Sid Meier's Civilization VI Image
Metascore
88

Generally favorable reviews - based on 84 Critic Reviews What's this?

User Score
7.1

Mixed or average reviews- based on 1628 Ratings

Your Score
0 out of 10
Rate this:
  • 10
  • 9
  • 8
  • 7
  • 6
  • 5
  • 4
  • 3
  • 2
  • 1
  • 0
  • 0
  • Summary: Civilization VI offers new ways to interact with your world, expand your empire across the map, advance your culture, and compete against history’s greatest leaders to build a civilization that will stand the test of time.
Buy Now
Buy on

Trailer

Play Sound
Please enter your birth date to watch this video:
You are not allowed to view this material at this time.
Sid Meier's Civilization VI - First Look: Brazil
Score distribution:
  1. Positive: 79 out of 84
  2. Negative: 1 out of 84
  1. LEVEL (Czech Republic)
    Dec 12, 2016
    100
    Although it’s not without flaws, the sixth Civilization brings a lot of outstanding news and makes its mark into the history of the series as crucial point break to a slightly new form of a good old recipe. [Issue #269]
  2. Nov 3, 2016
    95
    This is an astounding game. Civilization has always been associated as the benchmark for strategy gaming, and Civilization VI is now at the peak. This is as good as it gets.
  3. Oct 26, 2016
    93
    An addictive strategy masterpiece. More freedom, personalization, complexity and meaningful choices than ever. The best things are an improved difficulty, different victory conditions, city management, historic characters and roles.
  4. Oct 24, 2016
    90
    Civ 6 has a few rough edges, but they’re pushed far into the periphery by spectacular strategic depth and intricate interlocking nuances. Any frustrations I experienced were immediately eclipsed by my desire to continue playing. Just one more turn, every turn, forever.
  5. Oct 26, 2016
    90
    Civ VI has improved upon nearly every system and mechanic in the game, at no real cost to the experience. It's the easiest Civ to play, but it's also the most complex Civ to date. There's enough default automation that you can ignore a lot of the minutia if you want, but micromanagers like myself will still have all the tedium they can dream of. There's nothing quite as satisfying as pillaging every single tile in an aggressive neighbor's civilization.
  6. Nov 1, 2016
    85
    Civilization 6 core gameplay has not changed. The additions the developer made only contribute to the excitement and challenge. Civilization 6 is a worthy successor to the franchise.
  7. Nov 2, 2016
    40
    It’s not my place to second guess game design. As you know, you go to Civilization with the game you have, not the game you might want or wish to have at a later time. But it is my place to note that when I go to Civilization, I’m looking for more than just a laid back single-player cities builder with the AI frittering idly in the margins. I cut my teeth on Sid Meier’s grand strategy without a brain-dead tactical layer drizzled over the top. I admire a lot of what Firaxis is doing to move on from the mess of Civilization V. They’re headed in the right direction, even if they are dragging a lot of baggage.

See all 91 Critic Reviews

Score distribution:
  1. Oct 21, 2016
    10
    This game Is honestly beautiful, at first I was a bit worried about how the new cartoonish style would flow in the game. Honestly it grows onThis game Is honestly beautiful, at first I was a bit worried about how the new cartoonish style would flow in the game. Honestly it grows on you quite quickly and it fits the game well, for a launch i would say this lives up to its predecessors, we already see a lot of features and there is a lot to do in this game without spoiling too much. The game flows great, costume game is fun as always with lots of options and factions to pick from. In conclusion I love it! Expand
  2. Dec 19, 2020
    9
    This game is not without faults. But, despite all its shortcomings, it gets a hold of you which is very difficult to get out of. It is just SOThis game is not without faults. But, despite all its shortcomings, it gets a hold of you which is very difficult to get out of. It is just SO MUCH fun crafting your own story and imagining the history of your own world. That's right - your world. While there is no explicit story to Civ, every new game is a story - and you're both the one who tells it and the one who takes everything in. Before you know it, after finally overpowering the German defenses thanks to researching gunpowder, you look out the window and see the sunrise - just how is that possible when you went to grab some water at midnight a few turns back?

    Just as every installment in the series, VI brings a fundamental change and does not just reiterate what its ancestors offered. V got rid of the stack of doom and brought hex tiles - VI builds on that by adding districts to build on those hex tiles! Your cities now sprawl, mix, and merge, they don't just sit in there. Take advantage of the various bonuses each district, leader, or civilization have to offer, and build the best city there ever was!

    What is not so fun? Well, after you get the hang of it and start feeling confident beating the game on Prince - which is the standard difficulty, offering no bonuses to you or the AI - you start to challenge yourself by moving up the difficulty ladder. Unfortunately, the AI just does not change and the only difference is that the AI is offered starting bonuses, such as more settlers and warriors, which range from mild to outrageous at the highest difficulties. What this means is that your strategy doesn't really change - you just have to survive the initial onslaught and start snowballing. I would say once you start beating 100% of your Prince games, you're ready to beat Deity. Just take it one game at a time and you'll see. However - I wouldn't fault the devs here, Civ is a complex game and AI doesn't just happen.

