Sid Meier's Civilization VI: Difference between revisions

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(Created page with "* Districts are the new hotness and will change how you set up cities now. The best way seems to be founding 4 cities in a circle and putting industrial districts and an enter...")
 
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* Districts are the new hotness and will change how you set up cities now. The best way seems to be founding 4 cities in a circle and putting industrial districts and an entertainment district or 2 in the center. Both of those districts get buildings later on that give the effects to every city in a 6 tile radius from the district. Those bonuses stack regardless of how many city centers are in range without any dropoff. Most games you play will be doing ok until you hit industrialization and build a couple of factories. At that point there is a HUGE spike in your production and production is king this game. That also means EVERY city you have NEEDS to have an industrial district. To make this extra stupid you have to become sezarian with Toronto. It extends the radius of those buildings by an extra 3 tiles.
* A single luxury resource gives 4 amenities that get divided up among your cities with the amenities going to whichever city needs it most. Multiple copes of a luxury resource don't normally give any more amenities and should be traded away.


* Amenities replace global happiness but still operates under a lot of the same rules. A single luxury resource gives 4 amenities that get divided up among your cities with the amenities going to whichever city needs it most. Don't ask how it calculates that . Multiple copes of a luxury resource don't give any more amenities and should be traded away (assuming the computer will even trade with you.)
* Gold is highly useful, make sure to not neglect Harbors/Commercial Districts too much early on as they're the primary method of acquiring new Trade Routes for bringing in wealth and growing your new cities.


* The AI is dumb. Like really dumb even by Civ standards. You will have a civilization ask you for a joint war then immediately have them denounce you for being a warmonger in the same turn, even if that's your first war in the game. Usually every other civ will denounce you too for being a warmonger immediately. They'll ask for an alliance then immediately declare war on you. In my experience its better to just completely ignore diplomacy.
* Plan ahead with your district positions by checking the adjacency bonuses they get. A common example is placing a Campus and/or Holy Site on a tile surrounded by mountains, or a Harbor near coastal resources. Adjacencies also work between different cities, for example districts from two different cities can get a bonus from each other.


* Warmonger penalties are gradual with there being none in the ancient era. By the Industrial era warmonger penalties are pretty severe. Since there is no penalty for war in the ancient era and cities don't range attack without walls you want to take over your neighbors when you have about 2 warriors and 2 archers, preferably 3. Seriously, wipe them out and take their empire. Its the best way in the early game to get cities and having more cities is king in this game. Go wide or go home.
* Certain district buildings, primarily those from the Industrial and Entertainment districts, also provide (by default) a non-stacking bonus to cities within a 6-tile radius which can make those districts more useful when placed near multiple cities than in the outskirts.


* Internal trade routes are crazy good. Production is what matters in this game and trade route cap is based off of a few things but can get ridiculous at the end. Its not unheard of for me to have over 30 trade routes by game end. If you find Carthage you can get that number over 50.
* Don't forget about the ability to harvest features such as forests and bonus resources with Builders. For example plonking a district on a forest tile simply removes the forest without yielding anything, so it's always preferable to first use a Builder to remove the forest for the big one-time boost and then start district construction there.
 
* In terms of good civs Germany and Sumeria are incredibly strong and Scythia being game-breakingly OP. I'm talking "Who the fuck thought this was balanced and how are they not fired yet?" I won't go into why Scythia is stupid other than she uses the "Horse Economy." Otherwise every civ is a little broken depending on the circumstances.


[[Category:Games]]
[[Category:Games]]

Latest revision as of 21:21, 27 January 2021

  • A single luxury resource gives 4 amenities that get divided up among your cities with the amenities going to whichever city needs it most. Multiple copes of a luxury resource don't normally give any more amenities and should be traded away.
  • Gold is highly useful, make sure to not neglect Harbors/Commercial Districts too much early on as they're the primary method of acquiring new Trade Routes for bringing in wealth and growing your new cities.
  • Plan ahead with your district positions by checking the adjacency bonuses they get. A common example is placing a Campus and/or Holy Site on a tile surrounded by mountains, or a Harbor near coastal resources. Adjacencies also work between different cities, for example districts from two different cities can get a bonus from each other.
  • Certain district buildings, primarily those from the Industrial and Entertainment districts, also provide (by default) a non-stacking bonus to cities within a 6-tile radius which can make those districts more useful when placed near multiple cities than in the outskirts.
  • Don't forget about the ability to harvest features such as forests and bonus resources with Builders. For example plonking a district on a forest tile simply removes the forest without yielding anything, so it's always preferable to first use a Builder to remove the forest for the big one-time boost and then start district construction there.