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The World Congress is a new gameplay mechanic in Civilization VI: Gathering Storm and is the key to the new Diplomatic Victory. It is in many ways similar to the World Congress from Civilization V: Brave New World, but also differs in some key aspects.

Introduction[edit | edit source]

The World Congress is a place where all leaders in the game (or at least those who haven't been eliminated yet) meet to discuss proposals of importance to the world and vote for or against them, according to their benefit, or to the detriment of their competitors.

The first World Congress starts when the world enters Medieval Era. If conditions for a special session are met earlier, the special session will be on hold. World Congress meetings (a.k.a. "Sessions") take place during their own phase in a turn, which is after all AI players have had their turns, but before the player can start his or her turn. During this phase the player is free to close the session panel temporarily in order to better understand which outcomes and targets suit them the best; however, the player will be unable to move units or issue any kind of order. The World Congress phase will only be ended when all votes for all proposals brought forth are submitted and confirmed.

In World Congress sessions, leaders the player has not met will appear as question marks, preserving the discovery flavor of the game.

The World Congress meets for two distinct types of sessions: Regular and Special Sessions.

Regular Sessions[edit | edit source]

Regular Sessions discuss proposals on Resolutions of mutual interest to all which are relevant to the current World Era. These sessions are pre-scheduled, and take place every 30 turns on Standard speed, starting from the turn after which the world enters the Medieval Era. The frequency of regular sessions scales with game speed.

In each session, 2 Resolutions are proposed. From the Modern Era onward, the Diplomatic Victory Resolution enters as a third option which is always available.

The exact resolutions proposed for discussion are randomized. But their occurrence is era appropriate and the probabilities are based on recent world events. For example, Climate Accords does not appear in the Renaissance Era, and it is more likely to be "proposed" with increasing Climate Change stages.

Later in the game, proposals to hold scored competitions become available and one is always proposed separate from the regular resolutions.

All nations which are still in the game are required to vote on all proposed Resolutions. For the exact mechanics of the voting process, see below.

Resolutions[edit | edit source]

Resolutions are the main proposals discussed and enacted in Regular World Congress sessions. Unlike the Emergencies and other possible results of a Special Session (which may never occur!), the effects of Resolutions are mandatory for all, and are thus always sure to affect the world after the start of the Medieval Era. Each Resolution passed will function until the next World Congress Session (that is, for the next 30 turns).

In a major development since Civilization V: Brave New World, there are two possible Outcomes for each resolution, having opposite effects. Furthermore, each outcome may have many possible Targets: players, districts, currency types, etc.

For example, the Urban Development Treaty has two possible Outcomes: boost Production Production towards all buildings in a certain type of district, or ban the construction of any new buildings in that type of district. Each of these Outcomes can apply to any of the district types, and thus the district types are the Targets. Each player must select only one Outcome and one Target. In essence, World Congress resolutions are temporary modifications which change the game world in a particular way.

List of Regular Session Resolutions[edit | edit source]

