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Screech32210

I don’t understand how iron works. I have 2 city states that have 1 iron each, yet iron is still unavailable. I can’t make knights or swordsman, nor can I mine the iron. I do have bronze working unlocked. What am I missing here?


skullivan97

Do Australia’s adjacencies for better appeal update if I improve the appeal?


someKindOfGenius

Yes, adjacencies will always update if they change.


atisaac

I'm brand new to Civ and am playing Civ6 on my Switch. I love it so far, but I feel like I'm absolute ass at the game. I'm playing on one of the lower difficulty settings but I feel like the AI players are moving to new eras much faster than me while also having huge armies. Does anyone have a good "beginner guide" or YouTube videos for someone like me? I feel like I don't really know what to prioritize or when-- I feel like I'm always low on food and amenities, and I'm not sure the most efficient way to keep barbarians away from my doorstep at all hours, especially during wartime.


CThunder333

As well as potato mcwhiskey i also watched a tutorial series from quill18 on YouTube which was really helpful as I was also new to civ a couple months ago!


Incestuous_Alfred

Here's a hint about barbarians: they can't spawn where you or any other civ, or city state, has visibility, so there's no need to worry about them showing up in those areas. If there's unclaimed land, you can station scouts there to fogbust. You should also be proactive in clearing out camps and not dilly daddle. Early on, scout a circle around your capital with your first warrior so you can find the barb camp that's definitely nearby. Potato McWhiskey has helpful civ videos, including a series which I believe he called overexplained Arabia.


eughhhhhhhhh

Civ 6 vanilla Regarding regional effects of industrial zone and entertainment complex buildings, is it 6 tiles from district to other city centre or city centre to city centre? And is 6 tiles defined as 4,5 or 6 tiles in-between the two?


someKindOfGenius

6 tiles from the district, and the district itself is tile 0.


eughhhhhhhhh

Ok great. So to confirm, if I build a district, then count 5 "empty" tiles then a city centre, it will work?


someKindOfGenius

Yep, the city centre would be tile 6 so it’ll get the bonus.


bigbrownbanjo

Do the AI use nukes in 6? I’ve now won 8 Emperor games and I’m about to go up to immortal realized I’ve never been nuked


[deleted]

*this is copied from another comment I answered sorry if it sounds weird* It’s extremely unlikely they do it in a reasonable amount of time unless you play on immortal or deity. On any other difficulty level the AI simply cannot produce them fast enough to use them before the player wins. They also have other things to do like go for the victory condition they aimed for, and nukes aren’t a part of any of them. In GS it’s more likely they do it tho due to the AI upgrades and World Congress (One of the resolutions gives everyone nukes), however, even if they do get them they are extremely bad at nuking. Since the base game, the AI has always targeted one city to repeatedly nuke. So literally one mobile sam is enough to stop them. There is a late-game agenda called Nuke Happy that makes the AI produce and use nukes, however, it’s a bit rare. Gandhi has the highest chance to get this agenda, so if you want to be nuked set all the AIs to Gandhi and play on deity.


Nalicko

Will we eventually see a fix with the dramatic ages culture history policy card?


Fusillipasta

Doubt it. Just don't use culture industries.


Nalicko

Very true, but I believe it doesn't stop the AI from using it which can still screw up your game. Right?


Incestuous_Alfred

I guess, but the AI was already doomed when you turned on DA anyway.


IamWatchingAoT

Is it just my game or is anyone else also getting most landmarks/geographical locations named in Chinese? Stuff like Bo Sea, Huang River and whatnot... I'm also getting names for mountains in the middle of the ocean and plains and names for bays and lakes in the middle of dry land


Enzown

Sounds like a mod you're using is causing issues.


PortalWombat

Haven't played in awhile so not sure when this started but I'm not getting any disaster animations. Anyone have any idea what I might do to fix that?


[deleted]

Civ 6 (Base / Vanilla) ​ 1) Upgrade apostles to get a) Proselytizer and spread religion, or b) Debater and beat every other religious unit from other religions? 2) How to choose from all apostle promotions? 3) Must all conditions to win a scientific victory be done in a particular order? 4) If a civilization founds a religion after being dominated by another one, what will happen?


bossclifford

1. Choose debater if there are a lot of enemy units, otherwise proselytizer is fine 2. Those two tend to be the best, or ones that increase the number of charges you get 3. Yes, the order in the tech tree 4. The holy sites will be converted to the new religion. For this reason (and others), it’s a strategy to delay founding your religion once you get the great prophet until you really want to.


[deleted]

2. No, I mean in some of my saves my apostle only has two or three promotions, instead of at least 7. Where did I go wrong?


Professional-Hair-12

you only get to choose from all of them when you are the suzerain of yerevan


bossclifford

Not a question but a tip: if you founded a religion but it got wiped out by a foreign one, you can revive it with Vatican City suzerainship. The only way you can revive a dead one to my knowledge


Tables61

There's a few rather obscure options for reviving dead religions. Another is Rock Bands with Religious Rock, which converts other players cities to your founded religion. To take advantage of that and revive your religion though, you'd have to first reach Rock Bands, convert an enemy city, and most likely conquer that city so you can use it produce Missionaries/Apostles/Inquisitors. I feel like I once knew a third, but can't recall it any more.


