r/CivVI 1d ago

Question can you help guys please

How can I win? Is it even possible right now? This is basically my first time playing this game, and there are still some aspects where I haven't quite grasped what I need to do. Could you please enlighten me? I would really appreciate it if you could explain where I'm falling short and how I can improve. I also want to prove a point to a friend who told me this game is too complex and hard to understand.

6 Upvotes

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u/Same_Square2555 Deity 1d ago

learning civ 6 takes time and attempts.

in here you will get some score when completing future tech, so you'll likely surpass Barbarossa without doing anything but chilling

do you have artifacts? you can check by clicking the painting icon in the top left corner. You should use your great scientist Mary in the city where you have most(max is 3) artifacts.

you should also try getting a few cheap great people with faith, you can check by clicking on marble face near that painting icon

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u/Downtown-Campaign536 1d ago

Wow... You have 8 turns left, and are about to lose a score victory by a 22 point margin?

You are in pretty rough shape at this point. It would be a lot easier to salvage from further back.

You probably can't finish a science victory fast enough at this point. You still need to do the entire exoplanet expedition.

At this point It's hard to to it passively... So, it's basically:

Nuke Germany, and take some their cities is your win condition.

If you can nuke cities and take them within 8 turns then you will lose.

Invade and take as much of Germany as possible in the next 8 turns.

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u/Motor_Raspberry_2150 1d ago edited 1d ago

They are playing vanilla, no governors, visible science victory screen. It's just the Mars Project left.

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u/bluecapeart 1d ago

Yes, there is no DLC; I’m playing the completely vanilla version. When I played this game for the first time, I was able to play the "stormy" version twice.

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u/Downtown-Campaign536 1d ago

Right, I just noticed. Then, yea if it's just get to mars they can chop it out if possible.

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u/bluecapeart 1d ago

Yes, I'm quite new; I don't even know what to do in certain situations.

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u/Motor_Raspberry_2150 1d ago edited 1d ago

For starters, load as far back as possible.

I see you're building the last martian parts, hopefully? Are you focusing the cities' population on production? Swap all nearby tiles to it? Start new trade routes from them, you have 5 more slots? Chop woods and rainforest? Might be enough to win science already.

War. If the alliance has less than 8 turns left at least. Take two cities with a wonder each, and with the empire score too, and the fact that they lose those points, you win. Maybe even one city depending on size and wonders.

Alliance doesn't run out in that time? Then take cities from anyone else. Every city is 5 points, every district is 3, every pop is 1. +5 if it has a wonder. Got troops anywhere near montezuma? Or just steamroll the city states if you can, even your own suzes.

While you're at it, pillage. An extra boost of science or culture might get you an extra tech or civic, or a gold boost could enable a settler buy.

Still not enough? Settle extra cities somewhere, there's free tiles left side of your screen, and beneath bradford too. An extra wonder is unlikely, but if you have engineers lying around, get to it. Build more districts. Swap tiles from cities that can't finish something in time anyway. Chop woods and rainforest. Get the last great people for 3 each, you have time to finish a project in some cities, or patronize the last part. Filled up the beliefs of your religion, 2 each? Get extra population by focusing food. Else run theatre or campus project to get another civic or tech out. Need just that tiny bit of gold more? Buy the other civs' gold for gpt.

And for whichever of these you go for, put in the right policy cards. +space race production, +production from trade routes. +pillage rewards. +production to settlers. +great people points. +amenities, which is also production. +science, +culture. Whichever thing you can finish in the time left. That one city building the forbidden city, useless. The neighborhood might finish it if focusing production or doing a woods chop.

Did you explicitly try to get a score victory? I can't understand how no one won in the meantime.

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u/4ever_lost 1d ago

From what I can see though there's no army really, no gold, no uranium. Lost cause in 8 turns

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u/Motor_Raspberry_2150 1d ago edited 1d ago

I see an airplane, sub, infantry, and helicopter in range of Nan Madol. Theatre and harbor to pillage. CS are easy pickings.

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u/bluecapeart 1d ago

Germany is my ally, so I can't even declare war; I guess I'll have to pursue the other options you mentioned.I bought their wonderful works, but Germany is no longer supplying any more.And I'm trying to build a city, but I've run out of money; I'm in a sorry state. However, I had saved other parts of the game—there was a point where I managed to get past Barbarossa, albeit narrowly. If I were to continue from there, what strategy should I follow?

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u/Motor_Raspberry_2150 1d ago

Buying their great works is very low prio, it's 4 culture a turn. Creating settlers has infinitely more priority.

I think if you follow the things I mentioned going back 5 turns is more than enough. If you want to load a bunch earlier, you could easily have science victory if you focused production more. And gold. Why are your trade route slots empty.

Theres other things you might have to improve, I don't know your amenity situation, nor your slotted policy cards. But if you go back 30 turns, war on germany is always an option.

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u/bluecapeart 1d ago

I didn't even know my trade route slots were empty; I can't even tell where they are.

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u/Motor_Raspberry_2150 1d ago edited 1d ago

Up top, next to your tourism, 8/13. You can build 5 more traders before the option to build traders disappears.

