The Feudalism wave

Machiavelli24

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The Feudalism wave is a timing tactic in Civilization 6. It is to use Ilkum policy (+30% Production for Builders) to have every city make a Builder just before unlocking the replacement policy, Serfdom (+2 uses for new Builders). When executed correctly this allows you to take advantage of the production bonus when making the Builders and get the extra charges out of them. I'm going to explain how set up the play and what its strategic ramifications are both before and after the wave.

Setting up the wave
In order to maximize the impact of the wave you'll want to have every city start progressing on a Builder when you start going for Feudalism. Cities with less production will need to start earlier while more developed cities may be able to fit in a few other things before switching to a Builder. In the likely event that the completion turn for the Builders are not perfectly aligned you can work on them until there is only a single turn left and then switch the city to another task. Once Feudalism is complete and Serfdom is adopted you can switch the cities back to their Builder and have it complete. You want the Builders to complete the turn after you get Feudalism (so that you can have Serfdom assigned) not the turn you get Feudalism.

Boosting Feudalism
The inspiration for Feudalism is: Build 6 Farms. To achieve this you'll need two previously created Builders. The best way to get the Farms is usually as two triangle sets of three. That way the clusters will be ready to receive the bonus food provided by Feudalism.

If you have Rice or Wheat near you at the start of the game, those resources are useful for more than triggering Irrigation's boost. They are natural locations for your triangle clusters of farms. Keep these potential triangle clusters in mind when placing districts.

What does this get you?
Some numbers will help give context to how efficient this tactic is. Assuming a Builder costs 60 Production, how much Production per use do you get in various circumstances?

  • Nothing: 60 Production/3 uses: 20 per use
  • With 30% boost: 60/1.3=46 Production/3 uses: 15 per use
  • With +2 uses: 60 Production/5 uses: 12 per use
  • With 30% boost & +2 uses: 60/1.3=46 Production/5 uses: 9 per use
Builders created during the wave are 33% (12/9) more efficient than Builders created with just Serfdom alone. And 66% (15/9) more efficient than Builders created with just Ilkum.

Riding the Wave
Now that we have a bunch of efficiently constructed Builders, how will we take advantage of them? Fortunately, Feudalism has an answer for us! Build triangle farm clusters. These will help rapidly grow a city's population, allowing it to work more tiles which can be improved by your Builders. Extra charges can also be used to chop features or harvest resources to make room for triangle farm clusters or new districts.

After Feudalism is complete it is a good idea to grab a cheap Civic so that you can quickly switch out of Serfdom and back into another policy. The advantage of the wave is that you only need to run Serfdom for one or two turns while your queued up Builders complete before switching out.

Strategic Ramifications
If you plan to do the wave there are additional subtle things you can do before hand to make it more profitable. If few of your tiles need improvement you can do a wave of expansion before preparing for the wave. Depending on their initial production these newly founded cities may even be able to contribute workers to your wave. An expansion wave would require spending a some turns with the Colonization policy (+50% Production for Settlers) before switching over to Ilkum.

Those Settlers would need protection though so prior to the Settler wave spending some time cranking out Archers to protect them would be a good idea. All together this forms three sequential waves that end where the next one begins. An Archer wave, followed by a Settle wave, followed by a Builder wave.
 
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Makes sense, but my head is spinning at the micro management involved! :crazyeye:
 
This doesn't quite work in 1 turn since worker production cost also increases based on how many were built already.
 
Why is there such a tight window of 1 turn to time it exactly as you finish the research? Couldn't you repeat this periodically if you need to rush a bunch of builders?
 
I think the price doesn't even increase for locking one in. (I haven't done any testing on this)

District cost doesn't increase when you lock one in because the cost is based on your tech % or civic %, whichever is higher, not how many districts you've built.
 
Why is there such a tight window of 1 turn to time it exactly as you finish the research? Couldn't you repeat this periodically if you need to rush a bunch of builders?
Serfdom obsoletes Ilkum so the wave is a unique opportunity that won't be available until Public Works (+30% Production for Builders & +2 uses) comes online.