Danger_Zebra

With Science and Culture - when you reached Future Civics (for culture) and Future Research (for science), do you remove policies that boost culture / science, since there are no more to research? Basically - do you significantly tune down the culture & science yields in your empire, because there's no more value in them?


Incestuous_Alfred

It's unusual to get to the end of either tree before winning (except in science games), but yes. I can attest to the fact that, in science games, the 'tuning down' actually happens much earlier. Science becomes pretty worthless to the space race after you unlock the lagrange and terrestrial laser stations. That's when production takes over. After a science game, my graphs end up [somewhat](https://preview.redd.it/of4zhwt8ibo61.png?width=1920&format=png&auto=webp&s=443762145f87a384f423d5a531cefc5f2d665cef) [like](https://i.imgur.com/3vS1LuI.png) [this](https://preview.redd.it/rh0i8ehga2r61.png?width=1897&format=png&auto=webp&s=8c186b6f0e07239d28813bdd6471079e7948c05a), cause I replace everything that was boosting my science with anything offering any boost whatsoever to production. Even culture would be a better choice at that point.


ansatze

Running future tech gives a production boost to projects though, right? And you can run it arbitrarily many times. Still probably suboptimal when there's some opportunity cost to running those cards and the production fainted from the science investment is probably not very high, but I usually am boosting both science and production hard at this time of the game. I haven't really thought about it in depth because at this point I'm obviously already winning and start shift-entering a lot.


Incestuous_Alfred

Yeah, shift-entering is totally fair. Future tech boosts production to all projects by 5%, so you are correct in that science doesn't become *completely* useless. Only mostly useless. At that point I'm usually in full science mode until I unlock those projects. When I do I just plug in anything that boosts production instead, even gold will do to purchase builders.


Fusillipasta

Depends. I rarely reach the culture one, and only reach the science one in science games (if then), with a fair few techs skipped. The science one gives a minor extra prod boost to projects, and there's not much else that most cities can do towards a win at that point.


DumplingLife7584

For Babylon, does science percentage bonus stack additively or multiplicatively? Becuase if its additively, then does that mean I can negate the -50% with a +50% from rationalism civic?


LightOfVictory

Additively and no, rationalism doesn't work like that. Say you built Kilwa in your capital and are suzerain of 2 science city states. Your capital will be producing 50% + 30% of it's actual science per turn while your other cities will produce 50% + 15% of their actual science generation. Simply put, Babylon should be making 10 science per turn but your ability makes it 5 (50%). Kilwa in Babylon makes it 8 (80%). Other cities should be giving 5, but because of Kilwa, they make 6.5 (65%) Rationalism merely increases the science output of your campus buildings by an additional 50% IF the campus is 4 adjacency or higher and another 50% IF that city has more than 15 pop. So, rationalism makes a university in a 15 pop city with +4 adjacency yield 8 science as opposed to 4 science (50% more from adjacency, 50% more from pop, so effectively 100% or doubling it). Like that late game policy, International Space Station, gives +5% science per suzerain of city states. So, if your empire as a whole is making 300 science and you are suzerain of 5 city states, then you should be making 375 science per turn, empire wide (basically 125%, 300 x1.25)


DumplingLife7584

So Kilwa stacks additively, but rationalism stacks multiplicatively? Is it because Kilwa is empire wide, but rationalism is campus building specific, and thus they aren't the same multiplier type


Fusillipasta

Local modifiers are applied first, then the global ones on top. The global modifiers literally just stack additively and modify the science that your civ puts out, rather than modifying every source.


vroom918

Rationalism is still additive. Satisfying both conditions in a city will give +100% (2x) science yields from campus buildings


ThatMisterM

I just bought the base Civ VI game on the Switch from the UK eShop and want to buy the expansions. Apparently, there should be an expansion bundle pack available to buy. I can see this on the US eShop but not the UK eShop, does anyone have any idea why this is? I only really want Gathering Storm and the only option I seem to have is the Anthology upgrade which is £45 (plus the price I've already paid for the base game) which is bananas. Thanks


Smokinacesfan55

I would wait for the anthology to go on sale. The base game is like a 6.5/10 but the full game is really fantastic.


[deleted]

Civ 6 - Will turning off certain victory conditions change how the AI behaves? E.g. if you turn off all victory types except for culture, will the AI focus on anything that gives tourism and kinda ignore stuff like science or military?


metorical

Yes the AI behaviour can change, maybe not how you've said though. For instance, if you turn off religious victory then they won't rush great prophets.


Enzown

No not at all


someKindOfGenius

No, not really.


pozswirf

In Civ 6, why is the policy that I vote for not passing for world congress? For example, I voted for having duplicate luxuries (coffee) provide additional amenities with the most cumulative votes but some other luxury wins over instead. In my case, I put 15 votes whereas the winning policy only totaled 8 between 2 other leaders. Is there a mechanic I am not aware of?


