Civilization VI

Some good ideas in this steam thread.

One example:

It´s easy to conquer cities and keeping them.
The key is preparation, strategy and governers.

Allways focus on the biggest cities first... preferable 2-3 at once including the capitol (not like you´re used to like hitting one city after another).
Biggest cities are important, because they got the highest pressure, especially the capitol.
As soon as you conquer them put troops and a governer (doesn´t matter which one) in it.
both give you +8 loyalty while you only get -5 for occupying the city... that´s +11 in total and buys you a lot of time to keep conquering.
DON`T MAKE PEACE before you can handly the loyalty because you lose the +8 from your stationary troops.
Once you have some good loyalty running, then make peace and watch the enemy cities getting independant one by one :-P

The capital was about 6-7 tiles from the edge of my empire. This wasn't some lightning strike deep into enemy territory, leaving several untaken cities behind me with no supply line. I took a city adjacent to my empire, then about 15 turns passed while my war production got more troops to the front. I then took the next city (the capital), followed closely by the one right below it, leaving China with 3 cities, all to the east of my invasion point. The initial city I took did not flip, the other 2 did.

I can understand not being able to cut the head off the snake and then retain the city. But I do need to be able to conquer a couple cities near my border and be able to maintain them with governors.

I think you may have loyalty problems. This isn't readily apparent from your own cities, but if the enemy cities aren't staying put, then your own cities aren't projecting enough influence.

I had a nearly always-on war game with the Zulu. Since the Greeks were next-door, they were the first on the chopping block. No issues. I didn't even have to use the Zulu garrison loyalty bonus. I just kept going.

Invading the other continent was a little more problematic, since I couldn't project loyalty effectively. The first empire I attacked, I just carved a wide swath through Dutch territory and didn't bother keeping any cities. Lots of free cities after. It looks like Free Cities don't project loyalty, so that cleared the way for the subsequent conquest of Brazil.

If your edge cities aren't projecting strong enough influence, then it's predictable that you'll have trouble holding onto nearby newly conquered territories.

There's a map-view that shows loyalty with arrows to show how the pressure is flowing. If you look at that you might see where the opening is.

Had a totally different (ie non-warmonger) win on King as Catherine de Medici. Never fired a shot at another Civ.

East Asia map - most of the other civs were on the India/China landmass while I eked it out with cities dotted on islands throughout SE Asia.

Behind in tech the whole way. By the endgame, everyone was on to future tech.

I allied with the 3 strongest civs, kept that up for most of the game. I went for a culture victory through collection of art (rather than wonder building).

In the endgame, my spies were doing everything: stealing art (when there were no more artists available), siphoning 1000s from my allies, and most importantly, disrupting their rocketry to prevent science victory. If not for my spies, I would have lost to a space victory around turn 360.

My spies were trashing every building they could, stealing priceless art and 10000s in gold and all the while the leaders are telling me what great friends we are! I would use the money I stole from a civ to try and buy its art, and if it said no, I'd steal the art.

As I was nearing the tourism target for culture victory (around turn 450), I got a late game fireworks display as the big 3 civs (>15 cities each), Rome, Zulu & Sumer, having wiped out nearly everyone else on their big landmass, decide to declare surprise war on each other. I like to think they all suspected each other of all sabotage going on and finally warred over it.

Anyhoo, the thermonuclear devices came out. I've never seen the AI go so nuke-happy.For the first 3 turns of the war, each civ fired 2 nukes. Then at least 1 nuke was fired per turn for about 10 turns. Tip: if your Spy is in a city that gets nuked, it escapes OK. By the time I won, half the Asian subcontinent was a contaminated ruin.

Top game overall, cos I've never used spies so extensively, nor the art collection game, in Civ 6. The alliances can provide super powerful bonuses when they get levelled up. Also being on the brink of defeat to a space victory and trying to claw that back long enough to allow my slower-burn culture win was more tense than knowing I've got the army to win, but having to take another 10 cities anyway.

I get that it's not a bug and there's some mechanism by which I can do limited conquering by building up some massive loyalty push on the border and then creeping in a little at a time; it's just not fun for me. Combat is dull and time-consuming, so I want my wars to be both infrequent and quick.

Forcing slow conquest removes the possibility of quick. Forcing peace before pounding a large empire into dust removes the possibility of infrequent, because an AI that DOWs you once will inevitably do so over and over and over again until eliminated (unless you're willing to raze everything you come across, at which point every other civ in the game will repeatedly go to war with you).

I suggest you browse Civfanatics for information on how to deal with loyalty in a domination game. It is not an insurmountable problem. There is likely some key tactic you're missing. I'm no help because I almost never play domination without going all-out and annihilating the other civs. I've seen a lot of discussion about it, though, and the dedicated warmongers are able to keep up their game.

Mr Crinkle wrote:

I get that it's not a bug and there's some mechanism by which I can do limited conquering by building up some massive loyalty push on the border and then creeping in a little at a time; it's just not fun for me. Combat is dull and time-consuming, so I want my wars to be both infrequent and quick.

Forcing slow conquest removes the possibility of quick. Forcing peace before pounding a large empire into dust removes the possibility of infrequent, because an AI that DOWs you once will inevitably do so over and over and over again until eliminated (unless you're willing to raze everything you come across, at which point every other civ in the game will repeatedly go to war with you).

I hear you on that. Combat's often a chore when you know you'll win, but it still takes ages to execute. I wonder if turning off combat animations would make it more bearable.

