Civilization VI

Jeeze, Pop Star Rock Bands are ludicrously powerful. You can finance entire armies with them. Yvan eht nioj!

Oddrune wrote:

You could use 'Pastafarianism'. I usually take the turtle symbol and found A'tuinism.

I’m stealing this.

Sorbicol wrote:
Oddrune wrote:

You could use 'Pastafarianism'. I usually take the turtle symbol and found A'tuinism.

I’m stealing this.

It's turtles all the way down.

I also enjoy Simulationism, which teaches that everyone is just a simulated person for the enjoyment of some higher being.

Quill18 did a demo stream as Canada where he spread Politeness across the world.

Watching this inspired me to give Hungary a go

Definitely an early game powerhouse.

Marbozir is da man.

Drink a shot each time he says "absolutely insane."

I've been away from the game for a week, but jumped back into my Sweden game last night. It's been very competitive, and I see Cleopatra working away on spaceports even before I could get to Rocketry, which is cool. (Going to for a culture win, so that hasn't been a priority.) But the global warming part (still set to 3) seems to have struck really early this time around. Too early. We're barely into the Atomic age, have had one sea level rise already, with another that is imminent (less than ten turns later). That's not even enough time to get to nuclear power and, for two of my cities, not enough time to build barriers before losing tiles.

Still a fan of the mechanic, but I'm thinking they've got some tuning to do in determining global emissions. I inadvertently bought one coal plant that I couldn't even power until fairly recently (and once I did get coal, I'd of preferred turning it off), added an oil plant (again, only recently in the game, maybe ten turns-ish), have done zero rails, but have a ton of military units. Just on those, I'm contributing almost half the planet's emissions for a planet that is seeing rapid sea-level rise in the equivalent of the 1960s. Feels like they either need to tune down the volume units contribute or maybe not incur emissions for them when they're idle.

Edit: To be fair, maybe I just shouldn't be using the 3 setting for warming, but the last game didn't reach this point until much later, and in that one, I barely ran with any military at all until forced to in the late game.

Bruce wrote:

Quill18 did a demo stream as Canada where he spread Politeness across the world.

Wouldn’t this be awesome if this happened in real life?

Unfortunately in the real world, Canada is bordered by an impenetrable wall of Rudeness missionaries. Could the Missionaries of Politeness make the trek across the north pole?

I'll have to wait for a Steam sale to grab the expansions. For now I'm playing Australia at King difficulty. It's been a while since I played but it seems the barbarian camps are very active! I do like the defensive war production bonus, means I can focus on settlers early game and piss off the neighbours on purpose, them churn out archers en masse and take them out. Saves a whole bunch of time producing units and gold upkeep.

Finished my game as Hungary, things slowed down after I eliminated the two civs I shared a continent with. Germany captured most of the city-states on the other continent so I settled in for a science victory rather than domination. Global warming was non-existent, had to deal with the occasional flood or volcano but all in all weather & climate played no significant part in the game. Definitely feels like Hungary's ability to get free upgrades on levied units is a little too powerful at the moment.

Finished my first Australia victory. Literally had the whole world constantly warring against me but my Diggers held the day. Had science coming out my ears. Powerhouse Spain launched the moon module; at that point I got serious and worked on multiple modules simultaneously and took the victory in a somewhat close race. Big tip for Australia - grab the Eiffel Tower for an overpowered boost to your districts. Also, outback stations are so ridiculously overpowered mid to late game when clustered for adjacency bonuses. So much production and food boosts; their only downside is that they cannot be placed on hills.

Then I tried Indonesia. One thing is very certain; I have no idea how to play religious civs.

Indonesia is kind of religion-adjacent rather than actually dependent on Faith. They get a lot of free Faith and they can use it expressly for purchasing military units. You could just ignore religion altogether as Indonesia and they're still pretty strong. Just make sure you have coastline and water resources.

