This, as well as decreasing certain yields from storms (looking at you dust storms), has done more to make storms more penalizing which feels like a good move. One change that was made post launch is that the largest storms (such as a category four or higher hurricane) will not add any benefits and in some cases can even reduce tile yields. Just like real life, most disasters can’t be mitigated, the only exception being constructing dams for some flood control. ![]() Floods can range from your relatively common overflow of the river banks, to a 1000 year deluge that can cover an entire floodplain, destroying lots of improvements and even killing two population in a nearby city. For example, a category four hurricane will cover about seven tiles, while a category five covers 17 tiles. A volcano near a mountain range now can provide district adjacency bonuses as before, but also present the opportunity of fertilized tiles in wake of its eruption, again increasing projection.Īll disasters range from fairly mundane to Hollywood action movie status. So not only are rivers an attractive spot to settle, but floodplain tiles become an even more exciting settlement location. I have had floodplain tiles eventually output eight to ten food per turn by the end of the game. Each flood will destroy or pillage tile improvements, but typically also add food or production to the flooded tiles. Let’s look at floods as a general example. Floodplains and volcanoes are the most basic tiles that can create destruction and seem to happen more often than the other new terrain features in GS. But never fear, it isn’t all gloom and doom, as such cataclysms often leave yield potentials better than they were originally. Every major geographic feature in the game now is subject to different disasters that wreak havoc on your empire. Not only do these look cool, (beware because they can and will kill your units) but they are features I would suggest any player seek out as their rewards often outweigh the risks. More exciting is when you come across a floodplain or a volcano. Gameplay implications extend beyond just naming geographical features. While this doesn’t affect the minute to minute gameplay, for anyone who enjoys roleplaying as their civilization, you now have one other feature to add life to your story. What seems like a little thing, naming a river or a mountain range, makes the world feel more alive. Gathering Storm breathes life into the exploration of the world by adding character to these geographic features. The biggest advantage any terrestrial 4X game has over its space counterparts is geography that players can explore, exploit, and well, you get the idea. They seem like a Civ staple I never knew I always wanted. ![]() Now that the storms have rolled in, I hope they are here to stay. I never anticipated being so excited to have a volcano erupt two tiles from my capital. Although not without its imperfections, I think it should add longevity for many fans. Gathering Storm (GS) does a lot to improve Civ 6 overall with its storms, global warming, and new civilizations. These iterations often move the game from the “good” to the “great” category. Historically, the second expansion for recent Civ games has done a lot of heavy lifting. ![]() Gathering Storm comes as the second, and possibly final, expansion to the 2016 release of Civilizations VI (Civ 6).
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