sonicandfffan
Warlord
I did a lot of these topics for Civ5, with the format inspired by kaspergm. There are a lot more variable options in Civ6 in my opinion and I find this makes it a harder game to get into. These topics were a good insight for me into what works well and what is harder to make work, as such I thought I'd bring them back.
I'll try to keep a few topics up at a time, but I thought I'd start with one of the easier decisions in the game - Governments
I'd ask you to put your vote before the name of each policy, like this:
5 - Chiefdom [1 military, 1 economic, 0 diplomatic, 0 wildcard] - No bonus - No legacy bonus
The voting range runs from 0 to 10 where 5 is average. Give votes between 0 and 10, where 0 is worst and 10 is best, like this:
10 = Pretty much required
9 = Better than extremely good
8 = Extremely good
7 = Good
6 = Above par
5 = Average
4 = Below par
3 = Poor
2 = Extremely Poor
1 = Worse than useless
0 = Never use ever.
When voting, take into account the era of the policy, how it compares to other policies competing for a slot and obviously the power of its effect.
Also of course, how well it suites your playing style or personal likes or dislikes also should influence your vote. Also keep in mind that policies useful for a cultural victory might not be as useful for a domination victory. How you weight the different things is subjective obviously. I'll try to make some statistics when people have put in some votes to see how things distribute. Here are the list of policies:
Ancient Era
_ - Discipline: +5 unit combat strength when fighting barbarians
_ - Survey: Double experience for recon units doing exploration
_ - Agoge: +50% production towards Ancient/Classical era melee, anti-cavalry and ranged units
_ - Maritime Industries: +100% production towards Ancient/Classical era naval units
_ - Maneuver: +50% production towards Ancient/Classical era cavalry units
_ - Conscription: Unit Maintenance reduced by 1 gold per turn, per unit
_ - Limitanei: +2 loyalty per turn for cities with a garrisoned unit
Classical Era
_ - Raid: Yields from pillaging and coastal raids are doubled
_ - Veterancy: +30% production towards encampment districts and buildings for that district
_ - Bastions: +6 city defence strength, +5 city ranged strength
_ - Limes: +100% production towards defensive buildings
Medieval Era
_ - Feudal Contract: +50% production towards Mediaeval/Renaissance era melee, anti-cavalry and ranged units
_ - Retainers: +1 Amenity for cities with a garrisoned unit
_ - Professional Army: 50% discount on unit upgrades
_ - Chivalry: +50% production towards Mediaeval/Renaissance/Industrial era cavalry units
Renaissance Era
_ - Press Gangs: +100% production towards Renaissance/Industrial era naval units
_ - Wars of Religion: +4 combat strength when a non-religious unit fights a civilization following another religion
_ - Logistics: +1 movement if starting turn in friendly territory
Industrial Era
_ - Native Conquest: Combat victories over units from earlier eras provides gold equal to 50% of the combat strength of the defeated unit
_ - Grande Armee: +50% production towards Industrial/Modern era melee, anti-cavalry and ranged units
_ - National Identity: Units have 50% less combat strength reduction from being injured
_ - Military Research: Military Academies and Seaports generate +1 science
_ - Total War: Yields from pillaging are doubled
Modern Era
_ - Propaganda: 25% less war weariness
_ - Levee en Masse: Unit Maintenance reduced by 2 gold per turn, per unit
_ - Their Finest Hour: +50% production towards Modern/Atomic era air units
_ - Lighting Warfare: +50% production towards Modern/Atomic/Information era cavalry units
_ - Martial Law: 25% less war weariness, +2 loyalty per turn for cities with a garrisoned unit
_ - Patriotic War: +100% production towards Modern/Atomic/Information era support units
_ - Defence of the Motherland: No war weariness from combat in your territory
Atomic Era
_ - International Waters: +100% production towards Modern/Atomic/Information era naval units (excluding carriers)
_ - Second Strike Capability: Nuclear device maintenance reduced by 50% gold
_ - Military First: +50% production towards Atomic/Information era melee, anti-cavalry and ranged units
_ - After Action Reports: +25% experience to all combat experience
_ - Integrated Space Cell: +15% production towards space race projects if a city has either a military academy or seaport
Information Era
_ - Strategic Air Force: +50% production towards Information era air units and carriers
I'll try to keep a few topics up at a time, but I thought I'd start with one of the easier decisions in the game - Governments
I'd ask you to put your vote before the name of each policy, like this:
5 - Chiefdom [1 military, 1 economic, 0 diplomatic, 0 wildcard] - No bonus - No legacy bonus
The voting range runs from 0 to 10 where 5 is average. Give votes between 0 and 10, where 0 is worst and 10 is best, like this:
10 = Pretty much required
9 = Better than extremely good
8 = Extremely good
7 = Good
6 = Above par
5 = Average
4 = Below par
3 = Poor
2 = Extremely Poor
1 = Worse than useless
0 = Never use ever.
