What should be in a Guide to City States?

WillowBrook

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I'm working on a guide to city states. Below is an outline.

EDIT: Below is the latest draft as of January 4, 2017. I need to add the new DLC city states and a table of contents with internal links. I'll also consider any additional comments, corrections, etc. before I post. I'll try to make the capitalization more uniform.

What is a city state?
A city state is a minor civilization consisting of a single city. They can build districts, buildings, improvements, and units, as well as go to war, like the major civilizations, but they cannot found or capture additional cities. City states can provide considerable benefits to major civilizations with sufficient influence. They can also be conquered. Or ignored.

There are six types of city states in Civilization VI, each with a different type of benefit: cultural, industrial, militaristic, religious, scientific, and trade. A list of all 24 city states that can appear in the base game is here (link to table under suzerain benefits section). The game is hard coded to include 1.5 city states for every major civilization. So a standard game of 8 civilizations will have 12 city states.

How do I gain influence with city states?
To gain influence with city states, send them envoys. When you have one or more envoys available, open the city state screen to see the list of city states you've met. Click the arrow to the right of the current number of envoys to assign additional envoys, and then click the green button to confirm the assignment(s).

How do I gain envoys?
  • Fast Exploration
    If you are the first civ to meet a city state, you get one envoy.
  • Influence points
    Once you accumulate sufficient influence points, you are awarded one or more envoys. The number of envoys depends on the type of government:
    • 1 envoy at 100 influence points: Chiefdom, Autocracy, Oligarchy, and Classical Republic
    • 2 envoys at 150 influence points: Monarchy, Theocracy, Merchant Republic
    • 3 envoys at 200 influence points: Democracy, Communism, Fascism

    You gain influence points from governments and policy cards:
    • Chiefdom: 1 point/turn
    • Autocracy, Oligarchy, Classical Republic: 3 points/turn
    • Monarchy, Theocracy, Merchant Republic: 5 points/turn
    • Democracy, Communism, Fascism: 7 points/turn
    • Monarchy's Legacy Bonus: +20% influence points, additional +1% for every 10 turns on standard speed
    • Charismatic Leader: +2 Influence points per turn towards earning city-state Envoys (Diplomatic policy card available at Political Philosophy)
    • Gunboat Diplomacy: Open Borders with all city-states, and +4 Influence points per turn toward earning Envoys (Diplomatic Policy card available at Totalitarianism)
  • Civics
    Gaining certain civics gives you one or more envoys:

    • Ancient Era
    • Mysticism: 1 envoy
    • Military Tradition: 1 envoy

      Classical Era
    • Theology: 1 envoy

      Medieval Era
    • Naval Tradition: 1 envoy
    • Mercenaries: 1 envoy

      Industrial Era
    • Colonialism: 2 envoys
    • Opera and Ballet: 2 envoys
    • Natural History: 2 envoys
    • Scorched Earth: 2 envoys

      Modern Era
    • Conservation: 3 envoys

      Atomic Era
    • Cultural Heritage: 3 envoys
  • Great people
    Some Great People provide envoys.

    • Medieval Era
    • Zheng He - Great Admiral - 1 envoy (when retired)
    • Piero de' Bardi - Great Merchant - 1 envoy

      Renaissance Era
    • Jakob Fugger - Great Merchant - 2 envoys
    • Raja Todar Mal - Great Merchant - 1 envoy
    • Ana Nzinga - Great General - 1 envoy (when retired)

      Industrial Era
    • John Jacob Astor - Great Merchant - 2 envoys
    • Simón Bolívar - Great General - 1 envoy (when retired)
  • Policy Cards
    Besides the two Policy Cards that provide Influence Points (listed above), two other Diplomatic Policy Cards can provide additional Envoys.
    • Diplomatic League: The first Envoy you send to each city-state counts as two Envoys (available at Political Philosophy)
    • Containment: Each Envoy you send to a city-state counts as two, if its Suzerain has a different government than you (available at Cold War)

  • City State Quests:
    City States provide quests which, when accomplished, grant one envoy to the City State whose quest you have fulfilled. Quests are unique to each player.

