• 📚 A new project from the admin: Check out PictureBooks.io, an AI storyteller that lets you create personalized picture books for kids in seconds. Give it a try and let me know what you think!

City-States and Patch 1.30

NoCure

Chieftain
Joined
Jul 23, 2009
Messages
28
I wanted to see what other players are doing with City-States and what the new City-State meta is, now that patch 1.30 has significantly reduced their power. Here are my initial thoughts.

Civs/Leaders: All of the Civs/Leaders that had bonuses to or from suzeraining City-States have taken a significant hit. Even though Greece and Tecumseh still benefit significantly from suzeraining, those benefits have been cut back. Influence is no longer as valuable a commodity, and, surprisingly, some of the smaller endeavors and other diplomatic actions have become more appealing.

City-States: I’m now much more likely to bulldoze City-States early in Antiquity, picking up bonus production, gold, culture, science and, sometimes most importantly, experience on commanders. When I do suzerain, I usually grab the one-off bonuses and Unique Improvements. Unique Improvements remain one of the best uses of City-States, especially in Exploration. Additionally, with more City-States in Exploration, you can sometimes get enough of the same type to build up significant bonuses.

Individual Bonuses:

Antiquity:

Militaristic: Hillfort and Hegemon remain strong. Flatbow took a huge hit. I rarely get Age of Heroes because the AI prioritizes it.

Cultural: Megaliths remain strong. Arch and Shrines to the Jinn took a hit but still are useful since the Cultural Legacy path is often the hardest. Bonuses to cultural buildings are less helpful now that buildings cost so much more for subsequent cities.

Scientific: Step Pyramids remain middling, being expensive and hard to place. Pilgrimage went from one of the strongest bonuses (and the first you always would take) to pretty middling. It’s actually weaker than Shrines to the Jinn because the Science tree has a lot more masteries than the Civic tree does. Codex remains a good way for science-poor Civs to pick up a cheap codex.

Economic: Gemstones! Tampos is also nice since trade route range is so important. Economic City-States are nice to have in abundance, since they synergize very well in 1.30, despite taking a hit overall.

Diplomatic: Not helpful, since influence took such a hit. I like Festival Grounds despite this, but mostly because it’s a nice one to weave into your cities and they look lovely.

Expansionist: The opposite of Diplomatic, in many ways. I find it hard to place a lot of Yahkchal, but all of the food bonuses are excellent and they synergize well. Food bonuses are strongest in Antiquity.



Exploration:

Militaristic: Longbow used to be amazing. Now I have little use for Militaristic bonuses in general – Settlement limits don’t matter as much and the Kasbah is lousy.

Cultural: Stone Heads are hard to place, like the Step Pyramids. Church Hierarchy is still very useful, as it was always a one-off free Civic. Unexcited by the rest.

Scientific: By far the most important bonuses of the Exploration Age, which depends heavily on science and very little on culture. The Economic, Cultural and Militaristic Legacy paths are all boosted by scientific advancement (Shipbuilding for economic, improved missionary/wonder production for Cultural, and better techs for Militaristic conquering). Eureka! remains excellent, Natural Law is decent, and Monasteries are, in my opinion, the strongest City-State Unique Improvement in the game. They allow you to start the Modern Age with tons of science, and you can spam them to break the Settlement Limit wide open.

Economic: Same as Antiquity, synergistic and great for trading. However, both gold and resources fall off in Exploration, so overall less useful.

Diplomatic: Weak Antiquity bonuses that aren’t scaled well enough for Exploration. Endeavors have dropped off in importance and influence is plentiful. The Market Cross is useful for breaking the Settlement Limit.

Expansionist: Saquiya are hard to place, and the rest of the food bonuses don’t scale well enough. You don’t need Settlement Limit, so these are much less useful than in Antiquity.



Modern: Almost no bonuses in Modern are helpful at all. The Age is almost over by the time you become Suzerain (except if Siamese), so Unique Improvements rarely if ever pay for themselves. Bonuses to buildings have a similar problem. Ethnology (Cultural) and Anthropology (Scientific) are useful for one-off free techs, and if you start the Age by trying to Suzerain all of the Scientific City-States in the world, Professional Architects is useful. Weirdly, because the Age is so short, Commonwealth (+1 free Policy slot, an effect that is middling in Ancient and Exploration) becomes useful as you don’t have enough time for Celebrations to accumulate so you can slot policies/traditions.

Thoughts? What’s your new City-State strategy?
 
In Modern I do like the open air museum. 1000 gold for like a 17 culture tile, compared to some bonuses, isn't the worst option out there. Mathematically best? Probably no, but fun.

