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Silasw A procrastination in of itself from a handcart heading to Hell Since: Mar, 2011 Relationship Status: And they all lived happily ever after <3
A procrastination in of itself
#5876: May 7th 2021 at 3:04:17 PM

I don’t see them giving up on producing what probably the best selling 4X game out there.

Also they do innovate, apparently the design philosophy is that each new game should be about one third new features, though I’d say that often games have come in pairs.

We could go back to the square grids of 3.

They might take some time to do something like Beyond Earth 2, before Civ 7.

"And the Bunny nails it!" ~ Gabrael "If the UN can get through a day without everyone strangling everyone else so can we." ~ Cyran
KnownUnknown Since: Jan, 2001
#5877: May 7th 2021 at 3:38:53 PM

Beyond Earth is not a series I think they're likely to revisit any time soon. It didn't acquit them well.

But yeah, companies starting dev on the next game immediately after (or even a little before) the dev cycle of the previous game ends is not uncommon. Given how many hints there have been that this is the final season of Civ VI, it's not unreasonable to think they might already be working on a future Civ VII.

"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.
alekos23 𐀀𐀩𐀯𐀂𐀰𐀅𐀡𐀄 from Apparently a locked thread of my choice Since: Mar, 2013 Relationship Status: [TOP SECRET]
𐀀𐀩𐀯𐀂𐀰𐀅𐀡𐀄
#5878: May 7th 2021 at 4:15:27 PM

Customizable Civs and leaders for VII please

Edited by alekos23 on May 7th 2021 at 2:15:52 PM

Secret Signature
Ultimatum Disasturbator from Second Star to the left (Old as dirt) Relationship Status: Wishfully thinking
Disasturbator
Ookamikun This is going to be so much fun. from the lupine den Since: Jan, 2001
This is going to be so much fun.
#5880: May 9th 2021 at 6:03:43 PM

I really wish they added a "civ and leader free for all" (i.e. Teddy could lead Russia) due to how they made leader and civ abilities distinct.

Death is a companion. We should cherish Death as we cherish Life.
Falrinn Since: Dec, 2014
#5881: May 21st 2021 at 8:42:03 PM

If they do another spin-off game before Civ 7, rather then taking another crack at Beyond Earth, I actually think a post-Apocalyptic civ game could be really cool.

But instead of an eternal Scavenger World like a lot of franchises go with, that part would just be the early game. The full scope of the game would be more about the rebirth of civilization and not merely reclaiming what was lost but surpassing it.

Likewise it would not take place in the real world's future like Beyond Earth. Instead it would be more like an apocalypse came down on a game of Civ 6, and you could even upload a Civ 6 save to serve as the base for the map in the new game.

Even the nature of the apocalypse could be customized, so a nuclear war would have a lot more radiation on the zone that would have to be cleaned up, while a meteor impact would have a massive crater on the map that would present it's own challenges and benefits if you want to settle near it.

tclittle Professional Forum Ninja from Somewhere Down in Texas Since: Apr, 2010
Professional Forum Ninja
#5882: Jun 9th 2021 at 11:05:02 AM

Vi is finished.

VI: Anthology, all VI content for $49.99 launching on PC on June 10th.

Edit: the above price is only through June 24th.

Edit 2: unless he's being facetious, the assistant producer is also saying it's the end of Civ VI for new content.

Edited by tclittle on Jun 9th 2021 at 1:53:01 PM

"We're all paper, we're all scissors, we're all fightin' with our mirrors, scared we'll never find somebody to love."
SgtRicko Since: Jul, 2009
#5883: Jun 9th 2021 at 7:53:54 PM

Humble Bundle is offering Civ VI: Platinum edition as part of their Monthly Humble Choice deal for around $12 USD, so I’d say that’s probably the better offer.

Humble Bundle

tclittle Professional Forum Ninja from Somewhere Down in Texas Since: Apr, 2010
Professional Forum Ninja
#5884: Jun 10th 2021 at 5:02:03 AM

Technically no, Anthology gives everything including the New Frontier Pass. Platinum gives only the expansions and the base DLC.

And the Humble Bundle deal plus New Frontier Pass is like US$3 more than the launch limited deal for Anthology, and that assumes the Humble Bundle deal doesn't expire before its launch.

"We're all paper, we're all scissors, we're all fightin' with our mirrors, scared we'll never find somebody to love."
tclittle Professional Forum Ninja from Somewhere Down in Texas Since: Apr, 2010
Professional Forum Ninja
#5885: Jul 13th 2021 at 9:12:14 AM

VI: Anthology is now out for PS 4, Xbox One, and Nintendo Switch.

