And you may never be sure that your competitors will have the same behavior, and end up hopelessly outmaneuvered just because you had no power while others did have it. Of course, this means little or no power generation until you gain access to Renewables. One thing you may do is to try and slow down Climate change as much as possible. However, it's much more complex than that: the completely randomized strikes may help you, or them, or neither they may actually help you progress towards victory, or negate most of your progress! It's all chance, and there is little you may do, apart of trying to achieve victory as fast as possible. A simple probability calculation shows that the greater portion of the land you control at the moment comets start to fall, the greater the chance your own cities will suffer instead of the enemies' cities. Depending on luck (the strikes aim randomly at land tiles), you may survive long, while your enemies get destroyed, or you may suffer the same fate as them. The practical effect of all this is that the game sets a de-facto time limit for your achieving a victory. The comet strikes act as supercharged nuclear strikes - not only wiping out whole cities, but literally poking holes in the land,leaving lakes in their wake. The most challenging part of the mode comes when Climate change level VII kicks in. Note that the disasters caused by the unit are special - they only cause damage, without the usual fertility increase! The Soothsayer itself is immune to the destruction the Disasters cause to every other unit, however, it has limited charges. Use this unit as an insidious way to attack your competition - just send it in their lands and start causing Disasters to wreak havoc on their economy. A more serious change is the introduction of the Soothsayer unit, with its ability to create disasters on-the-fly. Yes, disasters are more frequent and destructive, but you can get this in a normal game as well (just set the Disaster level dial to max!). This is one of the most extreme modes in the game, in which you run the very real risk of losing at the very brink of victory! The dynamics of the Apocalypse mode are different than other modes: in most of the game you will feel little, if any, effects. At this point, all other kinds of disaster becomes extremely unlikely (all four types of Storm, Forest Fire, and Drought stop completely, Floods and Volcanic eruptions become overwhelmingly rare), giving way to only these two types of disasters to wreak havoc all over the map. The other disaster unique to this mode, Solar Flares, will also occur much more often this is the only disaster that affects the entire world at once. When Climate Change reaches Phase VII, the world will enter the Apocalypse phase, where Comet Strikes will happen every turn until the end of the game. The global temperature increase starts at 0° despite 2 Climate Change points being accumulated when the game begins, and will therefore max out at +3.0° instead of +4.0° compared to a regular game. Two additional types of disasters are also introduced: Solar Flares, a global disaster and Comet Strikes, signifying the impending end of the world!Ĭlimate Change will start at Phase I instead of None (10% Ice is lost and sea level starts at 0.5 meters), making it more likely to reach the more severe stages. During the Competition, the Soothsayer will have a special ability to sacrifice nearby military units to an active Volcano! Using Soothsayer charges will add 50 units of carbon each time (the opposite of a Carbon Recapture project), damaging the climate even before coal is discovered. In order to earn additional promotions for the Soothsayers, players will compete in a new Appease the Gods Competition, which triggers randomly throughout the game independently of the World Congress.
Next, the mode introduces a new Support unit, the Soothsayer, who can trigger disasters and comes with special Promotion. This means more frequent disasters, which inflict greater damage!
The Apocalypse game mode turns up the heat of almost all changes introduced by the Gathering Storm expansion, forcing the player to really take into account disasters and climate, especially towards the end of the game! In this mode, the Disaster Intensity is set to 4 (Hyperreal), with all disasters even more intense and frequent than the Hyperreal setting of a normal game. It requires the Gathering Storm expansion to play. It is focused on disasters and climate change, and includes a new unit, two new disasters, a new Scored Competition and an end-game Apocalypse phase. Apocalypse is the first game mode in Civilization VI, introduced in the Maya & Gran Colombia Pack.