    I would like for Firaxis to revisit the war frontlines as well. Sometimes, you just want your strategic resources and not the whole city associated with it. I think dynamic borders and frontlines would bring much depth.

    The DLCs are preferred but I don't feel they are strictly necessary as would be the case with Civ V. Look into mods, not only can they offer new civs or leaders, but can improve the UI and gameplay.

    Absolute recommend for Civ players, 4X game enthusiasts, alternate history nerds and worldbuilders, strategy game and board game fans. This is where it's at.
    Expand
  3. Oct 22, 2016
    9
    Vastly superior to Civ 5, packed with great improvements which keep you busy and keeps things interesting, there's so many options to buildingVastly superior to Civ 5, packed with great improvements which keep you busy and keeps things interesting, there's so many options to building up your empire that each playthrough will be very different from the last. Love the way cities are now unstacked with the districts feature, not only does it make cities look more impressive, but you now seek out a lucrative spot in the world to settle a new city to take advantage of the bonuses distrcicts now bestow upon you. A worthy sequel to Civ 2 and Civ 4, the game is very solid as it is right now and the inevitable expansions could make it the biggest and most diverse Civ game yet. Expand
  4. Feb 8, 2018
    7
    I love grand strategy games and the prospect of playing any Civilization game always fills me with excitement. Civilization VI was acclaimedI love grand strategy games and the prospect of playing any Civilization game always fills me with excitement. Civilization VI was acclaimed upon its release as being a glaring improvement over its predecessor. Now that the dust had settled and the game has been around for some time, I do not think they have told us the whole story.

    I've really enjoyed playing this turn-based strategy game, yet I admit I became a fan of the game's scenarios or expansions, and I was not totally convinced by the traditional sandbox mode that was always been my favourite previously. This entry of the series presents a considerable dose of new mechanics, but that after squeezed it is clear that they are only derivations of what already happened in the last expansion of the previous game. Two of those are mandatory to be mentioned given the fact that they change the planning of cities in a remarkable way. The introduction of specialized districts that add bonuses and allow for evolutions throughout the game has now ended with the random upgrades of each of the hexagons that we could make in previous games. The decision of where to put them messes with many things in the present and future. Each one obeys certain rules, giving more or less bonuses depending on their location. This seems simple seen individually, just choose the hexagon that assigns the biggest bonus and put the district there, nothing special... however this placement will interfere with the placement of new districts in the future, or with the improvement of the hexagons if some new bonus is discovered in that tile, or even with the placement of World Wonders. This has turned my usual farm-filled cities into sparsely upgraded cities, since any improvement I could make could stir up future bonuses. Speaking of improvements now the workers are consumables. In the old days we would leave them there to make automatic improvements and there you go. We never thought about them ever again, but they were continually in their toil to micromanage hexagons. Now they only make three improvements each and then we have to produce or buy a new unit. It is no longer workers who build the roads, but the merchants, who when starting a commercial route create the road to the city to which they are going. Briefly, these are the biggest changes that the game presents us.

    There are other changes but with less impact on gameplay. In my opinion all these changes made the game more interesting. The four forms of victory are now domination, religious and science that already existed, and the diplomatic changed to the cultural one. Now everything that does not involve war has become much more interesting. We can spread religion all over the world, with our missionaries and apostles being able to engage in religious battles with their opponents, something that involves lightnings and arms thrown in the air, until one of them gets tired and ends up dying of apparent religious boredom. The spies work in a funny way, and they give a good help to our development by stealing technology that saves us a good amount of shifts in our productions, something very important in a scientific victory. Planning our cities to offer maximum tourism is an exasperating challenge because it is a bit of trial and error since we do not know the practical results of our decisions. But in a game of strategy it is blood that we seek, and it is with war that we obtain it. Artificial intelligence has many flaws and it is in this aspect that it is more noticeable. If we choose a low level of difficulty, it does nothing, if we choose a high level it cheats and produces much more units than possible, overwhelming us by the magnitude of the numbers. Even though they are not able to have a decent strategy during a war, and whether it is against us or against another bot player, wars are never beautiful to see and always end up close to a draw. I have been declared war multiple times, so many that I do not always understand why. The speed with which they declare war does not mean that they end up attacking us, often they do not, and sometimes they can not even reasonably interpret the terms of the peace treaties, mostly to their disadvantage. If they consider that they are losing the war even if they are winning it, they have no problem offering us cities to end the war with.

    Probably they do not mind that becaus one of the game biggest issues. Spam of cities. There is no downside to have multiple ones because now the degree of satisfaction of the inhabitants is done one by one and not in a general way. It is also easy to solve their needs, which means that if we distract ourselves we are surrounded by a sea of adversary cities and with no space to expand. In the long run more cities represent more points to everything.

