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Civilization VI Cheats

Civilization VI

Cheat Codes:
------------
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:
-----------------
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:
------------
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:
--------------
* 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:
------------------------
* 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:
---------------
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:
---------------
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:
---------------------------
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:
-----------------------
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:
--------------------------------------------------------------
* 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:
-------------------------------------------
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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