The 5 Biggest Changes in Civilization VI: Rise and Fall
The first major expansion for Civilization VI has been released, and as expected, it opens up an entire new world of strategy by completely changing the way the game is played. With its focus on empires and domination, Rise and Fall brings to the table many features that reinforce the legacy aspects of the series, while softly reinventing or reorganizing some familiar mechanisms of Civilization games past. If you’re just getting started, you’ll need a primer on how these play into the rules already established by the base game and reshape how you approach a win state. Here’s an explainer for my fellow Civilization vets / Rise and Fall beginners.
Loyalty
This feature seems to have evolved from Civilization V’s use of Happiness, which was later used to provoke rebellions in unhappy cities. Loyalty will determine how appeased your settlements are based on your management of their needs. It is measured on a scale of 1-100 (which you can see in the city’s menu, with an additional breakdown on each source of influence). Amenities (which also replaced Happiness from the previous game) will be a major factor in keeping a city under your control. Loyalty pressure can be positive or negative, and it can come from other civs in either form. This means that maintaining good relationships with your neighboring civs is more important than ever. Influence is maintained within nine tiles of a city center, however it diminishes as it approaches the borders. Settle your cities close together to maintain the best control. Try to keep it within three tiles of one of your borders. Isolated cities are harder to protect and send additional units to, so this is a good strategy anyway.
If the Loyalty scale reaches zero, the city will declare its independence, and become its own civilization. At that point it is still subject to heavy influence and can be “turned” to another civilization (not unlike how, in Civilization V, players were able to gain a city through pure cultural influence if the city’s civilization was at war). This is where Governors come in. They can be appointed to stabilize the region, and military force can also be used.
Oh and when you have a Settler unit and set out to establish a new city, pay attention to the tiles. They’ll alert you to where negative Influence from other civilizations will affect their Loyalty to you. It will give you a clue as to where the most vulnerable locations are.
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