Discussion in 'Civ6 - General Discussions' started by AppleDumplingHead, Nov 7, 2016.
Now that's awesome, haha!
Could you explain that one please? I'm not sure I understand.
Production production production.
It took me a while to really take to heart the fact that production is the big deal in CIv VI as opposed to say science that was the focus in most every other Civ game. I still wanted to give science a high priority and of course adding lots of science without production can result in a kick in the pants district cost wise,
As far as I know, it does not work like in Civ V, where people working in specialist slots (e.g. Universities, Factories) generate Great People points. Now you simply build the respective building and you get those points.
As for me:
I knew ranged still ruled, but didn't think early archers could win you the game so easily (thought you needed at least crossbows).
Cultural Victories seems easier if you focus on religion early on, tourism later, and ignore GWAMs.
Production > Food; related, a farm triangle and/or trade routes may very well be all you need for food.
A city can build more than one Neighborhood.
Wide with overlap is the new meta by midgame, and later cities are very viable if you've been building enough Industrial Zones and a few Entertainment Complexes.
You can get random relics by exploration, eg, the Ark of covenant.
I dunno about the growth part of this. Hojo is still pretty unhappy that I occupy Osaka; but it's twice the size of when I took it.
Had I known to ask him to cede it I would've; and you can't request that after the initial successful peace talks; even after a later war it isn't an option.
The main thing I wish I had known: Cities produce religious units for whatever religion is dominant in that city. So, if you found say Judaism and an AI converts your city to Buddhism, then that city will make religious units for Buddhism and not Judaism. As a result, if an AI coverts all your cities to their religion, then your religion is effectively dead and you will basically never be able to get your religion back. You should always keep a few missionaries and apostles in reserve just in case.
I wish I'd known how disappointed I was going to be before buying this incomplete and unbalanced game that really can't come close to capturing that one more turn feeling for me.
Back to Civ5 for me and this time with the stunning VP mod which makes it a much more extensive game.
Civ6 has so much potential but I expect it will take a couple of years of patches, and expansions before it becomes a really good game.
This is also how you win theological wars - by converting all holy site cities to your religion. Also, another item for defending against the loss of your own religion is that you should have multiple holy sites.
I submitted a bug report wherein I felt cities were extending the district limit at http://forums.civfanatics.com/threa...ured-cities-exceeding-limit-not-a-bug.603647/ and it was found to not be a bug. I loaded a saved game with the opportunity to build 3 districts in a size 2 german city and it was successful, the people replying in the thread were correct. Unique districts, as acropolis, hansa, do not count toward district limit.
This is correct. The district and buildings add great people points (gpp), but slotting a population (or 2 or 3) into those buildings does not add gpp.
Not only do Siege Towers work with late-game units, the lowly Battering Ram does as well. Had one game where I just kept my original ram linked along with the melee as they upgraded through the ages, and the ram kept on ticking. Made a Note-To-Self to always build one battering ram or siege tower before the option to do so disappears.
One other Wish I'd Known: When combining units into a corps / army, current health of the units will be averaged. Example: I combined a very promoted, and very wounded (under 10 health at the time) Field Cannon with a fresh green recruit straight out of the encampment, and the newly formed Corps was bumped up to half-health instantly.
Units heal at the start of everyone's turn (ie just before the single-player human starts), rather than when the player ends their turn. So in Civ5, if you had an injured unit, you could fortify it or skip its turn, and it would heal before the next player would start, allowing weakened unit to regain strength before enemies attacked. In Civ6, the unit will NOT heal before other players take their turns, so it will remain vulnerable. It will only heal after the barbarians have had their go. All players get their healing at that moment too.
Stay on topic.
Well... it should be noted that since luxuries only grant amenities to the 4 cities with the lowest amenities, having lots of cities means that you restrict the happiness of some cities. Less of an issue as the game goes on, but over expansion too early can cause problems.
But: A new city that gets a new unique luxury is a net plus for your civilization, and also a new city won't require extra amenities until it reaches 3 (?) population.
Absolutely. It's all about going to the right place, at the right time. Blind ICS can lead to a sudden disaster if you aren't paying attention.
I wish there were more opportunity cost factors, but at least it's something.
If one of your units is doomed to die, there's nothing you can do to save it that turn, then sell it now.
To "View a City" (its districts, buildings, wonders, tiles improvements, etc) after you capture it, DO NOT CLICK THAT MISLEADING "KEEP CITY ?". You will b stuck in a YES/NO idiotic window where nothing is displayed to help you make a choice.
Instead, act as if the city was already yours selecting it by clicking its name and using the usual View City, View Tiles butons, then proceed and click that "KEEP CITY ?".
Wish they would add a 3rd button to that window YES/NO/LATER. Gets me each time.
Good tip, until they put a stop to what is obviously an exploit.
Separate names with a comma.