![]() ![]() On top of that, mid-game technologies allow you to mitigate floods with dams, giving you fertility benefits with none of the damaging drawbacks. And even when disasters do strike and leave a swath of your land’s improvements in ruins, the residual effect is increased fertility, which can help you recover quickly even if some of your population is wiped out. Floods and volcanic eruptions only take place on riverbanks and next to giant volcanos, obviously, so you know what you’re getting into when you build a city there. At the same time, they’re significant enough events that areas of the map that would’ve been previously effectively locked down and on autopilot can now spontaneously become problems that require thinking about solutions for again. These are a great, never-before-seen (unless you count Civ IV’s random events) addition that, with the exception of generally less-destructive storms and droughts, are telegraphed clearly enough that they rarely feel like they’re coming out of left field to go full Pompeii on you. Gathering Storm’s titular feature, though, is its natural disasters. Disasters bring an important element of the real world to Civ VI. It was a refreshingly distinctive set of priorities. However, they get major production bonuses to unimproved forests and rainforests, and to fishing boats, which can make their developed territory look very different from any other civilization’s. The Maori are also incapable of permanently harvesting resources and can’t recruit great writers, which are significant limitations. For my first full game, I played (on King difficulty) as Kupe of the Maori, who starts on the ocean with sailing technology unlocked – which is great except that you have to spend a few turns looking for dry land, which can set you behind the pack.
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