A list of puns related to "Kilwa Kisiwani"
One of our favourite wonders is now in a state of complete ruin and neglect. It is also sinking into the surrounding bogs because of global warming.
What say about a signature campaign to save it?
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What happened if I'm suzerain of a Military city-state when I have Kilwa kisiwani, does it provides any yield bonus?
Pretty much title, I couldn't find online what exact bonus you get from Kilwa and Suzerainity from Militaristic city states, so I figured I'd ask here, in the hopes that someone would know. Is it just an additional bonus to production of units, or something entirely different?
Can someone pls explain me, how this wonder works? It will increase by 15% yield only for one type of city-states or for all types? Description is super unclear.
In my current game, in the modern age, I am about to liberate Nan Madol from its evil occupiers. But I've realised that they managed to build Kilw Kisiwani there, which is a pretty great wonder. Now, both of those are great to have, so, would you normally prefer to have the city state and its lovely coastal benefits, or the wonder and its also-very-wonderful benefits?
Hoping to start a discussion on the new wonder. I wasn't too blown away by the bonuses, since normally securing city-states can be difficult when the AI kills them all... but I think I've had a change of heart and was wondering if this was well known (and I'm slow to the party) or if anyone has found an EVEN MORE POWERFUL application of it's bonus!
So here is the story:
I was casually playing a Zulu game, conquered my continent early, did some side wars while gearing up to push for the domination victory when I realized how much gold I was making.
I'd built the Kilwa Kisiwani because I thought I could squeeze out some bonus hammers, but I inadvertently built a gold mine.
I had already locked down 3 Trade-Based City-States Shuffled some Policy Cards around, and BOOM! 16 gpt per market and 22 gpt per bank
and I thought this wonder was going to be a situational pick.
So I finally got down to try out the "almighty broken" Babylonian civilisation and well, it was, and wasn't what I expected.
Let's start with the obvious: the insta tech unlock is pleasing of course but somehow not my favourite part of the civ's kit.
I've realised I was far more pleased with the quality of life improvements brought by the Palgum and Hammurabi's ability.... considering I'm not fond of the very early game, the combo of those boosts made me almost enjoy it when playing as Babylon. Building a harbor = getting a new trader, same with commercial district, building a holy site comes with a Shrine, making securing a religion much easier etc ....
Back to the tech tree, yeah, it's a bit of a mess, like I've quite quickly dabbed in Niter and niter related units and whilst I appreciated being able to see where strategic ressources are much sooner than usual, it also felt very "messy and out of place".
That actually leads me to my question, so I got to that point where I had unlocked advanced units and if we assume I had the gold to upgrade them, the option wasn't there even though the tech was unlocked, so why is that? My guess is that contrary to what I thought you can sometimes upgrade over two tech but not more than that, like they have to go through a middle upgrade, is that it? Edit: Actually, no, it can't be that because eventually, I did manage to do upgrades from an "old era" unit to the current era I was in, so yeah, I'm without a clue why I couldn't do it for a while. Is it perhaps because I needed to wait for the actual game's era to "catch up" with me?
Speaking of units, their unique units is ... ahem, well let's just say I got one for the era score.
Lastly, the bonus to science ... was actually easy to mitigate, and I wasn't expecting that. Of course not immediately but by combining several science mechanics (For example being suzerain of several science city states + Kilwa Kisiwani etc...) I had come back to "normal" research time in the late eras, for instance, the tech to unlock Spaceports only required 10 turns of research ... which is the same as what I could get in with other civs, and you gotta bear in mind that you can afford to spend a bit of extra time on a given tech when so many others unlock instantly (which is something I was doing during mid eras, like focus on techs I knew I wouldn't (/want to) get the eureka for ...
Now that I've done a science run w
... keep reading on reddit β‘I felt like making a list of some the most overpowered strategies and game setting combinations in Civ 6. It might be useful for newer players who want something that will allow them to beat Deity for the first times.
Portugal on a big water map with Owls of Minerva (for double trade capacity with Gilded Vaults). You get so much gold from your trade routes that it becomes trivial to win the game in pretty much any way you prefer. Science is the easiest though, because of all the science you get from your Navigation Schools.
