Sid Meier’s Civilization® VI - Hinkle2K

Qin Shi Huang was a ruthless leader, responsible for conquering and uniting the various warring states of China. He went on to become the nation’s first emperor in 221 BC.

During his reign, Qin Shi Huang’s military generals greatly expanded the size of China’s territory. Qin Shi Huang was known for enacting major economic and political reforms that helped bring standardization to the many varied Chinese states, as well as unifying each state’s walls into one singular Great Wall of China. Finally, Qin Shi Huang is known for building the world-famous Terracotta Army – a literal army of life-sized clay soldiers.


Unique Unit: Crouching Tiger Cannon

Gunpowder, discovered in China around 9th Century AD, was initially only used for fireworks and celebratory activities; however, its application eventually spread to warfare. And so the “Crouching Tiger” was born, a rough prototype of a cannon that was essentially an iron tube, wrapped in thick rope and sealed at one end. The Crouching Tiger was reported to be in use throughout China in 1368 and even as late as 1592.


Unique Improvement: Great Wall

In Civilization V, any player could construct the Great Wall Wonder; in Civilization VI, the Great Wall is a unique improvement exclusive to China. While the idea of a wall is certainly not unique, The Great Wall of China is the most impressive, inspiring awe for over 2000 years.

https://www.youtube.com/watch?v=ENMzcvQVvzA
SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

Join the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

http://twitter.com/civgame
http://facebook.com/civ
http://instagram.com/civgame
http://youtube.com/civilization

http://store.steampowered.com/app/289070
Sid Meier’s Civilization® VI - Hinkle2K

Qin Shi Huang was a ruthless leader, responsible for conquering and uniting the various warring states of China. He went on to become the nation’s first emperor in 221 BC.

During his reign, Qin Shi Huang’s military generals greatly expanded the size of China’s territory. Qin Shi Huang was known for enacting major economic and political reforms that helped bring standardization to the many varied Chinese states, as well as unifying each state’s walls into one singular Great Wall of China. Finally, Qin Shi Huang is known for building the world-famous Terracotta Army – a literal army of life-sized clay soldiers.


Unique Unit: Crouching Tiger Cannon

Gunpowder, discovered in China around 9th Century AD, was initially only used for fireworks and celebratory activities; however, its application eventually spread to warfare. And so the “Crouching Tiger” was born, a rough prototype of a cannon that was essentially an iron tube, wrapped in thick rope and sealed at one end. The Crouching Tiger was reported to be in use throughout China in 1368 and even as late as 1592.


Unique Improvement: Great Wall

In Civilization V, any player could construct the Great Wall Wonder; in Civilization VI, the Great Wall is a unique improvement exclusive to China. While the idea of a wall is certainly not unique, The Great Wall of China is the most impressive, inspiring awe for over 2000 years.

https://www.youtube.com/watch?v=ENMzcvQVvzA
SUBSCRIBE ➜ http://2kgam.es/CivilizationYT

Join the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

http://twitter.com/civgame
http://facebook.com/civ
http://instagram.com/civgame
http://youtube.com/civilization

http://store.steampowered.com/app/289070
Sid Meier’s Civilization® VI - Hinkle2K

Civilization VI features strong visual themes of exploration, along with a new stylized design that makes it much brighter and more visually distinct from previous games. We spoke with Art Director Brian Busatti to talk about the themes and inspiration behind the art of Civilization VI.

Q: From a visual perspective, what makes Civilization VI stand out from Civilization V?

A: It was important for us to make strong use of color and form in Civilization VI, so that everything in the game world could be easily recognized on the screen from a distance and accommodate the additional art needed for the new gameplay. The new engine allowed us to make better use of silhouette, giving more form and personality to units and buildings. Districts allow the cities to sprawl across the map, allowing for a much more interesting and natural configuration. The lighting and material system brings the city alive with dynamic time of day lighting and more natural materials. My favorite addition has to be the new fog of war. The hand-drawn look we implemented for the partially and fully fogged areas of the map really drove home the Age of Exploration theme we were striving for.

