Civilization VI
Cheat Codes:
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Submitted by: David K.
Use a text editor to edit the "Config.ini" file in your Steam Apps folder or the
"\Documents\My Games\Sid Meier's Civilization 6\" directory.
* Find the "DebugPanel = 0" line and change it to "DebugPanel = 1".
* Save and close the "Config.ini" file.
* While playing the game, press ~ to display the debug panel.
* Select "Reveal All" to reveal the entire map.
* There are also other debug options you can enable.
Now you can easily access Debug Console in Civilization VI in-game. In order to
activate it you just need to PRESS TILDE "~". It will open a Debug Window, from
there select "Reveal All" option.
Early Domination:
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If you want to enjoy Civilization 6’s battle systems, it’ll be best to pick up the
Aztecs, Scythia, or the Spartan Greece. Aztecs allow your own territories to have
more tile improvements as their Eagle Warriors convert slain units into Builder
units. Meanwhile, Scythia’s units have bonuses against targeting wounded enemy
units. Lastly, the Spartan Greece units generate Culture per enemy unit killed.
Waging war in the earlier eras yields fewer Warmonger penalties, so feel free to
siege other Civilizations or City States if you need something from them. If you
manage to take every Capital or wipe out every leader in the match, your
Civilization will attain the laborious and difficult Domination Victory.
Camera keys:
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With Civilization VI now out in the wild, one of the biggest gripes is the camera
control not being mapped to WASD. The good news is that camera keys can be changed
with some simple file editing. To change the camera control keys do the following:
..\Steam\steamapps\common\Sid Meier’s Civilization Vi\Base\Assets\UI
Open the "WorldInput.lua" file in a text editor such as Notepad or Notepad++
Find the DefaultKeyDownHandler section
Find the line if( uiKey == Keys.VK_UP ) and then make the changes as follows
if( uiKey == Keys.VK_UP or uiKey ===Keys.W)
if( uiKey == Keys.VK_RIGHT or uiKey ===Keys.A)
if( uiKey == Keys.VK_DOWN or uiKey ===Keys.S)
if( uiKey == Keys.VK_LEFT or uiKey ===Keys.D)
Next you need to add the same entries above to the DefaultKeyUpHandler section.
Note that you will also need to rebind the default Attack and Great Works default
keys to something else so your new camera keys do not conflict.
Rename Cities:
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* Go to the Civilization VI installation folder -
C:\Program Files\Steam\steamapps\common\Sid Meier's Civilization VI.
* Go to Base -> Assets -> Text-> install language -
..\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Text\en_US.
* Then open the file named “CityNames_Text.xml” with any text editor, then search for
the city/civilization that you want to rename. Change the name there and save.
Once you are all done reload the game and you will find your city name changed.
Disable Unit Auto Cycle:
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* Go to ..\Users\\Documents\My Games\Sid Meier's Civilization VI
* Then open "UserOptions.txt"
* After that go to "line 60" then change "AutoUnitCycle 1" to "AutoUnitCycle 0"
* Save the file "UserOptions.txt"
* Once you are all done then save (Ctrl + S)
Now you are all set to enjoy the Civilization VI game without Unit Auto Cycle.
Easy Deity Win:
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You can win the game on Deity difficulty and score some easy achievements by
taking the following steps.
* Choose your civilization.
* Create a custom game with only "Score Victory" checked, and change the turn limit to 1.
* Load the game and choose the Found City option.
* End your turn as soon as the option becomes available.
* You win the match, just like that, and you will unlock numerous achievements.
This works on any difficulty setting.
Trading Glitch:
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When trading with the AI, you can use two major glitchs: 1: Give any strategic or
luxury resources and as much gold per turn as possible, then click the option what
will you give me for this?, the AI will break and will offer insane amounts of gold
and gold per turn just for the resource. 2: Ask for whatever you want from the AI
(cities included) and start putting gold (not gold per turn, only normal gold) until
they accept the deal, then reduce until you're as close as possible to the required
amount, Ex: 25890 Gold of 26000 required, and click on the option make this trade
equitable, this will break the AI and will ask an amount of gold per turn proportional
to how close you were to the real price. (I bought 5 cities for 3 gold per turn and
a jeans in emperor difficulty). This glitch can also be used in multiplayer matches
that include AI, but will surely get patched soon.