    Possible quests include:
    • Send a trade route
    • Build a particular unit
    • Build a specific type of district
    • Get a eureka for a particular technology
    • Get an inspiration for a particular civic
    • Recruit a specific type of great person
    • Clear a barb camp (generally within 5 tiles of the city state)
    • Religious conversion

    Upon meeting a City State, it will provide you with a quest. That quest will remain until you fulfill it or you go to war with the City State or the quest becomes obsolete. An example of an obsolete quest would be getting a Eureka for a tech that you researched without getting the Eureka first. When you enter a new era, you will get a new quest from any City State you've met that doesn't currently have a quest for you.

    Quests can potentially provide significant numbers of envoys, especially if you don't rush through or skip eras. Also, the earlier you find a City State, the more quests you may be able to fulfill. Norway's early ability to enter ocean can help it find City States faster.

Can I reassign or lose envoys?
You cannot reassign envoys; once you assign an envoy to a city state, it stays there as long as both you and the city state are in the game.

The only way to lose envoys is to directly declare war on a city state, in which case you lose all you envoys with that city state. However, you do not lose your envoys if you find yourself at war with a city state for other reasons. For example, if you declare war on another civilization that is Suzerain of a city state, that city state will declare on you, but you will not lose your envoys. You can even send additional envoys while at war in order to become suzerain, and the city state will switch sides in the war.

If a city state is conquered, it loses city state status and you lose any benefits from having envoys there. If you liberate a conquered city state, you get your envoys back and the city state provides benefits as before.

What benefits can I get from sending envoys to city states?
With one envoy, your capital gains a bonus. At three and six envoys, your districts gain bonuses. These bonuses depend on the type of city state. They are the same for each city state of a particular type.
[table=head]
City State Type|One Envoy|Three Envoys|Six Envoys
Cultural|+2 culture in the capital|+2 culture in every Theater Square district|Additional +2 culture in every theater Square district
Industrial|+2 production in the capital when producing wonders, buildings, and districts|+2 production in every industrial zone when producing wonders, buildings, and districts|Additional +2 producing wonders, buildings, and districts
Militaristic|+2 production in the capital when producing units|+2 production in every encampment when producing units|Additional +2 production in every encampment when producing units
Religious|+2 faith in the capital|+2 faith in every Holy Site district|Additional +2 faith in every Holy Site district
Scientific|+2 science in the capital|+2 science in every Campus district|Additional +2 science in every Campus district
Trade|+4 gold in the capital|+4 gold in every Commercial Hub district|Additional +4 gold in every Commercial Hub district
[/table]

The Papal Primacy Founder Belief increases each of these benefits by 50%.

In addition, if you become Suzerain (see next question), you gain additional benefits (link).

What's with becoming Suzerain?
If you send at least three Envoys to a City State AND have more Envoys there than any other civilization, you become Suzerain of that City State. Only one major civilization can be Suzerain of a City State at one time. If two civilizations have assigned the same number of Envoys, neither can be Suzerain. If a major civilization is defeated, its envoys disappear, so you can gain Suzerain status if you have the most envoys of the remaining civs.

You can become Suzerain of a City State you are at war with if you send sufficient Envoys. It will immediately make peace with you and declare war on anyone you are at war with.

On the City State screen, the little grey number on the far right tells you how many Envoys you must have assigned to the City State to become Suzerain.

Why would I want to be Suzerain?
Besides the bonuses based on number of Envoys, the Suzerain of a City State gains additional benefits:
  • Unique bonus. Each City State provides a unique bonus to its Suzerain (see table in next section).
  • Open borders.
  • Access to resources. The Suzerain gains the benefits of all bonus, strategic, and luxury resources owned by the City State.
  • Diplomatic allegiance. The City State follows its Suzerain to war and to peace.
  • Military help. In addition, the Suzerain can pay gold to gain control ("levy") the military of the city state for a certain number of turns (30 on standard speed). Note: If you lose Suzerain status while levying a city state's military, you lose control of the military and you do not get it back if you regain Suzerain status within the allotted time.
  • Visibility out to 3 tiles from the City State center.

