Civilization VI - Gilgamesh of Sumeria

Sumer is one of the oldest civilizations known to have existed. The first permanent cities may have been settled along the Euphrates and Tigris rivers of Mesopotamia (modern day Iraq) as early as 5500 B.C., and written records date back as far as 3300 B.C.. The Sumerians were among the first adopters of agriculture, as the fertile floodplains of the "cradle of civilization" allowed for an abundance of food that enabled large, urban population centers.

Gilgamesh is an epic hero and king in Sumerian mythology. The Epic of Gilgamesh (transcribed in cuneiform on stone tablets) is the oldest surviving work of literature, and is credited as the world's first work of great literature. Copies of the poem were discovered in the ruins of the royal library of the Assyrian king Ashurbanipal. According to the epic poem, Gilgamesh was a demi-god who is best known for taming the wild, feral man Enkidu and forging a lasting friendship with him. The two adventured together many times before Enkidu was killed by the gods for defying their will and helping Gilgamesh to kill the sacred Bull of Heaven. The death of his friend sent Gilgamesh into depression, and he dedicated the rest of his life (according to the poem) to a futile search for eternal life. Scholars and historians originally dismissed Gilgamesh as a mythological figure, but archaeological finds suggest that he may have been a real historic king of Uruk sometime between 2800 and 2500 B.C.. Whether the stories are based on true events, or are purely myth, they can be seen as an allegory for civilization itself, which Sumer, and Gilgamesh, helped to establish.

Civilization VI is still very early in its life-cycle. Strategies for the game (and for specific leaders and civs) may change as Firaxis applies balance patches, introduces new features, or expands the game through DLC or expansion packs, or as the Civ community discovers new strategies. As such, the following strategy guide may change from time to time. I will try to keep it up-to-date, and will make notations whenever changes are made. I'll also post links in the official 2K forums and CivFanatics, where I'll also report any changes made. If possible and practical, I will try to retain the original content of the strategy for posterity.

I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

This guide is up-to-date as of the December 2016 patch (ver.

Civilization VI - Gilgamesh portrait

Gilgamesh might be a very good leader for beginners to the game. Gilgamesh encourages making friends and allies, and his uniques grant early game bonuses that will help new players get off to a good start. The bonus reward for clearing barbarian encampments will also help teach new players to build a sizeable early military and go hunting for barbarians, which is a good strategy for Civ VI in general, regardless of your leader or civ. So I recommend Gilgamesh as a good place to start, and he will be the subject of my first Civilization VI strategy guide!


Civilization VI - title

I really like Civilization VI! Of course, it has its share of nagging problems (some of which have been resolved already) - any game of this size and scope is likely to have issues at release. I've already been thinking of some ideas for how the game could be improved in expansions and DLC, and I'd like to spend a few posts to share some of those ideas with you now.

In my review of the game, I mentioned that oceans feel like they've regressed a bit since Beyond Earth: Rising Tide, in that they've returned to feeling like lifeless dead space on the map. Even though they're more important for Holy Sites and Campuses, mountains are also still mostly dead space on the map. They act as obstacles, and that's basically it. In expansions and DLC, I would like to see some of this space become more alive and useful. I'd like to spend this first suggestion post going over some ideas that I have for expanding the ocean mechanics, and for taking advantage of more of the map's dead space.

I have posted a link to this blog on Civfanatics at:
Feel free to discuss through the comments on this post, or via the linked forum topic!

Improve coastal cities

I'm very underwhelmed with coastal cities right now. Water tiles have very little utility. They provide small yield, can't have districts (other than a single harbor per city), and generally lack production. Coastal cities with lots of water are, thus, very unproductive and not really worth building. I think there's a couple ways to resolve this.

Harbors could provide a small amount of production. Or perhaps Harbors could act similarly to lighthouses from Civ V and provide production on sea resources. Or they could provide production on all adjacent sea tiles (so that placement is still important, and more of those empty sea tiles become useful and worth working, and you actually have to work them in order to get the benefit (as opposed to the Harbor just having an adjacency bonus). If we want to only use adjacency bonuses, then another alternative might be for Harbors to provide +1 production per adjacent coastal resource and +0.5 gold per adjacent water tile. That way, even cities that don't have clustered water resources can still have valuable locations for harbors.

