Mine was with Japan with a culture victory having to battle Russia for Great Works the entire game.
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21 Votes in Poll
22 Votes in Poll
Mine was with Japan with a culture victory having to battle Russia for Great Works the entire game.
The Civ 6 victory page says in the culture section that:
"domestic and visiting tourists are thus calculated completely separately; there's not a shared "pool" of tourists split between them, and despite the game text's misleading wording, you don't actually "take" visiting tourists from another civilization's domestic tourist count."
The problem is that by that logic domestic tourists can not go down, something I have seen in multiple of my games (usually when I have just spammed rock bands in a civilisation). My understanding was that you "stole" domestic tourists from other players. Admittedly the way I think it works would make the victory impossible in two player games but the way it is stated on this wiki would mean the domestic tourists can't go down (and again they can).
Could someone please explain how this works?
So I guess I will make my first post about the Ranking civs I said I would do a while ago. I'm not doing lines (for obvious reasons), but yes...
Civ: Rome
Leader: Augustus Caesar
Strategy breakdown: Under Augustus Caesar, the Romans get good bonuses for defending their territory or harrying their neighbours. Their free roads further increase their mobility, transforming them into a flexible military power.
Colours: Light Blue (#74a3f3) and Red (#ca1415)
Leader Agenda: Curatores et Vigiles - Tries to build a lot of buildings in each district and likes those who also have a high number of buildings per district.
Leader Trait: Imperator - Melee and anti-cavalry class units get +5 combat strength when within 10 tiles of a Roman city. Heavy and light cavalry units get +1 movement when within 10 tiles of a Roman city. R&F - Conquered cities within 10 tiles of a Roman city do not have a Loyalty penalty.
Leader: Marcus Aurelius
Strategy breakdown: Marcus’ Rome focuses even more so on trade and building up your cities than the Roman civilisation bonuses already align it with. Plan out your cities carefully to ensure getting the maximum out of your adjacencies.
Colours: Light Green (#79e077) and Red (#ca1415)
Leader Agenda: Placita Stoicorum - Tries to have a high culture, and appreciates those who follow suit. Disrespects those with a low culture.
Leader Trait: Principi Buoni - All Trade Routes give +2 culture (GS - Get +1 Diplomatic Favour per turn for every 5 Trade Routes active). Districts provide +1 housing to the city, and +1 amenity if they have a 2 or more adjacency bonus.
Leader: Nero
Strategy breakdown: Nero is a unique leader. He has to be careful with amenities, but gets considerably extra gold and production. By using the extra production to build up wonders in his capital, he can ensure his religion stays strong. Nero is difficult to pull off, but the rewards can be good for a strong player.
Colours: Dark Red (#780001) and Yellow (#f7d801)
Leader Agenda: Autokrátōr - Dislikes anyone better than him in any way, and will aggressively oppose them
Leader Trait: Incendium Magnum - +3 gold, but -1 amenity, for every non-capital city. +25% production in the capital city. Burst of -200 Religious Pressure from foreign religions when you complete a Wonder to every Roman city in 10 tiles.
Achievements:
Princeps Civitatis - Win a Regular game as Augustus Caesar
Meditations - Win a Regular game as Marcus Aurelius
Scaenici Imperatoris - Win a Regular game as Nero
32 Votes in Poll
A while ago, I said I'd do a civ pack based on the Score Ranking system. I'm going to start with South Africa because I had to do a whole new civ for that, whereas the others where just leaders.
Civ: South Africa
Leader: Nelson Mandela
Detailed Approach: The South African game is very much one of Industry crossed with Culture. Trying to keep high food is important, as this can lead to larger amounts of culture. Amenities and Loyalty become less of a problem, so you can focus on other things, such as spamming out Builders for your Mines and Safaris. If you are ever attacked in the late game, your mobile army should be able to hold back the brunt of the blow. South Africa is a powerhouse of production, gold and culture.
Intro:
South Africa is a nation divided by Apartheid, and only you, Nelson Mandela, can bring justice and peace to the people. Fight for that vision, with weapons and words, and your nation can grow beyond the shadow of colonialism.
Leader Agenda:
Non-Aligned - Tries to avoid getting caught up in global politics and likes those who settle disputes in a peaceful manner.
Leader trait:
Tata Wethu - +1% culture in all cities for every citizen in that city. +1 Amenity in all cities for each tier of government. Changing a policy card gives a 10 Loyalty burst to every city in your empire (stackable).
Civ trait:
Izimayini - All mines get +2 production. All quarries get +1 production. Mines do not negatively impact Appeal. +1 Trade Route Capacity at all times.
Leader unit:
uMkhonto we Sizwe - Replaces AT Crew. Pillaging gives +25% yield. +1 m.p. when starting the turn in friendly territory. +7 c.s. in any city with negative loyalty.
Civ unit:
Kommando - Replaces Ranger. +6 ranged strength, -3 melee strength. +1 m.p. in enemy territory. -80 p.c., -1 m.c.
Unique infrastructure:
Safari - Unique improvement. Unlocked at Natural History. Must be built on Grasslands or Plains with no removable tile features. +2 Appeal to this tile, +1 to adjacent tiles. +1 culture for every adjacent Safari. +2 gold for every adjacent luxury resource. +1 Era Score upon building a Safari next to at least 2 others
Preferred religion: N/A
Starting bias: Tier 1 towards Grasslands, Grasslands (Hills), Plains and Plains (Hills); Tier 3 towards Amber, Diamonds, Jade, Mercury, Salt and Silver; Tier 5 towards other Mine resources and other Luxury resources
Capital city: Pretoria
City list: Cape Town, Johannesburg, Durban, Gqeberha, East London, Bloemfontein, Soweto, Pietermaritzburg, Polokwane, Mbombela, Tshwane, Mahikeng, Grahamstown, King William’s Town, Oudtshoorn, Vereeniging, Uitenhage, Matlosana, Knysna, Benoni, Stellenbosch, Upington, Bhisho, Khayelitsha, Potchefstroom, Welkom, George, Soshanguve, Kimberley, Klerksdorp
Flag:
Achievements:
Prepared to Die - Win a Regular game as Nelson Mandela
This is my first civ in a while, so if I've forgotten anything, please feel free to let me know.
I am working on creating a new group of civs/leaders from the Victory Ranking leaderboard thing that goes from Augustus Caesar to Dan Quayle, and I need some inspiration for the South African unique infrastructure. I've never been that great at that bit of civ-making, so suggestions would be appreciated if possible.
I plan on starting to post these after I post the last Cosmere civ, which I have been rather lax on recently, but I hope to do so soon.
Thanks in advance :)
P.S. Has anyone noticed that they changed Eleanor of Aquitaine when she became a leader, but they still have Hammurabi on the Ranking?
36 Votes in Poll