Q: What themes or inspirations did you draw from when trying to create the look of Civilization VI?

A: We drew from previous iterations of Civilization, pulling ideas from each version going back to Civilization IV. For example, we returned to a more stylized representation of leaders, such as in Civilization IV. Our animators were able to use this to give the characters a real sense of personality through animation. We were also influenced by the color palette and unit readability of Civilization Revolution and we carried over the idea of cultural variations from Civilization V.

Q: Exploration and cartography are big artistic themes in Civilization VI. How did your team settle on these themes and how do they help Civilization VI establish its own visual identity?

A: Since exploration is such a key part of Civilization, cartography and exploration themes was a natural fit. Especially now in Civilization VI, the map is more important than ever. Not only are your cities broader across the landscape, but exploration has real gameplay advantages. Because the concept of exploration is so important, cartography and its elements gave us a very attractive, coherent, stylistic theme to build around.


Q: From an artistic perspective, how difficult is it to put your own stamp on something like Civilization VI while still paying respect to the game’s historical roots? Does this affect the design of everything, from individual units to leaders to cities?

A: I’ve worked on a number of previous Civilization titles so I’m familiar with how different aspects of the game’s visuals were designed and implemented. For Civilization VI, we did a lot of research on different cultures and civilizations around the world and worked hard to represent them in interesting ways. It’s a challenge to draw from so many historical and cultural sources, but it’s also a lot of fun for an artist to represent all of them within a single visual style. I always come away from every Civilization game more knowledgeable about history and cultures than when I started.

Q: In your opinion, what is the most difficult part of/phase of development for an Art Director, and why?

A: The most difficult part was identifying the style at the start of the project. We have so much happening on the map that needed to be readable at a variety of view ranges. Once we found that style, it led us to be more creative with our animations and really push the performance of the characters, more so than we’ve ever done in the past. Design and art go hand-in-hand in a game like Civilization. It’s easier to make a beautiful game on its own, but much more difficult to create a game that marries art and design together, at least at the beginning. But once you find your stride, the two parts complement each other and even inspire each other.

Q: Finally, is there anything else you want to specifically call out about the art design of Civilization VI?

A: We have an amazing group of artists here at Firaxis who are passionate about their work. Having such a talented and creative group helps push the best ideas forward and is one of the reasons we continue to keep the Civilization series alive. We’re a collaborative group and spend a lot of time brainstorming how to introduce new features while staying respectful to the game’s history. This dedication from the artists and the team as a whole is really the driving force behind the game’s visuals. We also have an amazing fan community, who take the game and mod and develop after release in interesting and inspiriing ways.

https://www.youtube.com/watch?v=HA0po_kLaHw
Join the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

http://twitter.com/civgame
http://facebook.com/civ
http://youtube.com/civilization
http://instagram.com/civgame
Sid Meier’s Civilization® VI - melaine.brou

Civilization VI features strong visual themes of exploration, along with a new stylized design that makes it much brighter and more visually distinct from previous games. We spoke with Art Director Brian Busatti to talk about the themes and inspiration behind the art of Civilization VI.

Q: From a visual perspective, what makes Civilization VI stand out from Civilization V?

A: It was important for us to make strong use of color and form in Civilization VI, so that everything in the game world could be easily recognized on the screen from a distance and accommodate the additional art needed for the new gameplay. The new engine allowed us to make better use of silhouette, giving more form and personality to units and buildings. Districts allow the cities to sprawl across the map, allowing for a much more interesting and natural configuration. The lighting and material system brings the city alive with dynamic time of day lighting and more natural materials. My favorite addition has to be the new fog of war. The hand-drawn look we implemented for the partially and fully fogged areas of the map really drove home the Age of Exploration theme we were striving for.

Q: What themes or inspirations did you draw from when trying to create the look of Civilization VI?

