Sid Meier's Civilization VI

Sid Meier's Civilization VI

CIVITAS Tai­no
Danjal Dec 2, 2017 @ 10:48am
Some extended feedback.
Since the base comments are limited in character count I figured I lay my thoughts out here instead.

Taino
Unique Ability: Guatiao
Type bonuses from allied City-States are doubled.

A neat bonus. Not too special, and works regardless of who is the suzerain.
Also locked by the game mechanics, meaning a hard limit to how much you can get per city state.

Unique Unit: Macana (Replaces Warrior)
A recon unit unique to Taino. Earns Faith equal to half the Combat Strength of the defeated unit. Starts with the Ranger promotion.

Nothing special to remark here, the faith bonus is a nice early boost.
But on its own not very special. Provides potential synergy if you get the opportunity to kill with them frequently. Which is relatively situational.

Pick up embarking early and you'll likely be the first to spot most City States.
Plus you won't have to make scouts and warriors separate.

**post-edit**

If you rank them up before upgrading them, you'll be able to benefit from the benefits of a recon units promotions on your upgraded Swordsman (and beyond) for the rest of the game.

Notably the movement potential and flat +20 combat strength can be game changers if you pull this off. As it makes these guys permanently stronger than many of their counterparts of any given era. And you can do this during a period of the game that warmonger penalties are next to zero.

Unique Infrastructure: Batey (Replaces Entertainment Complex)
Provides +1 Influence Point per turn. Allows the city to start the Areyto Ceremony city project, which provides a free Envoy and Great Person Points for Great Writers, Great Artists and Great Musicians upon completion.

Here is where the synergy problems start. Getting +1 Influence Point per city per turn isn't too bad, it's a bit like the "Serapeum" religious building from the "Religion Expanded" mod. But it gets stronger the more cities you have with this district (as does that religious building).

The project gives you a free Envoy every cycle, which in my experience tends to be between 4-8 turns for a city that isn't highly specialized but has reached "potential" so you're no longer adding more buildings. A single Envoy is equal to 75 Influence Points for a level 2 government or 66.7 Influence Points for a level 3 government. (Possibly different if you've added different governments with another mod.)

Suddenly the Areyto doesn't provide +1 Influence Point per district, but +7/8 to +17/20 for an average city that has nothing to be added.

In optimized cities I've had projects go as low as 2 turns. That would make it +34/38 influence points per turn average.

Anacaona
Unique Ability: Golden Flower
May patronage Great People with 25% less Faith. Receive +2 Faith from Envoys in City-States. Gains access to the Conuco Unique Improvement.

Here we see another strong ability, 25% lowered Faith patronage cost is a solid ability but nothing too broken on their own. Getting +2 Faith from Envoys however, since Taino can kick out envoys by the bundle?

You're looking at 50-100 extra faith per turn from envoys alone. And this clearly invites other envoy bonuses.

Policy Cards that give similar bonuses do not give out the higher values till renaissance or later and even then they tend to be gold-focused in the base game with only +1 for Culture/Science/Faith per route.

And ignoring Carthage you have a limited number of trade routes based on your size.

Unique Infrastructure: Conuco
An improvement unique to Taino when Anacaona is their leader. Provides +2 Culture, and doubles the base terrain yield of the plot when built adjacent to a resource. May not be built on hills.

Here we see another solid building. I've noticed a pattern where adjacency bonuses are often downplayed. Because they aren't guaranteed. But with clever placement you can usually guarantee multiple of them for each city. Meaning that you're increasing the value of those early citizens working tiles. Given that the base tile yield is a mixture of food and production this then means that that city is growing that much faster working more tiles which give more production and food.

Nothing breaking, but a strong improvement.

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It is when we start throwing in synergy that this gets out of control.

The increased growth means you'll be getting access to additional districts easier. The increased production means you'll be "done" building quicker. Giving you the option to kick on city projects and that means envoy time for a handful of your cities.

This enables you to lock in most if not all city states with reasonable ease. In my games thus far I've usually been able to get a lot of them locked in WITHOUT additional envoys from this Civ. With the AI contending for the big ones.

A religious Civ will usually want Jerusalem, Yerevan or Armagh on their side. And Carthage is always desireable for example. I honestly don't know what they were thinking enabling you to double your trade routes and then stacking policy bonuses on top of that...

Which Civilizations and which City States you have on the map will strongly influence where this goes from here.

But as indicated in the "Strategy" thread? Having a City State such as Hong Kong to amp up your project speeds is powerful. Odds are you'll be going to war frequently as getting a lot of Great People, being able to produce Wonders with the extra production and locking in most City States is enough to give most AI cause for worry.

One of them will attack you, and unless you don't take any cities the warmonger penalty will take care of the rest.

Your best hope is that they'll attack one of your City States granting you Protectorate CB for zero warmonger penalty... But since you're likely to have ALL City States you pretty much can wait for one of them to attack one of your puppets and then wipe them off the map if you want a military victory.

To list:

  • Taino gets a strong increase to Envoys meaning that you're guaranteed to getting the full 6-envoy bonus of each city state, which gets doubled.
  • From mid-game onward you're likely to have all Suzerains locked, with perhaps a couple being contested and occasionally swapping back and forth.
  • Suzerain bonuses are varied, but the key ones are almost stronger than empire bonuses from individual Civs.
  • The tile yield increase means that your cities will grow pretty fast. This allows you to build wider than normal to make full use of the size of each city as you'll get the citizens to back it up.
  • The Areyto being based on the Entertainment District means you'll have amenities galore.
  • Increased culture means you're picking up the tiles faster so you grow, filling in the gaps.
  • This gives you the production needed to snatch key wonders, and since your growth puts you ahead of the curve you can often get to those techs on time to head off the AI.
  • Locking in City States gives you access to all Protectorate CBs when an enemy attacks one of them. Zero warmonger penalty is strong. And the increased production gives you the engine to build a military sizeable enough to overcome their uniques (if any), while Carthage enables you to fund that army.
  • Locking in science City States gives you the edge to overcome the higher difficulty AI bonuses. Your faith and culture already get a bump, City States amplify that.

When used well? This is a very strong Civ. I imagine you could break the two "major" elements up and still be left with viable civilizations that hold their own.

Where does this Civ suffer, and how do you deal with that?

  • It has no major unique military unit - but compensates for that with the ability to back up an increased production.
  • It has no inherent Science benefit - but it can get that through city states and deny that to other Civs.
  • It will be picking up great people and City States while it can pick up key wonders - giving cause for war by AI mechanics - you'll need to keep your military up-to-date and not get lost in the growth engine.
  • Its individual bonuses aren't very impressive - but the synergy they enable is incredible.

Unlike some of the other Civs that give you a clear edge. This one gives you building blocks.
If you fail to put those together the Civ seems lower tier. If you put them together you'll be dominating the game.

Unless you purposefully cripple yourself, you should have an easy game with this Civ.
Last edited by Danjal; Dec 5, 2017 @ 5:04am