Otherwise, I find the double XP on commanders in distant lands in exploration is great, especially since you can pack privateers inside your commanders, you can really use that to get a foothold on naval promotions before an invasion.
For expansionist CS, food on food buildings can be just massive, since you're guaranteed at least a +8 from granary/fishing quay, and probably +12 in each settlement with the gristmill too.
Diplomatic ones more often than not I opt for the discount on endeavors or espionage, depending if I'm taking a friendly game or not. Even if you're not aggressive, saving 20% each on counter-spy can add up in the game. Obviously if you're not getting treasure fleets then the demand tribute can be the difference in completing the legacies or not.

If not those, then usually I just take the free tech/civic or the +1 on warehouse buildings. I usually want to take the free policy slot, but unless if I'm rocketing through the tree and have everything unlocked, whatever I would slot in is not usually better than simply grabbing the +1 on warehouse buildings.
 
Totally agree about double experience Commanders in distant lands - that is a great bonus.
And yeah, the Open Air Museum. Sometimes it's just nice to run the up the score!

I failed to state it clearly in my initial post so I'll state it here now. City-States went from being a major pillar of my strategy, especially with certain Civs/leaders, to a source of small bonuses and a few key components that I'm using in other strategies. A lot of my pre-patch 1.30 games were built around the explosive snowballing effects of getting 5-8 City-States in Antiquity and most if not all of the Exploration ones. Now, not so much...
 
Totally agree about double experience Commanders in distant lands - that is a great bonus.
And yeah, the Open Air Museum. Sometimes it's just nice to run the up the score!

I failed to state it clearly in my initial post so I'll state it here now. City-States went from being a major pillar of my strategy, especially with certain Civs/leaders, to a source of small bonuses and a few key components that I'm using in other strategies. A lot of my pre-patch 1.30 games were built around the explosive snowballing effects of getting 5-8 City-States in Antiquity and most if not all of the Exploration ones. Now, not so much...
forgive me if I'm wrong, but wasn't 1.2.5 the patch that changed the workings of City-States ?
 
You are 100% correct. 1.2.5 made the city state changes. I didn't play much between 1.2.5 and 1.3.0 so, for me, all the changes including the new leaders/Civs landed at once. Thanks for pointing it out!
 
I do think they were way too strong before, so I don't mind a little nerf. I think they still need some balance on the picks - maybe it's my play style, but I have way more warehouse buildings than any of the other ones, so the warehouse pick just ends up being too strong. Like, if my choice is +1 science on warehouse buildings, or +2 science on science buildings, in what world do I have more than 2x the number of science buildings than I do warehouse buildings? To balance them out, you probably need like +2 on science buildings per scientific CS, and nerf the warehouse bonus to be warehouse buildings in cities.

The other option that might be a fun balance would be if the CS bonuses would actually change your play. So maybe if instead of +2 science on science buildings, it was "science buildings gain an extra adjacency from quarters" (or "all buildings gain a +1 adjacency from science buildings"). A few yields that were situationally very strong could give a different way to shake up the game.
 
Even though the bonuses have been nerfed, I still have enough influence generally to suzerain the majority, if not all, of the IPs in Antiquity and Exploration. Why wouldn't I take these bonuses? There is no doubt that influence in the very early game is better spent on endeavors, but these quickly fall off in importance. I do disperse IPs sometimes, especially Diplomatic IPs (by far the weakest bonuses) and Militaristic IPs to speed wonder production.

I think it's a good strategy to try to get the commander experience bonus in both ages first or second. Expansionist extra food bonuses are fantastic in both ages, and I aim for them as early as possible.

I often find myself choosing the bonus +1 yield to warehouse buildings in mid-age, even when other bonuses are still available. As far as the Unique Improvements go, I usually don't go for them in Antiquity because I don't have the gold to buy them. I don't think I've ever hard built them, there is always a better choice. That being said, Monasteries in Exploration are king. They are easier to place than Stone Heads, and my culture output is frequently far above my science anyway.

The IP options in each age and map vary quite a bit. Having only one or two of a type other than Diplomatic leads to interesting choices, rather than just being disappointing in my opinion. The only time I'm really disappointed is when there are a ton of Diplomatic IPs.

I've noticed, anecdotally, that on deity the closest IPs to my start in Antiquity are all hostile, and hostile IPs outnumber neutral ones on the map. As someone who always played with the raging barbarians option in civ 6, I like this challenge.

When I was learning the game I spent influence on espionage, but all that goes to suzeraining now that I'm better at the game. Do you folks think I should be using espionage again since IPs have been nerfed? If I'm leading in science and culture as usual, is it still worthwhile to get a mastery or a lump amount of culture or science? Additionally, I very rarely use counterspying, as getting techs and civics stolen doesn't really bother me. Is this a mistake?

