your game is set.
    • Custom – A specific number of turns to advance.
    • No Turn Limit – Removes all of this.
  • Disaster Intensity – Choose between 0 (less frequent and intense natural disasters) and 4 (frequent and intense natural disasters). Note that at settings of 3 and 4, severe volcanic eruptions can damage tiles two hexes apart.

That’s all there is to know about Civ 6 settings – if you’re new to the game, check out our Civ 6 Strategy Guide to get you started on the road to glory. If you’re looking to spice things up even more, we’ve got a guide to the best Civ 6 mods – and if you want to build an empire that spans multiple games, check out our list of the best 4X games.

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