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They’ve continued this trend of being able to more carefully control a still random game with the new Leader Selection Pool. In previous Civ 6 updates, the ability to manually select features of newly created games, such as the World Wonders that will be found on the map, have been added.
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New Leader Selection Pool Image Source: Sid Meier’s Civilization, via YouTube Incite Clan: You can spend Gold to hire the Barbarian Clan to raid and attack the cities of a rival Civilization, which will lower their progress towards becoming a City-State. Ransom Unit from Clan: You can spend Gold to recover a civilian unit (such as a Builder or Settler) that has been captured by the Barbarian Clan, which will lower their progress towards becoming a City-State.īribe Clan: You can spend Gold to expel units from your territory and keep them from targeting your cities for a number of turns, which gives them progress towards becoming a City-State. Hire Clan: You can spend Gold to permanently purchase the best military unit that the clan can currently train, which gives them progress towards becoming a City-State. Four new commands are available and will all ultimately affect the ability of the Barbarian Clan to become a City-State. With new options to interact with Barbarian Clans also come new commands that change based on how you wish to go about that relationship. New player commands to interact with Barbarian Clans Image Source: Sid Meier’s Civilization, via YouTube Raid Clan: This will instead reward you with Gold and reduce the clan’s progress towards becoming a City-State, but the Barbarian Outpost will not be destroyed, will gain immunity to raids for a short time, and spawn a defender unit.
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In the past, the Barbarian Outpost was instead automatically destroyed and wiped off of the map.ĭisperse Clan: This works similarly to how it did before and will destroy the clan completely, earning experience points for doing so. When combat units enter a Barbarian Outpost following the defeat of a unit, or if it’s currently unoccupied, there are now two different options for interaction. Seafaring Clan: Always found on coastal plots, defends with land-based anti-cavalry units but otherwise exclusively uses naval melee and naval ranged units for scouting and attacking. Jungle Clan: Usually found near an Ivory resource inside rainforests, prefers a mixture of light and heavy cavalry supported by foot and ranged units. As well as unlocking laws and policies that tune the way you govern your empire, the culture-fuelled civics tree also opens a separate range of units, districts and world wonders to those revealed by exploring the tech tree.Rover Clan: Usually found near a Horse resource in open terrain away from woods, prefers as many mounted light and heavy cavalry units as possible for attack and defense.Ĭhariot Clan: Usually found near a Horse resource in the desert, prefers mounted vehicles and light cavalry, rarely using ranged units. Finally, the iconic Civ tech tree is now effectively doubled by the inclusion of a “civics” tree. The “worker” unit had been around since the first Civ – and always a source of tedium in the late-game – but is now gone, with roads built automatically as you direct traders between cities, and other improvements completed by “builders” who disappear after a finite number of uses. Also all-new is the way you’ll build a road network and deploy workers to cultivate the local landscape. You’ll have to take account of terrain and think hundreds of years ahead to the ways you want your cities to develop. Instead of building in the city centre (whether your barracks, market, library, temple, colosseum – the list is long), “districts” are now placed on the surrounding tiles. Most notably, the way cities are built and developed demands a layer of strategy previously absent.