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Civilization 6

EcK

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Like any new game bugs will have to be worked out and will with patches. Did you notice the Scythia bug/exploit yet that makes that Civ broken and overpowered right now?
[MENTION=25403]ZNP-TBA[/MENTION]


nop
I did nuke 2 of their cities though. (thermonuclear devices are brutal dude - there's like 10 turns of damage for anyony 3 tiles around the city)
and btw: I wished they'd have DESCRIBED the effects of each nuke, and not assume you'd just nuke a city and hope you dont get your invasion troops destroyed for moving too close to the nuked - 5 turns ago city

- you just get 'build nuclear bomb' or 'build thermonuclear bomb' like "yeah that doesn't help me know the in-game effects of each"
 

EcK

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What difficulty are you playing on?

Pericles doesn't really need a religion. You can just focus on culture. I'd have crushed Japan first and brought all those city states under my suzerain. Pericles' leader ability is Surrounded by Glory. +5% Culture per city-state you are the Suzerain of. The bonus is additive for each additional city state so if you had 9 city states that's 45% additional culture per turn which means you would've been able to zip through the civics tree spring-boarding you to a culture victory especially after 'Enlightenment.' Perciles' natural strengths gear him for a cultural victory. I'd have built theaters before campuses' as Pericles doesn't really 'need' science as much as other leaders.

As far as districts go I usually always go commercial hub and/or harbor first followed by an adjacent industrial zone. From that point on I select either campus or theater districts next depending on my victory condition and what I need at the time. Greeks get the acropolis instead of the theater which is a stronger version of it.

This order is logical for me. More gold is better earlier and trade routes give you the road infrastructure as well as decent resources to help out newer cities. Hubs/Harbors give additional trade routes. Get the industrial zone for better production and then you're cities will be able to construct additional districts much more efficiently. With all the gold you earn you simply can buy the buildings that go in the districts and use your cities to produce other things instead of being locked up with improving the districts (maybe a wonder or something).

If you had 9 city states then chances are at least a couple of them were science and industrial. I'd have taken full advantage of those to make up for any production or science deficiency your land had.

Not sure, 3rd level I think ? Like 'average'.
AI felt a bit retarded to me in some aspects though. So I'll try a higher diff next time but need to get acquainted with all game mechanics so I might make a 'quick test game' at higher speed or something
 

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Not sure, 3rd level I think ? Like 'average'.
AI felt a bit retarded to me in some aspects though. So I'll try a higher diff next time but need to get acquainted with all game mechanics so I might make a 'quick test game' at higher speed or something

Yeah you seem more advanced that 'normal' difficulty which is 'Prince' level. I'd try King next and see how that goes for you.

Try my build order and see if it works for you.

I was playing a multiplayer with my cousin against some AIs. He was Rome and I was England. He did what Romans do and built up an army full of legions and attacked the only other Civ on our continent (China) while I worked on my commercial game. He had several legions and a powerful military while I had 6 traders (before medieval period) and a decent navy with 3 great admirals. He attacked China from the land while I bombarded from the coast.

Next I settled the other continent and used Victoria's bonuses along with the English Royal navy dockyard. He was only pulling in 20 gold per turn while I was raking in 150 per turn. He didn't have the tech right away to sail to another continent so he founded a religion and spread it to me so I get some bonuses. I dominated the other continent and we won. :D

Typical England, colonizing the world. :coffee:
 

EcK

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What difficulty are you playing on?

Pericles doesn't really need a religion. You can just focus on culture. I'd have crushed Japan first and brought all those city states under my suzerain. Pericles' leader ability is Surrounded by Glory. +5% Culture per city-state you are the Suzerain of. The bonus is additive for each additional city state so if you had 9 city states that's 45% additional culture per turn which means you would've been able to zip through the civics tree spring-boarding you to a culture victory especially after 'Enlightenment.' Perciles' natural strengths gear him for a cultural victory. I'd have built theaters before campuses' as Pericles doesn't really 'need' science as much as other leaders.

As far as districts go I usually always go commercial hub and/or harbor first followed by an adjacent industrial zone. From that point on I select either campus or theater districts next depending on my victory condition and what I need at the time. Greeks get the acropolis instead of the theater which is a stronger version of it.

