pillage or be pillaged

Fede1893

Chieftain
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Considering the unstacking of cities I believe the most common mistake of Civ veterans in Civ VI will be to forget that you may keep control of your city center but if the enemy pillages and occupies your most valuable districts it might be better to lose a border city but keep intact your precious developed inner districts / cities and wonders.

On the other side it will be probably be relatively easy to pillage core districts of the AI and then sit on them while the enemy slowly starves / lags behind.

As a side note, in the case of bordering cities, if you lose one city will all its district flip to the conqueror or will it be based on culture? I bet on the latter but who knows...

Warfare will be very different, archers are still powerful in defending the city centers but are of no use in defending your wonders and districts. A cavalry / tank rush will make nice pillage and run raids. I hope mercs like Landsknecht with no flag will be present for some nasty surprises!

What do you think?
 
I believe that when a city is taken, all the tiles will go with it. We know already that if you raze a city, the districts are destroyed too, which would indicate that they would prefer that you not have multiple of the same district per city by any means. You can't steal a district tile or have one abandoned and build up a city nearby to subsume it.

I agree that all unit types will be important for defending your territory. Melee units will have to occupy important tiles to keep them from being pillaged. Ranged can stay behind walls or on hills. Mounted units can be sent on counter-raids and anti-mounted units will defend against that. Ranged naval units and Bombers will be sent out to carpet bomb enemy tiles.

Warfare is just as much about bludgeoning your enemy's economy into the dirt as it is about killing units and taking cities.
 
Considering the unstacking of cities I believe the most common mistake of Civ veterans in Civ VI will be to forget that you may keep control of your city center but if the enemy pillages and occupies your most valuable districts it might be better to lose a border city but keep intact your precious developed inner districts / cities and wonders.

On the other side it will be probably be relatively easy to pillage core districts of the AI and then sit on them while the enemy slowly starves / lags behind.

As a side note, in the case of bordering cities, if you lose one city will all its district flip to the conqueror or will it be based on culture? I bet on the latter but who knows...

Warfare will be very different, archers are still powerful in defending the city centers but are of no use in defending your wonders and districts. A cavalry / tank rush will make nice pillage and run raids. I hope mercs like Landsknecht with no flag will be present for some nasty surprises!

What do you think?

I would be VERY surprised if the districts didn't just move with the city. If they didn't it would undermine the entire concept that the whole sprawl is the city and not just the city center.

I agree other unit types will be more useful for defense now that the battlefield will be spread out a bit more. I wonder how good pillaging will be? I think they should make it very attractive to encourage more active defense and raiding.
 
I definitely see pillaging a few cities districts being enough of a goal to start a war. Especially as if i remeber correctly you ll get beakers for pillaging a campus, or culture for a theater district. So slowing an opponent and getting a few boosts sounds like a good enough deal to even keep a war last a long time ithout seeking any real conquest.
 
Encampments and walls are going to be important. You'll need them at good locations (and of course on hills) to slow down the invading forces. Remember that you won't have a city attack in Civ6 unless you have Walls.

Regarding pillaging, there are two policies that improve it (one for improvements and one for districts), so I think you can get some decent benefits out of it (and it still heals the unit IIRC) .
 
This makes me wonder how they deal with overlap after city conquest. Does enemy get all three rings? Do you keep tiles within range of another city? do you lose tiles currently assigned to the lost city? If it's the later it seems like having to go in and reassign all tiles before losing a city will be very tedious.
 
This makes me wonder how they deal with overlap after city conquest. Does enemy get all three rings? Do you keep tiles within range of another city? do you lose tiles currently assigned to the lost city? If it's the later it seems like having to go in and reassign all tiles before losing a city will be very tedious.

Probably works exactly same as CiV.
 
All I know is I'd take CiV's Denmark in a heartbeat now. That UA would be wicked since a melee unit could pillage a district completely in 1 turn.

