Subtitles section Play video Print subtitles to prepare for peace you also need to prepare for war in sid meier's civilization six were becomes more consequential overtime and can affect the way other sibs you and trust you when you go to war you're going to want to avoid a long drawn-out conflict the warmonger penalty affects not only how other cities view you and how willing they will be to cooperate with or oppose you but also the happiness in your own cities in the ancient era you will not gain warmonger penalties but as the ages progress going to work becomes more and more frowned upon by other nations declaring a surprise war may be an effective way to get the jump on your opponent but don't be surprised when no other nation in the world will trust you sometimes a sieve just won't like you maybe your agenda conflicts with theirs or maybe they're just aggressive when another nations accusations or posturing becomes too much for you to tolerate denouncing them is a formal way of declaring to the world that they're in your sights after 5 turns you may declare a formal war eventually you'll unlock casa spell I like liberation or colonial work which reduce warmonger penalties but require certain criteria to invoke Wars also cause war weariness which reduces amenities in your cities killing units in foreign territory fighting wars without just cause or dropping WMDs add the war weariness to your city this negative effects can cause your cities to work less efficiently or at work make your citizens result against you and spawn partisan barbarians to pillage your tiles managing war weariness and warmonger penalties should be part of your strategy when you do go to work a capture city is a valuable spoil of war if you raise the city you'll destroy it but the rest of the world will be shocked and you'll gain extra warmonger penalties you can occupy a city and claim it as your own but the city won't be at its full potential until the war ends you can also liberate a city if it belonged to someone else originally and also gained a huge diplomatic bonus for your generosity once the war is over you can settle diplomatic Lee returning the city you captured to an opponent as part of a peace deal might get you some golden resources keeping a captured city will make the original owner upset with you are going to want their city back an opponent that feels you're significantly stronger than them will offer more generous terms than one who thinks they can still fight back or who just ate fielding in war war mongering and war weariness both DK slowly over time so even the most aggressive players early on can be forgiven later on in the game but if you want to win by a domination victory you probably aren't going to worry about any effects to your opponent's capitals hard with speed and ranged weapon village their districts with your bombers and if that doesn't work you have some more dangerous option after completing the manhattan project you'll be able to build nuclear weapons which are counted as resources and can be used by bombers nuclear sub and missile silos built by your military engineers they destroy anything and everything in a one tile radius of their targets if that's not enough destruction you can always research nuclear fusion which will allow you to make thermonuclear devices after completing the operation ivy project take out a 2 tile radio but using these powerful weapons will not only make the world unite against you they're likely to make your own citizens deeply unhappy as well whether necessary evil for a means to victory go to are prepared in sid meier's civilization six
B1 US war opponent nuclear prepare civilization declaring CIVILIZATION VI How to Prepare for War 51 2 wei posted on 2018/12/02 More Share Save Report Video vocabulary