I don't know how to play the religious strategy. It just seems too much effort having the standard military and a completely separate theological strategic map and combat units. I suppose I could play Indonesia as a science/domination player using faith to buy land units and substitute encampments with the corresponding religious district. But I really dislike their unique improvement; perhaps I didn't tech up long enough in my playthroughs to see the adjacency bonuses come to life and it's somewhat crippled by the fact you need a super narrow peninsula to max out ocean tiles. But at least it was relatively effortless for Australia to spam outback stations. I haven't got the Dutch DLC to see if they have the same issue with ocean tiles.

Also, I haven't figured out how museums and sets work for maximum tourism generation. Gonna read up on that, it's been a while since I played for a cultural victory.

IMAGE(https://i.redd.it/k8cye6cdu4d11.jpg)

Doesn't take much to really take advantage. The amazing thing about Indonesia is that they basically have that many more "land" tiles. You don't need to not take inland cities. You can still do that. But you can keep expanding to places that would not be profitable for other Civs and you can fit more cities with more productive tiles in smaller islands or land areas.

I've been following this thread, and read some reviews, but even though I pre-ordered this expansion months ago I have almost zero desire to start a game. My playtime's more limited than it used to be, and I've been playing other games lately, but still a weird situation for me.

Bfgp wrote:

Also, I haven't figured out how museums and sets work for maximum tourism generation. Gonna read up on that, it's been a while since I played for a cultural victory.

Fill the museum with same genre (religious, portrait, landscape, etc.) works by different creators. For example: Starry Night (Van Gogh landscape), Monet (Monet landscape), and View of Greco (El Greco landscape) in an art museum would get the bonus tourism as themed. This means moving your great works and great people around &/or trading. Sweden has a unique removing that, so any full museum will be considered themed.

Oh, you can move great works?? I'll have a closer look later.

So, in spite of my reluctance to play a religious Civ I went with Cambodia last night. Turns out all you need is to start researching the tech that unlocks Stonehenge/Holy Sites and you've got an easy crack at founding your own religion.

Fun facts, their unique unit Domrey literally translates to Elephant; your first city Wat Thom translates to Big Wat (in modern parlance it's the central Way in Angkor). Also, the Khmer voice actor uses "high" Khmer not the casual grammar. Oh I should add Cambodia is my family's second/third motherland lol.

Anyway, their food/pop game is huge. I didn't quite get the knack of placing aqueducts since that's not my priority anyway with city placement and planning. It's barely the middle ages and my capital has 15 pop! That's outrageous. The neighbours have like under 10 pops. I'm behind on science and religion though, haven't figured out how to play their food game to the best advantage but my gut tells me it's about booming districts and tall empire. Time to do some research!

The last time I used the Civ, I settled aggressively and then used my much higher pops to exert a lot of loyalty influence on nearby Civs. Then I invaded with Domreys. The way I played with their food game is that I used only a few tiles for food for each city - the ones next to the Aqueducts. Every other tile was used for something else. This means a lot of output, because you get more room for districts, more flexibility in placement, and still work the best tiles. I'd recommend settling places with good production tiles preferentially, because you need the cogs to make the Districts.

The cheatiest way to plat them is to get Reliquaries, suicide your Missionaries for tons of Relics, and then win the culture game very, very fast.

I was quite negative about religious victories in Civ 6 early on, but with the changes over time (not from Gathering Storms) it has become pretty good. It has to be the most well-supported victory type through wonders, and there are some variation in the paths you can take. Something that isn't really true for a few of the other victory type - sadly, domination victory through loyalty flips are not exactly well supported, and science is as one-sided as ever. And it requires active participation for most of the game, unlike some others where at the end you are just waiting for some bar to fill up by itself.
Now its mostly just annoying to watch when AI civs decides to spam religious units without ever accomplishing anything with them.

Oh, and someone made a mod for getting rid of power plants.
https://steamcommunity.com/sharedfil...

And one for less trade spam
https://steamcommunity.com/sharedfil...