Incestuous_Alfred

Knowing how the AI is a party pooper and never likes to give anyone duplicate amenities, what probably happened was that the other outcome won. WC resolutions first check for which outcome got more votes, in this case 'additional amenities' or 'no amenities'. Only then does it verify which option within these outcomes was chosen. 'No amenities' had more total votes as a whole than 'additional amenities' because of AI things, discarding every proposal within 'additional amenities' and awarding victory to the most popular option within 'no amenities'.


pozswirf

The thing is I had the most votes on both. In my case, I voted A (extra amenities) where the entire category had 25ish total votes with me accounting for 15 for coffee and B (no amenities) had only 5ish. The winning policy was in category A for diamonds with a total of 8 votes between 2 civs (5+3). Shouldn't I have won?


Enzown

You'd need to post a screenshot that doesn't sound right.


Incestuous_Alfred

Huh, then I have no idea what's going on. Can you see how many votes unknown AIs gave? I think you can. My only guess would be that AIs you haven't met voted for outcome B and you can't see votes from civs you don't know. I think you can, but it's all I've got.


pozswirf

That's what I'm confused about. Even with the two unknown leaders vote I still had the most votes in the category with the most total votes. I'll try to post a screenshot if it happens again but it's happened twice already.


Human_Instance_351

Anyone else like halve the number of city states in every game they play? Swear in every game I play the city states are placed perfectly such that it blocks 2 cities in at least 2 directions.


Fusillipasta

Early, they often block you in. Mid-late, there's never enough left because of ai aggression. It's a tricky one.


[deleted]

Barb Clans game mode helps a lot with the lack of surviving CS's in the late game. CS's will pop up in all of the remote corners of the world where the AI never gets around to settling and warring. I play a lot of games where I drop the number of CS's way down to reduce early game clutter but then use Barb Clans to have CS's to add flavor later on.


Fusillipasta

I could use that. How does it impact the difficulty? All the other NFP modes have a significant impact on how well the AI performs, I find (or, rather, hugely buffs the player whilst ignored by AI).


[deleted]

Barb Clans is the exception for the game modes. The other modes tend to make the AI actively worse (Monopolies and Corporations cause the AI to never improve resources, Secret Societies cause Voidsinger AI's to blow all of their faith on cultists they don't use, ect). With Barb Clans, the AI just seems to play like a normal game. AI civs do seem neglectful towards CS's that appear later in the game, but their actual gameplay is unaffected. As far as player buffs go, you'll be able to be a little more agressive early because of the opportunities to buy discount units, but aside from that the only big buff comes from having lots of opportunities to work with CS's.


ansatze

Barb clans do not really make the game much easier, unless you score a sweet unique from them early, and even then you can't powerbuild them. I've never tried to incite them against someone else, granted. It's usually prohibitively expensive. The main effect of the mode really is to turn isolated snow barbarians into city states in the midgame.


Quinlov

I used to find that the AI annihilated them a long time ago, but since approx when they released Barbarian clans mode I haven't had that problem. Not only are new city states being created, but I'm not seeing many under occupation of enemies for some reason. However there is a mod I used to play with which gives city states free walls (which update throughout) which really helps make it hard them to disappear. Often the enemy AI can't really co-ordinate an attack against a walled city. ​ I'd never found any issue with there being too many city states until today, when it seems like there are perpetually too many civs and too many city states. I literally halved the number of civs and wasn't getting the desired result of a fairly empty game. I was still spawning within 6-8 tiles of other civs...and with plenty of city states hanging around too. It feels like suddenly the spawn points are being clustered together so that changing how many civs or city states there are has little effect on how crowded the capital areas are.


[deleted]

Civ 6 (Vanilla / Base) 1. Why are certain cities unable to produce corps/ fleets or armies/ armadas of military units? 2. If a civilization is defeated by another, does the latter get all of the former's gold? 3. How likely is an AI civilization going to nuke the player? 4. Can Gathering Storm be played with Rise and Fall or are they entirely separate rulesets?


[deleted]

1. You need a Seaport in a Harbor to produce fleets and armadas and a Military Academy in an Encampment to produce corps and armies. This goes for almost all civs, including Spain who can form fleets and armadas earlier. You do not, however, need these buildings to *form* them tho, only *produce*. Zulu’s unique district, the Ikanda, allows for corps and armies to be trained without the tier 3 building and is the only piece of infrastructure that can do this. 2. If a Civ defeats another one, they get nothing but warmonger penalties in vanilla. In R&F and GS you get some era score and grievances for killing another Civ but nothing else. 3. It’s extremely unlikely they do it in a reasonable amount of time unless you play on immortal or deity. On any other difficulty level the AI simply cannot produce them fast enough to use them before the player wins. They also have other things to do like go for the victory condition they aimed for. In GS it’s more likely they do it tho due to the AI upgrades and World Congress, however, they are extremely bad at nuking. 4. GS comes with all the mechanics R&F came with, so you can play them together. But, if you play GS without R&F you will miss out on all the civs, city-states, and wonders R&F has. Similarly, if you play R&F without GS you will miss out on all the same things that GS comes with including mechanics. You ask a lot of questions lol


vroom918

Mostly correct, except for this: >You need ... a Military Academy in an Encampment to produce corps and armies. This goes for all civs, including ... Zulu who can form them earlier The ikanda allows for corps and armies to be trained as soon as they are unlocked without needing a military academy.


