Welcome to the wiki page for tips and tricks in Civilzation VI! We've gathered up some of the best tips that will help you enjoy your playthrough of the game, whether it is by conquering the capital cities of other civilzations or by landing humans on Mars.
If you have any tips yourself, don't be shy and comment below! Or even better, you can add them to the page yourself!
Don't worry too much about breaking promises with other nations and thinking you might get into war with them. Unless you do it several times in a row, one broken promise won't ruin your reputation with them. Even if they denounce you, that won't mean that you will be put into war with them, just that it's possible they can.
Each character has their own niche passive ability that strengthens whatever path you wish to take to victory in Civilization VI. For example, Harald Hardrada gets the following effects:
- Knarr, which grants the ability to enter Ocean tiles earlier than other characters by researching the Shipbuilding tech. Not only that, but Naval melee units heal in neutral territory and units ignore additional movement costs when getting on or off the land.
- Thunderbolt of the North, allowing for coastal raiding for naval melee units.
This means that if you wish to rule the waters of the world in Civilzation VI, then picking this character would be more suitable than picking someone such as Philip II, who is much more suited toward a Religious Victory with his specific effects. So before immediately choosing whichever character you want to play, be sure to check what their effects are. You wouldn't want to try to go for a Culture Victory with Theodore Roosevelt, as someone such as Pericles.
Always have traders on all of your routes. It will always be beneficial since you're always getting resources out of them. Be careful using traders over the ocean, though, as it is difficult to manage them and stop Barbarians or other hostile civilzations from attacking them.
Ranged units might not be as strong as melee units when fighting, but if they have enough range they can walk back one unit and fire from that unit at any nearby enemies, even if they were in melee range before. This makes them very good at fighting, so long as there is enough space.
The Civilopedia in-game has an incredible amount of information for any player, whether they are beginning their first round or are seasoned veterans who simply need a reminder on what to do. It contains detailed information on almost all of the game mechanics that can be found in Civilization VI, from Happiness levels to how Combat works. If you're ever feeling lost, be sure to take a look in the Civilopedia by clicking the question mark in the top right corner of the game!
Don't focus on leveling all of the available Civic and Tech perks early on unless you're going for a Culture or Religious Victory, as you level up and gain more points, the cost to upgrade older Civil/Tech perks will become very cheap, usually being around 1 turn to complete. This makes it efficient to simply focus on one aspect of each tree and go down that route, until you find something else you need along the way, in which case it would take little time to obtain easily.
There are multiple ways to win in Civilzation VI: Domination, Science, Culture, Religious, or Score Victory.
- Domination Victory can be achieved by having control of all original capitals in the game. However, only the last player holding onto their capital will win, meaning if you have one last capital to go and their army takes your own capital, they would win the game.
- Science Victory can be achieved by three steps: Launching a satellite, landing a human on the Moon, and establishing a colony on Mars. Launching a satellite requires researching the Rocketry Tech, building a Spaceport, and completing the Earth Satellite project. Landing a human on the Moon requires researching the Satellites technology and completing the Moon Landing project. Establishing a colony on Mars requires researching the Robotics, Nuclear Fission, and Nanotechnology techs and completing each respective module project. Once all three module projects are built, you will have won the game.
- Culture Victory can be achieved by having a total number of tourists that exceeds the domestic tourists of every other civilization in the game. You can acheive these tourists by having multiple trade routes, shared/conflicting late game Governments, open borders, Great Works, Relics, Holy Sites, National Parks, Artifacts, and wonders.
- Religious Victory can be acheived by converting every single other civilization to your Religion, which can simply be acheived by having the majority of their cities following your Religion. This can usually be acheived by having a high number of Apostles and Missionaries.
- Score Victory is a special victory that can be obtained after the year 2050 or whichever turn the player sets. It is determined by a civilzation's score, a score that accumulates over the course of the game from your number of civis, number of population, number of cities, number of technologies, number of future technologies, number of wonders, military accomplishments, number of Great People, and number of Beliefs.
Even if you are not the leading rank in Science, it is still possible to win through the Science by getting your country to Mars. The simple way to do this is to have a more advanced civilzation than anybody else trying to go for the same goal.
This is because if you are more advanced than other civilzations, it means that you're farther into the Tech tree than other players. You'll eventually need to go back for more of the Tech you never took, but it's still faster to obtain as you'll probably have most of the boosts for the earlier Techs by then, allowing you to get them extremely quickly.
Aucun commentaire:
Enregistrer un commentaire