Single best Civ Bonus.

Ticio

Prince
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If you could play a game of civ, but you can only choose ONE bonus for your Civ (It can be a civ bonus or a leader one), which one would you choose?
 
I put my answer as a new post to avoid adding my personal opinion on the thread.


My bonus would be, without hesitation Germany's "Free Imperial Cities" (+1 district for all cities).
I think it is the best bonus in the entire game.
 
There's a bunch of bonuses that are really strong as stand-alone abilities, like GC's +2 movement. Tempting to say Babylon's !00% eureka boost, but the -50% science....

I like civs that can get extra territory early like Cree and Maori, but obviously Peter is best for this.

Having spent the weekend messing with BM Teddy and Preserves, though, I have to say the ability to get science and culture directly off of tiles is awesome in the early game. And with a bit of work I find I'm getting TONS of culture and science from this ability long before conservation. And as a persona patch it really is stand alone doesn't need anything to back it up. In any case it always means earlier PP, sometimes way earlier, and its so satisfying to keep up with AI in the early game with techs and civics.

I can see that Germany's +1 is also one of the most powerful, on its own, but districts still cost a lot to build and personally I'm not always hitting district caps, that really depends on production, amenities and food. I guess if I'm doing things right I should always be at the district cap?
 
In terms of sheer power its gotta be Babylon's 100% eureka BS.

I'd probably go with Mother Russia though just because I find Babylon's ability extremely obnoxious.
 
I can see that Germany's +1 is also one of the most powerful, on its own, but districts still cost a lot to build and personally I'm not always hitting district caps, that really depends on production, amenities and food. I guess if I'm doing things right I should always be at the district cap?
I personally am usually itching to get enough population to build another district, but I don't think you could say it's a matter of playing the game right because
a) I don't think there is a way of "playing the game right"
b) If there's a way of playing the game right, I'm certainly not doing it
c) all of the above

I have a hard time making culture specific bonuses work, but I had the distinct feeling that the game was broken when I got the expansion with Poundmaker and started building mekewaps.
 
There's a bunch of bonuses that are really strong as stand-alone abilities, like GC's +2 movement. Tempting to say Babylon's !00% eureka boost, but the -50% science....

I like civs that can get extra territory early like Cree and Maori, but obviously Peter is best for this.

Having spent the weekend messing with BM Teddy and Preserves, though, I have to say the ability to get science and culture directly off of tiles is awesome in the early game. And with a bit of work I find I'm getting TONS of culture and science from this ability long before conservation. And as a persona patch it really is stand alone doesn't need anything to back it up. In any case it always means earlier PP, sometimes way earlier, and its so satisfying to keep up with AI in the early game with techs and civics.

I can see that Germany's +1 is also one of the most powerful, on its own, but districts still cost a lot to build and personally I'm not always hitting district caps, that really depends on production, amenities and food. I guess if I'm doing things right I should always be at the district cap?

I personally am usually itching to get enough population to build another district, but I don't think you could say it's a matter of playing the game right because
a) I don't think there is a way of "playing the game right"
b) If there's a way of playing the game right, I'm certainly not doing it
c) all of the above

I have a hard time making culture specific bonuses work, but I had the distinct feeling that the game was broken when I got the expansion with Poundmaker and started building mekewaps.

This! I totally agree with what Old Victoria said. I don't think there is a good or bad way you play Civ (that is the most fun thing about the game!). For example, I love to play tall with very dense cities, but few in number (now is easier to play this way, but it is not the optimal way).
I created the thread in partly for this reason, I was wondering which bonus each of you think is the best, and surely, it will be tie with your playstyle.

For example, Germany +1 district is my favorite of all bonuses for 1 big reason: The yields it gives for trading. Each new district add yields for internal trade, so having +1 district gives you +1food or +1 production.
This gives Germany an insane advantage (spetially early on), because your second, third, fourth… city will grow at an insane speed (+1/2 food early is insane!)
This would allow Germany to make even more districts in these fast-growing cities, therefore more GP points, more science and more everything early on snowbolling to an easy victory.

Of course, the other big bonus of this...bonus is that it allows you to make insane amount of Great People Points.
Normally I have to choose if I want a specific GP (normally Merchants vs scientific vs Engeeners) because early on I just can build 2 or 3 Districts and I have to choose if I want CH, IZ or another thing. With Germany, I can do all of them, therefore I take the best GPs!

This two points for me make this bonus the best one in the whole civ VI game, but because I love making trade and GP.
Other people with other playstyle will think that other bonuses are better than this one!!

This is why I wanted to ask, to now your opinions![/QUOTE]
 
For example, Germany +1 district is my favorite of all bonuses for 1 big reason: The yields it gives for trading. Each new district add yields for internal trade, so having +1 district gives you +1food or +1 production.
This gives Germany an insane advantage (spetially early on), because your second, third, fourth… city will grow at an insane speed (+1/2 food early is insane!)
This would allow Germany to make even more districts in these fast-growing cities, therefore more GP points, more science and more everything early on snowbolling to an easy victory.

I never considered the effects on internal trade routes but this is neat....this is perhaps why I spent most of 2018 playing Poundmaker, I grew addicted to the internal trade bonuses that made forward settling the AI a snap. However I could never take just part of Poundmakers kit the mekewap and the early trade route and extra tiles all worked together so well. As Cree I rarely had to wait to put down a district it was usually keeping up with amenities that held me back.