But what's the advantage of timing it so that it coincides exactly with the turn after you unlock it? I might not need a whole bunch of builders then.
There are two main objectives. 1) To maximize the amount of the Builder produced while under the +30% bonus from Ilkum. 2) To minimize the number of turns spent in Serfdom to one or two. So that you can switch back to something like +1 Cul per district or +100% Campus Adjacency as soon as possible.
 
I'm 100% sure Serfdom obsolete Ilkum. You are most likely thinking of the Public Works policy (which obsoletes Serfdom and provides +30% Production & +2 uses).
 
I'm 100% sure Serfdom obsolete Ilkum. You are most likely thinking of the Public Works policy (which obsoletes Serfdom and provides +30% Production & +2 uses).

I don't see this documented anywhere. I'm a little shocked at how little documentation there is out there on critical things like this. Most game developers employ wiki writers early on and then turn it over to the community at large.
 
In case the micromanagement of this seems too much, you can also use the Horse Economy to do this, though you miss out on the 30% production bonus. But it's much easier to build/sell Horsemen everywhere and stockpile enough gold to buy a worker in every city the turn you get Feudalism locked in.
 
I think the price doesn't even increase for locking one in. (I haven't done any testing on this)
If you change districts to a "per district"-cost and then construct 2 so they finish at the same turn the first will finish (in sequence by when the cities were founded), and the second one will not finish, because the first one will already have increased the cost. I ran into this a lot when playing with my mod that does exactly that, and I assume it's the same for workers. Not that it's much of a problem - you still got 30% production bonus for most of the worker, and the cost would have increased in either case.

The thing that makes me skeptical is rather the technical application. Do you even WANT to run the 30% production card at that point, or are workers not cheap enough anyway? It's around the time when you get the really cool Policies, too. And what do you actually do with those workers, and didn't you lose efficiency by not doing it earlier? The "guide" says build farms, but at that point the cities that I want to have farms in already have farms because I wanted them to start growing, and just building a bunch of farms in my satellite cities just makes them grow into amenity-eating monsters that don't contribute much.

Haven't done any experimenting with trying to line things up like that, but at first glance it sounds a lot like one of those "Yeah, it's cool that it's possible, but it's not really useful"-strategies to me.
 
District cost doesn't increase when you lock one in because the cost is based on your tech % or civic %, whichever is higher, not how many districts you've built.

But it does increase with how many district of same type you have built. Both tech and build districts increase cost

At least I have different cost for campus and encampment but base cost of both is same
 
If you have less of a district type than the average among all the players you get a 25% cost discount. Other than that, it doesn't matter how many of a type you've built.
 
The thing that makes me skeptical is rather the technical application. Do you even WANT to run the 30% production card at that point, or are workers not cheap enough anyway?
If all of a player's cities are constructing Builders than there is no other policy worth running. It would be +30% production. Everyone will need Builder charges anyway, aligning them with the periods where you are using the policy is the cheapest way to get the charges.

What do you actually do with those workers, and didn't you lose efficiency by not doing it earlier? The "guide" says build farms, but at that point the cities that I want to have farms in already have farms because I wanted them to start growing, and just building a bunch of farms in my satellite cities just makes them grow into amenity-eating monsters that don't contribute much.
If folks can't get any value out of the Builders, they shouldn't execute the tactic. But Feudalism often marks a transition point where cities can start rapidly growing past 4-7 to 7-10 pop. Those new citizens are going to want improved tiles to work. If amenities are a concern than just make the pop 7 or pop 10 district entertainment.
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With respect to district costs, the easiest way to think about it is that they scale from 60 (base) to 600 in cost based on the % of the technology tree or % civics tree you have completed. At 50% of the technologies completed the cost is 300. After that is a boolean discount that gets applied if you don't have many instances of the district type relative to other players. Don't focus to much on the discount, the technology/civic progress is more important.
 
Machiavelli24, and if you ride this wave while playing Montezuma, you get a heavily discounted district in each city. :)
 
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