![]() ![]() If you do not queue up the order, your troops at the bank will have 2 points that will allow them to cross the river, but 1 point that you could still have after the crossing will be lost. Therefore, after the crossing, you will be left with 1 point which is usually important. Then, your warriors will cross the river and take up 2 movement points, where one of the points was the one that remained from the previous turn, and the other one from the current turn. The order will wait to be carried out until you end your turn. Crossing the river costs 2 points, so you cannot cross the river, but you can select the tiles that you want your warriors to move to. By default, your troops have 2 points, which means that you still have 1 point left. Assume that you reached the bank of a river with your troops, which cost you 1 action point in this turn. To illustrate that, I will use an example. After you end the turn, the unit will carry out the order and spend the required number of points on that, but to do it, it will use the leftover points from the previous turn and spend an appropriate number of points for the current turn to carry out the order. If you approach a river and the unit has not yet used up all of its movement points for the current turn, you can issue an order to move to the neighboring tile. Another important issue is queuing of movements, which will allow you to save up on many points, if you use that properly. If between the tile that you are on and the one that you want to move to there is a river, crossing the river will cost you two movement points, even if the area suggests one. In the case of a forested areas, marshes or hills, the cost of movement in movement points will be higher than in the case of an arable field on a flat area. The most important thing for the movement of your units are landform features. You will receive some of the information just by taking a glance at the tile itself, such as landform features, but it is better to check the details, because even tiles that look identical may have different properties and different effects on the gameplay. After you roll your mouse over any tile, a window providing additional information about that tile will pop up. ![]() Each of the tiles has its own characteristic, which to a large extent depends on landform features or thickness of forests. Maps are divided into hexagonal tiles and they have a direct effect on the game. The pool that the map is selected from depends on the game parameters that you define, so there is little chance that you will play twice on the same map. Basically, you will be unable to follow the direction in which the rest of the nations develop, but occasionally you will receive a message that informs you of important events that have taken place in the opposing parties.Įach scenario takes place on a random map. Therefore, you cannot afford any negligence.īetween your turns, all of the actions taken by your opponents and by neutral units take place. Civilization VI requires you to pay attention constantly and has you adopt a strategic approach from the very first to the last minutes of the scenario. Remember not to speed up the pace of the game only because there is only one turn left before you can attain a goal that may be seemingly very important. The mechanism that prevents you from ending your turn is designed not to let you skip important actions. The abundance of time prompts you to plan on your next moves in each area possible, be it technological development, ideological development or expansion. Each single turn of the scenario is important, so try not to skip your turns at random, because it may turn out that your passiveness will soon backfire. The game suggests what actions you can still take before the end of your turn and it does not let you end your turn before you make decisions that are important from the viewpoint of civilization development. In the case of the Single Player campaign, the duration of your turn is unlimited and then, during your turn, when you exhaust all of your available options for interaction, you have to press the button in the bottom-right corner of the screen, which allows your opponents to make their turns.ĭuring your turn only you take action, so regardless of whether you play against the computer AI or real-life players, no enemy units will take action that would change the situation on the board. Just like in the previous installments, players in Civilization VI perform their actions in turns.
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