    Well, to few characters that I can use, so much more to say...
    Expand
  5. Nov 19, 2016
    5
    I have now played ~250 hours of Civ VI. It seemed stable for me at first (although many others have reported problems with crashes onI have now played ~250 hours of Civ VI. It seemed stable for me at first (although many others have reported problems with crashes on Steam). But Civ's first patch introduced crashes to me, too. Despite having a high end system, I get 100-200 turns into some games and it crashes - and continues to crash on that same turn even if I go back 7-8 turns in the auto saves. Additionally, the patch introduced a flicker to certain colors on my screen if I zoom in more than about 1/2way.

    Overall, there is a lot to like about Civ VI. With the exception of the newly introduced flickering, the graphics are nice. The many paths to victory allow one to replay even the same Civ multiple times in pursuit of new types of victories. The addition of religious wars, although disliked by many, is a kewl new feature. Allowing one to chain a builder or settler to an army is a nice touch.

    But there are so many issues...

    1) No Mongols. Seriously Firaxis? A game entitled "Civilization", all about Man's history on earth ignores the civ that created the largest empire EVER? /smh epic fail.

    2) AI is horrible at war. It starts wars it has zero chance of winning. It retreats when it should attack. It too frequently attacks with only 1 unit despite having 10 other units (and almost certain victory in the battle) within 7-8 hexes. It often fails to use units which are even adjacent to enemy forces even when the unit could kill yours. As a war gamer, it boggles my mind how horrid the AI is at combat. I want to feel like I won a tough engagement but all too often feel like I just beat up a first grader and stole his lunch money.

    3) It leaves builders and settlers scattered about the map just waiting to get hijacked, even with the sanctuary of a friendly city 3-4 hexes away.

    4) It appears to have no concept of how to conduct naval warfare.

    5) "Islands" are frequently entire continents, connected to both north and south poles and impossible to sail around. So, despite deliberately picking "Island Plates" so you can play a game in which navies are more meaningful, you end up unable to move your fleets around the globe because most of the "islands" connect to the poles and are not possible to go around.

    6) The large number of playable Civs (but no Mongols) are borderline false advertising because it seems one can pick any civ and achieve any type victory with similar ease. Despite what they claim, civ and leader bonuses exert very little influence on how you need to play.

    7) Even more so than many games of this genre, Civ VI becomes a giant, boring slogfest about 50-60% of the way into it. You have great fun in the beginning, work your butt off to set your Civ up on as path to victory and are rewarded by being bored to death for the next 30 hours of game play while you mindlessly press ":Next turn" praying for the gasme to finally end so you can start a new one and make it fun again.

    8) Then again, since Civ VI didn't see fit to include a Hall of Fame or any other way of recording your god-like gaming skills for posterity, who cares if you finish? When you finally reach the last turn or achieve a victory prior to the turn limit (very easy for culture and religious victories),, you get whisked away to page giving you a meaningless score and then when you advance to the main menu, all record four win disappears into the ether, never to be seen again.,

    For $60, I should at least get a Hall of Fame to record my best wins.

    And that is the entire problem I have with Civ VI. It isn't a $60 game.

    If the game offered a $35 price point I would say buy it. It is priced almost twice that amount. In its current state, it is a $35 game asking you to pay $60 to beta test it.

    Wait til it is on a steep sale. You will be glad you waited.
    Expand
  6. Oct 21, 2016
    3
    Absolutely atrocious user interface as compared to civ V. New gameplay features are pretty cool, but the U.I. seems like it was given to aAbsolutely atrocious user interface as compared to civ V. New gameplay features are pretty cool, but the U.I. seems like it was given to a summer student. Makes playing a really annoying, wait for future patches. Expand
  7. Aug 14, 2019
    0
    of course it was always going to be a mobile game... duh I remember dev team confirming its not going to be. Guess how wrong were they. I giveof course it was always going to be a mobile game... duh I remember dev team confirming its not going to be. Guess how wrong were they. I give 0 for horrible practices Expand

See all 389 User Reviews

Trailers

Related Articles

  1. The 20 Best PC Games of 2016

    The 20 Best PC Games of 2016 Image
    Published: December 20, 2016
    We rank the highest-scoring computer games released during 2016.
  2. Best of October 2016: Top Albums, Games, Movies & TV

    Best of October 2016: Top Albums, Games, Movies & TV Image
    Published: October 31, 2016
    Browse our handy guide to the best entertainment of the past month, with lists of the highest-scoring albums, video games, TV shows, and films released during October.
  3. Fall Games Preview: 20 Most-Anticipated Videogames

    Fall Games Preview: 20 Most-Anticipated Videogames Image
    Published: September 12, 2016
    We profile the most noteworthy videogames scheduled for release between now and the end of the year.