[NFP] Zombies Defense Mode Guide

IsabelBraganca

Warlord
Joined
Dec 31, 2014
Messages
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Location
Brazil
Most of the information below is a compilation of the posts from Zombie Mode and articles from https://civilization.fandom.com/wiki/Zombie_(Civ6). Some information comes from my own testing and experience.

Index

Zombie Spawn Sources

  • Barbarian camps.
  • Any unit killed in combat might come back as zombie after some time.
  • Any zombies killed may come back to live.
  • Any unit killed by a zombie will come back as zombie next turn. This includes zombies killed by zombies controlled by the player.
  • If the zombie attacks a city, there is a chance of population loss on each attack, and the lost population will become a zombie.
  • Extracting an artifact may spawn a zombie.
  • A zombie may spawn multiple time on the same spot, even if no new unit has being killed there.
Index

Zombie Behavior
  1. Zombies only attack or move towards things in their line of sight. They will prioritize attacking adjacent units rather than moving a tile to attack a different one. Otherwise they appear to stand relatively still.
  2. Zombies don't attack any civilian units like builders, settlers, archeologists, and great people.
  3. Zombies will capture civilian units if they are protected by a military unit.
  4. Zombies will attack religious units.
  5. Zombies created by Hunahpu & Xbalanque count towards the total zombie death count, since you need to kill the unit prior to taking it over.
Index

Zombie Mutation

The zombies have a base attack strength of 20, and to this strength is added a number representing the "mutation". The mutation depends on:
  • The era the game started
  • Quantity of killed zombies worldwide
  • Number of players

Although more testing is necessary, the formula to calculate the mutation strength seems to be:
floor (era_game_started*50/7 + 0.5 * number_of_zombies_killed / number_of_civilizations)

era_game_started has a value of 0 for ancient, 1 for classical, 2 for medieval, and so on.
Index

New Improvements

Barricades and traps come in two versions. The first one is build by a builder, and the second is build by a military engineer. The second version deals more damage.

A zombie doesn't get damaged just by standing on or being next a trap or barricade. The trap only damages once, when the zombie steps on it. It will only damage multiple times, if the zombie is attacking from it. The barricade damages when the zombie approaches, climbs, walks on, leaves, or attack from it.

  • They can be build on your own or neutral territory.
  • They cannot be build on floodplains, forests, rain forests, and over resources.
  • The tile cannot be worked.
  • The damage dealt by adjacent barricades stacks.

Barricade
  • unlocked by MilitaryEngineering
  • deals minor damage (10HP) to hostile units passing through or adjacent to it
  • exerts zone of control
  • build by Builder

Reinforced Barricade
  • unlocked by Rifling
  • deals moderate damage (15HP) to hostile units passing through or adjacent to it
  • exerts zone of control
  • build by Military Engineer

Trap
  • unlocked by Construction
  • deals moderate damage (15HP) to hostile units passing through
  • depletes movement of units passing through it
  • build by Builder

Modernized Trap
  • unlocked by Ballistics
  • deals significant damage (20HP) to hostile units passing through
  • depletes movement of units passing through it
  • build by Military Engineer

Traps and Barricades Usage
  • Traps are single tile improvements, and barricades are multiple tile. In order to a barricade to be effective, you need at least two of them side by side.
  • Barricades deal more damage than traps because its damage stacks, but you need two of them side by side. So you should use traps where you can build only one improvement, or next to a barricade.
  • You cannot have two parallel lines of the same type of barricade without space between, but you can have one line of normal barricade and another line of reinforced barricade running together, parallel to each other. This configuration will kill every zombie that tries to cross it.
  • You can make a zombie chase a unit over or next a barricade. The barricade exerts ZOC on the zombie, so your unit should be able to stay just of reach, while the zombie is being damaged.
Index

Base-game Improvements Changes

Some base-game improvements had been changed. Fortifications will deal damage to zombies, but the zombie will gain the fortification bonus if it is attacked.
  • Fort, Roman Fort (Rome), Pã (Maori), and Vampire Castle deal minor damage (10 HP) to hostile units passing through it.
  • Alcázar (City State Granada) deals moderate damage (15 HP) to hostile units passing through it.
  • Great Wall (China) deal minor damage (10 HP) to hostile units passing through it.
Index

Projects

The cost and duration of the projects scales on the game speed, and the cost is progressive.The projects puts the zombies in the city territory temporally under the player's control. You can use these control to drive away the zombies from your lands. If they stay on off location, they usually stay put, unless something come into their point of view. This approaches avoid killing of zombies, and thus raising their mutation strength.