This order is logical for me. More gold is better earlier and trade routes give you the road infrastructure as well as decent resources to help out newer cities. Hubs/Harbors give additional trade routes. Get the industrial zone for better production and then you're cities will be able to construct additional districts much more efficiently. With all the gold you earn you simply can buy the buildings that go in the districts and use your cities to produce other things instead of being locked up with improving the districts (maybe a wonder or something).

If you had 9 city states then chances are at least a couple of them were science and industrial. I'd have taken full advantage of those to make up for any production or science deficiency your land had.

I took advantage of the production bonuses from great engineers + chose my city states strategically so that I was suzerain of most / all of the ones with bonuses that benefited my strategy.

But I didn't know about the production stacking so my production units were pretty much placed 'wherever'.
Also I lost some permanent bonuses from great engineers - not sure why - I think you lose bonuses on structures if they get damaged. Which sucks as the random fucking barbarian attacks appearing 1 tile away from my industrial district + apparently 'beamed down from space' enemy troops ( appearing in the middle of a continent I control entirely) mean my structures keep needing repairs.
 

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I got civilization V more recently and I am already starting to enjoy it. Which is saying something since I just recently got it, and usually I never play these kinds of games do to wanting faster paced things.

Try the crack known as Civ VI. I think you'd like it.
 

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I took advantage of the production bonuses from great engineers + chose my city states strategically so that I was suzerain of most / all of the ones with bonuses that benefited my strategy.

I get what you're saying. I think this way too. Sometimes it's better taking out city states that are not part of your strat simply so other Civs can't use them to their advantage. Thing with Pericles in particular is, all city states no matter what their type or suzerain bonus are part of his strategy thanks to his leader ability. I'll only take out a city state if I know I can't hold it or if it's giving an opponent too much of an advantage.

But I didn't know about the production stacking so my production units were pretty much placed 'wherever'.
Also I lost some permanent bonuses from great engineers - not sure why - I think you lose bonuses on structures if they get damaged. Which sucks as the random fucking barbarian attacks appearing 1 tile away from my industrial district + apparently 'beamed down from space' enemy troops ( appearing in the middle of a continent I control entirely) mean my structures keep needing repairs.

I always keep a couple ranged units around my infrastructure exactly for those raids. Also, it adds to my military score. Even if I play a mostly peaceful cultural game I keep an eye on military score ( you can see this on the score board under domination) because other Civs will tend to declare war on you if your military is weak compared to theirs (at least at higher difficulties). I try to stay in the top half of military strength but I try not to overproduce especially if I'm not going for an offensive military game. Walls also count toward a military power score.
 

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Yeah you seem more advanced that 'normal' difficulty which is 'Prince' level. I'd try King next and see how that goes for you.

Try my build order and see if it works for you.

I was playing a multiplayer with my cousin against some AIs. He was Rome and I was England. He did what Romans do and built up an army full of legions and attacked the only other Civ on our continent (China) while I worked on my commercial game. He had several legions and a powerful military while I had 6 traders (before medieval period) and a decent navy with 3 great admirals. He attacked China from the land while I bombarded from the coast.

Next I settled the other continent and used Victoria's bonuses along with the English Royal navy dockyard. He was only pulling in 20 gold per turn while I was raking in 150 per turn. He didn't have the tech right away to sail to another continent so he founded a religion and spread it to me so I get some bonuses. I dominated the other continent and we won. :D

Typical England, colonizing the world. :coffee:

Yup, Well I got the stacking stuff late in the game so I was like 'whatever' I'm just going to try to get the science victory before I die of old age (which is so frustrating as my I had hundreds of years in advance compared to other civs science wise - I started the modern era in the 1300 hundreds or so >_< )

I didn't really lose much troops at all so all my troops were high level with plenty of bonuses (I'd always have 'replacement troops' in the back and made use of level-up regeneration) so I'd never / nearly never lose any combat unit.

Yeah must have been 'prince' - I'll try higher difficulty.
Though, ironically that level of difficulty is - in a way - quite realistic. ie: only about 2 other civs were decently advanced the rest were hundreds of years late technologically.

ie: most civs in real life were still at near-stone age / medieval levels before the big bad west gave them tech.
 

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[MENTION=25403]ZNP-TBA[/MENTION] also the commercial stuff is not really clear to me.
For example there's a bonus from merchant routes. BUT, it doesn't tell you whether this bonus is ONCE the route is finished, if its permanent once you've created a route, whether its per turn etc. Because a bonus of say 2 production + 5 gold (for example) after 6, 12 or 20 or 40 turns is ridiculously low. Though yeah you can stack it up but its still not much except if you essentially focus all your trade around 2, 3 cities max or put cities next to each other - whether yours or trade destinations in other countries - therefore limiting the city's 'development' space in the future (and then the trade routes will take longer) and use the bonus towards whatever victory you're aiming for.

