Sid Meier’s Civilization® VI Guide

Path to Nirvana (Tips/Notes) for Sid Meier's Civilization VI

Path to Nirvana (Tips/Notes)

Overview

just a few tips for the Path to Nirvanai found this scenario pretty straight forward at 50 turns relatively short and game flow pretty straightforward for the basic winand getting the basic achievements shouldnt prove too difficulton my 1st game with Ghaznavid on Deity achieved close to 1500 score with 2nd place (Taoism) chasing at a distant 800To clarify this is just some Tips/Notes vs an actual walkthrough

Achievements

What is Mind? No Matter
win on any difficulty level
What is Matter? Nevermind
win on Deity
Many Signs and Wonders
build all 3 Wonders
Do you have a moment to talk about Salvation?
convert 3 opposing Holy Cities
Raid Healer
Heal 7 units with 1 action
–Guru needs to be wounded too

Tips / Notes

So this being a Religious War scenario it’s all about City Conversion
Cities are converted by applying Religious Pressure once in the Majority the city will convert

NOTE: if any Religion doest not have a Majority in a City it will be Neutral in regards to Religion
based on my observations it takes approximately 100 Religious Pressure Points to convert a citizen

Religious Pressure
  • Religious Unit – Spread ability
    • Monk – base 200 (up to 660)
    • Missionary – base 200
    • Guru – ???
    • Priest – (home cities only) ???
  • City State – Send Envoy – 300 (either directly or completing a CS Quest)
  • Religious Combat – on death of Religious Unit
    • nearby cities range 10??
    • up to -250 Religion Points for the Dying Units Religion
      NOTE: Taoism is immune to the lost
    • up to +250 Religion Points for the Killing Units Religion
  • Neighboring City Pressure – ~4 points per city applying (from observation)
    • wouldnt rely on this a source for spreading your religion (too many other factors)
    • but mid-late game in middle map cities can have 50+ city pressure (makes hard for them to be flipped back)
    • Indonesia this gets even higher with 30% City Pressure Range
  • trade routes – again minimal and wouldn’t rely on as a source

Religious Combat

Fighting

  • try to avoid combat in unfriendly areas (cities not converted to your religion)
    – Enemies get bonus strength for defending
    – some of these bonus’ can go over +50 str (like if on a Holy Site)
  • At the very least attempt to remove the Enemy as the Majority Religion
  • Actions that can help
    • rush a Monk w/ Translator (triple pressure) to city before entering combat
    • resolve easy fights in nearby area first (Religious swings for dying unit)
    • resolve harder fights in your converted cities 1st (Religious swings for dying unit)
    • use Envoys/Trade Routes to Area your fighting in (if a City State and available)
  • if unable to get city to at least Neutral consider defending along your friendly border
    – so you’ll get the bonus’ while defending

NOTE: Units start with 1 Promotion
At some point in the Early Game Units will get 2 Promotions on creation
not sure what exactly the trigger for this is civ/turn

Offense
Monk – base str 110

  • +5 Policy – Religious Orders
  • +10 Practiioner Promotion
  • +10 Guru support – Sage Promotion

Defense
Priest – base str 75

  • +5 Policy – Religious Orders
  • +35 in home lands
  • +20 Debater
  • +10 Garrison if in district

NOTE: Micro War with other Civs
if a Civ looses Majority Religion in all their Home Cities that have Holy Sites
even Religion Neutral (ie many different Religions splitting total)
they also loose the abitlity to produce Combat Units
at that point unless they have pre-exsiting Units to retake a Home City they are done

Suggestions

Government : Theocracy
– for the slots

Policies

  • Religion – 3
    • Logisitics +1 Move if in friendly territory
    • Religious Order +5 Strength
    • Other
  • Economics – 1
  • Diplomatic – 1
  • Wild Card – 1

Main Units

Unit Name
Can Attack
Base Cost
Base Str
Moves
Abitlities
Note
Comparative Unit
Missionary
No
180
100
4
3 Spreads
~220_Pressure
Early Religous Spread Unit
(can be used late game)
Same
Priest
Yes
200
75
3
3 Spreads
~??? Pressure
mainly defensive unit
clean up/defend home
(didnt use much)
Inquistor/Apostle
Monk
Yes
240
110
4
3 Spreads
~220 Pressure
Main Combat Unit
Zen Monk
Guru
No
220
90
4
3 Heals and
1 Spread
~??? Pressure
Main Healer
Same

Promotion Trees
Guru
Missionary
Monk
Priest

City States

  • 300 Religious Pressure per Envoy
  • only benefit from 1 Suzerain Bonus per City State Type
  • Civics
    • +6 Faith per Suzerain (Diplomacy)
    • +1 Faith per Envoy (Diplomacy)

with these benefits/restrictions fighting for Suzerain of a contested City State
is probably not a good option
could use those envoys elsewhere and get the same bonus

Envoys can be achieved

  • Gaining Civics – 16 in normal progression +2 Envoy per Future Tech
  • Wonders – Angkor Wat – 3 Envoys
  • Civic Policies
    • 1st Envoy sent counts as 2
    • +2 Influence per turn (should probably never use)

Summary
Culture – 2
Industrial – 3
Maritime – 5
Religious – 10
Trade – 5

CIty State List
Name
Type
Start Pop.
Ujjain
Industrial
7
Vijaya
Religous
5
Xingqing
Religous
7
Zhongjing
Culture
7
Palembang
Trade
8
Dali
Trade
8
Delhi
Religous
7
Helan
Maritime
10
Kaesong
Religous
8
Kashgar
Religous
4
Khoton
Trade
2
Kucha
Culture
3
Lamphun
Industrial
8
Malabang
Religous
5
Pagan
Religous
9
Samarkand
Trade
9
Thang Long
Maritime
9
Temasek
Industrial
5
Tondo
Maritime
7
Turpan
Religous
3
Lamuri
Religous
6
Goa
Maritime
6
Gaochang
Trade
2
Somnath
Religous
6
Bandar Brunei
Maritime
4

Wonders

None of these are really required but each offer their own boost as can see below

  • Mahabodhi Temple
    • Civic Req – Craftsmanship
    • 540 Production
    • Built on Woods or Rain Forest
    • Bonus/Yields
      • 2 Random Civics
      • +1 Spread for Monks and Missionary
    • NOTE: Civics can be some free Envoys pending on which Civics you get
      Spreads are ok but you’ll more then likely have plenty of Monks (therefore spreads) any way
  • Angkor Wat
    • Civic Req – Construction
    • 540 Production
    • adajecnt to Aqueduct
    • Bonus/Yields
      • +3 Envoys
      • +1 Population/Housing in all Current Cities
      • +3 Faith
      • +3 Culture
    • NOTE: Envoys are always good
      pop boost isn’t bad more Culture/Prod/Faith
  • Potala Palace
    • Civic Req – Astronomy
    • 540 Production
    • Built on hill
    • Bonus/Yields
      • +1 Wild Card Policy
      • +8 Faith
    • NOTE: mid-late game extra Wild Card allows more flexibilty
      can pick up extra Policy that would of skipped otherwise
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