"We're all paper, we're all scissors, we're all fightin' with our mirrors, scared we'll never find somebody to love."
MisterTambourineMan Unbeugsame Klinge from Under a tree Since: Jun, 2017 Relationship Status: Browsing the selection
Unbeugsame Klinge
#5886: Jul 31st 2021 at 7:53:52 AM

Just started playing VI on Switch. Is it alright if I ask for some advice?

Nach jeder Ebbe kommt die Flut.
Ultimatum Disasturbator from Second Star to the left (Old as dirt) Relationship Status: Wishfully thinking
Fighteer Lost in Space from The Time Vortex (Time Abyss) Relationship Status: TV Tropes ruined my love life
Lost in Space
#5888: Jul 31st 2021 at 8:16:39 AM

Ask away. I've never played the Switch version so I don't know if there are fundamental differences in game mechanics.

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"
MisterTambourineMan Unbeugsame Klinge from Under a tree Since: Jun, 2017 Relationship Status: Browsing the selection
Unbeugsame Klinge
#5889: Jul 31st 2021 at 10:33:42 AM

[up], [up][up] Thank you.

A recurring notice I've been getting is that my cities don't have enough amenities, and that my population may rebel. I've got one city currently building a theater, but its production output is low and it's going to take a long time to complete. Is there anything I can do to improve the situation faster?

What are the rules on the worker units? I've had one wandering around trying to figure which spaces I could or could not harvest.

I'm a little over a hundred turns in and I have two cities. Am I behind on building territory?

How much military buildup should I do if I'm not planning on doing a conquest victory?

Edited by MisterTambourineMan on Jul 31st 2021 at 10:34:17 AM

Nach jeder Ebbe kommt die Flut.
KnownUnknown Since: Jan, 2001
#5890: Jul 31st 2021 at 10:39:09 AM

My tip for amenities is to always try to settle in a place where luxury resources are present. That should nip most amenities problems in the bud early game. If things go well, by the time you need an Entertainment Complex you should be in a good position to build one on demand, or better yet you might never need one at all.

Worker units build improvements, which you unlock with techs and cultures. While in the very beginning of the game you can have a worker with nothing to do, by the classic era you should be able to build something or another. It’s best to use workers on: new cities, strategic resources, holes in your resource net, and your Civ’s unique improvement if it has one.

Just remember: farms give food and go on plains, mines give production and go on hills, lumber mills give production and go on trees, and every unique resource on the map has an improvement specific to it.

In the early game, especially, built settlers as soon as you can spare the production without the population loss screwing up your cities. More land means more options and more things you can build, especially since not every city can best support every district type. It also keeps the AI from closing you in.

If you’re not going for conquest, build enough at least to defend from attack. At least one archer and several melee units per city. Make sure your closest neighbor isn’t too much stronger than you: on the victory conditions screen, you can see an approximate of how strong each player’s army is. If your number is too much lower than your neighbors’, prepare to have a bad time. Make sure to build your Civ’s unique unit.

Edited by KnownUnknown on Jul 31st 2021 at 10:52:16 AM

"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.
Ultimatum Disasturbator from Second Star to the left (Old as dirt) Relationship Status: Wishfully thinking
Disasturbator
#5891: Jul 31st 2021 at 10:45:56 AM

I've never had issues with cities rebelling,as far as I know

New theme music also a box
KnownUnknown Since: Jan, 2001
#5892: Jul 31st 2021 at 10:49:08 AM

The only time I can recall having it happen it a bit where I did a lot reckless expansion just to deny a rival land, even if the land itself wasn’t great - you essentially have to not be going for luxury resources at all for it to happen. That combined with the questions about workers leads me to think the big thing the OP ought to work on is resource management.

Build where resources are, get your workers to them, and have a good time.

Edited by KnownUnknown on Jul 31st 2021 at 10:51:27 AM

"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.
tclittle Professional Forum Ninja from Somewhere Down in Texas Since: Apr, 2010
Professional Forum Ninja
#5893: Jul 31st 2021 at 1:09:03 PM

When it comes to amenities, make sure you are improving multiple copies and then trade the extras with the other civs.

If absolutely necessary, plop down an Entertainment District to alleviate some amenity lose in that city or use Policy cards.

With builders you want them to be use usually building things, but you don't want to over do it for a city. The general rule of thumb for harvesting is remove something if you want to place something else there (like a better improvement or a District), if you need to speed up production on something, or if you need to boost your population to the next district tier (1+3X). Also, only build a new improvement when your population increases and check the tab with the head on the city view pop up and see if an unimproved tile is lit up. If it is, improve it or another tile.

VI wants wide. Even so called Tall playthroughs need at least 6 cities (although certain civs can do a One City Challenge). Most want to go as high as their amenities can allow.

