/r/CivStrategy

Photograph via snooOG

This is a sub dedicated to only strategy related topics for any of the Civ platform games.

How to: Link Flair

 

 

Read the rules!

 

 

Related Subreddits:

/r/civ - All about Sid Meier's Civilization Series

/r/civbeyondearth - All about Sid Meier's Civilization: Beyond Earth

/r/civsaves - A place to share and download other people's saves.

/r/CivStrategy

5,671 Subscribers

9

Capturing a City just to trade it?

Has anyone captured a city just to trade it away? I was at war and winning, so as a part of the truce I got two city'sand one was very useless, so i sold it to a player wo was at the other side of the map and then that causedthem to startwars with my nehbours, it was great.

2 Comments
2023/07/12
18:48 UTC

8

Happiness

How do you manage happiness on higher difficulties ??

I have been playing civ 5 for a while and while advancing through the difficulties the problem I keep facing is that happiness is way too hard to maintain on the positive side and way too easy to fall in the negative Any tips to help with that ??

3 Comments
2023/06/21
08:29 UTC

5

Civ6 am I making a mistake not using scouts as Gran Colombia?

Also, what is the general consensus here about Simon? I'm loving the play style, that extra movement is just mmm so choice.

2 Comments
2023/04/26
08:04 UTC

7

Civ6 city layout and replacing tiles

Anyone have any tips on how to minimize wasting workers and building over old patches? Also a little more in-depth about chopping vs building? Please don't send the ziggurat guide, I'm looking for more in-depth, preferably text guides

0 Comments
2023/04/25
06:19 UTC

13

Looking for Help - Civ 6

Hey All! This sub has been pretty dead but hoping a few of you are still here. I never really got into Civ 6 and still fall back on Civ 5 but hoping someone would like to coach me on Civ 6. Walk me through strategy and have a good time. Feel free to PM me or just message on here if you are down.

All the best!

6 Comments
2022/10/24
03:00 UTC

5

Civ V Multiplayer Discord

Hi all I run the largest active Discord server specifically for those who are fans of the Turn based strategy game Civilization V. We typically do 6 person multiplayer Free For Alls and we draft picks using our integrated draftbot. We play by standard rules that are accepted throughout the Civ V community.

All are welcome no matter your skill level. https://discord.gg/9kEfg3U

0 Comments
2022/10/02
14:17 UTC

20

Vietnam Analysis/Strategy (Deity)

It is that time again and we are back with a Vietnam first look and analysis along with a Deity strategy that will help all the overachievers out there!

For a video recap of Vietnam and more in depth analysis check out: https://youtu.be/v5jLQxCuGv8

Lets start with Vietnams abilities:

Leader Ability (Drive Out The Aggressors): Gain 5 combat strength for fighting in woods marsh or rainforest tiles. Gain one movement bonus when starting in these tiles. If the tile is in your territory both these abilities are doubled!

This is an incredibly strong ability as it allows you to explore the map much faster then usual and for you to be able to get away with defending with fewer units. This ability allows you to keep a skeleton force intact while you focus more on infrastructure at the start of the game. If someone declares war on you you can easily defend as the warrior, if defending on a rainforest hill tile will have:

20 CS + 10 CS (Leader ability) + 6 CS (Fortified) + 6 CS (on rainforest hill) = 42 Combat Strength!!

That is insane, your warrior will be able to fend off knights with relative ease, not to mention you will heal at the end of every turn because you are fortified. Vietnam essentially has an impregnable defense.

The movement speed will allow you to finish off units, and to blitz through enemy civs like Brazil and the Aztecs who have a bias towards starting in wooded areas.

Civ Ability (Nine Dragon River Delta): All districts can only be placed on woods (which gives buildings in that district +1 culture), marsh (which gives buildings in that district +1 production) and rainforests (which gives buildings in that district +1 science). Woods can be planted with the Medieval Fairies civic

This ability is really strong but comes with a catch.. Chopping down forests, rainforests, and marshes for early game boosts can't be done on a large scale so your early game is going to take a hit. But later on in the game when you get 2-3 buildings per district you are going to rack up yields whether it be science, production, or culture!

this ability gives Vietnam flexibility as with science and production you can focus on domination/science victory, or with culture you can focus on a cultural victory! So Vietnam has massive bonuses to any of those three victory types!

