![]() Gathering Storm introduces a new diplomany screen called the World Congress, an area that breaks diplomatic relations down into more discrete numbers. Grievances are a two-way street however - accumulate too many of your own and you may wind up in hot water. ![]() The more Grievance points they have, the more frowned upon they are by other civs. Grievances can also be used to bind other civs to a Promise - if they agree to a promise and later breach the agreement, they accumulate Grievance points. No longer will you be considered a Warmonger by allied civs for launching a (perfectly fair) retaliatory strike on enemies that attack you unprovoked. Gathering Storm changes the Warmonger penalty with a new system called Greivances that allow you to launch a proportional response against hostile play - declarations of war, denouncements and the capture or razing of your cities - without the entire world coming down on you for it. ![]() It was hardly a fair system, especially when you weren’t responsible for throwing the first punch. Previously, in the event that computer-controller civ attacked or took one of your outposts you had two options: 1) Suffer the blow and do nothing or 2) Strike back and suffer the Warmonger penalty, affecting both your diplomatic and trade relations as allied civs denounced your actions. The change that makes me happiest however is the altering of the Warmonger penalty. On the other hand, the lands and resources around the volcanic area are ultra fertile, making them extremely valuable. There’s every chance the volcano will erupt, devastating the city you’ve built below it. Setting up next to a volcano like your own little Pompeii is a high-risk, high-reward strategy. Deserts whip up sandstorms and drought, arctic areas can result in blizzards. Setting up next to the ocean, a sure-fire strat for most players to date, is now a very risky play should the sea level rise of a hurricane blow in. Found your civ on a floodplain at your peril. While natural disasters aren’t a new mechanic in simulation and strategy titles like these ( SimCity has been at it for decades), they are new to Civ VI and bring with them a deeply upsetting amount of destructive potential. The World Climate score ties into another new feature, natural disasters. An important lesson for resource-hungry players: never build your house on sand. Depending on how bad things have gotten, this will have one of two effects: any tiles that run along the shoreline will either be temporarily flooded and damaged, or submerged entirely rendering them unusable. Hoard too many and climate change will set in, raising sea levels. Hoover up too many resources and the World Climate score will begin to change. Now you have to weigh your actions against what they may do to the world itself down the track. Gathering Storm‘s World Climate score changes that. We’re competing for space and resources and that’s really as far as it ever went. No matter who I was up against, it was always a simple land battle. Though the world is always filled with people from other races all vying to reach the space age first, it sometimes felt like thy were a bit disconnected. Part of Gathering Storm‘s overarching goal is to make Civ VI feel more like a global game. With Civilization VI: Gathering Storm, developer Firaxis Games looks to tighen up a few of the game’s more glaring issues regarding conflict, make Diplomatic victories more exciting to accomplish and add a fresh environmental wrinkle in the form of the World Climate score. Each one is a near-complete revision of the game as the community has come to know it, a wave of changes large and small that address mechanical shortfalls and community concerns, while adding complex new systems into its existing web of other complex systems. I love getting a new Civilization expansion.
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