How to Exploit Unifier Qin:
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Written by blkbutterfly
Guide on how to exploit Unifier Qin with Zombies and/or Barbarian Clans modes.
-=Intro
Unifier Qin is a new leader persona in the Rulers of China DLC as part of the Leader Pass.
Qin’s special ability is all melee units (like warriors) get a Convert Barbarians action,
that will pwn all adjacent barbs.
-=Mandatory=-
Zombie Defence game mode.
-=Recommendations=-
* Modes: Barbarian Clans, Dramatic Ages, Monopolies & Corps
* Speed: Marathon
* Map: Pangaea
-=Start=-
Because barbarian behaviour is so unpredictable, a Qin game depends heavily on RNG.
The start is tricky and hard.
But once you get zombies to snowball, you can relax.
It is very important as Qin to locate a barb spawn early, and to use your starting
warrior (or another melee unit) to convert those barbs to your army.
-=Zombie Snowball=-
The first thing you need for zombies to snowball is…a zombie!
Convert a zombie ASAP.
* Use that zombie to kill weaker units.
* This will spawn more zombies.
* Use your first zombie to convert the spawned zombies.
(It is essential that every Convert Barbarians actions is considered: you need to
convert at least one other zombie and/or melee unit when you use this action because
your original unit is consumed when you do so).
-=The Great Wall=-
With Unifier Qin’s ability, his UI The Great Wall isn’t of much real use for defence.
But it does generate gold.
Each zombie costs 1 GPT to maintain, so once you amass a zombie horde you may find
yourself going bankrupt. So it is essential to build those walls to help maintain
army.
-=Exploiting Clans=-
As Qin you may want to raid villages rather than disperse them in Barbarian Clans mode.
Focus on the flatland and hills clans as they will spawn melee barbs.
On most maps these are the most common anyway.
You can disperse others, especially seafaring and chariot clans.
-=Garrison Cities=-
Because zombies can spawn almost randomly out of nowhere, it is essential you garrison
every city with a melee unit.
If zombies spawn, use it to convert them ASAP.
Simple Guide with Tips:
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Written by Livid
Civilization VI is a complex game with a lot of depth. Here are some advanced tips
to help you win more games:
* Choose the right victory condition. There are four victory conditions in Civilization
VI: domination, science, culture, and religious. Each victory condition has its own
strengths and weaknesses. Choose the victory condition that you think you have the
best chance of achieving.
* Plan your cities carefully. The location of your cities is one of the most important
factors in your success in Civilization VI. Make sure to build your cities in strategic
locations with access to resources. You’ll also need to plan your city districts
carefully so that they can work together efficiently.
* Manage your resources wisely. Resources are essential to the growth and development
of your empire. Make sure to manage your resources carefully so that you always have
enough to meet your needs.
* Research new technologies and civics. New technologies and civics unlock new buildings,
units, and improvements. Make sure to research new technologies and civics as soon as
possible so that you can stay ahead of the competition.
* Build a strong military. A strong military is essential for defending your empire and
conquering new territory. Make sure to build a strong military so that you can protect
yourself from attack and expand your empire.
* Make friends with other civilizations. Diplomacy is just as important as warfare in
Civilization VI. Make friends with other civilizations so that you can trade resources,
form alliances, and avoid conflict.
* Be prepared for war. War is a part of life in Civilization VI. Be prepared for war by
building a strong military and researching new military technologies.
* Use spies effectively. Spies can be used to gather intelligence on other civilizations,
sabotage their efforts, and even assassinate their leaders. Use spies effectively to
give yourself an edge in the game.
* Don’t be afraid to experiment. There are many different ways to play Civilization VI.
Experiment with different strategies and tactics to find what works best for you.
* Don’t give up. Civilization VI can be a challenging game, but it’s also very rewarding.
Don’t give up if you lose a few games. Just keep learning and trying new things, and
eventually you’ll be victorious.
