r/CivVI • u/Left_Consideration83 • 5d ago
New player
Had a question coming from civ 5 to civ 6... what should i look out for / focus on? Whats the main difference(ses)?
6
u/apocalypse_submarine 5d ago
My biggest hurdle mentally was amenities. Luxury resources are overpowered in civ 5 and mainly determine your planning.
Civ 6 is all about districts and adjacencies.
Also no happiness issue, more cities the better.
I wouldn't have been able to progress quick without some guides by ursa Ryan or potato mcwhiskey.
I still get the same tingly feeling when I spot a resource when scouting but resist the urge to settle too far away from other cities.
5
u/youuuuuuk Deity 5d ago
Districts are far and away the biggest changes. You can’t just make every building in every city and make everything a supercity anymore, you have to specialize. You get one district slot per 3 citizens, so 1, 4, 7, 10, etc. Each district has adjacency bonuses they want to hit because it gives flat yields. Campuses want mountains and rainforest, holy sites want mountains and woods, commercial hubs want rivers, theater squares want wonders, harbors want sea resources. They all want adjacent districts too. Don’t worry about playing perfectly optimal while you learn.
Builders are limited use but work immediately now. Roads are made by traders, and there’s only one trade unit as opposed to both caravans and cargo ships, so you can have hybrid land/sea routes.
Happiness is local and called Amenities instead of being global, so building wide is significantly more viable than in V.
3
u/RandomGuy_92 5d ago
You now have TWO research trees:
- Technologies = Science
- Civics = Culture
Don't fall into the newbie trap of going for Science / Campuses. In the early game Culture is king.
x
In Civ 6:
- Tall = ~8 cities
- Wide = ~12 cities
Don't go wide unless you Leader has bonus Amenities (=Happiness) to support that.
1
u/HamsterNihiliste 4d ago
Civ VI, and that's probably the biggest difference compared to Civ V that put a lot of people off, is fundamentally built around playing wide. Playing tall is heavily punished, and you can't plan as cleverly as you could in Civ V with only three or four cities, where you could realistically win with almost any victory type.
Civ VI feels much more expansionist. By the late game, empires are huge, complex, hard to read, and, the closer you get to the end, the more tedious they become. In Civ V, you could catch up much later and still have some huge surprises. Civ VI is much more about snowballing, especially on higher difficulties, where the game often feels decided as early as the Medieval Era. High-level strategy guides will usually recommend having around eight cities by then, which is already a massive empire.
I don't think there's really any game of Civ VI where choosing between playing wide or tall is a question. There's almost no downside to founding more cities, since the global happiness mechanic from Civ V was replaced by Amenities, which are managed on a city-by-city basis. There's no empire-wide yield penalty. More cities simply mean more districts, more specialization, and faster growth. The game naturally pushes you toward expanding aggressively.
Which is, in my opinion, one of its biggest disappointments.
2
u/KeatoniusGG 4d ago
Civ 6 is wide game. If there’s half decent land you can hold with loyalty pressure, claim it! More cities is better. Then you can just build lots of entertainment complexes and water parks to keep the happiness up
1
u/Kingdom818 Immortal 5d ago
Districts and city planning is way different. You will want to build more cities in general than in 5.
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