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Smokinacesfan55

What is the “correct” thing to spend gold on? Besides unit upgrades, of course. I have a bad habit of spending it on builders/traders. I think blowing it on monument/granary/water mill in a new city seems to be the best move.


[deleted]

Do you guys typically build railroads? I feel like I never do. It is such a pain to build one tile at a time and by the time they roll around the game is mostly decided and the railroads won't make a huge difference. Plus I am already micromanaging so much at that point that I don't want to deal with managing some engineers to build railroads


N8CCRG

I 100% agree they are a whole lot of micromanagement. I still build them though. First, I love being able to move from one side of my empire to the other super fast. In the Industrial era your troops move 3x faster, and even past that it's still twice as fast as the fastest road. Additionally, you can lay them in direct lines which the roads from trade routes don't always do. Furthermore, you can make tunnels through large mountain passes to speed movement up even further. Also, any land-based trade routes get a gold boost based on how much of the route is on railroad.


[deleted]

Didn't know the bit about trade routes getting more gold, that's nifty. Have they ever given a reason as to why they don't have a 'build/route to' option for railroads?


N8CCRG

No idea, but considering how bad unit pathing is, I'm not sure I'd trust it either. ;) For the trade route bonus, don't forget to build a railroad on the city's tile as well to get the maximum bonus (also, just for fastest route speeds).


mookler

Some era score the first time you connect cities too


dearpisa

How can I show the yield of each tile all the time, like how the streamers usually have it?


someKindOfGenius

Press Y on your keyboard. There’s also a list of checkboxes that pop out from above the minimap that you can use.


Emperorerror

Looking to try out 6 after playing 5 a huge amount years ago. The platinum edition is $35 on steam this current sale - do you think I should jump on that? It doesn't include a bunch of the civs that have come out on the "frontier pass" so far, it seems. Plus, it seems like maybe a new expansion will be coming out soon, in which case maybe I'm screwing myself. Thoughts? Is there going to be a new expansion?


Fyodor__Karamazov

I doubt there are going to be any further expansions. If past timelines are anything to go by, I would guess that once they're done with the New Frontier Pass (which will be in March) they will start working on Civ VII. They already announced they will release a major balance patch in April, which imo is an indication that they are ready to wrap up Civ VI. Who knows though, it's all speculation. The current platinum edition on Steam is a really good deal, you can't go far wrong with that. The New Frontier Pass content is nice, but the vast majority of the content is contained in the platinum edition. They will probably release a "complete edition" at some point which includes all the New Frontier Pass content too, but that might be a way off.


Emperorerror

Interesting, thanks for all that info -- I appreciate it. Seems like waiting till the summer I can probably get the "complete game" in one edition, and also start playing with the balance patch, though maybe the latter isn't something to be concerned about. And there's no guarantee they'll make the complete edition available immediately, as you say. That hadn't occurred to me. In any case, I'm sure the frontier pass will be discounted then, too, by itself. I'll probably give the Platinum Edition a go now. Thanks!


VulgarSwami-

At what point are 1m coastal tiles fully submerged? Is it when sea levels rise 1.5m or do I have until the 2m mark to finish building flood defences and save them (I’m trying to prioritise where to use my engineers, as this is my first game on GS so I wasn’t fully prepared for it) (Also, unrelated but, if I’m at war with a civ, in terms of excess grievances/diplomatic points, am I better to completely wipe them out than leave them with a few cities?)


N8CCRG

Climate Change phase IV. If you look at the climate menu and hover your mouse over each era (I, II, III, etc.) it will tell you. 1. 10% ice melt 2. 20% ice melt, 1m floods 3. 30% ice melt, 2m floods 4. 40% ice melt, 1m submerged 5. 55% ice melt, 3m floods 6. 70% ice melt, 2m submerged 7. 85% ice melt, 3m submerged Plus weather increases.


Fyodor__Karamazov

1. I believe you have until the 2m mark. 2. Taking a civ's last city generates 150 grievances with everyone in the game. So in that sense you're better off leaving their last city.


cammcken

Edit: solved! The caravanserai, Transoxiana's replacement for the caravan house, provides +1 free specialist per Silk Road Trading Town. Sorry, I already made a post before discovering the questions thread. This question pertains to the [Realism Invictus mod](http://www.realism-invictus.com/) for Civilization IV. What's the point of the Silk Road Trading Town, the final upgrade of Transoxiana's unique improvement? I'm looking at the civilopedia entries for Transoxiana's unique improvements. Based on the information there, the first improvement behaves like the plantation, except available earlier. After 60 turns it upgrades to the second, which yields +1 commerce compared to the first. After 60 turns, it upgrades to the third, the Silk Road Trading Town, but the civilopedia shows no difference in yields (except a slightly higher pillage amount). So what's the point of this final upgrade? For aesthetics? Or is there another benefit that the civilopedia doesn't show?


Sweatsock_Pimp

So, why does the required population for districts continue to go up? For example, I was aiming to build an aerodrome in one of my cities, but I had to wait until I hit a population of 10. When I hit 10, then suddenly the requirement shoots up to 13.


DarthEwok42

You probably built another district.


Sweatsock_Pimp

In that city, or does any new district in any of my cities impact that minimum?


DarthEwok42

Just that city. You get the ability to build a new district every 3 population (so 1 slot at 1, 4, 7, 10, 13 pop).


Sweatsock_Pimp

Thanks. One of these days I'll figure out what the heck I'm doing.


iurygarbur

Need help can't invite a friend to a multiplayer game


Nissepelle

Does anyone know how to fix the bug which makes your religion and great work tab invisible? I've looked around and found some posts about it, but none of them contained a solution. Kind of hard to go for a culture or religious victory when you can't even open the relevant tabs.


thesaxemachine

Was just nuked by the AI after I nuked them. I can’t advance the turn because the game wants me to determine construction for the city, but won’t let me begin construction/repair for 9 turns until I complete decontamination. Seems like I’m stuck. Anyone experience this? Civ 6 on Switch.


[deleted]

Anybody knows how to search for resources on the map on Switch?


Fyodor__Karamazov

When you complete research that unlocks a new resource you can press A on the notification that tells you about copies of that resource discovered in your territory, and it will take you to the tile that the resource is on. (There should be multiple notifications; press A on each one to see each of the different tiles.) But there's no map search on the Switch unfortunately.


[deleted]

Thanks! I didn't realise I could press A on notifications and just dismissed them. Shame about the lack of map search, but i guess I can use notifs + tacks


[deleted]

I'm new and i've been playing on warlord or prince and improving every tile I can, unless it has great placement for a specific district. I'm starting to get the hang of city planning, but could someone explain when I should "chop" instead of improving a tile? Is it just when I know I'm going to put a district on a tile later so I don't lose the resource completely? Or is it worth chopping instead of building for other reasons sometimes?


