Not new to civ 6 but looking for thoughts

riddleofsteel

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Hi folks. I have been away from the forums for some years and largely missed the civ 5 era due to not having a gaming computer. I have had civ 6 since release day but am still just tinkering around with it. I have many questions, but will start with just a few.

1) Is there a "best" government for each civ, or do you just change/upgrade to fit whatever you're doing or wanting to do at the time?

2) Regarding Theocracy, I had built up about 5,000 faith while I had it but didn't spend it all and then moved on to Democracy down the road. Do any players here swap backwards from a newer government during war so they can buy armies with faith? If that's inadvisable, what do you spend the faith on?

3) It seems like in this iteration of civ that it's too difficult to keep up with every aspect of the game. Is it normal when conquering or expanding to let some things slide into chaos as need be? I mean like not adding new buildings to captured or new cities, or building improvements?

Thank you for any advice on this!
 
1) Change as you see fit. But normally I stick with only 1 from each tier (for example, Classical Republic > Merchant Republic > Democracy). It's best to focus on your path instead of wanting to do everything.

2) It's better to have Theocracy earlier, use the faith, then switch to Democracy, for 2 reasons. First, It's usually better to upgrade units instead of buying from scratch, because of promotions and costs. Second, you don't want to switch back to Democracy, because there will be a period of Anarchy due to changing to previously adopting Democracy. IIRC, you get 3 turns without production, culture, science, gold and faith. But you still can switch to Communism or Fascism without penalties.

3) Yes, that's normal. You need to prioritize things more than ever. It's hard in the beginning, but keep focused. Improve only the necessary tiles (mines, resources and so on), chop the rest, and build only te necessary buildingsand districts. Sometimes you don't even need a Granary or a Monument in a city you captured around turn 120.
 
Thank you! Very helpful information. So you think it's best to just stick with one from each tier regardless of whether you go to war or need money, spies, etc? And why would one want to use Merchant Republic over Theocracy, as an example? I know the fundamental difference between the two, but I guess I mean your choice as a player. Thanks again.
 
Yes, because the focus of every government in the same tier is different. Usually, governments are more tied with long-term planning, while policies take care of more immediate needs.

About Theocracy vs. Merchant Republic:

Theocracy is best suited for the religion-heavy games, such as Religious Victories or Theocracy Domination. Apostles become cheaper, and you can buy some powerful units with faith (especially uniques such as Winged Hussars or Cossacks).
Merchant Republic is well-suited for those who don't pursue faith. Extra trade routes and discount on purchases are quite good overall, and you'll want most of the prerequisite civics anyway (unlike Theocracy). The policy cards are also a little bit more versatile.
 
2) Regarding Theocracy, I had built up about 5,000 faith while I had it but didn't spend it all and then moved on to Democracy down the road. Do any players here swap backwards from a newer government during war so they can buy armies with faith? If that's inadvisable, what do you spend the faith on?

Thank you for any advice on this!

That would mainly be faith buying great people if you aren't seeking a religious victory. If it's late enough in the game to have reached Democracy in the civic tree; that 5K faith will be used up quickly when used for great people.
 
1. Differing governments suit differing victory conditions or short term requirements more. So you just choose the one you want. Differing governments do cause different penalties for being different. To have the least diplomacy impact possible, republic/merchant republic/democracy is a good path. As said it does depend on whether you are running the top or bottom of the culture tree for the middle one. When you get to the end one... you can use the cards of one government with another. So for example I quite like gunboat diplomacy with democracy.

2. Played that way a few times and have always been tempted to but never done it. A great question. The few turns of chaos I have never considered (facing that twice) it has just been more meh cba.

3. Love this question.... If you always have creases pressed in your skirt/trousers you will never let anything slip. If you love to wallow in 200 hour games anarchy is much less likely to come calling. If you are playing on higher levels then you can get away with a little but hopefully things will tighten up so you must be vigilant more often. For me and I suspect many other players... by that time of the game you tend to just be rushing turns a bit. Sure you can let things slide but as the reminder to build comes up you get pretty fast at auto choosing what you believe is best.

