Sid Meier's Civilization VI: Difference between revisions

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


* Amenities replace global happiness but still operates under a lot of the same rules. A single luxury resource gives 4 amenities that get divided up among your cities with the amenities going to whichever city needs it most. Don't ask how it calculates that . Multiple copes of a luxury resource don't give any more amenities and should be traded away (assuming the computer will even trade with you.)
* Warmonger penalties are gradual with there being none in the ancient era. By the Industrial era warmonger penalties are pretty severe. Since there is no penalty for war in the ancient era and cities don't range attack without walls you want to take over your neighbors when you have about 2 warriors and 2 archers, preferably 3.


* The AI is dumb. Like really dumb even by Civ standards. You will have a civilization ask you for a joint war then immediately have them denounce you for being a warmonger in the same turn, even if that's your first war in the game. Usually every other civ will denounce you too for being a warmonger immediately. They'll ask for an alliance then immediately declare war on you. In my experience its better to just completely ignore diplomacy.
* Internal trade routes are crazy good. Production is what matters in this game and trade route cap is based off of a few things but can get ridiculous at the end. Its not unheard of to have over 30 trade routes by game end. If you find Carthage you can get that number over 50.
 
* Warmonger penalties are gradual with there being none in the ancient era. By the Industrial era warmonger penalties are pretty severe. Since there is no penalty for war in the ancient era and cities don't range attack without walls you want to take over your neighbors when you have about 2 warriors and 2 archers, preferably 3. Seriously, wipe them out and take their empire. Its the best way in the early game to get cities and having more cities is king in this game. Go wide or go home.
 
* Internal trade routes are crazy good. Production is what matters in this game and trade route cap is based off of a few things but can get ridiculous at the end. Its not unheard of for me to have over 30 trade routes by game end. If you find Carthage you can get that number over 50.
 
* In terms of good civs Germany and Sumeria are incredibly strong and Scythia being game-breakingly OP. I'm talking "Who the fuck thought this was balanced and how are they not fired yet?" I won't go into why Scythia is stupid other than she uses the "Horse Economy." Otherwise every civ is a little broken depending on the circumstances.


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