Rough Rider Teddy with Owls of Minerva, Barbarian Clans, and max number of city states. Combining the envoy you get from each trade route from Owls of Minerva with Rough Rider Teddyβs ability that doubles envoys for city states you have a trade route with makes it very easy to become the suzerain of every single city state in the game. Turn on barbarian clans to spawn even more city states. Focus on exploration and building trade routes and make sure you get Kilwa Kisiwani. Sea-based maps are best for this strategy, as they are easier to explore and make it easier to reach all the city states with trade routes. Diplomatic victory is of course the most straightforward for this strategy, but any victory type is quite easy when you get so many suzerainty bonuses.
Russia with Dance of the Aurora and Work Ethic on a cold map with maximum disaster level. Russia is already pretty damn OP without an advantageous setup, thanks to their ridiculously high faith yields and ability to quickly settle and develop cities with the Work Ethic and Dance of the Aurora combo. But if you want to make it all even easier, having a cold map with maximum disasters means all the other civs will be struggling disasters and shitty tundra cities, while you are having a party in the snow. Of course religious victory is the easiest, but cultural victory is also very easy with this setup.
Babylon. On just about any settings really. It takes a bit of studying the tech tree, but once you have learned the different boost paths, Hammurabi really sits head and shoulders above the other S-tier domination civs. Itβs hard to overstate how big an advantage it is to always be an era or more ahead of your opponents in terms of military tech. Itβs like having a civ with 10 different top tier unique units. And unlike other domination civs, where you might miss a timing window, stalemate a war and eventually get left in the dust by other civs who invested in scie
... keep reading on reddit β‘Playing as Catherine (Magnificence) and earned tourism so slowly that I won a diplo win before tourism.
Built the Apadana, Kilwa Kisiwani, Potala Palace, Great Lighthouse, Hermitage, Huey Teocalli, Petra, Jebel Barkal, Taj Mahal, Mahabodi Temple, Statue of Liberty, Mausoleum at Halicarnassus, Christo Redentor, Mont St Michael. All of which earned double tourism because of this version of Catherine's bonus. Was building Panama and Maracana when the game ended.
Put Pingala in the capital with the double tourism promotion, where the Apadana was of course. So in that city there was 4 works of writing, 2 of music and 7 of art (3 were themed in museum, other 4 in unthemable Hermitage).
Filled 9 ampitheaters and themed 4 museums.
All the good tourism policies were in the government and I was making like 600 culture per turn, no idea how I could've done better apart from seaside resorts and national parks, but I had nowhere to put them.
A gypsum corporation/monopoly boosted my tourism to all civs by 90%
Trade routes were sent to all civs that could be reached and I had open borders with all.
Bologna spawned very close to me and I got the divine spark pantheon, which basically doubled my great people points all game.
Shaka pretty much screwed me by upping the number of tourists I needed, but there's a civ like that every game.
Creator: Sukritact
Civilization: Swahili
Capital: Kilwa Kisiwani
Leader: Al-Hasan Ibn Sulaiman
Unique Civilization ability: Coral Construction - Districts in coastal Cities receive a Major adjacency bonus from the City Center, and a standard bonus from being adjacent to a Harbor. International Trade Routes provide +1 Gold per Fishing Boat in the origin city. +2 Production from Reefs.
Unique Unit: Jahazi - Swahili unique Medieval era support unit. When adjacent to a Jahazi, features on a water tile provide +2 Culture, and Fishing Boats provide +2 Gold. Features on water tiles adjacent to a Jahazi provide +2 Tourism after researching Conservation. If the Jahazi is in friendly territory, your Naval units within 2 tiles heal +20 HP per turn.
Unique Building: Pillar Tomb - A building unique to the Swahili. It is cheaper than the Monument which it replaces. +1 Gold per turn in this city each time a Great Person is expended within one tile of this building (Capped at +10 ).
Leader Ability: Palace of Husuni Kubwa - Patronage of Great People costs 2% less Gold for every Wonder built on or adjacent to a Coast tile. The Harbor District provides +1 Housing and +1 Culture, increasing to +3 Housing and +2 Culture if adjacent to a City Center.
Agenda: Father of Gifts - Dislikes civilizations who are competing for Great People if they do not develop their cities. Admires civilizations that maintain the maximum number of districts in most cities and is home to many Great People.
Link: Swahili Sukritact civilization mod
Verdict:
A cultural focussed civilization. Trade routes can be used to boost tourism. The pillar tomb and harbors culture yield can reduce the need for theaters. Though the bonus from wonders on coast incentivizes you to build some and therefore theaters.
