Olleus
Deity
We are all familiar with the tall vs wide and the (very similar) turtle vs warmongering dichotomies that characterised Civ5. In many ways, the main choice of the game was in this decision. It influenced everything from leader choice before the game begun to which victory condition you would eventually reach. In Civ4, the similar choice was specialist vs cottage economy.
What will be the equivalent in Civ6? What are the main decisions that shape the strategy? After following in details all the reveals about the game, here are my two guesses. Of course, a middle of the road option is possible for both, but then it is harder to maximise the effect of civ unique's/government/policies.
Rural vs Urban
The choice here is between having few districts and a focus on building lots of terrain improvements versus having cities with many districts and buildings but fewer improvements.
The rural choice prioritises food over production (so you can work all those improvements), cities are further apart so they have enough tiles to work, and will work resources rather than harvesting them. Civs with unique improvements are better suited to this (especially India/Scythia), and might be the preferred choice for warmongers as you will have high ability to pump out units, suffer less from the rise in district costs, and will give you the land to space your cities out more. Civs with unique improvements that give faith/tourism might find this is the best way route to a religious or cultural victory.
The Urban choice prioritises production over food (such that the pop limit to build a new district is unlocked just when the existing districts are full of buildings), cities are clustered to maximise adjacency bonuses, pop will work as citizens when possible, and resources are more likely to be harvested. Civs with unique districts are more adapt at this strategy (specially Germany/Japan), and victories which require specialist yields such as Science might perform better with this strategy.
Science vs Culture
With a fully fledged culture tree which unlocks wonders/governments/units/buildings, the primacy that science has had in all previous civ titles might be at an end. Being mediocre in science and focussing instead on culture might be a valid strategy.
The science path is the one we are used to from Civ6 and manifests itself as a focus on campus districts, technologies that unlock science buildings and great scientists. Jungles and mountains are highly desirable for their adjacency bonuses. As has been noted, there are no civs which seem particularly strong for science, but the science victory is clearly the best suited to this strategy.
The culture path would instead focus on theatre districts, great artists/writers/musicians, actively try and buy great works from other civs. Wonders are likely to be more attractive to this strategy, both for their direct effect and the adjacency bonus. Similarly for religion. A culture victory is naturally best suited to this approach, but a religious one also has some synergy. Civs that suit this approach are ones with unique infrastructure that gives bonus culture (great wall, sphinx, acropolis), but bonuses to wonders and faith could also help.
What will be the equivalent in Civ6? What are the main decisions that shape the strategy? After following in details all the reveals about the game, here are my two guesses. Of course, a middle of the road option is possible for both, but then it is harder to maximise the effect of civ unique's/government/policies.
Rural vs Urban
The choice here is between having few districts and a focus on building lots of terrain improvements versus having cities with many districts and buildings but fewer improvements.
The rural choice prioritises food over production (so you can work all those improvements), cities are further apart so they have enough tiles to work, and will work resources rather than harvesting them. Civs with unique improvements are better suited to this (especially India/Scythia), and might be the preferred choice for warmongers as you will have high ability to pump out units, suffer less from the rise in district costs, and will give you the land to space your cities out more. Civs with unique improvements that give faith/tourism might find this is the best way route to a religious or cultural victory.
The Urban choice prioritises production over food (such that the pop limit to build a new district is unlocked just when the existing districts are full of buildings), cities are clustered to maximise adjacency bonuses, pop will work as citizens when possible, and resources are more likely to be harvested. Civs with unique districts are more adapt at this strategy (specially Germany/Japan), and victories which require specialist yields such as Science might perform better with this strategy.
Science vs Culture
With a fully fledged culture tree which unlocks wonders/governments/units/buildings, the primacy that science has had in all previous civ titles might be at an end. Being mediocre in science and focussing instead on culture might be a valid strategy.
The science path is the one we are used to from Civ6 and manifests itself as a focus on campus districts, technologies that unlock science buildings and great scientists. Jungles and mountains are highly desirable for their adjacency bonuses. As has been noted, there are no civs which seem particularly strong for science, but the science victory is clearly the best suited to this strategy.
The culture path would instead focus on theatre districts, great artists/writers/musicians, actively try and buy great works from other civs. Wonders are likely to be more attractive to this strategy, both for their direct effect and the adjacency bonus. Similarly for religion. A culture victory is naturally best suited to this approach, but a religious one also has some synergy. Civs that suit this approach are ones with unique infrastructure that gives bonus culture (great wall, sphinx, acropolis), but bonuses to wonders and faith could also help.