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So just never accept a single peace treaty. If you started the war or they did, don't take peace, ever. Make sure you periodically take shots at their cities or pillage something. Kill any of their units that enter your territory. Eventually, all their cities will grind to a halt due to negative amenities from war weariness, and you can watch them revolt out of existence, or make them give you most of their cities freely (without capture penalties) to get that peace treaty that you'll otherwise never accept.
At the same time, you can be pumping out science, or converting cities to your religion, or even just running theaters in your inner cities, pushing tourism. If you have a religion with Pagoda, you can add so much diplo favor that even if you are holding several capitals, you can dominate congress votes until you get elected to diplo victory.
All on the back of immunity to war weariness.
I was going to suggest Caesar as well, but for a different reason. Military units continue to get full experience for defeating barbarian units after the first promotion. This gives Julius Caesar an opportunity to really power-level his troops simply by farming - not clearing - barbarian camps.
If you like domination wins and want to steamroll your opponent, you really can't go wrong with JC.
https://civilization.fandom.com/wiki/Aztec_(Civ6)
https://civilization.fandom.com/wiki/Gran_Colombian_(Civ6)
Sorry. I tried Aztec a couple of games and personally they didn't click right for me.
What these three have in common is extra movement points. This bonus is golden for conquest, and especially, a bit paradoxically, for sieges. Extra movement is actually the most important bonus that great generals give you, and these three civs get it for free, as part of their uniques. Then they get to add on even more movement points from great generals.
Once a city gets walls, that holds you up at least somewhat, and of course during that delay the city and its encampment get to take pot shots at you. Extra movement points let you get your dangerously low-health units out of range before they get themselves killed, or, what is really nice, pillage a farm to restore health, then still be able to attack the same turn.
An even more paradoxical benefit of extra movement, which you would think would help out most with dashing maneuvers with your cavalry or some such, is that the unit type it helps the most is siege artillery. Siege artillery becomes really useful after your potential victims get walls, but walls get a ranged attack, they can shelter enemy ranged units that have their attacks, and siege artillery is pretty fragile. Without extra movement, it can't fire the turn it moves into range, because it needs two movement points to set up before it can fire. The result is that a siege artillery unit has to take as many attacks as the defender can throw at it before it gets its first shot. Instead of shooting at all, it may instead have to withdraw in order to avoid getting killed, and even if it can afford to get in a shot without dying, it has to withdraw after taking fewer shots. Extra movement points let your siege artillery get in at least one shot, and if you move in several and they all get their shots, that may be enough to bring down the walls. Wall attack problem solved. If you have your ground assault in place, with their extra movement points they get helping them get in place and still able to attack that turn, it can easily be city conquest problem solved.
These are the big advantages that extra movement points give conquest. You have to add in the simple matter of all units moving more quickly to the theater of war, and then to the next cities after your initial captures, which is important to keep the tempo going in order to get around loyalty limitations. Then there's the greater ease of pillaging, which you want to do pretty systematically as a conqueror to allow a pillage economy to make up for the regular economy you had to shortchange to build your army. The best units for pillaging are light cav, but they are pretty fragile, so it is really useful to have an extra movement point or two to allow them to pillage then scoot out of the danger zone.