The biggest benefit I've seen from trade routes so far is road building to accelerate unit movement

Furthermore trade routes are fucking slow. ie: often 20 to 40 turns for intercontinental trade, I mean wtf.
 

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Yup, Well I got the stacking stuff late in the game so I was like 'whatever' I'm just going to try to get the science victory before I die of old age (which is so frustrating as my I had hundreds of years in advance compared to other civs science wise - I started the modern era in the 1300 hundreds or so >_< )

I didn't really lose much troops at all so all my troops were high level with plenty of bonuses (I'd always have 'replacement troops' in the back and made use of level-up regeneration) so I'd never / nearly never lose any combat unit.

Yeah must have been 'prince' - I'll try higher difficulty.
Though, ironically that level of difficulty is - in a way - quite realistic. ie: only about 2 other civs were decently advanced the rest were hundreds of years late technologically.

ie: most civs in real life were still at near-stone age / medieval levels before the big bad west gave them tech.

There are some good points there.

But in a game I like a challenge and I don't find Prince challenging at all. King is a little better - AI is more gungho about tech and getting a military as well as aggressive diplomacy. It's still not difficult per say. I play on a level above that (Emperor) and that's when it starts to get really challenging as the AI starts off with certain techs and an extra settler. From Emp and on you start off on the back foot but it's pretty fun cutting through the shit to get ahead. :D

Sidenote, I think MBTI classifies Pericles as ENFJ.
 

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[MENTION=25403]ZNP-TBA[/MENTION] also the commercial stuff is not really clear to me.
For example there's a bonus from merchant routes. BUT, it doesn't tell you whether this bonus is ONCE the route is finished, if its permanent once you've created a route, whether its per turn etc.

I agree with you in so far as the tool tips and civilopedia descriptions not being clear on how traders work.

The moment you send a trader to another city from your city the benefit is immediately established. The city the trader is created in gains the benefit of the trade right away The trade expires after a certain amount of turns (it's based on how far the city is you're trading with) and needs to be reestablished once it does or it will expire prematurely if you're trader is taken out. After you trade for a city for the first time 'trade posts' are established automatically which gives a gold bonus to your city the next time you trade with the same city. The road is permanent unless pillaged. If it's pillaged the trader will establish the road again.
 

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I agree with you in so far as the tool tips and civilopedia descriptions not being clear on how traders work.

The moment you send a trader to another city from your city the benefit is immediately established. The city the trader is created in gains the benefit of the trade right away. The trade expires after a certain amount of turns (it's based on how far the city is you're trading with) and needs to be reestablished once it does. After you trade for a city for the first time 'trade posts' are established automatically which gives a gold bonus to your city the next time you trade with the same city. The road is permanent unless pillaged. If it's pillaged the trader will establish the road again.

Yeah but I don't find the interface to be very clear as to what trade routes are new or not etc. And I still dont know if the benefit is per turn (based on your description I assume it is)
also it seems strange to me that a trade route would give benefits from the first moment you sent the trader. Like - you haven't reached the place yet, how can you rip the benefits, it would make more sense to me if the trade route benefits only started once you've 'concluded' the trade route by reaching the destination.

I don't know, I did use trade routes but I was really confused about it and therefore never really used it 'strategically' just kind of picked trading routes based on what benefits seemed worth the number of turn.
But if the benefits start from the get go then ... once you got the roads you want you should just send your trade routes as far as possible and hope the roads don't get pillaged, basically. (so maybe keep them where you can keep an eye on the road)

Also it would make sense to send escorts with the traders BUT the upkeep of decent troops (even with upkeep lowering policies) + the need to get EXTRA TROOPS for that purpose (so using up production for that) pretty much seems to negate the benefits of trade routes altogether to me. (except if you only send lower-tech troops whose costs are negated by your policies, but at higher difficulty they're going to get gang raped by bazooka barbarians and the like)

AND can you even send an escort (ie: troops) to another country if you don't have an open-border agreement from them???

I know some people liek the 'discover' these things, but I hate it. I don't want to spend 30 hours of gaming JUST to fucking find out about the stuff they don't tell you clearly / the interface doesn't communicate.