There are also situational benefits to being Suzerain:
  • Raj Policy Card: you get +2 Science, Culture, Faith, and Gold from each city-state you are Suzerain of (available with Colonialism)
  • Arsenal of Democracy: Your Trade Routes to an Ally's city provide +2 Food and +2 Production for both cities (available with Sufferage). A City State you are Suzerain of counts as your Ally.
  • Pericles get +5 culture from every City State he is Suzerain of.
  • Gaining Suzerain status may provoke another civ to declare war on you. This could be a good or bad thing.

Being Suzerain is not all sunshine and light. You can annoy other civs, especially Pericles and a civ with a certain hidden agenda. And the extra visibility can mean longer time between turns. Further, being Suzerain does nothing to help your score. And your Envoys might have been better used elsewhere.

What are the specific Suzerain bonuses?
[table=head]
City State | Suzerain Bonus | Notes
Cultural | |
Kumasi | Your Trade Routes to any city-state provide +2 Culture and +1 Gold for every specialty district in the origin city. | Get a handful of districts up in your capital, and a few trade routes will net you lots of culture.
Mohenjo-Daro | Your cities have full Housing from water, as if they were all next to a River. | This is a great benefit if you have a water-scarce area you would like to settle.
Nan Madol | Your districts on or next to Coast tiles provide +2 Culture. |
Vilnius | When you enter a new era, earn 1 random Inspiration from that era. |
Industrial | |
Brussels | Your cities get 15% Production towards Wonders. |
Buenos Aires | Your Bonus resources behave like Luxury resources, providing 1 Amenity per type. | If you can maintain suzerain status, you will need few or no entertainment complexes.
Hong Kong | Your cities get +20% Production towards city projects. | At first glance, this benefit may seem underwhelming, but the fastest science victories usually rely on gaining many great engineers and scientists through their respective city projects.
Toronto | Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles further. | This can greatly reduce the number of factories and power plants you need to build, but you have to maintain Suzerain status.
Militaristic | |
Carthage | Your Encampment districts provide +1 Trade Route capacity each. | If you build encampments, this is a nice benefit. Particularly good with Japan's cheaper encampments.
Kabul | Your units receive double experience from battles they initiate. | Especially useful if you are warring much.
Preslav | Your light and heavy cavalry units have +5 Combat Strength when fighting on Hill tiles. |
Valletta | City Center buildings and Encampment district buildings can be bought with Faith. Cost of purchasing Ancient Walls, Medieval Walls, and Renaissance Walls is reduced, but they can only be bought with Faith.
Religious | |
Jerusalem | Automatically converts to the Religion you founded, and exerts pressure for that Religion as if it were a Holy City. | Unless it is near many cities, this bonus is not as useful as it may seem, even if you are going for a religious victory.
Kandy | Receive a Relic every time you discover a new Natural Wonder, and earn +50% Faith from all Relics. | This bonus can lead to much early tourism from relics for a fast cultural victory. If you have tile yields turned on, you may be able to tell when you're about to find a wonder and avoid it until you can becomes Suzerain.
La Venta | Your Builders can now make Colossal Head improvements. | Colossal Heads add at least two faith to the tile.
Yerevan | Your Apostle units can choose from any possible promotion instead of receiving a random promotion. | This ability can lead to much faster religious victories.
Scientific | |
Geneva | Your cities earn +15% Science whenever you are not at war with any civilization. | This can be quite helpful when going for a science victory.
Hattusa | Provides you with 1 of each Strategic Resource you have revealed but do not own. |
Seoul | When you enter a new era, earn 1 random Eureka from that era. |
Stockholm | Your districts provide +1 Great Person point of their type (Great Writer, Great Artist, and Great Musician for Theater Square districts). | Good all-around bonus; you can never have too many Great People. Good synergy with Brazil and Kongo.
Trade | |
Amsterdam | Your Trade Routes to foreign cities earn +1 Gold for each Luxury resource at the destination. |
Jakarta | Your Trading Posts in foreign cities provide +1 Gold to your Trade Routes passing through.
Lisbon | Your Trader units are immune to being plundered on water tiles. | Very nice if you are sending trade routes over water.
Zanzibar | Receive the Cinnamon and Cloves Luxury resources. These cannot be earned any other way in the game, and provide 6 Amenities each. | If you can maintain suzerain status, you will need few or no entertainment complexes. The Aztec combat bonus from luxuries can also benefit from these Luxury resources.
[/table]

