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[R&F] Civ of the Week: From Russia with Love

Discussion in 'Civ6 - General Discussions' started by acluewithout, Jan 13, 2019 at 5:02 AM.

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  1. acluewithout

    acluewithout Warlord

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    • Leader: Captain Hook
    • Leader Ability: The Grand Embassy. Trade Routes to other Civilizations provide +1 Science and or +1 Culture for every Three Techs or Civics (respectively) that Civilization is ahead of Russia.
    • Civ Ability: Mother Russia. Cities start with 8 additional tiles. Tundra tiles provide an additional +1 Production and +1 Faith.
    • Unique Unit: Cossak. Unique Light Cavalry Unit that replaces Cavalry (unlocks at Military Science). Costs 340 (vs 33) but has Combat Strength 67 (vs 62), gets +5 Combat Strength fighting on or adjacent to Home Territory and can move after attacking. Movement 5, maintenance 5. Upgrades to Helicopter.
    • Unique Infrastructure: Lavra. Unique Districts which replace the Holy Site (unlocks at Astrology). Identical to normal Holy Site except: half-price, and provides additional +1 Great Prophet Point, +1 Great Writer, Artist and Musican Points. +1 tile whenever a GP is used in the city.
    • Leader Agenda: Westerniser. Likes Civs that are ahead in tech, and dislikes those behind them.
    • Suggested Reading List: nothing.
    Notes:
    • ...and, O M G, we're done. Ending on Russia is kind of fun.
     
    Last edited: Jan 14, 2019 at 3:31 AM
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  2. The googles do nothing

    The googles do nothing Chieftain

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    First they troll you by taking all the land, then with there wandering great artists, then with Cossak corps.
     
  3. Disgustipated

    Disgustipated Warlord

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    Ahh Russia. I enjoyed them so much I played 2 games. Mainly because they are extremely well suited for 2 different victory types. Out of 4 starts only 2 were in tundra. About that tundra bias...

    Even though I enjoyed Russia, they are still not one of my favorite civs to play, I actually get annoyed by all those great people LOL. I'd rather play Netherlands, Japan, or Germany any day. Overall their score is A+, very strong for 2 different victory types, and even domination might not be too bad if you take appropriate pantheon and beliefs. Science victory they are weakest at, which is kind of funny given they were the first into space (or near orbit).

    • Leader: Captain Hook
    • Leader Ability: The Grand Embassy. Trade Routes to other Civilizations provide +1 Science and or +1 Culture for every Three Techs or Civics (respectively) that Civilization is ahead of Russia.
    • Yeah I played all my civ of week games on King. And even then I prefer internal trade routes until the 2nd half of the game, at which point I am caught up. This kind of sucks. Maybe deity you will get more use out of it.
    • Civ Ability: Mother Russia. Cities start with 8 additional tiles. Tundra tiles provide an additional +1 Production and +1 Faith.
    • Pretty awesome if you ask me. What's not to like? Other than getting 2 non-tundra starts. grrrr.
    • Unique Unit: Cossak. Unique Light Cavalry Unit that replaces Cavalry (unlocks at Military Science). Costs 340 (vs 33) but has Combat Strength 67 (vs 62), gets +5 Combat Strength fighting on or adjacent to Home Territory and can move after attacking. Movement 5, maintenance 5. Upgrades to Helicopter.
    • I enjoyed these civ of the weeks because they gave me more motivation and opportunity to fully utilize each civs abilities better than I have in the past. The problem I run into is civs that are well suited for say cultural and religious victory like Russia is that have a late uu. I found I got very little use out of the uu's of all the later era civs, actually more like no use other than era score. This game has the flaw that you can't make alliances if you go conquering other civs and taking cities anything past classical era.
    • Unique Infrastructure: Lavra. Unique Districts which replace the Holy Site (unlocks at Astrology). Identical to normal Holy Site except: half-price, and provides additional +1 Great Prophet Point, +1 Great Writer, Artist and Musican Points.
    • Extremely powerful. My only problem is I'm not big on faith currency all that much, or religion. It's something I prefer to augment my game, but not be the primary focus. It's why they aren't one of my favorite civs. But they get you to play different, and that is good.
    • Leader Agenda: Westerniser. Likes Civs that are ahead in tech, and dislikes those behind them.
    • An agenda that will be much harder to fulfill on higher levels than lower. Even then, if I find him early, I still usually can't satisfy his agenda until later in the game. I send envoy early and try to make declaration of friendship before his agenda triggers.
    My first start. Seriously are you trolling me game? To be sure I went both North and South, no tundra, only desert.
    Spoiler :


