Sid Meier's Civilization VI

Sid Meier's Civilization VI

CIVITAS Tai­no
chimp  [developer] Dec 1, 2017 @ 6:17am
Strategy
Figured this would be a good spot to share gameplay strategies with each other as it's cool to hear the inventive tactics you lot are deploying :)
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Showing 1-5 of 5 comments
chimp  [developer] Dec 1, 2017 @ 6:21am 
I'll kick it off. There are always going to be variables that will affect gameplay, and one of the biggest ones for me is meeting Hong Kong. With their ability to cut production for the Areyto Ceremony in half, it's a huge boost to maintaining suzerainity with as many City-States as possible.
Nik Dec 1, 2017 @ 9:08pm 
For an easier game use the below settings before starting. To make the game harder, do the opposite:

  • As many city-states as the map allows - go over the default as despite having less land to settle, you'll have more Suzerian bonuses, vastly improving this civ
  • Epic or Marathon speeds - More turns for your Macana warriors to find City-states first, pick up goody huts, destroy barbarians (build up faith), explore the map, and level up like crazy.
  • Non-islands map (Pangaea or Inland Sea ideally) - Navy is NOT a Taino strong suite. Macan warriors moving quickly is!
  • Wet Rainfall - More woods to chop for quick production, and your Macana warriors start with the ranger improvement. More woods hinders movement for opposing players, but not yours.
  • Abundant resources - 4 food + 2 culture OR 2 food + 2 production + 2 culture Conuco tiles everywhere! Your cities will grow and produce like there's no tomorrow
  • Legendary start - Start near one of these resource-rich positions for a super productive start
  • Old world - fewer hills means more space for Conucos and it nerfs production for other players
  • No Fredrick or Pericles - Germany will hate and attack you constantly, and Pericles will be pissed that you're doing what he wants to do.

Key wonders to target include:

  • Anything that increases faith output.
  • Oracle - Even MORE of a discount on Great People purchases = WIN!
  • Pyramids - Between the Conuco for production, luxury resource improvements, and farms/mines/camps for housing (which Conuco lacks), you'll need a LOT of builders.

General Tips:

  • Build a Batey in each city, and watch your city-state points skyrocket!
  • Conuco culture will make you fly through the Civics tree, so make sure you alternate well between your diplomatic policy cards, particularly 'Diplomatic League' and 'Charismatic Leader'. You can get a TON of faith early in this way. Unless you found a city-state first, you should ALWAYS use Diplomatic League to send an envoy and get +4 Faith!
  • Merchant Confederation + Raj = Profit for most of the game!
  • Being the first to meet City-States (+2 faith per) and having your Macanas wipe out barbarians will all but guarantee you get first-pick at a pantheon. Earth Goddess is the one you want! That additional faith works on your Conucos too, which you'll have plenty of. Stone Circles, and Religious Idols might work too, but not as well, and the three tile-based ones won't work well for your city types!
  • Once you have your Holy Site District and pantheon, fiath buy your prophet (you'll be well ahead). 'Papal Primacy' is your go-to religious founder belief. The Taino unique ability stacks (OP correct me if I'm wrong here please), making Suzerian bonuses godly!
  • Spam Macanas early on and make Alpine their first promotion. Alpine + Ranger means their movement is only hindered on rivers, so they move fast. No need for scouts. No need for Monuments (Conucos will take care of that). No need for builders or settlers until you have 3-4 Macanas exploring the world. They're as strong as the Aztec Eagle Warriors and move quicker, so they will demolish barbarian camps.
  • Luxuries are less crucial with this civ. Batey, Buenos Aires, and Zanzibar pretty much ensure you never have to worry about luxuries ever again.

Hong Kong tip already got mentioned so I omitted it from here. Will add more as I continue to play and discover them. :D
Last edited by Nik; Dec 1, 2017 @ 9:12pm
Danjal Dec 1, 2017 @ 10:25pm 
I mean, do you even NEED to make it easier with all this comes packaged with?

Doubled tile yields mean growth and production through the roof, you're going to have guaranteed Suzerain over any City States on the map from mid-game onwards, and even if one opponent is dunking all their envoys on a single one you're going to get a big boost to Faith from each envoy. Asking for the obvious synergies there with other +X per envoy bonuses from policies.

On top of that you're getting extra culture, so policies won't be a major issue. Stack in some patronage discounts and you'll be getting every City State, every Great Person and you'll be ahead of the curve on policies.

Even without these advantages, if you manage to stay ahead of the curve and lock in key City States you'll generally be at a big advantage. Being able to get all of them?