Turn Undead
  • requires Holy Site
  • 15 production
  • 15 turns

Dark Signal
  • requires Campus
  • 25 production
  • 30 turns
Index

Dealing with zombies hordes

One way is to get as many zombies as possible at your side. Zombies will be able to fight zombies, specially it they are together in corps or armies. Just avoid killing zombies, have other units to finish the job.

The hero Hunahpu & Xbalanque and an apostle with Heathen Conversion promotion can take control permanently of zombies. The first one is easy to accomplish: you need the hero mode, find the wanted hero, and then grab it. The second is harder and need more planning. The first is a slow method to get zombies to your side. The second allows you to form huge armies of friendly zombies.

Unless you are suzerain of Yerevan, every apostle may take one of three random promotions and these promotions are chosen at the turn you buy the apostle and don't change later. The pool of available promotions decreases every time you promote an apostle. When the pools empties, the process starts over again. Besides the promotion to convert barbarians, you will want a promotion that increases the number of charges; there are two of them, and the one that requires a Natural Wonder, but one might not be reachable. The strategy to get as many Heathen Conversion promotion apostle you want is the following:
  • Moksha Patron Saint promotion allows to promote an apostle twice, so the pool will be emptied faster. Put him in the city you are going to buy apostles.
  • Buy the apostles from the city that has Moksha.
  • Choose which promotion to increase the number of charges.
  • Check the promotions available. If Heathen Conversion is available, save the apostle somewhere safe without promoting the apostle. If not, promote the apostle, but never promote two apostles with the same promotion.
  • Check the second promotion available. Save the apostle if it is Heathen Conversion, specially if you have Mosque or Hagia Sofia. Better two apostles with 4-5 charges, then one with 6-8 charges.
  • After you emptied the pool enough, you will be starting to get the same three promotions. Every apostle you buy will have the Heathen Conversion, as long you promote none of them.
  • When you have the wanted number of apostles, you promote all of them first for Heathen Conversion, next turn promote all to increase the number of charges.

Some other considerations:
  • Promote apostles before evangelizing a believe or starting an inquisition.
  • Hagia Sophia adds one more charge.
  • Mosque adds one more charge.
  • Holy Order believe lower the cost of apostles.
  • Exodus of evangelists dedication adds two more charges.
  • Zombies will kill apostles, so you must protect them with a military unit.
  • If a zombie kills the unit that is protecting the apostle, it will occupy the same position. You can either convert it, possible walking one tile to catch more zombies, or you can run away.
  • This works better after of can form corps or armies. When you convert a zombie, all zombies around will attack the ones you have converted. The will usually survive the first round of attack. If you form armies and corps, even if they get killed later, you have reduced the number of zombies. In that case, a corp or army will generate a new zombie, and thus reduce the number.
  • After you promoted the apostles with Heathen Conversion promotion, you need to repeat the process again to get more.
  • If you run projects, you can move the zombies near apostles, release them and then convert to your side permanently.

Tips
  • Do not kill a zombie with another zombie, because you will just get another fully healed enemy zombie next turn. You may use your zombie units damage enemy zombies, but the final blow must come from somewhere else.
  • Walls will be your best friend. You should build them where Zombies show up. They prevent loss of population and
  • You can space barricades up and still slow down and damage zombies, because they deal damage to adjacent tiles too.
  • Always clear barbarian camps as fast as possible cause once they spot a player, they will send waves of unit that will die and generate endless hordes of zombies.
  • Exploring the world is dangerous but very useful, at least the nearby area.
  • Don't stay defensive, you need to attack zombies in the wild, movement is key.
  • High movement is a huge strength, civilizations like Colombia and Vietnam are great against Zombies (especially the special unit of Vietnam).
  • Civilizations that generate culture and science as perks are huge cause you won't have enough time to develop this as much as usual (Vietnam is again very powerful)
  • Turtle civilizations are huge (again Vietnam is awesome)
  • You should protect neighboring city states cause they will just throw units at zombies, generates hordes and increase zombies' strength
  • Keep your distance from AI because they manage zombies badly and will generate hordes, settle far away from them. Moreover you will chain dark ages so it's better loyalty wise
  • From a certain point, melee units are useless against mutated units, only use range units to kill zombies.
  • Natural disaster are a huge help
  • Camps are nice cause they attract zombies and you can shoot them safely with ranged units. Strong cities are useful but not enough.
  • Commercial hub is must to generate enough money early game for upgrading your arches into crossbows.
  • Builder and increased builder charges are very powerful for building traps and barricades
  • Use fast units to drive Zombies away from your territory.
  • Avoid wars, because they will generate more zombies.
  • You can form corps and armies with zombies.
Index

Updates
Spoiler :

04/08/2021
I've made some improvements in the layout. Besides some other minor changes, I expanded the section about traps and barricades and included a new section about how to produce a high number of apostles to convert zombies to your side.