Comments:
A more cultural based Portugal though it too can give Portugal a run for its money in certain conditions. Do let me Know your views on playing.
Make sure to get the great merchant who gives Culture from trading posts.
This works well in conjunction with the city states of
... keep reading on reddit β‘Hey everyone! Today is the debut of my first Versus Breakdown: Oceans!
WHAT IS A VERSUS BREAKDOWN?
Versus Breakdowns are a new type of analysis post. Since I've now done a breakdown for every civilisation, I wanted to make a new series of informative posts - not only because I enjoyed making them, but also because people have told me they find them helpful. Versus Breakdowns are the product of that: a breakdown that, rather than focussing on a specific leader or civilisation, looks at a specific theme. It analyses the different civilisations within that theme, and how they interact with that theme, along with each other.
While I hope to keep these coming daily, these breakdowns may be longer than the others; add on real-world responsibilities, and I may not be able to keep making these at the pace I want. You may need to excuse the odd off-day, or I may need to make them every other day. Hopefully, though, I'm worrying over nothing.
Without further ado, let's jump into it!
THE LAY OF THE LAND
Today's theme is Oceans, and that means we're talking about water tiles. First, however, we need to distinguish between Shallow water tiles and Ocean tiles. Shallow water tiles provide 1 Gold and 1 Food, and can have several different resources appear on them. They occupy the first row or two off the coast of landmasses, and sometimes dot the map inland in the form of Lakes. Ocean tiles provide 1 Food, have no resources that can spawn on them, and cannot be navigated until Cartography is researched in the Renaissance Era. They take up all of the map that isn't Shallow water or land, and act as a barrier between landmasses.
Water tiles are somewhat less useful than they were in other Civilisation games, with limited yields, and preventing the placement of most tile improvements and Districts. The most common water tile improvement, the Fishing Boat, can only be built on tiles with a Resource (except Oil, which requires an Oil Rig, but is very much the exception to the norm). The Fishery improvement, which is unlocked with the Aquaculture Promotion for Liang, can be built on Shallow water; but it only provides +1 Food, +1 Food for each adjacent sea resource, and +1 Production while Liang is in the city. These certainly help cities settled on the coast (referred to onwards as coastal cities) to grow, but they are a poor substitute for land tiles with the all-powerful Farm - and without Liang present, the tiles provide no Production, making coastal cities suffe
... keep reading on reddit β‘I want to preface by saying that I donβt like going for science victories as Babylon. Information/Future era eurekas are too difficult to consistently get, so you end up having to hard research them unless youβve built a ton of science infrastructure to counteract the -50% penalty, and I feel like doing all that diminishes the power of getting full techs from boosts. I usually build one campus for the free library, and thatβs usually it.
As Babylon I really like to maximize production/culture. Getting to apprenticeship/industrialization is very easy, and I like to rush to humanism for the invention card. Focusing on settling cities and building industrial zones early game means that by mid game I have a handful of very productive cities and Iβm producing a ton of great engineer points with the invention card. This makes it easy to very quickly build many of the mid/late game wonders, namely Potala Palace, Statue of Liberty, and Kilwa Kisiwani that are useful for diplomacy victories.
Having high production also helps a lot with emergencies- you can build an army to recapture someoneβs city in a snap, and you can send aid quickly with the city center project and save your gold for other things.
I still believe that domination is Babylonβs best victory type, but iβd say with this strategy, Diplomacy can be their second best.
Edit: also should mention how useful Imhotep is for this strategy, since youβll be earning a ton of great engineers and he can build Mausoleum at Halicarnassus essentially for free!
Very simply, what wonder(s) paired with what leader or civ do you think is just really powerful?
Personally, I want to say Qin Shi Huang getting the pyramids has to be up there. Just as a matter of how strong your builders will be
Hey everyone! Today's breakdown will cover a civilisation that've maintained a strong position since the release of Civilisation VI: Greece.
Previous breakdown: Babylon, found here.
When it comes to raw Culture generation, Greece can't be beaten. Whether they're bringing city-states under their wing with Pericles or launching conquests with Gorgo, they can shoot through the Culture tree at an unparalleled rate, getting Envoys, Governor Titles and policy cards like no one's business.