A: We drew from previous iterations of Civilization, pulling ideas from each version going back to Civilization IV. For example, we returned to a more stylized representation of leaders, such as in Civilization IV. Our animators were able to use this to give the characters a real sense of personality through animation. We were also influenced by the color palette and unit readability of Civilization Revolution and we carried over the idea of cultural variations from Civilization V.

Q: Exploration and cartography are big artistic themes in Civilization VI. How did your team settle on these themes and how do they help Civilization VI establish its own visual identity?

A: Since exploration is such a key part of Civilization, cartography and exploration themes was a natural fit. Especially now in Civilization VI, the map is more important than ever. Not only are your cities broader across the landscape, but exploration has real gameplay advantages. Because the concept of exploration is so important, cartography and its elements gave us a very attractive, coherent, stylistic theme to build around.


Q: From an artistic perspective, how difficult is it to put your own stamp on something like Civilization VI while still paying respect to the game’s historical roots? Does this affect the design of everything, from individual units to leaders to cities?

A: I’ve worked on a number of previous Civilization titles so I’m familiar with how different aspects of the game’s visuals were designed and implemented. For Civilization VI, we did a lot of research on different cultures and civilizations around the world and worked hard to represent them in interesting ways. It’s a challenge to draw from so many historical and cultural sources, but it’s also a lot of fun for an artist to represent all of them within a single visual style. I always come away from every Civilization game more knowledgeable about history and cultures than when I started.

Q: In your opinion, what is the most difficult part of/phase of development for an Art Director, and why?

A: The most difficult part was identifying the style at the start of the project. We have so much happening on the map that needed to be readable at a variety of view ranges. Once we found that style, it led us to be more creative with our animations and really push the performance of the characters, more so than we’ve ever done in the past. Design and art go hand-in-hand in a game like Civilization. It’s easier to make a beautiful game on its own, but much more difficult to create a game that marries art and design together, at least at the beginning. But once you find your stride, the two parts complement each other and even inspire each other.

Q: Finally, is there anything else you want to specifically call out about the art design of Civilization VI?

A: We have an amazing group of artists here at Firaxis who are passionate about their work. Having such a talented and creative group helps push the best ideas forward and is one of the reasons we continue to keep the Civilization series alive. We’re a collaborative group and spend a lot of time brainstorming how to introduce new features while staying respectful to the game’s history. This dedication from the artists and the team as a whole is really the driving force behind the game’s visuals. We also have an amazing fan community, who take the game and mod and develop after release in interesting and inspiriing ways.

https://www.youtube.com/watch?v=HA0po_kLaHw
Join the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

http://twitter.com/civgame
http://facebook.com/civ
http://youtube.com/civilization
http://instagram.com/civgame
Sid Meier’s Civilization® VI - Hinkle2K

Civilization VI, the latest entry in the distinguished strategy series, reunites renowned developers behind the Gods & Kings and Brave New World expansion packs for Civilization V.

Lead Designer Ed Beach and Lead Producer Dennis Shirk, along with Art Director Brian Busatti, collectively have over 30 years of experience at Firaxis Games and have been crucial in helping Civilization V achieve its current standing as the most-played strategy game on Steam. Now, led by these seasoned veterans, the team at Firaxis is poised to create the most comprehensive Civilization experience to date in Civilization VI.

Civilization VI will cater to both established fans and newcomers alike, incorporating the strong strategic decision-making that is the hallmark of the Civilization series, along with new systems that allow players to more actively drive their civilization’s progress through time.


Ed Beach – Lead Designer, Civilization VI

Ed has been at Firaxis for over seven years now. He previously led the design team on both of Civilization V’s expansion, Gods & Kings and Brave New World.

Q: Many would argue that your expansions made Civilization V the ultimate strategy experience. How do you build on that with Civilization VI?