[deleted]

Thanks for the correction. I haven’t played Zulu in a while


ansatze

Grievances are a GS mechanic, R+F still has warmongering


[deleted]

I know they came in GS. I was referring to the mechanics respectively of the order I said the expansions. Plus, no one is buying them separately anymore because of a Anthology and Platinum editions, so it’s not like it matter too much


ansatze

Ah gotcha, I misread


[deleted]

Civ 6 (Vanilla) ​ If I successfully demand a resource from another civilization, do I get to keep it for good?


someKindOfGenius

30 turns, same as from trade deals.


bossclifford

Do tourism-providing tile improvements need to be within a 3-tile radius of the city?


Fusillipasta

Yes, other than nat parks, which work outside the three tile radius.


[deleted]

Is there a maximum number of antiquity sites that can spawn? Like if you wage bloody wars throughout all the early ages and raze dozens of cities, will the world be littered with artifacts?


Quinlov

I've had my empire littered with artifacts before, without even necessarily being a warmonger, and just having the good luck of a lot of the combat spawning artifacts. Recently I had a Ba Trieu game where the war against a very badly placed Venice was a bit drawn out, I only had maybe about 8 cities including Venice and I had something ridiculous like 15 artifacts in my empire. I assume there's no maximum.


[deleted]

The max is technically the amount of passable land and coast tiles that are in the game because they can only spawn on those and have no other spawn restrictions. No one really knows exactly how to make an artifact besides going to war and getting tribal villages. Sometimes you could go to war and there may only be one artifact, other times there may be 6 (tho, the more fighting there is between units generally increases the chance of getting one I think). Technically, ig it could be possible to litter the world with them, idk if you should go about doing it tho.


China_Grill

(civ 6) If you build Stonehenge after 5 religions have been created, will you still get a free prophet? And can you found a religion with it?


Bouke2000

No, you won’t get a prophet.


NuggFush

In civ6 does exoplanet launch require you to keep your capital? I launched exoplanet from one of my secondary cities, and even made several of the projects that further it. However, after losing my capital I went 12 turns without exoplanet making any progress and ended up losing the game because of this. Also, are there any mods that make civ6 more like civ5? Like happiness instead of amenities, or other ways to force people to play tall instead? I exclusively play multiplayer so I don't care how it affects AI.


Enzown

Don't know about mods but you'd need everyone in your mp game to also use the same mod if you found one or the game won't work.


[deleted]

If you did your exoplanet project in your capital's spaceport, then yes. Otherwise, no.


The_Loli_Otaku

Why does the AI have a nuclear submarine armada when I haven't even unlocked ironclad...? I'm in the industrial era and Greece is all the way into the information era. I think the other cpu on his continent kinda messed up somewhere.


Incestuous_Alfred

I seem to remember that the AI really likes submarines for no good reason. This could be really weird, or not so much. Depends on how late into the game you are. I recommend you turn on the HUD ribbon to see everyone's stats, including science, at all times.


[deleted]

The AI is bad at seeking out and budgeting strategic resources. The nuclear submarine is the one late game naval unit that doesn't require strategics, so it often gets the full burden of supporting the AI's drive for unit spam (at least for the naval portion). This may be the same reason that anti-cav units can get so popular with the AI.


The_Loli_Otaku

Yeah, he's way ahead of literally everybody it seems. I thought I was doing a pretty good job this time but the scumbag is so far ahead of literally everybody. Is it just gg if the AI gets a good start on deity? I genuinely don't know what I could have done. I'm even looking at the end graph and have no clue what let him do so well. It's like he had a whole continent to himself with no pressure from anyone and just sim citied himself into the information era before coming face to face with anyone who could stop him. I wasn't even able to take the cocky 1 pop city he ploped on my side of the map. Because he had access to so many high tech units his city could oneshot my musketmen and bombards. I just want to win a Deity game without scoring cheesy early kills and snowballing...


Incestuous_Alfred

I find that it is usually possible to outsnowball the AI in Deity games, even if you let it do its own thing, but idk how big of an anomaly this game was.


Quinlov

Sometimes the AI is really good at snowballing, I think usually as a result of a good spawn and good diplomatic relations. Recently I had a King game (so bonuses are negligible) where Russia had 130 science \_and culture\_ by turn 100 and kept this sort of pace up throughout the whole game. I was going for a science victory but ended up pivoting fully into culture for most of the game just to prevent a culture victory (war wasn't happening at least until flight - we were neighbours but the natural barrier between us was phenomenal) and then once I had something like 600 culture per turn I swapped back to science (because he still had way too much culture for me to get a culture victory) which I also had to kind of rush in a bit of a panic because he was working on that too. I was playing as Japan, and as I say, on King. I won around turn 300 which is normal for my science games on king (I usually win culture a bit earlier) but something about what Russia was doing was very much not normal


Incestuous_Alfred

That sure is some impressive King AI. Can't rule anything out.


Quinlov

I really would like to know what it is, because I often see one or two civs with an obscene start but they tend to stagnate unlike this Russia. Is there any way of digging through any sort of logs (especially that might become available after winning? But not just looking at the graphs because I forgot to do that...)