ABILITIES
Greece's unique infrastructure is the Acropolis. It replaces the Theater Square, and costs half the Production. It also gets a standard adjacency bonus from Districts rather than a minor one, a major adjacency bonus from the City Center, awards an Envoy on completion, and can only be built on Hills.
The Acropolis is the first and biggest part of what makes Greece a Culture-generating machine. With a little city planning, the Acropolis can reach huge adjacency bonuses which, along with the Aesthetics and Grand Opera policy cards, can catapult Greece into a lead of literal Eras ahead. Unlike Korea's astronomical Science generation, however, Greece's Culture generation can snowball; Culture can unlock powerful policy cards, higher-tier Governments, and Governor Titles. It should go without saying that Pingala is an amazing Governor of choice for Greece; between their incredible Culture generation, plus Pingala's modifiers, a single Greek city can become a Culture city unlike any other.
Greece's unique unit is the Hoplite. It replaces the Spearman. It gains +10 Combat Strength when adjacent to at least one Hoplite.
Spearmen, Pikemen and the rest of the Anti-Cavalry units are almost never used in Civilisation VI for a couple of reasons: chief among them being that the unit they're designed to fight can easily run circles around them. This is not a problem the Hoplite solves; it doesn't have a higher Movement, nor a way to slow Cavalry units. Neither does the Hoplite deal with the difficult placement of its unlocking tech; while the Hoplite can stand a good chance fighting Warriors, it's turned to mincemeat by Swordsmen, who are unlocked in the very next tech.
Overall, Hoplites should be a unit you train for Era Score and nothing more; their only advantage over similar units of the time is their lack of Iron cost.
Greece's civilisation ability is Plato's Republic. It gives an
... keep reading on reddit β‘Hey everyone! Today's breakdown covers a civilisation which has recently skyrocketed through my favourites: Ethiopia.
Previous breakdown: the Cree, found here.
When it comes to per-turn yields, Faith is sort of the black sheep of the family. It's super-important in the early game for buying Missionaries, then largely becomes irrelevant until the Modern Era, at which point you use it to buy Naturalists and Rock Bands. Ethiopia, however, takes Faith and spins it into a currency they can use prominently at all stages of the game. Whether they're buying Apostles to spread their Religion, Museums to boost their Tourism, or units to flatten the world, Ethiopia's insane Faith generation puts them as a solid contender in a lot of Victory types.
ABILITIES
Ethiopia's civilisation ability is Aksumite Legacy. It gives improved resource tiles +1 Faith for each copy of that resource the city owns, and gives international Trade Routes +0.5 Faith for each resource in the origin city. It also allows Ethiopia to purchase Archaeologists and Archaeological Museums with Faith.
This ability is part one of Ethiopia's incredible Faith generation, and it is spectacular. Remember, the resources provide +1 Faith for each copy of the resource, meaning the bonus you get from it is multiplicative; for example, if your city owns one copy of Stone, it will provide +1 Faith. If it owns two, however, each Stone provides +2, for a total of +4. If you manage to get three copies, each one will provide +3, for +9 total Faith. These bonus yields are also provided directly to the City Center, not part of the tile's yields; you don't need to work them to get the bonus Faith. Check the resources of your tiles when planning your cities, and remember you can only swap tiles three tiles or closer to the City Center, and you can get some incredible Faith for doing nothing but improving your territory.
The bonus Faith from Trade Routes is a little less impressive; however, it's not locked to copies of resources like the first half of this ability. Think of this as just a little bonus for sending international Trade Routes, which is something you'll want to do anyway.
The ability to purchase Archaeologists and Archaeological Museums, however, is another very strong ability; Archaeologists are very expensive in Production, and purchasing them with Gold may not be an option considering all the other things you want to s
... keep reading on reddit β‘Click here for the guide to Babylon.
Click here for a special technology tree based on Babylon's ability to rush technologies via eurekas.
Click here for the guide to Japan.
Babylon
Babylon is best at domination victories. On smaller map sizes, culture makes a good alternative relying on wonder construction. On larger map sizes, science can work, relying on the Kilwa Kisiwani wonder to counteract Babylon's empire-wide science penalty.
Babylon is a tough civ to master due to their unorthodox civ ability. However, a reliable starting strategy is to rush Industrialisation. You can do this by researching Mining, training a Builder, using their build charges to make three Mines, training a Settler to make a second city, and building two Industrial Zones with Workshops. From here, you can build Coal Power Plants and the Ruhr Valley wonder for a huge production advantage, making it easy to get many other eurekas in the game. From here, you can unlock Cuirassiers or Infantry without any further research - just eureka boosts. From here, it's easy to dominate other civs.
