Civilization 6: A Strategic Feast of Charm in Bloom

Civilization 6: A Strategic Feast of Charm in Bloom

I .Fascination of the game at a glance

(i) Rich and fascinating gameplay
The gameplay of Civilization 6 is rich and varied, bringing endless challenges and fun to players. There are many ways to win in the game, such as technological victory, you need to complete the launch of satellites, landing on the moon and the establishment of a colony on Mars three space race items. This requires the player to vigorously develop technology and invest a lot of resources in scientific research in order to take the lead in realizing the feat of space exploration. Cultural Victory involves attracting tourists from home and abroad and building a civilization with a strong cultural appeal by recruiting great men and women, building wonders, and digging up ancient artifacts. Religious victories test the player’s diplomacy and missionary strategy by creating a religion and making it the dominant religion of all civilizations. There are also conquest victories, diplomatic victories and score victories. City building is also an important part of the game, where players have to plan the layout of the city, taking into account the surrounding resources, terrain and other factors. Diplomatic interaction is also wonderful, through the establishment of relations with other civilizations, negotiations, espionage activities, etc., to create favorable conditions for the development of their own civilization.
(ii) Distinctive Features
Each civilization in Civilization 6 has its own unique characteristics. The U.S. has the P-51 Mustang fighter and the Tough Riders, as well as the Movie Studio. The United Kingdom’s British Red Guards fight tough outside of the UK, and the British Seals capture ships, as well as the Royal Navy Shipyard District. Egypt’s Maryannu Chariot Shooters are an elite unit in the Pharaoh’s army, with the Sphinx as its featured spectacle. Japan’s samurai do not lose their fighting prowess when wounded, and electronics factories enable the culture to spread further into nearby metropolises. China has the Tiger Squat Cannon and the Great Wall, an exclusive and unique facility. France’s Royal Guard has a bonus to fighting on the continent where the capital is located, as well as the unique architectural amenity of the French Chateau. Brazil’s Minas Gerais units increase defense and long-range combat values. Each civilization’s unique units, facilities and abilities add rich diversity to the game, allowing players to have more choices and strategies in the game.
II. Beginner’s Guide

(I) Preparation and Mechanism Understanding
Before starting the game, players can turn on Fast Movement and Fast Combat in the Settings screen, as well as turn on Plot Output in the in-game settings. It is vital to understand the basic mechanics of the game. Food affects the rate of population growth, the more the faster, ensuring that the inhabitants have an adequate supply of food, otherwise it may lead to starvation. Gears represent productivity, which determines how fast something can be produced; the higher the productivity, the more efficiently it can be built and produced. Technology value, also known as “Bottle”, affects the speed of technological development and is mainly produced through the academy. Progress in technology unlocks new buildings, units and abilities. Culture value, also known as “lyre”, is produced through theatre buildings or great men, the more you have the faster you can point humanities in the column below tech, advancing civilization. Faith value, also known as “pigeon”, can be used to buy great men, missionaries, etc., is a very useful currency within the game, can be obtained through the output of the Holy Land, relics and other ways.
(ii) Initial to late development strategy
The opening sequence can generally follow the order of scouts – immigrants – builders – monuments out of the order of things, but the specific circumstances need to be analyzed specifically. In the initial development stage, scouts are used to explore the surrounding environment and understand the distribution of resources and the location of other civilizations. Immigrants can build new cities and expand the civilization’s territory. Builders can carry out resource exploitation and infrastructure construction, such as cutting down trees can instantly provide productivity and speed up the construction process. Monuments, on the other hand, help to increase cultural values. Mid-term development should be based on the victory goal to determine the direction, if the pursuit of scientific and technological victory to build colleges, and at the same time build a few more immigrants to build sub-cities, expanding the scale of civilization. In the later stage, you should go all out to achieve the goal of victory, and continuously improve your technology, culture and productivity. In terms of sending troops, a scout to explore the road in the early stage, when you have money, you can buy stone throwers, with the Warriors can basically guarantee safety, technology, remember to point archery in time, and then upgrade the archers. At the same time, pay attention to guard against barbarians, as a resource, have soldiers to go over to fight, policy selection of barbarians plus attack power, and then step on sentry posts.
(C) Game content details