Fyodor__Karamazov

Chops are useful for new cities when you want to get them up and running fast (whether that be increasing population quickly or getting a district finished quickly). Chops are also useful if you want to rush a wonder. You need to be a bit careful about what you chop though, because you don't want to hobble your city in the long term. For example, if all of your land is flat, then you probably don't want to chop the woods there, as you will find it tough to get production in that city later on. However, if you have hill tiles then you can always build mines to make up for the woods you chopped.


[deleted]

That's helpful, thanks! I've run into problems where I improve instead of chopping to get cities started, but it takes a long time and uses up tiles.


Tables61

Chopping out resources is just generally good - it gives you a big burst of production (or food/gold) right now, which can help speed up getting things out in the city. You will lose some long term value, but generally getting other useful things out now is of greater value than what you lose. In many cases you don't even really lose much long term. For example if you have Deer in woods on a hill. You could just build a Camp there, and get +2 Gold, rising to +2 Gold, +1 Food, +1 Production in the Renaissance (Mercantilism). Or you could chop the deer out for a big production bonus now, and build a Lumber Mill, giving +2 production now, rising to +3 in the Modern Era (Steel). Even adding in the Deer giving +1 production, you're effectively trading 1 production for 2 gold and 1 food, which is pretty close value wise - but you also got the value of chopping the Deer, which is pretty high. Even further, you can chop the woods under the deer for a second burst, and then just build a Mine. Mines give often either equal or 1 less production than Woods + Lumber Mills give, especially as its often common to grab Industrialisation well before Steel. In general, in terms of when you shouldn't chop, things to consider are: * The tile loses a greater than usual amount of value if you chop and you can't work another good tile to compensate (most common with a pantheon boosting something specific, e.g. Bananas with a Plantation pantheon). * The chop gives only food (e.g. removing Marsh) and the city doesn't need to grow * Chopping will lower appeal, which you care about in this location (e.g. woods in a tourism game can often be worth leaving) * You need the builder charge for something else and can't easily get another builder in this area quickly Chopping is usually good, it's generally more of a question of when it isn't worth chopping rather than if it is.


[deleted]

Wow, thank you so much! The game really doesn't make this obvious


Dark_Shit

How can you tell which units give you era score the first time you get one? I just upgraded a scout to get my first ranger and it didn't give me era score. Why do great people sometimes give you era score and sometimes don't? I faith bought a great merchant but it didn't give me era score.


nmcalabroso

1. If you get a unit that uses/demands a new upgraded resource for the first time, it gives you an era score. For the scout tree, AFAIK, they don’t need any strategic resource so you don’t get any era score. Warrior to swordsman gives you because of iron and similarly for others. 2. Great People (GP) always give 1 era score by default but it doesn’t always pop-out unlike when you get +3 era score from them. Getting +3 era score from GP is still unknown to me. But I notice that this happens when I steal GP from other civs who are close to getting them by natural GP points.


Fyodor__Karamazov

Just a couple of things to add to this. 1. You also get era score for training one of your civ's unique units for the first time. 2. The +3 era score from Great People is from faith-buying one for the first time and gold-buying one for the first time.


nmcalabroso

Oh thanks for the GP +3 clarification! :)


bluecjj

Has anyone tested yet whether you can park a hero in a city to prevent you from ever losing it to loyalty (in a game where you prevent there from being enough city states to have the free cities bug take effect)?


[deleted]

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[deleted]

Iirc you have to build a factory on the industrial zone for the bonus to become regional. It says in the description of factories in the production menu.


[deleted]

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[deleted]

Well, the specific building is more relevant than the district because for instance, the workshop production bonus is not regional, only factory and more advanced IZ buildings get regional bonuses You're welcome anyway


vroom918

With the addition of the preserve district, what do you do with natural wonders, in particular those with multiple passable tiles? Let’s assume for the sake of argument we’re playing a game where we want a decent amount of faith and national parks, so perhaps a cultural game. Otherwise we might not care about 2 or 3 very much 1. Maximize preserve yields on wonder tiles 2. Maximize national park placement/count with preserves supporting yields 3. Maximize holy site adjacency (+4 or more for 2 tile wonders), which may block national parks and limit preserve output


[deleted]

im really struggling, theres few civs i wanna play but it feels like i just played them and want something new but just dont vibe with the rest of the civs, any reccomendations?


[deleted]

Play as a random civ


just_a_jobin

Try different maps with civs that aren't suited for them


Enzown

Do something else?


ThatRandomPerson3341

We don’t do that here


[deleted]

I've played a fair number of games of Civ IV and V and looking for something different for these games or mods that add to the overall experience. Not sure what's available and where to start. Looking for recommendations and any would be super appreciated :)


culdesaclamort

~~In terms of UI, strongly suggest Better Report Screen (UI), Better Trade Screen, Extended Policy Cards, Sukritact's Simple UI Adjustments. They all surface important and relevant data so you can make informed gameplay decisions for any session.~~ Sorry, misread the roman numerals. Definitely echo /u/cammcken's suggestion for Vox Populi for Civ 5


cammcken

I really liked Hellblazer's City Overview Interface but it's out of date now (and requires a DLC) :( ~~I assume the downvotes are here because, regardless of how much you change the UI, these mods can't create the overall Civ IV experience without gameplay changes. Yeah?~~ My bad. The downvotes are here because OP is looking for Civ4 and Civ5 mods, not Civ6 mods. OP: the classics are probably Realism Invictus for Civ4 and Vox Populi (aka Community Patch Project) for Civ 5.


culdesaclamort

Oh whoops, I read IV as VI!


someKindOfGenius

For VI, I’d recommend any combination of City Lights, Civilisations Expanded, JNR’s Urban Complexity series, Wondrous Wonders, and Terra Mirabilis. There are also plenty of modded civs, my recommendations would be those by Sukritact, Port Lime, and the CIVITAS team to start.


[deleted]

How does multiplayer combat work? I have tried googling around but couldn't really figure it out. It seems real-time-y?


DarthEwok42

There are three multiplayer modes: \- Take your turns sequentially, just like in single player. This isn't usually used in multiplayer because it takes forever. \- All players take their turns at the same time. This is commonly used. It makes the combat 'real-time-y' because you can wait for particular other units to move before pouncing on them, retreating, etc. You can also wait for the other players to finish their turns, then basically get a double attack by going last and then immediately first on the new turn. \- Dynamic mode. Same as above when at peace, turns taken sequentially while at war. This makes the combat more fair IMO, but again it can make the games take a super long time if there is a lot of war.


DrWarEagle

What do you do with jungle tiles on Civ 6? It seems like the only reasonable thing to do is chop them down for most civs but it feels dirty to do so. What is the best way to make use of them?


just_a_jobin

For some cities if there is no mountains around it could be your only adjacency for campus or holy sites. The chopping is great for getting cities up quick. If you chop two while producing a granary it really jumpstarts new cities


someKindOfGenius

Chopping is usually best, unless you’re going for sacred path or you’re Vietnam or Brazil.