Civilization VI - island city
Coastal and island cities lack production and have limited space to build districts.

Another way to improve coastal cities would be to have some more early policies that benefit coastal cities. Perhaps the Maritime Industries policy could be changed to "+1 production in coastal cities, and +1 production from Harbors". Alternatively, Maritime Industries could be similar to the Veterancy policy, and it could provide "+33% production towards Harbor districts and buildings for that district". Or we could have policies that do both! A new policy could be added that provides the bonus production for early naval units. Maybe there can even be a whole extra early-game civic (maybe called "Seafaring" or "Way-finding") that has some policies and buffs towards coastal and island civilizations.

The lack of production for coastal cities could also be offset by giving them more gold and/or food for growth (in order to support a specialist economy)...


PolyCast logo

The past few weekends, I've been lucky enough to be invited to guest host on a pair of episodes of PolyCast, the Civilization podcast series. Both episodes were dedicated towards first impressions and thoughts about the release of Civilization VI (which I've already reviewed).

The first episode (episode 268) was recorded the Saturday following Civ VI's release. In this episode, a bunch of people in the Civ community were invited to briefly discuss their first impressions of the game, including things we like, things we'd like to see improved, and things that are just plain bad. About a dozen guests (including myself) offered our first impressions of the game, and a lot of good insight was given.

I invite all my readers to listen to the full episode. This episode of PolyCast was recorded on October 29th, and can be streamed in its entirety at

The following episode (269) was the more involved one. I was a guest host (along with Alpha Shard) for the duration of that episode.

The biggest topic of discussion in this episode was the news that eSports team, Team Liquid, is attempting to recruit competitive Civ players to join their team. We discussed the possibility of Civ entering the eSports arena, as well as our reservations about it.

A big point of concern was whether or not the game is "balanced" enough for such competitive play. We all agreed that any league that would play Civ competitively would have to agree on certain settings (and probably on specific maps) that would be exclusively used for competitive games. The variation and randomness of maps, resource distribution, civilization uniques, barbarians, goody huts, and so forth would probably not be welcome by many competitive gamers, as there are admittedly many games of Civ in which a player lives or dies by the map conditions - which are wholly outside of the player's control. In single player, you have the luxury of being able to simply restart the game on a different map. But in multiplayer (and especially in formal, competitive multiplayer), you can't simply mulligan the game because you got a bad roll for where you start and what's present around you.

Team Liquid's Civ leader
TeamLiquid's Civ leader is recruiting members.

I went on a bit of a tangential rant about how I feel online gaming has hurt another of my favorite game franchises, Madden NFL. I was trying to be as brief as possible, since I didn't want to talk too much about Madden in a podcast about Civilization, so I'm not sure if I made myself entirely clear, or if I really explained the connection between Madden and Civ that I was trying to make.

Thursday, November 10, 2016 02:08 AM

Civilization VI nags and nitpicks

in Video Gaming by MegaBearsFan

Civilization VI review

I already gave a pretty glowing review of Civilization VI. I did neglect talking about some of the problems and annoynaces that I have with the game. This is because most of these problems feel like relatively minor, nagging issues, rather than game-breakers, and the review was long enough as is without diving into nitpicks. So I decided to dedicate an entire post to these little nagging issues, nitpicks, and annoyances. Remember that I love the game! So the items listed here are not deal-breakers by any stretch. They are just small blemishes on an excellent game, and problems that I would like to see fixed in post-release patches.

Useability issues

While the game's UI is generally very minimal and clean, there are a number of frustrating issues with the user experience design.

Stop jumping around to different units!

Civ V had this same problem as well. The one-unit-per-tile rule means that after one unit moves, the game can't just skip to the next unit in the stack. Instead, it has to pick a unit somewhere else on the map. The logic for this doesn't seem to even bother trying to find a nearby unit or a relevant unit, and so the camera is constantly whipping around from one end of the map to the other. When trying to manage a large army during a war, this can get very annoying very fast.

Civilization VI - unit needs orders
There's already a "Unit needs orders" prompt, so there's no need to jump around the map selecting units.

