Civilization VI - Wilfrid Laurier of Canada

Civilization VI's second expansion, Gathering Storm recently released and has added a handful of new civilizations and leaders. I am hoping to write a strategy for each of them, but I want to start with the civilizations and leaders who are completely new to the franchise.

One of these new civs represents a sort-of "farewell" present to the founder and former lead-host of the PolyCast podcast, Dan Q, who stepped down from the podcast at the end of 2018 in order to spend more time with his new family. However, he'll still be playing Civ, and for the first time in the franchise's history, Dan gets to play as his home and native land of Canada. It's too bad he's not on PolyCast anymore to tell us about how great Wilfrid Laurier of Canada is, eh?

PolyCast logo

On a more serious note: thank you, Dan for over a decade of faithful service and dedication to the Civilization community. And on a more personal note, thank you for inviting me to join the regular panel on PolyCast. You gave me a voice within this community that I did not think I would ever be able to reach. We'll miss you, Dan, and we hope to talk to you again as a guest host many times in the future. Best wishes to you and your new wife in your new life together. May your lives together be forever in a Golden Age!

This guide is dedicated to you, Dan. Now let's talk about Canada in Civilization VI!

Civilization VI - Wilfrid Laurier portrait

The first European colony in North America is widely accepted to be a Norse encampment in Newfoundland, which was abandoned within a few years of settlement. It wasn't until the 16th century that large-scale colonization began -- mostly by French and British colonists. In 1763, France ceded most of its North American colonies to the British following years of on-again-off-again warfare. The Confederation of Canada was formed over a hundred years later, but remained loyal to the British crown until the Canada Act of 1982. Despite being a formally independent nation, Canada still maintains the British monarch (currently Queen Elizabeth II) as its official head of state. Because many of the founding cities were French colonies, Canada is an officially bilingual country, with both English and French being its official languages, and it is now one of the most multi-cultural nations in the world due to frequent large-scale immigration from other parts of the world. Canadian interactions with indigenous peoples were generally less violent than with neighboring United States' interactions with natives. However, the expansion of Canadian territory still required the forced relocation or assimilation of somewhere between 200,000 and 2 million indigenous peoples, including the Inuit, Métis, the Cree, and several dozen other tribes.

Canada's first French-speaking prime minister was Sir Henri Charles Wilfrid Laurier. Laurier was part of Canada's Liberal party, advocating for decentralized federalism and staunchly defending individual personal liberty. Despite wishing for Canada to remain an autonomous nation loyal to the British Empire, he would go on to oppose British conscription of Canadian citizens in World War I, which would become a polarizing issue in the early 20th century. He gained a reputation as a bright and cheerful leader who always followed the "sunny ways", and has become one of the most beloved prime minsters in Canadian history.

Civilization VI is still a "living game". 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 further DLC or expansion packs, or as the Civ community discovers new strategies or exploits. 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 release of the Gathering Storm expansion (ver.

Canda is a prime contender for a turtle strategy, as it cannot surprise declare on other civs, or be surprise declared on. They also specialize in settling in otherwise-inhospitable tundra.



Civilization VI - Lautaro of Mapuche

Civilization VI's first expansion, Rise & Fall released earlier this year, and it introduced a few leaders and civilizations that are making their first appearance in the franchise. I hope to be able to write strategies for every one of the expansion civs and leaders, but I'm going to start with the ones that are new to the franchise, and the ones that most utilize the expansion's new features (Era Score, governors, loyalty, and so on). This month, I will be tackling the Mapuche, lead by Lautaro.

The peoples known as the Mapuche are a collection of societies indigenous to southern Chile and Argentina who are linked by social, spiritual, economic, and linguistic heritage. Archaeological evidence shows their culture has existed since around 600 or 500 BC, and their textiles have been traded throughout South America for centuries. Though mostly independent, the various tribes would unite together during times of war (such as against the Inca and Spanish) and elect a "toqui" (meaning "axe-bearer") to act as a military and domestic leader.