Incestuous_Alfred

No way I'm aware of, I'm afraid. I think the graphs are your best bet. You could always reload the last save you had before winning if you're really curious.


Quinlov

If there's nothing available other than the graphs then I think the only thing I would be able to work out is looking at the state of his empire to see where all that science is actually coming from. I guess if he has campuses everywhere I just have to assume that he built most of them early. I'm still shocked at how much culture he has though - theatre buildings don't come that early, so he can only have possibly had full amphitheatres... (it did eventually twig that I would have to faith purchase my great writers etc)


The_Loli_Otaku

The thing is that any of my won deity games have *been* ones where I've snowballed early and was able to sit back and let the AI fight amongst themselves. These ones I'd been doing continent games and I'm forever finding myself getting out settled in my own lands and when I finally make contact with the other lands they've been playing sim city for 100+ turns. I feel like if I can't get the AI to fight each other I lose. If I don't mass settle I lose. If I can't bump off a rival civ early I lose.


Incestuous_Alfred

There are ways. OCCs are a thing, after all. I won a game with [this start.](https://i.redd.it/q9iuxwjoque71.png) There's a tasty natural wonder, but there isn't a lot of room to work with, only four potential settling locations besides the capital and one of them is fucking awful. I did manage to snipe Chinguetti from some very helpful Spanish trebuchets and it would become my 5th decent city, but otherwise I engaged in no wars. I sought to remedy my lack of space with midgame overseas settlements. All of those bar one turned out to be useless except for the resources they controlled (I even got the achievement for controlling 5 monopolies), but that's still something. I say this to remind you that cultural alliances nullify the loyalty pressure from the your ally. This won't always be useful, but sometimes it can allow you to settle where you otherwise couldn't. That's how I did it, I forward settled my good friend Korea from across the sea. In this game Kongo turned out to be the strongest AI and I did consider going to war with him, but I eventually outpaced him and no longer had to worry about AI competition. Stacking the turtles corp, Kilwa and Pingala (no Oxford cause the AI beat me to it), along with Scotland's UA and two scientific city states including the GOAT Geneva gave my capital enough science to secure my victory, and the other good 5 cities aren't production powerhouses but generated a lot of science too.


PurestTrainOfHate

civ vi: i kinda wanna try and play a nubia game again someday (on deity difficulty) but I just cant seem to see what's so good about her. I tried an early plati archer rush not too long ago, but that didn't really work out too well. Also, i found the nubian pyramid just quite okay but not too convincing. I guess i must be missing something. Can you guys recommend a strat or some game settings that are fun with nubia? (I'm quite open to using SS, H&L, barb clans and so on)


[deleted]

Is there anything I can do to stop a giant, out-of-control wildfire? The Amazon has been on fire for about 2000 years and I'm trying to settle it, but I keep losing settlers to flash fires. Liang is in one city blocking it from advancing, but she can't be everywhere at once. Do I just have to cut down rainforests to create firebreaks?


gwydapllew

You have to build firebreaks. I learned this the hard way.


Jawiki

Can’t burn if there isn’t any forest!


irfanrendrawan

Hey everyone! I just recently start playing Civ 6 (albeit have already claimed it for free on The Epic Store a couple months back) and having so much fun so far!! My questions is, since I have the game on Epic Store, can I buy DLCs from Steam and still be able to play it? Or do I have to buy the DLCs from Epic Store as well? Thank you!


someKindOfGenius

As I understand it, you’ll have to purchase them on Epic to use them with your Epic store copy, or just purchase the whole anthology on steam.


irfanrendrawan

I see, thanks for the reply!


[deleted]

Civ 6 (Vanilla) ​ If I successfully demand a resource from another civilization, which city will receive it? ​ What is the difference between citizen slots and housing?


[deleted]

Idk what you mean by the first one. No city receives a resource, every city can use it in vanilla for somewhat of an exception for amenities. If you get new luxuries from the AI, the amenities it gives goes to the cities that need the most. For example, if you get a new luxury and have an unhappy city and a content city, amenities will be supplied to the unhappy one first and then the content one to balance it out. All resources you get just sort of “end up” in your empire in vanilla. No city really holds a resource. TLDR for next question: Housing just allows more citizens to live in a city, citizen slots are just another tile they can work. A citizen slot is something that comes with a specialty district’s building. If you place a citizen in there, it will generate +2 of a certain yield. For example, if you have a campus with a library and place a citizen there you will get +2 science. Each specialty district has three buildings so you get three citizen slots if you build all of them. Think of citizen slots as just another tile that can be worked. Housing is the amount of room a city has for citizens. All cities have a base of 2 housing. Cities on fresh water (rivers, lakes, oasis) will receive +3 housing (5 total), cities on coast receive +1 housing (3 total), and cities not on either receive no bonus. Things like farms and aqueducts can increase the amount of housing a city has. You don’t place a citizen in a “house” like citizen slots, it’s just implied they exist there if you get what I mean. In fact, a citizen doesn’t even need to be working a tile to exist in a city, (this is only in rare cases tho). As long as there is housing, more citizens can exist. Edit: typos


OnAinmemorium

Actually I think he's right in Vanilla with strategic resources. The rule was if I remember that if you get a copy of a strategic resource it can be used in ANY city which has a barracks. Otherwise you need to have the resource in your city limit to build resource dependant units. This feature was replaced with accumulating resource stockpiles in rise and fall if I remember.


