TheCivilizationseries has never been an easy one to get into. While the advisor system is helpful and can guide players during their first outings into the game, there is a lot that is left either unexplained or buried in theCivilizationin-game encyclopedia.Civilization 6is the latest installment in the series and has gained quite a following among new and returning players, but there are still quite a few mechanics that the game isn’t 100% clear on.
This Beginner’s guide is designed to helpCivilization 6players understand the base mechanics of the game so they can work to create the best Civilization in the world.Note:This is written for the ‘Gathering Storm’ rule set. Players playing on the Base Game or ‘Rise & Fall’ rule sets may have different experiences.
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Victory Conditions and Picking the Right Leader
As of June 2020,Civilization 6has 47 leaders, with more being added over the next year thanks to theFrontier Pass DLC, so picking a leader can be extremely difficult for first-time players. There are six different Victory Conditions (if players have Score Victory turned on), and some leaders are more suited for specific Victory Conditions. While it is possible to win a game with any leader and any Condition, picking a leader with synergy to the Condition will go a long way to make the process smoother. For example, Alexander of Macedonia specializes in Military affairs, so he is far more suited for a Domination Victory rather than a Faith Victory, but it’s not impossible for Alexander to get a Faith Victory.
Each leader helms a specific Civilization. Leaders each come with a unique perk that they alone will have, and each Civilization has its own special perk. Most Civilizations have one leader, but some Civs have two leaders. For example, India has two possible leaders: Gandhi and Chandragupta. While these two leaders benefit from India’s specific Civ bonus, they each have their own unique ability that will lead India down different paths. We’ve compiled a massiveCivilization 6Leader Breakdownwhich covers every single Leader and Civilization in the game, so players may want to read up on each specific leader before diving head-first into the game.
Resources and Settling Cities
Settling the first city is vital to getting a good start. While some Leaders do well in specific environments, generally players will want to settle in grassland plains adjacent to a water source. Grasslands are ideal for placing Farms which will help the city grow faster, while a water source is crucial to get a boost to Housing. If players cannot be next to Fresh Water (Lakes, Rivers) for the +5 Housing, or Coast for +3 Housing, then players can build an Aqueduct if there is a Mountain, Lake, River, or Oasis within reach.
Players will also want to settle near Luxury and Bonus resources to give a strong boost in several ways. Bonus Resources, like Rice or Bananas, simply increase the yields of the tile they are on. Luxury Resources provide Amenities, and will help keep cities happy andoffset possible War Weariness, as well as boost growth rates. Players should look to get as many unique Luxury Resources as possible. Duplicates of the same type can be traded to other Civs.
Players will want to strategically place future cities as they grow their empire, but it should be based on their current leader. Some leaders, like thepowerful Mansa Musa of Mali, thrive in the Desert where most do not, while Peter of Russia can create a Religious empire so long as he founds his cities in the Tundra. The rule of thumb is to expand carefully, whether it be to cut off other growing Civs or to lock down Strategic or Luxury Resources. Strategic Resources are Resources that are used to create and maintain units.
If a Civ runs out of Strategic Resources then their units that require that resources will be penalized. Strategic Resources unlock as players progress through the Science Tree, and are the following: Horses, Iron, Niter, Coal, Oil, Aluminum, and Uranium. If players have a surplus of Strategic Resources, they can be a valuable bargaining chip in trades. But be warned, those chips can be used against you if traded to the wrong person.
Cities can generally grow up to three hexes away from the City Center, so unless players want a lot of overlap, they should verify that each City Center is at least six tiles away so maximize land coverage. The growth of a City’s Border is based on its Culture output, so players wanting to maximize space quickly will want to have a strong Culture focus.
Natural Disasters
Natural Disasters are a big part ofCivilization 6, and should be considered when founding a city. There are several different types of disasters that can occur: Volcano eruptions, Droughts, Floods, Tornadoes, Hurricanes, Blizzards, Forest Fires, and Meteor Showers. All of the disasters can occur at random, and are typically tied to certain areas of the map.
Districts, Governors, and Infrastructure
Districts are powerful constructions that every city should have. Districts focus on a particular part of a city’s output, and can house several building improvements to further increase the city’s potential. There is an improvement for each element of the game such as Campuses for Science, Theater Squares for Culture, Encampments for Military, Holy Sites for Religion, Industrial Zones for Production improvement and much more.
Depending on the desired Victory Condition, players will want to make good use of thesepowerful districtsto focus in on their Victory Condition. Many Districts will find a good home in every city, while others should be used sporadically and as needed. Each district can be improved by adding buildings which will enhance the ability of that district as well.
Governors are also an important feature that should be utilized strategically by players. There areseven governors inCivilization 6for most Civilizations, and each has a unique focus. Players will earn Governor Titles to either recruit new Governors or upgrade existing ones by researching more Civics. Governors are assigned to specific cities and will enhance certain aspects of said city. Each Governor has a specific role, and not all Governors will be used by all players, so players will want to read over each Governor’s skills before recruiting and assigning them.
Natural and Man-Made Wonders
Wonders are a big focus inCivilization 6, both Natural and Man-Made ones, and the map is generated with seven Natural Wonders, regardless of map size. While there are manyNatural Wonders inCivilization 6,players will have no say in which ones are on the map. These wonders provide unique bonuses to tiles, units, and more. Each one is inherently unique and can shift the entire focus of a city.
