How To Play Guide for Civ 6

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How To Play Guide for Civ 6
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Civ 6 Trailer
Welcome to both Civilization VI, and the Civilization VI Wiki!

Greetings! Whether you're a returning civ geek or it's your first time playing a 4x game, it does appear you've made the plunge and are interested in Civ 6. The world of Civilization can be a bit intimidating if you haven't yet played any of the prior releases, or quite a bit has changed if you have, so sit back relax and read up on How To Play Civ 6; your guide to the basics on Icon Government Autocracy.png Politics, Icon unitoperation spy counterspy action.png Espionage, Icon unitoperation wmd strike.png War, Icon tech wheel.png Technology and Icon Culture.png Culture, as well as quite a few other things.

Comparing Previous Civilization Games[edit | edit source]

Back in May of 2016, 2K Games announced Sid Meier's Civilization VI, to be released on October 21, 2016 for the PC. Lead designer of the game is Ed Beach, Art Director is Brian Busatti, Anton Strenger as the Senior Gameplay Designer and Dennis Shirk as Lead Producer. There's not too much that has been taken from previous games, but a lot has been added to the gameplay.

"Everything that Civilization players have loved in Civilization V, we’re bringing forward, in addition to putting on the new gameplay from Civilization VI," - Dennis Shirk. [1]

Civilization VI has been completely re-built from previous civ games from the ground up using a new engine. Unlike most previous "vanilla" iterations of Civilization, Civ VI will include a number of features in the core game that previously required multiple expansions, including Icon stats land trade.png Trade Routes, Icon Faith.png Religion, Espionage, Icon City-States.png City-States, Icon Tourism.png Tourism and Great Works. Though all features have been rebuilt for the new engine, most are based on the gameplay of Civilization V, with some notable changes and improvements.

"The number one thing to know is that Civilization VI is not built on the previous engine... All of the gameplay systems have been entirely rewritten and re-architected. We’ve specifically set it up to be very modifiable. And we’ve rewritten the A.I. from the ground up, learning all the lessons that we had from Civilization V, so we know how best to solve some of these problems in military combat and so forth." - Ed Beach [2]

Additionally, more emphasis has been placed on the Terrain and Tiles by "unstacking" city improvements or Icon main production.png Production from the Icon district city center.png City Center and giving bonuses for placing Tile Improvements near certain terrains. Additional new features include research on the game's Civics tree based on Icon Culture.png Culture, a similar Technology tree for cultural improvements and a better Icon government.png Government structure for those playing on a Icon victory culture.png Cultural Victory path, as well as new artificial intelligence mechanics for computer-controlled opponents which include secret Leader Agendas and randomized engagements to disrupt an otherwise stable game.

Game Settings.png

Basics / Game Setup[edit | edit source]

Alright, now that you know what to expect, let's hop into the basics and get you into your first Civ Game. You can hit play now and hop into the action, or if you want to tinker with the game setup, you'll have the options to change the following to make each game quite a unique experience.

  • Choose Civilization: See Civilizations or in the next section.
  • Game Difficulty: Here, you can choose the difficulty of the A.I. inside the game, ranging from Settler (the easiest) to Deity (the hardest).
  • Game Speed: This modifies the speed of the game globally as Quick (33% faster) and Standard (Normal Speed).
  • Map Type: Different types exist like Continents (A few large landmasses), Island Plates (Islands ranging in size from small to large) and Pangaea (One landmass with surrounding islands).
  • Map Size: Tiny (perfect for 2 players), Standard (Average-sized map for 8 players) and Large (Large map for 10 players).

Choosing A Civilization[edit | edit source]

Choose between 19 (or 20 after 90 days, or with the pre-purchase Aztec civ) Leaders / Civilizations, each with their own Unique Leader Agendas, Leader Bonuses, Units, Buildings, Districts and or Tile Improvements. Each of the Leaders will have a fixed agenda as well as a "hidden" Agenda. As you trade, you can get gossip information, and from interaction gain more knowledge about other Leaders, and your relationship with them grows healthy or chaotic.

"Each leader has a historical agenda that you’ll learn as you play the game repeatedly. But we also assign secret agendas to the leaders that you have to uncover through espionage. And so the diplomatic landscape is much richer. The more you mix all the different personalities into a big soup, the more you end up with a very interesting diplomatic landscape."[3]

The Leaders / Countries[edit | edit source]

The First Turn / The Dawn Of A New Era[edit | edit source]

A Icon main production.png Production key of the various Techs and research options.