When voting, take into account the era of the policy, how it compares to other policies competing for a slot and obviously the power of its effect.
Also of course, how well it suites your playing style or personal likes or dislikes also should influence your vote. Also keep in mind that policies useful for a cultural victory might not be as useful for a domination victory. How you weight the different things is subjective obviously. I'll try to make some statistics when people have put in some votes to see how things distribute. Here are the list of policies:
Ancient Era
_ - Discipline: +5 unit combat strength when fighting barbarians
_ - Survey: Double experience for recon units doing exploration
_ - Agoge: +50% production towards Ancient/Classical era melee, anti-cavalry and ranged units
_ - Maritime Industries: +100% production towards Ancient/Classical era naval units
_ - Maneuver: +50% production towards Ancient/Classical era cavalry units
_ - Conscription: Unit Maintenance reduced by 1 gold per turn, per unit
_ - Limitanei: +2 loyalty per turn for cities with a garrisoned unit
Classical Era
_ - Raid: Yields from pillaging and coastal raids are doubled
_ - Veterancy: +30% production towards encampment districts and buildings for that district
_ - Bastions: +6 city defence strength, +5 city ranged strength
_ - Limes: +100% production towards defensive buildings
Medieval Era
_ - Feudal Contract: +50% production towards Mediaeval/Renaissance era melee, anti-cavalry and ranged units
_ - Retainers: +1 Amenity for cities with a garrisoned unit
_ - Professional Army: 50% discount on unit upgrades
_ - Chivalry: +50% production towards Mediaeval/Renaissance/Industrial era cavalry units
Renaissance Era
_ - Press Gangs: +100% production towards Renaissance/Industrial era naval units
_ - Wars of Religion: +4 combat strength when a non-religious unit fights a civilization following another religion
_ - Logistics: +1 movement if starting turn in friendly territory
Industrial Era
_ - Native Conquest: Combat victories over units from earlier eras provides gold equal to 50% of the combat strength of the defeated unit
_ - Grande Armee: +50% production towards Industrial/Modern era melee, anti-cavalry and ranged units
_ - National Identity: Units have 50% less combat strength reduction from being injured
_ - Military Research: Military Academies and Seaports generate +1 science
_ - Total War: Yields from pillaging are doubled
Modern Era
_ - Propaganda: 25% less war weariness
_ - Levee en Masse: Unit Maintenance reduced by 2 gold per turn, per unit
_ - Their Finest Hour: +50% production towards Modern/Atomic era air units
_ - Lighting Warfare: +50% production towards Modern/Atomic/Information era cavalry units
_ - Martial Law: 25% less war weariness, +2 loyalty per turn for cities with a garrisoned unit
_ - Patriotic War: +100% production towards Modern/Atomic/Information era support units
_ - Defence of the Motherland: No war weariness from combat in your territory
Atomic Era
_ - International Waters: +100% production towards Modern/Atomic/Information era naval units (excluding carriers)
_ - Second Strike Capability: Nuclear device maintenance reduced by 50% gold
_ - Military First: +50% production towards Atomic/Information era melee, anti-cavalry and ranged units
_ - After Action Reports: +25% experience to all combat experience
_ - Integrated Space Cell: +15% production towards space race projects if a city has either a military academy or seaport
Information Era
_ - Strategic Air Force: +50% production towards Information era air units and carriers