If suitable logic can't be implemented to make this unit-cycling work a bit smarter, then players should be given the option (via the options screen) to disable it entirely. This is especially true for multiplayer. There is already a "Unit needs orders" prompt, so it's easy enough to just use that to jump to another unit. Otherwise, the game should just wait and let the player actively click on the next unit that I want to move. Heck, even if smarter unit-cycling logic is written, the game should probably still provide the option to turn it off.

Allow us to disable tutorial tips that we've already seen

Each tutorial tooltip dialogue should come with an option to "don't show this tip again". Civ games are long, and they often aren't played through to completion. So when learning the game, I end up restarting often. And since the game is still new, I still have the tutorial tooltips turned ON. I do this so that I can be reminded of how the newer features work (particularly the late-game features that I haven't seen as much).

In order to see the late-game tutorials [RIGHT] for mechanics that I don't understand yet,
I have to sit through the tutorial messages for early-game mechanics [LEFT] that I fully understand.

Leaving the tutorials on, however, means that I have to sit through all the early-game pop-ups as well. I already know how a district works and what a city state is; I don't need to see these tutorial messages again! But it is nice to see the messages for late-game stuff like national parks, archaeology, and corps, since I still don't have much experience with those features yet.

As such, I should be able to turn off the tips that I've already seen and know, while leaving on the tips that I haven't seen, or don't yet know...


Civilization VI review

Firaxis has given me a belated birthday gift by releasing Civilization VI. They've also ensured that I don't get very much productive done during the months of October and November this year, since I've been sinking a whole lot of time into "one more turn"-ing myself late into the night. I've barely scratched the surface of the newly-released Dark Souls III DLC, my Madden franchise has fallen behind, and I haven't even bothered buying recently-released games like the new Master of Orion. My board game collection has been collecting dust, and my Dungeons & Dragons campaigns have been on hiatus. I'll get back to all those things after one more turn.

Oozing with production quality

The first thing that stood out to me upon entering my first game was the artwork. It's a pretty stark contrast from Civilization V's visuals. Civ V favored a semi-photo realistic quality. Many screenshots of the game's map look like satellite photos, and units (though exceedingly large) looked and animated realistically. This created a lot of pretty screenshots (still images), but the game looked kind of static, washed-out, and dull in motion. VI, on the other hand, goes for an exaggerated, vibrant, and more cartoonish look that reminds me a lot more of Civ IV and Civ Revolution.

Civilization VI - informative graphics
The graphics are vibrant and highly informative. Everything that you see on screen genuinely means something.

What I really like is how utilitarian the visuals are. Almost everything on the game map is communicating part of the state of the game to the player. You can see every piece of infrastructure in and around a city, as well as exactly which tiles are being worked, all without having to open a separate screen and without having to clutter the screen with extra UI icons. There's even different graphics to represent the different phases of a building or wonder's construction that tells you exactly what that city is currently constructing, and how close it might be to finishing that wonder. It's attractive, but it's also clean and informative.

The fog of war is also wonderfully functional and neat to look at. This game renders the fog of war with the style of a hand-drawn map on canvas (similar to Total War: Shogun 2, which I loved). Heck, there's even an animated day/night cycle that was seemingly added because ... why not?

Improvements have different graphics for when they're un-worked [LEFT] versus worked [RIGHT].

The rest of the game shows similarly high production quality. There's actual cinematics for the win screens instead of dialogue boxes with a static image. Finishing a wonder results in an in-game cutscene of that wonder's construction. It isn't quite as pretty as Civ IV's pre-rendered wonder movies, but makes up for it by providing a sense of context that makes me feel like I'm seeing "my Oracle" instead of just the Oracle. There's more historic quotes, all of which are narrated wonderfully by Sean Bean. Firaxis even brought back composer Christopher Tin for some of the music. The new theme music, "Sogno Di Volare" ["The Dream of Flight"] isn't as immediately catchy as "Baba Yetu", but it's still an uplifting, memorable track that stands out more than the menu themes of Civ V. Put simply, this game just looks and sounds terrific...

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Grid Clock provided by trowaSoft.

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