There are so many city states and so few envoys. How do I decide how to place them?
There is no one-size-fits-all strategy for placing your envoys; every game is different. But here are some things to consider:
  • In the early game, the benefit to the capital from a single envoy can be significant. A little bit of culture or science can be quite big early on.
  • Once you have a few districts of a certain type, getting the corresponding 3-Envoy or 6-Envoy benefits in one or two City States can be worth more than spreading out your Envoys for smaller benefits.
  • If you are pursuing a religious, cultural, or science victory, you will probably want to prioritize placing Envoys in City States of the corresponding type, up to the six-envoy bonus.
  • Suzerain bonuses can be quite situational and may not be worth pursuing.
  • AI civs will often fixate on being Suzerain of certain neighboring City States. Unless especially valuable to your goals, it may not be worth trying to maintain Suzerain status of a contested City States.

Any other strategic considerations?
Here are a few things various CivFanatics have identified as worth considering:
  • Policy Card management: Careful management of civics research and policy cards can maximize Envoys. For example, once you reach Political Philosophy, you can use the Charismatic Leader card most of the time for its +2 Influence points. Wait to send a first Envoy to a City State until you swap in Diplomatic League for a turn (have a civic one turn from completion when you finish another civic). Then the first envoy counts as two, but you don't lose out on many Influence points. If you are really micromanaging, try to fulfill any quests from City States with no Envoys on that turn you have Diplomatic League. Of course, you may want to assign the Envoy earlier if you want the benefit in your capital sooner.
  • War and Quests: If you are about to go to war with a civ that is Suzerain of a City State you may want to become Suzerain of, consider whether its current quest is one you will likely fulfill or not. If it's a good quest for you, fulfill it before going to war. If it's not a good quest, go to war with the Suzerain before sending additional envoys; when the City State declares war on you, the quest will disappear, and you'll get a new (hopefully better) quest after you make peace with the city state and enter a new era.
  • Discrete versus continuous Suzerain Bonuses:
    • Some Suzerain bonuses provide discrete benefits, so timing when you become Suzerain can be important, especially if other civs seem interested in the City State. For example, Seoul and Vilnius only provide their benefit (random Eureka and random Inspiration, respectively) when you enter a new era, so you may want to time becoming Suzerain just before you enter a new era. Yerevan only provides its benefit when you are buying apostles, so you may want to save up faith to buy a bunch of apostles immediately after becoming its Suzerain, if there is competition for Yerevan. Valetta's faith purchases and La Venta's Colossal Heads are also discrete.
    • Other Suzerain bonuses are continuous, requiring you to maintain Suzerain status to have the benefit. If their benefits are particularly important to you, you may want to maintain a few envoys in reserve to quickly regain Suzerain status as needed. Mohenjo-Daro's housing, Zanizibar and Buenos Aires' amenities, Carthage's trade routes, and Toronto's regional effects are all in this category.
  • To Conquer or Not: Especially in the early game, it may be more useful to conquer a City State and have an additional city rather than influence it. You also deny your neighbors any benefit from it. And if Germany is a neighbor, you keep him from an additional city, but might annoy him. But if two major civs are fighting over Suzerain status of a City State, it may be worth letting them waste their envoys on that City State while you benefit from others.
  • Army upgrades: A City State may have many outdated units. If you levy its army and then disband or smash the weaker units, it will build stronger ones. But you may have to protect it from conquest while it rebuilds its army.

    Special thanks to those who contributed to several discussion threads on this topic, especially ShinigamiKenji, Victoria, elitetroops, CultureManiac, Mr. Shadows, Jarms48, Skylark2009, Bowman-in-a-Bad-Mood, TamirLenk, I_pity_the_fool, Calouste, and Truronian
 
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For benefits
  • Open borders
  • Benefits of certain civic cards as they count as allies
  • Visibility
  • Another reason to annoy a civ so they declare war on you
Problems/limitations
  • Visibility means longer time between turns
  • Diplomatic issues with Pericles and hidden agenda from another.
  • No benefit to score
 
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If you have enough experience with the game, you could also point out which ones only seems good but aren't that stellar (Jerusalem, for example), and which ones don't seem good but are actually better than they seem (Hong Kong is great for Science Victory, but I often underestimated city projects). If you go that way, then also remember that the city-state type might influence that ranking (Buenos Aires might only include +1 Amenity per bonus resource type, but being an Industrial one also helps bumping its ranking up in my opinion).