* Have fun! Civilization VI is a great game to play with friends or family. Be sure to
have fun and enjoy the experience.
-=Here are some additional advanced tips=-
* Use the Policy Cards system to your advantage. Policy Cards are a powerful tool that
can be used to customize your civilization and give you an edge in the game. Experiment
with different Policy Cards to find the ones that work best for your playstyle.
* Manage your Great People wisely. Great People are powerful units and leaders that can
be used to boost your civilization in a variety of ways. Make sure to manage your Great
People wisely so that you can get the most out of them.
* Use the World Congress to your advantage. The World Congress is a forum where
civilizations can meet to discuss and vote on various resolutions. Use the World
Congress to your advantage to gain influence over other civilizations and achieve
your goals.
* Be aware of the AI’s agendas. The AI civilizations in Civilization VI have their
own agendas, which dictate how they will interact with you. Be aware of the AI’s
agendas so that you can better predict their actions and respond accordingly.
* Don’t be afraid to restart a game. Sometimes, the best way to win a game of
Civilization VI is to restart. If you’re not happy with the way the game is
going, don’t be afraid to start over and try again.
How to Do a Domination Victory with Teddy, Settler Difficulty:
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* Science victory will always be slow just by the way its set up….you can still “rush”
it, but if you’re rushing science far enough ahead of everyone else, you can win
with any method.
* Score victory is obviously always slow – by definition it only happens at 2050.
* Culture victory will almost always be very slow unless you build a stupidly dominant
tourism machine and crimp the culture progression of the strongest culture civs (trade
their great works away, stifle their cities, declare war, raze * their theater districts,
then go for peace, etc.)….then it will only be kinda slow.
* Diplomatic victory is usually slow, and also dependent on meeting the right people
and dependent on aid requests. You can kinda cheese out the win early on a diplomatic
victory by getting yourself kinda high on points (an understanding of what the ai
likes to pick in the congress helps…just vote for what they tend to vote for to get
early points). Get to around 12-16 points and use aid requests and the statue of liberty
to push you over the edge for the win before the next congress.
* Domination victory is easiest, but you have to get to them. If they’re across the ocean,
you have a lot more work to raise a technologically modern force, get cartography, move
the whole force across, and then take enough cities quickly enough (they probably have
walls by now) to not run afoul of loyalty. Civs nearby and on the same continent can be
rushed….just focus units instead of infrastructure, and play conservatively with your
units….don’t trade them….back up injured units to heal up and bring fresh new units to
keep fighting.
* Religious victory is my favorite one to rush. On maps of small or standard (6-8 total
civs) you can easily win before flight if you really push it. Focus on converting their
holy city so its pressure works for you. Get apostles nearby and save them when they’re
at one charge to snipe down enemy missionaries and apostles. If you focus on the big
boy religion spreaders holy cities first, then any cities they have with holy districts,
then you’ve crippled or completely killed their ability to fight back religiously. Don’t
do a “nibble around the edge” approach with their fringe cities first. Proselytizer
and translator (and debator) promotions for apostles are big.
-=General Tips to Winning=-
* Make more settlers and more cities.
* No. More than that.
* Getting closer. Seriously, this isn’t civ 5, there’s no drawback to a ton of cities.
Only benefits. Even a crappy size 4 tundra city could supply amenities, generate some
faith or culture or science, or churn out some units.
Note: Seriously, spamming cities is the #1 most effective tactic. The AI will easily
drop cities faster the first several turns on high difficulty, but they almost always
slow settling to a trickle after a little bit, leaving lots of great land open for
expansion….number of cities is a direct representation of your power, and well-organized
cities enhance that further).
* Don’t skimp on faith generation. Even a nonreligious civ wants some faith for
naturalists or rock bands, or for land units with one of the gov’t district buildings.
* Screw over your neighbors early so that you’re in a position to screw them over later.
Declare surprise wars to steal their unescorted settler. Say “F*** off” to their
requests to not settle near. Get their open borders without giving yours to block
them in. Convert their holy city right away. Doing this early means those people you
haven’t met yet aren’t pissed at how you treat others, and you can force favorable
peace terms and behave for a while and make a buddy, or push on and grab a city or
two, or kill a competitor.
