megabearsfan
Prince
Got another strategy guide out. This time it is for Rise & Fall's Lautaro of Mapuche. In summary:
Mapuche seems geared (to me) to be a military and/or culture force that specializes in punishing players who fall into Dark Ages (or who overreach in their expansion) , and who can act to keep Golden Age civs in check. It's too bad there isn't an anti-golden age casus beli that you can play against civs who declare Golden Age wars.
Using the Swift Hawk ability, Lautaro can potentially reduce a city's loyalty to zero, forcing it to flip, then either pressure that city to flip to him, or conquer it without warmonger penalty.
I found that there's a significant caveat to the Swift Hawk ability: when making ranged attacks, both the attacking unit and the defending unit must be within the territory of the city in order for the ability to trigger. This means that you either have to move your ranged units into the territory of the city, or you have to make sure that you soften up enemy units with ranged strikes from outside the city's borders, then finish them off with melee units. Air units must also either be deployed within the borders of the enemy city, or must be launched from an airbase or carrier that is within the city's territory. Here's the relevant thread:
https://forums.civfanatics.com/thre...val-ranged-or-air-units.634936/#post-15190749
Mapuche can also stifle an opponent's Golden Age by taking advantage of a +10 combat strength bonus. This bonus does not scale based on eras, so it's a much more potent advantage earlier in the game. Later in the game, the Malon Raiders can also be used to cripple an opponent's economy, especially if they build a lot along the borders.
Culturally, the Mapuche are also a threat, assuming they have lots of breathtaking tiles on which to build Chemamull. Having an early unique improvements means it's very easy to get a classical or medieval golden age. You can maybe even deliberately delay on building them so that you can trigger a classical dark age, then use Chemamull and farm barbarians to get a medieval Heroic Age.
Since they are improvements (rather than districts or buildings) the Chemamull can be replaced with National Parks or Seaside Resorts later in the game, so feel free to spam them as much as you can afford to do. Chemamull will automatically generate tourism after Flight is researched, so you don't have to replace them if you don't want to. Earth Goddess is a good pantheon to take if you want some extra faith from these tiles.
I also recommend using a mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1442424451) in order to keep track of which of your units have the experience boosts from being trained in a city with a governor, since Civ VI's U.I. is ... not particularly good at conveying such information (to be polite).
The full strategy can be read on my blog:
http://www.megabearsfan.net/post/2018/08/07/Civilization-VI-strategy-Lautaro-of-Mapuche.aspx
As always, I welcome community feedback. Any good strategies that I missed?
Mapuche seems geared (to me) to be a military and/or culture force that specializes in punishing players who fall into Dark Ages (or who overreach in their expansion) , and who can act to keep Golden Age civs in check. It's too bad there isn't an anti-golden age casus beli that you can play against civs who declare Golden Age wars.

Using the Swift Hawk ability, Lautaro can potentially reduce a city's loyalty to zero, forcing it to flip, then either pressure that city to flip to him, or conquer it without warmonger penalty.
I found that there's a significant caveat to the Swift Hawk ability: when making ranged attacks, both the attacking unit and the defending unit must be within the territory of the city in order for the ability to trigger. This means that you either have to move your ranged units into the territory of the city, or you have to make sure that you soften up enemy units with ranged strikes from outside the city's borders, then finish them off with melee units. Air units must also either be deployed within the borders of the enemy city, or must be launched from an airbase or carrier that is within the city's territory. Here's the relevant thread:
https://forums.civfanatics.com/thre...val-ranged-or-air-units.634936/#post-15190749
Mapuche can also stifle an opponent's Golden Age by taking advantage of a +10 combat strength bonus. This bonus does not scale based on eras, so it's a much more potent advantage earlier in the game. Later in the game, the Malon Raiders can also be used to cripple an opponent's economy, especially if they build a lot along the borders.
Culturally, the Mapuche are also a threat, assuming they have lots of breathtaking tiles on which to build Chemamull. Having an early unique improvements means it's very easy to get a classical or medieval golden age. You can maybe even deliberately delay on building them so that you can trigger a classical dark age, then use Chemamull and farm barbarians to get a medieval Heroic Age.
Since they are improvements (rather than districts or buildings) the Chemamull can be replaced with National Parks or Seaside Resorts later in the game, so feel free to spam them as much as you can afford to do. Chemamull will automatically generate tourism after Flight is researched, so you don't have to replace them if you don't want to. Earth Goddess is a good pantheon to take if you want some extra faith from these tiles.
I also recommend using a mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1442424451) in order to keep track of which of your units have the experience boosts from being trained in a city with a governor, since Civ VI's U.I. is ... not particularly good at conveying such information (to be polite).
The full strategy can be read on my blog:
http://www.megabearsfan.net/post/2018/08/07/Civilization-VI-strategy-Lautaro-of-Mapuche.aspx
As always, I welcome community feedback. Any good strategies that I missed?