Every little bit of carbon that civs put into the atmosphere begins to ratchet up the global temperature, and as the mercury rises, so too will the oceans, first flooding and then eventually completely submerging coastal tiles all over the map. Alongside a new system whereby resources like coal, oil, and uranium are consumed by power plants a player needs for high-tier buildings, Gathering Storm introduces climate change. Gathering Storm tweaks that, albeit only somewhat. Having clout within Congress is an excellent way to quash any attempts at declaring your rise to power an international emergency, letting you pick your enemies off one at a time. This isn't to say that Favor is useless for warmongers, however. This means that an effective diplomatic strategy involves actually interacting with the other civilizations in the game, buying up their precious Diplomatic Favor to cash in once Congress is in session. This can be accrued through government, suzerainty over city-states, and even bought and sold between players like any other resource. Each Civ is guaranteed one vote but can purchase additional votes through a new resource called Diplomatic Favor. Resolutions are themselves split into two competing options - a Mercenaries Treaty, for instance, could either dramatically increase or reduce the cost of producing military units. At ever-shortening intervals, the Congress will convene to vote on two Resolutions and, occasionally, one-off shared projects like the World's Fair or a vote to diplomatically elect one civilization as world ruler for the newly-reinstated Diplomatic Victory. On the sunnier side of things, starting in the Medieval Era, the civilizations of the world will meet in the World Congress, a beloved feature from Civilization V 's Brave New World expansion that didn't make the cut for VI.
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