They can be appointed to stabilize the region, and military force can also be used. At that point it is still subject to heavy influence and can be “turned” to another civilization (not unlike how, in Civilization V, players were able to gain a city through pure cultural influence if the city’s civilization was at war). If the Loyalty scale reaches zero, the city will declare its independence, and become its own civilization. Isolated cities are harder to protect and send additional units to, so this is a good strategy anyway. Try to keep it within three tiles of one of your borders. Settle your cities close together to maintain the best control. Influence is maintained within nine tiles of a city center, however it diminishes as it approaches the borders. This means that maintaining good relationships with your neighboring civs is more important than ever. Loyalty pressure can be positive or negative, and it can come from other civs in either form. Amenities (which also replaced Happiness from the previous game) will be a major factor in keeping a city under your control. It is measured on a scale of 1-100 (which you can see in the city’s menu, with an additional breakdown on each source of influence). Loyalty will determine how appeased your settlements are based on your management of their needs. This feature seems to have evolved from Civilization V’s use of Happiness, which was later used to provoke rebellions in unhappy cities. Here’s an explainer for my fellow Civilization vets / Rise and Fall beginners. If you’re just getting started, you’ll need a primer on how these play into the rules already established by the base game and reshape how you approach a win state. With its focus on empires and domination, Rise and Fall brings to the table many features that reinforce the legacy aspects of the series, while softly reinventing or reorganizing some familiar mechanisms of Civilization games past. The first major expansion for Civilization VI has been released, and as expected, it opens up an entire new world of strategy by completely changing the way the game is played.
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