Civilization VI

I do not believe you get mountain bonuses with the Maya for the UB. I read your post and had to check, but unless the help is wrong the bonuses are gone. Still, I have managed to put one between two plantations and 4 fields... :D

Yeah, you're right, just double checked in game (my bad). Still, you can get some really sizable Science bonuses quite early if you can get them next to a bunch of farms/planations. I'm still finding that I keep having to push housing and it takes away a lot of the advantage that Maya gets. Anyone else had any luck getting around the housing issue with Maya? Even the Granary only gets you so far.
 
Aye, it's just the early game that is the problem as you can't pump out housing quick enough before you stunt growth. I had more luck stealing workers, but it destroys any diplomacy you are building. Once you get to around turn 70 - 100 it begins to even back out and you start to get a control on the housing, but any advantage that you would have got through Maya's UB/UA is wasted by spamming farms and builders to keep on top of growth. I think I'm going about them wrong though - they have huge gold bonuses, that I'm going to just spam farms and then use the gold to buy other things.

Had a quick game with Gran Colombia so far, and they are ridiculous. Ejercito Patriota needs a major nerf; being able to upgrade a unit and then move/attack is powerful enough, but also getting a global +1 movement to all units is insane. Then around turn 60 I got my first Commandante General, which gave an additional 1 movement and +5 Combat Strength to all units within 2 tiles, and then an extra +4 Combat Strength for melee and anti-cav... I had 41 strength Warrior's at Turn 60 that have 4 movement points, which is just absurd. if I had Iron available at that point I would have had 57 strength Swordsman.
 
I've had no problem with it. Just specialise in Housing/Amenities for your Civics.

That's kind of the problem though, you're devoting a lot into specialising for housing when you don't need to with other Civ's, so the advantage starts to be lost over time. I had another go with them though and going heavy-gold seems a much better option and just buying everything you need out-right.

Just in case anyone's interesting, there's a great post on reddit showing a perfect layout for Maya to cram 12 additional cities in a 6 tile radius. Here's a direct link: https://i.redd.it/9f6s6qcfq8051.jpg
 
Has anyone noticed an increase in barbarian activity with the latest patch? Not just a little bit, but a lot.

I played a game just now on Prince level to try out the new rules. (I played on Apocalypse) Within about 3 turns I had 7 barbarians surrounding my city. They kept on pumping out new units at what seemed like a much faster rate than normal. Am I imagining that?

Seems about the same for me, if you let their scouts find you and get back to their camps, they'll start spawning lots of units - and they'll spawn cavalry units too if there are horses nearby (I think 4 tiles or so? from their camp). You might have just gotten unlucky with nearby barbarian camps.
 
Aye, you'll re-roll a bunch - most of the time on the first turn (you can re-roll the map by pressing escape, and then restart game to generate a new seed - but you can only do this on turn 1; it's handy when your starting area is horrific).

I think around a quarter of my games never make it past turn 100, just one of those things; usually from poor starts caused by barbarians, island size, congestion, wrong Civ for the wrong spot, etc - or just a mix of everything. The successful games I rarely even finish, I just make it to turn 220-250 and when I know for a fact I've won, I just re-roll and it's time to make a new game. The higher difficulty you go the more you'll find you need to re-roll as the advantage the computer gets because too problematic with a poor start where you'll likely not be able to catch up.
 
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The restart option can used at any point, I usually give myself 15-20 turns if I do start to see how I think I will like the game. As the games can take many hours to complete i feel this is fully justified lol

Oh yeah, so you can, not sure where I got that from - I always thought it was turn 1 only (maybe Civ 5? or an early Civ 6 version). Your reason for taking 15-20 turns is the same reason I'd immediately restart on turn 1 if i I don't like the look of it :p but aye I can see the reasoning behind giving it 15-20 turns too, might be a case you wander 8 tiles away and there's a natural wonder, which happened in my last game with Paititi 8 tiles to the south of my capital, and that gold income let me churn out 10 extra cities by turn 100. I just tend to instantly restart for reasons such as no fresh water, only one luxury 2 tiles away from capital, no farm area, or next to no production tiles.
 
City States are very important as some of them have massive bonuses. It's worth spending time to look at their bonuses and what they can give you, and then making sure you scout properly at the start to find them and dedicate time to focus on getting their benefits. Geneva is one of the good ones (as mentioned above), but there's also Antananarivo (up to +30% culture), Singapore (+2 Production per city per trade route to other Civ's), Hong Kong (+20% production to city projects - great for the space race), Zanzibar (+12 total amenities), and Mexico (+3 range to Entertainment and Industrial regional effects). There's a lot more of them, and utilising them properly can shave quite a few turns off a game win, fix terrible starts, or push an unlikely win into a win.
 
Definitely play with expansions if you can, if not for the new content, then definitely for the quality-of-life improvements, stability/bug fixes, and balance changes.

The game does crash quite often for me when I alt-tab out, but only when I'm using DirectX 12; if you're on 12, try using 11 instead and that should help.
 

They look "OK"; their UU isn't anything to write home about as it just gets a minor bonus to damage, +1 sight range, and normal movement on hills, which just adds to how defensive they can be and matches well with the fact you'll be settling around hills a lot. I think the tourism boost from the Rock-Hewn Church comes too late in the game from Flight to take advantage of (given their science output will be quite low so it'll take longer than usual to reach Flight) and you're likely to have either won a culture victory at that point, or be close to it. They are super-heavy in Faith output though so with the amount of faith you'll wrack up you'll be able to spend it on lots of bonuses/units (depending on religion).
 
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