Resolution Min era Max era Outcome A Outcome B
Mercenary Companies Producing, or purchasing military units using the chosen currency type, is +100% of the cost until the next World Congress. Producing, or purchasing military units using the chosen currency type, is -50% of the cost until the next World Congress.
Diplomatic Victory Modern Chosen Player gains 2 Diplomatic Victory points. Chosen Player loses 2 Diplomatic Victory points.
Luxury Policy Duplicates of the chosen Luxury resource grant duplicate Amenities Amenities. The chosen resource grants no Amenities Amenities.
Trade Policy Trade Route Trade Routes sent to the chosen player provide +4 Gold Gold to the sender. The chosen player receives +1 Trade Route Trade Route capacity.[1] Cancels any international Trade Route Trade Routes between other civilizations and the chosen player, and embargoes any new ones from starting.
World Religion Industrial +10 Religious Strength Religious Combat Strength for all units of this Religion. All players may condemn units of the chosen Religion, and doing so grants 25 Diplomatic Favor Diplomatic Favor.
Governance Doctrine Appointing and promoting the specified Governor type yields 15 Diplomatic Favor Diplomatic Favor. All active Governors of the specified type are neutralized for 6 Turns.
Arms Control Atomic All players have their Weapons of Mass Destruction set equal to the target player's. The target player loses all of their Weapons of Mass Destruction.
Heritage Organization Modern Tourism Tourism from Great Works of this type is doubled. No Tourism Tourism from Great Works of this type.
Policy Treaty Gain Diplomatic Favor Diplomatic Favor each turn this Policy is active in your Government. Ban the use of this Policy.
World Ideology Modern This Government type gains a Wildcard policy slot. This Government type loses a Wildcard policy slot.
Urban Development Treaty Modern +100% Production Production towards buildings in this District District. No buildings can be created in this district.
Border Control Treaty Modern New District Districts built by this player act as Culture Culture bombs. This player's borders will not grow via Culture Culture.
Public Works Program Atomic Information +100% Production Production towards this Project. -50% Production Production towards this Project.
Patronage Modern Earn double points towards Great Person Great People of this class. No points earned towards Great Person Great People of this class.
Treaty Organization Double Diplomatic Favor Diplomatic Favor earned from being Suzerain of a City-State of this type. No Diplomatic Favor Diplomatic Favor earned from being Suzerain of a City-State of this type.
Global Energy Treaty Modern 50% discount on the production of buildings of this type. Ban the production of buildings of this type.
Sovereignty Modern +100% of the City-States' yield type when sending Trade Route Trade Routes to a City-State of this type. City-States of this type do not provide their unique Suzerain bonus.
Migration Treaty Industrial +20% faster Citizen Population growth but -5 Loyalty per turn in this player's cities. +5 Loyalty per turn but -20% Citizen Population growth in this player's cities.
Deforestation Treaty Atomic Information Clearing Features of the chosen type yields Gold Gold equal to the Production Production and Food Food. Prohibits chopping or clearing Features of the chosen type.
Public Relations Atomic The chosen player generates 100% more Grievances Grievances, and other players generate 100% more Grievances Grievances toward this player. The chosen player generates 50% fewer Grievances Grievances, and other players generate 50% fewer Grievances Grievances toward this player.
Espionage Pact Industrial Atomic Spies executing the chosen Operation function 2 levels higher. The chosen Operation is unavailable.
Military Advisory Atomic Units of the chosen promotion class gain +5 Combat Strength. Units of the chosen promotion class lose 5 Combat Strength.

Unimplemented Resolutions[edit | edit source]

Comments in the XML files indicate that these resolutions have not been implemented in the game yet.

Resolution Min era Max era Outcome A Outcome B
Favored Civilization The target player's cities are 100% Loyal. The target player cannot exert Loyalty pressure on others' cities.
Power Policy Converting the chosen Power resource is twice as effective. Converting the chosen Power resource is half as effective.

Diplomatic Victory Vote[edit | edit source]

Starting from the Modern Era, a Resolution on Diplomatic Victory points will always be available as the 3rd Resolution in the Regular Session.

The two possible Outcomes are:

  1. Award 2 Diplomatic Victory points to a leader.
  2. Take away 2 Diplomatic Victory points from a leader.

Scored Competitions[edit | edit source]

Main article: Competitions (Civ6)

The second major type of events discussed and undertaken in the World Congress' Regular Sessions are Scored Competitions. These are events which run for a particular number of turns (usually 30), and during which all participants do something to compete towards a particular goal. Note that, unlike Resolutions, not everyone is required to participate in a Scored Competition! If a nation decides to vote against enacting a Scored Competition, this nation won't participate and won't be able to win any rewards.

Scored Competitions are usually undertaken in the late game. Exceptions are the Aid Request and the Military Aid Request. These competitions may be asked for via a Special Session of the Congress every time a nation gets hit by a severe natural disaster or constantly bullied by another nation, and awards Diplomatic Victory points on completion.

Special Sessions[edit | edit source]

Special Sessions are meant to respond immediately to game-changing events in the world. A Special Session may be called to respond to a severe Natural Disaster or an Emergency due to the action of a nation. In the latter case, Special Sessions are similar to Emergencies in Rise and Fall. The Outcomes for Special Session Resolutions are either to pass a Disaster Relief scored competition or to skip it and similarly for Emergencies. Unlike regular sessions, only some nations may be called to participate in special sessions, particularly in the case of Emergencies.

Unlike Regular Sessions, Special Sessions may take place at any moment in the game as long as the previous Session -- Regular or Special -- took place 15 turns or prior on Standard speed. If a Special Session is called but the previous Session was within 15 turns, this Special Session is still called but will wait for the next possible turn or if the next Regular Session is within the 15-turn timeframe, the Special Session will occur at the same time as the Regular Session.