The final part is really good, getting to plant forests early will allow you to choose where to build specific districts and this part blends in really well with Vietnams unique district which is.....

Unique District (Thanh): Encampment replacement that is cheaper to build, does not count as a specialty district, does not require population, cannot be built adjacent to city center, and provides 2 culture for each adjacent district

This is a really strong district. Not only is it an encampment district giving your already stellar defense another boost, but it provides culture for each adjacent district! So if you beeline medieval fairies, and plant 6 woods around this district, you can build 6 districts (with enough population) and get a whopping +12 culture boost! IN ONE DISTRICT!!

Do this in enough cities and your culture output will skyrocket allowing you to get all those juicy late game civics and set yourself up for an easy culture victory!

You can build this district even if you don't have the required population for it, meaning it is like a free extra district then you would otherwise have!

Unique Unit (Voi Chien): A medieval era ranged unit that is stronger then the crossbowmen when defending, more expensive, have greater site, can move after attacking, and have additional movement!

These units are insanely strong. Being expensive hurts sure, but these units are worth it if you can keep them alive.

Being stronger, having a larger sight range, and the ability to move after attacking with additional movement means you should almost never lose these units at all (unless your taking risks). That makes the production justified because these units are like mobile artillary units. Couple them with your leader ability and they can wreck havoc in forested cities.

While they make powerful defenders using them on the offensive can net you a bunch of medieval era cities and giving you a potential insurmountable lead if you can take out 1 or 2 really well developed civilization.

Analysis + Strategy and final thoughts

This is a powerhouse of a civ with the potential to go Domination, Science, or Culturally. Although going culturally and using the production bonus to help get some nice wonders is the optimal route for this civilization. The strategy that is going to be optimal is this:

Focus less on defense early game and work more towards your infrastructure as a few units can defend indefinitely against anything the AI throws at you.

Beeline medieval fairies, and your unique units.

Build a hexagon of woods in your cities, put your unique district in the center and surround it with as many districts as you can for a massive amount of culture

Build your unique units, get some knights/coursers and take out your nearest 2-3 neighbors. You can create multiple armies if you can, but one should be enough.

After that the snowball should kick in and you will be the undisputed powerhouse of the world.

You can continue to focus on culture (optimal) or switch gears and attempt a science or domination victory

??

PROFIT!!!

Also check out my video on Vietnam for a more in depth analysis: https://youtu.be/v5jLQxCuGv8

Let me know any other things I missed or some potential strategies you figured out!

2 Comments
2021/01/21
17:49 UTC

28

Haven't played for a while; whats the current meta?

Last time I played this game seriously Germany was the best civ because of the production given by the Hansa. That was a while ago. SO, whats the current meta? Is production still king? Do I still rush campus into IZ every game or is there a new meta? I read somwhere that city planning for adjacency was the way to go now, but idk if that's true.

Cheers!

4 Comments
2021/01/19
14:01 UTC

14

Babylon Tips And Tricks (Works for Deity)

I thought that Babylon was going to be insane and absolutely S tier. And I was right!

Babylon is the newest civ in the New Frontier pass, and it just seems to be getting stronger and stronger when it comes to how strong the civs are. First Gran Colombia now Babylon, they are genuinely the best civ in the game (aside from maybe Gran Colombia).

I got machinery by turn 37!! CROSSBOWMEN BY TURN 37!!

Here's a video if you enjoy playthroughs: https://youtu.be/_gvUtfupeaQ

Anyway here's all of Babylon's abilities:

LA: Upon building each type of specialty district, except the Government Plaza, for the first time, instantly receive the building with the lowest Production Production cost that can be built in that district. Upon building any other district for the first time, receive a free Envoy Envoy.

This is insane. You get up to 5 free buildings from specialty districts, and can receive a lot of free envoys (I think up to 10?) Anyway this is a nice ability to get your empire up off the ground. Getting a free library and a market early on helps with yields. And a workshop is key in any playthrough especially science ones. So a solid ability and would be the best on a lot of other civs, but not Babylon because......