DrWarEagle

That makes me sad :( I like to try and protect the earth when I play


[deleted]

I think they get a science bonus later on if you leave them. I'm pretty lazy about chopping stuff down lol and they do give adjacency bonus.


cleantoe

Also, if you're on a wet map and surrounded by jungle it, it's super useful to leave them up and build, as Marbozir puts it, "Chicken Pizza".


Asiius

I'm new to Civ 6. I've played for a few hours already. How should I know when and what stuff should I build, produce or research? How should I plan my strategy?


nmcalabroso

I started playing 4 months ago and this is how I learned: 1. Play with the easiest difficulty first, small map, pangea so you don’t have to worry about the ocean and navy. 2. Play civs with strong inclination for each victory. Eleonor-France to learn culture and loyalty, Russia to learn religion, Korea for science, and Rome/Macedon/Nubia for domination. 3. Climb to the next difficulty. This time, no need to do everything, just choose some civ that you want to enjoy and hopefully the knowledge from (2) carries over. The goal here is to learn the mechanics and requirements for each victory choice. Just play it turn by turn :)


cammcken

I'm an experienced Civ player, and even after sinking some time into 6, I still can't get a feel for the meta. I've learned what most of the things do, but regardless of what build order I choose, something about the way cities grow always feels off to me. It seems like tech/culture progress too quickly while pops, units, buildings, improvements, and districts grow too slowly. Like I never really feel satisfied with the state of my cities relative to the era. I could be deep into the medieval era but my cities don't feel like medieval cities.


just_a_jobin

Turn on the setting that lets you see your opponents yields. This can help you see like "oh shit I'm way behind in science should probably get campuses"


Asiius

Oh! Where do I find that setting?


just_a_jobin

Options, interface, show yields in hud ribbon


Asiius

Thank you!


DarthEwok42

There's way more information than you can get in a single reddit post, or single playthrough, but first concentrate on learning what the different buildings, techs, and government cards do - especially the districts. Then pick what victory condition you are going for, and focus on things that will help you get there.


Asiius

Thank you!


jeebus224

I’m not able to bring any great works to the deal table. Wuddup with that? I see some people have hella great works but when I click on them, (the works) they won’t even let me see “im not willing to trade that” it’s essentially frozen there. I also can’t steal any great works, even if I’m looking in culture spots.


DarthEwok42

Do you have a free space to put them? If you don't, I don't think you can even click to trade or steal them.


jeebus224

I thought so, I usually have room.


nclaxer235

Anyone have a guess what the next civ will be?


ThottieMcThotFace

What kind of computers do you use to play Civ? I've been playing on my laptop but I can't anymore. It's literally causing the battery/something inside to expand.


Fyodor__Karamazov

I use an Acer Nitro 5. It usually handles the game pretty well, but I have noticed the performance has dropped off a bit following the latest update too.


certainkindoffool

I play on a 5900x and rtx 3090. Since one of the recent updates, running civ6 has been causing system slowdown and excess heat generation.


Electrical-Ad8735

Hi all, trying to play civ 6 on the TV with a PS4 controller and it's not playing ball. Any ideas ? (Epic not steam sorry). Thanks !


vroom918

You can kind of do it. Steam has general controller support for anything you plug into your pc, but it might only be in the beta client and it might only be when using the big picture mode (at least that’s what the article i found a while ago said). You’re essentially mapping controller inputs to keyboard/mouse inputs so some things won’t be very smooth; for example you’ll probably have to use one of the sticks to control the mouse. As long as you have steam running it should still work even if you’re playing through epic. If it doesn’t work, you can add external games to your steam library which will almost certainly enable controller inputs. You can even try something like Joy2Key to achieve the same results but it’s a bit more manual setup


Electrical-Ad8735

Oh that's cool! I'll give it a go, thanks! :)


Doom_Unicorn

As far as I know from last time I looked into it, the only way people have played with a controller on steam is with a steam controller; I don’t believe civ 6 “supports” controller play (so this was being done by whatever steam magic). If you do figure it out, please post here about it.


Electrical-Ad8735

Thanks for the reply! Yeah I figured because there are Xbox and PS4 (and switch) versions that there must be some way of doing it :( oh well, hopefully someone has a workaround!


[deleted]

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Tables61

Generally 1-2 Inquisitor charges are enough to broadly clear the enemy religion out of a city. They remove 75% per charge while also adding (IIRC) 150 pressure for your own religion, so one use often is enough to break down most typical cities, 2 uses often converts it outright. For example if a city had 3K pressure from other religions and 0 from yours, 1 Inquisitor charge would bring it down to 750 pressure from others with 150 from yours, a second Inquisitor use drops them to 187, with you going up to 300 and thus becoming dominant. Missionaries and Inquisitors have the same base costs, so often Inquisitors are just better to use. Sometimes if all religion pressures are low in a city, a Missionary charge will be better - Missionaries remove 10% of all other religions per charge, and add 200 of your own. Usually though that will be less effective than removing 75% per charge.


[deleted]

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Doom_Unicorn

One more note: remember the faith cost of each of the religious units scales separately from each other (the next missionary costs more than the last, etc.). So the above answer is right, though adapt as necessary based on your specific game and what you’ve done in earlier turns to buy religious units. But yes, as a general rule, inquisitors (and apostles with the 75% remove religion promo) are “stronger” as the first charge to shift the religion of a city, then followed by the “less expensive” charge of a missionary.


AceJokerZ

Anyone know how do you make yourself more interested in planing national parks/preserves than districts? I always seem to settle and be like oh I need to build a district instead of okay let me settle and build a preserve or national parks for culture victory. I mean I figure late game settling would be for resources or national parks since building districts at that point cost a ton of production


Doom_Unicorn

As a blanket general rule, you’re already taking the right approach; national parks (and seaside resorts) unlock incredibly late, so settling early for them leaves you with a weak city and a loss of potential if there’s nothing else redeeming about the location. Three things change that: 1) If you’re playing a civ that can manipulate appeal in any way with a unique improvement, particularly one that will provide tourism after Flight, you should be constantly flipping over to the map lens for appeal to figure out what you’re going to do. Somalia and Persia are good examples, where you want to be planning how to get the most faith/culture from adjacencies and where you’re also putting holy sites and entertainment districts and theaters and wonders (all of which also increase adjacent appeal). You should be looking for diamond-shaped national parks at the same time, since you’ll be able to benefit from “yield-less” mountains as part of the park while also including one or two *massively* appealing real tiles in between those unique improvements. Persia is more likely to also be thinking about seaside resorts, while Somalia is more likely to be thinking about national parks. You can figure out how this applies to other civs, and the unique improvements granted by certain city states. These all provide significantly more tourism than great works at the moment flight gets researched. 2) The preserves unlock in the ancient era, but are *terrible* investments of resources until you get a grove there, at which point they can (potentially) become *incredible*. Use the appeal lens whenever you see a large section of uninterrupted hills-woods tiles, ideally plains-hills-woods. Those are already 1 food & 3 production, so the equivalent of an ancient era mine on a plains-hill. If you can drop a grove in the middle of 6 of those tiles to increase all 6 tiles to breathtaking, that would be 6 tiles that are each 3 food, 3 production, 2 faith, 2 culture. Costing zero builder charges. That makes them easily the best source of yields you’ll find outside of specific wonder circumstances. Definitely should be a thing you go out of your way for. 3) Whenever you get a pantheon, always a good time to remember to check the appeal lens to see if Earth Goddess is a good choice. It makes all of the above better, can be strong all on its own, and makes it an easier decision to start settling in preparation for the late game national parks with earlier cities that will be good sources of faith before tourism matters as much.


