Civilization VI: Rise and Fall

Messy, boisterous, chaotic - Civilization 6: Rise and Fall is the antidote to the Enlightenment.

Key events

Last week, Firaxis released Rise and Fall, the first major expansion pack for Civilization 6. It comes with all the usual new features - some new mechanics, buildings, several more historically significant leaders, and so on. But it also brought some smaller, under-the-radar changes - one of which in particular has had a mixed reaction from fans.

Civilization 6: Rise and Fall review

I have this feeling that no one is actually any good at playing Civilization. There probably is someone, sure, but it feels like there isn't. I definitely don't know anyone who's any good, and the people who I know to be not-so-good at Civ only seem to know other people who are also not-so-good at Civ.

The more I think about that the more I realise it's probably the point. To play Civilization is to constantly bounce between knowing exactly what you're doing and having no idea what you're doing. A lot of the time it's both mixed together - I know I need to be building cavalry, because I'm going for a military victory with Genghis Khan and so I know cavalry are good, but when should I be building them? Should I be worrying about growing my Production first so I can churn them out faster? And what about Science - if the war goes on for long enough I can't risk getting left behind in the arms race, so when do I start thinking about that?

With time, that uncertainty inevitably starts to fade. The more you play, the more you learn about build orders and min-maxing and optimisation in its many, many forms. Get your cavalry out early and the Production will come from your Encampment buildings, and Science from citizens of the Civs you conquer.

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Civilization 6 was only released last year on desktop computers but has already - as of today - landed on iPad! Understandably you'll need a newish iPad in order to play - either an iPad Air 2, iPad 2017 or any iPad Pro.

Firaxis says expansion packs continue to be the best fit for Civilization and XCOM

Earlier this month, Take-Two interactive chairman and CEO Strauss Zelnick told investors to expect "recurrent consumer spending" to be a key part of every game the company published.

"It may not always be an online model," said Zelnick, "it probably won't always be a virtual currency model, but there will be some ability to engage in an ongoing basis with our titles after release across the board.

"That's a sea change in our business. Recurrent consumer spending is 42 per cent of our net bookings in the quarter. It's been transformative for us."

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