CA: Eurekas instantly unlock their respective technologies. -50% Science per turn.

Wow, just wow...... I thought this would be insane and it was. I HAD CROSSBOWMEN BY TURN 37!!! MOST CIVS DONT EVEN HACE HORSEMEN BY THAT TIME! The best thing about this ability is the fact that you can bypass so many techs later on in the game. You need almost every tech to win a science game but with Babylon you can just focus on getting Eureka's (spies are crucial) and can bypass science for the most part. And while -50% science might seem bad, you will still have enough to compete with other civs if you get enough campuses. And you also get industrial zones and commercial hubs much earlier (build three mines and get a trade route which are simple). So all in all an insane ability that will help you get out extremely fast and easy science/ domination wins.

UU: Sabum Kibittum (a weaker warrior with a bonus against cavalry making them about even)

Decent defensive unit, not strong against melee ata ll but are stronger then spears and about as strong as horses, you will need ranged support though because the majority of enemies will field a lot of warriors. They really shine against chariots because they will still hit like horsemen and decimate them. All in all a decent ability nothing major

UB: Palgum (+2 production, +1 housing, and +1 food to all tiles beside a river)

2 production ok, housing not too bad, a shit ton of food ok... WAIT A SHIT TON OF FOOD? That's right this UB replaces the water mill and is unlocked after irrigation. Rivers are almost everywhere, so almost every tile will be providing you with an extra food on top of everything else. Plains hills will provide 2-2, farms will give you 3-1 or 4-0 food. And mines will give you 3-2 or 2-3. You will be able to skyrocket your population and easily get multiple 20 pop cities if you keep up with housing and amenities which you should.

Strategy for this civ is simple. Beeline crossbowmen and horsemen (build a pasture) and send a horsemen+crossbow rush by turn 60-70. You will easily take out 2-3 civs if you focus Eureka's on getting out more advanced units (field cannons and coursers are possible by turn 100 as are bombards!) but don't forget to rush commercial hubs and industrial zones as these are needed if you want to field a renaissance army in the ancient era. This civ requires some skill for sure, you need to get almost every tech through eureka's which can be hard for some (including me) but if perfected they are the strongest civ in the entire game!

Btw don't forget to check out my video: https://youtu.be/_gvUtfupeaQ

2 Comments
2020/11/19
21:06 UTC

13

Civ 6 Babylon Review And Analysis

0 Comments
2020/11/12
19:07 UTC

24

Complete Mongolia Domination Guide (Deity)

Mongolia is one of the best domination civs in the entire game you can book it....

OVERVIEW

Ever since gathering storm and new frontier, I feel like a lot of the earlier civs get overlooked from power rankings because of the new mechanics and power crawl introduced in the last 2 DLCs (Looking at you Colombia), but Mongolia has remained one of the best domination civs in the entire game, and is a great counter to Gran Colombia who is the strongest domination civ in the entire game. In this guide I will be completely looking at all of Mongolia's abilities and how you can use them to conquer the world on any difficulty including deity, and to a lesser extent multiplayer.

This guide is made with deity in mind, but it will work just as well if not better for the lower difficulties as well.

Before we get started I have a link to a Mongolia playthrough I did: https://youtu.be/On71mVe9p0o and you can check out all the strategies I employed in the video.

Without further ado lets get started...

MONGOLIA'S ABILITIES AND TRAITS

LEADER ABILITY:

Cavalry class units gain +3 Strength Combat Strength and have a chance to capture defeated cavalry class enemy units.

Genghis is known throughout history as a conqueror but what people don't realize is he united the steppe tribes of Mongolia and formed a united "Mongolian" identity. After defeating the last Mongolian warlord Genghis had at his disposal a united, battle tested army of horse warriors that was something the world had never seen before.

With this ability you have a good combat strength bonus against enemy units which almost cancels out the deity bonus, and you can capture enemy cavalry class units. This ability has less value then you think as most of the time AI will build few cavalry units but the extra manpower you can get from this can be extremely helpful. The one cavalry unit AI seems to build is the warcart/chariot which can help you bolster your numbers early game but this ability gets less valuable as the game goes on.

All in all a solid ability that emphasizes cavalry units both heavy and light and allows you to build a bigger cavalry army, production free, which can help bolster your numbers or serve as meatshields.

