With this system, you could steal tech, money and a variety of different things, as well as have your agent conduct counter-espionage activities. Of course, you could spread the religion as far and wide as you dared, and a lot of the bonus mechanics would kick in based on certain milestones (like how many pops follow your religion and so on).Īnother great feature is the new units and mechanics introduced such as espionage and their associated agents. While later installations would allow you more control of how your religion was formed and what bonuses it got, in Civ IV, all religions gave the same bonus. Religion first made a pretty massive impact on the Civ franchise in Civ IV, with it affecting everything from diplomacy to civilization bonuses. A new reputation system was also added, wherein your cities could rebel and become ‘Free Cities’ if they’re too unhappy with you, plus you could take over other civ’s cities in the same way.įinally, alliances could be formed against you in a global emergency if you become too powerful or take a really ‘evil’ action, like using Nukes. Rise and Fall added golden and dark ages and made them dynamic based on how you play the game and what decisions you take, through the Era Score and what milestones you hit. That being said, Civ VI has two really great expansions called ‘Rise and Fall’ and ‘Gathering Storm’ that added a few interesting features. Probably the best thing though is that Civ VI included the majority of features and mechanics from CIV V in the base game, so you didn’t have to rely on a bunch of expansions. For example, if you’re going for a domination victory, building a military district can give you bonuses to experience levels of units, plus a ‘fortress’ that can shoot projectiles like your city. With Civ VI you can specialize in your path to victory by building the districts that work best with your style of play. It’s an interesting change, to say the least, and certainly expanded the strategy.
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