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Sid Meier's Civilization VI Game Guide by gamepressure.com

Sid Meier's Civilization VI Game Guide

Table of Contents

Civilization 6: Militaristic City-States - basic info, types, tasks Civilization VI Game Guide

Last update: 13 March 2022

The chapter below of Civilization 6 game guide contains a detailed outline of militaristic city-states in Civ 6, and the list of benefits resulting from a sphere of influence in the individual cities, and the advantages stemming from taking over such a city.

Emissary Bonuses

Each of the scientific city-states has the same bonuses for keeping a certain number of emissaries. Remember that if you keep a certain number of representatives in more than one city, the bonuses are combined into one bigger.

Number of Emissaries

Unit Production Bonus

1

+2 to production in the capital city

3

+2 to production in every Encampment

6

Additional +2 to production in every Encampment

Note that the bonuses only apply to unit production, so you cannot link them to any other type of activity within cities. However, it is worth noting that they apply to both civilian and combat units, which is especially important since you don't have to pay much attention to them to speed up production of each type of unit. The biggest emphasis is when you plan to dominate your opponents, but the bonus is useful for any type of victory. Even if you don't particularly want to dominate, try to arm each of your cities with a military district which, in addition to providing you with a certain type of unit, will allow you to take better care of the defense of each settlement. As with other cities, don't concentrate all your influence on a city unless you have the proper resources unless you have no other alternative. The sovereign bonuses listed below have very specific requirements and are only applicable in certain cases, so if you gain access to one of them, try to command your units in such a way that you can maximize their new abilities.

Kabul

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Sovereign Bonus

Your units receive double experience from battles they initiate - Civilization 6: Militaristic City-States - basic info, types, tasks - City-States - Sid Meiers Civilization VI Game Guide

Your units receive double experience from battles they initiate.

In this case, you need to remember that the units' experience is generated only when the opposing force has been eliminated. Having this fact in mind, it will help you manage the battle in such a way so the experience goes to the unit which you want to develop. Keep in mind that if the attacked force decides to retaliate, and it got destroyed in the process, you won't receive the bonus. Try to manage your force so that the final move is up to you. Try to take over Kabul in every scenario, but you don't need to have at all costs. The bonus is useful, as units develop faster than you can modernize them using research.

Carthage

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Sovereign Bonus

Every Encampment provides +1 extra trade route - Civilization 6: Militaristic City-States - basic info, types, tasks - City-States - Sid Meiers Civilization VI Game Guide

Every Encampment provides +1 extra trade route.

This bonus is especially useful in the middle and late phase of the game, where you have at least two cities with build Encampments. Remember about the limitations as to the distance from your city, and that there is no ability to create two identical routes from the same starting points. Then, the bonus will be especially useful as other players have taken over more cities, which results in earnings connected with choosing the right target point. If you create more merchants than there are discovered other players' cities or city-states, you can always create inside routes between your settlements.

Preslaw

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Sovereign Bonus

Your heavy and light cavalry receives +5 strength when fighting on hill tiles - Civilization 6: Militaristic City-States - basic info, types, tasks - City-States - Sid Meiers Civilization VI Game Guide

Your heavy and light cavalry receives +5 strength when fighting on hill tiles.

Strictly strategic bonus, so if you are not planning to take over the whole map, you shouldn't get involved in serious struggles to get it. Keep in mind that the bonus is rewarded only for cavalry units, which automatically rule out any advantages if you don't have horses as a strategic resource. Maybe the bonus isn't really big, but it can still prove useful in the middle and late phases of the game. If there aren't many city-states to choose from, you should spent a few emissaries to receive the sovereign status. Otherwise, focus on other city-states.

Valletta

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Sovereign Bonus

Urban Centers and Encampments can be bought for faith points - Civilization 6: Militaristic City-States - basic info, types, tasks - City-States - Sid Meiers Civilization VI Game Guide

Urban Centers and Encampments can be bought for faith points. Cost of purchasing Ancient, Medieval, and Renaissance Wall is reduced, but can only be bought for faith points.

A specific bonus, which is especially useful for the civilizations which receive the biggest benefits thanks to popularizing faith. If you started developing certain upgrades and passive bonuses which generate many faith points, this bonus can really spark the growth of infrastructure in your cities. Keep in mind that the sovereign bonus applies certain limitations when attempting to use the production output of a city to increase defensiveness, so take over Valletta only when you can handle the requirements thanks to high amount of faith points per turn. Valletta's sovereign bonus can be especially important when you want to end the scenario through popularizing your faith.

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