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1001 Quick Tips and things you learned

Discussion in 'Civ6 - Strategy & Tips' started by Jart, Oct 23, 2016.

  1. CaiusDrewart

    CaiusDrewart King

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    To follow up on that last post, I think this is the formula for how wonders generate tourism:

    Each wonder automatically generates +2 tourism. It then generates a further +1 tourism for every era you are advance beyond the wonder's era. So the Colossus (a classical era wonder) generates +5 tourism per turn in the industrial era.

    This value is doubled at Computers. It is also doubled for France (so it is quadrupled if France has researched Computers). So if France is in the Information Era and has teched Computers, Stonehenge (an ancient era wonder) would generate +36 tourism per turn.

    Of course, wonders can also generate further tourism by holding great works. I believe that France's UA does NOT double the tourism output of great works within wonders.
     
    Last edited: Oct 28, 2016
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  2. zagosya

    zagosya Chieftain

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    By the way if you capture wonders and great works from ai you don't get accumulated tourism from them. Basically it's the same as if you have just built them at the moment of capturing.
     
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  3. Moxx

    Moxx Chieftain

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    Wild card slot allows you to use any card you want. It took me four games to realize I could slot red / green / yellow social policies instead of just the purple great people ones. It's poabably obvious to most people though!
     
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  4. lilnev

    lilnev King

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    The number of hammers you get from chopping doesn't depend on the distance to the city, or whether the forest is within cultural borders. Likewise, look to "chop" marshes from anywhere on the map for a quick food boost.
     
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  5. Jart

    Jart Chieftain

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    Upgrading units does count for eureka bonus.like upgrading triremes to caravels.
     
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  6. Jaybe

    Jaybe civus fanaticus Supporter

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    There's a eureka for constructing 2 Forts within your borders. Roman Forts built by Legions does not qualify.
     
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  7. Zyxpsilon

    Zyxpsilon Running Spider

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    Think GP are indispensable -- even when (somehow) randomized?



    Just launched the Satellite in a swift ONE-turn.
    Soon after, i also got the Engineers kind.. which offered me a hefty 1500 points (Basicly, Half-The-Moon-Landing cost).
    :)

    Conclusion? DO keep watch for each of their recruit progress bar(s) & check what their eventual bonus(es) will supply you with. Aside from the Civics switching screen, this brown HUD has simply turned into my most visited gameplay Panel.
     
  8. Xger

    Xger Prince

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    On the city-state screen, there is a small number on the right side of each city-state. That is the highest number of envoys the city-state is receiving from a Civ.

    There is a diplomatic policy card that gives +1 gold for each envoy. Not trade route, envoy. Easily can be dozens of GPT
     
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  9. CaiusDrewart

    CaiusDrewart King

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    This is bad design, right? I've literally been marching my builders into every other nation's territory and chopping like crazy. It's amazingly effective. That can't be what they intended, right?
     
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  10. Seek

    Seek Deity Supporter

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    - There are smaller action buttons to the left of the big next action button in the bottom right corner; the exclamation point icon is for unit movement, so you don't have to select production or tech or whatever if you want to move units first, etc.

    - Always send a delegation on the first turn you meet an AI, otherwise they'll never accept (high difficulty only? I've only played immortal).

    Actually that's the number on envoys you need to become suzerain, so it's even more helpful.:)

    I have yet to get dozens of envoys in a game, they come rather slowly ime.
     
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  11. DrCron

    DrCron Prince

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    - Prioritize district production over building production in your cities, especially districts that give you trade routes (commercial hub, harbor). Once you have enough trade routes, buildings will be very cheap to purchase (but you can't purchase districts).

    - If the game won't be very long (if it won't reach the factory tech until it's too late to make a difference) industrial districts aren't SO important. Boost your production with hill mines and river lumber mills. If you do build them, get them in a city with at least a couple of mines for a +2 bonus minimum. That city can specialize in producing stuff (units usually).

    - This might be more discussed, but I'd say don't go for Stonehenge on any difficulty above Prince. There's no failgold in this game, and if you don't get the wonder you might lose 10+ turns in the early game, when they are more important. You never know how many CIVs out there have stone, spawned next to a natural wonder, are Egypt or China, etc.
     
