Civ VI Funny/Strange Screenshots

Why am I Korea???
Spoiler Image :
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I like that the game considers the GDR to be the weakest unit. I thought that was funny.

Of course it was the only unit I lost. I started on a small continent by myself, so I didn't wage any early warfare. Usually warrior is my weakest unit. I just had to attack the Soviet Union since they took a city state in the late game. I didn't need to, but sometimes I like to punish the AI. He had 5 GDR's and a jet fighter, I think the jet fighter did my GDR in.

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That start location has me salivating! Any special map settings?
No mods and the settings are standard. It was just "luck"
 
I noticed that when I take Korea, there is a lot of mountains and good "normal" science spots. I believe the game just likes to troll you. That said, I'm not surprised at all. Typical.
The starting biases for Korea are all hills, maybe since hills are often found near mountains, that's had the unintended consequence of often putting Korea near mountains?
 
The starting biases for Korea are all hills, maybe since hills are often found near mountains, that's had the unintended consequence of often putting Korea near mountains?
Well, the starting bias for Maya isn't mountains and you could still end up with a lot of hills and mountains nearby.
 
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Ohh ok, well you would think it doesnt because of the observatories that rely on plantations but you're right. What I was trying to say that it would benefit maya more if it would start on flat lands with farms and plantations nearb but that could get OP so its fine.
Due to the Mayan unique gameplay, many players complained that they couldn't fully use their capabilities sometimes. Indeed, a Coastal start means a lot of cities are not going to enjoy the +15% modifier. The team updated their starting bias. Since they couldn't add a negative bias toward Coastal or Lake, they instead gave a positive toward everything else. Even Snow. The Mayan bias toward Mountains is more a way to trick the game in order to value Mountain more than Water, so the game would be less likely to put them near water.

Spoiler Bottom Tier Performance :

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After a small Tour of a Thousand Years, the Aging Rockers said their goodbyes and returned to dust. Brillant minds wondered if making money from puppeted roting bodies could be ethically questionable, but it didn't prevent to fascinate the people of Scythia to the point they renounced their Culture and abandoned themselves to the unputdownable band.
In short: the Rock Band is dead, and so is Scythia's Culture. It removed 44 Scythia's domestic Tourists at once, what a nice thing!
 
Due to the Mayan unique gameplay, many players complained that they couldn't fully use their capabilities sometimes. Indeed, a Coastal start means a lot of cities are not going to enjoy the +15% modifier. The team updated their starting bias. Since they couldn't add a negative bias toward Coastal or Lake, they instead gave a positive toward everything else. Even Snow. The Mayan bias toward Mountains is more a way to trick the game in order to value Mountain more than Water, so the game would be less likely to put them near water.

Spoiler Bottom Tier Performance :

s6ny.png

After a small Tour of a Thousand Years, the Aging Rockers said their goodbyes and returned to dust. Brillant minds wondered if making money from puppeted roting bodies could be ethically questionable, but it didn't prevent to fascinate the people of Scythia to the point they renounced their Culture and abandoned themselves to the unputdownable band.
In short: the Rock Band is dead, and so is Scythia's Culture. It removed 44 Scythia's domestic Tourists at once, what a nice thing!

I'll say this, I said it once, no matter how many times someone explains to me, I will never understand how the Culture Victory actually *Works*, I kinda wish they kept the system from Civ 5 where you just have to overtake the Civ's Lifetime Culture gain with Your Tourism Output.

All I know is 1000 Tourism means 1 Tourist or something...
 
From how I understand it, it literally works like how it was in Civ 5, they just added a lot of abstraction to its description, probably attempting to make ti more understandable, while seemingly confusing more people. That is it still should be that you must accumulate Tourism in amounts surpassing their Culture, it just represents it as Tourists. At least that's how I got it.
 
I'll say this, I said it once, no matter how many times someone explains to me, I will never understand how the Culture Victory actually *Works*, I kinda wish they kept the system from Civ 5 where you just have to overtake the Civ's Lifetime Culture gain with Your Tourism Output.

All I know is 1000 Tourism means 1 Tourist or something...
Sadly for you, not always. 1000 Tourism could 1 Visiting Tourist. But also 400 or 4000. It depends on the number of Civilization.

A long time ago, I had the audacity to believe I could make an exhaustive guide about Cultural Victory. I completely failed and lost motivation since. But if you are valiant enough, you can read my draft.

The Cultural Victory in VI isn’t that far from V. I will try to explain from a different angle: what I believe the game designers tried to do. I believe they tried to enhance the formula and fix some flaws. The problems of V’s victory is that early Tourism doesn’t really matter (or useless if you haven't met all Civilizations yet), and that it is basically a Duel against the most cultural Civilization in the game. Therefore, you don’t really need to put extra effort on modifiers with all the other civilizations with lesser Culture accumulation (since it is not the bottleneck).

The “Domestic Tourists” is roughly the same as the “Cultural Accumulation” in V. But since there is now a Civic tree, they included both the Culture accumulated and the Culture gained from the Inspiration moment. For example, if a mod awards you all the Inspiration moments when you start the game, then your Domestic Tourists will skyrocket. Then, that Culture value is divided by 100 and displayed as “Domestic Tourists”. I guess they did this because they didn’t like huge numbers.

