Cossacks 3 – Basics

User Interface

Cossacks 3 is a very dynamic game, which often requires making quick decisions. You have to know the interface well in order to be able to accordingly react to changing circumstances on the battlefield. Below, you’ll find a detailed description of the interface, along with the introduction of all the displayed options and parameters of your town. You can also learn useful keyboard shortcuts that will allow better control over the units.

Game screen

1 - Three types of information are displayed here - User interface | The Basics - The Basics - Cossacks 3 Game Guide

1 – Three types of information are displayed here. First, next to the house icon, there’s a number telling you how big your population is / what is the limit for this value. The next icon represents idle villagers – click here to select a villager who isn’t doing any job. Then, there’s the information about unused mines – if there are still vacant villager slots in a mine, you will see that here.

2 – That’s your resources. Starting from the right: wood, food, stone, gold, iron, and coal. Hovering the mouse over these icons will produce a more detailed information. The numbers in brackets tell you how many people are working with the given resource. If the gold number is red, it means that you spend more than you produce, for example on the army upkeep.

3 – Game menu – you’ll find different options here: graphics, sound, etc.

4 – Unit information panel. Orders or upgrades / recruitment queue / technologies to buy.

5 – minimap and player score.

Key shortcuts

Unit and building groupping: CTRL + a number from 0 to 9.

DELETE – you can terminate your units and buildings. It can be used as scorched earth tactic: if the enemy is sure to capture your buildings/units you can destroy them, and deny the opponent loot.

When you have units selected you can use the following keys:

S – Hold ground. They unit won’t move even if in danger. Use that when you want to keep your riflemen in one place.

C – At ease. The units will stay in one place until attacked. Usually they fight until the enemy is killed. The units don’t return to their original position.

A – Move and attack. The units will move the place you select and will engage every enemy they meet on their way. It’s useful during big battles, when you want, for example, your hussars to just charge and start fighting. Contrary to just selecting a target by clicking a mouse, this order will make every soldier to find an opponent – otherwise the whole unit can attack a single opponent.

E i D – Attack on/off. Decide whether the units should attack. Useful if you don’t have a lot iron and coal, and you want to save for later for other troops, or if you don’t want to kill enemy’s villagers.

F – Replenish formation.

G – Guard. The unit will guard the given building/unit.

J,K,L – formation: line/column/square.

By holding SHIFT you can set a path for your troops to follow.

If you have some troops selected, hold shift and left mouse to add more units to the selection.

Double clicking a unit, clicking a unit while holding CTRL, or selecting a unit and pressing Z selects all units of the same kind. Combine this with holding SHIFT to instantly add more units to selection.

CTRL + A will select every unit on the map. You can select units that you’re looking for from the window in the lower left coner.

When you’re managing units recruitment: left click adds a unit to queue, and right click subtracts a unit from cueue. If you hold SHIFT, you will add/subtract fife units at a time. Holding CTRL will set the recruitment to unlimited mode: units will be recruited until you run out of resources or hit population limit.


Map markings

The screens contain various arrows and symbols that are supposed to help you in completing the mission. The map, along with the denominations, should give you a better view on the mission, or the included text. What appears on the maps will be mentioned in the walkthrough, as it supposed to be visualization for the text. It should help you to get a better understanding of the situation in the current scenario.

A typical plan. - Map markings | The Basics - The Basics - Cossacks 3 Game Guide

A typical plan.

Arrows – The direction of the attack.

Squares and Rectangles – The base, defensive positions of your troops before an attack.

If you see a red “X” symbol, it means units or buildings that should be destroyed in the first place, before proceeding with the rest of the plan. The employed method is optional.

Then, we can see black arrows (most of the time it will be an arched arrow), which mark the artillery targets. Only then blue arrows will mark the movement of your forces. Light-blue arrows are synonymous with the second phase. White arrows mark a movement that is not connected to the attack, but reaching that place may have certain advantages, e.g. new forces joining your army.

Red color marks the enemy positions, his attack patterns, or bases and fortresses (red pentagon).

Here’s how it looks on the attached photo: you begin with destroying the towers marked with red “X” (1) in any viable way. Then, you bombard the towers in the upper part of the enemy fortress (2). Then you use your infantry (3) on the enemy who guards the foreground.

Next, you place them below the fort (4) so they can be prepared for the next attack. You begin with firing at the lower tower (5), and only then you use your units to storm the fort (6). In the meantime, you send a unit (7) for your allies, or wait until an ally takes up a position (typically, these situations are described in the walkthrough).


Advice

In this chapter your will find some useful advise which will help you defeat your enemy and gain fast victory.

  • General
  • Army advice

General

Cossacks 3 are mainly about combat - Advice | The Basics - The Basics - Cossacks 3 Game Guide

Cossacks 3 are mainly about combat
  • The game is very dynamic and contrary to most RTS games, you need to gather units quickly and fight often.
  • You should try to have many buildings to be able to recruit units. Try to always grow bigger force.
  • Remember about securing your town with appropriate number of units and turrets.
  • You really need a lot of villagers – they should work in mines, on fields, and cut wood. Have some ready to erect buildings as well.

 

First, make sure you have access to the basic resources - Advice | The Basics - The Basics - Cossacks 3 Game Guide

First, make sure you have access to the basic resources
  • It is absolutely vital to have a good economy. First, secure access to basic resources and enhance your infrastructure.
  • Mind that upkeep of units devours your food store – you have to have enough food if you’re planning a long war.
  • More villagers working on construction will make the whole process faster.
  • Don’t worry too much about loosing troops; in the latter part of the game, you’ll be able to recruit a lot of men quickly.
Invest in building a market as soon as you can - Advice | The Basics - The Basics - Cossacks 3 Game Guide

Invest in building a market as soon as you can
  • An important part of your town is the market - you can exchange resources there. Warning! In multiplayer, the exchange rates are identical for everyone. Furthermore, with every transaction, the prices change a little bit, so you can easily get ahead of others.
  • In short, the mechanics of success is as follows: many town halls -> ability to recruit more villagers -> better resource output -> new buildings and bigger army -> continuous recruitment -> victory.
  • Investing in new technologies is also part of success. If you have your town secured with torrents and you’re sure you can easily repel attacks, then you should invest the resource surplus in technology upgrades.

Army advice

Heavy cavalry is very powerful, but it takes much time to recruit it - Advice | The Basics - The Basics - Cossacks 3 Game Guide

Heavy cavalry is very powerful, but it takes much time to recruit it.

Always try to fight near your turrets and well-placed riflemen. In other words: the biggest fight should happen on your territory – then you can counterattack.

  • Choose your units appropriately – don’t throw slow units to fight riflemen; don’t attack fortifications without artillery.
  • Have a diversified army, divided into groups (CTRL + 1,2,3… will allow to assign a number of troops to one key), which are able to counter different types of hostile units.
  • More is not always better: sometimes it’s better to have a smaller army, but a modern one.
  • Use light cavalry for hit&run attacks: hit poorly defended areas or villagers and then quickly retreat.
  • Remember that you can take over hostile artillery if there are no hostile units nearby. The cavalry is perfect for this task.
  • Oftentimes during the campaign, you will be working against the clock. On such occasions, don’t waste time for unnecessary preparations; if you have an army – attack.
  • Send scouts to estimate the enemy’s numbers and control their movement.
  • Remember that keeping an army costs – if you’re not planning to attack, keep around just enough troops to be able to defend.

Units – advantages and disadvantages

You should have a difersified army - Units - advantages and disadvantages | The Basics - The Basics - Cossacks 3 Game Guide

You should have a difersified army
  • Heavy cavalry – very useful and effective units, good for most battles. Useful for flanking opposition and swift hits on riflemen. The main disadvantage is the price and time required for their recruitment.
  • Light cavalry – Quickly recruited, co you practically can flood the enemy with them. They’re not very tough however.
  • Swift cavalry – very good against dragoons and musketeers. Perfect for enemies who are not in a formation. Useful for quick, surprise attacks.
Quicker units can be used to raid the enemy from behind - Units - advantages and disadvantages | The Basics - The Basics - Cossacks 3 Game Guide

Quicker units can be used to raid the enemy from behind
  • Dragoons – very good counter against heavy cavalry and musketeers. Pretty expensive, but a certain amount of them can win many battles.
  • Musketeers (17th century) good support unit, useful against light cavalry and infantry. Investing in their upgrades will allow them to hold against better armored units.
  • Musketeers (18th century) – one of the best units in the game. Useful against every unit, Pretty expensive.
  • Archers /Grenadiers – very good against buildings and walls, especially when fully upgraded. Also good against live opponents.
Match your army with its target - Units - advantages and disadvantages | The Basics - The Basics - Cossacks 3 Game Guide

Match your army with its target
  • Heavy infantry – great unit, capable of taking a lot of damage. Excellent for guarding ranged units.
  • Light infantry – one of less useful formations. Dangerous only in huge numbers.
  • Artillery – capable of destroying pretty much anything. In greater numbers they can decimate any army.
Hussars in action - Units - advantages and disadvantages | The Basics - The Basics - Cossacks 3 Game Guide

Hussars in action
  • Mortars – good range, useful against turrets.
  • Small ships – good mainly for reconnaissance. Otherwise rather useless, unless in great numbers.
  • Big ships – perfect for any task. Can be used in sieges.

Formations

Formations from smallest (36) to largest (400). - Formations | The Basics - The Basics - Cossacks 3 Game Guide

Formations from smallest (36) to largest (400).

How effective your units will be depends not only on their numbers and technology. It also matters whether they are in a formation. You need an officer and a drummer for that.

They both can be recruited in barracks after building an academy. You also need a certain number of soldiers. Infantry formation can consist of 36, 72, 120, 196 or 400 people.

Cavalry needs to have 40, 90 or 160 horses. Cavalry doesn’t need an officer. Such unit gets a bonus for melee and ranged attacks, as well as for defense.

Units in formations are easier to control. - Formations | The Basics - The Basics - Cossacks 3 Game Guide

Units in formations are easier to control.

Besides that, formations will make army management easier. One click will select the whole unit – you can still group some of these formations under number keys.

Additionally, if you set these units in a given way, they will keep that order after moving. Otherwise they will move in one, undistinguishable mass. Mixing units in formations with those without it will also create a slightly chaotic combination.

Starting from the top: line, column, and square. - Formations | The Basics - The Basics - Cossacks 3 Game Guide

Starting from the top: line, column, and square.

You can choose one of three formations:

Line formation – the unit creates a long and thin formation. Perfect for ranged units. Every row takes part in fighting, so this is a very effective formation. Remember that a big unit will take up a lot of space in this formation.

Column formation – the soldiers form an even formation. Easy to move, and good for melee units, especially when fighting against cavalry.

Square formation – sued when you don’t have many soldiers buy want to take more space in defense. Also perfect for guarding the artillery. Set the cannons in the middle and order the soldiers to surround them – there, you don’t have to worry about them naymore. This formations is also useful for pikemen and riflemen.

Formations can be used for different purposes. - Formations | The Basics - The Basics - Cossacks 3 Game Guide

Formations can be used for different purposes.

Such units in different formations can be freely combined to use their fullest potential. Place howitzers in the first line – since their range is rather poor – and behind them, infantry. (1).

You will thus have an assault group. At the back, or during defense, set the infantry to square formation and place artillery in the middle (2) – preferably long-range cannons.

Remember to give “hold ground” order to the infantry – otherwise they will leave the cannons. (3) is similar to 1, but it’s better to use ranged infantry (melee will do too), and artillery right at their noses. In case of clashes on short distance the cannons ought to be moved behind the infantry, where it can continue to fire.

(4) another combination is placing a column of ranged units within a square of melee troops. It’s similar to the second variation. (5) note the position of artillery in formation (down), and without (up).

If it’s not in formation, it will always create a tight, two-row line. The plus is that it’s more compact and easier to maneuver. But under enemy artillery fire, it’s easier to lose multiple units if they are close to each other. In formation, the cannons will create a long line with big intervals.

This formation should be used to attack hostile fortifications and artillery. It’s easy to manage such unit in the army since in “remembers” its position.

Przykladowy szyk armii uderzeniowej. - Formations | The Basics - The Basics - Cossacks 3 Game Guide

Example of Formation, with infantry, artillery, and Horsemen.

An example of assault army setting. Most often it should look like this: melee infantry at the front, best choice would be pikemen. Their attacks are pretty solid, they’re cheap and effective against cavalry. Behind them – short range cannons, i.e. howitzers.

Should the enemy attack with infantry those guns will decimate them. Then, riflemen in a long line, it’s best if they hold their position (alternatively, you can adjust it manually).

Next will be long range artillery – use it for damaging hostile troops, artillery and fortifications. Light cavalry will be used to attack exposed musketeers and cannons. Dragoons will be a mobile chasing unit; they’re slower than light cavalry, but deal a lot of ranged damage.

They’re perfect for hunting fleeing musketeers. At the end, heavy cavalry as support; should the enemy gather advantage, attack your weak spot or if your troops are otherwise in a dire situation, these heavy horsemen can deal with such problems.

Alternatively, instead of them, you can place there riflemen who are unable to fight hand-to-hand, or grenadiers, in order to save as much of them as possible and use at the enemy’s walls.

Of course, you won’t be able to set this formation at all times. There often will not be enough time or money to do so, but you should always plan the composition of your army, or at lest the main group.


 

Cossacks 3 – Generalissmus

Disrupting Enemy Schemes

You will assume control of Austrian forces, fighting mainly against Turks - Disrupting Enemy Schemes | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

You will assume control of Austrian forces, fighting mainly against Turks. Here, the difficulty level is very uneven.

The scenario of each map is built in such a way that most of the time you’ll have enough troops to win the battle. Walkthrough for all missions can be found below.

You’ll begin this mission with a small fortress, containing only your production buildings. Move your cuirassier to your commander, and begin training units.

You have a number of resources to spare, so set the continuous unit training. One barracks should construct only pikemen, while the second one only musketeers. Stables are up to you, but light cavalry (Croatians) should be the best choice.

The enemy employs mainly cavalry; he will also send horse archers to harass you. You’ll quickly receive access to a group of peasants, but you still won’t be able to build a city hall, or most of the buildings.

Your task is to conquer and destroy 5 Turkish fortresses, found on the map.

Start with the village, freeing the peasants in progress, then destroy the fortress near the river, and acquire the cannons from the northern fortress. Then, its all up to you. - Disrupting Enemy Schemes | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Start with the village, freeing the peasants in progress, then destroy the fortress near the river, and acquire the cannons from the northern fortress. Then, it’s all up to you.

When you create an army of over 100 soldiers, you can now proceed to attacking the village near your fortress (1).

Turks will begin to run south, to the port. There is a group of peasants to the right from the village, who will join your ranks. The port contains new enemy units, but they still shouldn’t pose any difficulties.

When you take over the port, you’ll receive transport ships and free the peasants. The latter should be sent to your fortress so they begin gathering resources.

Build an academy, and begin training officers and drummers. If it’s necessary, research few technologies. Create more troops, as you will need them to attack the first fortress (2). Only then you can take on the fortress in the upper right corner (3).

Use the transport ships to easily conquer the fortress. - Disrupting Enemy Schemes | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Use the transport ships to easily conquer the fortress.

When you gather the necessary amount of soldiers, mount an assault on the fortresses. First, load your units onto transport ships, and then use them to sail to the inside of the fortress.

Unload your troops in a place with the lesser amount of enemies – they are an easy prey in small groups. When you clear the upper part of the fortress, cross the bridge, and attack the unit guarding the barracks. As a result, the enemy will detonate the remaining buildings. Use the ships to transfer your troops out of the fortress.

Place your troops near the entrance to the gorge which leads to the fortress - Disrupting Enemy Schemes | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Place your troops near the entrance to the gorge which leads to the fortress.

The musketeers should be placed on elevated spots, while pikemen assume the position near the exit from the gorge.

Earlier you can reinforce your army with additional shooters from a village to the west from your fortress, by the upper edge of the map. Also, on the right from the gorge, there is a small group of Polish soldiers who can join you. Send your hero to be able to recruit them.

