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The advantage is that population is NOT the end-all that it used to be for civ. If you can get your cities to 6-8 pop that's as high as ANY civs can go until you can build neighborhoods (more or less, Ghandi can get a few extras). Once you hit your housing cap (When you hit -50% growth usually) then I switch to mass-production. Tundra + Hills / woods = winning, as you're generating 1 food + 2 production + 1 faith as a base, which means the mined version will be throwing down 3-4 production by the time you need it per tile.
This will tie into your other strategy, which is what religion beliefs to take. As far as I care there's two or three options here:
1) You take extra housing and extra housing from temples/shrines. This means +3 housing, which means if you DID start with some good food sources, you can grow up to 11+ population in your main city pretty fast and then switch to production mode.
2) You take extra food and growth bonuses. If you know you're going to struggle for food, this is a way to get to that 6-8 pop soft-cap before Neighborhoods in reasonable time.
3) You take more production... because production is king and it never hurts to have more! (generally I think this is the less powerful option)
Keep in mind 1 population is typically something along the lines of 1.5 production .6 science and .3 culture. It's not a huge deal to have lower pop if you can outproduce the above by doing so.
Edit: Also, keep in mind that flat tundra is basically worthless. Use it for districts - especially industrial ones or shrines.
However there still seems to be a strong focus external of tundra, I'm talking starting location, especially with a legendary start for the capital. It still appears to be a handi-cap compared to all other civs starting locations.
I would like to see reasonable balance for any civ that makes it's way north, especially Russia, since one of it's primary attributes is tundra based.
I personnally don't mind a challenge or migrating south / north, I just feel it needs reasonable balance.
For Russia the religion option makes a lot of sense, grab Dance of the Aurora, drop a Lavra deep in the tundra for crazy faith gains, and go for Feed the World and Gurdwaras, that's another +8 food per city. It's free food for 4 pops, which can work tundra tiles for 4 more food meaning 6 extra pop total. With granaries, water mills, maybe a harbor, and some horses, sheep, or fish nearby, you can get up to 10 pop in a city without trade routes. It's a far cry from like 20-30 pop a city with a lot of farms can reach, but it's a playable strategy if you don't mind a handicap.
Want to be able to build farms on tundra?
Then simply find the Improvements.xml ( yourinstalldir/Base/Assets/Gameplay/Data )
-> open it & search for <Improvement_ValidTerrains>
-> simply add a new row in this category
-> copy & paste a terrain info for grass or anything
-> replace TerrainType="TERRAIN_GRASS" with TerrainType="TERRAIN_TUNDRA"
You may even set a requirement, like a certain lategame Civic or Research.
Heck, you can even change the base yield from Tundra to 10, if you want.
Same goes for any other Terrain.
Like its predecessor, Civ 6 is very modding-friendly.
Totally right.