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Religion is pretty easy to counter the enemy: save debater apostles and kill anything that comes into your area, and keep inquisitors to clear out any spreads that get in. Convert nearby enemy to yours, to slow spread into your areas. Obviously if going for rel win yourself, spread it farther and faith focus. This means you need to pick up religion early: grab the policy right off and then go get a govt so you can slot the policy. That means having some tiny bit of culture and faith; the usual approach is make a monument right off and slot the +1 faith capital immediately. All you have to do here is defend. If going for domination win, just kill religious units with troops. Advanced ideas, you can let various factions convert you and build up a pile of random religion units and if one gets ahead of another, suicide his units and use the others to beat it back. Congo can drive the AI nuts doing this.
culture wins are complex and difficult. read a guide if playing to win this way. To defend, you need a monument in every city (sell early amenities and buy them, you don't need amenities in turn 2) and if not going for culture win, find ways to fill in the gaps to slow down the AI. A giant population will do it, which humans are far better at than the AI. Also having friends with open boarders will slow down AI. Lots of ways ... all you have to do is slow it down so you win faster with your chosen type.
Domination: don't let them take your capital. This shouldn't be too hard. Walls, encampment, and a few troops. The AI is a moron at attacking cities anyway, all it usually does is pillage you into the stone age.
Science is easy enough. Build science buildings and stuff. Lots of them. To win you need a ton of production in 3 very strong cities. To stay ahead so you can make good troops you need to get a campus fully set up in about 1/2 of your cities long term. Spies can totally lock down an enemy AI win. So can beating up their spaceport cities.
You can be 2 full eras ahead in science if focused on it, sometimes far more. I often have guns and tanks fighting knights.
The above stuff is pretty broad and generalized, but you must be doing something wrong. The computer isnt very good at trying to win, it may pull ahead but it can't seem to focus on winning. Are you actually losing or just looking at the charts? The AI gets ahead faster than yo u frequently because you are dealing with them knowing where you are and trying to settle you into a corner, so you gotta spam settlers while they make wonders and campus etc. That is normal, but if you have more cities from out settling them, you pull ahead after a bit.
Civ VI favors wide, by a lot. You want to settle as much cities as you can and stop only when you can't afford to build another settler. Aim to have around 13 cities.
Don't try to have perfect 6 tiles distance between your cities. You can cluster them. You'll be tempted into thinking you need as much tiles per city as you can get, because wonders and districts occupy tiles, but that's not the case. Civ VI is all about optimization. You don't need a lot of farms, for example, you just need 3 in a triangle pattern. So, there's no need to settle with a perfect 6 tiles distance between cities. You're better off settling closer, even with a 3 tiles distance, which can be beneficial for adjacency.
Specialize your cities. Unlike Civ V, there isn't a specific build order that you should follow on every city. You want to have different cities building different things most of the time
Amenities are easier to handle and don't hurt you as much as happiness. Don't worry too much about it. Your cities need one every 2 citizens, and the first 2 citizens in a city don't consume amenities, so your cities will consume 1 amenity at 3 pop, then 5, 7, 9 and so on.
Housing is more important to growth than food, but don't care too much about growth. Once your cities reach 10 pop, growth starts losing its value considerably. A 10 pop city can build 4 districts, you won't need more than that in most of your cities. Personally I enjoy growing my cities as much as I can, but you're in a pretty good spot if you just grow your cities to 10 and stop caring about growth.
Culture is more important than science, unless you're going for a domination victory or just being aggressive, then you want early science to keep your army updated;
The industrial zone, the entertainment complex and the water park have a regional effect. You won't be building a lot of EC and WP, but you definitely should build some IZs, at least enough to cover all your cities with the regional effect, which reachs 6 tiles form the IZ. The regional effect don't stack, you just need to cover each city once. The EC and the WP stack with each other, since they have different buildings, but two of the same district don't stack. The WP regional effect can reach further (9 tiles);
More often than not, it's better to chop woods and rainforests, and harvest bonus resources instead of keeping it, which gives you a one time boost of their respective yields. Chopping woods is specially strong.
Domestic trade routes are better in early game, but once you unlock alliances and Wisselbanken, International routes are way better.
Produce builders in waves. Adopt Serfdom, make builders in every city that can produce one fast enough, then replace serfdom with a more useful policy. Once you start running out of builders, repeat the process.
Swap policies often. Some policies are better to keep all the time, usually the ones that give you yields, others are only good temporarily, so you should adopt it, do whatever benefits from it, then swap for one that is better to keep on all the time. Conscription is a good policy to keep on your military slot, for example, while Agoge is only good while you build units. So ideally you should adopt agoge, build units in two or three cities simultaneously, then put conscription back once you're done.