* Learn agendas, make friends, make alliances, and keep them. If you’re not going
domination, then you should be making as many alliances as possible without
compromising your strategy (no cultural alliance if going for a tourism victory.
don’t make a religious alliance with a religious rival). Allies deter wars, letting
you maintain and build way less units, they can get some great trade route perks,
and people who like you give you a lot more for excess luxury and strategic resources.
If you do go to war, be sure to drag all your friends and allies in. That way you can
trade them stuff for the war long after you’ve made peace.
* If not doing domination, trade off your excess strategic resources. Friendly ai will
pay 5-10 gold per turn for 20 of a strategic resource much of the time….if you’re
generating 8 per turn….you can explode your gold growth.
* Most governors like moving around. Liang and Magnus and Pingala often stay put, but
the others get moved a lot to take advantage of increased loyalty, gold or faith
cost districts (Try Khmer with a max level bishop governor….make a new city and
instantly build all the districts you need 5 turns later).
General Levelling Tips for King Difficulty:
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It is absolutely correct to think of your problem in terms of the competition. You’re
not playing against some objective and unchanging standard, you’re playing to do better
than the competition, and getting ahead of them in science is arguably the single area
you have to do better than them in order to win any victory type before they win any
victory type.
They have 400-500 research points per turn at a time when you have only 100. They are
dramatically out-competing you. That’s the most productive way to think of this because
it suggests all the right questions.
The AI on King does get a yield bonus on research points, but it’s only +16%. Simple
math says that if these AI civs and you had clones of each other’s empires, they would
have had only 116 research points at a time when your empire was putting out 100.
Simple math is wrong, of course, because this is not a simple gamer. Of course there is
a snowball, compound interest, effect, and their yields on gold and production are a
heftier 40%, so it’s not really fair to say that their difficulty level bonus should
only have gotten them to 116 research points when you are at 100. But however much
greater than 116, clearly the King yield advantages should not have given them 400-500
to your 100. We have to look to other factors.
The basis for both culture and research points is population points. Do these two AIs
have 4-5 times your population? If so, or even if it’s 2 times your population, or 1.5
times your population, the failure to expand to and exploit enough land is clearly at
least part of the problem. Do you let happiness and housing limits stunt population
growth? Are you not sending out settlers as soon as possible to exploit all the land
you can get without conquest? Are you failing to go for conquest when your map didn’t
give you enough land to expand to peacefully?
Of course campuses and their buildings are important additions to the research points
you get from population. You can only have one campus per city, so to get more campuses
you need more cities. Do these two civs have 4-5 times as many cities as you do? Same
questions as above about your peaceful or military expansion. Expansion of course isn’t
just measured in population, but also in the number of cities, and exploitation is also
measured in the percentage of your cities you have exploited for science by building
campuses in them. Do you have an unusually low percentage of your cities that have
campuses?
The right percentage of your cities to have campuses, excluding cities that were just
founded and can’t be expected to have produced any districts yet, is usually pretty
close to 100%. Not only is moving up the tech tree basic to winning any type of
victory, but science is unusual among the yields in this game in that there are fewer
workarounds, fewer alternatives to science’s special district, if you want to move
up the tech tree more quickly than the competition.
Two of the optimizations on the use of your research points, great scientists and city-
state bonuses, are also dependent on campuses and their buildings. You rake in RPs from
scientific city states in your cities with campuses. You get great scientist points from
campuses and their buildings.
That said, you can only get one campus per city. Moving up the tech tree is still so
central to winning that you need to bring to bear every other factor you can to advance
your science.
Getting eurekas is pretty big, 40% of the RP’s discounted. You actually don’t really
get that big a boost in comparative advantage because your competitors get at least all
the eurekas that every civ gets without trying. You will kill at least 3 barbs and meet
another civ almost automatically, but so will even the hapless AI. All the eurekas that
aren’t things you are always going to do anyway become a sort of scavenger hunt.
