Curated List of Vox Populi Tips

"Offense is often the best defense, particularly against warmongers whose power spikes later in the game.",
I actually think its completely the opposite in VP, defense is the best offense for the human.

"Defense is the best offense. Create a strong defensive chokepoint that will kill lots of enemy units, than move in when their forces are depleted" - That is much more sound advice imo.
 
"If your having happiness issues, consider your City States. CS friends and allies can give bonuses that will help keep your cities happy"
 
I actually think its completely the opposite in VP, defense is the best offense for the human.

"Defense is the best offense. Create a strong defensive chokepoint that will kill lots of enemy units, than move in when their forces are depleted" - That is much more sound advice imo.
May seem silly but I agree with both. From a tactical point you're right, war in VP is basically a glorified tower defense. From a strategic point though that suggestion holds up, it's best to deal with the potentially snowballing civs early on, and not just warmongers. If you're going for CV, you better handle Brazil asap, or Venice/Austria for DV. It's open for a debate though, in any case it's better to change the wording
 
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That's exactly what a lot of ppl do, DoW on someone then bait them into suitable location to kill off their units. Part of the reason being it's much harder to actually take cities with all the disadvantages, and you can't win against their unit spam head on.
 
"Siege units inherently start with promotions that reduce incoming range damage, typically making them a better option for coastline defense than traditional ranged units."
"Promotions that indirectly give extra movement (like Woodsman moving through forest more quickly) are active as soon as they are chosen. Use a timely promotion to escape a sticky situation!"
"The yields from natural wonders are typically most impactful at the beginning of the game, before cities have infrastructure and tile improvements. Settle cities with access to them as soon as you can!"
"There is a diplomatic penalty to steal land using a great general, but not when at war with that person."
"The heal ability of the great admiral completely heals units stacked with and surrounding the great admiral. This includes embarked land units."
"Invest in wonders only if when doing so they will be completed by the beginning of your next turn to minimize the chance of losing the investment if the wonder is built by a rival first."
"To bypass defense pact blocs, you can attempt to make your target declare war on you instead. Annoy them as much as possible through diplomatic means, such as denouncement and making demands!"
"With the right promotions, scout units can be specialized to slip behind an enemy's frontline and wreak havoc by pillaging tiles, roads and trade routes. Your rival can't reinforce their army with empty coffers!"
"Scout units get a damage bonus when attacking siege units."
"When a city is captured, the garrison unit is destroyed. Capture cities with units you can afford to lose on a potential counter-capture, or use a unit that can move after attacking to take a non-secure city."
"If a melee unit would deal enough damage to capture a city, the unit's HP will always be reduced to 1 if the attack would have otherwise killed it."
"While certain civilizations have victory paths that fit the abilities of the Civ, also consider how your rivals are trying to win. A victory condition with less competition can be easier to complete."
"Great admirals and great generals apply a slight combat bonus to city defenses when that city is within their buff radius."
"Winning offensive wars quickly is paramount to keeping your happiness high and enemy resistance low. A successful tactician knows when to sacrifice a few pawns to take the queen."
"When founding coastal cities, remember that a fewer number of immediate surrounding coastal tiles makes naval invasions less problematic. Be prepared to need a navy to defend cities widely exposed to the ocean."
"When electing a host for the world congress, even if you don't have enough votes to elect yourself, good AI friends may vote for you as leader if it would suit their interest."
"The amount of diplomatic goodwill you receive for helping to pass another civ's proposal is proportionate to the number of delegates you contributed to passing it."
"Typically, you should only trade for luxuries you need to keep happiness at acceptable levels, instead of all that are available. This makes it easier to later trade for luxuries to satisfy a city state quest or We Love the King Day request."
"Before archaeologists become available, consider denying open border requests with untrustworthy rivals. They may otherwise dig up your artifacts!"
"When at war, baiting the AI to capture an allied city state that is protected by other civs is a good way to turn the world against them!"
"Even if a rival is too distant to invade, you can still slow them down with war without capturing a single one of their cities. Capture their city state allies and pillage their trade routes in neutral territories to strike a blow."
 
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"When razing a city, you can sell buildings in the burning city for a bit of gold."
That might be a bit of a stretch if I recall it correctly. You can't sell buildings in the city if the city is not fully healed, in distress and/or actually in the process of being razed. So you have to stop the burning to sell things. So that process is a long one, best used for cities that you plan to keep around for a bit and then get rid off. You can also only sell one building per turn so it's a long time if you want to do it. Also not possible to sell all buildings.
 
That might be a bit of a stretch if I recall it correctly. You can't sell buildings in the city if the city is not fully healed, in distress and/or actually in the process of being razed. So you have to stop the burning to sell things. So that process is a long one, best used for cities that you plan to keep around for a bit and then get rid off. You can also only sell one building per turn so it's a long time if you want to do it. Also not possible to sell all buildings.
Removed that one.
 
Scout units get a damage bonus when attacking siege units.
I don't think that's a thing? They only have a +25% bonus on attacking anything at Commando+.

Great admirals and great generals apply a slight combat bonus to city defenses when that city is within their buff radius.
Don't think they do anymore.
 
Always work the first Diplomat specialist early. That first Great Diplomat will give you enough paper to begin basic diplomatic operations.
 
I don't think that's a thing? They only have a +25% bonus on attacking anything at Commando+.


Don't think they do anymore.
Pretty sure I've seen a -33% vs domain when siege units are attacked. And my most recent game (late last month granted) with the generals/admirals is absolutely the case that the cities get a bonus.

Given that version was the aug 16th, you're incorrect. Why post if you're not sure instead of looking it up yourself?
 
Always work the first Diplomat specialist early. That first Great Diplomat will give you enough paper to begin basic diplomatic operations.
"Always" is a strong word. Sometimes it may be better to do sth else than building a chancery. Also, I always use GD for embassies first and add for paper/influence later.
 
"Build farms in triangles. This will give each farm and additional +1 food.

Same for most other tiles to such as mines, lumber mills and logging camps. Also note that things can be part of a triangle even if you can't work that particular tile from the city in question. So there is a point to improving tiles that are not in the 3 tile radius out from a city; as in the cultural border can extend further out then you can work the tiles but you can still improve those tiles and they can in turn effect the tiles that you can work (or be part of other cities etc).

Perhaps it's obvious but improve luxuries and strategic resources within your border even if no city can work the tile it still counts for the amount of resources it provides. That said there is like no point in improving camps, pastures and fish if you can't work those tiles (unless you are a special civ that somehow gets something for that). Unless you do it for future wars and you suspect that the city will fall and you want them for quick and dirty pillage healing if that happens.

Also if you run with events on delay farm building as they have a tendency to flood a lot and you have to repair them. Farms are like the last thing you build unless you really REALLY need the food.

I guess the only tiles that doesn't improve by adjacency are camps, pastures, plantations and fish. Which is kind of weird. Almost everything in that regard should improve by adjacency. Bigger pastures are better, pastures could improve nearby farmlands etc.
 
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Same for most other tiles to such as mines, lumber mills and logging camps.
Only Farms, Lumber Mills, Logging Camps and Eki (the Hunnic UI) gain benefits from having two identical same improvements adjacent to them. Mines aren't affected.
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"By the Industrial era, you should be at least friends with every city state. The bonus from Wire Service and Chanceries are far too good to ignore."
 
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