A: By the time we finished Civilization V and its expansions, we had directions we wanted to explore that required some fundamental changes to the core game. There were a lot of places within the game where it felt like there was an optimal series of things to do, and anything outside of that was less helpful. So we knew we wanted to make changes that required players to adapt to unique situations in every game. We were able to achieve that goal in Civilization VI by changing mechanics to get players to play their specific map, rather than just playing for optimal build orders and tech research paths.

Q: How does this game fall into the Firaxis “rule of third” idea? How did you decide what needed to stay, what needed to go, and what needed to be brand new to Civilization VI players?

A: Civilization is a game that has been around long enough that it’s hard to divide the changes neatly into thirds (one-third new, one-third changed, one-third the same) because of how the different parts interact with each other. We’ve still got cities, just like the previous Civilization games, but now these cities have districts that you can build and the Wonders you construct within them all have to be built on separate spaces on the map. That’s a change, but it also affects everything from combat to trade to Great People, so those systems undergo changes as well. I’d say our approach has been to ask: “Where can we make changes to give players more meaningful and interesting choices?” And we especially like it if you have to think through those options differently in every game.

Q: What are you most proud of in Civilization VI, from a design perspective?

A: I’m really happy with how the map has come to shake up how people play Civilization VI. I like how cities are spread out in the world now, and I’m already convinced that will do as much to change the game as unstacking combat units changed up Civilization V. The new research system means that players can do more to drive the development of their Civ, which feels a lot more active. There are some other changes that help emphasize how important it is to understand the world you’re playing on. They all feel like they’re fitting well together and helping set Civilization VI apart from Civilization V.

Q: What are you most anxious to see players react to?

A: I’ll be curious to see how people respond to the leaders and Civs we’ve chosen this time around. There’s always a lot of excitement from players about how different cultures get represented in Civilization. We’ve brought some familiar faces back, but there are some new Civs and leaders that I think people will be anxious to get some time with. With each leader now having a historical diplomatic agenda and with the Civs possessing more unique bonuses than in previous games, players will want to try them all out.


Brian Busatti – Art Director, Civilization VI

Brian has been at Firaxis Games for 13 years, and has worked across multiple Civilization titles. He was lead unit and terrain artist on Civilization IV, as well as lead character artist on Civilization V and contributed to Civilization: Beyond Earth.

Q: Civilization VI has a very stylized and pronounced look. How did you go about accomplishing this and was this the look you always strived for?

A: Civilization has always had something of a lighthearted approach to history, and we wanted to blend that with a style that made the things in our world more readable to the player. The new look and feel allows us to deliver valuable game information to the player without them having to dig too deeply into the UI. Units in the game now have unique and interesting silhouettes that are quite readable from a distance. Colors show a district's function and resource contribution. The leaders have a lot more personality and it's much easier to read their emotions. Our very talented animation team is having a blast bringing the leaders to life. The addition of districts has allowed us to focus on a much more natural look for our cities. The end result is a game whose look balances nicely with the new game design.

Q: What are you most proud of in Civilization VI, from an artistic perspective?

A: I am most proud of our team. We have a lot of talented artists whose passion is shown deeply in Civilization VI. There are a bunch of little practical changes to the units that I’m proud of, like the culturally-flavored armor and weapons for the unit types, but I really like how inviting the world looks overall. I think the artists on the team did a great job creating a cohesive and visually stunning game.

Q: Cartography is a big theme with Civilization VI. How did you guys settle upon this? It feels like a natural fit for the experience the series has offered.

A: It's such a great fit for Civilization VI, especially with the importance of exploration. The design changes were all about making the world map more important than before. When you talk about maps it’s natural to look at historical maps as the basis for your interface design and your overall visual wrapper. Within that context, we looked at the way maps were created during the age of exploration, and all the artwork that was put into them, and we thought, “That’s how we should make our game look, too.” You can see the influence of navigational tools and cartography in the UI as well as the game world, especially in the fog of war.