I used to like running early wars like this in CiV. Pillage everything and steal workers while avoiding cities. It worked well for earning exp and putting a little extra gold in the treasury while avoiding harsh warmongering penalties. It was pretty crippling even without unstacked cities. Its going to be brutal now.
 
Yeah I'm actually pretty glad to see pillaging brought forward in such a big way. I've tried harassing via mass pillaging with Denmark in CiV, but it never seemed satisfying nor all that productive. Taking down districts sounds really meaty.
 
While I am in agreement that for most cities in Civ VI, you probably don't want to be fighting too close to your own cities; there are border configuration cities that you can set up which with work may be even more effective than Civ V.

Take a city that is (or likely will be) on the boarder with a civ.
Build an encampment district two or three directions in the direction of your border. Add city walls; this gives both the city + encampment bombard. Add an archer in the city + any military unit in the encampment, and you now have the beginning of a very good kill zone between this city and your encampment.
Naturally this city if it builds any other district at all will place them in the opposite side of your city from your border.
 
Location and terrain will play a huge factor in city defense. Harder to take it the enemy has to bottle neck their troops.

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I am also excited about the pillaging possibilities. I feel that warfare often has not resulted in outright conquest (particularly in the modern era), and previously Civ games have done a very poor job of recognizing this.
 
If you capture the city center, you capture the entire city. This has been specifically confirmed.

Ok, thinking back this probably makes more sense otherwise you would end up with cities having more districts than their population cap would allow and with copies of the same districts. It also gives some importance to the city center.

I know it has been said that wonders cannot be destroyed but can they be pillaged? If pillaged / occupied by an enemy unit will the owner lose the benefits of the wonder? In Civ the board game it works like that.
 
While I am in agreement that for most cities in Civ VI, you probably don't want to be fighting too close to your own cities; there are border configuration cities that you can set up which with work may be even more effective than Civ V.

Take a city that is (or likely will be) on the boarder with a civ.
Build an encampment district two or three directions in the direction of your border. Add city walls; this gives both the city + encampment bombard. Add an archer in the city + any military unit in the encampment, and you now have the beginning of a very good kill zone between this city and your encampment.
Naturally this city if it builds any other district at all will place them in the opposite side of your city from your border.

I d even add that forts might become more common than before. Considering that simple pillaging might be already a tiugh moment. Blocking entry might be something to plan and build that is worth the builders charge and tile investment. A border city in a narrow area with an encampment and 2 forts might justify a settler by itself. God i m not gonna miss global happiness

I m especially curious to see if they will be available to build outside of borders like airstrips. Would be cool to see some "magineaux" lines being built in choke points.
 
I'm expecting the AI to beeline the city center and pillage only those tiles en route to such location.

Funny enough, that is preferable to have the AI trying to reach your campus will being bombarded to death by your encampment and city center.

Best case scenario we will need some sort of border defense, with carefully positioned encampment districts, chokepoints, fortified units and yes, even some forts in key positions.

I don't even dare of dreaming of an AI that defends its territory that way too, imagine how fun it would be to have to find weak spots in its well defended/fortified borders.
 
By the way...what happens to districts if the population should decrease (conquering cities, starving people, settlers costing population...etc), as the number of allowed districts is tied to population... ?

So, if my population (and therefore my allowed districts) get lower than my current district number already is....will there be any penalty ?
 
By the way...what happens to districts if the population should decrease (conquering cities, starving people, settlers costing population...etc), as the number of allowed districts is tied to population... ?

So, if my population (and therefore my allowed districts) get lower than my current district number already is....will there be any penalty ?

Most likely no penalty.
 
I know it has been said that wonders cannot be destroyed but can they be pillaged? If pillaged / occupied by an enemy unit will the owner lose the benefits of the wonder? In Civ the board game it works like that.
Several of the developers have said that Wonders can't be pillaged. Though Ed hinted that they might be vulnerable to nuclear weapons.
 
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