    Only took 1 restart thankfully. Tundra was still a little ways away, but I prefer plains start anyways.
    Spoiler :


    Final screenshot. This was a cultural victory, and quite an easy one at that. My 2nd fastest cultural victory actually, only after Pericles. They are simply outstanding at cultural victory. A+++
    Spoiler :


    And I wanted to try one more game and go for religious victory to see if I could beat my Georgia time. Of course my first start was not in tundra again. And again I explored North and South, and no tundra, just desert.
    Spoiler :


    Luckily only took one restart to get a decent start. Can't complain about plains hills again. But it did take a while to get this city to grow. Lack of food was a serious concern this game. But I don't like restarting games, the conditions weren't ideal, but there was tundra. It was go time. This is the Peter 2 start save if anyone is interested.
    Spoiler :


    And my final screenshot of this game. Which was a religious victory. I only beat my Georgia religious victory by 2 turns. Goes to show Georgia isn't complete garbage. Getting 2 golden ages in a row as Georgia does help with religious victory. This game I could only get 1 golden age (the era I won the game in). It helps having those 2 extra charges on apostles. I know some people prefer missionary spam for religious victory? I've always preferred apostles since they can do double duty directly converting, and in combat. They are my fastest religious victory, though I think I only did 3 of them in civ of the week games (Russia, Georgia, and Scythia)
    Spoiler :


    So as I mentioned above, I wanted to play each civ during the civ of the week to see if there's anything I missed, and to fully utilize their abilities at least one last time. I tried my best. I'm not the greatest player, and only played King which is a level I know I can win every single game, and relatively fair in terms of human vs. AI, though it was getting extremely easy by the end. And as I mentioned, later civs have the problem of being focused on peaceful victories, so it's very difficult to utilize their uu's. I generally don't like to go to war when pursuing a cultural victory for example.

    I tried to keep my map types relatively even and same with my difficulty level. I wanted to compare which civs are strongest, and which are weakest. Of course the game starts can vary wildly, and to really get an accurate representation you would have to play each civ at least 5 times (more when comparing different victory methods), I obviously don't have time for that. So take these results with a grain of salt. Also because they are based off my playstyle which isn't ideal. I don't abuse policy cards regarding chopping and Magnus. I play to get large cities, I don't halt city growth around 10. I like big cities. I continue building districts and buildings even after my game winning districts are already down, and enjoy developing my cities and land. In short, I don't min/max hardly at all, and just enjoy building my empire up. Some cultural victories were easier because Brazil/Kongo/Greece/Russia not in the game, hard to control those factors. And of course Gathering Storm will change many civs.

    So I did want to compare victory times, and as I mentioned above take these times with a grain of salt. I don't min/max and go for ultra early victory times, but I didn't ignore my pursuit of victory either. Especially the earlier civ of the weeks. These are in order from best to worst. All games played on epic speed, King, and standard size map (mostly continents I believe)

    Science

    1: Scotland 382
    2: Korea 394 and 399 (I played them twice in an effort to try to get faster)
    3: Netherlands 408
    4: Brazil: 416
    5: Germany: 419
    6: Arabia 436
    7: China 451


    Cultural

    1: Greece (Pericles) 347
    2: Russia: 351
    3: Australia: 361
    4: Kongo: 373
    5: America: 375
    6: Spain: 378
    7: Poland: 381
    8: Brazil: 384 (for some reason I thought this was higher in another thread discussing Brazil, my mistake)
    9: Khmer: 384
    10: Mapuche: 397
    11: Persia: 403 (I did not use their UI as well as I should have I feel like)
    12: Indonesia: 405
    13: Aztec 426
    14: France: 426
    15: Cree 432
    16: Romans 438
    17: England: 446
    18: Sumeria 453
    19: Norway 464
    20: Japan 500 (I feel like I could have done this much better, I played them poorly)
    21: Egypt 505
    22: India (Gandhi) 528


    Domination victory:
    1: Macedon: 273
    2: India (Chandragupta): 294
    3: Mongolia: 316
    4: Zulu 354

    Religious victory:

    1: Russia: 276
    2: Georgia: 278
    3: Scythia: 289
    4: Indonesia: 410
     

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  4. Sagax

    Sagax Chieftain

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    You forgot that Lavra also gives +1 tile whenever a GP is used in the city. The final nail to the coffin for your hopes and dreams to landgrab against Russia (unless you culture bomb).
     