For example I didn't see any 'stack up' visuals except when building some things, and i only noticed it late in the game so I don't think it was made 'very clear'. Also its just expressed by some stupid icon, it didn't fucking tell me clearly '+1 production bonus' or something.

In general I find the game extremely unclear as to the benefits of trade and tile-usage. Which is so frustrating because once you're 200 turns in its a bit too late to shift everything around. Which in turn is unrealistic to me. No civilization should be 'handicaped' by early tile placement of a 'district' (industrial, commercial etc.) in 3000 fucking BC to the point where they basically can't correct it in 5000 years (because you'd waste like 70 turns of civilization-wide production correcting it)

I could have 'corrected it' but if I don't get clear indication as to what the bonuses are then I can't do the math (ie: okey so it costs me say 20 turns of production to do this but I get 20% of extra production so I break even in 60 turns)
 

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Yeah but I don't find the interface to be very clear as to what trade routes are new or not etc. And I still dont know if the benefit is per turn (based on your description I assume it is)
also it seems strange to me that a trade route would give benefits from the first moment you sent the trader. Like - you haven't reached the place yet, how can you rip the benefits, it would make more sense to me if the trade route benefits only started once you've 'concluded' the trade route by reaching the destination.

I don't know, I did use trade routes but I was really confused about it and therefore never really used it 'strategically' just kind of picked trading routes based on what benefits seemed worth the number of turn.
But if the benefits start from the get go then ... once you got the roads you want you should just send your trade routes as far as possible and hope the roads don't get pillaged, basically. (so maybe keep them where you can keep an eye on the road)

Also it would make sense to send escorts with the traders BUT the upkeep of decent troops (even with upkeep lowering policies) + the need to get EXTRA TROOPS for that purpose (so using up production for that) pretty much seems to negate the benefits of trade routes altogether to me. (except if you only send lower-tech troops whose costs are negated by your policies, but at higher difficulty they're going to get gang raped by bazooka barbarians and the like)

I misspoke here. When you initially begin a trade route (for the first time) you will not receive the benefits of the trade route until you've reached their city. Once you reach their city you automatically establish a trade post between the cities. Once you've established the trade posts then any time you send a trader again the benefit will kick in immediately and there will be a gold bonus.

In other words the benefits kick in once there is trade posts and trade posts are automatically generated when the trader makes it to the city for the first time.

The way it works is like this. Let's say you wanted to establish a trade route from your city Ecktown to my city Znopolis. Let's say trading to my city gave you 10 gold. That means you'd start getting 10 gold per turn once you've reached my city until the trade route expires or if your trader is destroyed. Once you've completed the trade turns the next time you send a trader to Znopolis then you'll get a gold bonus because trade posts will be established. The more you trade with a civ the more you get 'gossip' and you'll get intel on what your trade partner is producing and doing. So there is an espionage element.

Usually internal trade routes (with your own cities) yield cogs and food while international yield gold (typically more gold depending on distance), science, and culture. Also a city will yield more in trade depending on how many districts it has developed. If you trade with a city that has good commerce infrastructure (roads, com hub, harbor, markets, banks, etc.) you'll get more gold yield. If the city has great science or culture infrastructure you'll get a certain amount of science and culture too.
 

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I agree with you in so far as the tool tips and civilopedia descriptions not being clear on how traders work.

The moment you send a trader to another city from your city the benefit is immediately established. The city the trader is created in gains the benefit of the trade right away. The trade expires after a certain amount of turns (it's based on how far the city is you're trading with) and needs to be reestablished once it does. After you trade for a city for the first time 'trade posts' are established automatically which gives a gold bonus to your city the next time you trade with the same city. The road is permanent unless pillaged. If it's pillaged the trader will establish the road again.

At the moment its like on av - 40-55 turns to get space port, then 50 turns for each science victory condition (so like 5 items to build at space ports) - which seems ridiculous to me. So as these numbers are freaking ridiculous I then ASSUMED there had to be some strategy to boost production much further in cities. (past 100 production when most of my cities were like at 25-50 production). So I boosted my 'great engineer' points with policies and special projects - but lost my engineer one-time ' forever ' bonuses after some random auto spawning barbarian decided to keep pillaging my key structures. (like - why can't they pillage fields - why must they always pillage my key structures - that feels like devs-oriented 'bullshit balancing' to me)

And finally the notifications.
You don't get notifications if say enemy troops enter your territory (So to this day I don't freaking understand where they came from - but given that I control most of that continent + am suzerain of all city states - I don't get how enemy troops could have slipped into the heart of my civ. So I'm assuming its another 'game balancing cheat' used by devs.
Which infuriated me because i like things to make sense : this didn't. It just felt like the devs being like "lets add fake difficulty by adding AI cheats".