Civilization VI - Lautaro portrait

One such toqui was Lautaro "Swift Hawk". He was elected toqui while still less than 20 years old, after escaping from the personal captivity of the Spanish general Pedro de Valdivia. He lead numerous successful raids (called "Malón") against the Spanish, eventually capturing Fort Tucapel in December and killing his former captor, de Valdivia, during the Spanish counterattack in December 1553. The Mapuche, under Lautaro's command, may have been able to further expel the Spanish if not for a typhus outbreak and famine that prevented further raids. He was killed four years later in a Spanish ambush, but the Mapuche would continue to resist the Spanish for over a century after Lautaro's death. Lautaro is revered by Chileans (Mapuche and non-Mapuche alike) for his courageous leadership against the Spanish who sought to enslave them, and is even depicted as an almost heroic figure in the Spanish epic poem La Araucana.

Lautaro and the Mapuche can be a potent military force in Civilization VI: Rise & Fall, especially against rival civilizations that ascend to golden ages, or who fall into dark ages.


Cities: Skylines: Parklife - title

Parklife is perhaps the single Cities: Skylines expansion that I have most looked forward to. That is because the focus of the expansion seems to be pulled almost verbatim from my own "Great Outdoors" wishlist. I'm not going to take credit for having designed this expansion for Colossal Order, because I posted that wishlist in February, and the game is releasing in May, so unless Colossal Order is supernaturally efficient at creating expansions, there simply wasn't enough time for them to design and implement Parklife after reading that wishlist. It seems like someone in Skylines design is thinking along the same wavelength as me. But who knows? Maybe somebody did see my wishlist and incorporate some elements of my ideas into the development in progress? It's certainly one heck of a coincidence!

Cities: Skylines - amusement park mods
Much of Parklife's content seems inspired by mods.

In any case, it should seem pretty obvious that I'm pleased to see this expansion incorporate so many of my own ideas and suggestions. While Parklife still isn't going to offer the same degree of freedom and creativity that you can get from mods, having these more free-form park-creation and decorative tools should be a welcome addition for anybody who enjoys adding a little more personal flavor to their city. And honestly, is there anyone playing a city-builder who doesn't enjoy making their city look pretty?

A walk in the park

One of the strengths of Cities: Skylines has always been the way that the game utilizes its space and the natural environment. The mechanical limitations of the terraforming tools means that you rarely (if ever) have the money and terrain available to make wholesale changes to the geography of the map. Even if you have a billion dollars saved up in your city's coffers, the fact that every cubic meter of dirt that you excavate has to go somewhere, and every cubic meter of dirt that you dump has to come from somewhere, means that you can only do so much to modify the map. Starting out with a limited budget, small pool of unlocked buildings, and a relatively small plot of land means that young cities often have to work around environmental and natural obstacles, which made those obstacles part of the character of your city. Well now you can actually formally use those obstacles.

Cities: Skylines - resource options
I now have a more meaningful choice of how to utilize this resource-rich mountain.

Parklife allows you to leverage these features of your landscape as part of your city-beautification plans. That mountain that is too big to level, and too steep to realistically build on, can now be turned into a massive park, complete with hiking trails, lookout points, and so forth. If that mountain also happens to have ore or oil resources under it, then now I suddenly have some meaningful choices to make on how to effectively utilize the resources. What used to be a near-obvious matter of "build some mines" actually has some viable alternatives.

Sure, you were always able to place walking paths in places like that, but the game (and the citizens of your city) never really recognized it as a place they can go for leisure and entertainment. If they didn't have to go to work on the other side of that mountain, they simply wouldn't walk those trails. No matter how beautiful you would make it, that mountain-side hiking trail was always little more than useless dead space.

Cities: Skylines - nature preserve
Areas that used to be dead space that was impractical for construction can now be utilized.