The Better Report Screen mod is quite helpful. Among a lot of improvements to the report screen, it adds a tab that tells you exactly how much yields you will get from policies that give yields. It's hard to tell which policy is more beneficial, this mod fix that, so I recommend it.
City States are powerful, so get as much envoys as you can. Try to have at least 6 envoys on each CS.
The thing about Civ is that it rewards aggression more than it penalizes it. If you aggressively deny your rivals either by strategic placement of cities to limit their expansion or conquest, the game is as good as won. I'm not saying conquest is the most feasible way to win in all situations, but it's the easiest if done early and at the right time imho.
Great post. These 2 chunks, though, are arguable or at least situational.
First, Science is important for... a science win.. :P It also lets you open up strategic resources before the other guy, so you can go grab them, which is often critical for oil, if nothing else. Lots of maps seem to have just a tiny bit of oil. Trading those strategic resources to the friendly have-nots is tons of money too.
The thing about chopping woods... sawmills are pretty solid too in the early-mid game. Weigh whether you need a one time spike or a long term steady increase to production before cutting. The one time cuts are a powerful tool for moving the bar towards your win goal, if applied correctly. But cutting them down early so you can make a spear wielding doofus to keep a barbarian from burning your one farm may not be the best use of the land.
Conquest can and does trivialize the game. Taking over even one AI side after the settler rush phase ends makes you twice as strong as most of the rest of them. Do that twice and the game is yours -- though you will be hated for the rest of the game.
Like I said, Civ rewards aggression more than it penalizes it. In Endless 4x games for example, the expansion penalty increases rapidly together with your expansion. While you can also still steamroll in those games, cheap warmongering tactics are much less viable than in Civ. You have to accumulate enough luxury resources to compensate for the expansion penalty and this requirement scales up as your empire gets larger. In Civ, all you need to do is head straight for fascism and play warmonger cards regularly to keep your war machine going without much penalty.
While I sadly agree that conquest IS the best way to advance your civ (not only growing your civ but diminishing those of your rivals) if you do want to try your hand at culture victory, eliminating rival civs will actually make the bar you have to reach for victory quite a bit higher for each civ that is eliminated.
So instead of wiping them entirely off the map, you should more heavily consider the pros and cons. If the land that your enemy owns is entirely important to your victory or if there's only 1 rival civ who has way more defensive tourism than everyone else and they're close enough for you to eliminate, then yeah go ahead and take them out. But more often than not (probably 95% or more) it's better to not wipe out an entire civ if you want a culture victory.
This. If you have a modicum of know-how the AI is a complete roll-over.
But more often than not (probably 95% or more) it's better to not wipe out an entire civ if you want a culture victory.
^^ its still faster to wipe out 2/3 of the enemy and then beat them in culture by brute force. Yea, it takes a little bit to get the tourism flowing, but you have so much more horsepower behind you (population, captured wonders and art, everything) it just works. It probably should not work as well as it does. As a bonus, if you can 'hide' from the survivors just long enough to steamroll the closer ones, you won't have warmonger with them. Its not always easy to do that.
Civ6 is a different game (fortunately, if it was the same mechanics it would be boring and personally I couldn't go back on Civ5). My point is that what works on Civ5 won't work on Civ6.
As leandrombraz pointed out, there are a various mechanics to understand, you should spend some time to read carefully all of the description text that is in game and think about it. And try different strategies, if you keep loosing you probably keep making the same mistakes.
I mean, I don't pretend to be good and I'm not there to brag around but for example on emperor difficulty around turn 250 my score is double (around 1800) of AI (900). The same goes for the faith, culture, science or gold per turn. While bots will get something 100 science per turn, you can get easily something like 500 science per turn if you really focus it like hell (once you understand how to use districts bonus adjacency, trading, using the proper policy cards etc). And on Prince difficulty, it's even achievable without any effort once you understand the game.
In Civ5 you just had to follow a build order, you could play like a robot and it would work. In Civ6 they are various things to understand and to take advantage on.
So you would probably spend few hours to read some guides or watch some youtube playthrough, once you will notice and understand the various mechanics you will enjoy Civ6 much more than Civ5, it won't be a waste of time and your spent time will be much more worth it. But the problem is absolutely on your side, it's like if you are gonna play some PvP games then complaining that you loose all the time, it just means that you have to learn the game a bit before jumping into fights and get your ass kicked, it happens.
This!