You should get them, as they have a lot of firepower. When the garrison leaves the fortress, you can easily ambush the enemy forces, and what’s important, you’ll acquire cannons. Now you can destroy the northern fort, which has only a skeleton crew.

Use artillery to soften enemy forces and create a breach for your stormtroopers. - Disrupting Enemy Schemes | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Use artillery to soften enemy forces and create a breach for your stormtroopers.

Constant harassment from the horse archers is probably unbearable by now. Turks train them in the south-western fort. This should be your next target. Assume positions before the fort, and prepare your bombards.

They have long range and decent rate of fire, but deal relatively small damage. First, target the stables in the center of the fortress. The enemy constantly trains new forces there, and this is the only active enemy building in this mission.

Additionally, shrapnel will kill some of the soldiers. Then, use all your cannons, and create a breach in the wall. First, send your pikemen to deal with the enemy cavalry, and then sent your musketeers to deal with the rest.

When you deal with the enemy in the south from the fortress, use your cannons to destroy the towers and a large squad of janissaries. - Disrupting Enemy Schemes | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

When you deal with the enemy in the south from the fortress, use your cannons to destroy the towers and a large squad of janissaries.

There is another fortress nearby. Start with destroying the first tower, then destroy a unit on the lower cliff and place your troops and artillery there.

Watch for the towers’ range; remember to place your cannons in some distance from each other. If they are near each other, one cannonball can destroy even few cannons.

Destroy the towers using your artillery and then aim at the wall, as close as possible to a large group of janissaries. Shrapnel and shards should deal extra, albeit small damage. When the path is ready, use howitzers to attack the janissaries.

This type of artillery deal serious damage, but the rate of fire is terrible, and the effective range is very small. Then, send your infantry and cavalry. The fortress is yours.

When you deal with the towers, the fortress is practically yours. - Disrupting Enemy Schemes | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

When you deal with the towers, the fortress is practically yours.

Now, the last fortress shouldn’t pose a problem. The enemy doesn’t have any forces left, and he won’t receive any reinforcements.

All you have to do is to patiently fire at two towers that are placed near the entrance, and destroy the troops standing before the walls. Then, move all your artillery and destroy the walls. All is left to do is to send the final order to storm the fortress.


The Holy League

You’ll still be facing Turks, and once again you need to destroy their bases. You begin with a city hall, few buildings, and a number of peasants and troops. This time, both enemies will have their city halls, and will develop their forts and train units. This means that longer your playthrough, your enemies will be respectively stronger.

There are two ways to beat this mission. First – you focus on base building, and proceed to attacking without counting on reinforcements (or using them later).

Second way – you focus on Venetian reinforcement firsthand, and then concentrate on acquiring reinforcements from Poland, and later destroy the enemy.

The second way is faster, effective, and doesn’t require the same amount of time, but you need to skillfully use the troops you’ll receive. Regardless of the way you choose, construct every available building, while the plan will look something like this:

You begin near the left edge of the map (1) - The Holy League | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

You begin near the left edge of the map (1).

Here you can find all the necessary resources to develop your base. If you send the deliveries to the north, after a short amount of time you’ll receive reinforcements from Venetians.

The received army is quite strong; you can use it to destroy the bandits north from your headquarters. This army is also equipped with cannons that can be used to break through the northern fort behind the river (2).

Then, lead your forces on first enemy base (4) or focus on the northern base (3) that blocks you from receiving support from Poland. Using them, you can easily destroy the final base in the south (5).

Before you proceed with your plans, place one unit near the towers in the south - The Holy League | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Before you proceed with your plans, place one unit near the towers in the south.

They will guard your weak flank Train one Cossack unit in the diplomatic center, about 50-100 troops.

They will be needed to attack the outpost. Send most of the troops north, especially the reinforcements which you’ve received. You shouldn’t have any problems eliminating the enemy in the woods using them.

First cannonade the palisade, then send the cavalry to attack the cannons, finally send all your forces. - The Holy League | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

First cannonade the palisade, then send the cavalry to attack the cannons, finally send all your forces.

Send your army to the northern outpost. Place the infantry and cannons by the towers, the cavalry should be stationed nearby. First, use the cannons to destroy the wooden palisade.

Then send the Cossacks for a quick raid to destroy the cannons on the hill. The first volley shouldn’t hit them, as the Cossacks should move quickly enough. Next, get the attention of the defenders and cannons. In the same moment, send your infantry and mortars to destroy the rest.

If most of your forces survived, attack the northern enemy base. Otherwise, prepare for an attack on the northern fort.

Cannons placed on the other side of the river can easily hit the targets in the fort. - The Holy League | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Cannons placed on the other side of the river can easily hit the targets in the fort.

First, use the cannons to destroy the front tower and the wall, and then attack using your army. Place the cannons on the other side of the river; they can still hit the targets in the fort.

You can also fire at the wall, shrapnel and remains will hit some of the janissaries placed by the walls. Then, use your infantry, with support from few mortars.

When you kill the last enemy soldier and destroy both towers, you’ll receive reinforcements in form of a cavalry and hussars unit.

Now you can easily clear both bases - The Holy League | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Now you can easily clear both bases. If you were fast enough, Turks weren’t able to develop or train a large amount of units. After the cavalry attack, send the cannons to destroy the rest of the buildings – barracks and towers. Remember to take over the remaining mines. You don’t have to engage the remaining forces found in the outposts.


Conquest of Italy

This simple blockade will go a long way. - Conquest of Italy | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

This simple blockade will go a long way.

In spite of appearances, this is a very simple mission. Your main objective is to defeat France. Even if the objectives list an additional goal – subduing Mantua, it is more of a secondary objective. First, develop your base, and take care of the basics such as a mill, mines, etc. Place few of the towers left from the barracks that you’ve received at the beginning, and train two teams: musketeers and pikemen. The former should be placed at the front – give them an order to hold their position. The pikemen should be placed behind them in a default mode. This way, the musketeers will deal with an enemy who approaches them. If he gets too close, the second line will automatically attack the enemy.

Now you are only waiting for the Prussian reinforcements - Conquest of Italy | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Now you are only waiting for the Prussian reinforcements. Not only you’ll receive very strong musketeers and cannons, but also a large unit of grenadiers will fall under your command.

You will of course use the option offered by the Venetians. Bypass the forces that guard the pass. Now you can either go straight at the French base, or start with the Mantuan villages. If you want to complete the mission as quickly as possible, you should head straight for the left corner of the map.

Attack only the units that will be in your way, especially that France is the only enemy force on the map which develops its base, sending powerful units to face you.

Mantuans will sometimes perform small attacks on your base, while Spaniards won’t move their forces until you attack them. Keep your grenadiers behind the lines; they will destroy the enemy buildings instantly.

Prussian musketeers have very strong distance attacks, so don’t get close to your enemy, and always use as much musketeers as possible. If you tarry, or lose the Prussian forces in a stupid way, you’ll have to build a large army to be able to get through the gorges. In such situation, you should destroy Mantuans in the south, and then take on France.

Remember that Venice will be willing to open their gates once again, but for a certain amount of gold, i.e. 15000. You should keep such amount available, as the event cannot be postponed until later.


Saving Turin

You can either attack at the top, through the river, or jointly storm the lower outpost. - Saving Turin | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

You can either attack at the top, through the river, or jointly storm the lower outpost.

This time, a large battle awaits you. If it plays out badly, it will end in a total disaster. The enemy is numerous, and has very good positions. He has a lot of artillery, cavalry that is ready to respond, and receives constant reinforcement from the bridges (red arrows).

To block them, you need to place your troops by the bridges used for reinforcing. You’ll win when you destroy most of the enemy forces.

Remember that you need to send a runner to the commanders of the individual armies in order for them to attack. When the attack is successful, you take direct control over all units from the chosen group.

Venice will join in a certain moment of the battle, but its help won’t be substantial.

Through commander dialogues, the game suggests that you should send forces through the upper river (1). You’ll manage to ambush your enemy this way. Nevertheless, this idea is not so good in the long run, as when you begin to move on the infantry’s rear, the cavalry will attack you, with additional enemy reinforcements converging on your position.

Instead, you should attack the southern castle (2) with an ally, take over the bridge, and prepare for an attack on middle positions.

If you are planning to attack through the lower outpost, join forces with an ally. - Saving Turin | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

If you are planning to attack through the lower outpost, join forces with an ally.

Send your drummers first to increase your range of vision. Place your units symmetrically to the units in the south. Next, send a runner to the commander to give him the attack order.

You should place one runner near every commander, so they will take less time bringing the message. Now proceed with the infantry from both armies in one line, while your cavalry should stay behind the main line.

Here comes the tricky part - Saving Turin | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Here comes the tricky part. Don’t forget to watch the movements of your ally (white arrows), but break the first lines of the enemy yourself, and attack the outpost.

Now you can send your cavalry to take over enemy guns. Destroy the buildings and place one unit by the bridge. Only then help your ally.

When you destroy most of the defenders, the allied forces will be under your control.

Reorganize the line and give the middle army the signal to strike.

If you will actively support your ally, your army will increase in size, allowing you to win quickly. - Saving Turin | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

If you will actively support your ally, your army will increase in size, allowing you to win quickly.

When the middle army is almost at their positions, send your forces to help them. When you destroy most of the enemy forces, these units will also join your army.

Now, send a message to the last commander. Create a defense line using infantry against the cavalry and approaching enemy reinforcements. Use your cavalry to create a support group for your defense line.

All is left to do is destroying the remaining forces, but with the amount of units you have, it shouldn’t be a problem.


Belgrad Must Fall

This mission also includes a large battle, but you wont have to focus on base building - Belgrad Must Fall | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

This mission also includes a large battle, but you won’t have to focus on base building.

Start with taking over the northern fort, and then travel to the other bank. You’ll have a large amount of units at your disposal, so until you won’t waste them on unwise actions, they will suffice.

Remember that before attacking the fortress, there will be a Turkish counterattack from the southern edge of the map. Then you can safely attack the fort.

Once you take over the small fortress, transport your units to the other bank. - Belgrad Must Fall | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Once you take over the small fortress, transport your units to the other bank.

Use your grenadiers to attack the towers, and then command your cavalry to rush to the inside of the fort.

After a while, you’ll receive transport ships and artillery set that will be useful during the siege. You’ll also receive ships that need to be sent to a small sea battle on the river.

Load your soldiers and transport them to the other bank. Remember that during unloading the formations will automatically be dissolved, so you will have to organize your units again.

You can use a small trick and exploit the map a little. Don’t load the final unit (no matter which).

Send your ships to the west, and destroy the enemy fleet.

In the meantime, transfer your units to the second bank, preferably in the place where they appeared.

If you proceed near the road, youll find few unmanned cannons - Belgrad Must Fall | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

If you proceed near the road, you’ll find few unmanned cannons. Reinforce your artillery with these additions.

Approach the Belgrade walls. Place the infantry and cannons so they destroy towers first, then walls, and finally as many enemy infantrymen as possible. Now proceed with the rest of your forces.

Destroy the inside of the fortress by bombarding everything that is in your sight. This way, you’ll avoid unnecessary manpower losses. You don’t have to destroy towers around the fortifications.

Placement of your forces before the Turkish counterattack - Belgrad Must Fall | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

Placement of your forces before the Turkish counterattack

Remember that leftover unit on the other side of the river?

It’s time to take them back. The game will inform you that you need to wait for resources – currently you don’t have any coal or iron. Use this moment to set your defense south of the fort.

Set the musketeers in a long line, with pikemen right next to them. The cavalry and cannons should be placed at the back, while mortars should be placed on the musketeers’ line.

First you should receive the notification about the supplies - you should prepare for a counter-attack - Belgrad Must Fall | Generalissmus Campaign - Generalissmus Campaign - Cossacks 3 Game Guide

First you should receive the notification about the supplies – you should prepare for a counter-attack. After a while, you’ll receive another message, but this time about Turkish forces on the bottom of the map.

But you are prepared for them. The infantry should hold the front, while the cavalry should be sent to places with more enemies. If you haven’t lost any major manpower, you shouldn’t have any problem dealing with them. Congratulations, you’ve managed to get rid of the Turkish threat!


 

Cossacks 3 – Roundheads versus Cavaliers

Battle of Edgehill

This mission is divided into two phases: collecting of armies and the battle itself. You start off with a small army and a commander (dragoon), who is going to recruit people from nearby villages. Then, the battle begins.

You start by the bottom edge of the map - Battle of Edgehill | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

You start by the bottom edge of the map. The two big villages are the best source of new soldiers (1). Apart from infantry, there also are cannons and howitzers in the village.

In the smaller villages, there are small groups of infantry that will join you (2). You can also recruit small groups hidden in the forests (3). They are stronger versions of musketeers, so it pays off to divert off your route.

With bandits next to the cloister mention loot to be get. When, on the other hand, you meet Scottish riflemen, state that you agree to all their terms.

Nobody from the fortified town, or from the cloister (4) will heed your call, so there is no point in going there. I recommend that you fist go to the town Eastwards, and then to the village above, and then to the Scotsmen. Meanwhile, the enemy will probably seize a village, probably one to the North.

After you have decimated the garrison, you can try to hunt down the enemy recruitment group. These are either dragoons or mercenaries. You can concentrate all of your armies on the enemy base, and use the commander to look around for conscripts, in the meantime.

As soon as you have recruited people from all of the available places, or after the enemy has done that, the second phase of the scenario loads up.

The battle takes place on the same map as a moment ago - Battle of Edgehill | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

The battle takes place on the same map as a moment ago.

In front of you, you will have a huge army that you will help, regardless of the number of conscripts recruited. If your army is small, you will take the position on the left wing.

If it is big, you will be deployed in the center and you will be starting on the right if it is of moderate size. Remember to fill the gap in which you were deployed, or the enemy will easily destroy your wing.

When it comes to me, I usually ended up with an army of moderate size, so I will focus on tactics for the right wing (but still, it can be well-used for the other two positions) - Battle of Edgehill | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

When it comes to me, I usually ended up with an army of moderate size, so I will focus on tactics for the right wing (but still, it can be well-used for the other two positions).

Deploy musketeers to the left of the households (1). The center of the formation will be attacked by infantry, so your men will be able to rake them, while safe. Position your pikemen on the right (2).

The enemy will first send dragoons against them, so command your men to counterattack, if necessary. Behind the main line, deploy your cavalry and cannons (3).

You will need your heavy horsemen to destroy the enemy mercenaries (4), who are waiting hidden for an easy opportunity to attack. Walk around the buildings on the right and deal with the enemy horsemen, or head directly towards the enemy artillery (5).

The AI opponent leaves them unprotected. Then, collect everyone into one team and help your ally wherever necessary.


Fights in the East

The key to victory is to seize the first line of defense. - Fights in the East | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

The key to victory is to seize the first line of defense.

Your objective now is to destroy the enemy base in the right corner. This is a typical mission of developing your base and recruiting an army. Over the river, there are three fortresses, where you can train horsemen and artillery, after you seize them.

First, go right and you will encounter villagers along your path. They will talk to you about manners and if you respond in kind, they will join you later on.

After you arrive in the settlement by the bridge, you will find out about villagers imprisoned to the West. You have forces sufficient for eliminating the abductors.

From now on, you can start developing your base and collecting resources.

Keep developing your settlement until your economy and military level are sufficient. - Fights in the East | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

Keep developing your settlement until your economy and military level are sufficient.

Start by mining for all the resources, especially for gold. You will need it later on to pay your mercenaries and your officers.

Remember that the first forts are relatively cheap and they provide you with quite a few living places. Start training your troops – a team of 200 pikemen and around 50 musketeers should be enough for the first attack.

In the meantime, you will be proposed to hire mercenaries for 3000 gold. The team is not too big, but they will provide you with a reinforcement.

After you seize the central fort, you will gain access to cannons. - Fights in the East | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

After you seize the central fort, you will gain access to cannons.

