
And because each Wonder takes up its own tile, which Wonders to build will be a more strategic choice that will affect everything down to where you build future cities. Once you build them, a little video plays that imbues you with a sense of accomplishment for having built this Wonder.

Stonehenge needs to be adjacent to Stone and on flat land, while the Pyramids must be built on Desert or Flood Plains without hills. They’re much more specific, which will make them rarer, which will make them, well… more wondrous.

There’s no greater feeling than masterminding a thriving civilization. The teeming feeling of all those separate districts growing bigger while remaining visually distinct makes your city feel more vibrant and more truly yours. They open up a whole new area of strategy: go straight for the enemy city’s heart, or just cripple the cultural district and retreat to give yourself an advantage in a culture win? What do you protect more, your city’s heart or its achievements in science and culture? Do you use that space for an Encampment District to protect the city’s heart, or do you risk it and build a Wonder?īut all strategic considerations aside, the demo shows off how as your city grows and civilization advances towards the industrial and modern ages, your city grows more crowded and more alive. They seem to play cool: some buildings can only be built in certain districts, such as a Shrine in a Holy Site. They look cool: special hexes outside of your main city, themed according to the type of district they are. The Eureka system will give more diverse strategies a chance. I love playing a different game each time, but in Civ V that’s rarely the best strategic choice. The Eureka system makes sense and is intuitive, and most importantly, it will drastically diminish the importance of beeline strategies.Įliminating overpowered beeline strategies by forcing that “line” out of joint based on strategic factors that change each game is a great idea that makes every game more unique and flavorful.

More importantly, the gameplay demo showed off the “Eureka” system for technology that promises to make each game more unique by providing a 50% boost to certain technologies after building up certain resources or settling on certain types of land. I know resources are easily modded in, but expanding them in the base game makes Civ VI feel generous, because they’re not doing what so many other games might and waiting to charge us for what should have come built-in. The demo showed off a new named resource, rice, and scattered a few more familiar ones throughout the video.

