megabearsfan
Prince
Hi all,
This weekend, I put up a strategy guide for the Canadian civilization (lead by Prime Minister Wilfrid Laurier) on my blog at:
http://www.megabearsfan.net/post/2019/03/15/Civilization-VI-strategy-Wilfrid-Laurier-of-Canada.aspx
This is my first Gathering Storm strat, so I'm definitely looking for feedback on this one. There's a lot of new systems and features in GS, so I'm hoping I didn't miss anything that would dramatically influence the strategy with this civ. In summary, my strategy is :
You'll likely start in or near tundra. I recommend exploring away from the poles and settling your first cities on more fertile grassland and plains where there's more likely to be competition from other civs. There shouldn't be as much competition for tundra and snow tiles, so you can back-fill cities towards the poles in your second round of expansion (hopefully boosted by the Colonization policy, an Ancestral Hall, and Magnus' Provisions promotion).
If I improved strategic resources in the tundra or snow, I found that I had more resources than I could reasonably spend. Thus, I made a habit of regularly selling off excess supply to friendly civs in exchange for gold or favor. Make sure you build your own up-to-date defensive forces first! You don't want to sell strategics to a rival who will turn around and use them against you.
Having a military unit that can create National Parks means that the only thing that Canada needs to buy with faith is Rock Bands, if you are pursuing a culture victory. Thus, you can safely completely ignore religion and faith unless you specifically want to pursue religious play, or you need to counter a run-away religious civ from getting an early religious victory. If you generate faith, either spend it on patronage or save it all up for Rock Bands. You'll want a lot of National Parks in your territory, so be mindful of where you put districts and wonders. You can always remove an improvement later if you need to clear out space for a National Park, but you can't delete districts or wonders if they block the placement of a park.
Since you can't declare war on city states, you might as well run Charismatic Leader for much of the game and try to suzerain as many of them as you can. This will provide lots of favor, which (combined with completing emergencies and competitions) will allow you to control the World Congress.
The extra strategic resources should allow you to train lots of units for a military victory. The National Parks from Mounties will help you towards a culture victory. The extra favor can be spent towards a diplomatic victory. Canada should be well-suited for all three.
Any other tips for playing as Canada?
This weekend, I put up a strategy guide for the Canadian civilization (lead by Prime Minister Wilfrid Laurier) on my blog at:
http://www.megabearsfan.net/post/2019/03/15/Civilization-VI-strategy-Wilfrid-Laurier-of-Canada.aspx
This is my first Gathering Storm strat, so I'm definitely looking for feedback on this one. There's a lot of new systems and features in GS, so I'm hoping I didn't miss anything that would dramatically influence the strategy with this civ. In summary, my strategy is :
You'll likely start in or near tundra. I recommend exploring away from the poles and settling your first cities on more fertile grassland and plains where there's more likely to be competition from other civs. There shouldn't be as much competition for tundra and snow tiles, so you can back-fill cities towards the poles in your second round of expansion (hopefully boosted by the Colonization policy, an Ancestral Hall, and Magnus' Provisions promotion).
If I improved strategic resources in the tundra or snow, I found that I had more resources than I could reasonably spend. Thus, I made a habit of regularly selling off excess supply to friendly civs in exchange for gold or favor. Make sure you build your own up-to-date defensive forces first! You don't want to sell strategics to a rival who will turn around and use them against you.
Having a military unit that can create National Parks means that the only thing that Canada needs to buy with faith is Rock Bands, if you are pursuing a culture victory. Thus, you can safely completely ignore religion and faith unless you specifically want to pursue religious play, or you need to counter a run-away religious civ from getting an early religious victory. If you generate faith, either spend it on patronage or save it all up for Rock Bands. You'll want a lot of National Parks in your territory, so be mindful of where you put districts and wonders. You can always remove an improvement later if you need to clear out space for a National Park, but you can't delete districts or wonders if they block the placement of a park.
Since you can't declare war on city states, you might as well run Charismatic Leader for much of the game and try to suzerain as many of them as you can. This will provide lots of favor, which (combined with completing emergencies and competitions) will allow you to control the World Congress.
The extra strategic resources should allow you to train lots of units for a military victory. The National Parks from Mounties will help you towards a culture victory. The extra favor can be spent towards a diplomatic victory. Canada should be well-suited for all three.
Any other tips for playing as Canada?