In this mission, you can follow several of the game’s suggestions that are helpful this time. Attack the central front first. Begin by dispatching riflemen and pikemen right after them, who you order “move and attack”.

Your armored infantry will deal with defenders and musketeers will deal with remnants. From now on, you have cannon casting shops and more barracks.

During the fight, you should also seize the opponent’s cannons. You can use it now to attack the forts on the sides. The only difficulty here are towers with guards. You can start raking them as soon as you get close enough and units turn orange. You will receive more production buildings.

Apart from infantry in high numbers, also train a team of around 50-100 horsemen, e.g. Cossacks.

Prepare for the final attack - Fights in the East | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

Prepare for the final attack. The entrance is being guarded by a team of musketeers and there also are several towers on the hills.

First, lay fire on the towers and position your army in the attacking formation. Due to the position of fortifications, they can mainly be reached with artillery.

If you have a high number of infantrymen and a team of horsemen, there is o need to rake them. Destroy the front guard with your soldiers and reach a tower with the horsemen and seize the howitzer. After you have destroyed the defenders, it is the time for the final attack.

The final attack can be quite problematic, due to the high number of defenders - Fights in the East | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

The final attack can be quite problematic, due to the high number of defenders.

If the forces that you have used are lower than 500 men, wait and train more soldiers. In the meantime, bombard barracks. As soon as you have cleared the city, remember to destroy all of the production structures and seize mines. Then your victory will be complete.


Battle of Newburry

First rake the hill and then attack, en masse, from one side. - Battle of Newburry | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

First rake the hill and then attack, en masse, from one side.

This mission is one big battle.

You will receive several teams that defend the lower wing. Your first mission is to clear and seize the hill. Approach a bit and start cannon fire to decimate the defenders.

In the meantime, send out a dragoon team into the city for reinforcement. In the forest to the South of the city, you will meet a team of Scotsmen who will join you.

After the commander reminds you that the time is running out, start attacking the hill. First, have the infantry approach to the firing distance. Deploy horsemen right after them. They will attack right after heavy cavalry start the their attack. Now, take position on the hill.

Have musketeers take positions near the edge of the hill - Battle of Newburry | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

Have musketeers take positions near the edge of the hill. Right next to them, deploy your cannons and howitzers.

The former have quite a range n the hill. Use this advantage to reduce the numbers of the enemy. Watch out, because there are two approaches. The enemy will deploy several teams of horsemen against you. After you have fought off the first wave of attackers, you will receive several new teams.

Use the majority of your forces to strengthen the defenses of the main line, close to your starting group - Battle of Newburry | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

Use the majority of your forces to strengthen the defenses of the main line, close to your starting group. As for the upper group, you will do well with the teams that you have received. If you want to, you can reinforce them with a team of pikemen.

The attack will start from all sides at the same time, so you will have to switch between two locations.

Deploy your armies and wait for the enemy. - Battle of Newburry | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

Deploy your armies and wait for the enemy.

In the upper location, the enemy will send out a small team of musketeers and a medium-sized team of pikemen, in two places. Still, your riflemen will be unable to deal with them all.

The forward team of the allied dragoons will, most probably, move out to face the incoming enemies. Aid them with your riflemen. If necessary, this is why you keep pikemen next to your musketeers – so they can deal with charging infantry. Finally, there will be an attack of cavalry – mainly dragoons.

In the lower part of the front, the enemy will deploy the majority of his forces against your allied armies - Battle of Newburry | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

In the lower part of the front, the enemy will deploy the majority of his forces against your allied armies. Use the units on the hill and the ones in the back to flank the enemy soldiers. When they are tied down with battle, they will not be able to maneuver. When they are surrounded, they will be unlikely to avert the result of the battle.

If necessary, send out several teams to the army to the North. The last wave of attack is a mixture of dragoons and mercenaries. Do not let yourself be surprised. As soon as you deal with the majority of the armies, you will complete the mission.


Creation of New Pattern Army

Before you attack the cities guard river crosses against enemy raids. - Creation of New Pattern Army | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

Before you attack the cities guard river crosses against enemy raids.

Your task is to seize two cities to the North.

They have no walls, but they have several towers instead. The computer already has a garrison, so it will only be replenish losses. However, there also cavalry raids in its plans. He will be training them, virtually, until the end of this mission.

In theory, you can train soldiers, but only in the starting location and in the outposts by the bridges (1).

Even if the villagers join you, you will be unable to erect buildings. You will be receiving transports of resources from the nearby villages (2), and in the bottom corners of the map, you can recruit mercenaries (3).

The enemy will be sending out dragoons across shallows of rivers, on a regular basis(4) to disrupt production and destroy your allies.

Deploy small teams of pikemen and riflemen there. If such raids prove to be successful, your economy will suffer a serious blow. At such moment, the most reasonable thing to do may be to restart the mission.

The enemy city on the left receives provisions from the other city (5). This is going to be your first target.

The convoy is escorted by a medium-sized team of pikemen (120), and a team of musketeers of the same size - Creation of New Pattern Army | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

The convoy is escorted by a medium-sized team of pikemen (120), and a team of musketeers of the same size.

Take a big group and wait for them in the middle of the road.

From now on, the attacks will be weaker, although still aggressive. Focus on forming new teams and on attacking one of the cities.

I recommend that you attack the settlement on the right, which trains and sends out heavy cavalry and it is quite problematic, Without their support, seizing the cities will be quite difficult. Remember that howitzers are capable of destroying a tower in one, accurate shot.

Soon enough, the computer will organize a small army and attack your outpost by the Western bridge - Creation of New Pattern Army | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

Soon enough, the computer will organize a small army and attack your outpost by the Western bridge.

Use your forces that you have used to attack the convoy. Attack from the side and defeat opponents. Do not chase anybody!

The cannons and the garrison will quickly deal with you. The most important loot of this battle are the cannons. Right now, you should have 5-10 of them, including the one that you have started, the produced and the seized ones.

Bombard first, then attack with infantry. - Creation of New Pattern Army | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

Bombard first, then attack with infantry.

Enemy settlements are just a handful of buildings, two stables and two barracks. Towers around block off any bigger infantry attack.

Get all the cannons that you have and start bombardment, first the external fortifications.

The problem is a greater number of production buildings on the enemy side and that he trains soldiers at home. There are two things that you can do: either keep bombarding or attacks and kill all of the enemy units.

Then the script of this mission should give you al of the enemy’s buildings in your way (market, warehouse, houses). As soon as you decide that you have a sufficient advantage, launch the final attack.

There still is the second city that you have to seize - Creation of New Pattern Army | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

There still is the second city that you have to seize. The tactic here is similar, but the enemy will be more willing to dispatch his units to counterattack.

However, he has several cannons hidden somewhere in the city, so you have to act quickly. At this moment, you should already have enough soldiers. First, destroy the towers to minimize the risk of failure. After you have killed the last soldier, you will complete the mission.


Battle of Naseby

This mission is another battle - Battle of Naseby | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

This mission is another battle. In spite of the scale, it is quite simple and short. The ally will deploy his forces in the center. In the meantime, take your positions on the sides.

You will be commanding an army of cavalry only. At both sides, there are small teams. You will defeat them with no problems at all. Then, deploy your armies. Follow the game’s instructions for the right wing.

On the left side, you will face a sizeable team of cavalry - Battle of Naseby | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

On the left side, you will face a sizeable team of cavalry. Deploy your soldiers as close to the edge as possible. After the enemy cavalry changes direction to the main forces of the ally, command your units to attack.

On the right side, all you have to do is withstand the enemys initial attack and then help your ally on both wings - Battle of Naseby | Roundheads versus Cavaliers Campaign - Roundheads versus Cavaliers Campaign - Cossacks 3 Game Guide

On the right side, all you have to do is withstand the enemy’s initial attack and then help your ally on both wings. The infantry in the center will hold for quite long, but the sooner you help them the better you secure your victory. After that, the English campaign will end.


 

Cossacks 3 – Cossacks Gain Fame

Rebuilding the Zaporozhian Sich

The Ukrainian settlement that needs your help in rebuilding - Rebuilding the Zaporozhian Sich | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

The Ukrainian settlement that needs your help in rebuilding.

Leading the Ukraine in this campaign is challenging because this nation has only one infantry unit – shooters with long range and attack (they cannot fight at close range) whose training is long.

However, the infantry doesn’t require having an officer and a drummer to create formation (as it is in the case of the cavalry). Additionally, Ukrainian peasants can fight from close range, but they cannot be captured.

They have access to fast Cossacks and to very resistant and dangerous Hetmans. This country cannot advance to 17th century, but their buildings are cheap. Very frequently you can construct even 4 barracks at the beginning of the mission for a small price!

The only campaign mission in which you will strongly depend on a well developed base and quick army training - Rebuilding the Zaporozhian Sich | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

The only campaign mission in which you will strongly depend on a well developed base and quick army training.

In addition to that, you won’t be able to train peasants. Your objective: do not let the settlement on the island (1) be destroyed. You will race against time – after some time a land attack from two sides and a fleet assault will start. On the north there is a Polish city (2).

There you can use the marketplace if you lack resources. That city is a target of regular Tatars raids. Despite the fact that is has some defenses, it won’t survive an assault of the horde.

If you want to increase your work force, swim with the transport ship (with at least one unit) to the port on the south (3).

There you can buy some peasants for gold. Sometimes the peasants will swim to you and will ask to join you (4).

Once a few groups arrive in your village, their pursuers will start coming. Every time you will have to decide whether you want the peasants to join you (in that case you will have to defeat the squad) or not (the peasants will be captured and they will be removed from the map). This system will work during the whole mission.

However, if you keep taking the peasants, at some points a small army of the blue player will arrive (the “Masters”). There are two strongholds (5) on the south. Also from the south the groups of Tatars that will harass the Polish people (6) will come.

This entrance, river and the road from the slave trader are the exit paths for the Tatar hordes during the final attack (6 and 7). In addition to the land forces, they will also send ships that can easily decimate your village. Because of that, it is important that you quickly build your own fleet.

Once you destroy the walls, the garrison will counterattack. - Rebuilding the Zaporozhian Sich | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Once you destroy the walls, the garrison will counterattack.

Once you train 100-200 shooters, you can move towards one of the southern forts. It is best to select the right one because enemy raids won’t get in your way.

A dialogue window will appear – one of the Cossacks will want to attack the Turks. Wait for his cavalry reinforcements that will also provide you with artillery.

Let the group take position before the fort and start bombarding the wall/gate. Once it falls, the defenders will attack you. Your shooters should stop them – if not, use the cavalry. Once you take care of them, take a few men inside and reclaim control over the imprisoned peasants.

From the short dialogue you will learn that you have less and less time. Now you can build a cannon foundry. Build at least one and start producing ships.

You can also set a few cannons on your island. Create large infantry forces – it would be perfect if you have 200 shooters on the left and 400 shooters on the right coast. A squad of Cossacks and Hetmans on the right side would be very useful as well. Construct at least 10-20 small ships or a combination of them and galleys.

Once you receive information about the incoming horde, position most of your forces south from the city and east from your island - Rebuilding the Zaporozhian Sich | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Once you receive information about the incoming horde, position most of your forces south from the city and east from your island.

You will receive another Cossacks reinforcements and a backup from the Polish people. The squad of the pikemen will be the most important part of it. First you will be attacked by a squad of heavy cavalry. Then the rest of the army will come.

Same will happen on the left coast, but there the enemy forces will be two times smaller. Soon the ships will arrive and start attacking your buildings. If you don’t have a large fleet, all your efforts might prove to be futile. Order your peasants to repair every building, and if possible build new ones in the same place to gain some more time.


War in Inflanty

Now you will be officially helping Poland as an ally - War in Inflanty | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Now you will be officially helping Poland as an ally. It is an uncomplicated mission in which you will be moving from one destination to another.

The game will be always telling you what to do. Don’t waste your units in a stupid way and follow the advice. You will be frequently changing leadership of the squads, so don’t perform a suicide attacks. First follow the shooters squad to the east from the first fort.

Wait for the marksmen to get on their positions - War in Inflanty | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Wait for the marksmen to get on their positions. Now follow the instruction and send a small squad under the castle walls.

Once the enemy starts chasing you, move away from the shooters. The enemy will get close and he will be decimated. Take advantage of the situation and send the Cossacks through the open gate. They will enter the fort and take it over.

Let the light cavalry attack from the small valley to the back of the Swedish musketeers. - War in Inflanty | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Let the light cavalry attack from the small valley to the back of the Swedish musketeers.

The Swedish will now send armies to reclaim the fort and stop your armies. Your ally will position himself before the fort, on the hill. Set your registered Cossacks before the ally to defend.

Retreat before the fort with your second squad of fast Cossacks. Position them in the small valley above the fort.

This will allow you to pass by the main forces and attack the enemy musketeers from behind. Then eliminate another squad and join the battle. This will reduce your losses to minimum. Now you will take command over the marksmen and you will let the ally control the cavalry.

Retreat your infantry to the fort after an unsuccessful attack. - War in Inflanty | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Retreat your infantry to the fort after an unsuccessful attack.

You will join the siege of the city on the right edge of the map.

Position yourself according to the advice and look as the situation turns against you. Your ally had fallen and you will learn about a trap set by the Swedish.

First thing you should do is to take the marksmen into the old fort. The enemy will waste much time on getting there and their firepower will quickly dispose of the threat.

In the meantime you can retreat your cavalry towards the ford or the infantry in order to minimize the losses. These units will soon become very useful.

Now you will help the Polish people in conquering the city - War in Inflanty | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Now you will help the Polish people in conquering the city.

Position your cavalry in front of the Polish troops and order then to assault the palisades. Then clear the first part of the settlement of enemies.

Attack the part on the hill. It is easier to attack the gate – a larger gap will be created by doing so. Once the crew is taken down, retreat to your allies. They will want to shoot at the castle on the hill, but the defenders won’t give up.

Attacking the back of the enemy will provide you with great advantage. - War in Inflanty | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Attacking the back of the enemy will provide you with great advantage.

Now it’s time for the last part of this mission. Together with the Polish troops you must track down and eliminate the last enemy army in the area.

The opponent fortified his positions behind the hill, where the passage is narrow. The Polish people will wait until you try attacking the enemy from behind.

If you wait too long, the Hussars will move on the enemy by themselves. You will lose if the Polish cavalry fails. Position your infantry next to the cavalry. Move your cavalry around the lake and reorganize your troops for the attack.

Then hit the Swedish. You can also send your infantry from the other side – they should join when you will move the enemy from the hill or when the Polish people will start attacking.


The Fall of Kaffa

Now you must free the prisoners from Kaffa - The Fall of Kaffa | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Now you must free the prisoners from Kaffa.

You will start with a small infantry and cavalry squad. Your troops are of much better quality that the Turk ones, this is your only advantage. First move forward only with the soldiers disguised as Turks (the front units).

Once you take over the gate and the nearby towers, order your cavalry to ride inside. Now enter with all your troops inside and prepare for the further attack.

The key to winning this mission is to slowly move forward - The Fall of Kaffa | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

The key to winning this mission is to slowly move forward. First carefully walk forth with the infantry.

If the enemy starts threatening your marksmen, then throw the cavalry forward. Most of enemy forces are archers, but if the Janissaries appear, you should send Cossacks against them.

Once you destroy troops under a gate, you will take control of it and of nearby towers. This will prove to be useful during the later Turks counterattack.

Once you reach the interior walls, position your forces around and walk towards the cannon foundry - The Fall of Kaffa | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Once you reach the interior walls, position your forces around and walk towards the cannon foundry.

Now you can destroy the wall. Before you do it, send around half of your forces to the central part of the city. Now start the onslaught. The enemy inside isn’t strong. However, you will now have to react quickly.

Some of the Turks will escape through a secret tunnel and resurface on the peninsula south from the city - The Fall of Kaffa | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Some of the Turks will escape through a secret tunnel and resurface on the peninsula south from the city.

The smaller group is your target, but they won’t attack. You can destroy them once you defeat their escort. Once they are eliminated, go back to the city and start searching the highlighted locations. Once you finish checking the last of them, an army of Turks will come to the aid.

