Bliss
Warlord
- Joined
- Dec 28, 2012
- Messages
- 237
Back in CIV V you could not only play Tall, but also Small/Short due to International Trade Routes.
In Civ V international trade routes allowed you to become a real commercial hub (Venice, anyone??), you could send multiple caravans to close neighbors with it also serving to discourage aggressive enemies against declaring war on you (because they had their share of profit from foreign trade routes) and all this while having minimal cities and population. It didn't matter if you had 15 cities or 2, with 40 population or 10. You would advance in the tech tree the same and unlock the same amount of trade routes. You could even buy all the City States and have "diplomatic influence" even while having poor general yields (but good gold).
Coming forward to Civ VI, I know the meta changed a lot to playing wide (because of districts and adjacency bonuses), but I also know that you can turtle up and play tall 5-6 cities (some nice Korea/Brazil plays like this) and have a profitable game. However, since trade routes capacity is now tied to how large the empire is, I feel like you can't anymore become a money powerhouse while trying to play tight (small and short), because you will necessarily have less gold because you have less trade routes (even when assuming the wider empires are all focusing on domestic trade routes).
Based on all of this I wanna ask you guys if there are any bizzarre approach that I'm not aware of, that is doable in Civ VI and that could ressemble anything like playing "small and short".
Currently, we have some tools given by the game that maybe could lead us into such foggy path. I want you to please consider them and share any opinions you have related to the matter:
We have City State quests that ARE NOT tied to any kind of yield generation;
We have Envoy Generation that is not related to yield generation, but we also have envoys unlocked with social policies;
We have Foreign Ministry building, that no one seems to care but seems to favor weak civilizations;
We have Religion, that in theory can be easily achievable by the mere rush of a single district in the very early game.
We have Diplomatic Victory (GS) that favors suckering behavior (ignore the propposals that favors you the most and vote for the interest of civilizations that, just like you, have a lot of favor generation).
We have Strategic Resources accumulation mechanic (GS) that favors the dynamic of selling stuff to other civilizations, thus, generating surplus of GOLD.
We have Entertainment Districts, that could allow you to sell otherwise necessary Luxury Resources to other civilizations;
In Civ V international trade routes allowed you to become a real commercial hub (Venice, anyone??), you could send multiple caravans to close neighbors with it also serving to discourage aggressive enemies against declaring war on you (because they had their share of profit from foreign trade routes) and all this while having minimal cities and population. It didn't matter if you had 15 cities or 2, with 40 population or 10. You would advance in the tech tree the same and unlock the same amount of trade routes. You could even buy all the City States and have "diplomatic influence" even while having poor general yields (but good gold).
Coming forward to Civ VI, I know the meta changed a lot to playing wide (because of districts and adjacency bonuses), but I also know that you can turtle up and play tall 5-6 cities (some nice Korea/Brazil plays like this) and have a profitable game. However, since trade routes capacity is now tied to how large the empire is, I feel like you can't anymore become a money powerhouse while trying to play tight (small and short), because you will necessarily have less gold because you have less trade routes (even when assuming the wider empires are all focusing on domestic trade routes).
Based on all of this I wanna ask you guys if there are any bizzarre approach that I'm not aware of, that is doable in Civ VI and that could ressemble anything like playing "small and short".
Currently, we have some tools given by the game that maybe could lead us into such foggy path. I want you to please consider them and share any opinions you have related to the matter:
We have City State quests that ARE NOT tied to any kind of yield generation;
We have Envoy Generation that is not related to yield generation, but we also have envoys unlocked with social policies;
We have Foreign Ministry building, that no one seems to care but seems to favor weak civilizations;
We have Religion, that in theory can be easily achievable by the mere rush of a single district in the very early game.
We have Diplomatic Victory (GS) that favors suckering behavior (ignore the propposals that favors you the most and vote for the interest of civilizations that, just like you, have a lot of favor generation).
We have Strategic Resources accumulation mechanic (GS) that favors the dynamic of selling stuff to other civilizations, thus, generating surplus of GOLD.
We have Entertainment Districts, that could allow you to sell otherwise necessary Luxury Resources to other civilizations;