Another New Feature of Civilization VI
The Resilient Scout
Last time in Civ VI, I had a Roman Warrior poised to pounce on a Barbarian Scout and I was ready to get into some fighting early. It was only turn 3 but already Barbarians were out in force… Seemingly all over the place.
Here was the guy I was targeting first. He wasn’t close to Rome yet, but I wanted to make sure it stayed that way. From what I’ve heard, once a Barbarian scouts your city, they start beelining straight for it. So I attacked. I hit him a good one, but he survived and ran away…I’ll have to chase him down and build up some further units to help protect my area.
Code of Laws and the New Civics Tree
Soon after I smacked the scout around, Rome discovered the wonders of a Code of Laws and we were headed into the Civics realm. Code of Laws is the first step in the new Civics Tree, but it’s pretty similar to previous Civilization iterations.
The main difference for Code of Laws is that instead of providing access to the Courthouse as it did in Civ IV, in Civ VI it opens up policies for use on the Government screen.
Government Policies
With Code of Laws, you gain access to Discipline, God King, Survey, and Urban Planning. Survey helps scouts gain experience and Discipline gives bonuses when fighting Barbarians and both are Military Policies. God King provides Faith and a Gold in the capital and Urban Planning bumps production in all your cities and these are Economic Policies. As you can see for Chiefdom, you get one Military and one Economic policy. This building of your government through policy cards is a pretty good innovation I think. It opens up a bunch of possibilities and removes the locked in government types of pervious game iterations. I’m looking forward to seeing how it plays.
I select God King and Discipline and move on to the next turn.