But, there is one trick: Visiting Tourists. Each Visiting Tourist from a Civilization is reducing the Domestic Tourists count of that Civilization. Basically, you are stealing Tourists. We can witness this when using Rock Bands. It is an interesting mechanic, but has its fair share of problems. If a Visiting Tourist requires a fixed amount of Tourism, then your Domestic Tourists count will drop way faster on bigger maps since there are a lot more Civilizations that could steal your Domestic Tourists.

To fix this, they added a modifier. A Visiting Tourist requires a different amount of Tourism depending on the number of Civilizations at the start of the game. On Duel maps, a Visiting Tourist is worth 400 Tourism (200 × 2), while on Huge maps with maximum players, a Visiting Tourist is worth 4000 Tourism (200 × 20).
That modifier (number of civilization) is set at the start of the game. If a Civilization is wiped out, it would not update that modifier. So it is not recommended to completely conquer or raze a Civilization if you are aiming for a Cultural Victory (except in some case against a Civilization with way too much domestic Tourists), nor being reduced as a single city in a wasteland (if their domestic Tourists count is too low, you will have no Tourist to steal so that civilization is basically dead to you).

But now… How do they set the goal for a Cultural Victory? In Civilization V, you need to dominate all Civilizations by having more Tourism than their Culture. But this translates poorly in VI. If the goal was to have more Visiting Tourists than their Domestic Tourists respectively, the game would be endless. It could have worked by giving an overly potent Tourism modifier by the endgame, but since one of their goals is to make early Tourism strategy worth, they didn’t aim for this solution. Also because it would also end up as a duel against the most cultural Civilization anyway, making the process of attracting Visiting Tourists from any other civilizations insignificant.
So instead, they set the goal at having more global Visiting Tourists than the Civilization with the most domestic Tourists. Which is better, since you can attract Visiting Tourists from all Civilizations in order to beat the Civilization with most domestic Tourists. But there is one slight problem with that: IT DOESN’T MAKE SENSE.
For example, let’s say you are playing as France. You have a nice amount of 60 Visiting Tourists with the other Civilizations of your continent. For example 10 from England, Spain, Rome, Gaul, the Netherlands and Germany. You are about to reach the New World and met the indegenous Canadian and their french-speaking native and… you are suddenly culturally dominant over them. How? Because they have 50 domestic Tourists and you have 60 Visiting Tourists of course! It doesn’t matter if those Visiting Tourists are uniquely European, and none from Canada. You dominate their Culture even if they have never heard of you before.

So that’s why the Culture Victory is poorly understood: it doesn’t make sense, and it is not intuitive. It works well. Just as killing Wild Boars in RPG rewards Gold and Weapon, even if it doesn’t make sense to have Wild Boars yielding a wallet and a couple of magic staffs.
Once understood, I like the Tourism formula in VI way more than V. When we include how deep the Tourism victory is in VI, with wonders, great works, appeal, tile improvement, rock bands, religion, government, or all modifiers management, it makes that victory the one I like the most.
 
To further elaborate, there is also wiki quote. The tourist numbers really are just Culture/Tourism accumulated divided, so basically how it is in Civ 5, but Civ 5 showed full numbers.

To achieve a Cultural Victory, you must attract visiting tourists by generating high amounts of Culture Culture and Tourism Tourism. Victory is achieved when the combined total of visiting tourists in your civilization is greater than any other single civ's domestic tourists.

Your domestic tourists represent the tourists from your civilization that are currently happily vacationing within your borders, and function as your "defense" against Cultural Victories, raising the total number of visiting tourists other civilizations have to attract from you to become culturally dominant over you. They're calculated as the total amount of Culture Culture you've generated over the entire game (including "bonus" Culture Culture generated by cultural inspirations) divided by 100.

Your visiting tourists represent the number of citizens you've attracted from other civilizations, and function as your "offense" in Cultural Victories; when the combined total of your visiting tourists from all civilizations is higher than an opponent's domestic tourists, you become "culturally dominant" over them, and you win when you're culturally dominant over all opponents. The visiting tourists from each opponent are calculated as the total amount of Tourism Tourism you've sent to them over the entire game, divided by (150 * number of civs). For example, in an 8-civ game, you earn 1 foreign tourist from a civ for each 1200 Tourism Tourism you send to them. This means that winning a Cultural Victory becomes more difficult when there are fewer civilizations in the game.
 
I'll say this, I said it once, no matter how many times someone explains to me, I will never understand how the Culture Victory actually *Works*, I kinda wish they kept the system from Civ 5 where you just have to overtake the Civ's Lifetime Culture gain with Your Tourism Output.

All I know is 1000 Tourism means 1 Tourist or something...
I stopped trying to understand...and I just buy loads of pieces of art if I want to get a late game CV when the AI is about to reach Alpha Centauri...worked before!
 
Negative cities lost. So I'm guessing that's cities gained? :)

Of course he had a little help from me to get that drop at the end since I was bored and kept bringing Gilgamesh back from the dead.

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Negative cities lost. So I'm guessing that's cities gained? :)

Of course he had a little help from me to get that drop at the end since I was bored and kept bringing Gilgamesh back from the dead.

fU7S9CY.jpg
The graph is even turning into Ziggurat at the end
 
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