  5. acluewithout

    acluewithout Warlord

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    Added.
     
  6. Tech Osen

    Tech Osen Chieftain

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    I like them but keeping up with enough room for great works is a pain in the butt. Some extra room in the palace like Congo or room in the Lavra itself would be nice.
     
  7. AmazonQueen

    AmazonQueen Warlord

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    One of the easiest civs in the game to play, if difficult to do so efficiently.
     
  8. SammyKhalifa

    SammyKhalifa Warlord

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    Does it make sense to anyone else that they're the pre-eminent religion civ?

    Anyhow, I had fun in the game I played with them. I went the same way everyone else probably does with a michel/basil-fueled relic cultural victory.
     
  9. Trav'ling Canuck

    Trav'ling Canuck Warlord Supporter

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    I think it's nice that the dev team found a way to emphasize an important, if less widely known, aspect of Russian history: it's influence on the Eastern Orthodox Church and vice versa.
     
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  10. Disgustipated

    Disgustipated Warlord

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    Actually didn't go that way at all. I figure if I'm getting all these great writers/artist/musicians I'm going to put up a bunch of theater squares. For relic victories I prefer Khmer or Kongo. I tried one on my France game but couldn't get Mont St. Michel.
     
  11. Archon_Wing

    Archon_Wing Vote for me or die

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    I actually played a game with Brazil already but I feel like going after Russia first, lol. While the Brazil game was fun there wasn't much to talk about though I brought it up a little bit @ Reddit.

    Russia's a pretty solid civ. I think as of Rise and Fall they're not as great anymore, though this is personally because I overestimated their abilities in the past. You can't aggressively forward settle as you could have, but it's still there and they're still one of the best religious civs. Though honestly,

    Great ability early game. You're bound to be behind in something at the start of the game, and this only scales with difficulty. This encourages Russia to pursue faith and use their trade routes to make up for lack of other things.

    Their strongest ability because you save so much gold on not having to purchase tiles as long as you settle reasonably. You can also safely destroy barb camps by settling them. This allows you to place cities optimally in the long term instead of just settling cities that need to be productive early on. It's also safer since you can secure resources.

    Tundra tiles are still bad though due to not having enough food early, though you can get started on a pantheon by settling on a tundra tile. As food gets less important over time, this ability grows stronger.

    Although late, this is one of the few late UUs that is actually worth it because it is not unreasonable to go for Military Science. Unlike poor England or France that need to be hard built, you can just prebuild horsemen any time you want before this and get a huge Cossack army. Faith purchasing is viable too. Being able to fight and run away, as well as the higher strength makes this a very solid addition.

    Half priced, and more prophet points making it easier to go for religion. But it still has the problem of being a Holy Site, and the food/housing situation that Russia typically incurs to get their bonuses makes it problematic to fit a lot of districts in their cities. This is actually one of the few cases where I'd suggest the housing belief. (I took feed the world in my game which helped a bit, but housing was probably better still)

    The writer points and so are not that great because in addition to the above, you have really nowhere to fit them. So are you going to put a larva/campus/TS in every city and not have any trade? For that I think Russia's pretty overrated for a culture victory. But it does suppress other people from winning a culture victory over you though, and that gives you more leeway.

    Due to their ability to make the most use of land, and their land grab ability meaning you can build the best cities without spending much, this means Russia is a great civ for people that want to play the game as opposed to whacking their [insert body part here] against the keyboard to spam the same few memes about turn times. Hopefully Gathering Storm makes early game less of a war-focused facesmashing nonsense (hahahahahaha :/) and Russia will be even more of a solid choice.
     
    Last edited: Jan 14, 2019 at 3:51 PM
  12. Kmart_Elvis

    Kmart_Elvis Chieftain

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    Ah, Russia. The reason I have Peter as my avatar. Strong, flexible, easy for a beginner to play, and can win with any victory type. As much as I try to play every civ in this game, I'm always falling back onto this civ. They are very easy to learn but have many great, hidden talents that casual players might miss.

    Civ Ability: Mother Russia
    A great ability because you get it from Turn One. Having 8 extra tiles per city you found is not only a great way to acquire territory, but it makes it so much more flexible where you want to settle. You can settle on rivers while a resource is just out of arm's reach. It gives you options on what you want to work/improve with your workers. It's one of those things you get used to, and doesn't seem like much, once you switch to a Non-Russia civ, you notice the difference.

