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Civilization 6: Gathering Storm PC review

For me, a 4X is about conceiving and executing The Plan. These games offer many systems, which can be manipulated in different ways by a range of factions, all of which informs said Plan. When I pick my faction I’m making a decision to achieve a victory in a certain way. Civilization has always been very good at that bit, but is sometimes less good at challenging you during the execution. Sid Meier has said games should be a series of interesting choices, but in Civ, it can feel like the most interesting choice you make comes before the game even starts. In Gathering Storm, this trend reaches its highest expression. The new civs are more intricate and distinctive than ever, and have kept me ‘one more turning’ as I see The Plan to completion. But the new systems don’t factor into The Plan all that much. For the most part, natural disasters are pure irritation. They’ll miss your civilisation at first, traumatising vast tracts of empty land, but as you expand, they’re common enough to become a real nuisance. They can kill your citizens and damage your infrastructure, forcing you to put The Plan on hold while you repair districts or make builders, and they have an annoying habit of recurring in the same place. In Gathering Storm, lightning does strike twice. You can protect yourself with dams and - much later - flood barriers, but there’s nothing you can do about droughts or storms. There are no interesting choices to be had there and not much fun, either. Adjusting disaster intensity in the game setup is a welcome option, then, but it feels like an acknowledgement that one of this expansion’s main features isn’t for everyone.

from PCGamesN http://bit.ly/2I6FQDW

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