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  12. avl8

    avl8 Prince

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    Chop early and chop often.
    Its a huge boost to production when you need it the most.
    To chop forests you need Mining, to chop rainforests you need Iron working.

    Usually a chopped forest is a make or break for a crucial shrine, settler or campus. If you chop you get a prophet in time, if you dont chop AI gets it first.
    Thats a higher difficulties thing for sure.
     
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  13. Xger

    Xger Prince

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    Without a concerted effort, in my current game I have 32 envoys. I have 25 or so when I got the policy. While I don't know how many city-states are on my map, I know I've only revealed about 1/3 of it.
     
  14. skyclad

    skyclad Prince

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    Gilgamesh is really powerful.

    At first his ability to get goody hut bonus from barb camp sounds kind of cute but not that great. This bonus lasts all game and at some point good hut rewards "upgrade", you start getting better stuff than before. I'm not sure but it seems you stop getting units but instead get either lots of faith or gold, or TWO eureakas/inspirations, or one COMPLETE tech/civic. Useful for all those "boost through spy or scientist" techs hehe. Just find some island, or tundra wasteland, and learn about satellites and lasers from those terrorists :D

    EDIT: that's not just for Gilgamesh but for everybody! But he is the only one that can get several huts in the late game still.
     
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  15. LanguishViking

    LanguishViking Warlord

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    To play religion defensively place one inquisitor in a local holy site. Use it to kill any missionaries that enter your lands. The AI will create apostles which they then will start sending 1v1 against the inquisitor. Let the inquisitor defend using the home territory bonus and let him heal each turn in his holy site, you will win that. The AI fights to the death. This will deal with the annoying enemy religious units blocking your civilian units AND it will prevent the great wave of apostles that develops over time chasing down any defenseless missionaries, since the apostles die to your inquisitor sitting in his inquisition hq waiting for the heretics to show up and let themselves be racked, then drawn and quarterd.

    The Magic city size while expanding is 7. It permits 3 districts (5 if you are germany). For non-german civs you can get the commercial hub, industrial district and something else useful (port, encampment, campus, holy site) Size 7 cities only require 2 amenities so you only need one luxury per 2 cities. Put trade routs to the capital for each city and lock population growth unless you are building settlers.

    An alternative to forward settling with cities is to forward settle with encampments. Encampments cannot bombard cities but your otherwise defenseless catapult or bombard can safely from within the encampment.

    Have a scout hang out around an enemy city in the direction you are most worried about the enemy expanding. You will either convince the enemy not to expand that way or you might capture a settler which you can use to forward settle the enemy civ.

    If you have the option to place a new district but don't want to build it yet, start it for 1 turns production. As tech progresses they will get more expensive.

    Plan out city districts immediately as you found the city. Also plan for a triangular farm to feed your population.
     
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  16. UnforcedError

    UnforcedError Settler

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    Unlike in the previous Civ editions the high level AI can convert your holy city fairly easily. So if you already went the trouble of founding a religion make sure you spread it, otherwise you will only be able to build units of the AI's religion.
     
  17. LDiCesare

    LDiCesare Deity

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    Corps and armies cost the same maintenance as a single unit.
    So having 2 infantry will cost twice the upkeep of 1 corps. Otherwise said, it's always better to merge your units into corps and armies from an upkeep point of view.
     
  18. Ulthwithian

    Ulthwithian King

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    Which is kind of Fridge Brilliance when you think about it. As I understand it, modern corps structure is intended for, among other things, much better integrated logistical support. So lower upkeep does make sense.
     
  19. dunam

    dunam Chieftain

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    You can sell units for a function of half their base cost in gold at any time. Any worker or settler that will be captured next turn can be sold instead. Any worker or settler that can be captured but not protected, can be sold immediately. Before costs rise, in the early game, it's actually worth it to sell workers after using all but one of his build actions. Then you can usually immediately buy a new worker. You end up paying 1/6th of a worker's cost to get 4/6th extra actions, a good deal in my book.

    Cards that improve wonder building by 15% are not worth it. You're better off with +30% worker building, as workers can usually chop trees to speed up that wonder building far quicker than the 15% boost would.