When it comes to military, you generally want enough to keep your neighbors off your back, but a few ranged units, a few melee, and a few calvary will keep you safe if someone does declare war.

Edited by tclittle on Jul 31st 2021 at 3:35:02 AM

"We're all paper, we're all scissors, we're all fightin' with our mirrors, scared we'll never find somebody to love."
Ultimatum Disasturbator from Second Star to the left (Old as dirt) Relationship Status: Wishfully thinking
Disasturbator
#5894: Jul 31st 2021 at 5:18:51 PM

Another thing,don't let barbarian camps go unchecked

New theme music also a box
Fighteer Lost in Space from The Time Vortex (Time Abyss) Relationship Status: TV Tropes ruined my love life
Lost in Space
#5895: Jul 31st 2021 at 6:18:44 PM

You've already gotten some excellent advice. I can add my thoughts as well.

Amenities

  • As noted, try to settle cities near Luxury resources and prioritize improving them with your workers. Each unique Luxury resource gives +1 Amenity to up to 4 cities. Extra Luxury resources are useless to you but you can trade them.
  • A tip if you're short on workers is to build the city on the resource you want to cultivate. This isn't ideal because you lose the tile yields, but you get immediate access to the resource. Also note that this only works for Luxury and Strategic resources. Bonus resources (wheat, rice, cattle, etc.) are destroyed by a city.
  • Focus on making friends with city-states that have access to luxury resources that you don't have. When you are the suzerain, you get their resources. There are also city-states whose special improvements give you Amenities.
  • As noted, trade your extra luxury resources with other civs for their luxuries. This is important to do early in the game. If you wait to engage in diplomacy, they'll already have traded their extra resources with each other. Worst case, pay them for their luxuries with gold.
  • If your cities are suitably grouped up, consider having one of them focus on an Entertainment Complex. Once this has an Arena building, you can rush to the Colosseum wonder, which will have you set for amenities early in the game. Another option is to go for the Temple of Artemis, which gives one city a huge amenity boost. Later, the Huey Tocalli and Bolshoi Theater are strong wonders.
  • You mentioned Theaters. If you mean a Theater Square, this is a Culture district, not an Amenities district.
  • Avoid fighting near your own cities if at all possible. War Weariness is triggered by the defeat of your own units, and applies most strongly to the cities nearest to the defeated units.
  • Slot Policy cards in your government that improve Amenities.


Workers

  • Always prioritize the following with your workers: Luxury resources, Strategic resources, and Bonus resources. Do not improve tiles without resources until you have extra workers.
  • As noted already, try to build no more improvements than each city's population. The exception is Luxury and Strategic resources, which benefit you whether they are worked or not.
  • Later in the game, concentrate on placing Farms in clusters on high-yield tiles, such as Floodplains. As you unlock the Culture tree, adjacent Farms will add synergy bonuses to each others' food output.
  • If you have a lot of Faith, are playing with Golden Ages, and are able to enter one, pick Monumentality as your Golden Age policy card. It is extremely useful because you can rush-build both Workers and Settlers for Faith.


Cities

  • As noted, Civ VI really expects you to go wide. There is no inherent penalty for having more cities other than having to spread out your Amenities and defend more territory. My favorite early-game Governor is Magnus because he can be promoted to allow Settlers in his city to be trained without losing population. This can give you a substantial head start.
  • Specialize your cities. I find it useful to have each city focus on something, which by necessity involves planning which districts you are going to place where. For example, you may find a site with a hill surrounded by mountains. This will make a good Campus. A tile surrounded by forests will give you a good Holy Site, and so on.
  • Cities settled near other civilizations may come under attack. This is where you will want to build Encampments and protect them with walls. A walled city with an Encampment is extremely difficult to attack and the AI is really bad at it.
  • Cities and Encampments built on hills will have a defensive bonus and will also enjoy improved visibility to attack enemy units. Units and districts on hills can see over adjacent hills and forests/rainforests, but cannot see over adjacent forested hills.

Warfare

  • I've already given tips on protecting your empire from incursion. The AI in Civ VI will try to attack you if you are nearby and do not have at least as much military strength as they do (sometimes even when you are stronger). This is especially true for aggressive leaders. However, the AI is not very good at tactics. Use terrain chokepoints and ranged units to pick off their units as they move through your territory.
  • My preferred early game strategy is to rush to Archers as soon as possible, then keep them on hills. Most units cannot attack into hill tiles unless they start their turn adjacent, and the Archers will have an expanded field of fire. Use your melee units to screen for the ranged ones. Remember that melee units have a zone of control that stops movement once a unit enters an adjacent tile.
  • Melee units should, in general, not attack out of strong tiles (hills, forests, forested hills). Instead they should fortify each turn to absorb enemy attacks. Your ranged units will pick off enemies as they break on these fortifications.
  • Promote your units aggressively, and pick promotions that suit the battles you are facing. Doing so heals them 50 hit points, something that can make or break a defense.
  • Don't be afraid to retreat and let your cities soak some attacks. They can take a few hits before being at risk of capture.
  • If a city is going to be captured in the next turn, move its garrison unit out. This will preserve it; otherwise it will be lost when the city is taken.
  • Above all else, focus on breaking sieges. If the enemy is able to exercise a zone of control on all tiles surrounding a city, it will stop healing each turn.