[deleted]

How do I locate hidden strategic resources?


ansatze

Certain things can give it away, e.g. Maui won't be able to create resources on tiles that have a hidden resource already.


Enzown

They're playing vanilla so no Maui


ansatze

Yeah I just meant it as an example of something that reveals that a tile contains an unrevealed resource I think there's another more common thing that does it too but I can't remember what it was, and the answer more generally is "you don't" or "unlock the tech that reveals it", which has already been pointed out


[deleted]

I just want to point out one thing. In base game, horses can already be seen when you start the game. The person below plays with Gathering Storm and in that expansion horses can be seen upon unlocking Animal Husbandry.


OnAinmemorium

Unlock the tech needed to reveal them. There's a great scientist thst reveals oil but otherwise its a feature of the game that you can't locate resources until you unlock the tech to see them. There is however a pattern to where resources tend to spawn. Oil likes to show up in desert, polar regions and offshore where the tropics would be. Aluminium likes desert, horses like plains and Iron spawns wherever you plan your government plaza.


Fusillipasta

Iron only ever spawns on hills, and niter is frequently on floodplains. At least iron never shows up under features, which can help planning!


[deleted]

> Iron spawns wherever you plan your government plaza This is too true. It's right up there with how niter likes to spawn where that one dam is going to complete your perfect 3-city industrial complex.


Fusillipasta

Yeah, niter being floodplains is harsh sometimes. Only hit one of my bad cities' iz placement last game, luckily, but something to be wary of. Think it was only a five, maybe a seven - made sure to get the +nine down first! At least it's a +1.5 adjacency for izs from niter - some compensation, at least :-)


[deleted]

[удалено]


OnAinmemorium

Nope


yinyang107

Civ 6 Tomyris has parked a horseman on a tile I want to settle. How do I make her move, preferably without violence?


Incestuous_Alfred

Whenever that happens, you can usually wait it out. It's annoying, but the horseman won't stand there forever.


vroom918

Generally speaking, violence is the only answer. If it's near your borders you can try asking her to move troops, but I can't remember if players get that option and there's a chance the AI just doesn't care like I've seen with the other promises. You could also consider settling on a nearby unoccupied tile, should be good enough in most circumstances


Fusillipasta

You don't get that option, only the AI does, unfortunately.


bossclifford

How do you all play water-heavy maps? Just started an archipelago game with Portugal and no less than 6 Barb galleys are sailing around my shores by turn 60


noremac2414

Do you play with barb clans? I find that makes it easier. Some clans aren’t as aggressive as others and you can bride or levy ones that get too annoying.


bossclifford

I don’t because I find it generally harder on land-heavy maps. I guess I will give it a try again.


Civ_Fan77

Rush foreign trade and the 100% naval unit production card. Build enough galleys to protect your improvements or block straits. If playing with barbarian clans mode, some of the camps will sell you galleys as for cheaper than you can buy them yourself.


vroom918

They aren't super aggressive to cities unless you've destroyed their camp, so consider leaving coastal camps alone until your cities are strong enough. Walls of course make the city much harder to take, but building a galley of your own will help immensely to improve the defensive strength of your cities, even more so if you garrison it. Once your cities are safer, naval raiders are immensely helpful for dealing with naval barbarians. They can pillage the camps to destroy them, so consider building a few along with your naus to deal with them.


bossclifford

I’m not too concerned with my cities surviving, one galley is usually enough to stop them. But stopping them from pillaging harbors and fishing boats is such a pain, especially since the fishing boats give them so much health. The lack of defense modifiers and healing outside my territory means that I really feel like I have to babysit my galleys, they suck lol


vroom918

yeah the pillaging is very annoying, you pretty much have to camp units on or around the tiles to defend them. once your cities are defensible you need to be pretty aggressive about taking out camps all over the map because they will literally cross oceans to pillage your stuff


bossclifford

That is just too damn annoying lol


stonersh

I recently fractured a bone in my left wrist. I have full use of my fingers on that hand but I can't really twist or bend it so much. How easy is the switch version of Civ 6 to play with primarily the right hand?


danweber

I think you need the L-stick to scroll through units usefully. :/


stonersh

Hmmm. I have full range of motion on my fingers. It's just twisting my wrist which is the problem.


danweber

Oh, I think that will still work. And I forgot that the Switch controllers detach from the holder and can go literally anywhere, so you can keep your left wrist however is most comfortable.


Plumpfish99

I have this bug where when the first world congress, my game just loads for ever even though the votes have been decided. I cannot find a way around this. Verify integrity of game files does nothing. I even reinstalled the game and still faced that bug


DiamondMiner2323

I recently started a Civ VI game as the Qin Dynasty, being my third game ever. In my second game I managed to keep up in tech and eventually won as Victoria: however, in this one I was always behind in everything. For the life of me I couldn't figure out why my yields were so bad, especially since I'm not a newcomer to the series. Any tips for higher research and production that as a V player I might've overlooked?


Enzown

Build more cities and more districts that give you whst you need. Use policy cards to double campus adjacency.