    Production and faith on tundra is amazing. My favorite aspect of this ability. Tundra is already a pretty weak area of land. With these bonuses, it allows you to settle onto places other civs don't even consider. Extra production is always nice, but I think the Faith is the real winner here. If you settle your capital on tundra, you are generating +1 Faith from turn one. There is no need to wait to unlock God-King and wait an additional 25 turns to unlock a pantheon. Only Indonesia is faster at generating a pantheon. (Although Mali will give them all a run for their money but they're not out yet.) Couple this with Dance of the Aurora and you can get some insane faith generation going. Not only do your lavras get an adjacency bonus from surrounding tundra tiles from your pantheon, each tundra tile you are working generates an additional +1 faith. Amazing synergy.

    Leader Ability: The Grand Embassy
    This is one of the most underrated abilities in the game. It finished a very unceremoniously 3rd from last on the latest Leader Ability Elimination Thread. This is simply a free, reliable source of Science AND Culture throughout the game. Let's look at it close up:

    Trade Routes to more advanced civilizations grant Russia +1 Science for every three technologies that civilization is ahead of them, and +1 Culture for every three civics.

    First of all, many people think that "the weaker you are in science/culture, the stronger it is, therefore it punishes you if you're strong in science/culture". That's completely false. Notice how it says to more advance civilizations. You can be #2 in Science or Culture, and if you're sending trade routes to the leader, you're getting science/culture. This is especially helpful if you have runaways like Pericles or Korea in your game. You'll always want to send your trade routes to the science/culture leader, depending on which you prefer. You basically leech off them. It is easy to activate and reliable.

    Second, the higher the difficulty, the better it is. Take Deity for example. I don't care how good you are, you WILL be behind science and culture for the first half of the game no matter what. This allows you to slingshot forward based on the powers that the AI is given in higher difficulty. Getting sources of Science AND Culture are extremely helpful on higher difficulties where every turn/decision counts.

    Third, it is based on techonologies/civics NOT science/culture per turn. A huge difference. Hypothetically, you can have more Science AND Culture per turn than any other civ in the game, yet still get this ability to proc! The AI naturally fills in the trees. It doesn't beeline. Whereas, you can be generating a ridiculous amount of science/culture, and since you are Russia you will want to beeline anyways. Science, you want Military Science (Cossacks) ASAP. So get your basic stuff out of the way then head straight for that. Culture, you definitely need Theology and later Reformed Church. Russia is all about getting to your needed techs/civics as soon as you can. This is designed to help you with that.

    Let's repeat: You can have the highest science per turn and culture per turn. You might even have unlocked techs before others. As long as you're sending trade routes to civs with the most techs/civs, you will get science/culture out of them. It is extremely easy to use and abuse.

    Unique Unit: Cossack
    Don't let the defensive bias fool you. You can still take these guys on the warpath for domination victories. Obviously they have bonuses to fighting in their own territory (and imagine how much stronger they are with Defender of the Faith). So they are wonderful at defense. Once you get them, you are free to pursue a Religious, Scientific, or Cutural victory without any more military threats. I've had many deity games as Russia where I'm getting my ass kicked prior to these guys coming online, and once I get them, I'm able to push back and then set into motion my victory. I'll explain more about domination with them further below.

    Unique Infrastructure: Lavra
    This came in second for the Unique Infrastructure Elimination Thread. It's that powerful. A half-price holy site which gives +2 Great Prophet Points and +1 each for GWAMs. Half-price means you can build it in small cities in the tundra. And it comes online sooner. The extra Great Prophet Point means not only are you getting early choice of pantheon with the Civ Ability, but you get early choice of religion as well. Finally, you get +1 Great Writer, +1 Great Artist, and +1 Great Musician point per turn. This makes cultural victory from collecting GWAMs a reality. In fact, one complaint people have about Russia is that you will generate so many GWAMs you will run out of places to store their works. It happens. And that's a First World Problem if there ever is one.


    Now, what I especially love about Russia is their flexibility. They are known primarily as the best Religious civ, with a very strong secondary focus on Cultural victories, but I think they can do quite well in Domination and Scientific victories as well. They key to all that is their unrivaled faith output and using faith as a currency to whatever you need.