Your target is to protect the peasants that will retreat to the boat on the north. It is important that you have as many people in the upper part of Kaffa as possible. Once the prisoners are in the transporters, the mission will end successfully.


March on Moscow

Another war mission awaits you, but this time with a small catch. The enemy has larger army on the map. Luckily, you are able to attack single squads and destroy them without alarming the whole army. If you are detected, all the forces will gather in one place.

If that happens, defeating the Turks will be very hard.

The situation looks as follows - March on Moscow | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

The situation looks as follows. In the left bottom corner (1) there is the starting position of your forces. The fords on the river are on the north (2), in the middle (3) and on the south (4).

Your first target is to reach the Polish garrison at the upper edge of the map (5).

Below there will be a large gathering of enemy forces (6). If you attack a group near the enemy commander on the hill, all forces will be alarmed and they will start gathering there.

Similar situation will happen if the whole Turkish army is alarmed in any other way. The key to victory is to destroy as many lone enemy squads as possible and to reach the Polish group undetected.

The Polish people are preparing to a counterattack. You can easily defeat all the troops marked on the map with a red rectangle (the soldiers that aren’t close to the central hill).

The only condition is the number of soldiers you can transport to the other side of the river.

On the north you can have 100 soldiers, 50 in the middle and 200 on the south. This isn’t the number of soldiers that can get through the river. Only groups of such size can operate in specific parts of the map. This means that with a group from the upper part you can’t attack the troops in the middle by attacking them from behind – this will cause an alarm.

Because of that, use each group to take care of soldiers in their area. On the top you should have on marksman group (100-200 people at the back) and a formation of 100 fast Cossacks.

On the south you should also have 100 marksmen and another group of cavalry. In the middle keep the rest of marksmen and the cavalry. Before you position your army, first take care of the central area.

Position your marksmen before the ford after clearing the village - March on Moscow | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Position your marksmen before the ford after clearing the village.

Order the small cavalry squad to get close and immediately move to your men. If the enemy will come only a bit and retreat – position your marksmen closer so that they can shoot them and force them to attack. Now send your squads in proportions mentioned above.

Leave the shooters and the Hetmans because the enemy can counterattack with heavy cavalry. Send some of your forces to the north and to the south.

Position your shooters at the coast of the river on the north - March on Moscow | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Position your shooters at the coast of the river on the north. Don’t get too close to the ford with larger forces because the game will count that as a large group passing through the ford.

Once you clear the village, move your Cossacks to the enemy squad (1). Once they start chasing you, immediately switch back to your shooters. Their range and firepower will be enough to kill them before they reach you (2).

You can also go as the Cossacks to the east and destroy a large squad of Turks at the tents. Don’t get close to the forces under the hill. Now you will have an open path to the Polish forces, but don’t go there yet.

Now your south forces should reach the village and get through the ford - March on Moscow | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Now your south forces should reach the village and get through the ford.

Position yourself below the two large infantry squads. Ride your cavalry far enough to encourage the first squad to chase you. They will fall into the hands of your shooters and will fall to the swords of your cavalry. Now you can do the same with the second squad.

Now its time for the final attack - March on Moscow | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

Now it’s time for the final attack. You can send a squad for the reinforcements from Poland.

You haven’t done that before because they wait some time and then they attack. All the enemy forces will start gathering on the hill. Take the advantage of the situation and send your closest units (on the right) to combat.

Attack the two medium infantry squads and the cannon (1). Then order them to join the rest of your forces. In the meantime let the forces behind the river join the battle.

The middle (2) should go with the order “move and attack” Let the marksmen from the reserve join the Cossacks on the north (3).

Eliminate a squad similar to the one you recently destroyed, two infantry formations and a few cannons. Now surround the hill from all sides and together with the Polish troops (4) start the final assault.


The Battle of Khotyn

The last mission will be quite requiring - The Battle of Khotyn | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

The last mission will be quite requiring. You will have to face a large Turkish army.

Their numbers maybe aren’t so big, but the attacks of large heavy cavalry forces will be troublesome. You will defend the southern part of the hill and the Polish people will take the northern part.

They will manage during most of the mission. Position the troops you received on the left corner of the hill and the rest on the southern pass. Quickly build a few barracks and start training the infantry. You will also need a stable.

Train about 100 Cossacks and then start training the Hetmans. The enemy will throw great number of light infantry at you, so it is important to protect your infantry for as long as possible. On the other side of the river there are Tatars. Take them down with your Cossacks.

At some point large infantry forces with large number of batteries will position themselves on the other side of the river - The Battle of Khotyn | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

At some point large infantry forces with large number of batteries will position themselves on the other side of the river.

They will become your priority. You must dispatch a cavalry squad to reach them. Once you destroy the escort, select a battery and destroy it. You won’t use these weapons, and you can’t allow the enemy to be able to shoot at you again. Then retreat to your position.

The enemy will throw large archer forces at the start, then some Janissaries and cavalry (1) - The Battle of Khotyn | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

The enemy will throw large archer forces at the start, then some Janissaries and cavalry (1).

In the meantime you will be informed that the enemy has many supply transports. Use a fast cavalry squad to ride behind the enemy lines and attack one transport after another (2).

If you keep up with unit production and with repelling enemy attacks, you should be able to survive the attack of the heavy cavalry - The Battle of Khotyn | Cossacks Gain Fame Campaign - Cossacks Gain Fame Campaign - Cossacks 3 Game Guide

If you keep up with unit production and with repelling enemy attacks, you should be able to survive the attack of the heavy cavalry.

Usually these forces won’t focus on your soldiers but instead they will ride forward at the forces of the commander of Polish forces. Polish has Hussars whom they send wherever the situation is endangered. Support them with your shooters and you will have chance to win this battle.


 

Cossacks 3 – In Distress and Cold On the Tsars Employ Campaign

Repelling the Tatar Raid

This mission is a typical scenario gather the army scattered across the map and defeat the enemy - Repelling the Tatar Raid - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

This mission is a typical scenario “gather the army scattered across the map and defeat the enemy”.

Wait in the forest with small number of forces. Your first target is the village on the east. Once you enter, the enemy forces will be getting close. Then go to the left part of the river where you must defeat a small squad of horse archers.

Now swim as your commander to the other side of the river. Gather the horses after the short conversation and march as your whole army to the settlement in the right bottom corner.

Now your army will get much larger. Go to the north while sticking to the right edge of the map. On the way you will encounter peasants whom you can send to work at the abandoned mill.

Position your army at the forest side - Repelling the Tatar Raid - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

Position your army at the forest side.

Start attacking the enemy from the flank – thanks to that, less enemy soldiers will hurt your units and your men will fully focus their shootings. After a while the fort crew should notice your commitment and attack the enemy.

New soldiers will join you. Now you can go to the city at the river where you previously received the transport.

Three light and one heavy Tatar squad will wait for you under the walls - Repelling the Tatar Raid - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

Three light and one heavy Tatar squad will wait for you under the walls.

First send your cavalry and your infantry behind them – let them attack the squad the closest to the river. Now all will attack you. Wait with the second cavalry squad and send him once it is needed.

Now go south. The wooden castle located there won’t be a trouble to you. Hit it from the left side and destroy the infantry. After that you will have to face two infantry squads from the other side – this should be a piece of cake.


The Siege of Vitebsk

You will face an uneasy task of taking control of a well fortified city - The Siege of Vitebsk - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

You will face an uneasy task of taking control of a well fortified city. First go with your army to the small fort with storage (1).

There will be a small crew there (Hussar and shooters) who will give up in exchange for sparing their life. If you agree, they will go to the interior part of the fortress.

Whatever you choose, don’t forget to close the gate in the fort. Now it’s time for the siege. The enemy will receive transports, you can’t let them reach him. Secure all three entrances, especially the north one (2).

From there the transports and enemy forces will come most frequently. After some time the reinforcements will come – a small army with cannons (3).

At the same time a squad will arrive that will control your artillery. Despite the fact that they have good escort, send your cavalry there in order to provide the survival of these units.

It is best if you position your forces under the middle gate (4) (small number of towers) and start the bombardment. The reinforcements for the city will come through this road as well – you should keep that in mind.

Your cannons have long reach and you have plenty of them - The Siege of Vitebsk - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

Your cannons have long reach and you have plenty of them.

Destroy the towers at the entrance, then destroy the gate and try shooting at as many units as possible. Now order your infantry and musketeers to assault the first part of the city. With so many soldiers you should quickly take over the city.

Position the next line before the attack - The Siege of Vitebsk - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

Position the next line before the attack. Once again, bomb the towers near the gate and then destroy the gate and try shooting the enemies inside.

Once the time is right, assault the final bastion of the enemy. This won’t be the end of the mission – enemy reinforcements will arrive. You will have a choice: defend yourself in the city or fight in the field. The first option is definitely easier – even if you destroyed many towers.

Position the cannons at the cliff so that they have the maximum shooting range - The Siege of Vitebsk - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

Position the cannons at the cliff so that they have the maximum shooting range.

Try aiming at opponent’s cannons or at heavy cavalry. Set the pikemen at the entrance and the marksmen at the sides. Other melee troops and cavalry should wait behind.

In addition to the pikemen and swordsmen, in the narrow passage it will be important how many shooters you have and how fast can they deal damage. At the end the enemy will throw cavalry at you – respond with your own units of that type.


The Defense of Mogliev

Now you will face a hard mission about defending the city - The Defense of Mogliev - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

Now you will face a hard mission about defending the city.

The enemy will be strong in numbers and he will shoot and siege the exterior part of the wooden walls since the beginning of the scenario. You won’t stop the enemy on any part of the stronghold, so retreat everyone to the fortified upper part of the city (1).

Here you will defend yourself longer. Order your men not to move from there so that they won’t attack the stronger enemy on their own.

There are cannons and production buildings (2) in the interior part of the stronghold. Start the training, focus on pikemen and cavalry. You can position the cannons at the wall on the left side so that you can shoot down enemy that will get close or set for attack.

You can also retreat to the interior part of the stronghold if the enemy floods the upper part of the stronghold. Once the forces on the right coast are evacuated, the enemy troops will start occupying that side and they won’t move from there soon (3).

However, they don’t have cannons there and they will stand idly until your reinforcements arrive. Once that happens, you will be given an order to free the peasants escorted by the enemy. They will be getting through the ford and moving towards the bottom right corner of the map (4).

At some point a scripted event will occur - the southern gate will be blown up - The Defense of Mogliev - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

At some point a scripted event will occur – the southern gate will be blown up.

You won’t be able to prevent that and the only thing you can do is position your pikemen behind the pass and as much shooters as possible around them. The enemy will throw his whole southern group there. If you see that he is trying to break through your pikemen, retreat your ranged units to the interior part of the castle – sacrifice other soldiers for that.

Once you receive reinforcements from the west, send them immediately to the northern part of the city - The Defense of Mogliev - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

Once you receive reinforcements from the west, send them immediately to the northern part of the city.

Destroy the troops that occupy the right coast of the city on your way there. Now enter the upper city and at the same time pull out the shooters from the interior courtyard. The forces you received should be big enough to easily clean the city.

The last part of the mission is about saving the peasants by destroying the previously mentioned escorts - The Defense of Mogliev - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

The last part of the mission is about saving the peasants by destroying the previously mentioned escorts. You will receive two large cavalry forces. Send them to the south as quickly as possible. After destroying them the mission is won.


War at the North

A quick raid at the beginning will allow you to eliminate at least one opponent. - War at the North - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

A quick raid at the beginning will allow you to eliminate at least one opponent.

It is a pretty uncomplicated mission in which you will have freedom to build and to select targets. It’s pretty close to a skirmish with the computer on a random map, only with a less aggressive opponent.

Start with expanding your base, nearby you will have all three resources to gather from the mine. Build a few barracks and start recruiting pikemen and musketeers.

The mission is divided into 2 phases: The first one is destruction of Polish settlements and the second is destruction of two Swedish settlements on north. Remember that the longer you play, the computer becomes stronger and will have more forces.

However, he starts as weak as you (almost, since you have more soldiers and they will have more expanded settlements). From time to time the Tsar will ask you for small supplies of food, iron and coal. Produce large numbers of these resources.

If you fast enough, you can take advantage of the situation. Before you start building anything, gather your soldiers and send them through the path north, to the enemy settlement.

Now queue construction of objects you need, assign the peasants to works and start training soldiers. In the meantime your group should reach the enemy settlement. First attack the city hall, then the mill and the peasants working around.

Now destroy/take over the nearby buildings. You won’t be able to take over the barracks, but if you cleared the city around them, this won’t be a problem. If you had small losses and you trained at least more than a dozen of soldiers, move towards the central computer (Lithuanian).

If you were fast, he will train only one squad. If the squad will be of similar size to yours (especially if it is a formation with a commander, retreat and create a formation as well. Remember, the longer you wait, the more enemies you will have to destroy.

Instead of building slow cannons, first build a diplomatic facility and create a squad of grenadiers. Send them to destroy the buildings you previously left behind.

Once you defeat the Poland, a small change will occur in your allies - War at the North - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

Once you defeat the Poland, a small change will occur in your allies. Now you must fight against the Sweden.

They have larger settlements and many units since the beginning of the mission. Create strong forces and if you still have grenadiers, now you can use them. Get close to the settlement on the right side and order destruction of the building after the troops are defeated. Be slow and thorough – don’t assault the inside where there might be great forces. Do the same with the nearby barracks. If you have cannons, simply shoot down all the production buildings from far away and start attacking after that.

The last opponent can be quite challenging - War at the North - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

The last opponent can be quite challenging. He has large army and he keeps training additional soldiers and cavalry.

First position a shooters squad and a small group of pikemen before the bridge on the north (1). Then position most of your forces on the south, especially the grenadiers/cannons (2).

Now you can take advantage of the computer’s weakness – his love to chasing the opponent. Move your musketeers close enough for them to start shooting the enemy. Once they start chasing you, retreat from the bridge and start a fight that you will lose.

Despite winning, the computer will leave his armies where they fought you. In the meantime you should destroy the production buildings and take over the mines, as you did in the previous settlement. Once you lure away the enemy forces, you can take his city halls with ease. Now decimating the remaining enemies shouldn’t be hard.


War in Livonia

Most of the time in this mission you will fight, but you can start producing infantry in your stronghold - War in Livonia - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

Most of the time in this mission you will fight, but you can start producing infantry in your stronghold.

Your objective is to conquer and burn the villages on the north. You will have control over two villages (1), but you can only gather resources, not construct buildings.

Two allied cities will soon ask for your help (2). There are three villages under the control of Sweden, one on the right from the fort and two on the left, behind the river (3).

The greatest problem in this mission are systematic attacks of the enemy cavalry. He will send them once from the left side of the lake and once from the right. A squad of 100 pikemen on the ford on the western side of the lake should manage on its own during most of the time.

The west side should be defended and attacked by your main army.

First the city on the west will ask for your help - War in Livonia - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

First the city on the west will ask for your help. You must create a small distraction – send 20 soldiers to two marked locations.

It is best to send cavalry, it will arrive shortly and face the first of many enemy raids. Position the previously mentioned pikemen squad on the right ford. Now focus on producing troops and gather an army to help the eastern settlement.

First destroy the forces sieging the city and then conquer the villages on the eastern side of the lake. - War in Livonia - In Distress and Cold, On the Tsars Employ Campaign - Cossacks 3 Game Guide

First destroy the forces sieging the city and then conquer the villages on the eastern side of the lake.

The Swedish forces consist of a large group of pikemen, two smaller groups of musketeers and Swedish Reiters. The latter are the greatest threat. You must create large squads and attack from flank in order to avoid a mass attack of the opponents.

If you manage well, the fort crew will join you. Conquer the villages on the north and destroy the buildings that you take over. You can double click the huts to select them all instead of clicking one after another.

Don’t get close to the stronghold – you don’t have the cannons and it is not your mission objective. Move around the lake from the bottom side and attack the city from the western side. In the upper left corner of the map there are mercenary forces you can hire for 5000 pieces of gold. If you lack men, use this formation to conquer and destroy the last village.