Helping Babylon's civ ability is Hammurabi's leader ability, which grants free buildings in your first copy of most kinds of speciality district, and envoys for your first copy of any other. The first bonus saves a lot of production when it comes to getting eurekas, as many rely on getting to particular buildings. The second bonus is minor, but can help you secure a few more envoy bonuses to enhance your building yields further.
Babylon's unique unit is a kind of hybrid between Scout, Warrior and Spearman. You most likely won't be able to spare early production for more than a few, but their good mobility and unparalleled sight for so early in the game makes them great for tracking down ancient ruins. They're strong enough to take on Barbarians, yet mobile enough to retreat to friendly land to heal without too much trouble.
The Palgum building offers yet more production advantages to help with the civ ability. Aside from providing +1 production directly, the extra food for fresh water-adjacent tiles can make mine or lumber mill tiles provide enough food to cover the citizen needed to work them, allowing you to fit in more product
... keep reading on reddit β‘Note: this breakdown will cover the standard version of Teddy Roosevelt, as I do not have the Persona Packs.
Hey everyone! Today's breakdown will cover the Diplomatic Victory Power Five and, in my opinion, one of the strongest civilisations in the game: America.
Previous breakdown: Sweden, found here.
America are a civilisation whose strongest bonuses come into play in the late game, but have others to support them in the early and midgame. With their incredible Favour generation, they can brute-force their way to a Diplomatic Victory; or, with their Film Studio, they can double down on a Cultural Victory in the late game.
ABILITIES
America's civilisation ability is Founding Fathers. Under this ability, all Diplomatic policy slots in America's government are converted to Wildcard slots. It also gives +1 Diplomatic Favour per turn for each Wildcard slot in the current government.
Both sides of this ability are very powerful. More Wildcard slots makes your government far more flexible, and allows you to run more Wildcard policies like Frescoes and the Legacy cards. Further, many of the Diplomatic policy cards prior to the late-game are very niche, and do not necessarily help your game plan; converting them into Wildcard slots lets your run policies more relevant to you.
Building the Potala Palace gives an additional Diplomatic policy slot, which is converted to a Wildcard slot, and the Forbidden City gives another Wildcard slot directly. Try as hard as you can to build both of these - the Potala Palace especially, since it gives a Diplomatic Victory point and has much more lax placement requirements.
The bonus Favour from policy slots is what gives America its spot in the Power Five; it can give huge amounts of Favour per turn. Compare this to Canada's measly 1 Favour per turn from every 100 Tourism, and consider that Suzerainty gives 1 Favour per turn, and one can start to see how access to a potential 6 Favour per turn in Democracy (2 Diplomatic slots + 2 Wildcard slots + the Potala Palace + the Forbidden City) from government alone can give vast amounts of Favour.
The raw amount of Favour America can rake in allows them to basically force Congress to go their way; by voting in discussions that will have a small opposition, and then pouring votes into their decision of choice, they can get lots of Victory points from Congress participation.
Amer
... keep reading on reddit β‘Hey everyone! After taking a day off from breakdowns, I'm back. Today's breakdown will cover a civilisation I really like in principle: France.
Previous civilisation: Australia, found here.
France was one of the civilisations in the base game, and unfortunately, the power creep shows. France is very one-dimensional; all their eggs are in the Cultural Victory basket, and frankly, they're not great at that either, compared to civilisations like Sweden or China. But on the upside, their reasonably simple abilities make them an excellent choice for a new player hoping to learn the basics of Culture Victories.
ABILITIES
Let's start with the bad and make our way up to the good. First, we have France's unique infrastructure: the ChΓ’teau. The ChΓ’teau is unlocked with Humanism. It provides +2 Culture and +1 Appeal. It also provides +1 Culture if built adjacent to a Wonder, increasing to +2 with Flight, and +1 Gold for each adjacent Luxury resource, and it must be built adjacent to a river.
