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Civ 6 wiki catapult
Civ 6 wiki catapult












civ 6 wiki catapult

UA (Unique Ability) - A collective name for leader abilities and civ abilities. Uniques - Collective name for civ abilities, leader abilities, unique units, unique buildings, unique districts and unique improvements. Tall empires - Empires that emphasise city development over expansion, usually resulting in fewer, but bigger, cities. Examples include India's Varu and Mongolia's Keshigs. Super-uniques - Unique units that do not replace any others.

civ 6 wiki catapult

There are five tiers of start bias civs with a tier 1 start bias are placed before civs of tier 2 and so on, increasing their odds of receiving a favourable starting location. This is typically used for civilizations that have early bonuses dependent on a particular terrain type. Start bias - The kind of terrain, terrain feature or resource a civilization is more likely to start near. Typically used in the context of "capital sniping" - taking a civ's original capital as quickly as possible to contribute towards domination victory without leading to a drawn-out war. Sniping - Targeting a specific city for capture directly, ignoring other enemy cities along the way. An example is building Slingers and upgrading them once Archery is unlocked. Prebuilding - Training a unit with the intention of upgrading it to a desired unit later. Some leader abilities come with an associated unique unit or infrastucture. Usually but not always, they tend to be more specific in scope than civ abilities. LA (Leader Ability) - The unique ability of a specific leader. All of them can produce Great Works that offer tourism and culture, making them important to anyone seeking a cultural victory. GWAM - Collective name for Great Writers, Artists and Musicians. Districts, buildings and wonders generate these points and with enough you can claim a Great Person of the corresponding type. Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction. This is useful if you want to make use of districts that gain adjacency bonuses from other districts, or to maximise the potential of area-of-effect bonuses later in the game.ĭispersed empires - Civs with cities that are spread out (typically 5-6 tile gaps between city centres). Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost)ĬA (Civ Ability) - The unique ability of a civilization, shared by all its leaders.Ĭompact empires - Civs with cities close together (typically 3-4 tile gaps between city centres). Positive examples include Factories (which offer production to cities within a 6 tile radius unless they're within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius.īeelining - Obtaining a technology or civic quickly by only researching it and its prerequisites. Terminology used in this guide and not in-game is explained here.ĪoE (Area of Effect) - Bonuses or penalties that affect multiple tiles in a set radius. To modify these values for other game speeds: Note that all costs (production, science, etc.) mentioned within the guide assume a game played on the normal speed settings.

civ 6 wiki catapult

  • Finally, the Counter-Strategies discusses how best to play against the civ, including a consideration of leader agendas if the civ is controlled by a computer.
  • Only the ones with the most synergy with the civ's uniques are mentioned - these are not necessarily the "best" choices when playing as the civ for a given victory route.
  • Administration describes some of the most synergistic governments, government buildings, policy cards, age bonuses, pantheons, religious beliefs, wonders, city-states and Great People for the civ.
  • CIV 6 WIKI CATAPULT HOW TO

    Multiple sections for Uniques explain in detail how to use each special bonus of the civilization.This is not a rating of its power, but an indicator of the most appropriate route to victory. The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) is inclined towards particular victory routes.The Outline details the mechanics of how the civilization's unique features work and what their start bias is if they have one.This guide is divided into multiple sections explaining how best to use and play against this specific civ.














    Civ 6 wiki catapult