Once you've decided on all your setups you're going to get into the game. You'll most likely begin with a Icon Settler.png Settler and a Icon Warrior.png Warrior, although some countries will have access to a Icon Scout.png Scout in place of a Warrior. Notice the Resources, and where the water is. Some of the best places to settle are next to a River, to get access to fresh water, and/or on Coast, within range of diverse Resources like Icon Resource Rice.png Rice, Icon Resource Wheat.png Wheat, Icon Resource Bananas.png Bananas, Icon Resource Cattle.png Cattle, Icon Resource Sheep.png Sheep or Icon Resource Fish.png Fish if you're next to the Coast which will each give a +1 bonus to Icon main food.png Food once you've worked them and will help your city grow Citizens pretty fast from the beginning.

Additionally you'll want to send your other unit to explore the world around you, but more on exploring a bit below.

Next up is choosing a Technology to research from the tech tree. Your initial decision is between Icon Pottery.png Pottery, Icon Animal Husbandry.png Animal Husbandry, Icon Mining.png Mining, Icon Sailing.png Sailing and Icon Astrology.png Astrology. If you want to explore more of the Tech Tree, the key on the left will be helpful for understanding the icons and images found in the menu, or check out the Technology page, which is a pretty useful resource.

Before you can end your first turn you'll need to decide your first Icon main production.png "Production", or what permanent item (building or unit) you want to create. You'll have the option to build a Monument in the Icon City Center.png City Center (unless you play as Rome, they get this for free) which will expand your Icon Culture.png Culture, or you can choose to build a Unit. If you feel up to exploring, choose to build a Scout, which will give allow you to go hunting for goodies in the form of Icon notification discover goody hut.png Tribal Villages and other Civs as well as other Icon La Venta.png City-States.

The Next 25 Turns[edit | edit source]

With your first unit (Warrior or Scout) you'll want to continue to explore, finding good Strategic Resources and Luxury Resources in additional to Bonus Resources in the nearby area, which you'll want to acquire by founding additional cities. Keep a look out for Icon notification discover goody hut.png Tribal Villages which can give you serious bonuses ranging from Technologies to Icon main gold.png Gold to Great Works to maps of the local area if discovered with Scouts. Watch out for Icon notification barbarians sighted.png Barbarians, depending on the difficulty level they might be pretty easy to dispatch or could be a pain to deal with. Barbarian scouts are themselves "harmless" (good luck chasing them around the map for the Ancient Era) but they will trigger a barbarian raid if left around to report back to their camp. Basically once they get back to their camp they'll send out Military Units to attack your units or raid them.

As you continue to explore the nearby world around, you'll run into City-States, as well as other Civilizations, and perhaps even nearby Natural Wonders.

City-States[edit | edit source]

City-State.png
Some of the Quests you can fulfill for City-States with Spies.

You can't play as them, but there are various City-States in Civilization VI which are singular city nations that act independent of you the player and other rival Leaders. Each of the City-States have their own political relationships, including going to war and building Wonders and more. Being the first to discover a City State grants you an Icon Envoy.png Envoy with them. You gain additional envoys directly by completing quests for them. Additionally, periodically you will naturally earn extra Envoys which can be sent to any City-State that you have met. More envoys means more influence and a larger share of rewards and potentially becoming the Suzerain.

The various City-State Types and the Bonuses:

Icon citystate faith.png Religious - Icon Faith.png Faith Bonuses in the Icon Capital.png Capital and at Icon Holy Site.png Holy Site Districts
Icon citystate trade.png Trade - Icon main gold.png Gold Bonuses in the Icon Capital.png Capital and at Icon Commercial Hub 1.png Commercial Hub Districts
Icon citystate science.png Scientific - Icon main science.png Science Bonuses in the Icon Capital.png Capital and at Icon Campus.png Campus Districts
Icon citystate militaristic.png Militaristic - Icon main production.png Production Bonuses in the Icon Capital.png Capital and at Encampment Districts.
Icon citystate culture.png Cultural - Icon Culture.png Culture Bonuses in the Icon Capital.png Capital and at Icon Theater Square.png Theater Square Districts
Icon citystate industrial.png Industrial - Icon main production.png Production Bonuses in the Icon Capital.png Capital and at the Icon Industrial Zone.png Industrial Zone when building Wonders, Buildings or Districts
Icon Suzerain Bonus.png
Envoy.png

A civilization that has sent at least 3 Envoys can become "Suzerain" for that City-State, and earn a special bonus unique to that City-State. If more than one civilization has sent 3 Envoys, then whichever has the most becomes Suzerain. There can be only one Suzerain for a given City-State at a time. City-States follow their Suzerain into war and peace with other players. The Suzerain receives all Resources the city-state owns, and may also pay Icon main gold.png Gold to temporarily take control of the city-state's Units. Each city-state has a unique icon and Suzerain bonus.

