Can you win a religious victory with a conquered civilization's religion?

Does the AI ever send spies to any other city than your capital?
 
Can you win a religious victory with a conquered civilization's religion?

Does the AI ever send spies to any other city than your capital?
No, you cannot. Create your own or go for another victory. Facilitates using a lot of faith for the occasional great person.

Yes, especially if another city has more science or gold per turn.
 
No, you cannot. Create your own or go for another victory. Facilitates using a lot of faith for the occasional great person.

Yes, especially if another city has more science or gold per turn.
Okay. So, if a religion that was founded by a now-dead civ comes to meet the religious victory condition, nothing will happen?

Second 'okay'. I just don't remember them ever sending spies to anywhere else but my capital, lulz.
 
Okay. So, if a religion that was founded by a now-dead civ comes to meet the religious victory condition, nothing will happen?
That's why, as I understand it, players who are threatened with a loss via religious victory will endeavor to rub out that civ.
 
This is very odd, considering Urban Defenses has now been shunted to Steel...

My bet: They forgot to change the obsolete point.
 
30 turns, and sadly you can't see how many turns remain.

Status can be seen at the upper right corner of your screen, with the blue smiley for declared friend and the blue flags for alliance.
 
That is too bad, so I can't figure out when the friendship started?
Really bad.
Any MODS to fix this problem?
 
If you really feel the need to keep track of it, use the paper, Luke :D

Well, since the last patch you can see how many turns are left until you can make peace, so maybe they'll eventually introduce the list of deals and their duration as well (and maybe turns left until a trader can be reassigned while they are at it)...
 
I've been playing the game, but gotten a little stuck.

Just wondering:

1) How many cities do you like to found; how far apart from each other? In CIV5 Colonizing was hard since it slowed your cities down so much; but in this game is it easier to build cities later on as well?

2) There is no build order, I'm trying to win on science, I don't know what to do. CIV5, it was build a library, national college, oxford univiersity and so fourth, any tips or templates this game?
 
I've been playing the game, but gotten a little stuck.

Just wondering:

1) How many cities do you like to found; how far apart from each other? In CIV5 Colonizing was hard since it slowed your cities down so much; but in this game is it easier to build cities later on as well?

2) There is no build order, I'm trying to win on science, I don't know what to do. CIV5, it was build a library, national college, oxford univiersity and so fourth, any tips or templates this game?

1) Settle as many as you can as long as your luxuries allow. There's no science/culture penalty for more cities. I try to not build them more than 3 tiles apart, because otherwise AI will almost surely settle in the gap. You may actually go even tighter as Civ6 cities will rarely grow to the point of using all their tiles.

2) Get a Campus and build everything inside. There are no national wonders. There are district adjacency bonuses though which you may use, and policy cards that increase these bonuses or output of buildings.
 
I played 1 game with 12 cities, it was really really tedious.

I haven't even thought about adjacency bonuses.
My strategy has been to place districts as soon as possible (even if not building for several turns) since the cost is locked.
Then, for campus it is placed with the biggest bonus, the rest I try to have on the tile with the fewest loss of gold/production/food.
 
I played 1 game with 12 cities, it was really really tedious.

I haven't even thought about adjacency bonuses.
My strategy has been to place districts as soon as possible (even if not building for several turns) since the cost is locked.
Then, for campus it is placed with the biggest bonus, the rest I try to have on the tile with the fewest loss of gold/production/food.

I tend to not care about food at all - there's usually enough (considering you don't really need to grow cities past size 15-16), also you can always get it from other sources, such as trade routes.
 
Anybody has dug deeper into what this sentence about the Aqueduct means: "Cities that do not yet have existing fresh water receive up to 6 Housing"? I mean, what does this number of housing depend on?
 
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Sorry for selfishly asking this...

Poland's forts cause culture bombs... can you build one, then remove it? If so, does removing it remove the 'bomb'?
 
Anybody has dug deeper into what this sentence about the Aqueduct means: "Cities that do not yet have existing fresh water receive up to 6 Housing"? I mean, what does this number of housing depend on?

A city with river (or oasis or lake) has 5 housing.
A city with coast has 3 housing.
A city with neither has 2 housing.

After an aquaduct, the river city has 7 housing, while the other cities would have 6 housing, assuming no other improvements.
 
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