Rise & Fall is 10% off on Steam this weekend, in case anyone was waiting for a little nudge to push you over the edge.

The March Update is also out. Some interesting tweaks sprinkled throughout.

Faster than expected, nice.

beanman101283 wrote:

The March Update is also out. Some interesting tweaks sprinkled throughout.

From the update notes...

"Removed the Flirtatious and Curmudgeon agendas."

Um, what?

This was something they added with the expansion, though I'm not sure if I ever had a leader with them in my game. I guess there was some controversy about it, and "tweaking" in this case means "removing."

Being overly positive (or negative) to leaders of the opposite sex.

Will this end me permanently being perma-loved by Cleo, no matter what I did? Shame..

It was pretty weird and broken, though.

Ah, I didn't even know that was a thing. Seems pretty tame for a controversy, really, and I kind of like the idea in concept. I can see why they'd remove it though.

Godzilla Blitz wrote:

Ah, I didn't even know that was a thing. Seems pretty tame for a controversy, really, and I kind of like the idea in concept. I can see why they'd remove it though.

"well sure, he conquered his neighbor, razed all their cities, and committed genocide on their entire religious culture... but man look at his pecs! Ally material all the way"

"Fixed the Space Port, it was being counted as a specialty district."

I wonder if this addresses the thing where you could use worker production on space projects.

ubrakto wrote:

"Fixed the Space Port, it was being counted as a specialty district."

I wonder if this addresses the thing where you could use worker production on space projects.

Isn't this by design? I thought it was connected to a specific policy, and that policy enables you to use builders on space projects. They even articulate the limits, one builder per district per turn.

Godzilla Blitz wrote:
ubrakto wrote:

"Fixed the Space Port, it was being counted as a specialty district."

I wonder if this addresses the thing where you could use worker production on space projects.

Isn't this by design? I thought it was connected to a specific policy, and that policy enables you to use builders on space projects. They even articulate the limits, one builder per district per turn.

I haven't tried it, but it's connected to the Royal Society building in the Government Plaza. My gut feeling was they didn't really mean for this to apply to space race projects (even though it did), but just to regular specialty districts so you can build out cities a bit faster in the late game. If this change does what it sounds like, it would address that. If it doesn't do that, then I haven't the foggiest idea what this fix is meant to address.

The builder boost only works on projects, not buildings, and the other projects hardly seems worth it for boosting (compared to just spending the resources on the projects directly, instead of building workers).
So if they remove the space project boosting it hardly seems relevant anymore.
Maybe it could be worth it for the Bread and Circuses project, if you wanted to flip enemy cities. But that would be extremely situational.

On the other hand the space project boost does seem way too strong right now. Maybe a fix could simply be to greatly reduce the amount it boosts the projects - it seems % based, rather than a fixed amount of production.
For example in my latest science game, a worker only reduced a science project 1 turn (from 3 turns to 2 turn production time), but a space project that took 16 turns got 3-4 turn reduction from each worker. If each worker reduced building time less than 1 turn each, it would at least be less overpowered - but probably still worth it.

Shadout wrote:

The builder boost only works on projects, not buildings, and the other projects hardly seems worth it for boosting (compared to just spending the resources on the projects directly, instead of building workers).

Ahhh! I completely misunderstood its nature. Yeah, I now see the issue and the problem with nerfing it entirely. Sorry for being dense!

Getting to this game very late. Only ten minutes in, and all I have to say is Christopher Tin is bloody good.

I got the "I'm going to break the wheel" achievement for having three golden ages in a row. Doesn't seem to quite fit Danerys' quote, but whatever.

Depends, if you go conquer some cities early on, and then spend the rest of the game turtling in a single city it would fit.

Mr Crinkle wrote:

I get that it's not a bug and there's some mechanism by which I can do limited conquering by building up some massive loyalty push on the border and then creeping in a little at a time; it's just not fun for me. Combat is dull and time-consuming, so I want my wars to be both infrequent and quick.

Forcing slow conquest removes the possibility of quick. Forcing peace before pounding a large empire into dust removes the possibility of infrequent, because an AI that DOWs you once will inevitably do so over and over and over again until eliminated (unless you're willing to raze everything you come across, at which point every other civ in the game will repeatedly go to war with you).

I took over Greece in my Zulu game. As in, they no longer exist. I took their best cities in the Medieval, and their last cities went Free because of lack of loyalty, and then I took that, too! After I was done with Greece, I invaded Netherlands and most of those cities because Free Cities, and then I invaded Brazil and took their core cities. That's 2 wars for Greece, 1 each for Netherlands and Brazil. Australia is my ally. Curtin loves me.

There's a Diplomat Governor that boosts loyalty to your Civ if you station her around enemy cities. Building that loyalty before you invade is good. Of course, Zulu also have extra loyalty bonuses for garrisons, so that helps.

I've settled on doing this on the last Thursday of each month, so...

New Goodjers Rise & Fall game topic is up.

This time we're playing Freddie the HRE on a fractal, hot, low sea level map. Prince difficulty, any victory you like.

Oh, BTW, suggestions for next month's game settings are welcome! I want to create the save early so that when it comes time to play it, I will have forgotten any details I saw when checking the map for playability.

Yay \o/

Love it!

It's the last Thursday of the month, so here's a new Goodjers Rise & Fall game for you.

Woohoo! Thanks!

Anyone know if any good Civ 6 channels it there that focus more on strategy rather than just a let's play?