Also, strategies to maximize envoys (such as using the 2-envoys-for-the-price-of-1 cards) from that thread would be nice.

For benefits
  • <snip>
  • Another reason to annoy a civ so they declare war on you

It's kinda amusing that a declaration of war is a benefit. :lol:
 
Can I reassign or lose envoys?
You cannot reassign envoys; once you assign an envoy to a city state, it stays there as long as both you and the city state are in the game. In addition, you do not lose your envoys if you go to war with the city state. However, if the city state is conquered, it loses city state status and the envoys disappear. QUESTION: what happens if a city state is liberated? do you get your envoys back?

I liberated a captured city state of which I was originally the suzerain (Beunos Aires for the bonus), and can confirm in this instance that my envoys were returned back when liberated.
 
If you have enough experience with the game, you could also point out which ones only seems good but aren't that stellar (Jerusalem, for example), and which ones don't seem good but are actually better than they seem (Hong Kong is great for Science Victory, but I often underestimated city projects). If you go that way, then also remember that the city-state type might influence that ranking (Buenos Aires might only include +1 Amenity per bonus resource type, but being an Industrial one also helps bumping its ranking up in my opinion).
I'll try to get the table of unique bonuses together later today with a request for comments on the value and best use of the benefits.

Also, strategies to maximize envoys (such as using the 2-envoys-for-the-price-of-1 cards) from that thread would be nice.
Yes, I'll either add a question on strategies to maximize envoys or include them under the one on how to get envoys.
 
Here are the suzerain uniques. Any suggestions on ways to take advantage of the abilities are welcome, as well as critiques of the notes in this draft.

[table=head]
City State | Suzerain Bonus | Notes
Cultural | |
Kumasi | Your Trade Routes to any city-state provide +2 Culture and +1 Gold for every specialty district in the origin city. |
Mohenjo-Daro | Your cities have full Housing from water, as if they were all next to a River. | This is a great benefit if you have a water-scarce area you would like to settle.
Nan Madol | Your districts on or next to Coast tiles provide +2 Culture. |
Vilnius | When you enter a new era, earn 1 random Inspiration from that era. |
Industrial | |
Brussels | Your cities get 15% Production towards Wonders. |
Buenos Aires | Your Bonus resources behave like Luxury resources, providing 1 Amenity per type. | If you can maintain suzerain status, you will need few or no entertainment complexes.
Hong Kong | Your cities get +20% Production towards city projects. | At first glance, this benefit may seem underwhelming, but the fastest science victories usually rely on gaining many great engineers and scientists through their respective city projects.
Toronto | Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles further. |
Militaristic | |
Carthage | Your Encampment districts provide +1 Trade Route capacity each. | If you build encampments, this is a nice benefit.
Kabul | Your units receive double experience from battles they initiate. |
Preslav | Your light and heavy cavalry units have +5 Combat Strength when fighting on Hill tiles. |
Valletta | City Center buildings and Encampment district buildings can be bought with Faith. Cost of purchasing Ancient Walls, Medieval Walls, and Renaissance Walls is reduced, but they can only be bought with Faith.
Religious | |
Jerusalem | Automatically converts to the Religion you founded, and exerts pressure for that Religion as if it were a Holy City. | Unless it is near many cities, this bonus is not as useful as it may seem, even if you are going for a religious victory.
Kandy | Receive a Relic every time you discover a new Natural Wonder, and earn +50% Faith from all Relics. | This bonus can lead to much early tourism from relics for a fast cultural victory.
La Venta | Your Builders can now make Colossal Head improvements. | Colossal Heads add at least two faith to the tile.
Yerevan | Your Apostle units can choose from any possible promotion instead of receiving a random promotion. | This ability can lead to much faster religious victories.
Scientific | |
Geneva | Your cities earn +15% Science whenever you are not at war with any civilization. |
Hattusa | Provides you with 1 of each Strategic Resource you have revealed but do not own. |
Seoul | When you enter a new era, earn 1 random Eureka from that era. |
Stockholm | Your districts provide +1 Great Person point of their type (Great Writer, Great Artist, and Great Musician for Theater Square districts). |
Trade | |
Amsterdam | Your Trade Routes to foreign cities earn +1 Gold for each Luxury resource at the destination. |
Jakarta | Your Trading Posts in foreign cities provide +1 Gold to your Trade Routes passing through.
Lisbon | Your Trader units are immune to being plundered on water tiles. | Very nice if you are sending trade routes over water.
Zanzibar | Receive the Cinnamon and Cloves Luxury resources. These cannot be earned any other way in the game, and provide 6 Amenities each. | If you can maintain suzerain status, you will need few or no entertainment complexes.
[/table]