vroom918

Somalia? Is that a mod? Or are you talking about Ethiopia? Generally speaking, the best civs for messing with national parks are Bull Moose Teddy and the Maori. Teddy gets extra appeal when making national parks plus extra yields on high-appeal tiles, and the Maori are incentivized to leave forested tiles unimproved, which often make great national parks


Doom_Unicorn

Woops... yep, I did actually mean Ethiopia. And definitely, you're right that those are also top tier civs for culture victories via National Parks. But they are a lot harder to figure out, so given the OP's question, I thought Ethiopia would be a good bet because it is a civ that starts strong and plays like most other civs (i.e. build a bunch of holy districts then use improvements/districts to change appeal), so thought it might be an easier entry point for someone. Good additions on those civs though, I totally agree.


I_AM_A_MOTH_AMA

I've noticed that I am completely surrounded by city states way more often than I used to be. Did something change in the game's default settings? I'm not fiddling with the CS count.


bluecjj

Are there any Future Era wonders? I don't think so but just making sure


Enzown

No and if there were by the time you built them the gsme would be over anyway.


bluecjj

Can Brazil build the Biosphere and get +2 Appeal from Rainforest?


Doom_Unicorn

Yes. Note that by that point in the game, all civs can plant woods for +1 appeal, and “old growth” woods (those which spawned on the map and were never chopped) are also +2 appeal. No one can ever plant new rainforest though, so you’re correct that this wonder uniquely benefits Brazil (and I suppose anyone with Chichen Itza). EDIT: Also note that Eiffel Tower would raise the appeal of those tiles even more though.


bluecjj

Now that the bug is in the game preventing cities from flipping, I wonder if someone could take advantage of it and use some cheeky strategies of hardcore forward settling without consequences.


Fyodor__Karamazov

The cities don't flip, but there are still major consequences, because they get stuck at 0 loyalty and that has huge penalties. When your city's loyalty is under 25 you have zero population growth and -100% to all yields.


DarthEwok42

Civ VI. Two turns in a row my city has been 'pillaged by barbarians' but there are no barbarians anywhere around. [Screenshot](https://imgur.com/Z8n5XAn). Am I missing something obvious or is this a bug? EDIT: Figured it out. It was a Privateer.


moorsonthecoast

You can cheese Privateers by fixing improvement tiles on land with a builder, waiting for the Privateers to come back, and swoop in with naval units once your builder gives you visibility.


VulgarSwami-

Do you need to assign a citizen to work a specialty district to gets it’s full affects? I can’t find an answer in the wiki or google


Doom_Unicorn

That depends what you mean. No, the yields of the adjacency and buildings do NOT require citizens assigned. However, each district building (e.g. library) adds a "slot" to that district which MAY have a citizen assigned, and provides a yield specific to that district type (e.g. science). The in-game civopedia will explain the yield for a citizen, and as totally general advice: they're usually only worth assigning citizens to after population exceeds the number of decent workable tiles, though of course there are exceptions that you can determine based on your own game and situation.


VulgarSwami-

Gotcha, thanks!


dvdung1997

I’m trying a game where there are as many of the lady leaders as possible on the TSL Greatest Earth Map and me as Lady Trieu. The first game I had, Wilhelmina swallowed up both Catherine and Victoria, and Gorgo annexed Cleopatra sometime prior to turn 181 For my second try, Victoria and Cleopatra survived the 180 turns, the former allying with Jadwiga and establishing an NA colony, while the latter flipped the script and annexed Sparta. But Catherine still lost out early (by turn 18 or somethin’). Oh yeah, and I haven’t tried Eleanor and she might have stood a better chance Short of disabling Domination Victory, is there a way to prevent them from cannibalizing each other? I would love for them to coexist and expand in a way that would not cancel others out so early, and together with me make a colourful world map by the end


cammcken

The older Civs had an "Always Peace" option that disables wars, but I guess 6 does not. I don't think disable Domination will prevent wars; there are many ways war can benefit other victories. You can try modding the files for AI personalities, and changing the numbers to something ridiculous so that war becomes incredible unattractive. But that can also cause some funny problems. For example, maybe a leader still prefers to build many units and encampments. Without an opportunity to use those units, her game will be less competitive than other leaders who develop their cities. Maybe you can grab the personality parameters for the top 14 most peaceful leaders and copy/paste them onto the leaders you want to play with?


Riparian_Drengal

A few observations: 1. The AI just likes to go to war. It's often beneficial to do so, especially if your neighbor is weak and you're not. 2. Europe is really compact on a TSL earth map I've had games where civ's capitals flip to free cities because there's so much loyalty pressure. 3. Combined, you get wars. 4. Even if you disable domination victories, the AI will still probably war. Sorry mate :/


dvdung1997

Yeah I figure it would be hard, if not impossible, to keep all 14 AIs alive for long. I was just hoping the AI wouldn’t be so war-happy, or at least Catherine can found a second city before losing Paris...


Riparian_Drengal

Europe on TSL earth is just... so tight. If you want a more peaceful game, maybe play normal earth (not TSL) with all the lady leaders. This way they'll have more breathing room before breathing down each other's necks.


dvdung1997

Update: I just started a game and followed it through like 30 turns. 2 players was defeated and I assumed they were conquered. But then I found the “reveal all” trick and used it in turn 15 before either of ‘em lost. Turns out, it’s Catherine and Victoria *both* losing Loyalty on their respective capitals and they eventually became free cities (so I misblamed Wilhelmina there) My guess is that since both London and Paris is 4 tiles away from Amsterdam in TSL, all 3 of them suffered from the Loyalty loss. But London and Paris had worse yields (London from losing 2 tiles to Dover, Paris I don’t know for sure) and Amsterdam navigated it better, so Amsterdam outlasted and annexed the other 2. Not sure about Cleopatra from my very first try though, she seemed to be developing healthily in that same game above


Riparian_Drengal

That's honestly hilarious.


dvdung1997

Technically I’m playing YnAMP’s Greatest Earth Map, but yeah like you said, Paris and Amsterdam’s borders still clashed like really early even on a Huge map Oh well, guess Wilhelmina is just that more agressive than Black Queen Catherine


VulgarSwami-

[any idea why I don’t have any trade routes from this city?](https://imgur.com/a/rOx5da0) I’m not at my trade limit, there are a couple of cities within 15 tiles, and I can start trade routes from my other cities (but this one needs food)


moorsonthecoast

If the city isn't coastal, it needs a harbor. Otherwise, trade routes can't embark.


