Civilization VI: Unstacking Cities

Civilization VI: Unstacking Cities

Civilization VI: Unstacking Cities

Civilization VI: Unstacking Cities


In Civilization VI cities will be much more spread out, constructing buildings and wonders in external tiles while maintaining the heart of the city at its core. 

Each tile/district in a city will have a purpose and its terrain and proximity to the city will have an effect on its output.  Tiles can be dedicated to production, growth, culture or science, with each district specialization having its own unique buildings and benefits. Wonders will also be placed on their own tile, with each having its own terrain and location requirements, like a sand tile for the Pyramids or plains for Stonehenge.  



In war, these districts can be destroyed or raided, allowing enemies to heavily damage cities without attacking the cities core itself, adding some additional complexity to combat and war. 

The game will be built on a whole new engine, one that will no doubt take advantage of a modern graphical API like Vulkan or DirectX 12, given Firaxis' support of AMD's Mantle API in Civilization: Beyond Earth. 

Civilization VI will be releasing on PC on October 21st, 2016. Currently, pre-orders cost £49.99 for the standard version and £69.99 for the Digital Deluxe edition


You can join the discussion on Civilization VI on the OC3D Forums


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Most Recent Comments

20-06-2016, 18:45:08

Game looks like it'll be worth the price, but really wish they didn't have to resort to these graphics. If all they did was improve Vs graphics it would have been pre ordered by me day it was announced. But graphics look to cartoony and cheesy to me. Reminds me of the IOS Civ gameQuote

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