Eureka is an important mechanism in the game, there is a small task under each technology and humanities, after doing it trigger Eureka, which can accelerate the progress significantly. Soldiers need maintenance fees, don’t build too many if you don’t go to war, just 3 stone throwers in the early stages. Great men have different point outputs in different areas, industrial zones give engineers points, colleges give scientists points, theaters give artists points, and you can recruit them if you have enough points, which will help you win. Wonders are very nice to look at, but they are a lot of work, so newbies shouldn’t build them randomly. Good wonders such as pyramids and oracles are highly recommended. When interacting with the computer AI, each AI has two agendas, which can be viewed by tapping on the avatar in the upper right corner. If the agenda is satisfied, the AI will be happy, and if not, it will be angry, which affects the relationship with the AI. The relationship with the AI is in the following order: green face is good, you can declare friendship and sign a non-aggression pact for 30 rounds; yellow face is dissatisfied; red face is very dissatisfied; and go to war. In terms of trading, you can buy and sell things with the AI, but be aware that only one copy of a luxury item is useful, and the second copy of the same luxury item does not give any bonus, so you can ask the AI to sell it. In addition, newbies should pay attention to the housing issue, a population should be a housing, more people than housing will lead to a decline in livability, and the number of houses should be at least the current population +2, which will help the population growth. Be careful when harvesting resources, spending builder counts to harvest resources on plots or cutting down woods or rainforests can be very rewarding within 1t, but will result in less output from the plots, newbies are not advised to harvest too many resources except when building key wonders or finding resources taking up cells in the area. Don’t build new towns right in the AI’s face, or the AI is likely to hit you. Don’t build too many wonders so as not to affect development. Also, pay attention to how barbarians are generated and how to deal with them, barbarians are generated in the shadows of the field of vision within seven squares from the player or other AIs and city-states, scouts will come out of the camps, scouts will find the player and go back to the camps to report before the camps will brush the soldiers, cavalry will come out of the camps if there is a horse near the camps, and navy will come out if there is a sea, and camps will be the same type of soldiers as in the era of the current highest tech civilization. The opening stick first explore around the capital, found the camp immediately clean up or block the way of the barbarian scouts so that he can not return to the camp to report, in the process of playing a few breaks to return some blood, generally a melee soldier can clean up a camp.
Third, the master advanced road

(A) site selection and special area construction
College as an important area of science and technology development, its site selection is crucial. Generally speaking, the academy should try to be built in plots that are adjacent to more rainforests and mountains. For example, if you build an academy in the middle of a grid with four mountains around it, it will bring a +4 bonus to the tech value. Because mountains and rainforests provide a tech value bonus to the academy’s base output, an academy surrounded by them has a higher tech value and is more conducive to tech upgrades. When choosing where to build your city, the center of the city should be within 2 squares of a place with water, such as a river, mountain, lake, oasis, etc. This will not only provide a better location for the academy, but will also provide a better environment for the academy. This will not only provide a better choice of location for the academy, but will also be conducive to the development of the city as a whole. Business centers can be found in rivers, and each adjacent river gives +2 coins, as well as each area and port, so try to build areas with adjacent bonuses together, as it will help the city grow in the early stages. The more cities you can cover within the 6 rings of the Entertainment Center, the more effective it will be, so consider its location when planning your city to improve the overall effectiveness of your city.
(ii) Industrial Center Planning
A bunching strategy can be considered for the construction of industrial areas. Concentrating industrial zones together can better manage and utilize their benefits, as well as provide stable productivity for the development of the city. For the German civilization, its peculiar urban position – the Hansa Zone – can be utilized. The Hanseatic zone gets additional production value for every adjacent business district or resource plot. When planning a city, Hansa zones should be planned together with business districts and resource parcels as much as possible in order to obtain the maximum increase in production value. Recreation centers not only provide livability to their own city but also radiate to other cities. After the city’s industrial zones have been planned, consideration can be given to reducing the consumption of luxury resources by constructing recreation zones, allowing the system to automatically transfer excess resources to the newly built city. Through rational planning of industrial zones and entertainment centers, productivity can be realized and livability can be improved, laying a solid foundation for the development of civilization.
Anatomy of the game features