 

Cossacks 3 – Dawn of the French Fleet Campaign

On Hospitaller Service

Now you will face a series of missions in which ships and land battles are important. The only problem is related to controlling the ships and positioning them.

Some naval units are shooting in a similar way as cannons – they must have a clear field and no allied units can stand in their way. Yachts are eager to destroy each other if they swim in a tight group. Try positioning a line of small and medium ships and behind them the long range units, for example a ship of the line.

The situation on the map is as follows: Your port is in the upper left corner of the map (1) - its a French property - On Hospitaller Service | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

The situation on the map is as follows: Your port is in the upper left corner of the map (1) – it’s a French property.

Your first objective is to reach the island of the Order of Saint John (2). You will participate in a patrol mission and you will have to destroy enemy galley.

After a short battle the captain of the ship will ask you to deliver a message to Spanish people (3). When you swim into their port, one of the merchants will ask you to escort him.

You will receive a few additional ships. Load the merchant on the transport ship and swim to the Venetians’ outpost (4). At the shore you will encounter a few enemy yachts.

Once you deliver the merchant, you will receive a new task – defend the Venetian city on the east (5). In the meantime an enemy fleet with a transport of invasive forces will be sent from the enemy fortress (6). The second enemy city will remain idle towards you until you swim too close (7).

Send your infantry forces to defend the city and your fleet between the island of the Order and the Venice city - On Hospitaller Service | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

Send your infantry forces to defend the city and your fleet between the island of the Order and the Venice city. Then move down.

The enemy will have heavy ships, but you should have more boats. Despite that, you might fail to destroy all enemy ships on time. In that case you must order your land army to destroy the enemy on the land – watch out for the artillery. The cannons will shoot down your ships if they are too close.

Now you will be ordered to scout the coast with the stronghold and the Berbers port - On Hospitaller Service | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

Now you will be ordered to scout the coast with the stronghold and the Berbers’ port. Swim around the coast with the yacht and go to the three marked locations around the map.

Then you will be ordered to gather forces from every European nation. Swim into the ports of the Order, Venetians, French and/or Spain to receive ships and land armies.

Once you’re ready, start destroying the towers on the northern part of the coast of the enemy settlement. In your fleet you should have galleys that are equipped with cannons.

A ship of the line will be even more effective, but he consumes the gold from your resources like crazy. After destroying the towers and creating a hole, perform a landing on the right beach in the bay. On the other one there is a large cavalry squad which won’t let your men leave the ships. In the place we recommend there are only archers. Enter the castle at the hill and defeat all the defenders.

Important! You can receive information with a text that should sum up your actions and end the mission. Sometimes it might happen that the game won’t complete the scenario and you will remain on the map. In that case, check and update your game and use the code for all missions – click enter and type “showallmissions”.


Expedition Against Gigelly

Now you will participate in land operations with a story background about you gaining the favor of local inhabitants - Expedition Against Gigelly | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

Now you will participate in land operations with a story background about you gaining the favor of local inhabitants.

You start at the gate of a small fort where your allies are already starting the attack and preparations to siege (1).

Once you conquer this outpost, you will receive small forces and you will start a slow march. You will reach a small village that will join you (2).

You will also be given two options – either to take over the city hall or leave it to locals. You will receive a group of peasants, a field and barracks. You can train new soldiers there, but what you already have is better and it probably fills your citizen limit. Leave a small garrison there – 30-50 men – and keep moving south.

The next village is hostile towards you and it will immediately change into an enemy (3).

Once you destroy most of their forces, the remains will join you. Now you can move south from the ruins. You won’t find anything interesting there, only some more text.

Now go to the right corner of the edge, through the river and through the small pass. You will reach the slave trader (4). You can gain the favor of locals or a few additional peasants. Go back to the newly obtained settlement and move to the west, through the pass.

Somewhere in the middle you will encounter archers on the hills (5).

Your shooters should deal with them, even from under the hill. Here you can move to the green plateau – there will be a small ramp there. You will be attacked by small forces of melee fighters (6).

Once your army reaches the settlement at the river, you will be ambushed by small forces. You will be able to fight them once you enter the rural area and a script will start. After a while the enemy cavalry will join the fight.

The last settlement before the enemy fort should be neutral towards you. In the meantime, send soldiers to the quarters of other generals from the stronghold obtained at the beginning. One of them will give you shops – use them to destroy the enemy sea forces.

The enemy will send transports to the first village that’s under your control. If you don’t stop them now, you can do it after claiming the stronghold.

First position your troops and destroy the first enemy line - Expedition Against Gigelly | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

First position your troops and destroy the first enemy line. Then go to the nearby hill and continue the fight.

You won’t take over the cannons, but the locals will help you get inside. Once you get close to the stronghold walls, the gate will be blown up. Inside there are many enemies, so lure the formations one after another or use the ship in the line.

The ship in the line is perfect for destroying walls and groups of enemy soldiers. - Expedition Against Gigelly | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

The ship in the line is perfect for destroying walls and groups of enemy soldiers.

After destroying the fleet that secured the fort you can swim closer with the ship in the line. Destroy the towers and start bombing the troops inside the walls.

This ship has great firepower and very high rate of fire. Start with the central squad of Janissaries. Then aim at other nearby enemy groups. Once you’re done, you can perform the final assault. If the mission doesn’t end, it means that you left some enemies alive (the black player). Thoroughly scan the map and previous locations.


Helping Messina

This mission is focused mostly on naval battles, but you will also participate in at least two land skirmishes - Helping Messina | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

This mission is focused mostly on naval battles, but you will also participate in at least two land skirmishes.

You will start the scenario with large fleet. Despite its size, it’s no match against the Spanish blockade. Break through the right side (1). The line there consists mostly of enemy yachts.

Once you destroy most of them, immediately swim to the southern bay. Even if the enemy starts chasing you, there he will resign and retreat to the small bay (3). Unload your troops in Messina and attack the enemy army (2).

This battle will not only allow you to defend the city, but to obtain additional cannons as well. Use the artillery and your fleet to attack Spain fleet (3).

You won’t be able to destroy all ships – the enemy will retreat further to the west, to a fortified bay. However, on the north, in the upper left corner, there is a small fort with large number of cannons (4).

Load your forces on the transport ships and land them on the beach before the palisade. The wooden wall can be walked around, which even the computer will do. Defeat most of the enemy army and the rest will escape.

The cannons will be given under the control of your ally and they will shoot down the fleet. The enemy will retreat even further towards the city (5).

Before you swim there with your fleet, destroy the towers and the fort that guards the entrance to the bay. Use a ship in the line for that. If needed, transport your cannons to help here.


The Struggle on La Manche

A rather requiring mission in which you will have to take care of active defense, patrolling the sea and preparing an army to repel the English forces - The Struggle on La Manche | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

A rather requiring mission in which you will have to take care of active defense, patrolling the sea and preparing an army to repel the English forces.

You must help the king Jacob in delivering the armies to the rebels in Ireland or Wales. In order to finish the mission you must help only one nation. The defense of these places usually is limited to defending against two large waves of enemy land armies.

Your port is on the western coast of the peninsula (1). Nearby there is a privateer port from which patrols of the canal (2) come. On the other side of the canal there is a large English city (orange (3).

They will produce various land forces and sometimes ships. A few times the England navy (purple) will swim from there as well. The first time it will be a group with trading gold and the second time it will be a fleet of hunters sent against your allies.

From both side edges sometimes a transport ship will come. If you destroy the enemy trading ship or if you protect the allied trading ship until it reaches the opposite edge, you will gain resources (4).

Your objective is to transport King Jacob (the general in your base) to the rebels in Ireland or Wales (5).

No land attacks will threaten you on your peninsula - The Struggle on La Manche | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

No land attacks will threaten you on your peninsula.

Focus mostly on ship building. Expand your economy, build and fill the mines near your’ and your allies’ base, focus on gathering wood. You can create barracks and start training troops on your territory, but I recommend that you do that at the rebel settlement behind the sea.

This will reduce the transport time and will directly strengthen the forces on the front line. Make sure that the ship production isn’t slowed down by anything.

Depending on who you help, the scenario will go differently. However, you must help only one rebel group.

If you decide to help Ireland, a large and strong fleet will be more important - The Struggle on La Manche | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

If you decide to help Ireland, a large and strong fleet will be more important.

Transport the general with a squad of 80-160 men. They will deal with the first group. The second wave will prepare to attack from the English land. The best option is to destroy the enemy when he will enter the transport ships and will be on the sea.

You will have some time to prepare yourself for this invasion if you fail or if you destroy only part of these forces on the sea. You must prepare a large army to stop the opponent.

The enemy army consists almost entirely of musketeers and dragoons. Once all the land forces (purple) are defeated, the mission is won.

Transport the general with soldiers and a few peasants to the Wales (blue) - The Struggle on La Manche | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

Transport the general with soldiers and a few peasants to the Wales (blue).

Here you will only need a strong land army. The enemy won’t be sending many ships to stop the rebel. Additionally, the forces from London (orange) will send small groups of soldiers at you.

The first wave of the invaders will be small, but the second one is very big (about 200 musketeers and 200 pikemen). However, the invasion force will wait some time before the final attack starts. Build additional barracks and/or stables near the Wales settlement.

Train a very large army and don’t forget about creating a formation with an officer and a drummer. You can also build a few cannons and weaken the enemy soldiers beforehand. Once you defeat this invasion group, the mission will end successfully.


Stopping the Invasion

The final mission can be troublesome - Stopping the Invasion | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

The final mission can be troublesome. Your task is to repel an invasion on your land.

You will have plenty of time for preparations. Focus on gathering wood, gold and iron and on production of large number of ships. Even light ships will be useful in this mission. The enemy will appear in the upper left corner.

Position a few units far from each other, around that place. Thanks to that you will know in which direction the fleet is moving. The greatest problem is that each time a random part of the units swim to a different settlement.

Sometimes they go to each place, sometimes they focus only on two or even a single city hall. Remember, you lose if the enemy takes over at least one of the three city halls.

The enemy fleet consists of light and heavy units - Stopping the Invasion | Dawn of the French Fleet Campaign - Dawn of the French Fleet Campaign - Cossacks 3 Game Guide

The enemy fleet consists of light and heavy units. It is hard to prepare the proper line of defense.

Additionally, the enemy lacks transport units – if only he reaches the shore for example with a frigate, a large infantry unit will appear. Because of that the most important thing is to stop the enemy on the sea.

In theory you will have the help of the allied fleet, but in my playthroughs the computer frequently got stuck in the bottom port and he haven’t helped me at all. In addition to expanding the fleet, you can train soldiers in the settlement deeper in the land.

If you have very large number of soldiers on the map, production of even larger groups can be unwise. First of all, you won’t have enough time. Second – the enemy has many heavy bombardment ships that will easily break your ranks.

You can try focusing on stopping part of the fleet on one or two directions and throw all available soldiers to the third location. This will give you greater chance for defense and will free you from the necessity to train additional soldiers. Once you destroy the soldiers and the ships, you will complete the mission and the campaign.


 

Civ 6 – Basics

Interface

Civilization VI - Interface

The windows of interface are rather intuitive and clear. Some of them are divided into tabs, which arrange similar actions within one panel. The more complex tabs have been given filters, which help you find what you’re looking for quickly.

Below you can read about the individual elements of the interface:

  • 1. Science points
  • 2. Culture points
  • 3. Faith points
  • 4. Gold
  • 5. Tourists
  • 6. General goods
  • 7. Technology tree
  • 8. Civics tree
  • 9. Government panel
  • 10. Religion panel
  • 11. Great People panel
  • 12. Development window
  • 13. Mini-map
  • 14. Management panel
  • 15. Action panel
  • 16. Notifications
  • 17. Ranking
  • 18. City-state panel
  • 19. Trade routes
  • 20. Leaders
  • 21. Year and number of turns
  • 22. Real-time clock
  • 23. Civilopedia
  • 24. Game’s main menu

1. Science points

In this part of the interface, you can check how many science points your towns generate per turn. This value is of extreme importance for the pace of technological development of your nation. If you generate a lot of science points per turn, the time required to develop research on particular matters is reduced. For more information, see the section devoted to this topic.

2. Culture points

Similarly to science points, the higher the value of a given parameter, the faster our state develops ideologically. The overall bonus stems from many factors, which will be discussed in detail in the chapter dedicated to this topic.

3. Faith points

This is a factor that not only is important for the development of population on a global scale but is also a useful currency. In the top right corner, right next to its current value, you will see a value that is generated by your overall population in every turn.

Faith points can be used to buy units that will spread your faith on behalf of your nation among other civilizations.

4. Gold

Gold can buy you additional space for developing your cities. You can also spend it on additional units and buildings, which you will receive immediately after the payment, so don’t worry have to worry about production rates. Prices are pretty high, so think twice about how you choose to spend your money.

5. Tourists

This part of the interface shows the number of tourists in your cities. Their numbers depend on many factors, but it’s good to keep this one in mind, for managing tourism properly can win you a campaign.

6. General goods

Here, along with the development of your country and access to different technologies, you will find an increasing number of luxury resources, as well as gain access to emissaries and trade routes. You’ll read more on this topic in subsequent chapters.

7. Technology tree

This panel allows you to regularly verify the technology trees shape, which at the same time makes it easier to plan individual research, and provides vital info about upgrades that youve unlocked, as well as tells you what you can do to get access to a given technology - Interface - Basics - Sid Meiers Civilization VI Game Guide

This panel allows you to regularly verify the technology tree’s shape, which at the same time makes it easier to plan individual research, and provides vital info about upgrades that you’ve unlocked, as well as tells you what you can do to get access to a given technology.

The tree is very clear, and the complex filter further makes things easier [1] – it can be toggled on and off according to your needs. There’s also a legend [2], explaining individual icons.

You’ll find upgrades that are available, those already executed, and those to which some enhancements had been unlocked, which allows you to reduce some research time.

Individual technologies have been placed on the timeline, which is divided into eras, thanks to which all discoveries can be combined into categories, and after reaching them, our nation proceeds to another era.

Each of the discoveries is connected with a solid or a dotted line[4], which allows you to easily track the discovery required for beginning work on a given technology. Mind that with every discovery [3] there are some icons[5] that show the benefits of reaching a given technology.

Those can be new buildings, units, districts, or wonders, and each of them is described in the legend, thanks to which you can see what kind of profits your civilization will get only by looking at the icon’s shape. As for the timeline – the slider [6] tells you where your civilization is as compared to others.

8. Civics tree

With this panel, youre able to easily plan the Civics research, which will bring your nation closer to world domination - Interface - Basics - Sid Meiers Civilization VI Game Guide

With this panel, you’re able to easily plan the Civics research, which will bring your nation closer to world domination.

The layout and the solutions are almost identical to those that can be found in the technology tree. There’s a filter and a legend [1], description of each discovery along with icons that show potential profits [2].

Additionally, much like in the previous case, the discoveries are linked with lines [3], which represent the interconnections within the tree and allow to plan your civilization’s path. At the bottom of the screen there’s a line which depicts the position of each known civilization [4].

9. Government panel

Right after discovering the first political idea, a panel for managing policies will become active - Interface - Basics - Sid Meiers Civilization VI Game Guide

Right after discovering the first political idea, a panel for managing policies will become active.

You can check the bonuses that your nation receives because of its political system, and you can see what would a possible change of the system mean for you.

The main tab [3] shows the current form of government [1] and the number of emissaries available for it. This tab allows you to check the permanent bonuses [2] that your nation gets for the system alone as long as it is in power.

If you open the tab shown above, you’ll be able to switch to the tab showing cards of all available forms of government [4] or the one that shows all the possible variants prepared by the developers [5].

As you can see above, the government cards are divided into four types, but the form of government determines the number of cards of specific types that can be used simultaneously.