Lately though my approach has been urban minimalist and either going heavy faith economy (Menelik, Mansa Musa) or environmentalist (Maori for preservationism, BM Teddy for conservationism). Build less, chop less (if at all), get more yields from land directly, tailor each city with a governor and Terrain Wonder, and unique improvements. Smaller empires too, rarely go above 15 cities on large maps.

The game itself has obviously gone to great lengths to allow this. Corporations and Preserves the latest in the toolkit now making this extremely competitive. Ethiopia and Mali can buy the early GE's and GM's outright.

a) I don't think there is a way of "playing the game right"

I don't either, really, but I tend to insert caveats whenever I make a case for something that it certainly may not be the most efficient.

So yeah, in the end Parks and Antiquities is my fav ability because it's fun to try and make it work, it has powerful rewards that are always useful, and when it kicks in strong in the Ancient Era it provides its own challenge of keeping up with eurekas and inspirations.
 
Maoris extra production from unimproved woods and rainforests.
I like to put my lumber mills in very specific locations, by rivers, or Industrial zones (you might find just one lumber mill in my games that doesnt fit the criteria, the one I built for the eureka with a random builder that was close to woods). Plus I prefer the aesthetic of unimproved forest tiles, so it matches well for my gamestyle. If I have low food at least I have extra production to grab a granary faster or builders for a couple food/housing improvements.
When I get to conservation, I have a bunch of builders ready to plant woods on every tile possible, and I megaboost the appeal + the production with a blanket of 5 and 5+ hammer forests.
 
For me, the single best civ bonus is the Aztecs' ability to build districts with builder charges.

Civ 6 demands that you go wide, with a lot of cities. But the later cities are always hampered by the fact that it takes a long time to get districts built, without which they are of little use. The Aztec ability allows the early, high production cities to essentially subsidize the first district(s) for infant daughter cities, greatly speeding the growth and productivity of your empire. It may take an early city only 4 or 5 turns to make a builder, so for 10 turns of production you can have a district in the weak city that would have otherwise taken potentially up to 30 - 60 turns.
 
Babylon and Russia are op, but one trick ponies. Every game essentially the same. Bull Mouse and Kupe are loving the recent changes.

Free Imperial Cities interacts weirdly with the card changes. You can have every district you want at size ten, but now it's size 15 for the bonus. You are encouraged to build Hanza in every city, but without aqueducts they won't be +4. When it was size 10 the ability remained strong all game, now there are trade-offs to be made. Decisions need to be made in the very early game about the very late game.
 
For me, the single best civ bonus is the Aztecs' ability to build districts with builder charges.

Civ 6 demands that you go wide, with a lot of cities. But the later cities are always hampered by the fact that it takes a long time to get districts built, without which they are of little use. The Aztec ability allows the early, high production cities to essentially subsidize the first district(s) for infant daughter cities, greatly speeding the growth and productivity of your empire. It may take an early city only 4 or 5 turns to make a builder, so for 10 turns of production you can have a district in the weak city that would have otherwise taken potentially up to 30 - 60 turns.
I like to use the pantheon that puts 25% towards districts in cities that have no specialty distric. And because I always have loads of cash by mid game, I find it very easy to make later cities very productive very fast, provided they have hills and/or resources to improve on with mines.
 
Piggybacking on the original question, if it were hypothetically possible to combine elements from different civs and leaders, what would you choose? One leader unique, one civ unique, a unique infrastructure, and a unique unit?

my fav ability, even if not the best, is drive out the aggressors.
 
It probably is Babylon's ability... But I'm surprised the adjacency bonus abilities aren't being rated by people here. Which one I like best varies on a daily basis but Meiji Restoration maybe?
 
For me, the single best civ bonus is the Aztecs' ability to build districts with builder charges.

Civ 6 demands that you go wide, with a lot of cities. But the later cities are always hampered by the fact that it takes a long time to get districts built, without which they are of little use. The Aztec ability allows the early, high production cities to essentially subsidize the first district(s) for infant daughter cities, greatly speeding the growth and productivity of your empire. It may take an early city only 4 or 5 turns to make a builder, so for 10 turns of production you can have a district in the weak city that would have otherwise taken potentially up to 30 - 60 turns.
I was hesitant to say this bonus too! I really love it, and the ability of eagle warriors is jut! Muack! the best topping possible for the bonus (but only the bonus is already awesome).
 
It probably is Babylon's ability... But I'm surprised the adjacency bonus abilities aren't being rated by people here. Which one I like best varies on a daily basis but Meiji Restoration maybe?
I tend not to pay much attention to adjacency bonuses because by the end game, they're not very important. And while +3 culture or science is awesome at the beginning, at higher levels the AI is so ridiculously overpowered that you can only catch up on culture and science playing a game in the "long run". But please, tell me what I'm missing - I wrote this message on purpose to have people tell me where I'm wrong, because so many people are after high adjacency that I wonder what I'm missing/not understanding right.
 
I tend not to pay much attention to adjacency bonuses because by the end game, they're not very important. And while +3 culture or science is awesome at the beginning, at higher levels the AI is so ridiculously overpowered that you can only catch up on culture and science playing a game in the "long run". But please, tell me what I'm missing - I wrote this message on purpose to have people tell me where I'm wrong, because so many people are after high adjacency that I wonder what I'm missing/not understanding right.

The enlightenment (etc) cards. Double district yields. + 50% if adj is +4. +50% if city is size 15.
 
Land Down Under.
Not having to settle on freshwater for great housing bonuses is a plus.
But the great part of the ability is getting adjacency bonuses for appeal which is quite easy to do honestly in a lot of games.
 
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