CIV ABILIITY:

Sending a Trade Routes Trade Route immediately creates a Trading Posts Trading Post in the destination city, instead of when the Trade Routes Trade Route is completed. Gains an extra level of Visibility Diplomatic Visibility with civilizations that have a Mongolian Trading Posts Trading Post. +6 Strength Combat Strength for all units for each level of Visibility Diplomatic Visibility Mongolia has over the other civilization, instead of the usual +3 Strength.

This ability makes you insanely powerful...

On top of the +3 combat strength cavalry units already get, you can add more with diplomatic visibility bonuses which you can reliably do in 3 ways.

Get a trading post (which Mongolia does reliably and immediately

Send a delegation (harder on higher difficulties as the AI has a predisposition to hate your guts

Send a spy on build listening posts (helpful later on after you get spies)

Early on you can potentially get 15 (+3, +6 from trading posts, +6 from delegation) combat strength which can make it so your horsemen have 51 combat strength if everything goes right, Knights have 48!!

An early horsemen rush on Mongolia can absolutely cripple the world, something real life Genghis did his entire life

UNIQUE UNIT: KESHIG

The Keshig is a unique ranged cavalry unit of the Mongolian civilization in Civilization VI: Rise and Fall. In the Gathering Storm expansion, the Keshig requires 10 Horses Horses to train. Attributes: High Movement. Ignores enemy zone of control. When in formation, shares its Moves Movement with all units in the formation. -17 Ranged Strength Ranged Strength against District District defenses and Naval units

The Keshig is underwhelming compared to Civ 5 (HOLY were they strong in civ 5)

It is a ranged cavalry unit so it can move in and harass units, but against cities its almost useless and the movement speed bonus to civilians is only really useful to great generals who already have 4 movement anyway. Plus you have to build this unit from scratch whereas if you beeline cavalry, you can upgrade your horsemen and save precious time before your units become obsolete again.

Its a good unit but no vital to a domination victory

UNIQUE BUILDING: ORDU

The Ordu is a unique building of the Mongolian civilization in Civilization VI: Rise and Fall. It is built in the Encampment district and replaces the Stable. Effects: +1 Production Production +1 Housing Housing +1 Citizen Citizen slot +1 Great General Great General point per turn +25% combat experience for all cavalry units trained in this city +1 Movement Movement for all cavalry units trained in this city. GS-Only Strategic Resource Stockpiles increased by +10.

The Ordu is pretty much a stable that gives +1 movement to all cavalry class units built in the city. Movement speed can be strong and you should definitely build these buildings, however rushing horseback riding and getting an early war asap should be your top priority as Mongolia. Think of these as something nice to have for when you build the rest of your army or when you build Keshigs later on in the game.

EARLY GAME STRATEGY

(For clarity, I specify the early game as the first 100 turns as by then all the early game chores like settling and scouting should be completed by then)

On your first few turns you should look to settle on a plains hill for extra production but most importantly try looking to settle near plains or grasslands tiles as that is where horse resources will spawn. For your research and culture orders you should go:

Animal Husbandry>Archery>Horseback riding>Mining>Bronzeworking

Code of Laws>Craftsmanship>Military Tradition>Foreign trade

You want to find horses extremely early on so you can improve them and get horseback riding boosted as well as get enough horses to build a few cavalry units, kill a unit with a slinger so you can boost archery and get archer units to supplement your cavalry, and finally you'll want to go horseback riding and build a few horsemen. After that you can beeline bronze working so you can build your encampment and unique building while simultaneously build as many horsemen as you can.

For civics if you go this order you will want to take out and encampment and get a builder to improve three tiles so you can get these civics boosted and you will get the production bonus towards horse units so that you can build horsemen even faster. Foreign trade so you can get a trade route and send it to your first target so you get a combat bonus against that civ.

Side note: On the off chance you don't spawn near horses you can rush warcarts which should function as weaker horsemen. You'll want to steal a city that has horses as horsemen are much stronger then warcarts.