    Religious Victory
    The most straightforward and easiest for a beginner to understand. Get Dance of the Aurora. Settle as much as you can in tundra and build as many lavras as possible. Even if it's a small Size 3 town with no water source, you want a lavra. Start thinking of your towns as just glorified lavras. Between your Civ Ability and Dance, your faith generation will skyrocket. Use that to buy apostles and missionaries. You can simply beat other civs out of attrition, because they can't match you. Good beliefs to get are Choral Music or Feed the World. Choral Music makes sense because you will be building shrines/temples in all your cities so that's a deep source of culture you can use. Feed the World for the same reason, but for growth. You can't build farms on tundra, so your ability to grow will hurt. Ultimately, I think Choral Music is the better choice, but you should really play with both to see what you prefer. You will want Mosques for that extra +1 spread. Makes each missionary/apostle go further. Finally, Defender of the Faith, Holy Order, or Missionary Zeal will do. Your faith output as Russia can be so strong that Holy Order (30% cheaper apostles) is pointless. Having Defender of the Faith might be better as it makes it easier to defend your territory with a smaller army. Missionary Zeal allows you to spread so much quicker, and when it comes to RV, the quicker the better.

    Cultural Victory
    You're going to want Lavras and Theatre Squares everywhere. You'll be generating so many Great People, but you need a place to house them. Pick Jesuit Education for a religious belief so you can leverage all that faith into insta-buying Amphitheatres and Art Museums. Definitely pick Cathedrals. You will have a monopoly on Religious Art, so you will have a place to put them. Also look at getting some naturalists. Tundra is high appeal territory. You can easily make a national park or two in your empire since you're going to be expanded all across the tundra, and each of your cities start off with 8 tiles.

    Domination Victory
    This is a very late start. So you're not going to be unleashing War Carts in the Ancient, or Heteroi in the Classical, or a Mongol Horde in the Medieval. You have to wait until Industrial. But if the idea of turtling for the first half of the game and then unleashing your army upon the world sounds exciting, read on. Cossacks come online at Military Science. It's what you will want to beeline. Going Dom route, you'll definitely want some campuses in your cities. When doing Religious, I just ignore them, but we're doing it differently. Get to Military Science ASAP. Fortunately, on the civics tree, the ability to form Corps come around the same time. So ideally, you don't want to just produce Cossacks, but Cossack Corps. They hit at 77 base, and if you use Crusade, you can get them attacking cities at 87. In the early Industrial Era.

    So yeah, obviously religion-wise you will want to pick Crusade. Use your faith to convert the cities you want to target. You'll especially want to go Theocracy + Grandmaster's Chapel. And then choose the Raid policy card. Cossacks are able to pillage then attack. It gives them amazing versatility. You'll want to pillage your enemies as much as possible. Say you land on an fully-upgraded enemy campus. You get 50 science from pillaging the campus, 50 for the library, 50 for the university, and 50 from the research lab. That's 200 science in a single turn. But you still get 30 faith per pillage so 30 x 4 = 120 faith on top of that. Use that faith to buy more missionaries to target other cities, or faith-buy additional cossack corps.

    Science Victory
    This is probably their weakest victory type, but they aren't weak at it at all! With Rise and Fall, they can be quite good at this. So, it's a bit of an unorthodox route to get to Mars because you use the orthodox faith to get there. Instead of just going for campuses and such right away like any other civ for science victories, you want lavras. You'll need them in every city you have. You will also need commercial hubs and/or harbors so you can have trade routes. Religiously aim for Wats so you can get +2 science in every city, and for Stewardship which gives you more science the more your religion spreads. Jesuit Education so you can instantly buy libraries and universities. Saves production, and they can start generating Science immediately without having to wait. Trade Routes in every city and send it to whomever has the highest science. Get as many cities with as many lavras as possible. Then go into a Dark Age and select the Monasticism policy card: 75% Science for every city with a holy site (AKA all your cities now generate 75% more science!). They can be quite similar with Arabia in this regard as this a religion-infused scientific victory which Arabia is excels at, but they can hold their own this way as well.
     
    Last edited: Jan 15, 2019 at 4:40 AM
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  13. AmazonQueen

    AmazonQueen Warlord

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    I won my 1st CV with Russia.
    I only built Lavra in my capital and my tundra cities, but that was enough for a faith economy. My other cities on better land built the TS, CH and campuses. About 8 tundra cities and a dozen others.
    I was lucky enough to have Robert as my nearest neighbour and Korea as the only other AI on my starting landmass so I managed to stay at peace the entire game and got some good trade routes with Peters ability as I was way behind both on science.
    Korea despised me but Robert was a good friend all game.
     
  14. kb27787

    kb27787 Chieftain

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    Main problem for this guy is lack of food. You would want CH, TS and UD for every city but unfortunately that needs 7 pop and tundra is terrible at providing you that.

    Still quite strong civ nonetheless. Wisselbanken solves your problem and makes your routes even more amazing
     

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