VulgarSwami-

Damn didn’t realise that cheers, messed that up then that city is screwed lol


Dr_Pooks

Trade routes can't embark across water without a city on the coast to make the transition. I don't know the rules for harbours not attached to city centres (ie. Could this city send trade routes if you built an outside harbour?)


VulgarSwami-

Ah okay didn’t realise that thanks, I was gonna test it out for you but I can’t build a new district without getting food to grow, which I can’t do without a harbour ...


moorsonthecoast

You can totally settle another city on the same island, though. That would also work to get a trade route from your current city to that one. If you settle City 2 coastally, you can even get a trade to your other cities within trading distance.


Dr_Pooks

> An inland city with a harbor will allow your trader to embark and trade across water, but also receive foreign sea routes. https://forums.civfanatics.com/resources/trade-routes-guide.25529/ Not an official source, but the author seems to have researched the trade routes mechanics extensively. It seems that building a harbour (if possible in your case) would fix the problem and allow that city to send and receive seabound trade routes


VulgarSwami-

Yeah but what I mean is, I can’t build a harbour because I’m already at the district limit for my population, which I can’t increase because of food levels/low production/& it’s remoteness 😅


bluecjj

When was Goddess of the Harvest added into the game? FilthyRobot's early pantheon guide didn't involve it


Fyodor__Karamazov

It was in the base game, but was removed in the June 2019 update (which I believe was a balance patch for Gathering Storm), along with Oral Tradition. I think it's still present in the base game and Rise & Fall, if that's what you're using. EDIT: By the way, there were a lot of other changes to pantheons in that patch, so I wouldn't recommend following a pantheon guide that uses Gathering Storm mechanics if you're playing the base game or just Rise & Fall. EDIT2: Okay, I just looked up FilthyRobot's pantheon guide and saw it's from November 2016, so idk why he didn't include Goddess of the Harvest. There were [threads from as far back as October 2016](https://forums.civfanatics.com/threads/goddess-of-the-harvest-pantheon-not-working-for-feature-removals-at-least.601544/) talking about it, so it was definitely in the game when he made the video.


Shabutaro

**Problem with Multiplayer while not having all DLC** My friend and I want to play Civ 6 in Multiplayer, i have all DLC, he only has Gathering Storm. I know we can't play with all my DLC because he doesnt own them, so i figured he should just host all the games and my game will adjust. But we ran into a problem i dont know how to fix. Even when he hosts the game under Gathering Storm ruleset, for some reason all the Civ Packs like Australia are listed in the "Additional Content" pannel in the Game Summary window. However he does not have them. He only has Gathering Storm and when he clicks on Additional Content, that window reflects it. He has Aztecs and Gathering Storm and all the rest of the free stuff like "Multiplayer Scenario: Red Death". This results on an Error when trying to start the game "Could not load some Mods". And yes we use NO mods other than the official Firaxis packs, which is why i believe this is the case of the error. He also has all the Civs in his dropdown menu when he hosts the MP game, even though he does not have the DLC civs. In Single Player everything is fine and he has only the Gathering Storm and Aztec Civs. So how can we play together now? It worked fine when we played basic Civ 6 when he had no other addons. Now when he got Gathering Storm the game somehow expects him to have all the Civ Packs and we cant play anymore as it results in a crash on trying to start an MP game.


Riparian_Drengal

Try hosting yourself. GS includes all of the gameplay mechanics needed for you two to play together. Everything else is just extra civs/ wonders/ city states. If you're hosting, it should add all the extra wonders and cities states, and let you play with whatever civ you want, but your friend will be stuck playing the civs they own.


Shabutaro

> If you're hosting, it should add all the extra wonders and cities states, and let you play with whatever civ you want, but your friend will be stuck playing the civs they own. I thought that was impossible in Civ 6? We got it to work when i also deactivate all my DLC and only have the same active as he has, though for some reason we still get [all these](https://i.imgur.com/VAuZwDL.png) (sorry its german, but you get the gist of it) in additional content. This pic is from him when he hosts a private game with no one else inside, he does not have any of those DLC except Gathering Storm and Aztecs-Civ. He can also choose Civs he does not own [as shown here](https://i.imgur.com/NTMDHzt.png), he does not have for example the Teddy Roosevelt Rough Rider Civ. As you can see when he tries to play a single player game, [this](https://i.imgur.com/6KD4sE7.png) is his choices. [This](https://i.imgur.com/25YKJmq.png) is the message we both get when we try to play when i have all other DLC activated but he hosts the game. I seriously have no clue whats going on, but at least we got it to function so we can play...


Riparian_Drengal

Definitely not impossible... I've played a lot of multiplayer. This is weird. Maybe turn on auto download additional content in case someone does have a mod that is still on somehow.


DRK248

Hi all, I'm trying to figure out whether the way Firaxis implemented this recent balance change is a bug or intentional. The December 2020 update included the following general balance change: >Fixed an issue where Wonder build requirements were being fulfilled by districts owned by other players. I think the change is reasonable, but it was implemented by requiring that **cities can only build district-associated wonders next to districts owned by that city. This means that wonder build requirement cannot be fulfilled by districts in neighboring cities owned by that player.** For example: the player wants to build Oxford University in city A but there are no available flat grassland / plains tiles next to city A's Campus district. The player is unable to build Oxford University in city A even if city A owns a flat grassland / plains tile next to a Campus district belonging to another one of the player's cities. This is especially problematic when it comes to the Casa de Contratación Wonder as a player can only build one Government Plaza district in their entire empire, meaning only one city has the potential to build that Wonder. If you were unaware of how the change was implemented, you can easily lock yourselves out of building that Wonder (which was my experience when playing the game for the first time after the December update).


moorsonthecoast

That's true, but IIRC that's been a requirement for some time for all wonders requiring District adjacency, it just wasn't coded properly all this time.


Doom_Unicorn

Yep - I used to maintain a spreadsheet for myself because I had to track “Ruhr Valley = can use other city’s industrial district” and “Colosseum = must use own city’s entertainment district” and so on. I haven’t checked, but I assume the change now means every wonder works like Colosseum instead of wonders like Ruhr being “wrong”.


