AI – Enemy units can now move AND shoot!

Amenities – Instead of Happiness cities will need a certain amount of Amenities depending on their population. There are some penalties to running out of Amenities such as reductions in population growth and revolts.

Armies and Corps – With the required Civic military units may now join together to form firstly Corps and later on Armies. You can even produce Corps or Armies directly in your cities instead of the single military unit. Armies and Corps have increased Combat Strength and gain more experience but they have the same health as a single unit.

Barbarians – Barbarians will send out a scout to find cities or districts. Once it spots one it will return to the barbarian camp. If he makes it adjacent to his camp he will spawn another barbarian. The scout at that point is free to target another city. He may target the same city more than once.

Barbarians will now have a red dotted zone of control in the hexes next to them making it easier to spot.

Barbarian camps have specialties. There are three types of barbarian camps, a generic camp that spawns warriors and archers, a coastal camp that will spawn naval based units and camps that are near horse units that specialize in horse units.

Borders – In the early game of Civ 6 there are no closed borders so players can move inside and outside of each other’s borders at will.

City Combat – In the early game cities have no City Bombardment. You must build something later in the game that allows cities to have a ranged attack. The city doesn’t have any innate defenses and is much more vulnerable during the early parts of the game.

Building walls will prevent melee military unites from attacking the city directly unless they have a seige unit camped somewhere around the city.

Civic Technology Tree – New to Civ 6 is the Civics Tree that represents your style of Government. Once the Civics Tree is unlocked you’ll notice four different types of cards that can be used, representing Military Policies, Economic Policies, Diplomatic Policies and Wildcard Policies. The type of Government you have will determine how many card slots you have available. Early on in the game you will start with Code of Law which gives one slot for Military Policies and one slot for Economic Policies. As you unlock new Government types you’ll increase, or have different, card slots for all or a number of the policies.

The Government Policies can be changed by either spending gold or by gaining a Technology. You’ll quickly gain a number of different cards to choose. Some of them are quite powerful and give you production or other bonuses that will allow you to specialize your gameplay.

Cards can be unlocked by researching the Civics Tree. There’s also special Wonders to unlock and additional trade routes.

Eureka! – Research into technologies can be boosted, reducing the amount of time it takes to research them, by gaining Eureka boosts. Each technology will have a different way to gain the Eureka boost. For example discovery a wonder will boost Astronomy, meeting a new civilization will boost Writing and discovering another continent will boost Foreign Trade.

Forifying – will take an entire turn for your unit. If you fortify your unit it won’t be able to do anything else that turn.

Healing – Healing inside your borders will restore 15 points of health

Roads – Roads in Civ 6 are very different to Civ 5. There is a tech later in the game that allows you to build roads. In the early game traders are the only way roads are built. If you want to build a road you must send a trader to another city.

Sampling Hospitality – One interesting feature of Civ 6 is that when your scout meets another civilization you’ll be asked if you want to “sample their hospitality”. What this means is that you’ll be able to see the location of their capital briefly. It’s kind of like having an embassy but without any bonuses.