The ChΓ’teau is... I hate to say it, but it's awful. Those yields are, to be brutally honest, just not good enough. The fact that it's unlocked in the Renaissance Era is what makes it so sub-par; if it were unlocked earlier, and scaled better, it would be more acceptable, but as it is, 2 Culture is just not enough. The fact that it has to be built adjacent to river is another issue. Rivers are the place for so many other useful things; Commercial Hubs, Floodplains Farms, fresh water, Wonders like the Hanging Gardens... there's so many other uses for such valuable tiles. And speaking of Wonders, the ChΓ’teau's next-to-river requirement means it's impossible to surround a Wonder with ChΓ’teaus, to get the maximum Culture yields from them. A quick glance at Persia's Pairidaeza, which is unlocked in the Classical Era, and you can begin to see why the ChΓ’teau is so disappointing. So let's move on, before I fall into a depression slump from the wasted potential.
France's civilisation ability is Grand Tour. This ability grants +20% Production towards Medieval, Renaissance and Industrial Era Wonders, and doubles the Tourism from Wonders of all Eras.
This ability makes France one of the three big Wonder-builders in the game, and is interesting in theory, but disappointing in practice. +20% Production isn't much; in a city with 50 Production, a bonus 20% would only be 10 Production. Don't get
... keep reading on reddit β‘Note: this breakdown will be longer than the others, due to this faction's abilities needing lots of information to cover in breadth.
Sorry I'm late, folks! This breakdown took much longer than I expected! Today's breakdown will cover Scotland, one of the most fun factions to play in my opinion.
Previous breakdown: Catherine de Medici's France, found here.
Scotland are a terrifyingly strong Scientific Victory faction, and one of the Power Five. By managing Luxury resources to keep your cities happy, Scotland can charge through the tech tree to reach a Scientific Victory at a rate that can be matched by no one else.
SCOTLAND VS KOREA
When you read the introduction to this breakdown, one of your first thoughts was probably something-something-Korea. And I don't blame you; Korea's capacity to reach a Scientific Victory is infamous, and for good reason. Their superpowered Seowons, plus Three Kingdoms to boost nearby tile improvements, and Hwarang to increase the Science generation, makes Korea the undisputed champions of raw Science generation. But consider this: while Korea can generate incredible amounts of Science, they do not get any bonuses to Production, leaving them with the same Vertical Magnus strategy any other civilisation can pull off. Germany are the other side to this coin; thanks to some well-planned Hansas, Germany can generate unparalleled amounts of Production, but they get zero direct bonuses towards building Campuses (besides Free Imperial Cities, which is for all Districts, not just Campuses) or generating Science in general. Therefore, what we see here is a Victory type that requires the civilisation to generate large amounts of both Science and Production, and two civilisations that get a big benefit towards one, but no benefit towards the other.
Enter Scotland. Thanks to Scottish Enlightenment, Scotland don't just get bonuses towards Science, or Production; they get bonuses to both. And while these bonuses aren't huge, they're significant if you use them right. I go into more detail in the abilities section, but think about the whole Korea/Scotland/Germany like this: Korea are the best in the game at generating huge amounts of Science, but receive no bonuses to Production. Germany are the best at making lots of Production, but receive zero bonuses towards Science. Scotland, however, sit comfortably in second place for both, and in
... keep reading on reddit β‘So i have been trying to get all the good wonders for a dip victory as Krystina but i cant work out a way to get them all in the early/mid game without the ai snatching at least 2 of those on emperor.
How would you do it? do you just stay on 1 city until all of them are build? or should you try to settle early? What would be your Build order until the mid game? Or is it maybe even impossible?
The Wonders are:
(Hanging gardens) Maybe
Mahabodhi Temple (weΒ΄ll need a religion)
Bonuses like Kilwa Kisiwani's, Pingala's, Amenities' and the science boost from Communism stack additively with the malus. This means that the percentual amount of total science reduced by the Babylon malus is getting less the more bonuses you stack. With Communism and Pingala alone the total amount of science reduced is 40% instead of 50%.
100% + 10% + 15% = 125%
125% - 50% = 75%
75% / 125% = 0.6 or 60%
100% - 60% = 40%
That's not too impressive, but with Kilwa and 2 science CS it's now only a ~32% decrease. Add Communism and it further drops to ~30%. This was helpful when i went for a science victory as Babylon as that means that with 70% effectiveness as opposed to 50% the science gain is 40%(70/50 = 1.4) . I also was lucky enough to have Taruga with 3 strategics in my cap in which Pingala was present and i also cranked up amenities to ecstatic for another 10% for 130% science boost total, which translates to ~72% science effectiveness or 1.44 times the science over the stock 50% effectiveness.