For build order you will want:

Warrior>Slinger>Builder>Warrior>Settler>archer>settler>warrior

Getting a few military units is crucial to survival and getting the builder can help you improve horsemen and will get you 2 boosts to craftsmanship and horseback riding. The settler should be sent the best spot with horses nearby so you can get even more horsemen.

Side note: take the build order with a grain of salt as anything can happen in game, if you spawn near Montezuma you will want more units, if you spawn near Gandhi you can build more settlers etc.

Finally at this stage you should have 3-4 horsemen, 2-3 archers, 2-3 warriors and 3 good cities you can build units out of, make sure you sent a trade route to your target civ, and tried to send a delegation to them, once you have all that complete you are now ready for your first war.

WARPATH

At this stage in the game the AI should have units no stronger then warcarts and no walls which makes this primetime for taking out your nearest neighbor.

The one civ you should watch out for is Greece as their unique Hoplite unit can make quick work of your horse units even with all the combat bonuses.

The four civs you should prioritize are: Gran Colombia, Macedon, Sumeria, and Scythia. All these civs have unique horse units and a predisposition to build a lot of horse units. With your ability you can steal their unique units and swell your army while crippling the enemy military as stolen units can be a game changer (especially unique ones).

After finding your first target spend a few turns taking out their military units and prioritize losing NO UNITS.

Side note: The biggest mistake people can make in this game is losing units especially on higher difficulties. If you can keep your units alive you get promotions which can make your army insanely strong and mobile with some of the promotions, but also the AI has a production bonus on higher difficulties and trading 1 for 1 will always favor the AI as they can recoup their loses faster then you can.

After eliminating the enemy units and getting a few promotions (pick whatever promotions will help you the most given your current state) you can rush their cities. At this stage of the game AI cities should be easy pickings taking no more then 15-20 turns to eliminate the enemy civ form the game.

You will want to eliminate the first civ as having more cities will give you more resources to produce more units, get better units with more science and snowball the game out of control. After this you can go for another civ if they are not too far ahead technologically (as long as they don't have pikemen, crossbowmen are fine).

All the while you will want to reinforce your army to make it bigger and get a few more settlers and begin building some districts. After you have a big enough army focus on your infrastructure. Prioritize encampments, campuses, and commercial hubs as science can help you get better units, encampments make them stronger, and commercial hubs give you more gold to keep up with upkeep costs as units can get pretty expensive and more trade routes=more trading posts which means more diplomatic visibility which should help your future wars.

Government, Tech Order, And Civic Order:

After bronze working you will want to get all the worker techs you need before beelining education for universities and then coursers so you can upgrade your promoted horsemen units, but at this point you should get whatever techs you need depending on what you need at this stage in the game.

Same thing for civics, After foreign trade you can beeline political philosophy and after that get mercenaries into merchant republic for more gold and mercenaries to upgrade units at a cheaper cost. After that it depends on your game but Facism is the next government you need as the combat bonus can help you wipeout any civs that are still remaining.

For early government policies you will want the +50% production to horsemen units so that they become cheaper, God king will give you a pantheon that can give you free worker/settler or more production/culture from pastures. After you have your army Conscription will be vital as you can save a lot of gold from the -1 maintenance cost per unit.

And after you get political philosophy you should go for Oligarchy for a small combat boost to warriors and +20% xp for all your other units helping them promote faster and giving you a strong backbone for your very own Mongolian horde.

The great general policy should be your wildcard after political philosophy as with the encampments a great general give you 5 combat strength and 1 movement speed for all of your classical/medieval units.

Midgame/Endgame Strategy

At this point you should have a few things going for you:

A strong army with multiple promoted units

10-15 cities by turn 100

Massive yield advantages in Science and Culture compared to the AI

At this stage of the game it is essentially game over. After you get Courser and Keshig units you should easily be able to mop the floor with whatever units the enemy AI's have remaining. Don't forget to build bombards as the AI will probably have walls at this point in the game, although some cities will not.

If you have a friend somehow (the whole world is gonna hate you) you can ask them to join your wars against one or two AI's before backstabbing them after they crippled their army fighting your wars. Not necessary but can help you end the game quicker then normal.

Focus on science and gold at this stage of the game while simultaneously producing units. The other yields like faith and culture don't matter since you are going for a domination win, science and gold will keep your units modern and well promoted.

