When Sid Meier’s Civilization VI [official site] came out last October, it represented a novel take on the series, boasting two parallel tech trees and an innovative city system that broke the previous games’ monolithic metropoli into distributed districts, with attendant tile-space-management gameplay. Nine months on, I spoke to lead designer Ed Beach about the finer points of the game’s design, what needs work, and Firaxis’ approach to designing expansions and DLC.
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