Civ 6 Biomes: What If Jungles and Forests Grew and Spread Over Time?
The world of Civilization VI is a dynamic tapestry of rising empires, technological leaps, and shifting borders. Yet, the very ground beneath our feet—the lush jungles and sprawling forests—remains curiously static. A forest chopped is a forest gone, a jungle cleared is a permanent scar on the landscape. But what if it wasn’t? What if these biomes were alive, growing and spreading with a will of their own? According to the player community, introducing dynamic growth for jungles and forests would not just be a visual upgrade; it would fundamentally reshape the strategic landscape of Civilization VI, adding layers of complexity and rewarding long-term planning. This guide delves into the strategic implications of such a system, exploring how it would transform everything from city placement to military campaigns.
The Living Map: A New Strategic Layer
Analysis on forums shows that the core appeal of dynamic biomes lies in the concept of a “living map.” Instead of a static world that is gradually tamed and paved over with districts and improvements, players would be faced with an environment that pushes back, that reclaims what is not actively managed. This single change would introduce a host of new strategic considerations that would ripple through every era of the game.
A popular strategy is to think of this not as a penalty, but as a new resource to be managed. The spread of forests and jungles would be a slow, creeping process, governed by a set of logical rules. Many professional gamers suggest a system where, at the start of each new era, existing forest and jungle tiles would have a chance to spread to adjacent, unimproved tiles. This spread would be influenced by factors like climate, rainfall, and proximity to rivers, making certain parts of the world more susceptible to becoming overgrown wilderness.
This would force players to be more deliberate in their expansion. A settler pair wandering off into the wilderness might find their planned city location swallowed by a dense jungle before they can even arrive. The early game would become a race to claim and cultivate valuable land, not just from other civilizations, but from the encroaching wilds themselves.
Controlling the Green Tide: New Gameplay Mechanics
To manage this new, living world, players would need new tools. The community has proposed a range of new mechanics that would allow for both the cultivation and control of these spreading biomes.
The Pioneer: A New Early-Game Unit
A frequently discussed idea is the introduction of a new civilian unit: the Pioneer. This unit would be a precursor to the Builder, available much earlier in the game, and would be specialized in managing the wilderness. The Pioneer would have a number of unique actions:
- Establish Camp: This action would create a temporary improvement that prevents the spread of forests and jungles in a one-tile radius for a set number of turns. This would be an essential tool for securing future city locations or protecting valuable resources.
- Clear Undergrowth: The Pioneer would be able to clear forests and jungles at a faster rate than Builders, allowing for more rapid development in the early game.
- Controlled Burn: Later in the game, with the discovery of technologies like Scientific Theory, the Pioneer could gain the ability to perform a “controlled burn.” This would remove a forest or jungle tile and provide a significant one-time boost to food and production in the city that owns the tile. However, it would also come with the risk of the fire spreading to adjacent tiles, creating a high-risk, high-reward strategic option.
The Multi-Stage Growth of Forests
Another popular concept is the idea of multi-stage forest growth. Instead of a newly planted forest instantly appearing as a mature woodland, it would go through a growth cycle.
- Seeding: A Builder or Pioneer would spend a charge to “seed” a tile. This would not immediately create a forest, but would mark the tile as a future woodland.
- Maturation: Over a set number of turns, the seeded tile would mature into a “second-growth” forest, providing some, but not all, of the benefits of a natural forest.
- Old-Growth: After another period of time, the second-growth forest would mature into an “old-growth” forest, providing the full benefits of a natural, ancient woodland, including higher production yields from lumber mills and greater appeal.
This system would make forestry a long-term investment. A player couldn’t simply plant a forest and immediately chop it for a production boost. Instead, they would need to plan their woodlands decades in advance, creating a new layer of strategic depth.
Winners and Losers: Civ and Leader Synergies
The introduction of dynamic biomes would inevitably shake up the tier list of civilizations and leaders. Some would find their existing abilities greatly enhanced, while others would need to adapt to a new set of challenges.
The Uncontested Masters of the Wild
- Brazil (Pedro II): Brazil would, without a doubt, be the biggest winner. Their existing adjacency bonuses for Rainforests would become incredibly powerful as the jungles naturally expand. A player could found a city on the edge of the Amazon and watch as their potential district yields grow with each passing era. A popular strategy would be to use Pioneers to guide the spread of the jungle, creating a network of high-yield campuses, commercial hubs, and holy sites.
- Vietnam (Bà Triệu): Vietnam’s ability to plant forests would become a powerful defensive tool. A Vietnamese player could create dense, sprawling woodlands that would slow enemy armies to a crawl. The multi-stage growth system would also allow them to cultivate old-growth forests, providing a significant production advantage in the late game.
- The Maya (Lady Six Sky): While not directly focused on forests or jungles, the Maya’s ability to build their unique districts without removing these features would become even more valuable. A Mayan player could create thriving, populous cities in the heart of a dense, spreading jungle, safe from invasion and reaping the benefits of the surrounding wilderness.
New Strategies for Old Favorites
- Canada (Wilfrid Laurier): Canada’s ability to build farms on tundra tiles would be complemented by the ability to cultivate and manage vast northern forests. A Canadian player could use the multi-stage growth system to create a sustainable logging industry, providing a steady stream of production throughout the game.
- Germany (Frederick Barbarossa): Germany’s production-focused gameplay would benefit from the ability to perform controlled burns. A German player could use this to rapidly clear land for their Hansas, creating industrial powerhouses in a short amount of time.
- Rome (Trajan): Rome’s focus on expansion would be challenged by the encroaching wilds. A Roman player would need to make extensive use of Pioneers to clear paths for their legions and secure land for their cities. However, the ability to chop forests for a production boost would still be a valuable tool for getting their early cities off the ground.
Warfare in the Wilds: A New Battlefield
The spread of forests and jungles would have a profound impact on military strategy. The open plains of the early game would gradually give way to dense, movement-impeding woodlands, creating new defensive and offensive opportunities.
The Defensive Power of the Forest
A popular strategy is to use the spreading wilderness as a natural fortification. A player could intentionally let forests and jungles grow along their borders, creating a buffer zone that would slow down invading armies. Archers and other ranged units would be particularly effective in these environments, able to fire on enemy units while remaining protected by the trees.
The introduction of the Pioneer’s “Establish Camp” ability would also create new defensive possibilities. A player could create a chain of camps along a key frontier, preventing the enemy from clearing a path for their army.
The Guerrilla War
For civilizations with unique units that excel in rough terrain, like the Aztec Eagle Warrior or the Kongo Ngao Mbeba, the spreading wilderness would be a gift. These units would be able to move through forests and jungles with ease, allowing them to launch surprise attacks and harass enemy supply lines.
The “controlled burn” mechanic would also have military applications. A player could use it to create a wall of fire, blocking an enemy’s advance or forcing them into a less favorable position.
A World in Motion: Conclusion
The concept of dynamic, spreading biomes is more than just a cosmetic change. It is a fundamental rethinking of the relationship between civilization and the natural world in Civilization VI. According to the player community, it would create a more engaging and challenging gameplay experience, rewarding long-term planning and strategic foresight. From the early-game race to claim land to the late-game management of vast, ancient forests, the living map would force players to adapt and innovate. It would create new winners and losers, new strategies and tactics, and a world that feels truly alive. While the developers have not yet implemented such a system, the vibrant discussion and detailed proposals from the community show a clear desire for a more dynamic and interactive world. Until then, we can only dream of the day when the jungles and forests of Civilization VI finally break free from their static confines and reclaim the world.