Thanks to Grumalg for the PDF civ reference.
 
A few points I noticed when looking at the table:
  • Geneva is good for a Science Victory, taking a few turns off from those high-end techs (especially Rocketry, which unlocks the first SV project).
  • Toronto is generally considered one of, if not the, best Suzerain bonus. Has anyone noticed if Colosseum also applies to its effect?
  • Kumasi, Amsterdam and (to a lesser extent) Jakarta bonuses get better with Egypt, since you have double incentive to have a few International Trade Routes (but don't forget that most of them should be internal)
  • Stockholm also has a good overall effect - you can never have too many Great People. Brazil and Kongo should benefit the most since their uniques revolve around Great People Does Kongo's bonuses apply to Stockholm GPP generation?
  • Kabul might appeal to Domination Victories. The more tier 4 promoted units you have, more powerful they are.
  • Brussels and France/Egypt might make a nice combo to secure wonders, though one still has to see the viability of this strategy.
  • Hattusa is good to have effective timing attacks if you can get early Suzerain status (possible with well-timed double envoy card). The best examples would be Warrior > Swordsman and Heavy Chariot > Knight timing attacks, both of which require Iron.
  • Carthage should appeal especially to Japan, with half-cost Encampments.
  • Also, a nice CS combo might be Carthage + Hattusa. Build Encampments and enjoy the extra Trade Routes and ability to build any unit without having resources. But you must ensure you are the Suzerain throughout the game, meaning few envoys to other CS.
Some of these should still be filtered by the opinion of better players than me, though. These are mostly ideas thrown off my head, without proper viability checking.

BTW, it's amazing how many ideas flew over my head when you presented that table. Kudos for you!
 
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The bonuses are quite situational, Kandy can get you a culture win in 100 turns if lucky while Yerevan will always win you a game unless unlucky with religion

Lisbon is fantastic on an island map but useless elsewhere

Kumasi, get 5 quick districts in your capital and get them trade routes out to CS for a race up the culture tree. It is quite powerful
 
Some potential strategies perhaps?
- when to conquer a city-state
- which city-states to prioritize
- should you delay your technologies in order to complete city-state missions before they're replaced when you change eras
- which city-states should you prioritize if you get Papal Primacy​
- should you Levy city-state armies, disband them, in order to force them to get more tech appropriate units (if that trick still works)
 
Of all the CS bonuses, the only one that breaks the game entirely is Yerevan. Of course, religious victory is so totally broken right now that Yerevan just makes it worse.

I hope the next patch nerfs this a little - give you three choices instead of two, perhaps, instead of all choices all the time. That said, if you have the wonder that makes all apostles martyrs, there are usually only 3 choices even with Yerevan.
 
OK, with the new patch, I'd guess Toronto got quite a bit nerfed, since now Factories don't stack. Still, it's nice to free up a district slot in some cities.

And Carthage, well, it got empowered, now that production should come from Trade Routes. Especially with the new Poland's unique building.
 
The guide should also note that certain CS suzerain bonuses are very precarious. For instance, the extra trade routes and resources from Hattusa, Carthage, Buenos Aires, Zanzibar, etc. may help, but you are only an envoy away from losing them. Having your extra traders lose support and/or losing amenities can really throw a wrench in things.