Cities other than the Pingala + Kilwa city have an even bigger percentual boost of 70%(85% instead of 50%), but lower overall sience(85% without strategics instead of the 130% in my cap). The 85% are 100%(Base science) - 50%(Babylon malus) + 10%(Communism) + 15%(Kilwa) + 10%(Ecstatic) = 85%.
Communism and Kilwa alone cause an empire wide 50% science increase(75% effectiveness vs 50%)!
https://preview.redd.it/m3ofnhwf7h161.jpg?width=1920&format=pjpg&auto=webp&s=08629daadad89f378fe1e49be1a7db4f1c848587
So, I've been seeing a bunch of comments recently claiming that Babylon is bad at Science Victories because the last technologies take too long. Well, if that's a concern of yours, I'm here to teach you how to avoid that trap. (Note: I am making no claims as to whether they're better or worse at a Science Victory than, say, a Domination Victory or a Religious Victory, just that they are completely viable for a Science Victory) (also, I won't be addressing other good strategies for taking advantage of Babylon).
tl;dr - A +50% modifier to a regular civ is nice, but a +50% modifier to one who has a base at -50% is more bang for your buck. The first takes you from 100% to 150%, the second takes you from 50% to 100%.
So the key idea here is how the game applies the -50% science penalty to Babylon. It applies this penalty as part of the final modifier within each of Babylon's cities, as opposed to, say, doubling the cost of all research. One aspect of this is that if you acquire science outside of a city, like using [Galielo Galilei's](https://civilization.fandom.com/wiki/Galileo_Galilei_(Civ6)) activated ability (which gives flat science based on adjacent mountain tiles), you will still get the full effect. More importantly, though, if you acquire some +% gain to science, then that gain isn't reduced by Babylon's ability.
Here is an example: in this screenshot you can see where the city is getting its science from. And then at the bottom, you can see the modifier being applied. We have 3+5+2+4 = 14 total base science being produced. Then we have two modifiers: +20% (+2.7) from Amenities (though it says +2.7, I dunno why, it should be +2.8 and you can see the final total is right), and -50% (-7) from Modifiers (which is due to being Babylon). Note, that even if we were some other civ that didn't have the -50%, the Amenities bonus would still be giving us +2.8 science. That is to say, the -50% doesn't apply to that extra science. Compare this instead with if we had some building that gave +2.8 science, then that would be cut in half by the civ's Unique Ability.
In short, this takes this city's output from 7.0 science to 9.8 science, which is actually a 40% increase from what it would be outputting if it didn't have the Amenities bonus!
Now, sometimes other bonuses don't appear separated out from the Modifiers tag, but included into it. This city has a net -20% Modifier because I have the -50%
... keep reading on reddit β‘I really like this design. I really enjoy unique civs, but this seems rather unique without being too out there. They have a really cool unique building (A non-military building that boosts military, plus extra science based on terrian), and the idea of sailing around to boost your trading abilities. A far more interesting design than the Suzerian bonus for Lisbon. Do note that the Navigation School's bonus science will not be boosted by Rationalism, as it does not add to the building's yield.
The Nau seems like the weakest part of Portugal's kit. It's main benefit is being able to build the Feitoria. Lower maintenance will mean you can have more of them, but they are not any cheaper to build. The Venetian Arsenal and Press Gangs will help you spread the Feitoria since you will have more Nau. Use the promotion to get Helmsman to navigate faster. I wonder if the Nau will not go obsolete since you can only build Feitoria with the Nau. If they do go obsolete, you may have to delay getting Steam Power so you can keep building them. I tend to play with Take Your Time, so this will be less of an issue, but you may feel rushed.
I wonder if they will be able to trade with cities that are accessible by canals. They can trade with inland cities that have harbours though. I really hope their ability works with canals, since it seems a lot of the time trade routes go onto land instead of going through canals. Note that domestic trade routes can go by land, and that the ability only seems to have a restriction on the destination city, not the origin city.
They seem that they will be really fun. I recently tried a medieval start colonial game with England, and had a lot of fun (Even though I won a culture victory too early to really develop all my colonies) so I can't wait to try out a similiar game with Portugal. I always find having a massive trade empire is fun, and this ability is just perfect. The extra trade route distance will mean you don't have to settle far off cities to have trade routes reach.
