This is useful for connecting cities that have not seen a visit from a trader in the early game. If you're hemmed in on several sides by rival leaders jostling for position, there are a number of powerful mid game combat options, both offensively and defensively, to suit your mood. Siege Tactics is an unexciting by excellent way to shore up your cities defence stats with Renaissance Walls and outlying forts. Military Science and Ballistics, meanwhile, can give you the edge on removing stubborn leaders who have settled cities too close to your borders for comfort.
By now, you'll also have a number of districts up and running in your cities and be eyeing up how best to maximise the bonuses they confer. Again, government type and policy choices can make a real difference here, but more important still is taking the time to think about how districts interact with one another and how they serve both your active goals and passive empire upkeep.
For most leaders, the neighbourhood district will come into its own around the latter part of the mid game and help prevent city growth from stalling. Just ensure you're keeping that burgeoning population happy with access to plenty of amenities as you move towards the all important final phase.
If your lust for Civilization 6 knowledge is still going strong, expansion owners should take a look at our Civ 6 Rise and Fall guide hub which takes you through the basics of everything new, whilst we have dedicated pages on Governors and Loyalty , along with how to earn Golden Ages, Era Points and Era Score through Historic Moments , and a full list of new Civs in Civ 6 Rise and Fall and other DLC. Otherwise, our Civilization 6 guide, tips and tricks covers the essentials before you master early game, mid-game and late-game strategies.
We also have tips on the new Districts feature, a Leaders list with their Traits and Agendas , plus the best ways to get Gold , Science , and Faith , how to win by Religious Victory , and how to earn the elusive Science Victory and Military domination victory. Devastating military units, astounding scientific breakthroughs, awe-inspiring religious wonders and must-see tourist hotspots characterise the late game in Civilization 6.
If you've been working towards a Scientific Victory, the race is now on to research Rocketry for the dedicated Spaceport district it unlocks. Be aware of the any aggressive leaders who are already displeased or have been overtly threatening up to this point. The military units that the late game brings, not to mention the threat of nuclear warfare, casts a long shadow over attempts at more peaceful victory types and so a Defensive Pact with a trustworthy leader is a useful deterrent to would-be warmongers.
Even so, the Information Era end of the Technology Tree is filled with weapons of mass destruction and so, regardless of your end goal, it pays to create some powerful defensive units. It may instigate an arms race, but at least you'll be out of the blocks with an air fighter and heavy cavalry or two instead of left standing holding the starting pistol and firing blanks.
If you've been hedging your bets up to now regarding victory conditions a dangerous way to play, to be sure now is the time to pick a path and go full speed along it. There are enough adaptable policies, powerful district bonuses and end game civics to allow you to make up lost ground on a leader but a last minute change of plan is always going to struggle to compete with a well prepared foe who has been planning a Cultural Victory for the last couple of thousand years.
That said, flooding the world map with religious speakers to try to convert cities en masse and rush a religion victory has been shown to work, as they can move unhindered through territory and stopped only by rival religious units or an act of outright war. The ultimate goal for a successful Cultural Victory is to reach the end of the Information Civics Trees as soon as possible. What's more, if nobody seems to be grasping the initiative in any one victory condition, both Social Media and Globalization can be researched multiple times to help eke out a Score Victory.
Still, we're certain that you'll have utilised all of the many tips and hints in these guide pages to have been organised enough to win in some other way but, if not, a win is still a win and you'll have learnt an awful lot along the way, ready for the next time through. In the meantime, can we tempt you to take just one more turn? Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission.
Read our policy. Jump to comments 1. Stace Harman is a freelance writer and zombie survivalist. I had the impression that in addition to having more turns, slower games also had things take longer to build and research.
Or is this a misunderstanding? Nzall, no, you're correct. Research, production costs, etc. What isn't scaled is moves, so playing in Marathon effectively gives you three times as many moves around the map, which is worth considering if you're going for a Domination victory. Sign up or log in Sign up using Google. Sign up using Facebook.
Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Screenshot of the Week. Submit your photo Hall of fame. Featured on Meta. Now live: A fully responsive profile. Screenshot of Week 51 [Submissions Closed]. Linked 4. Related That turned out to be a problem because I'll be damned if I let someone else build the Terracotta Army.
Or the Great Pyramid. Or the Hanging Gardens. I like my wonders, you see. The total effect is that civilizations don't rely on one unique unit, or one special bonus, but instead a myriad of special abilities that usually work toward a common goal. This makes each leader feel very distinct, with a concrete personality designed to mimic their historical inspirations. That's some good old British colonialism right there. The AI's seeming determination to play it their way and only their way can also be a problem, though.
Expansion-focused civilizations might spend half the game building up redundant settlers so they can build cities on land that's already occupied.
Meanwhile, military powers are going to flood land, sea, and air with more units than you can mathematically keep up with. That's especially true since, now more than ever, Civilization forces the player to make the tough choices. I can't just plop down those wonders I'm so fond of willy nilly anymore. They, like almost everything in Civilization VI , now depend on terrain. The Great Pyramids can only be built on unoccupied desert tiles, for instance, while the Great Lighthouse must be adjacent to a Harbor District with its own lighthouse.
What's a Harbor District? Why, that's one of Civ VI 's other new developments. Rather than grinding out invisible Monopoly hotels inside settlements, Civilization VI has you build city upgrades inside of districts. These are placed on spaces near your cities that also need to meet certain requirements and can receive bonuses—like generating extra gold, culture, science, etc.
The cost is that districts eat up whatever natural resources those nearby tiles were generating. So if you want to build a neighborhood that houses more people, you might have to sacrifice the food those nearby grassy plains would be producing.
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