Overview
A handy reference guide to some of more commonly used tech paths in the Civilization 6 tech tree and advice on how to achieve the eureka boosts for each tech. Designed to be printed in colour and fits on 1 x A4 page if you don’t mind reading 8pt fonts (check page margins before printing). Developed for use in competitive multiplayer games, but useful for single player too. Link to the google sheet is below (last updated 02/07/2017)*** Link to Guide Sheet Here ***https://docs.google.com/spreadsheets/d/1rpSkmbf1kROiwjIE6XB2UVqYPLpV9ztwS_LZNu4SDEI/edit?usp=sharingJoin the Civilization Players League discord channel and steam group and be part of a fun, competetive, Civ 6 multiplayer community:https://www.discord.gg/uBEpu3uhttp://steamcommunity.com/groups/civplayers
Guide information
Preliminary Note: Below is some information on the guide which will be useful to read before using it. The guide itself can be found by following the link in the Guide Overview.
The standard tech path for vanilla Civ 6 facilitates a series of military ‘timing pushes’ hitting key techs to get specific units; usually involving pre-building earlier units of the same class and stockpiling gold in order to upgrade them immediately and take advantage of the short window of opportunity when your opponent’s military units are technologically behind yours. Ensuring that you receive full eureka boosts for each tech along a specific tech path will give you a distinct advantage when employing this kind of strategy. This requires careful planning and management, which is what this guide aims to help you achieve.
Below is an explanation of each column in the guide and how to read it:
Tier – The era and tier of the tech. The eras are: Anc = Ancient, Clas = Classical, Med = Medieval, Ren = Renaissance, Ind = Industrial, Mod = Modern, Atom = Atomic and Info = Information. Tier refers to whether the tech is in the first or second (and in the ancient era the third) ‘column’ of techs in the tree. For example, in the ancient era, Animal Husbandry is a Tier 1 tech, Archery is a Tier 2 tech and Bronze Working is a Tier 3 tech.
Bkr – The number of Beakers required for each tech (same for each tier)
Bst – The number of Beakers received when an eureka boost is achieved for each tech
Tech – The name of the tech
Prty – Priority level of the tech: Low, Medium, High, or Sit (Situational). Note that these are value judgments based on the author’s experience
Eureka – A brief explanation of the requirements for the eureka boost
Diff – The relative difficulty of achieving the boost for each tech: Easy, Med (Medium), Hard, V Hard (Very Hard) or Sit (Situational). Note that these are value judgments based on the author’s experience.
Actions – Some brief advice on achieving the boost. Actions listed with commas need to be performed consecutively while actions listed with forward slashes / indicate multiple options. Anything in brackets is optional though usually helpful and information in square brackets [ ] relates to the number of techs outside of the current tech path required.
The guide is divided into 3 sections: Standard Tech Path, Other Tech Paths and Dead End Techs. The most commonly used tech paths will reach the techs for Knights, Cavalry, Tanks, Modern Armor/Modern AT, Nuclear Devices and Thermonuclear Devices consecutively. For naval games or different unit types, supplementary tech paths can be used to with the end goal being to reach techs for any or all of the following units and/or earlier units of the same class (the exception is the naval raider class Privateer which is found in the civics tree not the tech tree): Nuclear Subs, Mechanised Infantry, Rocket Artillery, Mobile SAM, Jet Fighters and Stealth Bombers. Of course, there are variations of these tech paths that are used by high-level players (for example rushing a religion and gunpowder for conquistadors and missionaries while playing spain etc), and of course any strategy is highly situational and contextual.
The section of the guide titled “Standard Tech Path” is colour-coded so you can adapt your strategy depending on how far down the path you need to go to win the war or win the game. The techs in each colour correspond to the text colour of the unit in the title you are aiming for. Note that to research each consecutive unit’s tech path, you will first need to have researched all of the techs in the path for the previous unit(s) as prerequisite techs. For example, in order to start researching techs in the tech path towards Cavalry, you will need to have researched all the techs in the tech path towards Knights.
The section of the guide titled “Other Tech Paths” is colour-coded slightly differently. Tech colours again match the text colour of the units in the title, but many of the techs are coloured black, meaning they are needed for most or all of the paths. The only unit listed in the title of the “Other Tech Paths” section that is not found in the tech paths listed in that section is the Jet Fighter, which is available at the tech Lasers in the tech path towards Thermonuclear Devices. This is because if you plan to create Jet Fighters you will need at least Flight and would be advised to also research Advanced Flight, both of which are found in the “Other” tech paths and not the “Standard” path.
Finally, the 5 techs listed in the section titled “Dead End Techs” are often useful and sometimes essential, but they are not prerequisites for any other techs and therefore not part of any of the tech paths in the guide.
Author’s Note: The author hopes you find this guide helpful and would welcome any feedback or advice you may have on how to improve it. Updates will occur as the game is patched or modified by developers. Spellings used in this guide are Australian English.