You save RPs if you get the eureka, but you have to use gold or faith or production
points to do something out of the way in order to get that eureka. You end up using all
sorts of other districts, that you mostly build in a city after you’ve built the one
campus, to do bits of scavenger hunts. These other districts and yields of course do all
sorts of other things to help in their particular systems, but part of what they do is
help save RPs by getting eurekas.
A sometimes overlooked optimization is to avoid researching a tech ahead of the current
era, and also to put off researching a tech until the ear has moved ahead. You pay a
premium in RPs to research techs that are in eras the game hasn’t advanced to yet, and
you get a discount on techs from past eras. Of course you don’t do this always and
automatically, because sometimes beelining into a tech from the next era will give you a
huge advantage, and you obviously can’t leave every tech unresearched until the era has
passed. It’s a trade-off. Only beeline ahead if it’s really worth it, if you are going
to use something that tech unlocks right now, before the game progresses to that tech’s
era
Eureka scavenger hunts aside, gold and faith can be used to buy great scientists, to
either augment RP output in various ways, or to get eurekas.
Industrial zones help you produce everything, but become especially important later in
the game to power your research labs. Perhaps the greatest contribution of industrial
zones to the science game, however, is that they let you get great engineers, five of
which build wonders. Just about all of the wonders that help science are very competitive,
so a combination of high production cites and a charge or two from a wonder-builder great
engineer will often be the only way you get those wonders.
-=Other Ways to Lvl Up=-
Sure, I tossed in those qualifiers, “usually” and “pretty close”, because of course
moving up the tech tree isn’t your only priority, and campuses aren’t your absolutely
only way to do that, move up the tech tree. It’s just that moving up the tech tree is
perhaps the most universal long-term priority, since it supports every type of victory,
and campuses and their buildings are more central to doing that than any other district
type is within its particular area.
Take culture points and theater squares for example. Moving up the civics tree quickly
is about as important as moving up the tech tree. But you have an early game alternative
way of getting culture points by building a monument. It’s much less of a commitment
than a theater square, and you need it early in just about every city as soon as possible,
because it lets you get more tiles without having to pay for them. Then there are more
tiles and their general improvements, and more unique tile improvements, that let you
have side hustles for getting culture, than there are analogous tile-based yields for
science.
Gold will definitely lubricate your way to any sort of victory, so when I started out
playing this game I tended to prioritize commercial hubs and harbors pretty highly.
Maybe not as high as campuses, but pretty high. But, again, there are nice alternative
ways to get gold that let you avoid or at least put off the need for the gold-producing
districts. Deals with the AI are the biggest and most reliable such alternative, though
there are many tiles that yield gold, some nice beliefs to give you an income, and of
course there’s the pillage economy, which can help with any and all yields, but generally
gives you gold especially.
As for industrial zones, you have mines and lumber mill tile improvements as really nice
alternatives to investing in the district in order to increase a city’s production. Some
people put off getting any of the IZs until factories are available, with their area
effect. I really like great engineers, so I’m an early IZ enthusiast for that benefit,
not because I can very often justify prioritizing them based on production alone, at
least not early.
Holy sites are completely optional unless your civ’s uniques make it necessary to get
a religion, in which case of course you have to put a high priority on getting at
least one or two very early, and they remain pretty high priority even after you secure
your religion. Faith of course has its uses beyond religious victory, but for those
uses you can put off building your holy sites until later in the game.
Holy sites and campuses both get adjacency from mountains, which, aside from strategic
resources, mines, and quarries for IZs and sea resources for harbors, is about the only
adjacency that terrain confers, so a city will often have one tile that is great for
either a holy site or a campus before any other districts or wonders are constructed.
The other districts mentioned are more heavily dependent for adjacency on other districts
being present, so even if the prioritization criteria is to maximize adjacency, campuses
often get the nod as the first or at least early build, at least if there are mountains
nearby.
A perhaps more careful way than the statement of mine you quote for expressing campuses
being given high priority would be to say that you should at least consider making a
campus the first district you build in 100% of cities. You only go with some other
district if you identify a particular advantage that outweighs the universal advantage
of getting more research points. As is said above, “some points are better than no
points”. True for every yield, but RPs are so central to winning that it’s more true
in their case.
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