That power plant mod---perfect! Thank you for linking that!

Just last night I built my first niter mine and as soon as I pulled the first two niter out of it, I had offers from all 5 civs to buy that two niter. It was kind of funny.

When I was going for my culture victory as Sweden it was annoying that the AI kept pestering me for my great works. It makes sense that they wanted then since their culture sucked and it would deny/delay my victory, but why would I willingly trade something to delay my own victory? I could see a mod that just auto denied requests for certain things, but you would need it to be editable in game which I don't think is possible in Civ.

Is there ever a benefit to trading a Great Works? Or relics, for that matter. I just can't see myself ever trading one away, unless it was for another great work to complete a set, etc... and what the AI usually offers for them isn't exactly great anyway..

omni wrote:

Is there ever a benefit to trading a Great Works? Or relics, for that matter. I just can't see myself ever trading one away, unless it was for another great work to complete a set, etc... and what the AI usually offers for them isn't exactly great anyway..

Only if it would give you that bonus for theming (or whatever it is) or prevent an invasion if you aren’t ready for one (although given how poor the AI Generally is, I wouldn’t worry too much about this)

But mostly, not really.

If you go heavy culture I feel like you can end up with more great works than you have room for.
Guess you could also be a jerk, sell great works, then steal them back.

I don't typically do this, but also, if you're not going for a culture win and the buying civ isn't a culture threat, it's not a bad thing to sell items to get a financial boost or resources to deal with amenity problems or resource shortages, etc.

Shadout wrote:

If you go heavy culture I feel like you can end up with more great works than you have room for.
Guess you could also be a jerk, sell great works, then steal them back.

I ran into that trouble in my last game, but i did learn you cannot create a great work you don't have room for, you just have the great person who would create it hanging out somewhere blocking builders and generals.

I think the benefit of trading them is for themeing in museums, especially since you cannot move works out of a museum until it is full.

thrawn82 wrote:

I think the benefit of trading them is for themeing in museums, especially since you cannot move works out of a museum until it is full.

Ah, that's what I hadn't worked out! I thought they stayed a mismatched collection permanently.

Can I confess something? I'm terrible with seeing a playthrough to the end. I find the most enjoyable part of the game the time to 1000AD where there's so much land available for settlement and you're trying to scout, figure out tech vs wonders vs districts vs settlers vs builders for your playthrough. As a result I end up starting way too many playthroughs.

Anyway, so last night's Khmer run, I am leading religious victory but nobody is making apostles to turn my missionaries into relics LOL. I have camped 3 missionaries with one charge remaining next to Spain's capital but he isn't taking the hint! Also I became more aware of the aqueduct placement and my eyes popped seeing farm tiles yielding 6 food in mediaeval era. But a nice side benefit from religious play and opening borders is not getting a surprise war at all. This despite my army comprising...one archer unit at 1000AD.

Bfgp wrote:

Can I confess something? I'm terrible with seeing a playthrough to the end. I find the most enjoyable part of the game the time to 1000AD where there's so much land available for settlement and you're trying to scout, figure out tech vs wonders vs districts vs settlers vs builders for your playthrough. As a result I end up starting way too many playthroughs.

This is me whenever I play a 4X game.

...and true to form, I started another playthrough!

This time I went random and landed on Egypt. Beelined Stonehenge, pushed for trade routes and went hard on commercial districts. Who needs production when you're earning 15 gold a turn per trade route from Teddy? Deploy all the cards like double commercial district yield on buildings...and it's ridiculous when you can just buy settlers, churn out a commercial district/harbour and have the new city repay itself in a snowballing gold rush. Also with Egypt and religious/policy selections I've built a lot of wonders, using gold to make up the lost time devoted to wonders. This round I'm leading if not top 3 in all victory conditions.

It's amazing, didn't get surprise DOW early or mid game despite forward settling against everyone. Her chariots archers are really powerful against barbarians, to the point one unit could fend off all the barbarians spawning around me.