Edit- oh yeah, there was a lot of mention of settlement limit not mattering. Obviously this depends on leader and civ, but it's not my experience. If I over conquer or have too many settlements razing, my happiness can tank to the point of seriously delaying celebrations. I try to get every settlement limit upgrade from IPs every game.
 
Last edited:
Even though the bonuses have been nerfed, I still have enough influence generally to suzerain the majority, if not all, of the IPs in Antiquity and Exploration. Why wouldn't I take these bonuses? There is no doubt that influence in the very early game is better spent on endeavors, but these quickly fall off in importance. I do disperse IPs sometimes, especially Diplomatic IPs (by far the weakest bonuses) and Militaristic IPs to speed wonder production.

I think it's a good strategy to try to get the commander experience bonus in both ages first or second. Expansionist extra food bonuses are fantastic in both ages, and I aim for them as early as possible.

I often find myself choosing the bonus +1 yield to warehouse buildings in mid-age, even when other bonuses are still available. As far as the Unique Improvements go, I usually don't go for them in Antiquity because I don't have the gold to buy them. I don't think I've ever hard built them, there is always a better choice. That being said, Monasteries in Exploration are king. They are easier to place than Stone Heads, and my culture output is frequently far above my science anyway.

The IP options in each age and map vary quite a bit. Having only one or two of a type other than Diplomatic leads to interesting choices, rather than just being disappointing in my opinion. The only time I'm really disappointed is when there are a ton of Diplomatic IPs.

I've noticed, anecdotally, that on deity the closest IPs to my start in Antiquity are all hostile, and hostile IPs outnumber neutral ones on the map. As someone who always played with the raging barbarians option in civ 6, I like this challenge.

When I was learning the game I spent influence on espionage, but all that goes to suzeraining now that I'm better at the game. Do you folks think I should be using espionage again since IPs have been nerfed? If I'm leading in science and culture as usual, is it still worthwhile to get a mastery or a lump amount of culture or science? Additionally, I very rarely use counterspying, as getting techs and civics stolen doesn't really bother me. Is this a mistake?

Edit- oh yeah, there was a lot of mention of settlement limit not mattering. Obviously this depends on leader and civ, but it's not my experience. If I over conquer or have too many settlements razing, my happiness can tank to the point of seriously delaying celebrations. I try to get every settlement limit upgrade from IPs every game.
Whether or not settlement limit matters IS very leader and Civ dependent, as you point out. My play style, with Ashoka WR and Himiko HS as my main leaders, is geared around getting rid of the settlement limit and going very wide.
What I've found is that the settlement limit really hurts you when you are 5-7 settlements over the cap. Many of your towns and even a few of your cities will be hurting. But, if you go WAY over very fast (cashing settlers and rapid conquest), something weird happens - you start to get back on the exponential growth curve, as new settlements bring in helpful empire resources beyond just being new yield centers for your empire.
If you settle water and focus on gold, cocoa and sugar settles and trade, you can get a decent happiness base in new settlements.
It is much harder to do this in Antiquity than it is in Exploration unless there is tons of gold around.
 
I find myself conquering IPs in antiquity more often than not now (with exception of expansionist). In exploration and modern, I try to suzerain as many as possible. I'm a wide player, typically going over my settlement limit and having many towns (lots of gold), and focus on purchasing warehouse buildings / unique improvements in all settlements. The warehouse bonuses city states grant you add up quick and you can start early in the game building them, whereas other suzerain bonuses depend on buildings unique to the age.
 
Where I conquer in antiquity usually matters more whether I need the terrain. But I find taking one out is just natural, if only to make sure you can get the XP on a commander started. Usually there's at least one or two that border a little close to a settlement spot of mine.

Also, if you have good endeavors, early on is when they are the most valuable. As much as I might want to use the influence for a CS, often I would rather use that to give and support them. Being able to give or support a few early ones can give you some serious early yields when you need them most, and could even prevent an opponent DOW.
 
Where I conquer in antiquity usually matters more whether I need the terrain. But I find taking one out is just natural, if only to make sure you can get the XP on a commander started. Usually there's at least one or two that border a little close to a settlement spot of mine.

Also, if you have good endeavors, early on is when they are the most valuable. As much as I might want to use the influence for a CS, often I would rather use that to give and support them. Being able to give or support a few early ones can give you some serious early yields when you need them most, and could even prevent an opponent DOW.
I agree with this - getting culture or science rolling is so critical that it is rare for me to suzerain a CS as my first use of influence. Grabbing Discipline and getting an early commander with Initiative and Mobility is critical to fending off early AI aggression and/or making early conquests, so murdering a few CS, especially Militaristic ones in good settling locations, is really helpful. There's a narrative event that keys off of this as well.
In Exploration, this flips entirely - Endeavors aren't scaled well and there are a few early CS pickups that are crucial to my strategies.
 
Back
Top Bottom