Things learned that make the most difference in your success?

That's how I interpret the rising costs over time: as your civilization develops, a district demands more and more to increase yields by the same amount.

Think about it: if you equipped a Campus today with the same things it had back in the 600s, would you expect a increase in science output?
Not quite sure what you're saying but If you plot down a campus at turn 1 next to two mountains, it produces +2 science. Doing so at turn 300 still produces +2 science, except that +2 science cost significantly more than at turn 1. That simply makes no sense from a realistic perspective. This was obviously added for game play balance.
 
Not quite sure what you're saying but If you plot down a campus at turn 1 next to two mountains, it produces +2 science. Doing so at turn 300 still produces +2 science, except that +2 science cost significantly more than at turn 1. That simply makes no sense from a realistic perspective. This was obviously added for game play balance.

The point is that the actual "advancement" comes with the buildings: In later times, you can build research labs - which have higher yield & are more expensive - while at earlier times you can only build libraries.

Btw., this leads to a possible solution of the mess: Just placing districts - namely, the *place* where you build libraries & research labs - should neither give you any yield nor cost anything. Great people points & science should come from the buildings, not from the area that you *designate* as place to build libraries & research labs.
 
The cost of things in society generally decreases over time, not increase, particularly after you adjust for inflation. In the case that they do increase in cost, it's generally because the benefit is multiple times more than you would receive otherwise. This isn't the case in Civ6. Districts simply cost more as time goes on while providing the exact same benefit as it did on turn 1. This is the same type of arbitrary gameplay mechanisms I hated in Civ5.
Less years pass in one turn over time, so output is going up...
 
The point is that the actual "advancement" comes with the buildings: In later times, you can build research labs - which have higher yield & are more expensive - while at earlier times you can only build libraries.
That still doesn't matter. The cost for districts is higher in the later eras than the earlier ones whether you build a research lab or not.
 
That still doesn't matter. The cost for districts is higher in the later eras than the earlier ones whether you build a research lab or not.

True. That's why I said a possible solution would be to remove both yields & costs from mere 'placing' of districts. Districts should just be placed as a "collateral" when you first build a building of a specific type & have no inherent yields. The yields, great people points, science etc. should be moved to the actual buildings.
 
Back on topic, I feel the biggest leap was the realization that you need to expand early, whatever the means. Usually at the expense of neighboring civs and city-states. Also, focusing more on the victory path led me to shorter games: where I needed 300 turns to become master of all, I need now 240 turns at most.

I just completed my fastest game so far at 240 lol. Any general tips for consistent pre 200 turn victories?
 
Not quite sure what you're saying but If you plot down a campus at turn 1 next to two mountains, it produces +2 science. Doing so at turn 300 still produces +2 science, except that +2 science cost significantly more than at turn 1. That simply makes no sense from a realistic perspective. This was obviously added for game play balance.

Probably due to balance, though the way they did is far from perfect.

What I was trying to say isthat you can't expect much more advancement if you don't put more and more additional resources. Think about Commercial Hubs: back in the Classical Era you only needed a few stalls to make it a Commercial Hub; in the Middle Ages, you might need a few guilds and caravans; in the Information Era, you need buildings, power grids, internet connection etc. Would you expect a few stalls would increase empire-wide wealth in the 1900s?

I just completed my fastest game so far at 240 lol. Any general tips for consistent pre 200 turn victories?

Really depends on the victory type, map type and size, number of players and game speed. I was talking about Small maps, standard speed, usually Pangaea or Continents. With these in mind, my Religious Victories usually take less than 180 turns, since faith can snowball earlier with the right beliefs. Domination usually takes around 180 turns too. I still have to do a Science and Cultural Victory before 200 turns (I don't like the Relic strategy, feels like cheating to me).

I can't say much beyond what was already said. Manage your policies right (such as maximizing envoys and the Feudalism Builder Rush strategy), keep an eye which City-States are useful and which are conquerable, and focus on early expansion and later on your victory path.
 
Really depends on the victory type, map type and size, number of players and game speed. I was talking about Small maps, standard speed, usually Pangaea or Continents. With these in mind, my Religious Victories usually take less than 180 turns, since faith can snowball earlier with the right beliefs. Domination usually takes around 180 turns too. I still have to do a Science and Cultural Victory before 200 turns (I don't like the Relic strategy, feels like cheating to me).

I can't say much beyond what was already said. Manage your policies right (such as maximizing envoys and the Feudalism Builder Rush strategy), keep an eye which City-States are useful and which are conquerable, and focus on early expansion and later on your victory path.

Gotcha. Yeah, I always do standard size and 75% of the time its on the fractal map. So that is probably the biggest difference. Good tips too!

On topic, I would say out of everything that has been mentioned the Feudalism Wave concept REALLY helped my game play. In general, I did not put much importance on builder chargers. Now, not only do I try and do the Feudalism wave every game, I also keep an eye out for building the Pyramids if I can get a fast 2nd city or if it is available to build in my capital.

Those 2-3 extra charges per builder really slingshots you ahead (during the mid game / after you initial conquest) in setting up your empires infrastructure. I normally try and take my time in the ancient era while I am normally warring and then explode with infrastructure, districts, and defense.

Reading the 'Opening' and After 'Actions' threads in the Game of the Month forums is also pretty great for strategy and overall gameplay improvement.
 
The cost of things in society generally decreases over time, not increase, particularly after you adjust for inflation. In the case that they do increase in cost, it's generally because the benefit is multiple times more than you would receive otherwise. .
Exactly, but the fact is, there will, for the long run, be inflation. While the price may be the same or less when adjusted for inflation, you pay in current costs, not adjusted costs.
 
Exactly, but the fact is, there will, for the long run, be inflation. While the price may be the same or less when adjusted for inflation, you pay in current costs, not adjusted costs.
That actually makes little sense. Nonetheless, there is no inflation in Civilization 6. Districts simply cost more over time. The increasing cost is simply a balancing factor with no relevance to the real world. In the real world, one man with a tractor can dig a plot of land in a shorter time than what would have taken many more men longer to accomplish decades earlier. But in Civilization 6, the reverse is true: the productive cost for a district is higher in later eras despite providing the exact same benefits, which makes no sense other than as a balancing mechanism.
 
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