

Usually but not always, they tend to be more specific in scope than civ abilities. LA (Leader Ability) - The unique ability of a specific leader. All of them can produce Great Works that offer tourism and culture, making them important to anyone seeking a cultural victory. GWAM - Collective name for Great Writers, Artists and Musicians. Districts, buildings and wonders generate these points and with enough you can claim a Great Person of the corresponding type. Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction. This is useful if you want to make use of districts that gain adjacency bonuses from other districts, or to maximise the potential of area-of-effect bonuses later in the game.ĭispersed empires - Civs with cities that are spread out (typically 5-6 tile gaps between city centres). Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost)ĬA (Civ Ability) - The unique ability of a civilization, shared by all its leaders.Ĭompact empires - Civs with cities close together (typically 3-4 tile gaps between city centres).

Positive examples include Factories (which offer production to cities within a 6 tile radius unless they're within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius.īeelining - Obtaining a technology or civic quickly by only researching it and its prerequisites. Terminology used in this guide and not in-game is explained here.ĪoE (Area of Effect) - Bonuses or penalties that affect multiple tiles in a set radius. To modify these values for other game speeds:

Note that all costs (production, science, etc.) mentioned within the guide assume a game played on the normal speed settings. Finally, the Counter-Strategies discusses how best to play against the civ, including a consideration of leader agendas if the civ is controlled by a computer.

Only the ones with the most synergy with the civ's uniques are mentioned - these are not necessarily the "best" choices when playing as the civ for a given victory route. Administration describes some of the most synergistic governments, government buildings, policy cards, age bonuses, pantheons, religious beliefs, wonders, city-states and Great People for the civ.
CIV VI GUIDES HOW TO