In each case calling for a potential Special session, an affected nation (that is, a nation which suffered in some way from the reason of the emergency) first needs to expend 30 Diplomatic Favor Diplomatic Favor to bring the proposal to the World Congress. All affected nations have the opportunity to do so, although only one "sponsor" is required to call a Special Session. Once called, the session will occur after the next turn. In practice, this means that between the special event causing the session, and the beginning of any actual Emergency or Relief project there will be a hiatus of 2 turns: one during which the nations will have the opportunity to call the Session, and another one during which they will 'prepare' to attend the session.

The condition of an Emergency does not vanish with the passing of time. For example, suppose a city-state is conquered by Nation A; Nation B, C, D all have sent Envoy Envoys to that city-state, which gives them a 'casus belli' to call a City-State Emergency. However, the world is still in the Ancient or Classical Era, during which the World Congress doesn't yet meet. Whenever the world reaches the Medieval Era and the World Congress is unlocked, if Nation A still occupies the said city-state, Nations B, C and D will be able to immediately call a Special Session.

In another example, suppose that the same situation occurs, but that Nations B, C and D are all declared friends of Nation A at the time of conquest. (Declare Friendship serves as a non-aggression pact in Civilization VI.) The declared Friendship means no affected nations qualify to propose an Emergency! This is consistent with the Friendship declaration because passing the Emergency means war with the aggressor -- Nation A. But when the Friendship expires, and a Special Session may be held (with the 15-turn limit checked), even if this was hundreds of turns later, an Emergency can still be called as long as the city-state in question is still under Nation A and has not changed hands.

For more details and a full list of Emergencies and their particulars, head here.

Voting[edit | edit source]

In another major development since Civilization V: Brave New World, the voting process is based on a brand new currency type: Diplomatic Favor Diplomatic Favor. City-states don't mean more votes anymore (but they may help a player acquire more Diplomatic Favor Diplomatic Favor!), and in fact there is no hard upper limit on how many votes a player may have for any particular proposal of any session of the World Congress - it all depends on how much Diplomatic Favor Diplomatic Favor they have at the moment. The system is deceptively simple: the first vote for each nation for each Resolution is free. The cost of each subsequent vote, however, scales linearly by a factor of 10. For example, three more votes cost (10*1) + (10*2) + (10*3) = 60 additional Diplomatic Favor Diplomatic Favor. In practice, it is really difficult to gain enough Diplomatic Favor Diplomatic Favor to cast more than 10 votes on a single item on the World Congress agenda!

Note that votes themselves cannot be negotiated or traded either during a World Congress Session, or outside of it! However, Diplomatic Favor Diplomatic Favor can and will be freely traded as part of any normal trading negotiation.

Outcomes mechanics[edit | edit source]

For each resolution, every nation will first choose one of the two outcomes. If there are multiple possible targets within that outcome, the nation will then choose a single target. A target may be a nation or it could be a district, a type of terrain feature, or a kind of luxury resource - it all depends on the type of resolution being voted on.

The votes are first tallied to decide which Outcome gets passed. In this step, votes with different targets but the same outcome are aggregated. Once an outcome is decided, the votes for this outcome will then decide the target -- if any. Each voting step is based on plurality -- the option with the most votes wins. Ties are broken by the proportion of Diplomatic Favor Diplomatic Favor a player commits.

After the June 2019 Update every nation which voted for the outcome/target combo that eventually won gets 1 Diplomatic victory point.

Since each Resolution has two possible Outcomes and each Outcome may have a number of possible targets, there are 3 possibilities for each player, in some of which their Diplomatic Favor Diplomatic Favor spent are refunded:

  • The Outcome the player voted for won with the target they voted for.
    • No refund of Diplomatic Favor Diplomatic Favor spent.
    • The player gets what they voted for.
    • The player gets 1 Diplomatic victory point.
  • The Outcome the player voted for won with a different target than the one they voted for.
  • The Outcome the player voted for lost.