Dennis Shirk – Lead Producer, Civilization VI

Dennis has been at Firaxis for 11 years, with the majority of his time spent as lead producer on Civilization V and its two expansions, Gods & Kings and Brave New World. After those, he moved directly onto Civilization VI.

Q: As Lead Producer, what is your chief responsibility on Civilization VI?

A: The producer is the person on the team who’s responsible for organizing the project, keeping it on schedule, and ultimately making sure the team has everything they need. There are a ton of major and minor responsibilities within that, from keeping the budget to planning the production milestones to ordering dinner for the team and cooking waffles for them in the event everyone has to come in early on a weekend.

Q: The Civilization series has been around for 25 years. How do you balance catering to longtime fans while offering something fresh to potential newcomers and established players alike?

A: We have an amazing community of Civilization fans, and we definitely want to make sure we’ve made a Civilization game that they’re going to enjoy and spend hundreds and hundreds of hours playing. At the same time, we know there are things we can do to introduce new people to the game so that they can be part of this community. We think that if we’ve got a game that has all the incredible decisions and strategy that’s a hallmark of Civilization, and we can ease new players into these systems without overwhelming them, then we can accomplish that goal. Of course, the easiest way to make a Civilization fan is to just get someone to play the game.

Q: What are you most proud of accomplishing with Civilization VI?

A: I’m really proud of the way the team has kept the game beautiful and interesting, and fully playable throughout development, even from the first prototypes with the new engine. We’ve approached Civilization VI a bit differently than we have in the past, which is a day-to-day goal of zero progression blockers. As soon as these are found, they’re resolved, so everyone keeps playing, testing, and iterating. We’ve been able to implement the designers’ ideas and test them out almost from the first day, which has given us a ton of insight into what we can do to make this the kind of engrossing game our players want. It takes a lot of work on everyone’s part – design, engineering, sound, and art – but I think it’s paid off with the game we’re working on now.

Q: What are you most excited for players to experience in Civilization VI?

A: I’m a huge culture player and builder, so the way this has changed in Civilization VI has some of the biggest impact for me. I love how the Wonders and Districts take up their own tiles (Theater Square FTW!), and I love how the entire civics system is driven more directly by culture. It feels so much more active than it has before. For builder players like me, they’re going to love this change.

https://www.youtube.com/watch?v=2dH9MZkrXVQ
Join the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

http://twitter.com/civgame
http://facebook.com/civ
http://youtube.com/civilization
http://instagram.com/civgame
Sid Meier’s Civilization® VI - Hinkle2K

Civilization VI, the latest entry in the distinguished strategy series, reunites renowned developers behind the Gods & Kings and Brave New World expansion packs for Civilization V.

Lead Designer Ed Beach and Lead Producer Dennis Shirk, along with Art Director Brian Busatti, collectively have over 30 years of experience at Firaxis Games and have been crucial in helping Civilization V achieve its current standing as the most-played strategy game on Steam. Now, led by these seasoned veterans, the team at Firaxis is poised to create the most comprehensive Civilization experience to date in Civilization VI.

Civilization VI will cater to both established fans and newcomers alike, incorporating the strong strategic decision-making that is the hallmark of the Civilization series, along with new systems that allow players to more actively drive their civilization’s progress through time.


Ed Beach – Lead Designer, Civilization VI

Ed has been at Firaxis for over seven years now. He previously led the design team on both of Civilization V’s expansion, Gods & Kings and Brave New World.

Q: Many would argue that your expansions made Civilization V the ultimate strategy experience. How do you build on that with Civilization VI?

A: By the time we finished Civilization V and its expansions, we had directions we wanted to explore that required some fundamental changes to the core game. There were a lot of places within the game where it felt like there was an optimal series of things to do, and anything outside of that was less helpful. So we knew we wanted to make changes that required players to adapt to unique situations in every game. We were able to achieve that goal in Civilization VI by changing mechanics to get players to play their specific map, rather than just playing for optimal build orders and tech research paths.