Why would one want to use Merchant Republic over Theocracy, as an example
Theocracy would be chosen because you are wanting Apostles and so have taken the route at the bottom of the culture tree ... theocracy is just a great advancement on that that suits religious games. You could also stick with a Monarchy.
Merchant republic gives 2 trade routes and also there are some nice cards around there like triangular trade. Trade routes are fairly key to any but a religious victory.
 
And why would one want to use Merchant Republic over Theocracy, as an example? I know the fundamental difference between the two, but I guess I mean your choice as a player. .

Theocracy also allows you to buy troops with faith. Yum yum.

I've also had games where I was in a Great Merchant race, and switched to Theocracy at the last minute for the faith discount in purchasing Great People. And really, having Russia as my go-to civ to play, I can say with some experience to back it up that purchasing Great People is really the primary benefit of faith - unless you're going for a religious victory. I am in the habit of clicking on the Great Persons calendar every turn, these days. Sometimes the other civs are tricky, and actually use gold or faith to buy Great People.

There are two policy cards that when coupled double your faith output.

So, the fundamental answer would be - what does your empire need? And what government is better suited to your needs? Sometimes, its just what policy slots the government has.

And sometimes its simply because, 'well, I feel like the ole' empire is maturing a bit, time to join the big wide world and become a merchant republic.'
 
Why would you play outside of work time? :queen:
Heh, I actually said to a coworker last week that I was debating bringing my laptop in so I could play at lunch.

I'm not sure if I should start a new thread, but I've come up with some new questions.

Playing on King, do most of you try to get war out of the way in the ancient era when the penalties are lower, and then be much more judicious about it in later eras? My personal play style leads me to declare war on people regardless of era when they take a settlement spot I wanted. It's just one of my pet peeves.

Second question. Do you only beeline for religious tech / civics if you're specifically trying for religious victory? I'm still kind of floundering in every game I play with research and civic paths because I don't really have specific goals in mind when I do it, nor do I know "best" paths or optimized shortcuts. Any advice or strategies people can share with regard to this would be immensely helpful.

Thank you again.
 
On any strength many domination players just ignore the era. If not playing domination then sure... earlier to clear is better and you need the space.

Typically most will get a decent government then beeline Theocracy for religious.

In general civic beelines are getting a good government and then feudalism. Feudalism is a key civic as your triangular farms work well and workers get 66% more efficient (5 uses for the price of 3) So a double bonus civic.

For techs.... many shoot for commercial districts and then industrialization as it gives +1 prod to mines) It does make you bypass some eras quickly but is probably the best overall tactic. The starting ones move around a bit depending on what you need but that root Pottery-campus-commercial is quite fast and the earlier you start a district the cheaper it is (note I did not say finish a district) If going science the middle of the tech tree is great, sailing is the top.

These are just a few early ones you will find you own way
 
Civics: Mostly I go Political Philosophy > Feudalism > 2nd tier government > Mercantilism/Enlightenment > 3rd tier government > Cold War
  • If going Religious:
Make a detour to Mysticism before Feudalism so you get the Great Prophet card. If Greece or Poland, you can also beeline straight for it and enjoy the card earlier. Theology either before or after Feudalism.
  • If going Cultural:
Go for Humanism and Natural History before getting your 3rd tier government. You may also need Cultural Heritage either before or right after your 3rd government for Shipwrecks.


Techs: Those are more route-dependent than civics.
  • If going Domination:
Go for techs that boost Science and Production. Typically, you can follow the following route: Animal Husbandry > Archery > Pottery/Mining > Writing > Currency > Machinery/Apprenticeship > Stirrups > whatever you need to get another edge. Archery is great for an early rush, and Currency unlocks trade routes, vital to speed up production and gold. Machinery unlocks Lumber Mills (which gives +2 producion for woods beside rivers, which is amazing) and Crossbows, while Apprenticeship unlocks IZs and gives mines +1 production. Stirrups unlocks Knights, which are more powerful than anything before, and as mobile as Horsemen.