I have never gotten to the modern era as Mongolia but if you get to that stage you can always build some modern armor and a few nukes before wiping out the rest of the map but if you followed this guide, you should seldom get past turn 180 let alone turn 250

Welp that is how I won as Mongolia on Deity difficulty (https://youtu.be/On71mVe9p0o check out this video if you want to see the guide in action)

Let me know what some of your strategies are down below in the comments as there is more then one way to play civ but I hope to have helped some of you with this guide and appreciate any feedback you can give me!

3 Comments
2020/11/08
18:03 UTC

22

Civ 6 Ethiopia Deity Guide/Playthrough

https://youtu.be/5VXHEItthkI

Notes: Insane Faith Generation leads to an insane early game science and culture production so always settle on hills when you can.

Weak early militarily, they are fine defensively with +3 combat strength on hills, but offensively even with that boost they are underwhelming.

Beeline the Oromo for a massive military spike, upgrade from horsemen and take out your neighbor. Archeology and Humanism are your key civics, while flight is your key technology. Your faith immediately translates to tourism and you can get 300-500 tourism from all your abilities.

Stone Churches are insane, most of them can get +4-5 faith which translates to tourism later on, you definitely want to spam these

Insane faith can be used to pursue a religious victory, however, going for both religious and culture is not a good idea as you need faith for your tourism, and wasting it on religious units can limit your potential for tourism, while using faith for museums limits your faith potential.

0 Comments
2020/07/27
17:12 UTC

19

Ethiopia Review And Analysis

Ethiopia is a civ that likes to mix culture and religion to insane affect. While getting a religion isn't required it is definitely ideal. But massive faith generation can be used to expand your empire with golden ages, and for future culture endeavors.

Before we start, check out this video for a more in-depth view and deep dive of this civ: https://youtu.be/4VmLbPkFDqs

Leader Ability: Council Of Ministers

With this ability you receive 15% of your faith output as science and culture for cities on hill tiles and you get +4 combat strength when fighting in hill tiles.

This is insane. On higher difficulties you can keep pace with the AI if you settle on hill tiles (which you should) just by beelining astrology and building some early shrines and holy sites. With Ethiopias lack of emphasis on science, this ability is great for keeping pace with the AI and essentially means you don't need to build campuses at ALL. Keeping district spots for holy sites and theater squares to emphasize on both culture and faith output.

Civ Ability: Aksumite Legacy

Trade routes and improved resources provide faith (trade routes get 0.5 for each improved resource in origin city) and can buy archeological museums and archeologists with faith.

Another ability to supplement your leader ability. With another source of faith generation, only Russia can keep up with you early game faith wise. And if a religious victory doesn't seem in the cards, buy archeologists and fill those museums with as many great works as you want, before saving your faith for rock bands and national parks. Very good ability. This allows you to focus on both culture and religion at the same time leaving both victory types open. Your like Canada, but a little better!

Unique Unit: Oromo Cavalry

Stronger and more sight then the courser it replaces, no penalty on hills.

A fairly strong offensive cavalry unit. You can take out your culture and religious rivals with a few of these and some bombards. They seem extremely strong. Courser are already good as they are cavalry, a stronger courser is going to wreck havoc on enemies and the sight bonus will help you to see what the enemy has behind the fog of war. Obviously defensively it is also a competent unit, but it is wasting its value as it can help you conquer 1-2 more civs and steal great works, and increase yield generation. Not central to a strategy but definitely helpful.

Rock Hewn Church:

Provides faith and tourism later on. Can only be built on hills and adjacent to mountains but you can't build them adjacent to each other.

The cherry on the cake, massive faith and tourism bonuses. Can't be destroyed, only pillaged by natural disasters. The faith and tourism help you with the Ethiopian strategy of insane faith generation while pursuing a culture victory.

Ethiopia seems to be an A-S tier civ. Definitely one of the stronger civs in the game, probably the strongest hybrid civ in the game. Russia is probably better religious-wise (especially early on) but the fact you can use faith to speed up a culture victory considerably is insanely effective. Focus on Holy sites and Theater Squares early on and you will be fine. If anyone is threatening you beeline your Oromos and wipe them out with a few bombards.

