Scythia civ 6 wiki
UB (Unique Building) - A special building which may only be constructed in the cities of a single civilization, which replaces a normal building and offers a special advantage on top. 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. If a civilization is not listed as having a start bias there, it does not have one, even if you feel like you keep spawning in the same terrain when playing as that civ. 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.Ĭomplete information on start biases within the game can be found in the Civilizations.xml file (find the Civ 6 folder in Steam's program files, then go through the Base, Assets, Gameplay and Data folders to find the file). 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. Some leader abilities come with an associated unique unit on top of the standard one every civ has. 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, which like civ abilities do not have to be built. 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. 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 ensure cities have plenty of room for both districts and tile improvements. This is useful if you want to make use of districts that gain adjacency bonuses from other districts, maximise the number of copies of the same district in the same area, or to maximise the potential of area-of-effect bonuses later in the game.ĭispersed empires - Civs with cities that are spread out.
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Unlike unique units, buildings, districts and improvements, civ abilites do not have to be built.Ĭivic cards - Another name for policy cards you fill up your government with these for additional bonuses and can switch them for free every time you unlock a civic.Ĭompact empires - Civs with cities close together.
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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 deviation (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. Positive examples include Factories and Stadiums (which by default offer production and happiness respectively 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 - The strategy of 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) - Describes 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, culture, gold, etc.) mentioned within the guide assume a game played on the normal speed settings. 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 should be given more consideration than they would be for other civs but are not necessarily the "best" choices when playing as the civ for a given victory route. Administration describes some of the most synergistic governments, civic cards, pantheons, religious beliefs, wonders, city-states and Great People for the civ.
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Multiple sections for Uniques explain in detail how to use each special bonus of the civilization.The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) are inclined towards particular victory routes.The Outline details the mechanics of how the civilization's unique features work and what their start bias is (assuming they have one at all).This guide is divided into multiple sections explaining how best to use and play against this specific civ.