OTOH you can immediately utilize other CS benefits (Valletta's faith purchases, Yerevan's apostle bonuses) and they don't have as great an impact when another Civ yanks them.
 
Thanks for the comments, all! I may not get back to this until after Christmas. I'll incorporate your comments and add the new DLC city states (marked as DLC only).

Please continue to comment on what to include in the guide. Thanks!
 
Yep, some CS effects are better having only when needed, such as La Venta's. No need to build Colossal heads all game.

If you want to use Buenos Aires, Carthage or Toronto suzerainty bonus, though, be prepared to burn envoys there (sometimes even more than 9), and thus probably skip the 3-envoy bonuses from other CS.
 
What happens when you liberate a city state? (IME you get all your envoys back and noone else does).

How does the Monarchy bonus influence interact with the other bonuses? Does the 20% bonus apply before or after Charismatic Leader is added? Realistically how many more envoys in the game will I get from this?

Benefits/drawbacks of competing for suzerainty of a few city states vs getting 3 or 6 envoys in most of them and having 4 or 8 science/culture/gold in every single campus/TD/CH

Benefits of being suzerain (do you get their strategic resources)

Should you ever get control of a CS's military? Why do this?

Policies that affect city states and strategies that go along with them - how does Diplomatic League work? Should we run Charismatic leader for most of the time and then hop into Diplomatic League for a few turns while we spread our envoys around?

How does the AI work with city states? How do Barbarossa/Pericles' agendas work? How does the AI spread their envoys around? I've noticed that they spend almost all their envoys as soon as they get them and don't consider saving up, say, 4 to get suzerainty of a coveted city state. They also really like being suzerain. This means that you can often remain suzerain of an uncontested city state with as little as 3 envoys even 2/3rds into the game. Also are there other AI agendas that work against suzerainty?

How does the protectorate war work?
 
Some thoughts:

Envoys: Potentially you can get more envoys from quests than anything else. In a standard game there are 12 city states, and as a city state gets a new quest at the start of every era if it no longer has one, you could potentially get 84 envoys this way. Compare that to 19 envoys from the tech tree, 11 envoys from Great People, and maybe 30-40 from your government.

Benefits: The suzerainty bonus is a bit of a red herring IMO, you already get strong benefits if you just get to the 3/6 envoy level. Every benefit you get is the equivalent to a free level 1 building in each district of that type, without maintenance costs, but also without GPP. One industrial city state with 6 envoys gives you more hammers than a factory.

Concentrate: Concentrate on the city states that match to districts you are building anyway (because they are you unique district or you unique building is in that district), and also on the city states of which there are a lot of the same type (i.e. more than 2 in a standard game) and their corresponding district. In my current game I ended up with 5 commercial city states, that I all got 6 envoys with, which gives every one of my commercial districts +40 gold.

Explore: You can't get envoys with city states you haven't met... Norway has a massive and underrated bonus here on a lot of maps.

Don't beeline: city states get a new quest at the start of each period, but only if they don't have one at that point, otherwise they will keep the existing one. So you want to complete as many quests as you can before you enter a new era, or invalidate ones you can't complete, typically Eurekas and Inspirations.

Useful stuff: Gold. Really useful as it allows you to quickly buy or upgrade the military unit that a city state wants for a quest, or buy buildings/units that are needed for a Eureka or Inspiration that a city state wants, and in a pinch you can buy a Great Person. Faith is also pretty useful for buying Great People to fulfill quests directly, fulfill quests by providing Eurekas or Inspirations that are requested, or by giving envoys directly, and of course for conversion quests.

Good civs for the city state game:
Norway: You can find city states faster
Germany: The ability to build one more district allow you to get more benefits from more different types of city states.
Japan: Three half cost districts that can all get city state bonuses.
Russia: Lavras with Dance of the Aurora can generate massive amounts of faith for buying Great People, as well as bonus GWAM points.
Greece/Poland: Extra wild card slot can be used either for additional envoy points or to generate GPP for a specific GP that is part of a quest.
 
Complemeting the previous response, Scientific and Cultural CSs are especially good in the beginning to help you cruise through the key techs and civics. Later on they lose value unless you're aiming for their respective victories; in that case they become priority one to reach 6 envoys.
 
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