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Civilization VI

Game4 documents

4 documents in the library are about Civilization VI, from writers such as Game Developers Conference, PocketGamer.biz and Quantic Foundry, the newest from 2020. Each has a summary and key insights with the page they come from.

Sid Meier's Civilization VI cover

Civilization VI is a 4X turn-based strategy game in which players guide a civilization from its founding as a small settlement through multiple eras of development. Players explore a procedurally generated map, found cities, research technologies, develop culture, engage in diplomacy, and compete against AI or human opponents to achieve victory through military dominance, scientific advancement, cultural influence, religious conversion, or diplomatic consensus. A key design change from its predecessor is the "unstacking" of cities, requiring players to place districts on surrounding tiles rather than stacking all improvements in the city center, making terrain and geography central to strategic planning. The game received two major expansions, Rise and Fall and Gathering Storm, which introduced mechanics like city loyalty, golden/dark ages, climate change, and natural disasters. It was succeeded by Civilization VII in 2025.

Released
Oct 20, 2016
Developer
Firaxis Games
Publishers
Aspyr Media, 2K Games
Genres
Simulator, Strategy, Turn-based strategy (TBS)
Platforms
PlayStation 4, Linux, Android, PC (Microsoft Windows), iOS, Mac, Xbox One, Nintendo Switch

Game data from IGDB.com

Documents about Civilization VI

Article

Civ VI Player Segments Based on Gamer Motivations

The analysis of Civilization VI player segments demonstrates that genre-specific modeling provides more actionable insights than broad, universal player taxonomies.

  • One-size-fits-all player segmentation models often lack the nuance required for specific genres, making custom analysis of a game's dedicated player base more effective for development and marketing.
  • The Civilization VI player analysis identified five distinct segments—Mason, Anarchist, Grandmaster, Emperor, and Military Strategist—based on the unique motivations of 6,471 surveyed players.
  • Masons view Civilization VI as an elaborate construction set and prioritize completion, while Anarchists seek spontaneous, carefree chaos and accessible gameplay.
Quantic FoundrySep 2020
Cover of Climate Crisis and Video Games
21 min
PocketGamer.biz21 min

Climate Crisis and Video Games

Video games possess a unique capacity to model complex systems, making them an ideal medium for exploring the climate crisis.

  • Video games are uniquely positioned to model the systemic nature of the climate crisis, allowing players to navigate complex political challenges and structural dependencies that traditional media struggles to convey.
  • Modern commercial titles like Civilization VI: Gathering Storm effectively simulate the game theory problem of global cooperation, forcing players to balance individual factional gains against the collective necessity of emission reductions.
  • Games such as Fate of the World utilize actual scientific models to teach players about the interconnectedness of climate issues, moving the medium beyond entertainment into the realm of educational simulation.
PocketGamer.bizJan 2020
Cover of Absolutely No Pressure: Continuing a Successful Game Series with Civilization VI
65 min
Game Developers Conference65 min

Absolutely No Pressure: Continuing a Successful Game Series with Civilization VI

The development of Civilization VI represents a deliberate evolution of the franchise, driven by a rigorous critique of the limitations inherent in its predecessor.

  • Firaxis addressed the 'rote' decision-making in Civilization V by introducing 'unstacked' cities in Civilization VI, which forces players to place specialized districts on specific map tiles to gain bonuses.
  • To resolve the rigid, linear progression of Civilization V's social policies, the team implemented a 'Civics Tree' that functions like a technology tree, allowing players to unlock policy bundles through cultural progress.
  • The development team utilized community feedback from forums and beta testers to identify balance issues, such as the combat system in Civilization V where weak units could disproportionately damage stronger ones.
Game Developers ConferenceFeb 2018
Financial report1 page

Take-Two Interactive Form 10-Q: Q3 2017

Take-Two Interactive’s financial performance for the third quarter of fiscal year 2017 reflects a strategic pivot toward digital-first revenue streams and the sustained success of its core franchises.

  • Digital online revenue grew to 50.4% of total net revenue for the quarter ended December 31, 2016, up from 40.3% in the same period the prior year, driven by strong performance from Grand Theft Auto Online and the NBA 2K franchise.
  • Physical retail revenue declined to 49.6% of total net revenue for the quarter ended December 31, 2016, compared to 64.6% in the prior year period, primarily due to lower sales of Grand Theft Auto V and Evolve.
  • Gross profit margin decreased to 34.7% for the quarter ended December 31, 2016, down from 37.7% in the prior year, due to higher software development costs, amortization of capitalized software, and the timing of internal royalty payments.
Take-Two InteractiveFeb 2017

Writers

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