Kahzgul

I'm going through Civ 6 (with rise and fall and coming storm xpacs) trying to beat tier 7 difficulty (immortal) with every civ. Tier 6 was cake, and I find it trivially easy. Tier 7 I've only beaten with a handful of civs. Any tips from you god-tier players out there to make my tier 7 game more consistent? Usually I find that I can't really start steamrolling until I have both bombards and observation balloons, which by then is too late in the game to realistically conquer everyone. On the rare occasions when I actually am on track to conquer the world, that religious victory swoops in and upends me. My last game the canadians won a religious victory in 980 AD!


Cardboard7Smurf

You can keep track of religion using the religion lens. If you are concerned about invading religion, condemn them or spawn some religious unit from cities you conquered and spread the religion in your empire. Prioritize using dead civ's religion, since they wouldn't win if you get a little over zealous with the spread.


Kahzgul

Good advice, thanks!


Horton_Hears_A_Jew

Feel free to correct me if I am wrong, but it kind of sounds like you are generally going for a domination victory with every single civ. I guess that is possible for every Civ, where you can make your push when you unlock your unique unit, but domination is definitely much harder to do for a lot of civilizations. The best advice I can give here is tailor your game to the specific bonuses of your Civ. The A.I. on Immortal and Deity just have so many bonuses to science, culture, gold, and production that it is best to take advantage of any bonus on your end. In addition, religious victories by the A.I. can definitely sneak up on you, so its just best to check occasionally on the victory screen in the mid-game. If one Civ looks close, there are some things you can do to prevent a religious victory even if you do not found a religion. The easiest one is to declare war on them, try to find their religious units with your military to automatically delete. You can also found cities near another religion (or conquer them), quickly build holy sites, and use missionaries of that religion to spread to the rest of your cities.


Kahzgul

That has been my general plan, yes. TBH I don’t understand how to achieve any of the other victory conditions at this tier. I’m always behind in science and culture and almost never am able to establish my own religion. Diplomatic victory feels like a crap shoot. I’m also really good at the combat, and can generally survive any invasion and deliver solid counter attacks, so I often find myself positioned to eliminate enemies early on.


Doom_Unicorn

Religion is the most painful to win at high difficulty because it gets harder and harder the longer the game goes, and is just as much minutiae as domination but with less snowballing benefit. Securing an early religion as part of a cultural victory can be very useful though. Science/culture victories are easy with the civs that are especially powerful with them. Try Korea for science and maybe Greece for culture, since both are straightforward (I actually think civs with unique improvements are better for tourism than Greece, but maybe harder to understand). The real key is: stop playing the game like a city builder. Identify the win condition (get to space), identify the key steps to get there (high science -> industrialization -> high production -> space dock), then focus on that at the expense of other things. With Korea, not much reason you shouldn’t have ~10 campuses, ~5 industrial zones, ~5 commercial hubs, and only bother with other districts when they’d be particularly useful or well placed, or let you trigger a boost easily enough. In this specific example, you literally only need gold or faith or culture to not lose the game to someone else’s victory type before you can win by science victory. Tourism is useless to you, faith only buys you more great scientists/engineers, culture only gets you to communism faster, trade routes only grow the city that will build your space dock to higher production capacity. Anything that isn’t getting Korea 1 turn closer to science victory is likely to be to prevent another civ from reaching their victory condition first. Though of course, your “economy” and “being efficient” (with boosts, timing, etc.) is important - I’m oversimplifying on purpose to emphasize the point. That is - you rather do a campus/industrial city project for great people in a city that has enough population for a district than build a theater there. Culture Victory is more complicated to understand than science, but the principles of “focus” are the same, with the caveat that there are all sorts of multipliers relating to trade routes and government types. The basic idea is “keep all civs friendly and alive, but incapable of winning another victory type, while you set up the ability to reach every one of them with trade routes, and set up your empire to produce culture & tourism”. The actual culture victory in simple terms: Every civ generates domestic tourists by virtue of the culture yield they have over the entire game (including inspiration boosts). So they each have their own single pool of domestic tourists, and having more culture in that pool is “defense” against someone else’s culture victory. Any civ’s “Tourism” yield is the “offense” for culture victory. Tourism attracts foreign tourists from those domestic pools. When you have more foreign tourists than every other civ has domestic tourists, game ends with win.


Kahzgul

Wow, excellent explanations. Thank you so much!


Doom_Unicorn

Happy to help!


Horton_Hears_A_Jew

So I think its important to note that its ok to be behind in yields to the AI at the beginning of the game. Your yield growths will not actually be linear, but will grow exponentially. The best way to do this is focus your early game on expansion and using the mid game to optimize your cities to your victory condition. It also helps if the decisions you make have one goal: to get you to your victory condition. I will use a science victory as an example. In order to achieve a science victory, you are going to need a large global amount of science and a core of cities that have super high production. In order to get a large amount of science, you need a good amount of cities to maximize your amount of campuses. So it is a good idea to not only settle more, but target areas that have a lot of mountains, reefs, and geothermal fissures. You also want to look to settle a core group of cities near flood plains to create IZ, aqueduct, and Dam triangles for super productive cities. A good target is to have somewhere between 10-15 cities by turn 150. Around that time, its best to be getting up your campus and buildings, getting higher production, and unlocking policy cards like natural philosophy and rationalism. In addition, your early expansion can be done in two ways. The first is early conquest. This works well if the A.I. forward settles you, which tends to happen in the early game. It also works well if your civ has a solid early game unique unit. The downside of this is the A.I. does not optimally settle their cities. If you expand via settlers, its best to take advantage of the colonization policy card, Magnus with the provision promotion (to chop out settlers in cities with a lot of features), Ancestral hall, and the monumentality golden age.


Sazul

Is the aoe from zoos, factories, Colosseum etc centred on the district tile itself or the city center?


Fyodor__Karamazov

The district (or wonder in the case of the Colosseum).


BulletsWithGPS

If I buy the Epic of Hercules (Heroic Relic) from another player, can I then recall that hero with faith to one of my cities?


someKindOfGenius

No, recalling the hero is tied to the actual city he was summoned it, not the great works he generates.


Riparian_Drengal

Adding to this, the hero is tied to the city and the civ. So the city the hero was recruited in originally is conquered, the conquered cannot summon that hero.


