Outback Tycoon is a scenario in Civilization VI that was released with the Australia Civilization & Scenario Pack.
Intro[]
Your fledgling Australian colony seeks not to repeat the success found in New South Wales, but to exceed it. Can you gain fame in these desolate lands where so many others have failed? Will your fortune come from locating long-rumored goldfields, fielding massive herds of livestock, or preserving the land's natural beauty for future generations?
Gameplay[]
In this scenario, you control one of four leaders trying to build a rich and powerful empire on the Australian continent. There is no combat - expansion, exploration, and resource collection are the keys to winning, and your victory progress is measured by your Gold income (GPT). Tourism is locked, and the Airstrip, Mine, Pasture, Hangar, and Airport have been modified to provide Gold.
All of the playable civilizations in this scenario have the Outback Station as a unique tile improvement. In addition to its effects from the base game, it provides +1 Gold and gains adjacency bonuses to Production with Flight and Food with Aerial Services.
This scenario lasts for 60 turns. In the single-player version, you win by exceeding the GPT threshold (200 on Settler difficulty, +100 for each difficulty level thereafter) before time runs out; in the multiplayer version, you win by having the highest GPT when time runs out.
Since there is no combat, other perils have been invented for the scenario. These are manifested in the form of random outback encounters. Whenever units are left outside your cultural borders, they have a chance of a random encounter, which may be either harmful or beneficial.
Civilizations[]
In addition to the abilities listed below, all of the civilizations in this scenario have a secondary ability called "Outback Annexation," which causes completed Districts to trigger a Culture Bomb.
- Premier of Queensland (Queensland)
- Leader Ability: Sunshine State (All tiles gain +1 Appeal.)
- Civilization Ability: Land Down Under (+3 Housing in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, and Theater Squares are +2 in tiles with Charming Appeal, +4 in Breathtaking.)
- Unique Improvement: Outback Station
- Cities: Queensland cities
- Premier of South Australia (South Australia)
- Leader Ability: Free Colony (Start the game with a Grazier. All Graziers trained in one of their cities gain 1 extra build action.)
- Civilization Ability: Land Down Under (+3 Housing in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, and Theater Squares are +2 in tiles with Charming Appeal, +4 in Breathtaking.)
- Unique Improvement: Outback Station
- Cities: South Australian cities
- Premier of Victoria (Victoria)
- Leader Ability: Victorian Gold Rush (Start the game with a Prospector. All Prospectors trained in one of their cities gain 1 extra build action.)
- Civilization Ability: Land Down Under (+3 Housing in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, and Theater Squares are +2 in tiles with Charming Appeal, +4 in Breathtaking.)
- Unique Improvement: Outback Station
- Cities: Victorian cities
- Premier of Western Australia (Western Australia)
- Leader Ability: Golden Outback (Gain additional tiles when settling cities.)
- Civilization Ability: Land Down Under (+3 Housing in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, and Theater Squares are +2 in tiles with Charming Appeal, +4 in Breathtaking.)
- Unique Improvement: Outback Station
- Cities: Western Australian cities
Special features[]
City-States[]
Icon | City-State | Suzerain Bonus |
---|---|---|
New South Wales | None. |
Projects[]
Units[]
Technologies[]
Civics[]
Governments[]
Policy Cards[]
- Colonial Architects
- First Fleet
- Flying Doctors
- Gallipolli
- Hard Tack
- Invasion Threat
- Land Grants
- Mounted Stockmen
- Park Rangers
- Parramatta Road
- Prawn Peddling
- Rewards Offered
- School of the Air
- Terra Nullius
- Ticket of Leave
- Trans-Australian Railway
- War Materiel
Natural Wonders[]
Resources[]
Extra cities[]
Extra cities that can be founded by any civilization after all of their cities have been founded.
Founding Order | City Name | Notes |
---|---|---|
1 | Canberra | 8th largest city in Australia and Capital city of Australia |
2 | Townsville | 13th most populous city in Australia |
3 | Cairns | City in Queensland considered gateway to the Great Barrier Reef |
4 | Darwin | Capital of the Northern Territory |
5 | Bundaberg | City in Queensland known for Bundaberg Rum |
6 | Kalgoorlie | Part of the city of Kalgoorlie-Boulder in Western Australia |
7 | Alice Springs | Remote town in Australia's Northern Territory |
Videos[]
Related achievements[]
Crow-eater Conquest
Win Outback Tycoon as South Australia.
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Gumsucker Punch
Win Outback Tycoon as Victoria.
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Meanwhile, in Australia
Win Outback Tycoon at Deity difficulty.
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Midnight Oil
Build an Oil Well on the final turn of the Outback Tycoon scenario.
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Quite a Crowded House
Complete an online multiplayer game of Outback Tycoon
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Revenge of the Banana Benders
Win Outback Tycoon as Queensland.
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Sandgroper Sweep
Win Outback Tycoon as Western Australia.
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Civilization VI Scenarios [edit] |
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Ancient Rivals • Cavalry and Cannonades • Conquests of Alexander1 • Gifts of the Nile1 • Global Thermonuclear War • Hallowed Ground • Jadwiga's Legacy1 • Outback Tycoon1 • Path to Nirvana1 • Pirates • Red Death • The Black Death • Vikings, Traders, and Raiders!1 • War Machine |
1 Requires DLC
Added in the Gathering Storm expansion pack. |