Civilization VI · Setup Options

Maps & Game Modes, Explained

Before you hit start, Civ 6 gives you a real say in what kind of game you're about to play — from the shape of the world itself to optional rule changes that can dramatically shift the pace.

Map Types

Continents

Two or more large landmasses separated by ocean — the default, balanced choice for a game that mixes early isolation with mid-game naval contact.

Pangaea

One single connected landmass. Early contact with every civilization, more direct land warfare, and less naval strategy relevant to victory.

Continents and Islands

Like Continents, but with a scattering of smaller islands between the main landmasses — rewards a civilization with strong naval exploration.

Fractal

Irregular, unpredictable landmass shapes — no two games look alike, with a mix of chokepoints and open areas generated somewhat randomly.

Archipelago

Many small to medium islands rather than large continents — heavily favors naval-focused civilizations and early Harbor investment.

Inland Sea

Civilizations start around a central body of water, guaranteeing early naval contact between everyone at the table.

Shuffle

Randomly picks one of the other map scripts for you — useful if you want variety without deciding yourself.

Game Modes

Game modes are optional rule changes you toggle on during Advanced Setup — some require a specific expansion or DLC pack to unlock, noted below.

Apocalypse Requires: Gathering Storm

A more aggressive, war-focused ruleset with faster unit upgrades, cheaper city razing, and harsher consequences for climate change — built around a shorter, more destructive game.

Secret Societies Requires: Rise and Fall or Gathering Storm

Adds hidden factions you can secretly join for unique bonuses and units, each with its own agenda and rewards for staying loyal to it.

Monopolies and Corporations Requires: New Frontier Pass

Lets you corner the market on a resource for empire-wide bonuses once you control enough of the world's supply, and later found full Corporations with their own franchise buildings.

Heroes and Legends Requires: Base game (post-patch)

Adds legendary (non-historical) hero units you can recruit and level up over time, each with unique abilities outside the normal tech/civic-gated unit progression.

Barbarian Clans Requires: Base game (post-patch)

Reworks Barbarians into a more structured faction you can bribe, ally with, or destroy for rewards, rather than a purely hostile nuisance.

Dramatic Ages Requires: Rise and Fall or Gathering Storm

Makes Golden and Dark Ages more extreme in both directions — bigger rewards for a Golden Age, steeper penalties for a Dark Age.

Tech and Civic Shuffle Requires: Base game (post-patch)

Randomizes the order of the technology and civic trees each game, so the optimal research path is different every time instead of memorized.

Zombie Defense Requires: New Frontier Pass

A survival-horror-themed mode where a zombie outbreak spreads across the map and every civilization has to defend against it — a genuinely different pace from a standard game.

Picking a Combination

  • New to the game? Continents map, no game modes — the default experience is genuinely the most balanced starting point.
  • Want faster games? Pangaea plus Apocalypse mode pushes toward a shorter, more war-focused campaign.
  • Want maximum variety? Fractal map plus Tech and Civic Shuffle means no two games ever play out the same way.

Not sure which expansion adds what?

See exactly what each Civ VI expansion and DLC pack includes.

Expansions & DLC Guide