In fact, the series’ educational potential is so strong that several academic institutions have used Civilization as their classroom teaching tools. While there is debate about the effectiveness of these implementations, I personally believe that playing the show at least encourages students to research a variety of topics.
Civilization 6 strategies – How to master the early game, mid-game and late game phases
Now you have the basics, here’s how to dominate each phase of the campaign.
The joy of this game, as with all the previous titles in this series, is that there are many ways to play and countless Civilization 6 strategies you can take on your way to one of the many types of victory.
After exploring the various pages of this guide, from basic tips and tricks to a detailed look at Leaders and managing your Districts, you are well equipped to attack yourself and lead your civilization to glory.
Civilization 6 Interview – 18 minutes with lead designer Ed Beach (plus some new gameplay)
That said, forewarned is certainly armed and we have a lot more to offer. So, whether you’re hungry for some solid starting strategies, wondering how best to rule your mid-game population, or you’re looking for a late-game boost, we’ve got you covered with some strong moves in each of the three major phases of the game.
Quick Note: We’ve refreshed the Civ 6 Guides for the Nintendo Switch launch, but please note that they contain information about the Rise and Fall DLC and the base game, meaning some things only apply if you have that DLC ! Otherwise, develop!
Early game strategies in Civilization 6 to get off to the best start
The theme of Civilization 6 is Age of Exploration, which should give you a very big clue as to what the most important early tactics revolve around. Before you start pushing yourself to the brink of the fog of war, however, you need to establish your first city.
If your settler starts on the river, there is no reason to move anywhere before founding this city as fresh water access is the most important factor in the early stages due to the increase in housing it provides and the resulting extent of your city’s development. Besides, you are ideally looking for a nice mix of nearby terrain, with mountains, which are especially beneficial to use the neighborhood bonuses in the Holy Place and Campus districts, and also provide a good natural defense against robbers.
Founded city, your first building choices should be a scout, a slinger, and a monument to give you the opportunity to explore and speed up your citizenship research. For now, refrain from creating builders; thanks to their ability to create upgrades instantly, there is no need to set them to work like they did with workers in previous civilization games, and it will take a few turns before your population grows to the point where you can really use the upgrade tile.
Moreover, making tile upgrades without a few basic soldiers to defend your land is just a request to knock on a barbaric group of invaders. With your scout, slinger, and rookie fighter, you can go in different directions to assess where barbarian outposts might be. If you see a barbarian scout, don’t dismiss him as harmless, but track him down and kill him instead, as he will report to the nearest outpost and bring misfortune to your fledgling civilization.
Depending on the size of the map, all this exploration should lead to an encounter with another civilization or at least a city-state. An early study of the foreign trade society and the creation of a trader will allow you to take advantage of a lucrative trading opportunity; just be sure to follow the merchant’s route (they will form a path as they travel back and forth) and make sure it is free from barbarian threats.
Choose the government policy that best suits your current circumstances; Urban planning of additional production is always useful, and if it seems likely you will run into a few barbarians, use Discipline to increase the power of your attack against them to help overcome a threat before it turns into a threat.
With your first dozen or so bends in your belt, you can look for a builder to harness your first town’s growing population, and a settler shortly thereafter. Here, you can take a little more time to figure out where to build your next city, taking advantage of the varied terrain, but ensuring you leave room around your city for neighborhoods and wonders, each taking up space on the tiles.
The early game Civilization 6 is more flexible than its predecessors thanks to the numerous and varied bonuses enjoyed by both leaders and civilizations, but three cities per turn 60-70 is a reasonable target. Overall, take the time to look at how to get the most out of your leader and civilization’s bonuses, how best to fortify them with Civic and Technology Research, and what you can do to strengthen the research you like the most. Once you’ve established and worked on your roadmap, cleverly placing the districts and their associated buildings, you’ll be well on your way to the mid-game consolidation stage.
It’s worth mentioning that if you change your civilization everything will change (but won’t be reset!), Only your starting Commander will stay the same!
The Best civilization Games
Here are the best Civilization games:
- Civilization: A Call to Power
- Civilization II
- A call to power 2
- Civilization III
- Civilization V
- Civilization VI
- Civilization IV
No, we won’t be answering your questions at the moment
Civilization: Call to Power
The purists will mock the incorporation of Activision’s ambitious but chaotic blow into the great empire builder, but it marked a breakthrough in the franchise’s history that is quite fascinating.
Related: The Best 4X Games for PC
Call to Power arose from the legal skirmishes between Activision and Microprose over the origin of the trademark “Civilization” in board games. Created without Sid Meier, Jeff Briggs, and an associate at the helm, it was Activision’s first blow to the Civ franchise, which perhaps explains why it was seemingly crammed into every idea that one game could hold.
With bizarre ideas like space wars and underwater cities, as well as a wealth of sneaky individuals like lawyers, slave traders, televangelists with televisions behind their heads, and, er, steampunk airships that sent advertisements on hostile civilizations, The Call to Power was nothing other than ambitious. It was broke by a poor interface and bad implementation, with all the extra content that made the game feel bloated and distracted, and the late game was like a hell of a mob of conflicting ideas that, frankly, were a bit grim to be part of with Let’s just call it “Franken-civ” and let’s move on…