Q: How does this game fall into the Firaxis “rule of third” idea? How did you decide what needed to stay, what needed to go, and what needed to be brand new to Civilization VI players?

A: Civilization is a game that has been around long enough that it’s hard to divide the changes neatly into thirds (one-third new, one-third changed, one-third the same) because of how the different parts interact with each other. We’ve still got cities, just like the previous Civilization games, but now these cities have districts that you can build and the Wonders you construct within them all have to be built on separate spaces on the map. That’s a change, but it also affects everything from combat to trade to Great People, so those systems undergo changes as well. I’d say our approach has been to ask: “Where can we make changes to give players more meaningful and interesting choices?” And we especially like it if you have to think through those options differently in every game.

Q: What are you most proud of in Civilization VI, from a design perspective?

A: I’m really happy with how the map has come to shake up how people play Civilization VI. I like how cities are spread out in the world now, and I’m already convinced that will do as much to change the game as unstacking combat units changed up Civilization V. The new research system means that players can do more to drive the development of their Civ, which feels a lot more active. There are some other changes that help emphasize how important it is to understand the world you’re playing on. They all feel like they’re fitting well together and helping set Civilization VI apart from Civilization V.

Q: What are you most anxious to see players react to?

A: I’ll be curious to see how people respond to the leaders and Civs we’ve chosen this time around. There’s always a lot of excitement from players about how different cultures get represented in Civilization. We’ve brought some familiar faces back, but there are some new Civs and leaders that I think people will be anxious to get some time with. With each leader now having a historical diplomatic agenda and with the Civs possessing more unique bonuses than in previous games, players will want to try them all out.


Brian Busatti – Art Director, Civilization VI

Brian has been at Firaxis Games for 13 years, and has worked across multiple Civilization titles. He was lead unit and terrain artist on Civilization IV, as well as lead character artist on Civilization V and contributed to Civilization: Beyond Earth.

Q: Civilization VI has a very stylized and pronounced look. How did you go about accomplishing this and was this the look you always strived for?

A: Civilization has always had something of a lighthearted approach to history, and we wanted to blend that with a style that made the things in our world more readable to the player. The new look and feel allows us to deliver valuable game information to the player without them having to dig too deeply into the UI. Units in the game now have unique and interesting silhouettes that are quite readable from a distance. Colors show a district's function and resource contribution. The leaders have a lot more personality and it's much easier to read their emotions. Our very talented animation team is having a blast bringing the leaders to life. The addition of districts has allowed us to focus on a much more natural look for our cities. The end result is a game whose look balances nicely with the new game design.

Q: What are you most proud of in Civilization VI, from an artistic perspective?

A: I am most proud of our team. We have a lot of talented artists whose passion is shown deeply in Civilization VI. There are a bunch of little practical changes to the units that I’m proud of, like the culturally-flavored armor and weapons for the unit types, but I really like how inviting the world looks overall. I think the artists on the team did a great job creating a cohesive and visually stunning game.

Q: Cartography is a big theme with Civilization VI. How did you guys settle upon this? It feels like a natural fit for the experience the series has offered.

A: It's such a great fit for Civilization VI, especially with the importance of exploration. The design changes were all about making the world map more important than before. When you talk about maps it’s natural to look at historical maps as the basis for your interface design and your overall visual wrapper. Within that context, we looked at the way maps were created during the age of exploration, and all the artwork that was put into them, and we thought, “That’s how we should make our game look, too.” You can see the influence of navigational tools and cartography in the UI as well as the game world, especially in the fog of war.


Dennis Shirk – Lead Producer, Civilization VI

Dennis has been at Firaxis for 11 years, with the majority of his time spent as lead producer on Civilization V and its two expansions, Gods & Kings and Brave New World. After those, he moved directly onto Civilization VI.

Q: As Lead Producer, what is your chief responsibility on Civilization VI?