You’ll find more about that in the chapter dedicated to this subject, but you need to know that red cards are for military [6], yellow for economics [7], and green for foreign affairs [8]. The last element of the panel is a slot for wildcard policies [9]. Here you can place any card of the above types, or use one of the purple cards, which provide unique profits of strategic importance.

10. Religion panel

Along with the development of religion you will gain access to another panel, which is entirely focusing on religion - Interface - Basics - Sid Meiers Civilization VI Game Guide

Along with the development of religion you will gain access to another panel, which is entirely focusing on religion.

The access to information is increasing along with discovering new civilizations – this in turn produces tabs which show their religion, and the profits gained for this religion [1].

Those can be bonuses which are nation-wide, regardless of the city [2] or specific profits for a settlement that has sparked this belief [3] among other people. A mandatory element is the filter, which can help you check the number of the followers a religion has and the bonuses that each city gets [4].

11. Great People panel

The developers also provided the Great People panel - it provides vital information about the profits one can get for hiring those personas - Interface - Basics - Sid Meiers Civilization VI Game Guide

The developers also provided the Great People panel – it provides vital information about the profits one can get for hiring those personas.

Each of these people has been assigned to a given category [1], which defines how useful the person is for a given task. Right below the category, there’s the name [2], and at the very bottom, you can find their biography [8], which will let you learn the areas in which the person can be useful. Each of the people has also been assigned to specific eras [3], which are closely tied to their biography.

There are also the profits [4] that hiring them will yield, the development [5] of the negotiations with the person, as well as the cost [7] of hiring the person without meeting their requirements. If any additional actions are required, the panel will inform of that as well [6].

The tab allowing you to see which of your opponents have already engaged Great People, as well as what sort of profits they gained for that [9].

12. Development window

The development panel is simply two separate windows combined: the technology tree and the civics tree, which show how the development of these parameters is actually going. Thanks to that, you don’t have to switch between these windows constantly.

13. Mini-map

In the lower left corner of the interface, theres the minimap - Interface - Basics - Sid Meiers Civilization VI Game Guide

In the lower left corner of the interface, there’s the minimap.

It will allow you to see what portion of the continent is already discovered. Some indications there can be pretty hard to read, but the pinned icons are much more important – they allow to manage the game map proper.

1. Map filters allow you to customize the view so that the current task is visible. Those can be political systems, religions, water availability, or aesthetic qualities of landscape.

2. At any time, you can turn the grid off, which by default is overlaid on the map. You can also toggle resource icons, as well as icons representing food surplus, and the given hex’s productivity.

3. If a given area on the map is for any reason particularly interesting, you can place a marker on the map on that individual hexagon. The point can also be described, so that you can easily recall why you wanted to mark it.

4. At any time you can switch to the strategic view, which is as interactive as the normal view, but it doesn’t display animated models of units and buildings. When there are many details, you should use this option to have a more legible map.

14. Management panel

The management panel will appear every time you’re doing any actions that concern your settlements. Here, unit panels will also be accessible – they provide a lot of vital information and will allow you to issue additional orders.

15. Action panel

This part of the interface is responsible for showing you which actions require your attention.

Depending on the circumstances, it could be a request to select a new technology to research, move a unit, etc. – after doing all important actions, you’ll be able to end the turn here.

16. Notifications

Here you will find notifications concerning important global events, such as a creation of a wonder or outbreak of war. Alerts concerning the development of cities and international affairs will also pop up here.

17. Ranking

At any moment, you can check how your nation is doing compared to other countries - Interface - Basics - Sid Meiers Civilization VI Game Guide

At any moment, you can check how your nation is doing compared to other countries.

The first tab presents a simplified overall ranking, which contains all available wining conditions in a given scenario. Apart from that, you will find separate tabs for each of the wining conditions, where you can examine the factors that influence the position of your nation in the ranking.

18. City-state panel

Once you open the panel you will see a list of all the capitals in the scenario that you had discovered - Interface - Basics - Sid Meiers Civilization VI Game Guide

Once you open the panel you will see a list of all the capitals in the scenario that you had discovered.

The representation of diplomatic relations between countries is rather minimalistic [1].

You will also be able to see a list of emissaries that currently reside in the given capital [2] along with bonuses provided by their presence there, and a development tree available through increasing the number of emissaries [3].

You can check whether the given capital is dependant on other nations or not [4], and with the location marker [5] you will instantly travel to the capital’s location on the map.

19. Trade routes

Here you can manage the operations of the traders, and you will gather all the necessary info about the length of the route and the profits if yields.

20. Leaders

Here you’ll find the portraits of the leaders with whom you had spoken. You can click on them to get straight into the diplomacy window; they will also indicate when a given player has their turn.

21. Year and number of turns

Here you can check the current year and the number of turns you played since the beginning of the scenario.

22. Real-time clock

The developers have implemented a clock showing actual time based on the computer’s time, which you will find extremely useful when the “one-more-turn” syndrome starts to kick in around midnight (without the clock, the next time you’d think about it would be around 4 a.m.)

23. Civilopedia

Civilopedia is an in-game guide, which explains all the game’s mechanics. If you’re playing with tutorial enabled, then the hints will often direct you to the broader content of the Civilopedia.

24. Game’s main menu

Change game’s settings, language, graphics, and save or load a game.


Gameplay

This chapter details hints and tips that will help you understand the game mechanics, as well as relations between individual elements.

Each of the topics has been described in a separate section below.

  • Turns
  • The map
  • Units

Turns

Just like in the previous installments, players in Civilization VI perform their actions in turns. In the case of the Single Player campaign, the duration of your turn is unlimited and then, during your turn, when you exhaust all of your available options for interaction, you have to press the button in the bottom-right corner of the screen, which allows your opponents to make their turns.

During your turn only you take action, so regardless of whether you play against the computer AI or real-life players, no enemy units will take action that would change the situation on the board.

The meaning of turns

The game suggests what actions you can still take before the end of your turn and it does not let you end your turn before you make decisions that are important from the viewpoint of civilization development.

Each single turn of the scenario is important, so try not to skip your turns at random, because it may turn out that your passiveness will soon backfire. The abundance of time prompts you to plan on your next moves in each area possible, be it technological development, ideological development or expansion.

The mechanism that prevents you from ending your turn is designed not to let you skip important actions. Remember not to speed up the pace of the game only because there is only one turn left before you can attain a goal that may be seemingly very important.

Civilization VI requires you to pay attention constantly and has you adopt a strategic approach from the very first to the last minutes of the scenario. Therefore, you cannot afford any negligence.

Between your turns, all of the actions taken by your opponents and by neutral units take place. Basically, you will be unable to follow the direction in which the rest of the nations develop, but occasionally you will receive a message that informs you of important events that have taken place in the opposing parties.

The map

Each scenario takes place on a random map. The pool that the map is selected from depends on the game parameters that you define, so there is little chance that you will play twice on the same map.

Maps are divided into hexagonal tiles and they have a direct effect on the game. Each of the tiles has its own characteristic, which to a large extent depends on landform features or thickness of forests. After you roll your mouse over any tile, a window providing additional information about that tile will pop up.

You will receive some of the information just by taking a glance at the tile itself, such as landform features, but it is better to check the details, because even tiles that look identical may have different properties and different effects on the gameplay.

Cost of movement

The most important thing for the movement of your units are landform features. In the case of a forested areas, marshes or hills, the cost of movement in movement points will be higher than in the case of an arable field on a flat area.

The same goes for crossing rivers. If between the tile that you are on and the one that you want to move to there is a river, crossing the river will cost you two movement points, even if the area suggests one. Another important issue is queuing of movements, which will allow you to save up on many points, if you use that properly.

If you approach a river and the unit has not yet used up all of its movement points for the current turn, you can issue an order to move to the neighboring tile.

After you end the turn, the unit will carry out the order and spend the required number of points on that, but to do it, it will use the leftover points from the previous turn and spend an appropriate number of points for the current turn to carry out the order.

To illustrate that, I will use an example. Assume that you reached the bank of a river with your troops, which cost you 1 action point in this turn. By default, your troops have 2 points, which means that you still have 1 point left. Crossing the river costs 2 points, so you cannot cross the river, but you can select the tiles that you want your warriors to move to.

The order will wait to be carried out until you end your turn. Then, your warriors will cross the river and take up 2 movement points, where one of the points was the one that remained from the previous turn, and the other one from the current turn.

Therefore, after the crossing, you will be left with 1 point which is usually important. If you do not queue up the order, your troops at the bank will have 2 points that will allow them to cross the river, but 1 point that you could still have after the crossing will be lost.

Continents and Appeal

Apart from the cost of movement for each tile, there are such features as the continent and appeal.

Continent has a special meaning for international actions and it does not have any direct connection with what you see on the map.

In Civilization VI, continents do not necessarily have to be separated from each other with a body of water. In the majority of cases, a river is enough to determine a boundary between two separate continents.

To see where exactly the boundary is, you have to apply a specific filter that you find next to the minimap. Just as I mentioned above, this is especially important from the point of view of international relations.

The majority of nations are keenly interested in events that take place on the continent that they have their settlements on. Depending on the nation, reactions to your policy may be different. It is a good idea to be familiar with which nations have interests on the same continents as you do and how significant that is for you.

Therefore, you should realize where the boundary between continents lies.

Another factor is appeal. If your city is located on an attractive terrain, you can expect higher tourist flow than in the case of other locations.

This factor is especially high when you settle in areas near a natural wonder so, if your goal is the cultural victory, you should fight for slots with unique touristic appeal.

Basic resources and bonuses

Apart from all of the above, you should especially pay attention to food and production meters, because they determine directly the rate of development of your civilization at the beginning of the game.

The higher the bonuses, the faster you will get important units and additionally, the faster the settlement rate in your city and the faster you will get new plots for development. Individual tiles, apart from the benefits connected with production and food, can offer you various resources that are of high significance. You will learn about them from a separate chapter.

However, what is important from the point of view of development is that each of the districts that you can build in cities can benefit you more if only they are located on tiles that meet specific requirements.

For example, Campus provides you with more science points per turn if it is located directly by the mountains.

There are many such interconnections, so it is better to familiarize yourself with our advice before you start playing, because it will allow you to build settlements over areas that provide you with a passive advantage over your opponents from the very beginning.

Units

In the game, there are two types of units: civilian and combat. Each unit has different features, depending on the type, such as the number of movement points, use and, in the case of combat units, attack strength. There are certain relations between civilian and combat units, which I will lay out in a moment.

Escorting civilian units

Each unit in the game takes up one tile.

It does not matter if there is a building or an upgrade on the same tile. The unit is, in this case, of superior role. It is possible for two units to occupy the same hex, as long as they are civilian and combat units. In such situation, you can combine the two units into an escort formation, but there is no way to add up their movement points.

The number of tiles that they can cover within a turn depends on the number of points in the superior unit, i.e. the combat unit.

You should realize that if a civilian unit is left without escort, any enemy unit can seize it with no further consequences, regardless of how close to your boundary this takes place.

The only way to avoid that is to form an escort formation. Units will move slower, but they will be safe. In the time of conflict, you should remember that only the combat unit takes damage from fights and, if they are destroyed, the opponent immediately seizes control over the civilian one.

Tile volume and exchanging of units

It is impossible for two civilian units to occupy a single tile simultaneously. The same goes for combat units.

There is a mechanic of tile exchange connected with this, which you can use to your advantage if you master it. For example: if your combat unit is about to seize a tile with an allied combat unit on, they will trade places, even if one of them has no movement points left.

It is a good idea to use this mechanic when forming the preferred combat formation of units. If you have started a fight with a ranged unit, because this was the only available one, and there are close range units on the neighboring tile, you can trade places to bring closer the short range units, and at the same time to protect the ranged one.

In regular conditions, this would probably be impossible to do within a single turn, but thanks to this mechanic, you can save up on several movement points for each of the units.

Offensive action

Attack takes place when two enemy units occupy neighboring hexes. Keep in mind that attacks of units on neighboring tiles cost as many movement points as movement to the tile.

In the case of combat units, if you have already performed a move and you are on a neighboring tile, and the cost of attack is lower or equal to the number of movement points that you still have left, then you can attack. In the case of civilian units, either you take the opportunity to move, or you use its unique property. If you decide to move the unit, you will be unable to perform another action until the next turn.

Fighting can take place between two units at the same time. Depending on whether troops fight at a long or a short range, the initiating unit encroaches the tile of the opponent If the attacked unit remains alive, the initiating unit returns to the tile it previously occupied.

If the attacked unit is defeated, the attacker enters the tile that the losing unit used to stand on. This is important because units in this formation act as if they were chess pieces. With their victory, they can potentially approach the opponent, which may result in the loss of a unit.

Always try to finish out opponents using units in full health, thanks to which they will be able to defend themselves effectively if they enter a dangerous area.


Creating a Game

In Civilization VI, you need to join an already existing game (in case of a multiplayer scenario) or create your own scenario in order to begin the gameplay.

The creators prepared a few options, which allow manipulating the course of the gameplay in a quite intuitive way - Creating a game - Basics - Sid Meiers Civilization VI Game Guide

The creators prepared a few options, which allow manipulating the course of the gameplay in a quite intuitive way.

First, but not necessary the most important one, is the choice of a nation that you will lead to victory. If you want to get acquainted with the game from the technical side before you undertake any decision, you can ask the game to make the choice for you.

The next in line is the difficulty level, which determines the AI actions in relation to your style of gameplay. By checking how enemies act on different difficulty levels, you’ll quickly notice that along with the increase of the difficulty level, enemy cities develop much faster, and the enemies are much closer to victory on every available field.

Depending on the amount of time you want to spend playing the scenario, you can choose the speed of the gameplay that is adequate for you. If you choose the normal speed, the whole scenario will probably take a lot of time, but you can just as well accelerate the gameplay by 33%.

The creators had also left a choice of the map pool from which your gameplay map will be chosen. In this aspect, you can choose from randomly generated maps from three groups: Pangea, continent, and islands.

The choice made by you will define on how much attention you’ll need to give to sailing and sea voyages.

If you choose one common continent for all players, the matters related to the sea are going to be only one of the possible ways of reaching your goal. In case you’ve chosen that every player has their own island, the sea voyages and battles will be the main concern of every player in game.

The last parameter is the number of players that will take part in a given game.

Depending on the chosen map, you’ll need to face the corresponding number of enemies. This mainly translates to the length of the gameplay, so if you are not keen on playing large scenarios, choose a small or a medium map.

You should also consider the fact that a bigger map allows acquiring a bigger area for your population, offers much more resources and wonders of nature that offer additional bonuses.


General Tips

This chapter contains the most useful tips about the most important aspects of the game mechanics in Civilization VI. Each topic is described in the appropriate section.

  • Cities
  • Politics
  • Diplomacy
  • Commanding an army

Cities

1. The most important factor that determines the development of a settlement is the access to fresh water. If you don’t want to build cities on a coast, you should always build your cities near a river bed.

2. Develop these factors evenly: number of amenities, citizens slots and housing, and with them your city will develop fast and soon, you will become a might to be reckoned with. Neglecting one of those factors will slow down the development of your city significantly.

3. The ability to built specialized districts depends on the number of citizens in a city. The first can be build after your number of citizens is 4. From that point you can build one district for three people, that will come to your city.

4. Before you build a district closely examine bonuses that are granted for placing them in the right place. Most of the districts offers special bonuses when they are built near other districts or wonders.

5. It is important to expand your territory. Some of the wonders requires specific conditions that must be met in order to build them on your territory. The bigger your territory, the bigger chance that you will find an appropriate tile.

6. During the breaks in developing your city you can fulfill district projects that will grant you more points in respective victory conditions, getting you closer to achieving your chosen goal.

Politics

1. Fulfilling civics tree won’t grant you a victory but thanks to it you will get the access to new systems, policies and diplomacy functions. Each spot on the tree counts to the overall score of each nation but your main goal should be fulfilling the tree as a deliberate action. Always try to get those spots that are the most useful to you.

2. Just like with the technology tree you can reduce the time required for discovering new civics by a half. Inspirations work in the same way as eureka and are completed immediately after meeting the requirements.

