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Sid Meier’s Civilization® VI: Rise and Fall Available February 8, 2018


Read Paul Weimer on Civilization VI here!




Sid Meier’s Civilization® VI: Rise and Fall
Available February 8, 2018

Deepest Civilization experience to date adds new leaders, civilizations, units, wonders and all-new game systems.

Join the conversation on Twitter using the hashtag #OneMoreTurn


NEW YORK--(BUSINESS WIRE)--2K and Firaxis Games announced today that Sid Meier’s Civilization® VI: Rise and Fall, the expansion pack for the critically acclaimed and award-winning strategy title, will be available for Windows PC on February 8, 2018.

Civilization VI: Rise and Fall brings new choices, strategies, and challenges for players as they guide a civilization through the ages. The expansion introduces new Great Ages, a new city loyalty system, and Governors while expanding existing Diplomacy and Government systems; and adds nine new leaders and eight new civilizations, a variety of new units, districts, wonders, buildings, and more. Players can now lead their empire into a Golden Age of prosperity or emerge triumphantly from a Dark Age into a memorable Heroic Age.

“Sid Meier’s Civilization is 2K’s longest running franchise and we’re thrilled to reveal this exciting and dynamic expansion for fans to experience Civilization VI in all new ways,” said Matt Gorman, VP of Marketing at 2K. “The Civilization VI: Rise and Fall expansion comes after a year of content and updates to Civilization VI, and marks the perfect time for both veterans and newcomers to take one more turn at building their empire.”

“With the new Great Ages system in Sid Meier’s Civilization VI: Rise and Fall, players can experience the ebb and flow of building empires amidst the challenges of history, either to lasting greatness or the dust of antiquity,” added Anton Strenger, Lead Designer at Firaxis Games. “With this expansion’s new features, players will be both challenged and rewarded in ways never seen before in the 26 years of the Civilization franchise.”

Key features for Sid Meier’s Civilization VI: Rise and Fall include:
  • GREAT AGES: As your civilization ebbs and flows, and you reach milestone Historic Moments, you will experience Dark Ages or Golden Ages, each providing specific challenges or bonuses based on your actions in-game. Rise triumphantly from a Dark Age, and your next Golden Age will be even stronger – a Heroic Age.
  • LOYALTY: Cities now have individual Loyalty to your leadership – let it fall too low, and face the consequences of low yields, revolts, and the potential to lose your city to another civilization, or its own independence. But one civilization’s loss can be your gain as you inspire Loyalty among cities throughout the map and further expand your borders.
  • GOVERNORS: Recruit, appoint, and upgrade powerful characters with unique specialization bonuses and promotion trees to customize your cities, and reinforce Loyalty.
  • ENHANCED ALLIANCES: An enhanced alliances system allows players to form different types of alliances and build bonuses over time.
  • EMERGENCIES: When a civilization grows too powerful, other civilizations can join a pact against the threatening civilization and earn rewards, or penalties, when the Emergency ends.
  • TIMELINE: Review your civilization’s history at any time with the new Timeline feature, a visual journey through the Historic Moments that you encountered on your path to victory.
  • NEW LEADERS AND CIVS: Nine leaders and eight new civilizations are introduced. Each brings unique bonuses and gameplay, as well as a total of eight unique units, two unique buildings, four unique improvements, and two unique districts.
  • NEW GLOBAL CONTENT: Eight new world wonders, seven natural wonders, four new units, two new tile improvements, two new districts, fourteen new buildings, and three new resources have been added.
  • IMPROVED GAMEPLAY SYSTEMS: The Government system has been enhanced with new Policies and additional improvements have been made to existing systems.
Developed by Firaxis Games, Sid Meier’s Civilization® VI is rated E10+ for Everyone 10 and up by the ESRB, and is available now on Windows PC. Sid Meier’s Civilization® VI: Rise and Fall will be available on February 8, 2018 for Windows PC.

For more information on Sid Meier’s Civilization® VI, visit www.civilization.com, become a fan on Facebook, follow Civilization on Twitter and Instagram and subscribe on YouTube.

Firaxis Games is a 2K studio. 2K is a publishing label of Take-Two Interactive Software, Inc. (NASDAQ:TTWO).