A: The producer is the person on the team who’s responsible for organizing the project, keeping it on schedule, and ultimately making sure the team has everything they need. There are a ton of major and minor responsibilities within that, from keeping the budget to planning the production milestones to ordering dinner for the team and cooking waffles for them in the event everyone has to come in early on a weekend.

Q: The Civilization series has been around for 25 years. How do you balance catering to longtime fans while offering something fresh to potential newcomers and established players alike?

A: We have an amazing community of Civilization fans, and we definitely want to make sure we’ve made a Civilization game that they’re going to enjoy and spend hundreds and hundreds of hours playing. At the same time, we know there are things we can do to introduce new people to the game so that they can be part of this community. We think that if we’ve got a game that has all the incredible decisions and strategy that’s a hallmark of Civilization, and we can ease new players into these systems without overwhelming them, then we can accomplish that goal. Of course, the easiest way to make a Civilization fan is to just get someone to play the game.

Q: What are you most proud of accomplishing with Civilization VI?

A: I’m really proud of the way the team has kept the game beautiful and interesting, and fully playable throughout development, even from the first prototypes with the new engine. We’ve approached Civilization VI a bit differently than we have in the past, which is a day-to-day goal of zero progression blockers. As soon as these are found, they’re resolved, so everyone keeps playing, testing, and iterating. We’ve been able to implement the designers’ ideas and test them out almost from the first day, which has given us a ton of insight into what we can do to make this the kind of engrossing game our players want. It takes a lot of work on everyone’s part – design, engineering, sound, and art – but I think it’s paid off with the game we’re working on now.

Q: What are you most excited for players to experience in Civilization VI?

A: I’m a huge culture player and builder, so the way this has changed in Civilization VI has some of the biggest impact for me. I love how the Wonders and Districts take up their own tiles (Theater Square FTW!), and I love how the entire civics system is driven more directly by culture. It feels so much more active than it has before. For builder players like me, they’re going to love this change.

https://www.youtube.com/watch?v=2dH9MZkrXVQ
Join the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

http://twitter.com/civgame
http://facebook.com/civ
http://youtube.com/civilization
http://instagram.com/civgame
Sid Meier’s Civilization® VI - Hinkle2K

Hojo Tokimune, born in 1251, was the eighth Shikken (de facto ruler, or Shogun-regent) of Japan. He is chiefly remembered for leading Japanese forces to victory against the invading Mongol Empire, as well as spreading Zen Buddhism throughout Japan and championing the Bushido way of life.

Tokimune was known to rule with an iron fist. After the Mongol Empire first attempted invasion in 1274 and was summarily defeated, it sent five emissaries to meet with Tokimune. These emissaries refused to leave without an audience with the Shikken, to which Tokimune responded by having them beheaded. Again, five more emissaries were sent, and again Tokimune had them all beheaded. This resulted in another invasion in 1281, which also failed – this time in part due to an unforeseen typhoon. As the threat of the Mongol Empire loomed over Japan for years, the samurai warrior class established itself as a formidable force and led all of Japan’s defensive efforts, securing a legacy as one of the toughest warrior classes the world has ever known.

Tokimune was more than just a great military leader, however, and was also a strong patron of Zen Buddhism, bringing notable Zen monks from China to Japan and endowing temples. In part, because of his deep investment in Zen, the sect became widespread among the samurai class during his lifetime and long after. Tokimune was only 33 when he died, but feudal Japan bore the stamp of his leadership for centuries after.


Unique Unit: Samurai

Samurai, or known as Bushi class, existed for nearly a thousand years in Japan. Bushido (“the way of the warrior”) was a codified set of rules and way of life adopted by a large number of noble clans throughout Japan. The samurai class wasn’t officially abolished in Japan until 1868 and, to this day, remains one of the most identifiable Japanese cultural touchstones.