Strategy[edit | edit source]

List of AI Behaviors[edit | edit source]

  1. For the Mercenary Companies resolution, most AIs tend to vote for -50% cost on using Production Production.
  2. For the Diplomatic Victory resolution, the AIs tend to pour most of their Diplomatic Favor Diplomatic Favor to gain 2 victory points for themselves. However, when a player is 1 or 2 Diplomatic Victory points away from a Diplomatic Victory, AI controlled nations will pour most of their Diplomatic Favor Diplomatic Favor to remove 2 Diplomatic Victory point from the winning player instead.
  3. For the Luxury Policy resolution, the AIs have a tendency to ban the type of luxury resource the human player owns the most copy of.
  4. For the Urban Development Treaty resolution, the AIs have a tendency to vote for city center buildings or campus buildings. Other options may still occur.
  5. For the Border Control Treaty resolution, the AIs usually will only put 1 vote for themselves. Therefore, using 2 votes to support him/herself could result in an easy win for the human player.
  6. The AI will not trade Diplomatic Favor Diplomatic Favor past a certain era.

If the winning (human) player expects to have insufficient votes to counter all the opposing votes, the player should expect the game to last longer and it is thus wise to spend Diplomatic Favor Diplomatic Favor on other resolutions if they are also important. If the winning player expects to be close to having a tie, the player may find it advantageous to instead commit all of their Diplomatic Favor Diplomatic Favor in the hope of winning the tie breaker.

Since the first votes are significantly cheaper, multiple nations pooling votes cost significantly less Diplomatic Favor Diplomatic Favor than a single nation wishing to brute force the opposite outcome. Thus, starting from a position of insufficient votes -- if the Diplomatic Favor Diplomatic Favor from the past 30 turns among the AI nations is sufficient to block the winning human player's victory bid, unless the human player has a significant edge in Diplomatic Favor Diplomatic Favor generation, in no future World Congress session will the player gain sufficient votes. In this particular case, Diplomatic Victory won't occur however close it may seem. This puts emphasis on the generation of Diplomatic Favor Diplomatic Favor for those seeking a Diplomatic Victory, especially when victory is close.

Sometimes, voting along the likely Outcome of a competing player but on a different Target can waste 50% of their Diplomatic Favor Diplomatic Favor, since usually an Outcome with a different Target than that desired is a different resolution altogether from the perspective of that player.

Trivia[edit | edit source]

  • The banners that appear in the World Congress menu are the symbols of the civilizations that are currently in the game.
  • In the Diplomatic Victory movie, the World Congress headquarters resembles the United Nations, and the flags of Mexico, Nigeria, Kenya, Thailand, Argentina, South Africa, Iceland, Kazakhstan, Czech Republic, Papua New Guinea, Morocco and Sri Lanka appear there. Ironically, none of the mentioned nations appear in the actual game.

References[edit | edit source]

  1. Note: This extra Trade Route Trade Route only lasts until the next Regular Session. (When number of Traders exceeds Trade Route Trade Route limit, existing Trade Route Trade Routes will continue. But completed Trade Route Trade Routes can't be renewed.)

Related achievements[edit | edit source]

The Art of Telling Plain Truths
The Art of Telling Plain Truths
Win a Diplomatic Victory
A Winston Churchill quote: "Diplomacy is the art of telling plain truths."
Airing Your Grievances
Airing Your Grievances
Win a Diplomatic Victory Resolution and use it to reduce another player's progress toward that victory.
A phrase to describe someone who complains in public.
Nobel-er than the Noblest
Nobel-er than the Noblest
Achieve first place in all three Nobel Prizes in the same game.
Swedish chemist Alfred Nobel left $9 million to begin the Nobel Prize.
Civilization VI [edit]
Rise and FallGathering StormNew Frontier Pass

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AgendaAge R&F-Only.png (Historic Moment R&F-Only.pngTimeline R&F-Only.png) • BarbariansBoostsBuildingCity (AmenitiesCapitalGovernor R&F-Only.pngHousingLoyalty R&F-Only.pngPopulation) • City-state (EnvoySuzerain) • CivicClimate GS-Only.png (Disaster) • Combat (Air combatCity combatFlanking and SupportZone of control) • Competition GS-Only.pngDifficulty levelDiplomacy (AllianceDiplomatic Visibility and GossipEmergency R&F-Only.pngEspionageGrievances GS-Only.pngWarmongeringWorld Congress GS-Only.png) • DistrictEraGovernmentGreat PeopleGreat WorkImprovementMap (AppealBordersContinentTile) • Natural wonderPolicy cardProjectPromotionReligion (Pantheon) • ResourceSpeedTechnologyTerrainTrade RouteUnit (MovementRangeSightStrength) • VictoryWar wearinessWonder

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