[GS] Beginner doubts at mid-late game.

mrkzchh2

Chieftain
Joined
May 26, 2020
Messages
5
Hi, first of all I want to introduce myself. I been a casual player in the CIV franchiste, and CIV6 is the first I want to really put focus on. I saw several video-tutorials, I read a lot of advice posts in this forums, and I have an idea what to do in early game, and what are the “standars” of a good early game (example: 10 cities in turn 100, expansions, and early war).

But my doubts are focused within mid and late game. I dunno what standars are or what to take in account. For example: If I want to go for a science victory, how much science points should I have in turn 150-200. In my last game I get involved in a long-term-eternal war with England ( I was Scotland), and when I defeated them, I was in my turn 180 far away from the 1st ranked civ in science. How do I know if I can catchem up or if it is a lost game? Same to cultural victory.

I hope I explain myself, English is not my native language. Thank you all!
 
Welcome long time lurker.
The game should really be looked at in 3 phases if you want to do that.
Phase 1 is just spreading out amd you do that up to somewhere between T70 and 100.
Phase 2 you plan your victory, what you will build where to get there now you have your cities and start chopping or building your cities to that end. This normally goes until T120-40 but can go longer, depends on what has happened
Phase 3 is just executing the final stages efficiently with cards/troops Great people

if phase 1 and 2 are right you do not have to worry about phase 3.

for example, as you are talking science.... you want a science victory. In phase 2 you get a campus, library and university in every city with the right science cards in place. If you do this with 7 cities only, then by T150 you will be generating above 300 science per turn. At this stage you will be beating the AI. And typically with an SV we go for 10-20 cities so more like 500-1000 science or even more.

you did not say how much science you had by T180 but I am guessing it was not what I am quoting for T150.
 
Hi, thanks for your reply. This is my situation. I'm in T200, generating 162 science per turn, with 11 cities which 8 of them has campuses with universities (and in the other ones i'm building on it) .. I don't know what I did wrong, but it seems it is a lost game right? Difficult is Emperor.
 
There is another aspect to the game too, while optimum play maybe focused on reaching the win condition quickly... you can also try to stop the other civilizations.

If you have been at war and have a large military lead over the other civilizations, you can slow them down by fighting them. Take tourism producing cities from the ones winning culture. Take science/production/space ports from the ones winning science. You don't even have to win the war, just pillage everything to set them back.

You can focus on spies and wreak havoc on the others. Anything you do to slow down the leading civilizations gives you more time to win your current game. Look at the score, and send your military and spies to harass the leaders. Meanwhile, keep focusing on production and science to win.
 
Hi, thanks for your reply. This is my situation. I'm in T200, generating 162 science per turn, with 11 cities which 8 of them has campuses with universities (and in the other ones i'm building on it) .. I don't know what I did wrong, but it seems it is a lost game right? Difficult is Emperor.

To make the most science, you need to min/max your approach. Food/growth is VERY important, especially in the early game, as each population gives science. Having enough luxuries/amenities is important, ESPECIALLY for Scotland. Scotland is actually one of the hardest civs to play because of this. You also want to make sure you're getting as much adjacency bonuses from your campuses as possible. Put them near mountains if you can, and try to have them by at least 2 other districts as well. All these little things add up and multiply. Also, don't forget to recruit Pingala (honestly he should be your first governor) and get his promotion for extra science. Put him in your city with the most science. If there's any natural wonders that give science, consider working them if the city isn't hindered too much for doing so. ESPECIALLY try to get the Bermuda Triangle if you can. I had this in one game and it's insane! I built a city way far away from my others just for this and it literally doubled my science output.

I might also suggest playing a different civ, as Scotland is hard to play and you really gotta pay close attention to amenities and know what you're doing. Korea and Maya are the go-to best Science civs, I suppose, though I also like China and Maori. On paper, it looks like China gets a 10% science bonus but that math is wrong. china only pays 5/6 of the cost for any tech you get the eureka for. That's actually a 20% boost (their 50% counts as 60%)...way more than Scotland. And they get an extra charge per worker, and can get early wonders earlier if you're having issues with that. Scotland might have a production boost, but China's extra builder charges will add up to make up the difference in the long run. (EDIT: The extra builder charge also helps you have more housing in the early game, making growth faster and thus more science.) Maori get a huge early game science boost, and higher production if you don't chop (I'm totally AGAINST chopping until it's in your final few turns or you REALLY need a wonder or something, maybe that's why I like Maori so much). Their land units also travel the water faster than early game boats, so there's that. Maori and China both also get huge boosts to culture which is helpful for ANY victory type.

EDIT: I apparently can't do math. I fixed it.
 
To make the most science, you need to min/max your approach. Food/growth is VERY important, especially in the early game, as each population gives science. Having enough luxuries/amenities is important, ESPECIALLY for Scotland. Scotland is actually one of the hardest civs to play because of this. You also want to make sure you're getting as much adjacency bonuses from your campuses as possible. Put them near mountains if you can, and try to have them by at least 2 other districts as well. All these little things add up and multiply. Also, don't forget to recruit Pingala (honestly he should be your first governor) and get his promotion for extra science. Put him in your city with the most science. If there's any natural wonders that give science, consider working them if the city isn't hindered too much for doing so. ESPECIALLY try to get the Bermuda Triangle if you can. I had this in one game and it's insane! I built a city way far away from my others just for this and it literally doubled my science output.

I might also suggest playing a different civ, as Scotland is hard to play and you really gotta pay close attention to amenities and know what you're doing. Korea and Maya are the go-to best Science civs, I suppose, though I also like China and Maori. On paper, it looks like China gets a 10% science bonus but that math is wrong. china only pays 5/6 of the cost for any tech you get the eureka for. That's actually a 20% boost (their 50% counts as 60%)...way more than Scotland. And they get an extra charge per worker, and can get early wonders earlier if you're having issues with that. Scotland might have a production boost, but China's extra builder charges will add up to make up the difference in the long run. (EDIT: The extra builder charge also helps you have more housing in the early game, making growth faster and thus more science.) Maori get a huge early game science boost, and higher production if you don't chop (I'm totally AGAINST chopping until it's in your final few turns or you REALLY need a wonder or something, maybe that's why I like Maori so much). Their land units also travel the water faster than early game boats, so there's that. Maori and China both also get huge boosts to culture which is helpful for ANY victory type.

EDIT: I apparently can't do math. I fixed it.
Thank you very much! I started yesterday as a Mayan and I'm trying to implement everything you said! I have to study a little more the districts adjacency bonuses. I know how to create good IZ with Aqueducts, Dams.. and combining two cities with it. Also campuses with mountains (and plantations with mayas) but I'm struggling a little bit to combine others district with them. I just build them random not driven by a real necessity.
 
Thank you very much! I started yesterday as a Mayan and I'm trying to implement everything you said! I have to study a little more the districts adjacency bonuses. I know how to create good IZ with Aqueducts, Dams.. and combining two cities with it. Also campuses with mountains (and plantations with mayas) but I'm struggling a little bit to combine others district with them. I just build them random not driven by a real necessity.

Well you'll learn and get better with time. It sounds like you're already doing better, so that's good. :) Civ VI is a game that is a lot deeper than it seems and requires a lot of playing to get a better feel and understanding for things.
 
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