Of course, if you have an early UU, fit it as soon as possible. Bronze Working, Masonry, The Wheel and Horseback Riding timing is quite personal. Some people like to beeline Currency for Commercial Hubs, some prefer Encampments first, others like conquering with Chariots/Horsemen. I'm not going to enter that landmine much more.
If in a sea map, you may skip Machinery or Apprenticeship (depending on terrain) and Stirrups, and go for Celestial Navigation, Cartography and Square Rigging instead.

After Stirrups, you probably conquered enough to snowball, but if you still need help, beeline new units (Metal Casting for Bombards, Military Science for Cavalry, Steel for Artillery, Combustion for Tanks, Flight for planes), new resources (Gunpowder for Nitre, Steam Power for Coal, Combustion for Oil, Advanced Flight for Aluminum) and/or better tile improvements (mainly Industrialization for mines and Steel for Lumber Mills).

Or you can go Nuclear Fission and see the world burn. :nuke:
  • If going Cultural:
While there are many methods of getting Tourism (making it the most diverse strategy), it's a good idea to boost production and gold/faith to build and buy Museums and Archaeologists. You can generally follow the same initial route as a Domination route until Apprenticeship. You want then to reach Printing (doubles tourism from Great Writings) and Computers (double all tourism) as fast as possible, maybe making a detour for Radio (to get Broadcast Towers and Seaside Resorts).

If in a sea map, it's important to have Celestial Navigation and Cartography when you begin building up tourism to meet other civs and send them a trade route.

If it's still not enough, or you desire to rely on Resorts, go for Steel later to build Eiffel Tower and boost tile appeal empire-wise (increasing the number and quality of all Resorts).
  • If going Religious:
Not much need for anything past Astrology, but don't neglect defenses. Currency will help in getting more production, leading to earlier Holy Sites, though not strictly necessary, and Apprenticeship/Machinery come too late to help builiding many Holy Sites.
  • If going Science:
You need most of the tech tree anyway, but since production is very important too, you can follow the Domination tech route up to Machinery and Apprenticeship. Then you can beeline Rocketry (you'll get Industrialization on your way), then Satellites. Get the rest of the techs while waiting for the Spaceport.
 
Using religion slows you up for cultural. Gold, sure but religion is way too time and effort
It can actually be worth it as Russia or Japan, with half-cost Holy Sites. Though I didn't try Theocracy to faith-buy Archaeologists (which have a hefty cost both in production or gold) yet.

Anyway, you can also wait for a Religion with Jesuit Education to pop up in your empire. Or capture enough Holy Sites. :thumbsup:
 
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You hit the nail on the head accidentally there @ShinigamiKenji
It is not just about building holy sites. Include

Projects
Going through civics you would avoid otherwise.
Having to fend off competing religions or you will loose yours uses up faith
Having a lot more enemy units coming to your territory
If you found a religion you get a significan % loss getting tourists from other founding religions
You have another civ hating you, 2 if you include kongo amd you want to be buddies with them
Just how much production you spend on shrines, temples etc.
 
Excellent replies!

Is limiting city size essential or at least helpful? And from what I'm reading, religious victories aren't really worth it unless you're kongo, russia or arabia. Is that true?
 
Except for the fact that Kongo can't win a religious victory because it's unable to found a religion.

It might be doable with any civ, it's just that Russia, Arabia and Japan have an easier time getting a religion than most.
 
I've never went for a religious victory, but I have noticed that in games where I invest in religion I end up in a considerably weaker position than games where I had not.

Even as Poland with a strong religion and their bonus from relics (of which I had many) winning culturally was much more challenging than other games where I have focused on expansion and then culture.
 
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