You don't seem to get notification for anything important at all :
- if a trade route is broken (I think I got one once though but its really not 'obvious' it's something you might easily overlook mixed in with unimportant info you learn to ignore and is gone by next turn)
- before and once you nuke a place they could let you know that the whole place will kill any troop getting anywhere near it for x turns or at least give you that info in the weapon's stats (which they don't).
- war weariness is not at all explained it's just one these things you're supposed to 'hope' doesn't do anything bad to you and make you try to keep wars to a minimum number of turns to get your strategic goal
- etc.

As to barbarians I'm not sure but it seemed to me like more of them appeared in time of war (which is an issue as the wars happened on another continent so I was not at fully capacity on the main continent). Again, I would like this thing explained to me, all they needed was a small ALERT EXPLAINING what's happening and why. like "lower troop presence = more barbarians spawning" or "unrest in time of war heightens the chance of opportunistic barbarians to attack your territories". At this time I'm still not sure if it's coincidence / dev cheats / if there is any logic behind it.

I hate it when things are not explained because CIV is a really LONG game, so you invest tens of hours into something - meaning if you don't know why something is happening or how it works you could have 'wasted' 10-20 hours of your life doing something wrong. I'm fine with developing 'better strategies' but to me that's just bs. So to this day and hour alot of the game BASIC mechanics are completly opaque. And most people commenting on the game online are retards so I'm not necessarily willing to spend 5 hours testing what someone said just because he said it with an air of autority (I'm not talking about you [MENTION=25403]ZNP-TBA[/MENTION] just results of google searches)

And isn't it worrying that you - a man visibly obsessed with knowing the minutia of this game and having researched it extensively - doesn't even know / aren't sure about some of the BASIC game mechanics??
All it would take is a small "?" information arrow next to boxes or a general 'information' button you click on to get details on stuff. I don't know, maybe a switch between the 'nice interface' and a 'full of information' interface. ANYTHING that allows you to pause and think in the game and be like 'okey what is this exactly and what does it mean for how i play the game'
the "2000 years later" surprises that kept stacking up really made me feel 'conned' into 'fake difficulty' (ie: I'm not going to spend 1000 hours playing a game just to learn the 'secrets' the developers didn't bother telling us and I don't want to have to read some fan blogs in 6 months to figure out how the game really works - this stuff doesn't work on me it just makes me want to stop playing)
 

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[MENTION=25403]ZNP-TBA[/MENTION]

and also AMENITIES. *groans*
They never CLEARLY say what the hell they are - what counts of as or not - (does an upgrade to a district count as one, does a new ressource (iron, etc.?), does a new farm? what happens if you TRADE? does that take away the ressource that may be an amenity? ??? UNCLEAR)


In a game where it takes you 10+ turns for most important upgrades it should be obvious that you're not going to be able to compare the 'before and after' (ie: noone is going to remember and check 30 turns later whether a specific move added one amenity or not) and more importantly it's difficult to know what should be your next move if you don't even KNOW if the KEY CITY RESSOURCE they mention is missing is going to get corrected.

As your city grows you get more need for amenities + policy change might influence it (and for all I know war weariness, but i don't know, noone freaking explains it) so basically there is NO EASY WAY given all these factors to be SURE if building say an upgrade to your commercial district DID IN FACT ADD AN AMENITY OR NOT.

(I guess I could keep checking until there's only one turn left before a new tile improvement comes online - take note of all the data (population, amenities, housing...) and compare it the turn after. But this seems a bit ridiculous to me (like do they really expect me to take notes every few turns just to know how to add one of the MAIN CITY FACTORS in the game that they never bothered to explain)

I mean - I think there's this 'bias' towards civ games (ie: because we've all been playing them since we were kids). Ie: there's all this shit in every game that's utterly unclear and badly designed and we just forgive the game. Look I really really like this game, all I'm saying is that these are the things which keep making me 'quit' civ rapidly (I'll play the new game for a few days and then just forget about it) because all the stuff that's unclear / ambiguous mean that I'll just end up going for domination victories which frankly are rather 'dumb' and intellectually unappealing because AT LEAST in domination the rules are rather straight foward and I can devise tactics without wondering if the fundamentals of what my units are and what moves they can make are false assumptions. I could go for other victory conditions BUT the very idea that BECAUSE they don't explain shit clearly I might spend 10 hours playing a game based on false assumptions just puts me off completely)

