Turns
Just like in the previous installments, players inCivilization VIperform their actions in turns.
The mechanism that prevents you from ending your turn is designed not to let you skip important actions.
Therefore, you cannot afford any negligence.
Between your turns, all of the actions taken by your opponents and by neutral units take place.
The map
Each scenario takes place on a random map.
To illustrate that, I will use an example.
By default, your troops have 2 points, which means that you still have 1 point left.
The order will wait to be carried out until you end your turn.
Therefore, after the crossing, you will be left with 1 point which is usually important.
InCivilization VI,continents do not necessarily have to be separated from each other with a body of water.
In the majority of cases, a river is enough to determine a boundary between two separate continents.
Just as I mentioned above, this is especially important from the point of view of international relations.
Depending on the nation, reactions to your policy may be different.
Therefore, you should realize where the boundary between continents lies.
You will learn about them from a separate chapter.
Units
In the game, there are two types of units: civilian and combat.
There are certain relations between civilian and combat units, which I will lay out in a moment.
The unit is, in this case, of superior role.
Units will move slower, but they will be safe.
It is impossible for two civilian units to occupy a single tile simultaneously.
It is a good idea to use this mechanic when forming the preferred combat formation of units.
Fighting can take place between two units at the same time.
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