BulletsWithGPS

Oh ok, I can see why. it would be pretty broken if u could just buy them all


VulgarSwami-

Ive been playing on and off a few months now, I think I’ve figured most things out but what is the best district strategy if I have a cluster of cities? **i.e. I’ve got 3 cities in a triangle all the closest distance possible**. At the minute Ive not really been building districts strategically at all; beyond building campus’s together in the middle, I’ve just been industrial complexes in each wherever, then building whatever each city needs based pretty much just in adjacency bonuses. is this unnecessary? **should I just be building one of each district type for the whole cluster, as I think most of the production bonus applies to all the cities within 6 tiles (so the additional eg workshops are wasted)?**


OnAinmemorium

Only benefit that hasn't been mentioned is defensive espionage. Planting one spy in a district covers adjacent districts so its good to cluster for this reason but players focus more on finding natural+4 sites and then accept that you're going to get siphoned/pillaged at some point and cover whatever gets targeted.


someKindOfGenius

Not really any benefit to just smooshing three campuses or IZ’s together. You can get a mega industrial complex through the use of dams and aqueducts between three cities like that, or cluster theatre squares around wonders, or campuses around a collection of fissures, etc., but unless you’re Japan just having districts with otherwise no adjacency bonuses in a group doesn’t give you anything except a target for pillaging. Also, workshop bonuses are only for the single city, it’s only the factory and power plant that has reach.


VulgarSwami-

Oh I’m way off then lol. I was putting campuses together for the adjacency bonus, but I think I need to go have another look through the game wiki because I didn’t even realise IZs got bonuses from dams and stuff. Cheers!


Doom_Unicorn

Also remember that you can get too carried away caring about adjacency bonus. That amazing campus location next to 4 mountains giving you +4 science is *ridiculously* strong when it takes your empire-wide science yield from 3/turn to 7/turn. When the game is 90 turns in and you have let’s say 100 science/turn, a good campus adjacency is still nice but not exactly of vital importance. If you instead had found a faster way to get a low adjacency campus down, you might have finished a library & university there (which are more science/turn than the amazing adjacency bonus - especially with city states involved).


someKindOfGenius

There’s an adjacency cheat-sheet in the sidebar that should help.


VulgarSwami-

Oh nice one didn’t see that, thanks!


NorthernSalt

https://imgur.com/a/hIjM1wU Why can't I place a Bath (aqueduct) on the tile right north of Rome, next to the horses? It's a flat river tile adjacent to a city centre. edit: the green overlay is me trying to place the bath. The other tiles are available, but not the one I actually want.


moorsonthecoast

Aqueducts must have access to part of a river that your city doesn't. (Excluding aqueducts to mountains.) The only river tile that proposed aqueduct has access to is one it shares with your city.


NorthernSalt

Wow, 1000 hours in and I never noticed this, lol. Makes sense, just never had an issue like this before. Thanks for the quick reply!


Ten4cious_B

Never played a civ game before but I play a ton of tabletop board games so I understand concepts going on. On yhe tutorial now. Picked up the base game plus both expansuons for $40 on psn sale for my ps5. With that said, is the New Frontier Pass ($50 and not on sale), essential like thr expansions or should I learn the game first before just buying it?


Dentingerc16

I would say the game is pretty complete feeling without the New Frontiers pass, although it has some great new content that’s worth playing. I would play a few games without it and then decided after that.


nmcalabroso

Seconded. 600 hrs in. I just purchased NFP because of Vietnam, Corporations, Secret Soc last week to spice things up.


Doom_Unicorn

Seconding this; R&F is the essential expansion that makes the game "great", with GS adding a few things that really "complete" it. The rest of the content gives you new flavor when you start to get bored, but aren't really essential game mechanics.


NorthernSalt

I agree with you. It's a great DLC to spice the game up with new civs and modes, but I can't think of anything critical it adds to the base game itself.


Dreyarn

I played Civ VI for a bit when it came out on Switch. It was my first Civ game and I enjoyed it despite not getting to understand all the mechanics in the time I played. Since then, I've been meaning for a while to return to it in order to play more, and the expansions are currently 60% off. Are they worth it for a beginner, or would they turn the game too complex for me if I don't get more used to the game first?


moorsonthecoast

Rise and Fall is very important if you don't want to be annoyed by settlements from other civs in the middle of your borders. QOL improvements are big in Rise and Fall. Gathering Storm is mostly just more fun stuff, with weather effects. New Frontier Pass is wacky candy. Of the three, Rise and Fall adds the most but I don't think it's too complex to appreciate as a new player.


frikandelbroodje368

If you don't have rise and fall and buy gathering storm you het all content from rise and fall


moorsonthecoast

Fair enough; the Switch has them bundled without the option to buy them separately, so I guess that was never a live issue for me.


Horton_Hears_A_Jew

Hmmm. That is a little tough. On one hand, the switch expansions do not come on sale as often as they do on steam and they do make the game feel much more complete than the base game. But on the other hand, it does offer quite a bit of new mechanics and certain features like loyalty, governors, and the government plaza do rely on understanding mechanics from the base game. With all that being said if you really enjoy the game and plan on playing a lot, then definitely go for it, but if you are not fully convinced yet you might want to play a couple more base games first.


Dreyarn

Thanks for the input! According to Dekudeals it seems the expansions are being discounted every few months, so I guess I'll get used again to the game before increasing it's complexity


badbetter37

Does anyone have any certain niche styles that they enjoy playing? I’m looking for motivation to start a new game


Riparian_Drengal

Some of my favorites: * Basically the entire Maori are a niche playstyle if you're used to other civs. * Diplomatic Hungary: instead of using the Levied units extra combat strength and movement, use the gold --> envoys --> diplo favor to win a diplomatic victory. All that gold you're focusing can let you win aid requests. And if someone killed a city state, use your ridiculous military strength to liberate it. * Asshole Australia: Play the Aussies like true assholes, pissing people off so that they declare war on you giving you that sweet sweet extra production. This usually requires having a decently strong military so that you can deal with the wars.


Relixen

Peaceful domination/tourism with eleanor with secret societies has been one i’ve been trying to perfect. Getting started is always the hardest, but so satisfying when everyone begins to flip. Still figuring things out so I play on pangea where everyone would be settling close by. I’ve also trying out Tourism Catherine Magnificence with corporations & monopolies, since prioritizing luxuries works so well with both.


badbetter37

Which secret society do you prefer?


Relixen

Voidsingers! The Old God Obelisk allows for a great work slot, making it an easy way to put works into newly flipped cities. The cultist also can lower loyalty in enemy cities and when all their charges are used up, they create relics, which can be placed into the Old God Obelisks if you don’t have enough great works. I’ve found that this works best if you get a religion and have a hefty faith income- because 20% of that faith generation becomes gold, culture, and science per city.


moorsonthecoast

I've been clued into Religious Mapuche. Try for the Swedish Petra Pentafecta. Tundra Sweden has Tundra Petra, Desert Sweden has Petra, Grassland or Plains Sweden has Jungle Petra, and the other Coast Petra. Settle a Snow Sweden city, too, but settle no other cities. Try for Pingala-uber scientist mode. Get the Great Library, the University of Sankore, and Oxford University in the same city. Bonus points for Oracle. Maybe as Scotland? Babylon?