(I) In-depth experience of turn-based strategy
In Civilization 6, turn-based gameplay brings players a deep strategy experience. Players need to carefully plan the development of cities in different eras. From the initial exploration in the ancient times to the modern and even future technological takeoff, each turn is full of the importance of decision-making. In terms of city development, players have to consider the allocation of resources, the construction of buildings, and the growth of population. For example, food resources determine the rate of population growth; more food means faster population growth, and players need to plan farmland and other facilities wisely to ensure that residents have an adequate supply of food. Productivity, represented by gears, on the other hand, determines how fast something can be produced. High productivity allows for more efficient city construction and unit production. The development of technology is also key. Technology value affects the speed of technology development, mainly through the output of the Academy, and the progress of technology can unlock new buildings, units and abilities, so that the civilization will continue to move to new heights. In terms of diplomacy, players need to interact with other civilizations in different rounds, through negotiation, alliance or war, etc., to fight for their own civilization’s maximum interests. The war decisions also need to be carefully considered in the turn-based system, including deployment of troops, choice of strategy and assessment of the enemy civilization. This turn-based gameplay allows players to fully think about the consequences of each decision and experience the waves of historical development.
(ii) Unique civilization and city settings
Different civilizations have unique attributes in Civilization 6, adding rich diversity to the game. Each civilization has its own special units, facilities and abilities, such as the American P-51 Mustangs and the “Tough Riders”, as well as the Movie Studio, and the Brazilian Minas Gerais, which improves defense and long-range combat. City building plays a vital role in the game. The starting point of a city is usually to choose a suitable location. The city center should be as far as possible within 2 squares of a place with water, such as rivers, mountains, lakes, oases, etc., which is conducive to the overall development of the city, and provides a better choice of location for the construction of important areas, such as the academy. Resource acquisition is the key to city development, players need to explore the surrounding environment to understand the distribution of resources and make reasonable use of builders for resource development. At the same time, housing is also a key point to focus on in city construction, one population should be one housing, more people than housing will lead to a decrease in livability, and the number of houses should preferably be at least the number of current population +2, which will help the population growth. The key points of city construction also differ from civilization to civilization, for example, the German civilization can make use of its unique city standpoint — Hanseatic District, and get additional output value increase by rational planning with business districts and resource parcels.
(III) New Features and Content Preview
Civilization 6 adopts a brand new game engine, which brings numerous new features. In terms of city planning, all buildings will not be “stacked” within the city cell, very few buildings can be built in the city center, and most of the other buildings will need to be built in the planned “administrative districts”, which will be the same as the Improvement Facility and Miracles. Zones will take over the city cells with Improvements and Wonders. In terms of technology development, each technology project has an additional “New Discovery” goal to accomplish, which will give you 50% of the research points needed to unlock that technology. Municipal items are similar to a second tech tree system and are unlocked by accumulating culture values, including policies, administrative districts, building types, wonders, and government types. Different government types have different bonuses, and policies are categorized as military, economic, diplomatic, and wild card. Religion, very similar to Civilization 5, can be created through the Great Prophet after establishing the Pantheon, with different attributes and rewards for different beliefs. Diplomacy introduces a “Declared War Event” system that reduces the diplomatic penalties for Militants, while Caravans, Delegations, and Spies can obtain rumors from other civilizations’ cities to learn about the military movements and intentions of rival civilizations. These new features bring a new gameplay experience to players, enriching the game’s strategy and fun.

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