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Here you actually get a significant boost towards sailing when you put that city on the coast. "If you want to develop a navy, in previous games of Civilization you could research all the technology for that without even having settled a city along the coast. That's going to teach your citizens the skills they need to become good at masonry." Your empire learns by doing. "So if you want to push masonry or construction because you want to build walls, you better go out and establish a quarry. "Now there are things, for pretty much every technology in the game, that you can do out in the game world to push you in that direction," says Beach. Unlike in previous Civilizations, research speed isn't based purely on your civilisation's science output. What the map is giving you, your starting position, what it means to have certain leaders next to you." It's all designed to provide a more varied, improvisational campaign. "We want a situation where you have to react to what the game is presenting for you. "We want players to have to think on their feet more," says Beach. With Civilization VI, Firaxis wants a game that doesn't settle into an established meta. There are certain policy trees that are well worth it, other policy trees that they don't find that they're using."
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Everyone says go for four cities, but probably not too much more than that. We're sort of in a rut, where all the players are playing Civ 5 the same way. "We noticed that there are certain key approaches that people all share in common.
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"We're very proud of the work we did there." At the same time, that familiarity meant Beach and his team were aware of how players approached Civ 5. "A lot of this development team is the same development team that pushed Civ 5 through to the Brave New World expansion," says Ed Beach, lead designer of Civilization VI.