That's no longer the case. Every last square meter of your city can now be turned into useful park space if you feel so inclined...


Cities: Skylines - game title

Some of the suggestions from my first wishlist have actually been implemented in Cities: Skylines. Naming roads, and adding directional traffic overlays were recently added in the Mass Transit expansion, and the previous Snowfall expansion incorporated some of my ideas for seasonal cycles (minus the part where the seasons actually cycle from one to another). There's still a lot of items from that wishlist that haven't been implemented. I also have come up with some new ideas for things I'd like to see in further expansions (or maybe a sequel?).

Taking the best ideas from its competitors

Even though Cities: Skylines is, by far, my favorite (and probably the objective best) city-building / city-simulation game of the past decade, there are still some features and ideas from the inferior games that I really like. In my first wishlist, I already talked about how much I liked the modular building mechanic of SimCity (2013).

I won't go into too much detail of why I liked that concept (even though the actual implementation was a little weak) because I invite you to read the original post. Suffice it to say, I liked the idea of certain pieces of city infrastructure (such as power plants, schools, universities, police stations, airports, government buildings, etc.) actually growing along with the city. Being able to upgrade an existing building to add additional functionality, additional capacity, or to specialize it in some way, was (in my opinion) a much more interesting and engaging process than simply plopping another copy of the same building every so often, or adjusting a global budget slider, simply to meet increasing demand.

SimCity (2013) - modular building
I still think SimCity had the right idea with its modular buildings.

In that first wishlist, I also briefly mentioned the Cities XL series. There isn't much in XL (or XXL) that is done as well (or better) than what is offered in either SimCity (2013) or Cities: Skylines, but I did neglect one idea that I think was probably the most clever, interesting, and fun part of the XL series of games: the ability to "fill" an area with "decoration". Put simply, Cities XL allows the player to fill any unoccupied area of the map (that is at least partially enclosed by roads) with one of several different types of decorative landscaping.

Landscaping options include a grassy park area with trees, an open-air "flea market" with kiosks and street vendors, various plazas / courtyards, and even a makeshift construction site. These decorations aren't functionally different (the flea market doesn't produce any commerce or jobs, for example), but each decorative area applies a very small environmental beautification effect that increases happiness and land value for adjacent homes or businesses.

Decorative areas in Cities XL allows you to fill-in irregular shapes with city-beautification projects.

From a more aesthetic standpoint, Cities XL's decorative areas allow the player to make very efficient use of space, to fill any empty dead space, and to create your own custom parks and plazas that conform to whatever shapes the outlining roads happen to be. Want a park in the middle of a large roundabout? Want a plaza space at the point of a 45-degree (or narrower) intersection? XL allows you to do such things without having to go into an asset-editor to make a custom ploppable.

Despite having muuuuuch better tools for creating curved and angled roads, Skylines doesn't really have any equivalent to these decorative features from XL that allow us to fill-in gaps left by our pretty, rounded or angled roads...


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)...

Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

Follow me on Twitter at:


If you enjoy my content, please consider Supporting me on Patreon:

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

EA's Madden design philosophy, and why we can't have nice thingsEA's Madden design philosophy, and why we can't have nice things10/25/2018 I think I've finally decided to take a stab at some long-form video analysis and critique on Youtube. My first go at this came in the form of a nearly-hour-long breakdown of my frustrations with the Madden NFL video game series (broken up into 2 parts). For the benefit of my readers, I'm also transcribing the video onto this...

Random Post

Some things that I wish the Souls-Borne games had done differentlySome things that I wish the Souls-Borne games had done differently04/30/2017 In my recent time playing Dark Souls for On the Branch Gaming, we discussed several ideas for ways that the game could have been improved. I'm not sure if From Soft will be making any more Dark Souls or Bloodborne games (at least not anytime soon), but if they do, here's a list of some things that I'd like to see them improve....

Month List


Comment RSS