3. The longer you have the same government, the greater profits will be granted by legacy bonuses. After reaching the maximum bonus points switch as quickly as possible to another government to generate more bonuses.

4. After completing any of the elements on the civics tree you will be granted an opportunity of changing your policy cards. Use this option to match the bonuses to your future plans. If it is necessary for you, you can change cards in any moment if you have enough gold.

5. You can change a government after researching a new one. As above, you can change your government in any moment by paying gold. Modern types of government offers more slots for policy cards and their characteristic depends on the type of government.

6. With the development of policies there is a possibility of generating more influence points per turn. After reaching the limit you can send an envoy which will be representing you in one of the city-states. Modern types of government offers a greater rate of influence points, also they allow you to have more envoys at the same time.

7. The biggest flexibility for bonuses are from slots for wild card policies. There, you can place any policy card without consequences.

Diplomacy

1. Before befriending any of the leaders they must be well-disposed towards you first. You can do this by giving them presents or making agreements that are gainful for them.

2. Diplomatic agreements can be unlocked via advancing in the civic tree. Remember that even the most gainful agreement can be quickly discarded by other player if they don’t trust you enough.

3. React to the events and let other players know when you find their actions to be inappropriate.

4. Most of your demands will be discarded immediately but you should keep trying, especially when you surpass an addressee when it comes to military.

5. The most important element of diplomacy is Agenda. Thanks to it you can learn about their believes when it comes to leading a country which allows you to create a strategy that will be gainful to you.

6. Issuing a surprise war can help you in completing military goals but most of the time it is linked with negative consequences. Avoid this type of action and try to condemn the actions of other players first before you try to use force.

Commanding an army

1. All units in the game, regardless of technology advancement, status of the army or promotions, always have 100 health points. You can use this information when you want to calculate your chances in victory based on the strength of your units.

2. Selecting a tile to which your units will move to will cause a rotation – your units will change places if the tile, that you have pointed, was already occupied by your other unit. Because of that you can switch them during the fight – you can use a unit with the highest amount of health points to take damage from an enemy.

3. Units cannot attack in close-quarters combat or use range attacks if there is a natural obstacle such as, i.e. a mountain. Use this to place your troops and gain advantage but remember that air combat units can still attack despite of those obstacles.

4. If you level up your unit, that gained enough experience points, during your turn it will recover a bit of health points but you won’t be able to issue them any other commands during that turn.

5. The power of ranged attacks, provided by the Walls, depends on the power of the strongest range unit which can be created by your nation at a given point of development. Before attacking enemies’ fortifications it is important to check their position in the victory ranking, focusing on their scientific and overall points. For every technologic achievement two points are granted. If the difference in points is to your disadvantage you have small chances that a siege will be successful.

6. If you decide to besiege a hostile city don’t forget to use siege machines. Remember that support units behave in the same way as the civil ones and if you leave them unattended they can be taken by an enemy. To avoid this use escorting formation.

7. After creating a corps or an army from independent units you can’t split them. Remember that you can order a production of whole squads in the city menu, instead of combining single units. Two combined units receive +10 bonus to their combat strength, three gets additional +7. The same applies to fleets and armadas.


Ways to Achieve Victory

In this chapter you will find detailed information about all of the various ways to complete a scenario. You will learn what requirements must be met for particular victory to be completed but also how to successfully fulfill the activities that leads to each one of them.

For better clearness this chapter is divided in sections dedicated to all of the types of victory.

  • General information
  • Score victory
  • Victory by domination
  • Victory by science
  • Victory by culture
  • Victory by religion

General information

In Civilization VI a single play is always connected with creating a scenario. Through the options you can adjust number of players, type of the map other factors that will have an influence on the play. After creating and loading a scenario you and other nations has to achieve a victory. Every scenario ends by the year 2050. Until then a winner should be appointed. The stage of development and strategies made by other players doesn’t matter. A player that achieves one of the victories is the winner. If none of the players meets the requirements necessary for one of the victories, every ones’ achievements in the game are converted into points. The one with the biggest amount of them wins.

In every turn you can check your place in a ranking for each type of victory. - Ways to achieve victory - Basics - Sid Meiers Civilization VI Game Guide

In every turn you can check your place in a ranking for each type of victory.

In the later part of this chapter you will learn useful information that will allow you to identify which type of victory other players pursue but also what requirements you must meet in order to complete a given victory.


Score victory

If none of the players competing in a scenario doesn’t, by the year 2050, achieve a victory the winner is chosen by comparing the points of each player. Below, you can find a table presenting what factors have an influence on your overall score. Also, you will find information about what must be done in order to get the most points in each category.

A good habit is to constantly explore the map by using your scouts.

If you find a place that is rich in resources, connected with a wonder or creates a perfect opportunity for development by providing accessibility to water then, as quick as possible, you should train settlers and build a city there. Depending on a nation that you play as it can be more profitable to build cities near your capital or building them on other continents.

Remember, that amenities for luxury resources can supply up to 4 cities which is the number of settlements that you can built and keep their growth at a reasonable pace.

You can easily notice that the biggest amount of points is given by wonders but, taking into consideration their strategic characteristic, you can’t limit yourself to just them.

When it comes to civics and technologies the most important thing is to complete the necessary conditions that unlock inspirations and eureka. Also, it is important to support the works by continuously increasing the income of culture and science points. Your progress in each one of the trees has a great impact on a overall play and can, more than once, tip the balance on your favour.

The number of Great People that you want to have a contract with is determined by the income from each district, buildings and projects. This means that you can’t neglect the development of your city.

Remember that some districts are available much later than others so develop them according to their slots in the tree. Also, don’t try to hire every Person from every discipline, focus on 2-3 that you find most useful and keep watch on contracts.

With a greater number of players this should be enough to have the highest amount of points in this category.

When it comes to faith and believes there are two most important elements: defending your own faith on a terrain that belongs to you and how fast can your religious units move. Remember to use as many religious units as possible and support them with an offensive type. A clash between religious units has no impact on diplomacy.


Victory by domination

One of the ways that can give you a victory in a scenario is domination over your enemies. It is done by depriving your enemies of their capital cities. This can be done only by military actions because none of the players will voluntarily give you their capital.

It is important to know that this type of victory is only possible when you have control over your own capital.

It is worth to mention that if you have more than one city and your capital is taken by an enemy player a palace (symbol of a capital) is moved to another city.

However, in this case you can’t win by domination because to do so you have to have control over your original capital. Until you take it back you can’ win by this type of victory but you can still compete in others.

Remember that to achieve this victory you must cleverly lead your diplomatic negotiations with all players, have a strong army and good economy. If you neglect one of this factors you can lose the game very quick and a prolonging war won’t do any good for you.


Victory by science

This type of victory can be achieved by any players that begin their participation in a scenario.

Later in this guide you can find three milestones that must be done in order to achieve this victory but remember, that each one of them is available almost at the end of technology tree. It can be assumed that this type of victory takes the most time out of all types.

If you want to achieve this type of victory you must continuously pursue the technologies pointed in the table above. Only then you can fulfill all of the objectives for this type of victory and, by finishing the last one, complete a scenario.

It is worth to know that in order to achieve this victory faster than other players you must have good scientific facilities but also build three districts with spaceport.

After developing the technologies you must complete their projects which is connected with a certain amount of production points in all of the cities with spaceports. Remember that each project can be done in separate cities, finishing them faster.

It also worth mentioning that the moment you send out your satellite other players will be informed about that which can result in increased activity on your territory.

Remember, that they will try to dish the entire project. You should keep a strong army in each city that conducts said projects but keep in mind that even strong armies won’t stop atomic bombs that can be dropped on one of your districts.

Remember, even in this situation an enemy can destroy only one of your districts with a spaceport which is why you should have more than one district.


Victory by culture

This type of victory can be achieved by any players that begin their participation in a scenario. To achieve this type of victory you must have more foreign tourists than a total number of domestic tourists in each city.

For this type of victory the most important things are diplomacy and open border agreements with other civilizations.

Only then will you be able to attract foreign tourists. To make your terrains especially attractive you must build constructions that they may find interesting. You must keep an eye on terrain’s attractiveness and condition.

This will allow you to control those terrains that will allow you to build seaside resorts, national parks or some wonders.

Also, it is important to have museums where you can store pieces of art which in turn requires you to hire Great People. You should build districts dedicated to them and fulfill projects that will allow you to establish cooperation with them faster than other players.

Some nations can achieve this type of victory faster than others so you should check in details bonuses for each nation. Archeology and relics are also important, they can be supported by a properly administrated districts related to faith.

Touristic victory is one of those types that requires to have the best control over your decisions and micro management. Remember, that there are other factors influencing tourism such as trade routes and government because it is easier to attract those tourists that come from a country with the same type of government.


Victory by religion

Civilization VI’s religious mechanic is very complex. After establishing the pantheon you have the access to very important bonuses that are unavailable for those players that ignore this gameplay element.

Wonders are important for religion because some of them can give you profits that are useful if you want to achieve this type of victory. It is worth noting that even though the structure of this element is advanced, a religious victory can be the easiest to achieve, but all your actions must be focused on this goal.

Remember, that holy sites are one of the first types of districts that you can build from the beginning. Try to build it as quick as you can so you can start generating faith points shortly after starting the game. This will shorten the time to establish a pantheon or to get help from Great Prophet. Note, that faith points are an in-game currency that can be used to finance your expenses for spreading your faith to other nations.

The requirement for this victory is to spread your faith to other nations so that most of the cities controlled by other players is believing in the same faith as yours. But remember, that this aspect is measured according to the proportions for each of the players so it doesn’t matter that your religion is in all cities of one player that has the most cities on the map. Your religion has to be accepted by every player and only then you can achieve this victory.

For this type of victory you should be prepared for many little skirmishes, especially when it comes to units related only to faith. Faith spreads easily and you don’t even have to send any units to cities that are close to your settlements.

Beside that you have units in your disposal that are responsible for a natural growth of faith, although they can be bought only by faith points so you should take care of that. The sooner you start with a clear goal for your actions the greater your chances for victory.

Some civilizations will happily accept your faith but there are some that get profits from spreading their own religion. You will have to fight with those to achieve this victory. Exploration is really important here because only then will you be able to quickly react to enemy movements.


Controls

The chapter below contains default controls that can be modified by using the game’s main menu.

Global Actions

Unit Controls

Lenses

User Interface


 

Civ 6 – Technology tree

General information

Technological advancement is the most important aspect of the game, which, together with the development of political system, determines the position of your nation on the international arena. Under no circumstances should you ever begin the next turn if you haven’t chosen another technology for development.

There’s a separate branch in the tree for each area of research. Of course, some of them are interconnected with each other, so if you want to develop a particular technology, you will first have to carry out specific research to make this possible.

Different interconnections on the tree are marked with dotted lines, which turn into solid lines only after a given technology is developed. If you see a solid line and a dotted line lead to the technology you’re interested in, it means that not all conditions have been met. You can then select this technology – number will appear, indicating its position in the research queue.

The higher it is on the list, the sooner you will have access to it.

Interconnections between areas of research are helpful for planning. Solid lines mean that research has been completed. - General information - Technology tree - Sid Meiers Civilization VI Game Guide

Interconnections between areas of research are helpful for planning. Solid lines mean that research has been completed.

Technological development may be done according to two scenarios: you can develop every technology available at a given era, and only go to the next once you’re done or you can develop only those you need at the time.

Access to all areas of research is a guarantee that at any moment you will be able to take advantage of everything the game has to offer and you’ll be ready for any situation. Additionally, when you want to carry out research that goes beyond the range of the tree, you will not have to go back to the research from previous eras; you will be able to select what you need off the bat.

Civilization VI is a strategy game and you have to keep this in mind when planning further areas of research.

Having a clear vision of how you want to lead your nation to victory means that already at the beginning of the game you should know which tree you will choose without paying attention to the division into the eras.

Regardless of which of the available options of victory you’re interested in, you need to lead in the classification from the first minutes of the game. It may happen that another nation will surprise you with something and you will have to go back to the roots of one of the trees, but take into account that you will need less time to make up for this. The success in the technological race depends on how quickly you can get access to the newest technologies and the progress of other nations at the time.

The most important aspect of the technology tree is the option to reduce the cost required to develop a technology by half. The so-called “Eureka” accelerates the time required for research under certain conditions, which are specified for a particular discovery. For example, if you want to quickly develop archers, you have to destroy a unit using Slingers.

The requirements that you must meet to reduce the cost of research are always closely related to the nature of the research. Skillful use of this mechanism will give you easier access to individual technologies, but also requires separate planning.

If the development of a given technology requires, e.g. 10 turns, and only after 8 will you be able to meet the requirement allowing the simplification of research, the benefits you acquire will be negligible.

If you know that you can meet the criteria, but it requires more time than is needed for research, then try to select a different area, preferably one for which you were able to reduce the cost, and only after fulfilling the requirements of Eureka go back to the path you’re interested in.

The research for which Eureka has been unlocked is marked very clearly. - General information - Technology tree - Sid Meiers Civilization VI Game Guide

The research for which Eureka has been unlocked is marked very clearly.

An important aspect of Eureka is that the time that is needed for research will be reduced even if the research is in progress.

This means that if you are working on a technology that at the current science rate requires 30 turns to be completed, the cost will have been cut by half even if you complete the Eureka requirement after a few or a dozen turns.

In each turn you can change the technology you are currently researching. The scientific effort already made will be taken into account if you decide to resume research, so nothing in this aspect is ever lost.

However, it is best to plan your research based on available information and then proceed to work on it, because frequent switching between technologies delays gratification, which translates into a slower rate of your nation’s development.


Ancient Era

The chapter below contains the list of all technologies from Antiquity. Each element of the tree will be analyzed for advantages, costs, and usefulness for the given gameplay stage.

The individual technologies were given separate sections, whose descriptions can be found below.

  • Pottery
  • Animal Husbandry
  • Mining
  • Sailing
  • Astrology
  • Irrigation
  • Writing
  • Archery
  • Masonry
  • Bronze Working
  • Wheel

Pottery

In this case, the most important aspect is the adequate usage of available resources. If any of these resources are within the borders of your capital city, you should most definitely begin with this technology. The ability to build a Granary is also important.


Animal Husbandry

As before, you should consider prioritizing this technology if you can find this resource within the borders of your capital city.


Mining

As before, you should consider prioritizing this technology if you can find this resource within the borders of your capital city.


Sailing

If your settlers are in the vicinity of a coast, you can easily shorten the amount of time necessary for research. If you don’t have to focus on sailing from the beginning, or it isn’t an advantage in the location you’re in, you can shorten the required time later by creating a second city on the Coast. The bonus is awarded no matter if the city will be a capital or not.


Astrology

In this case, it all depends on the random factor. If you are placed near a wonder after you begin the game and one of your units is able to discover it, you should research this technology as soon as possible. Such location can be very useful for your victory, thanks to the ability to preach your own religion.


Irrigation

If you are in possession of any of food resources, you shouldn’t have any problems with reducing the time necessary for research. The important thing is to train some builders quickly, and leave at least one from the three slots for the farm.


Writing

This technology will be unlocked as soon as you meet another civilization, no matter if you initiated it or your enemy came across your capital while exploring the map. Even if you didn’t create a scout, you’ll quickly get a visit from an enemy scout, resulting in unlocking the technology.


Archery

This technology can be easily unlocked using a barbarian scout. Of course, it may turn out that there aren’t any in your vicinity, but taking into consideration the time necessary for creating a unit, you shouldn’t have any problems unlocking this technology.


Masonry

This technology is unlocked if your city is nearby some stone resources. If you use them, the technology will be unlocked instantly. It’s a very important technology, as you can raise walls which result in the safety of your settlement.


Bronze Working

Along with the development of the codex, you can activate the bonus to damage against the barbarian units. It’s very helpful, especially considering the fact that the barbarians often have cavalry units quicker than you. If you locate a barbarian settlement early, you shouldn’t have problems with meeting the requirements. The important thing is to avoid destroying the settlement before it creates the necessary number of units.