Unique Building: Electronics Factory

With the invention of consumer electronics in the late 20th Century, Japan quickly became home to the largest electronics industry in the entire world. The first modern electronics factory was built by Sony in 1946, and Japanese innovations since have kept the country most profitable in what is easily the most competitive consumer landscape mankind has ever seen.

https://www.youtube.com/watch?v=ZHgVlRdO72U

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Sid Meier’s Civilization® VI - Hinkle2K

Hojo Tokimune, born in 1251, was the eighth Shikken (de facto ruler, or Shogun-regent) of Japan. He is chiefly remembered for leading Japanese forces to victory against the invading Mongol Empire, as well as spreading Zen Buddhism throughout Japan and championing the Bushido way of life.

Tokimune was known to rule with an iron fist. After the Mongol Empire first attempted invasion in 1274 and was summarily defeated, it sent five emissaries to meet with Tokimune. These emissaries refused to leave without an audience with the Shikken, to which Tokimune responded by having them beheaded. Again, five more emissaries were sent, and again Tokimune had them all beheaded. This resulted in another invasion in 1281, which also failed – this time in part due to an unforeseen typhoon. As the threat of the Mongol Empire loomed over Japan for years, the samurai warrior class established itself as a formidable force and led all of Japan’s defensive efforts, securing a legacy as one of the toughest warrior classes the world has ever known.

Tokimune was more than just a great military leader, however, and was also a strong patron of Zen Buddhism, bringing notable Zen monks from China to Japan and endowing temples. In part, because of his deep investment in Zen, the sect became widespread among the samurai class during his lifetime and long after. Tokimune was only 33 when he died, but feudal Japan bore the stamp of his leadership for centuries after.


Unique Unit: Samurai

Samurai, or known as Bushi class, existed for nearly a thousand years in Japan. Bushido (“the way of the warrior”) was a codified set of rules and way of life adopted by a large number of noble clans throughout Japan. The samurai class wasn’t officially abolished in Japan until 1868 and, to this day, remains one of the most identifiable Japanese cultural touchstones.


Unique Building: Electronics Factory

With the invention of consumer electronics in the late 20th Century, Japan quickly became home to the largest electronics industry in the entire world. The first modern electronics factory was built by Sony in 1946, and Japanese innovations since have kept the country most profitable in what is easily the most competitive consumer landscape mankind has ever seen.

https://www.youtube.com/watch?v=ZHgVlRdO72U

Join the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

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Sid Meier's Civilization® V - contact@rockpapershotgun.com (Adam Smith)

Cleopatra can't even

I made a silent promise to myself that I wouldn’t post every single new leader/civ reveal for Civilization VI [official site] because, really, do you need a video to tell you that France is likely to have some big cultural advantages based around museums, and that Japan might have its own warrior code, and cities that enjoy the benefits that come from island life and seafood? The Egyptian video is a good one though, teasing out some details of the new adjacency bonuses for improvements, and the ways that early game strengths might change through the course of a campaign.

… [visit site to read more]

Sid Meier’s Civilization® VI - Hinkle2K


We’re extremely happy to share that Civilization VI was not only a big hit with fans at this year’s Electronic Entertainment Expo, but with the critics as well!

The Game Critics Awards, determined by a panel of judges comprised of editors from the top video game publications, has bestowed top honors upon Civilization VI – specifically, Best PC Game and Best Strategy Game. The awards are handed out every year following E3, and only games that are playable by E3 judges are eligible for a nomination.

The teams at Firaxis Games and 2K are incredibly honored to have been nominated, let alone chosen as winners, in the Best PC Game and Best Strategy Game categories. There was a lot of stiff competition at E3 this year, as there is every year, and for Civilization VI to be recognized as the best among the industry’s elite is something we don’t take lightly.

Thank you to everyone who came by the 2K booth to check out the game, and thank you to everyone who’s taken part in our journey so far. We can’t wait to see what you all think of Civilization VI when it launches on October 21, 2016.

+++++

Join the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

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