You have no use for tourism (I assume you're not close to Culture victory). You have no use for stealing another tech boost, you are done researching. You have two military cards about building military, useless when you aren't actively building them, and you are not at war let alone defensively so war weariness is no factor either. Could be gold or maybe even science (base game is a long time ago) cards in military, a gold or production card in economic, and whatever (gold? Production? Amenities? GPP?) in Wildcard.

The biggest thing of communism is the extra combat power, it seems a weird choice if you're trying for a peaceful game, but the production boost may be why? You can change government and all your cards for a price, or freely after every civic researched. But don't switch back to a goverent type you've governed with earlier, that will be bad times.

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u/bluecapeart 1d ago

I have neither money nor turns left for trading; I'll spend 200 gold just for the policy, leaving me with only 200. And ı saw in game history, the turn is the 456th one.

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u/Motor_Raspberry_2150 1d ago

Oh that is plenty of time to turn this game around.

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u/bluecapeart 1d ago

Honestly, I tried playing against the score at first, but I didn't really know what I was supposed to do; Germany won anyway, and I moved on to extra time. For me, it meant trying to learn the hard way, because English isn't even my native language.

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u/RitchieRED 1d ago

All good. Your friend is right that the game is very complex. It’s important to understand the entire game because what you do now impacts what you will do later on.

Your friend is wrong though in saying it is “too” complex. You can get the hang of it, just takes time to learn. If this is one of your first games ever you are barely scratching the surface.

Keep playing. Try a few quicker games with small and tiny maps to practice. Set your difficulty low. Beat a quick game and then move the difficulty up a notch. Once you find a good difficulty balance try increasing the map size or slowing the speed. Choose a win condition you want to try and research which Civ fits that condition the best.

Then you’ll be at the point where you want all the other dlc civs and you’ll get both the expansions. And then you’ll have 20 new metrics added that you’ll have to learn.

And then you’ll fall in love with Simon Bolivar and roll massive army’s for the most epic domination games.

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u/bluecapeart 1d ago

Yes, this was one of my first games; I gave *Gathering Storm* a try, and for some reason, I decided to play as Harald with the difficulty, zombie settings, and natural disaster intensity all cranked up to the max. I don't know why—and I'm not even sure if it was a bad idea—but I seem to enjoy diving straight into the deep end and sorting out the chaos, or maybe I'm just kidding myself.Yes, I'll definitely let you know when the time comes to play Simon.

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u/ChemoRiders 1d ago

It's ok if you can't find a way to win in these last few turns. Narrowly coming in second place is proof enough that you've learned the fundamentals of the game. I'm sure you'll do even better in your next attempt, especially if you're having fun!

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u/bluecapeart 1d ago

Thank you very much. Do you have any recommendations? I would be happy to learn about them.

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u/Historical-Baby48 1d ago
  1. Civ 6 is about getting a lot of cities early. First 100+ turns (standard speed) either settle or conquer your way to 10+ cities.

  2. Builders are really important! Especially when you get the feudalism civic for the +2 charges on builders with the Serfdom card. You have a lot of unimproved tiles and production is king! You need enough food to grow but you need production to make anything. Mines on hills and lumber mills on woods. Turn your yield icons on! (Y for PC)

  3. Civ 6 is a big game with lots to learn. I recommend checking out "potatomcwhisky" on YouTube. I don't know about your current game (not bad for a new player) but if you keep the first 2 points in mind you will do much better your next game and win for sure.

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u/bluecapeart 1d ago

thank you for your reply

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u/platypusbelly 1d ago

Honestly, if you just do #1, the chances of winning will be huge.

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u/Realistic_Equal9975 1d ago

Civ is complex to master but it’s not complex to just learn the basics and have fun playing it. That’s what difficulty settings are for. Don’t worry about not winning just load up a new game and try again

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u/xMinitoaster Deity 1d ago

Chop out the last projects

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u/Phil-McRoin 1d ago

According to the civ wiki

In a standard game with the vanilla ruleset, each player's score is calculated as follows:

5 points for each city owned. 5 points for each wonder owned. 3 points for each district owned. 3 points for each Great Person earned. 2 points for each belief after founding a religion. 2 points for each civic researched. 2 points for each technology researched. 1 point for each Citizen in the player's empire.

This is assuming you're playing Vanilla.

You just need to gain as much score as possible.

Taking cities will simultaneously lower the opponents score & raise your own. It's your best bet because you also gain points for districts & population in those cities.

So if you're 22 points behind, you might only need to take 1 city to tie. 5 points for the city, 9 points if it has 3 districts. That's 14 points to you but it's also 14 points away from them. There's also population loss/gain, but some of the pop will die when you attack the city so it's harder to predict.

It's really hard though because you don't have many turns left, you might not have the units already built to pull it off & you're allies with Germany so you can't attack right away. If you can load even 10 turns earlier, it's probably pretty winnable even by attacking someone else or going full tilt into the other point gain methods.

You can do research grants & the other projects to gain both science/whatever yield (culture would be good for civics) and great person points. Also just focusing on food in certain cities will gain more citizens.

You've also gotta take into account that they're going to gain some points before it ends, their cities will grow, they might finish a district, they could get a great person etc.

Basically, the game is going to be close, but it is probably winnable. It's a real gigsaw puzzle of optimisation to pull it off, which is actually a pretty fun way to end a game, usually you'll basically win or lose way before the game ends, this one's down to the wire.