What happens when two aid requests are going on simultaneously? They were both approved in the same session of the WC, on the same turn. If I run the "Send Aid" project, which one gets it? Or do both get some?
If you run project, both requests get full amount of points, you got yourself a 2 for 1 deal there. As long as there are aid projets active, they get full amount of points from the same project. Were there 3 requests active, one project would advance each and every one of them by 200 points. They may even have different start times. Aid projects are very beneficial in such situations.
 
Found this little island with Barbs. Cleared them out, settled a city. Lots of coastal lowland, but looked like an OK island near my land mass. So why can't I send a trade route to it? If I move a trader there, it has no valid destinations?
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Found this little island with Barbs. Cleared them out, settled a city. Lots of coastal lowland, but looked like an OK island near my land mass. So why can't I send a trade route to it? If I move a trader there, it has no valid destinations?
View attachment 677791
There are no cities within trade route range on that city’s landmass. It’ll need a harbor district before it can receive or send trade routes elsewhere. Alternatively, you could have settled it right on the coast and then you could start trade routes immediately.
 
That island sucks unless you can still get Etemenanki or a Lady of the Reed and Marshes pantheon going on!
 
There are no cities within trade route range on that city’s landmass. It’ll need a harbor district before it can receive or send trade routes elsewhere. Alternatively, you could have settled it right on the coast and then you could start trade routes immediately.
Not on the island/land mass, no. But I have another city 5 hexes away! I am able to set trade routes across *ocean* tiles to reach AI civs on the other major land mass. I still don't understand.
 
Not on the island/land mass, no. But I have another city 5 hexes away! I am able to set trade routes across *ocean* tiles to reach AI civs on the other major land mass. I still don't understand.
A Trader can only embark or disembark from a coastal City or from a Harbor. The city is neither Coastal nor have a Harbor, therefore the Trader cannot reach it (cannot disembark), and that city can reach any city, as a Trader has no place where it can embark.
 
What happened with barbarians? I tried 2 different games on Prince and quit both times due to being overrun with barbarians. I don't remember them being this bad?

I have now purchased the same game 3 times (this time was a Humble Bundle with all the add ons)
 
What happened with barbarians? I tried 2 different games on Prince and quit both times due to being overrun with barbarians. I don't remember them being this bad?

I have now purchased the same game 3 times (this time was a Humble Bundle with all the add ons)
You must actively hunt barbarians that are roaming around your lands, specially scouts that have made contact with your city, an exclamation mark will appear over their heads signalling they are returning to their camp to report their findings of your city and then trigger barbarian steam roller. Getting a slinger as your very first build pays off in repelling and killing off those pesky barb scouts.
 
Does Dido (Phoenicians) have some sort of inside track to Great Admirals? In my most recent game, I invaded her territory, a long, relatively thin (3 hexes wide) peninsula on the other land mass. My caravels found -- and sailed over :sniper:-- at least 5 Great Admirals from Dido, just swimming around, not escorting any ships. I took 4 cities, made peace, then attacked again 10 turns later. More Great Admirals? She couldn't be buying them, with an empire of 3 cities, all less than 10 pop.

I wish there was a way I could capture them, rather than trample them.
 
Does Dido (Phoenicians) have some sort of inside track to Great Admirals?
Phoenicia has a unique harbor, which is half the production compared to regular harbors, and the AI likes to build their unique district/improvement so its really easy for Phoenicia to recruit a lot of great admirals since they are generate great admiral points before anyone else and generate a lot of them.
 
I recant! I actually like that it forces you to fight now even if I mainly seem to do it in religious combat.
 
For Science victories, what are the keys to doing it quickly once I have reached spaceports? I thought I was doing great, but it still took me
35 turns standard speed. Hit space port at turn 170 and still didn't finish game til turn 204. AND THAT was with 5 spaceports and maxing
at 21 light years per turn. Had like 40 builders with 5-7 charges, with royal society. Pingala with space projects promo. Burnt and pillaged
saved up 20k coins when finished Big Ben, so had 30k coins. I see people on 6otm finish under 171 turns. Maybe my war game is too slow?
I try to min/max conquering a city every 5 turns for the warlord's throne bonus. I could post a file from turn 170 and maybe someone can
enlighten me?
 