Your Neighbors[edit | edit source]

If you meet Cleopatra you'll need to grow a strong military or run the risk of making her upset.

As you grow you'll want to increase your standing with City-States, but also with your neighbors; other Civilizations. (See above for a list of the Leaders, their traits, bonuses and Special Abilities as well as Unique Units or other stuff). Understanding your neighbor's Agendas can take you a long way between aggressive or peaceful interactions. There will always be a hidden one, so you'll need to wait till you get to understand that before you can fully comprehend your future allies or enemies. For example, if you run into Egypt (Cleopatra - Queen Of The Nile), she loves Leaders who are more aggressive or have a strong military. If you're planning on playing a passive peaceful game. she'll get upset at you for not having enough units, or being what she would consider "weak". She could even go on to Denounce you which will give her a Casus Belli for beginning a war with you after 5 turns.

Each of the different Leaders will have various styles of play, so you'll need to take that into consideration when meeting them for the first time.

Natural Wonders[edit | edit source]

Natural Wonders can span multiple Tiles and the discovery of a natural wonder can trigger City-State's Quest actions, they also give your Unit which discovered it bonus experience. Additionally, Natural Wonders give an adjacency bonus to Icon Holy Site.png Holy Site Districts in which all adjacent tiles receive +2 Appeal which can can greatly increase your Icon Tourism.png Tourism output. Finding Natural Wonders can be a large boon to your civilization, especially if you can put a city next to them quickly before anyone else can and reap the rewards.

The majority of the Natural Wonders are impassable, but a few can be moved through or even worked like the Icon Pantanal.png Pantanal which provides +2 Icon main food.png Food and +2 Icon Culture.png Culture to your civilization.

Basic & Advanced Game Concepts[edit | edit source]

The Water Availability Guide is shown when you've selected a Settler, choosing where to build a new city.
Housing infobar.png

Housing[edit | edit source]

As you continue to play Civ 6 you'll run into some unique gameplay concepts, namely the idea of Icon housing.png Housing in your cities, or how Icon main food.png Food works for your Icon citizen.png Citizens. For example: Each of your cities has a "housing limit" that can be understood as a cap for your population. When a city's population reaches the number below the housing limit the city starts to change, growing 50% slower, and once the housing limit is reached, it will grow even slower and stopping or declining soon after.

To increase your Housing you'll need to have access to fresh water by building your city next to Rivers, Mountains, Lakes, Oasis or by building an Aqueduct. Whenever a Icon Settler.png Settler is selected, the non water tiles in the map will be marked as one of the 4 colors: Red, Grey, Light Green or Dark Green, showing you the best options for water in which to place a new Icon City Center.png City Center.

If you're still having Housing issues, you're best off to build the Icon Neighborhood.png Neighborhood District which will increase your housing based on the Appeal of the Tile. Regardless if it's Breathtaking or Disgusting.

Amenities[edit | edit source]

Icon Amenities.png Amenities is another one of the basic Game Concepts which contributes to what make cities grow. Amenities work similar to happiness in previous Civilization games since Global happiness has been removed and replaced with Amenities, and is now one of the things that make the people "happy", but are more at a local level.

So now for each 2 Citizens in a city you are required to have 1 Icon Amenities.png Amenity (excluding the first 2 Citizens). A Civilization's Icon Capital.png Capital starts with a single Amenity by default from entertainment, but additional cities will each start with 0 amenities and require 1 when the 3rd Citizen has been reached.

There are 6 ways to get positive amenities: Access to Luxury Resources, Civics, Entertainment (with an Icon Entertainment Complex.png Entertainment Complex), Icon unitcommand activate great person.png Great People, Religion and through the building of National Parks. Adversely, there are 2 known ways to get negative amenities: War weariness and Bankruptcy. Each Luxury Resource gives +1 Amenity for up to 4 cities. Luxury resource allocation is currently a bit unknown at this point, but it has been said that in larger cities it is automatic and the cities which need the most number of luxuries receive more.

Science And Culture[edit | edit source]

A look at the new Eureka! bonus, that boosts the Technology research, which you can get from fulfilling certain requirements.

Icon main science.png Science: Science is accumulated per turn, as dependent on all sorts of things throughout the game, Buildings, Wonders, Icon unitcommand activate great person.png Great People, as well as Tile Improvements, Natural Wonders and a few other things. Various Technology is researched when enough science is accumulated, depending on the Era you are in, or the Tech you are researching.