About Take-Two Interactive Software

Headquartered in New York City, Take-Two Interactive Software, Inc. is a leading developer, publisher and marketer of interactive entertainment for consumers around the globe. The Company develops and publishes products principally through its two wholly-owned labels Rockstar Games and 2K. Our products are designed for console systems and personal computers, including smartphones and tablets, and are delivered through physical retail, digital download, online platforms and cloud streaming services. The Company’s common stock is publicly traded on NASDAQ under the symbol TTWO. For more corporate and product information please visit our website at http://www.take2games.com.

About 2K

Founded in 2005, 2K develops and publishes interactive entertainment globally for console systems, handheld gaming systems and personal computers, including smartphones and tablets, which are delivered through physical retail, digital download, online platforms and cloud streaming services. 2K publishes titles in today’s most popular gaming genres, including shooters, action, role-playing, strategy, sports, casual, and family entertainment. The 2K label has some of the most talented development studios in the world today, including Firaxis Games, Visual Concepts, Hangar 13, Cat Daddy Games and 2K China. 2K’s stable of high quality titles includes the critically acclaimed BioShock®, Borderlands™, Mafia, and XCOM® franchises, the beloved Sid Meier’s Civilization series, Evolve™, Battleborn®, the popular WWE 2K franchise and NBA 2K, the highest rated* annual sports title of this console generation.

*According to 2008 - 2017 Metacritic.com

About Firaxis Games

Firaxis Games™ is one of the world’s premier game development studios, and home of legendary designer Sid Meier. Firaxis has developed some of the most successful and award-winning PC and video games on the market today, including the award-winning Sid Meier’s Civilization® series, featuring the recently released Sid Meier’s Civilization VI, for Windows PC, Sid Meier’s Civilization: Beyond Earth™ for Windows PC, the expansion pack Sid Meier’s Civilization: Beyond Earth – Rising Tide for Windows PC, Sid Meier’s Civilization V for Windows PC, as well as the critically acclaimed expansion packs, Sid Meier’s Civilization V: Brave New World and Sid Meier’s Civilization V: Gods and Kings for Windows PC. Firaxis also released the 2012 Game of the Year award-winning XCOM®: Enemy Unknown for Windows PC, the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Apple iOS, along with the critically acclaimed expansion pack XCOM: Enemy Within for Windows PC, the Xbox 360 video game and entertainment system from Microsoft, PlayStation3 computer entertainment system, and Apple iOS. Firaxis Games is owned by Take-Two Interactive Software, Inc., and is part of its 2K publishing label. For more information about Firaxis and its games can be found at www.firaxis.com.

All trademarks and copyrights contained herein are the property of their respective holders.

Cautionary Note Regarding Forward-Looking Statements

The statements contained herein which are not historical facts are considered forward-looking statements under federal securities laws and may be identified by words such as "anticipates," "believes," "estimates," "expects," "intends," "plans," "potential," "predicts," "projects," "seeks," “should,” "will," or words of similar meaning and include, but are not limited to, statements regarding the outlook for the Company's future business and financial performance. Such forward-looking statements are based on the current beliefs of our management as well as assumptions made by and information currently available to them, which are subject to inherent uncertainties, risks and changes in circumstances that are difficult to predict. Actual outcomes and results may vary materially from these forward-looking statements based on a variety of risks and uncertainties including: our dependence on key management and product development personnel, our dependence on our Grand Theft Auto products and our ability to develop other hit titles, the timely release and significant market acceptance of our games, the ability to maintain acceptable pricing levels on our games, and risks associated with international operations. Other important factors and information are contained in the Company's most recent Annual Report on Form 10-K, including the risks summarized in the section entitled "Risk Factors," the Company’s most recent Quarterly Report on Form 10-Q, and the Company's other periodic filings with the SEC, which can be accessed at www.take2games.com. All forward-looking statements are qualified by these cautionary statements and apply only as of the date they are made. The Company undertakes no obligation to update any forward-looking statement, whether as a result of new information, future events or otherwise.

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Paul Weimer on Civilization VI


Paul Weimer on Civilization VI
“Just one more turn....”

That cry, said aloud or to oneself has propelled legions of gamers for the last 25 years. Ever since the original game came out in 1991, each iteration of Civilization has changed and expanded and reworked the game, sometimes subtly, and sometimes in rather radical departures from the previous iteration. There have been DLCs and add ons for the more recent versions as well, sometimes making a whole new game out of the core engine. There have been a few “spin off” games, like Sid Meier’s Alpha Centauri, which is “Civ in space” with the added wrinkle of telling a story of transhumanism and colonization of an alien world in the bargain.