Edited by Fighteer on Jul 31st 2021 at 9:29:17 AM

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"
MisterTambourineMan Unbeugsame Klinge from Under a tree Since: Jun, 2017 Relationship Status: Browsing the selection
Unbeugsame Klinge
#5896: Aug 1st 2021 at 5:20:20 PM

Well, not surprisingly, Peter the Asshole's giant military buildup and random denunciation was a prelude to war. Which I lost, badly, because building a fortification in my outlying city took more than thirty turns and my capitol took about 12 turns to build a Mameluke unit. I ended up having to offer the most humiliating terms possible to end the war, ceding the city he invaded and paying him. I founded a new city on the coast, but Peter is now running his ships around it every turn, while his client cities are sending Landsknechts near my area. I'm still ahead on scientific development, but not nearly far enough to build any nukes or giant death robots. I had to destroy my worker unit because he couldn't seem to work on anything and I needed to save my money. I think my current game is doomed.

I would like to thank everybody for their advice. It's very helpful when it comes to understanding the game. It's just that I'd already fallen to far behind on military buildup to catch up in time.

If I play this game again, understanding it well enough to play effectively, and Peter is one of the other leaders, I am going to crush his civilization into the dust.

Edited by MisterTambourineMan on Aug 1st 2021 at 5:21:48 AM

Nach jeder Ebbe kommt die Flut.
Anomalocaris20 from Sagittarius A* Since: Sep, 2010 Relationship Status: Love blinded me (with science!)
#5897: Aug 1st 2021 at 6:36:41 PM

Revenge is sweet.

One game as Wilhemina of the Dutch I was aiming for a culture victory but was sandwiched between two bullying nations who kept instigating border skirmishes.

So finally frumpy little Wilhemina gathered up a massive army, wiped out every last scrap of the two surrounding nations' land and culture, then kept that momentum going to conquer the whole world.

You cannot firmly grasp the true form of Squidward's technique!
tclittle Professional Forum Ninja from Somewhere Down in Texas Since: Apr, 2010
Professional Forum Ninja
#5898: Aug 2nd 2021 at 11:00:56 AM

Speaking of Wilhemina: I had a game about a year back where I was playing the Inca and Wilhemina kept declaring war on me repeatedly (because I was focusing on internal trade routes and she hates that) despite her having to go through mountain passes (thanks to having the settings on New World Age) and me tearing apart her armies.

The third time she did this, I said screw it, and built a couple of bombards and started tearing apart her cities. I tried to let her keep her capital (because I didn't want the DF penalty), but it kept flipping because she was in a Dark Age and I was in a Golden one at the time.

"We're all paper, we're all scissors, we're all fightin' with our mirrors, scared we'll never find somebody to love."
KnownUnknown Since: Jan, 2001
#5899: Aug 2nd 2021 at 11:03:25 AM

If a capital flips by loyalty, you don’t get a diplomatic penalty, so that can be a good way to do it while avoiding ire from others.

"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.
Fighteer Lost in Space from The Time Vortex (Time Abyss) Relationship Status: TV Tropes ruined my love life
Lost in Space
#5900: Aug 2nd 2021 at 11:05:36 AM

[up][up]Actually, that's good for you. If a city rebels because of loyalty, you can capture it at no diplomatic cost. When this is the last city for a civilization, you are not assessed a wipeout penalty as if you had captured it from them, and any grievances you had built up with that civilization are gone. It is literally a free win.

This is why my preferred war strategy is to capture all of an opponent's large cities, then leave a small one behind to flip from loyalty pressure.

The other way to do it is to liberate the final city you capture, but this only works if it belonged to another civ or to a city-state. Just remember that if you liberate another civ's city, it becomes immune to your own loyalty pressure. I try to avoid liberation for that reason unless I'm specifically going for a diplomatic/friendship strategy.

Honestly, if I were designing the game, I'd make it so that if you are at war with a civ when its final city is captured or rebels, you suffer the wipeout penalty regardless, or maybe all net grievances are split up across other active civs. Some way to make this strategy less broken.

Edited by Fighteer on Aug 2nd 2021 at 2:15:19 PM

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"

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