As far as optimal play, Democracy will be an obvious. The extra production and food is already huge with any civ, but since his ability affects ALL yields, you'll be getting 6 production and food, and a massive 9 production and food if combined with Wisselbanken. They aren't kidding, trade routes with allies will bring in tons of yields. Odd that at 0:36, the faith yield from the trade route isn't boosted, which seems like a bug.
For optimizing trade yields, Colon
... keep reading on reddit β‘Hey everyone! Today's breakdown will cover a civilisation I've been thinking about a lot recently: Georgia.
Previous breakdown: Egypt, found here.
When Georgia were first introduced to Civilisation VI, they were a laughing-stock. Their abilities were awful, their bonuses confusing, and they were hard to play with no real payoff.
Fast-forward a couple of years, and following several buffs, both direct and indirect, and Georgia have become a very powerful faction; once they reach the Medieval Era, their cities can become impenetrable fortresses, while they generate vast amounts of Diplomatic Favour to bend Congress to the will of Georgia and their loyal protectorates.
ABILITIES
Georgia's civilisation ability is Strength In Unity. Under this ability, dedications chosen at the beginning of a Golden or Heroic Age also grant their Normal Age bonus towards improving Era Score, in addition to their usual bonuses. It also grants +50% Production towards Walls.
Let's cover the Walls part first. Walls are an invaluable part of protecting your cities prior to unlocking Urban Defences, so bonus Production towards them is helpful. This ability also stacks with the Limes policy card, giving you +150% Production towards Walls, allowing you to complete them in a quarter of the time. However, this ability is also rather niche; at most it'll affect your cities three times - Ancient Walls, Medieval Walls and Tsikhes. Remember it when it's time to build Walls, but it's safe to put it at the back of your mind the rest of the time.
The other half of their ability is a little more complex. The way to play into this ability best is to get a couple of Dark Ages in the early game to lower the bar for Golden Ages, then chain Golden Ages to get the most use out of them - but doing this requires you to have a pretty good plan for what you're going to be doing for the next Era. Sometimes, this is rather predictable; for example, it's usually a safe bet to assume you'll be converting cities in the Classical Era, and you can save up your overseas exploration for the Renaissance Era. In other Eras, however, you'll need to rely on your own skill in ensuring Golden Ages; and since this is largely based on your surroundings, there's not many tips I can give you here (not to mention that I'm piss-poor at managing Era Score). However, training your first Khevsur and building your first Tsikhe each gi
... keep reading on reddit β‘Southeast Africa could use another civ, so here's my Swahili design. I know they are almost entirely trade based, but look them up yourself, that is almost all that is known about them. Trade, trade, trade :) enjoy:
Swahili
Capital: Zanzibar
Civ Ability (People of the Coast) - International trade routes that pass over at least 3 Coast tiles provide +1 food and +1 culture, and an additional +1 food and production for every improved sea resource in the destination city. Fishing boats provide +1 gold. Harbors receive a minor adjacency bonus from Coast tiles, and provide +1 culture for every adjacent Coast tile.
Leader: Tippu Tip (Trade Emporium) - Receive a free trader and trade route capacity upon completing a Harbor in a Coastal city. International trade routes provide +2 gold for every improved luxury resource in the destination city.
UU: Ngawala - Swahili unique naval civilian unit unlocked at Sailing. Is cheap to produce, has 3 movement points, and may only enter Coast tiles. May transport melee and other civilian units across Coast tiles before researching Shipbuilding. Units may embark onto the same tile as a Ngawala, and they inherit its movement speed. Embarking units immediately form a formation when embarking onto a Ngawala, and may move with the Ngawala through Coast tiles until they disembark. Has one charge, which can be used to build a Fishing boat.
UI: Shamba - Swahili unique improvement unlocked after discovering Foreign Trade. May be built over any resource that would normally require a farm or plantation. Provides +2 gold and +1 food. Trade routes to or from this city gain +1 gold and +1 culture for every Shamba in this city.
Symbol: Hakuna Matata Symbol
Colors: Yellow (symbol), Green (outer); Green (outer), Yellow (symbol); Red (outer), Yellow (outer); Black (symbol), Green (outer)
Music: Safari ya Bamba
let me know if you have any suggestions! :)
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