I'm one of these guys who LIKE the idea of 4x games but lack patience (I loved heroes games - though the last ones just suck imo) . So I want to be able to 'strategize' from the get go, otherwise my patience runs out. One of the reason I don't pick the highest difficulty levels is that - yes I like a challenge - BUT I always try games at lower diff settings to get acquainted with the mechanics first. If after 200-300 turns I'm still unclear about basic game mechanics I'm likely to just feel like saying 'fuck it' and stop playing altogether.
 

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I misspoke here. When you initially begin a trade route (for the first time) you will not receive the benefits of the trade route until you've reached their city. Once you reach their city you automatically establish a trade post between the cities. Once you've established the trade posts then any time you send a trader again the benefit will kick in immediately and there will be a gold bonus.

In other words the benefits kick in once there is trade posts and trade posts are automatically generated when the trader makes it to the city for the first time.

The way it works is like this. Let's say you wanted to establish a trade route from your city Ecktown to my city Znopolis. Let's say trading to my city gave you 10 gold. That means you'd start getting 10 gold per turn once you've reached my city until the trade route expires or if your trader is destroyed. Once you've completed the trade turns the next time you send a trader to Znopolis then you'll get a gold bonus because trade posts will be established. The more you trade with a civ the more you get 'gossip' and you'll get intel on what your trade partner is producing and doing. So there is an espionage element.

Usually internal trade routes (with your own cities) yield cogs and food while international yield gold (typically more gold depending on distance), science, and culture. Also a city will yield more in trade depending on how many districts it has developed. If you trade with a city that has good commerce infrastructure (roads, com hub, harbor, markets, banks, etc.) you'll get more gold yield. If the city has great science or culture infrastructure you'll get a certain amount of science and culture too.

Okey. And how do you know whether a trade route has already been created or not between two cities?
I did it visually when building my first routes.

And when does a trade route expire? So for example say I want to trade with your empire, does the number of turn indicated in the interface refer to turns until the trade route expires OR the number of turns for the trade route to reach your empire's target city?)
 

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Okey. And how do you know whether a trade route has already been created or not between two cities?
I did it visually when building my first routes.

And when does a trade route expire? So for example say I want to trade with your empire, does the number of turn indicated in the interface refer to turns until the trade route expires OR the number of turns for the trade route to reach your empire's target city?)

These are all great questions. I usually remember what cities I trade with because I don't trade with every city, only the ones yielding the most gold and often times it's just 2 or 3 cities. I believe there is a little icon on the city when you get to chose which to trade with.

Trade routes expire when a full journey has been made to and from the trade city destination. The farther away it is the longer it lasts or at least that's the way I understand it. If its a short distance then you'll end the trade route quicker until you create it again. So if my city is 12 tiles away from your city then a 24 tile trip for the trader will be made (there and back).

The trade post is permanent unless I lose my city for some reason (invasion or whatever).
 

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I don't like science victory conditions unless I'm a production powerhouse (maybe Germany with Hansas) and TBH i haven't done a science victory yet. It seems like cultural victory is the most sought after victory condition when going against the AI (higher difficulties) and multiplayer. Domination is doable on pangea maps but really monotonous on any other map type (England has the best shot at it I think). Religious victory is easier in multiplayer than a spammy Emperor/Immortal/Deity AI.

They don't explain amenities that well either, I agree. Amenities operate on a rule of 4. Each amenity is worth up to +1 in any four given cities. Additional amenities are automatically distributed to the cities that need them most. In Civ 6 you can trade out all of your luxury resources which isn't a good idea. Civ IV would only let you trade spare luxury resources but keep one copy of it in your inventory.

This is why I typically look to settle new cities with some access to luxury resources. Because of how amenities work and the ridiculous restrictions on strategic resources, I find luxury resources far more valuable than strategic.
 