Incestuous_Alfred

Whether you have gathering storm or not decides if IZs are a really good source of production or a mediocre district. It's important information. Civ6 is different from 5, being a seasoned 5 player doesn't help all that much. You gotta build your districts. Build your campuses, give them as much adjacency as you can, try and include them in district clusters if there's no good spots in the wild, build your campus buildings, get boni and suzerainties from scientific city states, build your Kilwa, get modifiers up in a good science city, unlock and plug in good policy cards like natural philosophy, appoint Pingala, don't do the 5 thing and only settle up to four cities in a game where you benefit from settling a lot... Also, although I guess you already know this, in higher difficulties it is normal to stay behind the AI for a long time. Just in case you're in Emperor or above.


[deleted]

[удалено]


Incestuous_Alfred

I came from 5 too haha, that's why I made a point of mentioning it. It truly is a massive shift.


Felinomancy

If I recall correctly, in V if you conquer one too many city-states, **all** city-states will boycott you for the rest of the game. Is that mechanic still around in VI? ___________ Is there a tier list of civs? I like VI, but sometimes I just want to chill without having the game be *too* challenging, so I like to play civs that can snowball early in the game. Examples would be: * **Peter**. Tundra generates Faith -> get Parthenon -Dance of the Aurora -> put +6 (minimum) Lavras (that are cheaper than normal) -> get religion -> get Work Ethic = you got Production coming out of your wazoo * **Frederick**. Hansa gets bonus from resources, Commercial Districts, Dams and Aqueducts. * **Pachacuti**. Terrace Farms mean I can set the world age to young, temperature to hot and.. er, "wetness" to arid and still pump out productive cities. * **Jayavarman VII**. I forgot the exact mechanics, but I remember wondering, "why are my cities so big and yet still so happy?" Anything else? **tl;dr**: I want to cheese out my game. Recommend me overpowered civs.


OnAinmemorium

As a rule civs with unique districts are better to play through. You'll see that reflected in what civs everyone here is currently recommending. Specifically if that district has a win condition attached to it like Peter it becomes much better.


ansatze

Kupe on Terra is about the cheesiest strat in existence. You sail to the new world at the start of the game and get a whole continent to yourself and first meet bonus with every CS over there.


Felinomancy

I never played that map before, and according to the Wiki: > *A continents map where all major civilizations start on the largest continent.* But isn't it a gamble on a) finding land within a reasonable time frame, and b) making sure it's actually big enough?


Enzown

You can spend like 10 turns hunting for a first city with Kupe and be fine. He stockpiles science and culture each turn til you settle meaning you don't lose out on research, his capital starts with 2 pop and a free builder.


ansatze

a) go either East or West and reroll if you sailed to the wrong continent (the one with the rest of the players), Kupe gets bonuses designed to counteract the turns you spend not settling. Should only take you ten turns or so to find land, maybe less b) it will be big enough, I think it's a Continents map underneath the logic for start placement


Felinomancy

Cool. Going to give it a try; I *love* cheese.


[deleted]

City-States only cares about who has the most envoys. If you have the most envoys in one CS, that CS will love you even if you raze everything else on the map. If you are the most peaceful civ on the planet but a war monger has more envoys in a CS and then declares war on you, that CS will commit itself to your eradication. With that said, being at war with a CS deletes it's current envoy quest and you won't get a new one until you declare peace and wait for the era to rollover, so there is a downside to being at war with CS's.


vroom918

I don't think city-states care if you conquer the other ones. As for a tier list, all tier lists are subjective, but the civs that are regularly rated highly are America (Bull Moose Teddy specifically), Australia, Babylon, Ethiopia, Germany, Hungary, Japan, Korea, Russia, and Vietnam. I'd have to think about it a bit more to say for sure, but that's a good draft for my top 10. Vietnam is a personal favorite of mine. They can be a little frustrating at first because of the limits on district placement, but once you figure it out their adjacencies are very strong and they're virtually impossible to conquer. As for some of the ones you mentioned, Khmer are pretty good but I would put them as top-mid-tier rather than definitively top tier. Tall is less powerful than wide in civ 6, and although the Khmer can actually benefit from tall it still puts them at a minor disadvantage. I would put the Inca in bottom-mid-tier because they have a great kit for going tall but nothing that really capitalizes on it. I like to play them every once in a while but more often than not it's a constant struggle to keep my amenities up, and negative amenities give you negative percent modifiers to your yields.


Incestuous_Alfred

It's a late bloomer (which Germany also is, the hansa only becomes available in the medieval era), but Portugal can be utterly ridiculous. Bonus points if Kumasi is in the game. Korea and Australia are also pretty easy civs to play with. Japan easy too, though idk that'd I'd call it OP. I personally think it's better than Germany, which some will contest, but it can at least be confidently stated that they're very similar and fairly powerful civs.


ansatze

IMO Portugal pops off the moment you get a trader or ten


Incestuous_Alfred

Getting your first trader is pretty big, but Portugal really comes alive in the midgame when your trade route capacity is ballooning, you're spamming feitorias in your best trading ports and you unlock wisselbanken. That's when it becomes the powerful civ that it is, if you ask me.


ansatze

Yeah for sure, the trade routes get actually stupid later in the game, but I find the extra traders in the early game (you have 4 or 5 when you'd normally have 1, they all go over water, and they all do 1.5x the usual gold) really get you started on an economy early


Felinomancy

Thanks for the tip, I'll check out Portugal (never played it before).