It's almost as if this is two separate Civs bundled into one. Being able to push out a free envoy every 4-8 turns PER CITY (mid-to-late game, standard speed, 12-18 city size) is a game-changer on its own. Worth making a dedicated city or two for this, don't even need to use the +1 in other cities. Even if you were to take 10-13 turns, that's an effective +4/5 reputation points per city that runs the project. I've had cities that finish projects in 2-3 turns... Looking at a cumulative +2 bonus from envoys each time. That adds up real quick.

---

Oh and we haven't gotten started on synergy yet...

As Nik indicates above, with the right City States on the map you can pretty much guarantee you won't have to worry about little details such as amenities. Lacking unique military power gets compensated for having allies on every angle of the globe.

Toss in some GPP bonus and patronage synergy from religion. Take the right policies.

Unless you're unlucky or purposefully handicapped yourself getting one of the better Science City States ensures that you'll remain ahead of the curve there as well. Meaning that you'll be hitting up the wonders and with the unique improvement doubling tile yields you have the production to back it up.

I wouldn't worry about Fredrick or Pericles, since every Civ out there is going to be annoyed at you for hogging great people, city states and wonders. Plus for having a weak military if you don't bother to invest a little there. War is guaranteed since AI tends to go after city states militarily if they can't overtake you with envoys. Luckily between the suzerain benefits and the good yields you'll be well equipped to handle them. And protectorate wars are zero warmonger, so enjoy taking their stuff without major penalties.
Last edited by Danjal; Dec 1, 2017 @ 10:27pm
Danjal Dec 5, 2017 @ 5:12am 
Added tactical option? Start the game out and produce as many Macana as possible. Proceed to go Barbarian hunting till you encounter a few local neighbours and declare war as soon as they start pushing out settlers.

Instead of creating your own, conquer their settlers ideally BEFORE they settle to prevent a permanent "they occupy our cities" penalty. And do this before warmonger penalties become a thing. In the initial era there is no penalty for a surprise declaration at all, it slowly scales up to light and then medium.

The recon promotions on your eventual Swordsmen and upwards are gravy. Having denies your opponents their initial cities while preventing the cost of having to invest in settlers yourself is invaluable.

This was one of the first games where I ran into points where I had to use projects because I didn't have any buildings I could create yet before the renaissance hit. And not for lack of progression in research and culture (which I was far head of the curve on, infact, snagging all great scientists gave a MASSIVE advantage).
Last edited by Danjal; Dec 5, 2017 @ 5:13am
Anon_2 Aug 10, 2018 @ 5:23am 
I ran out to meet city states and managed to be the first (with an envoy) for several. Focus was on builders and slingers until I could build the religious district. I built the Holy Site and then did the religion project twice so I could found the first religion. Religious choices were Divine Inspiration and Meeting Houses. I built a trading unit I sent to the nearest civ and then built slingers until I had five. I deliberately did not get archery until after I had my five slingers. Somewhere around this point I took care to make sure the Classical Era would be a Dark Age. When I had five slingers, I finished Archery, upgraded to Archers, built an extra Macana, moved up my trade route and declared war. While I was at war I built the Apadana (extremely important with this civ).

War strategy was to take every city and wipe the civ off the map. Meanwhile I built wonders in the capitol. My normal wonder order is Apadana (extremely important), Great Library (less importance), Mahaboudi Temple (medium importance), and Mausaleum of Hellicarnasus (extremely important). The Mausaleum is the key to the late game for a Science Victory.

From the above it can be seen that city layout requires a buildable forest tile next to the Holy Site, a buildable flat tile next to the Campus, a buildable coast tile for the Harbor, and a buildable tile next to the Harbor for the Mausaleum.

With the production bonuses from the city states I easily rushed all four of these wonders. First governor was the Steward with the upgrade so setters do not lessen population. With the Dark Age as the Classical Era, the next era was a Heroic Age. I took Monumntality and used the tons of faith to buy setttlers and builders.

District strategy was to build industrial zones first. That lets you do industrial projects to rush important Engineers later. There needs to be at least three campuses. About halfway through the game I started focusing on getting an Arts District in most cities. I didn't worry about converting my cities until Monumentality wasn't available anymore. At some point I built an Inquisitor to defend the capitol, but mostly spent all the faith on settlers and builders. Later on the faith was spent on converting all my cities, on buying Engineers, and on a couple of Naturalists for national parks.

For the Science Victory I want the Ruhr Valley wonder and the academic governor with the upgrades in the capitol. I also want all of the trade routes to originate there.

Playing with this mod, I completely wiped out three civs while there were still unmet players. After that I was peaceful :) Production with this mod was incredible, so I got most of the later wonders. I like to play Prince level on archipelago maps and this mod worked quite well with that. I wound up with 27 cities and a Science Victory in 213 turns (at Quick speed).

I hope this helps someone.
Last edited by Anon_2; Aug 10, 2018 @ 5:29am
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