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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: General tips - cities, politics, dyplomacy Civilization VI Game Guide

Last update: 08 March 2022

This section of the Civilization 6 game guide includes the most important starting tips. We're prepared different pieces of advice regarding four most important elements of Civilization VI - creating and developing the cities, doing politics, conducting diplomacy, and commanding units.

Cities

1. The most important factor that determines the development of a settlement is the access to fresh water. If you don't want to build cities on a coast, you should always build your cities near a river bed.

2. Develop these factors evenly: number of amenities, citizens slots and housing, and with them your city will develop fast and soon, you will become a might to be reckoned with. Neglecting one of those factors will slow down the development of your city significantly.

3. The ability to built specialized districts depends on the number of citizens in a city. The first can be build after your number of citizens is 4. From that point you can build one district for three people, that will come to your city.

4. Before you build a district closely examine bonuses that are granted for placing them in the right place. Most of the districts offers special bonuses when they are built near other districts or wonders.

5. It is important to expand your territory. Some of the wonders requires specific conditions that must be met in order to build them on your territory. The bigger your territory, the bigger chance that you will find an appropriate tile.

6. During the breaks in developing your city you can fulfill district projects that will grant you more points in respective victory conditions, getting you closer to achieving your chosen goal.

Politics

1. Fulfilling civics tree won't grant you a victory but thanks to it you will get the access to new systems, policies and diplomacy functions. Each spot on the tree counts to the overall score of each nation but your main goal should be fulfilling the tree as a deliberate action. Always try to get those spots that are the most useful to you.

2. Just like with the technology tree you can reduce the time required for discovering new civics by a half. Inspirations work in the same way as eureka and are completed immediately after meeting the requirements.

3. The longer you have the same government, the greater profits will be granted by legacy bonuses. After reaching the maximum bonus points switch as quickly as possible to another government to generate more bonuses.

4. After completing any of the elements on the civics tree you will be granted an opportunity of changing your policy cards. Use this option to match the bonuses to your future plans. If it is necessary for you, you can change cards in any moment if you have enough gold.

5. You can change a government after researching a new one. As above, you can change your government in any moment by paying gold. Modern types of government offers more slots for policy cards and their characteristic depends on the type of government.

6. With the development of policies there is a possibility of generating more influence points per turn. After reaching the limit you can send an envoy which will be representing you in one of the city-states. Modern types of government offers a greater rate of influence points, also they allow you to have more envoys at the same time.

7. The biggest flexibility for bonuses are from slots for wild card policies. There, you can place any policy card without consequences.

Diplomacy

1. Before befriending any of the leaders they must be well-disposed towards you first. You can do this by giving them presents or making agreements that are gainful for them.

2. Diplomatic agreements can be unlocked via advancing in the civic tree. Remember that even the most gainful agreement can be quickly discarded by other player if they don't trust you enough.

3. React to the events and let other players know when you find their actions to be inappropriate.

4. Most of your demands will be discarded immediately but you should keep trying, especially when you surpass an addressee when it comes to military.

5. The most important element of diplomacy is Agenda. Thanks to it you can learn about their believes when it comes to leading a country which allows you to create a strategy that will be gainful to you.

6. Issuing a surprise war can help you in completing military goals but most of the time it is linked with negative consequences. Avoid this type of action and try to condemn the actions of other players first before you try to use force.

Commanding an army

1. All units in the game, regardless of technology advancement, status of the army or promotions, always have 100 health points. You can use this information when you want to calculate your chances in victory based on the strength of your units.

2. Selecting a tile to which your units will move to will cause a rotation - your units will change places if the tile, that you have pointed, was already occupied by your other unit. Because of that you can switch them during the fight - you can use a unit with the highest amount of health points to take damage from an enemy.

3. Units cannot attack in close-quarters combat or use range attacks if there is a natural obstacle such as, i.e. a mountain. Use this to place your troops and gain advantage but remember that air combat units can still attack despite of those obstacles.

4. If you level up your unit, that gained enough experience points, during your turn it will recover a bit of health points but you won't be able to issue them any other commands during that turn.

5. The power of ranged attacks, provided by the Walls, depends on the power of the strongest range unit which can be created by your nation at a given point of development. Before attacking enemies' fortifications it is important to check their position in the victory ranking, focusing on their scientific and overall points. For every technologic achievement two points are granted. If the difference in points is to your disadvantage you have small chances that a siege will be successful.

6. If you decide to besiege a hostile city don't forget to use siege machines. Remember that support units behave in the same way as the civil ones and if you leave them unattended they can be taken by an enemy. To avoid this use escorting formation.

7. After creating a corps or an army from independent units you can't split them. Remember that you can order a production of whole squads in the city menu, instead of combining single units. Two combined units receive +10 bonus to their combat strength, three gets additional +7. The same applies to fleets and armadas.

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