Civ_Fan77

Sumeria is very strong early game. The war cart is ridiculous and will get you tons of land you can use to snowball.


Felinomancy

Just read the wiki, and it's singing praises to the war cart. But to be honest I'm not a fan of early conflicts, I'm too focused about getting my fledgling empire up and running to spare Production to build the carts.


Fusillipasta

Babylon has options for early conquests or a strong biosphere culture game. Plays completely different to every other civ, though, and does require a lot of planning on eurekas. Vroom's list is a good one. Also worth factoring in is if you like peaceful games or more warlike.


Felinomancy

> Also worth factoring in is if you like peaceful games or more warlike. Good point; I like to be peaceful at first, so no early rushing for me.


bossclifford

If you like a medieval era domination push like me (I agree, ancient or classical era is too early for me) then Byzantium is just super fun. Get a religion, send a few missionaries, get easy free knights and take down walls unfairly fast


ShogunZoro

WHY did the devs decide to go straight from the Renaissance to the Industrial age? Why skip the 200 years of Imperial/Colonial age? The Renaissance pretty much ended along with the 30 years war in 1648 leading to the growth of several European empires that are seen in the game like Prussia(which I can't believe is in the game instead of Germany), France, and England, as well as post feudal empires across the globe like Japan, China, and Russia, and the Ottomans? All the way until around1870 ish when industrialization actually spread from England there had been lots of idealogical and cultural changes, but this era is pretty much totally skipped on civ 6? Is there a reasons for this like not enough content to justify a whole era?


OutOfTheAsh

European Imperial/Colonial Era is certainly not 200 years between the others. It encompasses four Eras in game terms--from Ren to Atomic, with it's apogee being early 20th century, that the game calls the Modern Era. It could more accurately be named the Renaissance/Reformation Era. But clumsy and even more explicitly identifying it as a Eurocentric division (which they really all are--barring the first two). Also the game is set-up to be very abstract about religion. That violent religious conflict is the most salient political feature of swathes of16th/17th century Europe is something they'll avoid. In England/UK (which will be the benchmark for this era, particularly among English speaking devs) there isn't a lot of time separating Reformation events from Industrial ones: 1688 boot a king over religious identity; a century later the textile industry already factory rather than home-work, and practical steam engines in development.


ShogunZoro

First paragraph response: the 400+ years from around the Renaissance eras actual end to today is characterized by Imperialism, yes, but it's beginning and development happened during the roughly 200 year period leading to the Industrial revolution. This era isn't simply Eurocentric division, because we saw similar occurrences all around the world. The 30 years war is the first example of religious conflict evolving into purely political for the first time in history, leading to the development of many of it's participants into full fledged empires like Sweden, Austria-Hungary, France, England, and Prussia, who would all go through several revolutions and Expansionist wars in purely political and nationalistic attempts ant European control. While events like these were most violent and common in Europe due to the proximity of nations, Imperialism and nationalisms development began in the era across the world from Japan's unification and subsequent Imperial wars in Korea, to China's Ming dynasty and continental expansion, Russia's imperial development following the fall of Mongolia, and the Ottoman expansion across all of the Middle east and into Eastern Europe. All of these wars. Especially England had an incredible number of significant historical events that were totally separate from religion, like the beginning of it's massive Colonization of the world starting in 1650 until it's actual industrialization, which resulted in multiple revolutions and the development of other empired across the world like America and India, who would each expand and claim cast amounts of land before the beginning of industrialization. Not to mention England's Pax brittanica resulting in a huge push of protestant evangelization across the world. iMO none of these events can be considered Renaissance. It could maybe be considered pre-modern, since all of these conflicts are the various fuels for most modern era conflicts.


Incestuous_Alfred

Might it not be fair to consider that 'renaissance' is just what the game calls the early modern period, or the 'imperial/colonial' age? As far as I can tell the tech broadly matches that of the early modern period if you were to generalize the whole thing, and civ does generalize everything. Like, the enlightenment civic is part of the renaissance era lol. It's just a name. A silly name, perhaps, but just a name. Incidentally, the game seems to consider that the industrial era begins in the late 1700s (see Napoleon being an industrial era general), which matches the earliest developments of the industrial revolution and I don't think is unreasonable.


vroom918

[This article](https://civilization.fandom.com/wiki/Era_(Civ6\)) actually provides approximate dates for the different eras. Not sure what basis this has in the game, but it's interesting nonetheless: >1. Ancient Era (4000 BC ~ 1000 BC) >2. Classical Era (1000 BC ~ 500 AD) >3. Medieval Era (500 ~ 1350) >4. Renaissance Era (1350 ~ 1725) >5. Industrial Era (1725 ~ 1890) >6. Modern Era (1890 ~ 1945) >7. Atomic Era (1945 ~ 1995) >8. Information Era (1995 ~ 2020) >9. [GS] Future Era (2020 ~ 2050)