For a more in-depth review check out this video!: https://youtu.be/4VmLbPkFDqs

0 Comments
2020/07/17
01:44 UTC

44

Civ 6 Gran Colombia Domination Deity Guide (INSANELY EASY)

With the newest civ in Civilization 6, I have been on the record for saying they are the most dominant civ in the entire game. Ive made multiple guides and videos on why I believe that but I have yet to offer a strategy on how to dominate as Gran Colombia.

Before We start, check out this video series where I put the plan into action nd take out the entire world using this strategy, which turned out to be quite easy, much easier then any other Deity game I usually play: https://youtu.be/Jgx5JSr9UXc

Now for the guide:

#1: Research Animal husbandry and settle 2-3 cities. (Preferably new horses) and develop them to the point where you can build an encampment and horsemen reliably fast.

#2 Research Bronze working and build 2-3 encampments as soon as you get the technology too. This is important because getting a great general helps out tremendously early on in war, couple that with your Comandante General and you get +2 movement speed and +10 combat strength per unit. Early on this is literally impossible for anyone to lose with. You can 2 shot swordsmen with archers and even your warriors can reliably hold up to swordsmen (when fortified lol)

#3 Build 4 archers and 2 warriors in this time before building as many horsemen as you can when you get the Horseback riding technology (should be done right after bronze working, unless you have a great campus spot [at least +3]). After getting 2 horsemen declare war on your neighbor.

#4 If the AI has 4-5 cities it should take you 10-15 turns to take them out. It sounds insanely fast but you have to remember, you have 2 great generals and 6 movement speed horse units with 46 combat strength. A 40 strength city should take 2-3 turns max and even then most cities at this point will have no more then 25-35 strength.

#5 Go for the next closest civ if you can. Your units should be promoted and you should have a strong industrial base from capturing the last civilizations cities to replace losses. With a promoted archer you should have 20+7(2 promotions)+10(great generals)= 37 combat strength per archer. You can deal with crossbowmen at this time, but if your fast enough you won't have to. Taking out 2 civilizations at this point mens the game is over.

#6 From there it is up to you. You should have a lot more culture, science, faith, and gold then the other civs and can choose what victory type you want to get from here on out. But the best way to proceed is to keep going for domination, although keep in mind taking out 2 civs by turn 80 means you can go for whatever victory type you want.

#7 Build catapults, beeline bombards and Llanero (UU) and upgrade your horsemen and catapults respectively to these units. If you have the money upgrade your other units but it isn't necessary as with your science output, the enemy should still be running around with knights while you have cavalry. Now take out the rest of the world :)

#8 Profit........

To see this plan in action check out this video series I made using all 8 steps to secure an insanely easy domination victory on deity:

https://youtu.be/Jgx5JSr9UXc

0 Comments
2020/06/26
17:08 UTC

36

Why Having One Spaceport Is The Biggest Mistake When Going For A Science Victory In Civ 6

While it my be tempting to just build one spaceport and build everything from there as spaceports are very expensive and you could build a LOT of things instead of the spaceport. Spaceports in other cities give you 2 things

  1. Insurance
  2. faster victory

If you lose you spaceport city, you could lose the game. 

https://www.youtube.com/watch?v=YFfeYlCZja8&feature=youtu.be

In this video I lost my capital to a comet storm which doesn't normally happen, but some other things, like a surprise declaration/nuke could cripple you. Even a few spy sabotage missions could make it impossible for you to overcome another civ especially on deity (which is what I was playing on) where the margin for error is slim, especially if your new to deity. What multiple spaceports can give you, even if expensive, is insurance that even if you lose your spaceport city, you can still win the game fairly quickly.

Secondly, towards the end of the game, a surprise diplomatic or religious victory is always in the cards. End of the game, even culture can sneak up on you and give you the bitter taste of defeat. Multiple spaceports allow you to speed up science victory by giving you the opportunity to build multiple exoplanet expedition boosters at once. Instead of 35 turns, you could win in 10 and shave 25 turns off of a potential defeat and turn it into a victory. 

3 Comments
2020/06/22
01:28 UTC

9

Civ 6 - Are you playing?