04/04/2021
Sources:
 
Last edited:
I think one main information is missing : if you build walls in your cities, it seems to prevent population loss and zombie spawning.

I have several question :
  • I'd like to know how long can a zombie spawn after the death of an unit ?
  • Is the count strict ? Like one death = one potential zombie and that is it ?
  • Do killed zombie can also come back after some times ?
  • Do traps and barricade damage stack ? Like a zombie is on a trap with a barricade next to it, will it take 25 damage ?


Strategy tips I found (while playing without secret societies, heroes and legends, corporation, apocalypse, dark ages and improved barbs) :
  • Always clear barb camp as fast as possible cause once they spot a player, they'll send waves of unit that will die and generate endless hordes of zombies.
  • Exploring the world is dangerous but very useful, at least the nearby area
  • Don't stay defensive, you need to attack zombies in the wild, movement is key
  • High movement is a huge strength, civ like Colombia and Vietnam are great against Zombies (especially the special unit of Vietnam).
  • Civs that generate culture and science as perks are huge cause you won't have enough time to develop this as much as usual (Vietnam is again very powerful)
  • Turtle civ are huge (again Vietnam is awesome)
  • You should protect neighbouring city states cause they'll just throw units at zombies, generates hordes and increase zombies' strength
  • Keep your distance from AI cause they manage zombies badly and will generate hordes, settle far away from them. Moreover you'll chain dark ages so it's better loyalty wise
  • From a certain point, melee units are useless against mutated units, only use range units
  • Natural disaster are a huge help
  • Camps are nice cause they attract zombies and you can shoot them safely with ranged units. Strong cities are useful but not enough
  • Commercial hub is must to generate enough money early game for your crossbow
  • Builder and increased builder charge are very powerful for building traps and barricades
  • Don't go to war, ever. Unless you wan't to throw weak units at enemies to spawn zombies
  • Use fast units to drive Zombies away from your territory
 
I think one main information is missing : if you build walls in your cities, it seems to prevent population loss and zombie spawning.

I have several question :
  • I'd like to know how long can a zombie spawn after the death of an unit ?
  • Is the count strict ? Like one death = one potential zombie and that is it ?
  • Do killed zombie can also come back after some times ?
  • Do traps and barricade damage stack ? Like a zombie is on a trap with a barricade next to it, will it take 25 damage ?


Strategy tips I found (while playing without secret societies, heroes and legends, corporation, apocalypse, dark ages and improved barbs) :
  • Always clear barb camp as fast as possible cause once they spot a player, they'll send waves of unit that will die and generate endless hordes of zombies.
  • Exploring the world is dangerous but very useful, at least the nearby area
  • Don't stay defensive, you need to attack zombies in the wild, movement is key
  • High movement is a huge strength, civ like Colombia and Vietnam are great against Zombies (especially the special unit of Vietnam).
  • Civs that generate culture and science as perks are huge cause you won't have enough time to develop this as much as usual (Vietnam is again very powerful)
  • Turtle civ are huge (again Vietnam is awesome)
  • You should protect neighbouring city states cause they'll just throw units at zombies, generates hordes and increase zombies' strength
  • Keep your distance from AI cause they manage zombies badly and will generate hordes, settle far away from them. Moreover you'll chain dark ages so it's better loyalty wise
  • From a certain point, melee units are useless against mutated units, only use range units
  • Natural disaster are a huge help
  • Camps are nice cause they attract zombies and you can shoot them safely with ranged units. Strong cities are useful but not enough
  • Commercial hub is must to generate enough money early game for your crossbow
  • Builder and increased builder charge are very powerful for building traps and barricades
  • Don't go to war, ever. Unless you wan't to throw weak units at enemies to spawn zombies
  • Use fast units to drive Zombies away from your territory

Thank you, very much!
I have update the guide.
 
Very thorough.

I learnt a thing or two.
I also did a guide for Steam. (It's much high level, not quite so detailed).

  • Do killed zombie can also come back after some times ?
  • Do traps and barricade damage stack ? Like a zombie is on a trap with a barricade next to it, will it take 25 damage?
Yes, Zombie death is the same as any other unit.

Yes, traps & barricades do stack! (Try the "It's A Trap" achievement).
 
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