For example, the Volcano Eyjafjallajokull is a two-tile impassible wonder, and is a volcano. The benefit of having this within a city’s borders is that unlike most volcanoes, Eyjafjallajokull will never go dormant, and is prone to erupt at any time. However, every time it erupts, the eight surrounding tiles of it will gain +1 Culture and +1 Food. So the tiles beneath it will take some damage, but the yields will be off the charts if it erupts constantly.
Man-made Wonders can be built by Civilizations within their cities, and can grant somepowerful bonusesthat can be game-changing. They take some time to make and are often sought after by most Civs, and if a player is building a Wonder when another Civ completes it, they will lose both the time spent on the construction, and also some of the Production cost as well (though a good chunk of Production is refunded).
Each Wonder is different, but most are powerful and worth the effort and time. For example, the Venetian Arsenal requires that it be built on the Coast, adjacent to an Industrial Zone, and not on a lake. However, when completed, the player who completes it will permanently get a copy of every Naval unit that they produce in their cities, so essentially make one and get another for free. Players will want to find the Wonders that best fit their desired Victory Condition and ensure they are ready to build them when they become unlocked.
City-States and Suzerain Bonuses
City-States are independent AI-controlled Cities that do not belong to any Civilization. They have their own borders, units, and focuses. There are several types of city-states: Cultural, Industrial (Production), Militaristic, Religious, Scientific, and Trade (Gold). Players earn Envoys to send to City-States throughout the game, and players can also earn free envoys for completing quests for the City-State (once an Era). The bonuses this provides is based on the type of City-State.
When players have the most envoys in a City-State out of all other Civs, they become theSuzerain of the City-State, and get a unique perk exclusive to that City-State. Players can also opt to go to war against the City-State, and take it just like any other City, but other Civs will not take kindly this. Additionally, if players are the Suzerain of a City-State, they can pay some Gold and temporary borrow all of the City-State’s units - a process called levying. This is great for when players need an additional few units in a fight. However, even if not levied, City-States that players are the Suzerain of will go to war with whoever is at war with the player.
Combat and War
Players who are seeking war will want to learn a thing or two about the mechanics involved.Early-game warsare the easiest, as the Cities are less fortified. However, taking a city is not an easy process. Players will want to make sure they have the city fairly well surrounded before going all-in, because if the city is not surrounded by your units' zones of influence, then the city will gain health at the end of every turn. However, if your zones of influence surround the city, then the city will be under siege and will not regain health.
Wars in the late-game are harder as cities are fortified with walls and tough units. Players will need to build units like the Catapult, Bombard, and other late-game units to deal substantial damage to the walls of the city. In the very-late game, Nukes are always a very powerful option. But be warned, the city and the surrounding area will be irradiated and neigh-impossible to take safely until the radiation clears.
Culture and Tourism
Tourism is a difficult mechanic to get the hang of, as it requires several different parts, and the final “bar” to reach is constantly moving. Great Works, Relics, Artifacts, and Wonders all contribute to Tourism, so players will want to be pumping out Great Works as quickly as possible. Players can also purchase Rock Bands using Faith that will help gain Tourism from other cities. Overall, Cultural Victory is a difficult Victory Condition to go for, and players should get a few games under their belt to understand the Culture mechanics before trying to chase this White Whale down.
For Science!
The Science Victory is the most straightforward victory, well perhaps outside of Domination. There are five steps involved in Gathering Storm, which will require players to essentially reach the end of the Science tree to unlock: Launch a Satellite, Land a Human on the Moon, Establish a Martian Colony, Launch an Exoplanet Expedition, and Help the Exoplanet Expedition Travel 50 Light Years. These projects can be completed in any City that has a Spaceport district, though it should definitely be spearheaded by the city that has the highest Science Output as well as Pingala as the Governor. Once players reach the 50 Light Years step, players can speed up the process by completing the Lagrange Laser Station and Terrestrial Laser Station projects in as many cities as possible.
Religion and Theological Warfare
Religious Victory requires players to exert Religious pressure through many ways, but the easiest way to start is to send Apostles and Missionaries to convert as many cities as possible. If players act quickly, they can take one or two players off the Religion board quickly, assuming the player can found their religion fast enough. If a player converts a city before they’ve had a chance to spread their religion, then the city will no longer be able to do so. Religious units of differing faiths can engage in Theological Combat, which operates the same as standard combat. Gurus can be bought and act as healers for Religious units. Players will want to be careful, as other Civilizations can call an Emergency against you if you spread your religion too much,and everyone will try to stop you. Players will want to make sure they have a proper regular military to defend their cities if another Civ gets aggressive because you’ve been spreading your religion into their lands.
Diplomacy and the World Congress
The World Congress is held at the start of every new Era, and it is where players get to spend their Diplomatic Favor to enact boons or penalties against other civilizations, if there is a majority on a specific measure. Favor is earned by being the Suzerain of City-States, upgrading your Government, and forming Alliances. Favor is also earned through Emergencies and Score Competitions held by the World Congress. Players will ultimately be able to vote every Congress on who should gain (or lose) Diplomatic Victory points, so players will want to have a stockpile of Favor to ensure their Diplomatic Victory.
That wraps up the basic tips for getting starting inCivilization 6. With this knowledge, players should be able to dive in and get started with enough understanding to be able to make it through a full game with little issue.Civilization 6is a game where understanding and strategy come with time and patience, so players should keep at it if they are struggling to secure a Victory, and it will come in time.
Civilization 6is available for iOS, Linux, Nintendo Switch, PC, PlayStation 4, and Xbox One.