Hi everyone! I just started playing Civ 6 with Rise and Fall and was hoping for some help or if anyone knew a LP for beginners.

Thanks!

2 Comments
2020/01/05
03:28 UTC

0

Civilization 6 - New Beginnings

1 Comment
2019/12/04
03:11 UTC

3

I need help w/ AI only battles for Scenario Mods!

One of my favorite mods is “The Ancient World” by jihowvugy, and I was curious if anyone out there knows how to spectate an AI only battle.

I’m hesitant to use the IGE model of the AI only battle due to my unwillingness to potentially delete a part of the scenario, and the length rules out the Firetuner thing. The pitboss feature of the SDK didn’t work for me, for whatever reason.

If anyone could provide some guidance, that’d be very appreciated.

Thanks! Bobby

0 Comments
2019/11/28
19:07 UTC

1

Civilization 6 - Pushing Forward

0 Comments
2019/11/28
11:40 UTC

1

Civilization 6 Island Challange

0 Comments
2019/11/22
03:47 UTC

0

Civilization 6 - Random Fun

0 Comments
2019/11/19
00:34 UTC

4

Civilization 6 - Expanding Pax Brittania

3 Comments
2019/11/07
05:00 UTC

8

Civilization 6 - Pax Brittania

0 Comments
2019/11/06
04:44 UTC

0

Civilisation 6 - England

0 Comments
2019/11/05
01:27 UTC

9

Civ 6 Gameplay Random Empire

0 Comments
2019/11/02
12:18 UTC

17

Can't get past emperor (civ 5 vanilla)

I've beaten every difficulty below emperor pretty easily but now that I'm on emperor I've played about 6 games and got destroyed each time.

I can't seem to get enough production, food, and gold in each of my cities to be productive and the AI always gets way ahead of me and either declares war or wins way before me.

Any tips?

This is my current world I'm trying to rush science on.

https://preview.redd.it/xrgoqm7cvqk21.jpg?width=1666&format=pjpg&auto=webp&s=d500960aba6760bebebf4605e76297f624e4cee7

20 Comments
2019/03/07
19:00 UTC

10

Just Started

Recently got my first Civilization (Civilization: Revolution on DS) . And while I'm having fun messing around, I think I would enjoy it more if I understood it better.

1 Comment
2019/01/18
04:08 UTC

16

Coaching Now - Civ 5

Good evening people. Previously I have watched people play and we talk about the decisions that go into the game and generally have a good time. To answer a question other people asked before this is not a paid service, this is for fun because I love the game. I am not as good as I once was because I just play for fun however I know I can still beat deity with ease. Send me a PM or message on here. First come first serve as I have a few hours to kill.

TLDR: Want to be better? Message me for free coaching NOW!

3 Comments
2018/06/17
02:01 UTC

10

Just got steamrolled...

I'm a very casual Civ VI (vanilla) player, and I just tried a standard speed game on prince difficulty playing as Cleopatra which I lost somewhere between turn 75-100. The two closest other civs were Montezuma and Harald. Around turn 60, Harald declared war on me and sent about 5 warriors to my capital. Around turn 65, Monty declared war and sent 7-8 warriors to my capital. I switched production to walls and bought an additional warrior. My slinger and two other warriors were wading through jungle and I got them to my capital only to have Harald capture it two turns later. I made peace with Harald, but Monty's warriors chased my units to my second city and took it within a few turns, ending my game.

On prince difficulty, should I concentrate even more on unit production this early in the game or was this case just bad luck being so close to two belligerent civs? In previous games at lower difficulty, I typically started with a single warrior and slinger, so I felt ahead of the game with three units. Should I have kept a unit in each city instead of using them all to explore?

Also, is it normal for other civs to get so many units so quickly? They each had three cities, plus the units I mentioned. I had produced my three units, a settler, a trader, a granary, and maybe a monument (going off of memory here, so I could be missing something). Were my production priorities wrong?

Any tips would be appreciated.

5 Comments
2018/05/12
01:29 UTC

16

New to Civ5, can't ever seem to successfully build wonders

How can I best ensure that I don't waste my time on even attempting to build them? It's really discouraging because the consolation prize is basically worthless.

14 Comments
2018/03/16
20:44 UTC

Back To Top