In regards to Science, the Technology tree is similar to previous Civ games with a major addition: The Eureka! bonus, which can be seen as a sort of quest. Once you meet the requirements the Technology becomes 50% easier to research. Note that if a tech is already under research and you fulfill the requirements and get Eureka! bonus in the middle of it, depending on how far along you are, you push it an additional 50%, and if you're more than 50% already, tech gets pushed to completion.

Icon Culture.png Culture: Like Science, Culture is also accumulated per turn, and there is a new "Civics tree". Advancing throughout the Civics tree allows you to unlock new forms of Icon government.png Government and opens new Policy Cards, which you can slot in and out of your Government "deck" for specialization purposes and the layout changes based on the government type you pick. Policies come in four variations: Military Policies, Economy Policies, Diplomacy Policies, and Wildcard Policies. You can change your policy cards for free every time you unlock a Civic, or with Icon main gold.png Gold whenever you want.

Like with Technology, each individual Civic has their own unique in-game "side-quest" called Inspiration! moments, and like Eureka! moments some of these you'll get through playing the game regularly, and some will require some extra effort.

Districts[edit | edit source]

A strategic info-graphic for District placements complements of iotafox. See District Strategy for more ideas on placing districts for optimal use.

Icon Commercial Hub.png Districts: Each of the Cities is now comprised of Districts, (total of twelve district types, not including the city center) each with its own different role and bonuses based on its type. Districts can be unlocked through Technology and are limited by population, requiring 3 Citizens per district. Certain Buildings can only be built in some Districts, and at most can fit up to 3. Districts gain bonuses based on what Terrain they are built on or surrounded by and can greatly boost your city's output.

Buildings are no longer trapped in your Icon City Center.png City Center, but may sprawl across your territory as part of Districts. The map is more important than ever as you are faced with important strategic placement decisions. Icon Campus.png Campuses and Icon Holy Site.png Holy Sites alike receive special yield boosts from placement near Mountains (Icon main science.png Science for the Campus, and Icon Faith.png Faith for the Holy Site), but only the former also benefits from a nearby source of Rainforests.

Additional Concepts[edit | edit source]

Icon Faith.png Faith: Like the above Culture and Science, Faith is accumulated per turn, and once a Civilization reaches a certain amount of faith, it gains access to a Pantheon which gives bonuses for their entire empire. Faith is used like an alternate currency like Icon main gold.png Gold and can be used to purchase religious units like an Icon Apostle.png Apostle, Icon unitcommand activate great person.png Great People, special buildings and in Theocracy Icon government.png Government can purchase land combat Units. To achieve a Religious Victory your Religion must become the Predominant Religion for every Civilization in the game. A Religion is Predominant if it is followed by more than 50% of the cities in a civilization.

Icon main gold.png Gold: Use Gold to buy Units, Buildings, Tiles, Great People, switch between Policies or upgrade Units.

Cities[edit | edit source]

When a City is first created in Civilization VI, all of its Citizens (population) will work the Tiles around the city, generating Icon main food.png Food, Icon main production.png Production, Icon main gold.png Gold, etc. Later on, you can construct Districts and Buildings which allow you to reassign some of the citizens to work in the districts as Specialists. For example, the Icon Campus.png Campus can hold 3 Buildings, and you can assign one Scientist specialist for each building you have constructed in the Campus. So if you’ve constructed a Library and a University, you can assign 2 Scientist specialists.

Keyboard Controls / Hotkeys[edit | edit source]

Key bindings can be set in the Game Options menu. For each key there is a primary binding and an alternative binding, however the escape, left mouse button, and right mouse button are reserved and cannot be bound to any hotkey.

Unit Actions / Camera
User Interface
Other Controls
A Attack F9 Open the Civilopedia 1 Religion Lens
E Automate Exploration F2 Toggle City-States Screen 2 Continent Lens
Delete Delete Unit C Toggle Civics Tree 3 Appeal Lens
F Fortify F3 Toggle Espionage Screen 4 Settler Lens
B Found City F7 Toggle Government Screen 5 Government Lens
M Move To O Toggle Great People Screen 6 Political Lens
R Ranged Attack W Toggle Great Works Screen Home In-Game Menu
Space Skip Turn F1 Toggle Rankings Screen Return Next Action
Z Sleep L Toggle Religion Screen F5 QuickSave
Alt + Click/Drag Rotate The Map T Toggle Tech Tree F6 QuickLoad
F4 Toggle Trade Routes Screen G Toggle Grid

References[edit | edit source]

  1. http://www.theverge.com/2016/5/11/11640726/civilization-6-vi-announcement-release-date
  2. http://time.com/4324490/civilization-6-interview/
  3. http://time.com/4324490/civilization-6-interview/