    Having a couple of farms next to each other really pays off in the long run. Every 2 farms give an extra housing. If any city doesn't have 2 unoccupied housing, its growth is severely reduced.
    Besides the housing it helps grow the city to work more tiles, provide more science and culture. Getting feudalism boosts this food production from farms. Getting replacable parts boosts this food once again.

    For the city planners: District adjacency also works for districts from other cities. I was playing as germany and their specific industrial zone (called hansa) gets +2 production if next to a commercial zone. This led to a nice diamond of 2 hansa's and 2 commercial zones, giving each hansa +4 production. This is particularly useful as late game there are industrial zone buildings that give a bonus to nearby cities. I am planning in the future to have 3 cities who combine resources this way. They'll have 1 hansa next to three commercial zones and 2 hansa's next to two commercial zones.

    It's good to maximize value of trade routes, but don't forget to use an occasional trade route to get a road where you need a road.

    The harbor adjacency, +1 gold for each coastal resource and +1 gold for every two adjacent districts may not look like much, but remember that one of its future buildings gives production equal to the harbor gold bonus. Ideal is to plan a city center/harbor/commercial triangle, as this benefits both districts quite comfortably.

    Although it is busy work, in the long run trade routes can give tons of bonuses. It doesn't matter how long the route is, it doesn't matter where the route is from, the only things deciding the gains are the city that they're going toward, your policy cards and your wonder/civ bonuses.

    It can be a good idea to tailor your strategy based on nearby city states. I once had three building oriented city states. I focused on building multiple cities with an industrial district and trying to complete as many of their quests to get 6 envoys to each. At that point I got +12 production at each industrial zone city, as long as I was building districts, wonders and buildings. I ran out of things to build real quick so I sent out settlers to some of the least habitable places and then used traders towards my advanced cities to quickly build these up. I imagine similar things can be done if you meet 3 religious, 3 military or 3 commercial city states.

    The city state bonuses surpass the bonuses that most civilizations give, so that I think your playstyle is decided more by the nearby city states than the civ you're playing.

    Unless you're playing as greece, political philosophy should be the first goal of the civics. Greece with some justification can go for mysticism or military tradition, because this allows them to crank out a prophet or general before anyone else with their free wildcard policy. The other civs have no use for this until they upgrade their government system.
     
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  20. TurboJ

    TurboJ Warlord

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    Not sure if someone mentioned these already.. A couple of useful things regarding unit movement. Could be used to save a unit from certain death for example:

    * When you are making a corps, army, fleet...whatever combined unit, the "new" unit will always appear in the tile where the blue indicator is showing. You can move both units as far as they will go that turn if you just make sure ONE of the two units have some movement left at the end of the turn. Say, both units have 4 movement; you can move one unit 4 tiles and the other 3 tiles and then combine them - you will effectively give the "3 movement" full 4 movement because the "combine" action will move the unit to the same tile where the "4 movement" unit already was. It doesn't matter if your last unit only has 0.5 movement left and if the unit you're combining it to is sitting in a jungle hill tile - the 0.5 movement will always be enough to combine the units.
    (EXCEPTION: When upgrading from corps to army, units will always go into the tile where the ARMY is standing)

    *When you are promoting a unit you can similarly move all but one movements that turn before promoting. This way you can, for example, retreat and heal the same turn. If your units are really taking a beating, you can even do this AND combine into corps the same turn (your new corps unit's hitpoints will be the average of the two combined units). So, move a hurt unit 3 our of 4 movements; then promote. After this, move the other unit 3 out of 4 movements to adjacent tile and then use the combine into corps function with this unit.

    *You can always attack all normal embarked land units with your melee ships and take zero damage while doing so. The embarked units "have no defensive weapons" meaning you will not take damage when melee attacking them. This way you can save your ranged units' movement points for attacking actual ships because your melee ships will stay intact however often they attack and kill embarked, un-escorted units.

    *Probably known to most people but here goes anyway: If you are bombarding a city with a ranged ship, you will need vision into the city center to do so. Battleships and missile cruisers may not be able to use their 3 range while seeing the city center themselves. So use any unit, other ship or even land unit to give vision just for the moment the ships are bombarding - and you can then, each turn, move the "vision unit" into safety after the ships have taken their shots - no unit takes damage.
     
    Last edited: Nov 1, 2016
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