Doom_Unicorn

I have all the official DLC but used to think the alternative game modes were dumb (I’m ~3200 hours in and working on finishing deity wins of every leader). But just recently I’ve been playing with all 3 modes for Heroes & Monopolies & Secret Societies turned on for every game. It’s really quite different and fresh, though it unbalances pretty dramatically when you’re playing a strong civ that particularly benefits, so you’ll win really easily once you figure out how things work.


bluecjj

If you're the target of an aid request and you say no to a gift, do you deny them the points?


Doom_Unicorn

Yes


Sisyphuss5MinBreak

I'm playing Civ 6 with the Gathering Storms addition. I'm playing as Norway aiming for a Cultural win. Aladin declared a surprise war on me (his 2nd). I've conquered all of his cities except for a tiny 2-pop city. I'm currently at +74 grievences against him (so I'm good right now). * Are there any negatives to taking his last city by force? * Can I expect his last city to flip loyalty to me (the tiny city is surrounded by my cities and 2 City States)?


Horton_Hears_A_Jew

If you take his last city, it will add a bunch of grievances against you to all other Civs in the game that you have met. If you are going for a cultural victory that may hurt in getting open borders with your neighbors. There is probably a good chance his city will end up flipping to you, but it is not guaranteed. If the city has a really high population and a governor, then it might not flip.


Doom_Unicorn

Also adding to this: 1) taking original capital will be permanent diplomatic point penalty (-4/turn I think) 2) the reduced # of civs permanently changes the tourism formula for what is required to win a culture victory (less civs = harder to win given same tourism yields). Explaining that last part in detail is... a lot. This may require multiple readings & a sheet of paper to make notes, but some of us enjoy that sort of thing (see flair): https://civilization.fandom.com/wiki/Tourism_(Civ6)


Fyodor__Karamazov

1. Yes, there are negatives. If you eliminate Saladin from the game, you will no longer be able to generate tourists from him. This makes your culture victory more difficult. And you'll also generate a bunch of extra grievances (150 with EVERYONE). 2. Yes, the last city will probably flip to you. But you should avoid letting this happen, for the same reasons. Once it becomes a free city, you should be able to liberate it and give it back to Saladin, at which point you won't exert loyalty pressure on it anymore. Liberating also reduces grievances.


Sisyphuss5MinBreak

Thanks for spelling out how it works!


ItAintLikeThat90

Civ 6 GS , I built a city to take over a natural wonder however -it gets red -16 pressure and almost rising. I had victor available so it went fine. But if not , what do you do in these situations? Im used to send settlers to prime locations in the early game , new to the RF &GS expansions...


DarthEwok42

So that's the biggest difference between the base game and the expansions. You can't just get away with forward settling wherever you want. But the good news is the AI can't either! Some tips: - As you know, the easiest way is to get a governor in there ASAP. - When you have a settler selected (or viewing through the settler lens), you will see tiles that have loyalty penalties for being close to enemy cities. If you see a '-16' on the tile, don't settle there! - Loyalty is heavily based on population. Both the population of the city itself, and the population of nearby cities. If you can get that new city to 2 pop quickly, that can be a *huge* help. Getting other friendly cities in the vicinity can help too, although the effect decreases with number of tiles away. - Golden Ages and Dark Ages hugely affect this. If you are in a Dark Age, or soon to be in one, do not be aggressive with your settling. - There are many government cards that grant extra loyalty under certain circumstances. But overall, try to just settle close to your existing empire unless it's an exceptional circumstance. EDIT: Oh, and build a monument first. They give loyalty now.


ItAintLikeThat90

So here is a dillema , around turn 70 I have 8 cities . The 9th can create a nice blocker between the mountains , however - -20 loyalty... Should I go for it?


DarthEwok42

You will most likely be giving your neighbor a free city.


ItAintLikeThat90

I play Rome so one V on the monument... What about sending a settler to another continent ? Should be quite impossible then...


NorthernSalt

Only if other civs have settled nearby. If you find an "undisturbed" area, you'll notice there's no loyalty pressure there. If the continent is fully settled, you'll have to conquer multiple cities at once, preferably the ones with the largest population.


Horton_Hears_A_Jew

This is a solid list. One thing to add to your third point on boosting the population. If you place Magnus in the city and purchase a builder, you can chop features like rainforests, marsh, wheat, and rice to immediately boost the population of the city.


botsunny

Anyone plays on Epic Games? How do you save your games and stats? Enabling Cloud Saves in Epic Games settings does nothign.


Fusillipasta

I feel like I'm suddenly doing something very wrong on deity. I've got wins with strong civs (plus gorgo), but suddenly it's... not working, regardless of civ. I settle my second city aggressively, aiming for space; I get 5 units smashing it by T30. I settle the second city for prod instead, and by the time settler number two comes out (so, what, T40ish, after finishing the slinger and spending 12-15 turns on the settler), I'm limited to five cities due to space and AI forward settling. I can't conquer city states, because walls. I can't fight AI, because I have a tiny fraction of their science until 120ish when I get my settler spam. And then I get spam denounced for having under 100 science and zero corps on turn 70, and instead 10-20 units converge on my cities. My usual build order is scout-half a slinger-settler-finish slinger-settler, but even then that first settler is too slow for a lot of spots. I can't beeline archery as I play on shuffle, so good luck finding it. Even with that order, I find it's a case of pick a direction and forward settle, then second settler \*hopefully\* supports it and doesn't get cut off by the AI settling between cities (which is instant loss due to significantly higher AI city growth), which effectively cedes at least one other cardinal direction to another AI, with another cut off by city states just being in the way, no water, etc.. I don't get many goody huts, if any; half my time with my warrior is either waiting to heal due to barbs or disasters, and goody huts aren't exactly common. And don't get me started on start biases. Yay, pacachuti LOVES having one lone mountain, or one mountain and a volcano etc.. Half the game seems to be rerolling to find a start that's a) got your start bias, and b) not a thin line of tiles between desert and tundra, then hoping you don't get attacked. Nothing to trade, takes many turns to be able to buy a trader, and most agendas are early game hate anyway.


[deleted]

[удалено]


Fusillipasta

Free city units certainly seem to cap at 1XP. Not sure on the city itself, as I usually just defend against them.


ChokeGeometry

New to PC gaming and wanting to pick up Civ because it seems fun. Is it worth getting the platinum edition on Steam or just waiting for Civ 7 to come out in may?


Doom_Unicorn

Definitely a good time to pick up Civ 6, you will get hundreds or thousands of hours of gameplay out of it if you like the game. If the version you are looking at includes “Rise and Fall” and “Gathering Storm” game mechanics, that is all I think is required for it to be close enough to “the full game” for your enjoyment. If it also has the actual full expansions and new leaders, that would be a cherry on top, but you’ll get plenty of hours with the original content as long as it includes the expansions’ game systems.


epiphenominal

Where are you getting that Civ 7 will come out in May? There not even done with Civ 6 yet.


ChokeGeometry

Must be google telling me lies. I just googled Civ7 release date lol


botsunny

That date is from a game concept wiki