2019-05-01_PC_Gamer_(US_Edition

(singke) #1

World Congress becomes even more
important as the danger increases.
It’s all well and good to look at the
melting polar ice caps and say “OK,
I’m going to buy a Tesla and go
vegan”, but it takes an international,
political effort to make a tangible
difference. I shut down my oil
platforms and coal mines, I
decommissioned my ships and
planes, but even then the seas
continued to rise.
It took international legislation
banning certain power plants and
some friendly competition between
civs to make a dent.
Always it’s a competition, which
suits Civilization nicely. The
impending ecological disaster is a
good showcase of the new diplomacy
system, but you’ll end up becoming
very familiar with it long before the
glaciers start vanishing.
Diplomatic favor funds each civ’s
international clout. It’s a resource
that can be traded for both the
tangible, like gold or artifacts, and the
fleeting, like promises. Competing in
international events, helping out
during emergencies, and making
allies will earn you some, too.
When the World Congress meets,
that favor translates into votes, letting
you try to push your agenda at the
global level.
I’ve become a very
two-faced leader, I
confess. In person it’s
all smiles and
assurances, but the
moment the World
Congress convenes, I’m
there with a knife
behind my back. “Yeah,
Trajan, we’re good
buddies,” I say as I spend all of my
favor to neuter his army. Instead of a
diplomatic victory hinging on you
making everyone like you, it depends
on you making deals, competing in
international events and wisely
spending favor. Sure, alliances and
becoming the suzerain of a city-state
will net you favor, but there are
several routes to winning the political
game, and being a sneaky wheeler
and dealer is one of them.
This is certainly the most
engaging diplomacy has been in
Civilization VI, and perhaps in the
series. Other Civilizations have
modeled global diplomacy and
politics, but not at this scale, and
definitely not so woven into the
fabric of the game. Rise and Fall got
the ball rolling, but it’s Gathering


Storm that turns diplomacy into a
clear strategy and makes it
instrumental in fixing new problems
that involve everyone.
Even though it’s still competitive,
there are unifying moments where
every civ makes some sacrifices to
right the ship.

PAUSING ARMAGEDDON
The setup for the end game—if it all
goes wrong, anyway—is pretty
dramatic. The coast has been
swallowed up by the ocean, natural
disasters are increasing in occurrence
and whole industries,
previously reliant on
fossil fuels, are shutting
down. Every inch of
the world, or what
remains, is already in
use, so expansion can
only come in the form
of conquest. It’s all very
World War III. And
then... it just stops.
Climate change just sort of ends.
During the final phase, 85 per cent of
the ice caps melt and disasters start
jumping up by a couple of percent,
but then there’s just no more climate
change. In my large continents map,
just over 70 hexes were swallowed by
the sea, which did submerge an
island and make some of the coast
unusable, but it was surmountable,
especially once I unlocked
technology that allowed me to build
habitats in the ocean.
The habitats, called seasteads, are
one of the new techs that appear
during the future era. They’re handy,
and there’s something about building
homes in the water that calls to mind
Alpha Centauri, which is never a bad
thing, but otherwise the new era is a

bit of a dud. The scope is very
narrow, in what is otherwise an
ambitious expansion. Most of the
techs just seem to improve the flashy
sci-fi unit you can now construct: a
giant killer robot. It’s tough, silly, and
I won’t deny that smashing up enemy
cities with giant death machines is
fun, but with a few of them built, the
future era quickly runs out of new
things. It’s unfortunately brief and
largely extraneous.
With no more changes on the
horizon and the sea levels settling, all
those self-imposed limits can be
lifted, returning the endgame to
something a bit more traditional.
I kept waiting for the final
crescendo, some awful apocalypse,
but it never came. I was acting under
the illusion that we were trying to
stave off the end of all human
civilization, but this seems less
urgent. It’s still best to avoid it, but
knowing that it fizzles out robs it of
some of its power.

JUST DENY IT
It’s the journey to that end scenario,
whether you stop climate change or
not, where Gathering Storm has the
most impact. The new emergencies,
cooperation, and the effect of climate
change even on war can dramatically
change the game, even if you know
that the end of the world never
arrives. The choice of map also
makes a difference. Playing on an
archipelago or on islands, for
instance, ensures that a huge amount
of damage will be done before the
climate meter stops moving. And, as
always, you can exert some control
over the random maps, tweaking
properties like initial sea levels and
resource abundance. If challenge is
what you want, you can still find it.
Civilization VI: Gathering Storm
bites off a lot, but it proves more than
capable of juggling big concepts like
climate change and global diplomacy.
It turns them into coherent but still
complex systems that you’ll
constantly be interacting with, even
before you start noticing that the
beaches are vanishing. The climax
doesn’t live up to the build-up, but
Civilization VI is still a richer game
for all the expansion brings.

81


Gathering Storm is an
ambitious expansion
full of welcome additions,
even if it does falter
at the end.

VERDICT

Certainly the
most engaging
diplomacy has
been in
Civilization VI

BAYWATCH
The dreaded stages of climate change

W

at

er

L
ev

el

Time

Life on the
beach is good,
even with all
the new
factories

Has anyone
noticed
their shoes
getting
wet? It’s OK, we
invented solar
power!

Actually we
could still
use a bit
of coal...

So when do we unlock
the gills tech?

REVIEW

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