EcK

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I don't like science victory conditions unless I'm a production powerhouse (maybe Germany with Hansas) and TBH i haven't done a science victory yet. It seems like cultural victory is the most sought after victory condition when going against the AI (higher difficulties) and multiplayer. Domination is doable on pangea maps but really monotonous on any other map type (England has the best shot at it I think). Religious victory is easier in multiplayer than a spammy Emperor/Immortal/Deity AI.
Yeah that's kind of what struck me as wierd, in game. Look my production is not optimised I get it, but it's not like i mysteriously forgot to setup production areas, they're all there. I'm sure I could get an extra 30% production but yeah. Unless I started my space program in the 1600 hundreds and only use existing troops (upgrading them for cash) I'm not sure how I'm supposed to get a science victory before the year 2000'ish even as a freakishly advanced science civ. Building the damn thing takes 100 turns minimum if timed perfectly and spread around several cities. Except of course if your cities have like 100-150 production but that seems very high (my not well optimized but still fully developed cities average around 30-50 production). And 100 turns where your 'best producing cities' can't do shit except build your space program seems kind of freaky to me (you'd have to build several space ports the second you get the option and already have advanced production districts etc.) and reduce your civ's ability to get shit done significantly. Meanwhile ofc anyone can have plenty of time to get nukes and bomb you to oblivion several times over if they feel you're getting too close to victory for comfort.
They don't explain amenities that well either, I agree. Amenities operate on a rule of 4. Each amenity is worth up to +1 in any four given cities. Additional amenities are automatically distributed to the cities that need them most. In Civ 6 you can trade out all of your luxury resources which isn't a good idea. Civ IV would only let you trade spare luxury resources but keep one copy of it in your inventory.

This is why I typically look to settle new cities with some access to luxury resources. Because of how amenities work and the ridiculous restrictions on strategic resources, I find luxury resources far more valuable than strategic.

wait, what. a rule of 4??
And what counts for an amenity. because i got plenty of fields : D. Seriously though - I'm still unclear on what constitutes an amenity.
Are amenities ressources? And How do they get shared between 4 cities??? (as in, what cities gets what)
and more importantly why the f. do they consider that ONE CITY has x amenities if amenities are a SHARED ressource????????

If amenities are shared between cities 'equally' then it stands to reason that - overall - all my cities should have the same amenities level - but that's not the case, i have some at +1 and some at -2 for example.

Am i missing smthing ?
 

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[MENTION=5643]EcK[/MENTION] that's why I play the way I do. Civ VI meta so far is heavily production focused which is why I get the industrial zones online before campuses (usually). The Eureka and Inspiration systems are enough to push you through the tech trees up to the Industrial Era. Once you have gold and production secured then you can build campuses or theaters and skyrocket in a couple dozen turns.

Rule of four for luxury resources which provides amenities. If you have 4 cities then the luxury resource will be split among the 4 cities and provide 1 each. If you have an additional luxury resource then it will be split again but distributed to which city requires the amenity even more. You can construct an entertainment complex to relieve the amenity issue or boost your city to +2 or +3 amenities which will give you a boost to growth and production.

If you have four cities and one is suffering then they will only be able to recieve +1 from a luxury resource. If you have more than one luxury resource then it will be distributed more to the city that needs it (maybe +2 or +3 even) but then only leave the remainder for the next city that needs it the most. It's tricky but if you get a 5th city be mindful that you have at least two luxury resources or build an entertainment complex if you want to keep growing.
 

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[MENTION=5643]EcK[/MENTION] that's why I play the way I do. Civ VI meta so far is heavily production focused which is why I get the industrial zones online before campuses (usually). The Eureka and Inspiration systems are enough to push you through the tech trees up to the Industrial Era. Once you have gold and production secured then you can build campuses or theaters and skyrocket in a couple dozen turns.

Rule of four for luxury resources which provides amenities. If you have 4 cities then the luxury resource will be split among the 4 cities and provide 1 each. If you have an additional luxury resource then it will be split again but distributed to which city requires the amenity even more. You can construct an entertainment complex to relieve the amenity issue or boost your city to +2 or +3 amenities which will give you a boost to growth and production.

If you have four cities and one is suffering then they will only be able to recieve +1 from a luxury resource. If you have more than one luxury resource then it will be distributed more to the city that needs it (maybe +2 or +3 even) but then only leave the remainder for the next city that needs it the most. It's tricky but if you get a 5th city be mindful that you have at least two luxury resources or build an entertainment complex if you want to keep growing.

Wait so are you saying that amenities ARE luxury ressources and entertainment districts (or whatever they're called) and nothing else?

oh wait nevermind: Amenities - Civilization 6 (VI) Wiki
 
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