I’ve played them all. Since the original Civilization, anticipating and buying the new Civilization has been in my blood. The anticipation of firing up Rome (the Civ I *always* play first by tradition, and the default when I want to play Civ in general) and expanding out that map, exploring, meeting neighbors, and taking over the world, one way or another.

Now, the latest iteration of Civilization, Civilization VI, is now out. How does it stack up to its predecessors? How intuitive is it for new players? Does it still have that one more turn feel?

Therein lies the story.

Paul Weimer on Civilization VI
After picking your civilization, and other options, the typical Civilization screen is to see your Settler, and sometimes another unit, in a small area surrounded by black. Revealing that blackness, finding out what’s there, discovering the world is very much a key Civilization experience. For many people, this is the most fun part of the game, and it is for me, too. So the start came as a bit of a surprise.

That sepia map of the world around is lovely, even if it's not what I expected. I’ve seen this effect used in other games before, other “4X” games that Civilization pioneered, but this is an early marker to a player of previous Civilizations that some things are going to be new. Cities are definitely something that follows this. In games past, cities took up one square, and everything you built, monuments to wonders was in that square. Or should I say, hex. The first four Civilization games used a square grid, but Civilization V, the previous game in the series, changed things to a hexagonal tile map.

Civilization VI takes the hex map further. Cities, and wonders take up space, sprawling across the map. This makes the planning of cities out into a mini game in a way it rarely was before in earlier games. In some earlier games, there were arguments as to the “optimal” build. Here, where you build a city and decide to place its districts, matters and changes things enormously. Not every city can potentially build every World Wonder, as one could in previous games. There are restrictions on tiles for many of them. The Terracotta Army, for example, needs to be built on flat land next to an encampment. If your city doesn’t have an encampment, or the right land next to one, you simply can’t build the wonder even if you’ve researched the prerequisites. It makes city building and planning a far more complicated process than previous games, where one could practically build to a predetermined schedule (assuming no calamities to change the pattern). It also means that your opponents cannot race to the same Wonders as you do without fail. (In Civilization, if another Civ builds a Wonder, no other Civ can build it. There is and can only be one Potala Palace or Oxford University)

It's not all new. Many of the things are still there. Civilizations, some old favorites, and some new ones, and some new leaders for those Civs. In previous Civilization games, Rome was always led by Julius or Augustus Caesar, or sometimes both. This time, Trajan steps up to be your leader, your Optimus Princeps. There are more female leaders than in years past, and some unusual choices in that direction, especially with new Civs like Tomyris leading the horse-riding Scythians, or even the inspired choice of Catherine de Medici as the leader of France. As a sign of things for the future, Greece has a choice of leaders with different bonuses. You can play as the domestic focused Pericles, or as the warlike Queen Gorgo. This suggests, and I hope, there will be more leaders for the existing civilizations in the future.

The speculative element of Civilization VI is in the stories you can create, on maps real and unreal. What would happen if the Japanese rose to power, and had to fight for dominance against the Spanish and the Egyptians? The culture rise of India, even as on the other side of the globe, Brazil strives for similar dominance, while Australia and the United States fight each other. The long story of the Persians, slowly and inevitably conquering the globe. It’s these alternate historical and never-could-have-happened stories that give Civilization VI (and its previous iterations) that alternate historical feel.

But does it have that one more turn feel? Well, in the writing of this review I soon found myself immersed in a game where my Roman Empire was born, expanded, got into tangles with the Aztecs and Spanish (who,much to my disappointment, never got to fighting each other), got into a religious war declared on me by Greece, and eventually wound up sending a colony to Mars, with a science victory for the industrious citizens of the Eternal Empire. So, in the end, the answer is yes.




About Paul

Paul Weimer is a SF writer, reviewer, and podcaster and an avid amateur photographer. When he isn’t doing any of that, he’s often found rolling dice and roleplaying. His audio work can be found on the Skiffy and Fanty Show and SFF audio. His reviews and columns can also be found at Tor.com and the Barnes and Noble SF/F blog, amongst other places. Paul is best seen on Twitter as @princejvstin.



Civilization VI was released on October 21, 2016. Developer: Firaxis Games. Publisher: 2K Games. More information at the Civilization VI site.
Sid Meier’s Civilization® VI: Rise and Fall Available February 8, 2018Paul Weimer on Civilization VI

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