For Science victories, what are the keys to doing it quickly once I have reached spaceports? I thought I was doing great, but it still took me
35 turns standard speed. Hit space port at turn 170 and still didn't finish game til turn 204. AND THAT was with 5 spaceports and maxing
at 21 light years per turn. Had like 40 builders with 5-7 charges, with royal society. Pingala with space projects promo. Burnt and pillaged
saved up 20k coins when finished Big Ben, so had 30k coins. I see people on 6otm finish under 171 turns. Maybe my war game is too slow?
I try to min/max conquering a city every 5 turns for the warlord's throne bonus. I could post a file from turn 170 and maybe someone can
enlighten me?
First, let me refer you to this thread, since I have not yet achieved a science victory before turn 250. https://forums.civfanatics.com/threads/civ-6-sub-t300-science.675666/

Next, let's assume that you're playing GS or later, so that 4 parts of the science victory are needed: Satellite, Moon, Mars, Exoplanet Expedition. Each of these parts must be done sequentially, with the last 3 parts requiring techs to be researched after you've built your first Spaceport. Yes, use builders with Royal Society to speed up individual projects, including the lasers to speed up Exoplanet once it is launched. I'm not sure when the Royal Society is unlocked, so I'm not sure if you can use it to speed up Moon Landing. But five spaceport cities won't help get through the first 3-4 parts faster, since they are sequential. Looking at the finish,where you're building multiple laser stations to get to 21 light years per turn, that rate also has a ramp up. Your ship will start out a 1 LY/turn, then 5, then more, as you rush to complete the additional projects. Total turns for *travel*, after launch, may still be 5-6.
Great Scientists can be used to speed up Moon Landing and Mars, more rapidly than expending builders.

My short answer is to look at each segment in the chain, to compress its timing, so that you can perhaps complete all 4 steps in fewer turns.
 
First, let me refer you to this thread, since I have not yet achieved a science victory before turn 250. https://forums.civfanatics.com/threads/civ-6-sub-t300-science.675666/

Next, let's assume that you're playing GS or later, so that 4 parts of the science victory are needed: Satellite, Moon, Mars, Exoplanet Expedition. Each of these parts must be done sequentially, with the last 3 parts requiring techs to be researched after you've built your first Spaceport. Yes, use builders with Royal Society to speed up individual projects, including the lasers to speed up Exoplanet once it is launched. I'm not sure when the Royal Society is unlocked, so I'm not sure if you can use it to speed up Moon Landing. But five spaceport cities won't help get through the first 3-4 parts faster, since they are sequential. Looking at the finish,where you're building multiple laser stations to get to 21 light years per turn, that rate also has a ramp up. Your ship will start out a 1 LY/turn, then 5, then more, as you rush to complete the additional projects. Total turns for *travel*, after launch, may still be 5-6.
Great Scientists can be used to speed up Moon Landing and Mars, more rapidly than expending builders.

My short answer is to look at each segment in the chain, to compress its timing, so that you can perhaps complete all 4 steps in fewer turns.
Thanks for the ideas. I am thinking I should have had builders ready for the first part, along with either seaport or mil academy with the 15% bonus to space projects. I usually use the policy card with the aluminum and power too so it can go further. Thanks for replying. Hong Kong helps too.
 
In civ6 is it no longerr possible to make bad demands to increase anger at your civ? I don't see any change in relationship screen.
 
I just conquered Paris, where Eleanor had built a bunch of wonders. Do these wonders help me, if I didn't build them?
Do they give me gold, tourism, culture, or some combination of those?
 
I just conquered Paris, where Eleanor had built a bunch of wonders. Do these wonders help me, if I didn't build them?
Do they give me gold, tourism, culture, or some combination of those?
Don‘t know about yields, but in one match i conquered a city with Venetian Arsenal, from this point on, whenever i built a ship, i got 2 ships instead of 1.
 
Do they give me gold, tourism, culture, or some combination of those?
The owner of the wonder gets all of the benefits of the wonder, not the person who built it. So, you will get any benefits from the wonders that you got from conquering Eleanor's cities even though you didn't build them.
 
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