Wheel

This technology is very easy to unlock. All you have to do is to build an upgrade on any resource. It can be a mine, resulting in an additional resource, but if you build a quarry, you’ll receive two upgrades for the price of one.


Classical Era

The chapter below contains the list of all technologies from Classical Era. Each element of the tree will be analyzed for advantages, costs, and usefulness for the given gameplay stage.

The individual technologies were given separate sections, whose descriptions can be found below.

  • Celestial Navigation (I row)
  • Currency (I row)
  • Horseback Riding (I row)
  • Iron Working (I row)
  • Shipbuilding (II row)
  • Mathematics (II row)
  • Construction (II row)
  • Engineering (II row)

Celestial Navigation (I row)

If you settled on the coast, you shouldn’t have any problems with revving up the research.

Take notice of the resources on the coast, and try to recruit builders as quickly as you can, so they can spend two charges on improving resources.

Remember that if you are planning to settle on the coast, you need to choose such location on the coastline that will contain necessary resources.

You should take under advisement the fact that this technology will allow you to widen the range of sea resources that you can exploit, however – the most important aspect of the said technology is the ability to build the Harbor, which is an incredibly important element of controlling bigger sea areas.


Currency (I row)

In this case, you shouldn’t have any problems with unlocking the eureka, provided Foreign Trade was your second choice from the civic tree. Once you research it, you’ll receive access to your first merchant, which will allow you to create your first trade route, and unlock the technology.

Currency is not a key technology early on, but remember about the benefits coming from a Commercial Hub, and try to find such tile that will maximize the advantages from its location.

Once you build a Commercial Hub, you’ll receive another merchant slot, which will lead to bigger earnings from trade.


Horseback Riding (I row)

If after deploying you have any Cattle or Sheep resources, you shouldn’t have any problem with unlocking the technology. Otherwise, you’ll need to proceed with normal research.

Cavalry units are very important; however remember that to use and recruit them, you need to have access to Horses. If you don’t meet any requirements, don’t waste your time researching this technology.

Instead, bypass the technology, and proceed to a different path on the tree. You’ll return here when there is an opportunity to use the technology.


Iron Working (I row)

Once you unlocked Bronze Working, you should have seen where the iron deposits are located.

If you cannot access them, you should consider fighting for them if they are in range. Otherwise you can have problems with unlocking the technology.

Remember that without access to Iron, you won’t be able to recruit units that are unlocked by this technology, so you need to have a clear vision whether you should spend time on this technology, or you won’t be able to reach the resource before the research is completed.

Remember that if a resource is at hand, you can begin research earlier, while the acceleration will apply after meeting the requirements.


Shipbuilding (II row)

In this case, unlocking the technology shouldn’t be a problem. If you want to control the ocean, galleys will be very useful, so start producing them as quickly as possible, as you can improve them later.

The most important aspect of the research is the ability to transport all land units, either military or civilian ones.

Remember that this will allow you to gain advantage over the civilizations which haven’t settled on other continents, where you’ll have much more space for yourself, and access to strategic resources.


Mathematics (II row)

Unlocking the technology is mainly dependent on the growth of your civilization, and the cities’ productivity.

Remember that the districts can be created every time the amount of inhabitants gets multiplied by 3 (3,6,9,12), so to create 3 districts you need city on level 9, or two cities with 6 and 3 levels respectively. This is much easier to get in such a time.

Additional movement point for naval units is a very important bonus, provided you use water basins. If you didn’t research naval technologies, you can postpone them, but they are essential for further eras, so you’ll return to them quickly.


Construction (II row)

This technology is very easy to unlock, provided you’ve unlocked Wheel earlier. If you didn’t, get it done, as a Water Mill offers a bonus to rice and wheat resources, which translates to quicker city growth and bringing new inhabitants.

Remember that in order to build a Water Mill, you have to place the city center on a tile that neighbors a river tile. If you started elsewhere, you won’t be able to get the Eureka, and you won’t build one of the key buildings.

The available unlockables once you complete the research may not be very important but if you are going for a military win, every siege unit will be useful.


Engineering (II row)

This technology should be unlocked automatically, as building ancient walls is the starting point for every scenario. Additional siege unit will help you in combat; however the Aqueduct district is much more important, rewarding you for a good choice of location or at least partially even the losses which were created when planting in a wrong place on the map.


Medieval Era | Technology

The chapter below contains the list of all technologies from Medieval Era. Each element of the tree is analyzed for advantages, costs, and usefulness for the given gameplay stage.

The individual technologies were given separate sections, whose descriptions can be found below.

  • Military Tactics (I row)
  • Apprenticeship (I row)
  • Stirrups (I row)
  • Machinery (I row)
  • Education (II row)
  • Military Engineering (II row)
  • Castles (II row)

Military Tactics (I row)

In this case, you shouldn’t have any serious problems with unlocking the technology. Even If you are focusing on controlling and building your power around oceans, you should field at least a few units of land forces.

Pikemen are one of the base units in this era – you can send them to fight barbarians, and receive reduced research times as a reward. This technology is especially important for Norway and Japan, nevertheless every nation will benefit from pikemen and bonuses that stem from building a Wonder.


Apprenticeship (I row)

You shouldn’t have any bigger problems with unlocking the technology, provided you have access to mining resources.

Remember that the said number of upgrades is counted from both cities, so try to get a second city before you proceed with the research – it will fill any missing elements in this area.

You should also have at least 3 upgrades of this type, especially when taking the production bonus, which will be given to you once you complete researching Apprenticeship.

This technology is especially useful, seeing as it gives access to the Industrial Zones, which will increase productivity of your cities immensely. In any case, you cannot omit it, or you’ll face the consequences quickly.


Stirrups (I row)

This technology is not so easy to unlock, as to discover the eureka, you have to develop the civics from the same era as this technology. If you’ll be inconsistent in developing the Civics tree, it may turn out that you haven’t managed to finish it before the said technology.

Stirrups give access to quite strong medieval units, which require iron, so get access to this strategic resource. The technology lies in the first row of its era, so sooner or later you’ll have to research it.

You’ll have to return to it eventually, but you can give yourself more time to research the given civic or getting access to a necessary resource.

Remember that the eureka which is connected to culture is the best solution if you want to increase your earnings for culture points and realizing inspirations behind certain civics.


Machinery (I row)

If you manage your forces properly, and try to solve every conflict peacefully, the eureka should be unlocked without a problem. Remember that you can upgrade your units, for example change slingers into archers, which costs a small amount of gold, and it’s useful.

The biggest benefit from ending the research is a Lumber Mill, which can only be built on forest tiles, so make sure to avoid reclaiming all forest tiles when the opportunity arises. Aside from that, you gain access to stronger ranged units – you can upgrade your archers to form new units.


Education (II row)

Depending on how you’ve managed to build a Campus, you should now have enough background to receive help from a Great Scientist. If you spend at least a bit of your attention to this matter, you should have enough points for a “cheapest” scientist.

The research supports the Campus’ inside infrastructure, which is especially useful if you are aiming for a technological win, but you should build the unlocked object as quickly as possible, regardless of the chosen way to win the scenario.


Military Engineering (II row)

Access to Eureka Depends on the productivity you’ve managed to generate for your cities. Remember that an Aqueduct can only be built near water sources, so improper placement of the center may completely compromise your chances to build an Aqueduct. Thanks to Military Engineering, you receive access to an important unit supporting military operations, so produce a unit as quickly as possible to make use of its abilities.


Castles (II row)

Depending on your current Civics status, you can choose from three governments (Monarchy, Theocracy, Merchant Republic), which meet the requirements of the Eureka, and are in your grasp.

Of course, everything is warranted with your involvement in realizing further elements of the civics tree, and from earnings to culture points.

If you are playing as one of the countries which receive benefits connected with unique abilities, you should focus on research as quickly as possible. In other cases, the ability to build Medieval Walls is a key issue, so consider it if you are in danger from other civilizations.


Renaissance Era

The chapter below contains the list of all technologies from Renaissance Era. Each element of the tree is analyzed for advantages, costs, and usefulness for the given gameplay stage.

The individual technologies were given separate sections, whose descriptions can be found below.

  • Cartography (I row)
  • Mass Production (I row)
  • Banking (I row)
  • Gunpowder (I row)
  • Printing (I row)
  • Square Rigging (II row)
  • Astronomy (II row)
  • Metal Casting (II row)
  • Siege Tactics (II row)

Cartography (I row)

The ability to use the eureka appears only when you have at least two cities with access to the coastline. Otherwise, you won’t be able to build a Harbor, which is mandatory for lowering the research cost. If you are focusing on water basins, you shouldn’t have any problems with it, while the awarded bonus will benefit you greatly.

Taking the game to the ocean is especially important for this gameplay aspect, while the additional unit and bonuses will help in accomplishing that objective.


Mass Production (I row)

In this case, eureka is directly related to the discoveries from Medieval Era. A Lumber Mill can only be created on a forest tile, so plan what tiles are useful to this part of industry. If you have at least one such tile, unlocking the technology shouldn’t be a problem. Buildings connected to this technology have special use for sea-oriented civilizations, so if you began the game planting your capital on the coast, researching this technology is mandatory.


Banking (I row)

The Guilds civic comes from a previous era, so until you begin researching it, it should be unlocked already. As a result, you will be able to finish your research on the said technology, which is important considering your economy. The research potential can be used fully if you have a Commercial Hub with the necessary supply network, but remember about the bonus rewarded for quarries. Depending on the number of available attachments, the treasury’s earnings will grow immensely.


Gunpowder (I row)

Discovering the eureka depends on how developed your Military District is. To build an Armory, you need to develop the Military Engineering technology first, while the bonus for the aforementioned building is so attractive that you shouldn’t delay upgrading your structures. Thanks to the research, you’ll be able to locate on the more important strategic resources – when you get it, you’ll gain a massive advantage on the battlefield. This technology is especially important for Spain – if you decided to roll this nation, it should be one of the priorities of this era.


Printing (I row)

If by now you have two cities with a Campus district, the bonus is practically yours. Otherwise you should consider building necessary structures, as the rewarded bonuses are especially important for cultural and diplomatic win.

Even if you don’t want to develop the bonus, try to build the structures up to a level which will allow you to research further technologies without major setbacks.


Square Rigging (II row)

It’s hard to describe the eureka from the table, as the musketman unit hadn’t existed in the game when the chapter had been prepared. Probably it is one of the elements that the developers left out to include in further upgrades or expansions.

The attempt to get the Eureka using crossbowmen had failed, so currently the eureka is not available. In all, this technology is not that important, but if you are putting your strength into sea units, you should research it.


Astronomy (II row)

If you placed your Campus in a right location, the bonus is yours. Remember about research bonuses that are rewarded for building a Campus next to a mountain tile. The technology doesn’t influence the gameplay, but unlocks the access to further research from this era, so you can’t just ignore it completely.


Metal Casting (II row)

Another technology which main objective is to unlock the access to further research from the era. Eureka is very simple – If you don’t have the necessary room for unit development, you can upgrade your archers to the necessary level, or buy the required units.


Siege Tactics (II row)

The Eureka can be discovered only when you’ve researched the previous technology. Once it’s completed, you can buy the bombards if your treasury allows it, but make sure to limit the buy to one unit, and recruit the second one in your city.

Remember that to form or buy a unit you need to have a Niter source, so all attempts to reduce the research time are futile without it. Try to modernize the city walls as quickly as possible, however make the decision based on your neighbors’ aggressiveness.


Industrial Era

This chapter is dedicated to all technologies from Industrial Era. Each element of this tree will be analyzed with the focus on profits, costs and usefulness in a particular phase of the game.

Respective technologies has their own individual sections, list can be found below.

  • Industrialization (Row I)
  • Scientific Theory (Row I)
  • Ballistics (Row I)
  • Military Science (Row I)
  • Steam Power (Row II)
  • Sanitation (Row II)
  • Economics (Row II)
  • Rifling (Row II)

Industrialization (Row I)

To achieve eureka you must have three industrial zone districts with workshops. Building a workshop shouldn’t be a problem and on this stage you should be close to building third industrial zone. But if you can’t do it, delay this research till later.


Scientific Theory (Row I)

Enlightenment civic, mentioned in the table above, is the closure to your work on Renaissance governments. If you paid enough attention to culture and had already hired at least three Great People then at this stage of the game you should be close to unlock eureka.

Weigh up your chances and, according to them, start the research. Ignoring this Wonder’s usefulness, you should keep in mind the ability to make Research Agreement which will greatly speed up your and your allies’ or friend’s development.

Depending on your resources, required by Plantation, you can get a good food bonus when you complete the research.


Ballistics (Row I)

In this case you shouldn’t have much problem with achieving Eureka. Forts are important from strategic point of view, especially when you are constantly threatened by other civilizations.

However, you can also build it using Engineer’s abilities. Usefulness of this technology is determined by your use of support units but it is useful to research it because without it you won’t be able to access technologies from next eras.


Military Science (Row I)

Eureka’s availability depends on whether you got the access to a strategic resources that is iron. If you haven’t got it yet then you should do it as quick as possible. Otherwise, you have to do the research at normal pace which will slow you down. This technology cannot be omitted especially if you play as one of the nations that receives a special unit when the research is completed.


Steam Power (Row II)

A very important research. If you decided to place two cities on a shore then at this stage of the game you’ve probably unlocked this Eureka. Prepare yourself for this technology beforehand and, under any circumstances, don’t omit it.

Discovering a new strategic resource before other players may be crucial. You should have a spare unit of settlers so you can take control over the resource after discovering it. Of course, if you decided to built seaside cities then you will be happy from additional movement points for embarked units.


Sanitation (Row II)

At this stage of game, building neighborhoods shouldn’t be a problem and long before conducting this research you should have them built already. This research is especially interesting for players that control Indian but the additionally unlocked building and unit are also worth mentioning.

Sewer may be pricey but it will effectively improve living conditions in neighborhoods and help in your cities development. When you consider the damage taken by your units, medic’s presence on a battlefield necessary.


Economics (Row II)

To unlock this Eureka you have to own and develop two commercial hub districts. Thanks to that you will be able to finish this research faster and get the access to the next stage of infrastructure’s development for said district. You will generate additional gold and at this stage of the game you are familiar with its usefulness.


Rifling (Row II)

This research is very useful if you play as America but for other nations upgrading your recon unit will also allow to maximize map’s exploration at this stage of the game. Notice the difference between those two units regarding their combat strength.


 

Civ 6 – The World

Barbarians

The chapter below is fully dedicated to AI controlled barbarians. You’ll learn about their methods of operation, types of camps that you’ll encounter during the game, and how to withstand their attacks. The chapter contains sections that divide the problem into prime factors.

  • Basic Info
  • How to Deal with Barbarians?
  • Dangers
  • Types of Settlements
  • Benefits

Basic Info

Barbarian camps can be recognized thanks to a characteristic palisade - Barbarians - The World - Sid Meiers Civilization VI Game Guide

Barbarian camps can be recognized thanks to a characteristic palisade

Barbarian raids are one of the biggest threats to Your settlement in the initial stages of the game. Their camps are placed in random locations around the map. If you destroy a barbarian camp, another one will spawn after some time, located in an area that is not monitored by any of the players. Each camp receives a scout unit, which will start the exploration of the surrounding areas in search of player-controlled cities, to learn of their locations and deliver this knowledge to its home base.

How to Deal with Barbarians?

Try to attack the barbarians every chance you get - Barbarians - The World - Sid Meiers Civilization VI Game Guide

Try to attack the barbarians every chance you get

When a scout learns the location of a prosperous city, he returns to his camp, which begins recruiting units that will invade the city. If a barbarian scout approached your city during the gameplay, remember to order any of your military troops to follow it. The unsuspecting scout will lead his village to its quick demise, as you can nip the danger in the bud. If you kill the scout, the barbarian village won’t send any troops to your area, as the scout has to return with the news first.

The barbarian presence can be used to unlock certain technologies and ideas, and your military forces can get some easy experience by attacking barbarian units. Remember to enable one of the Military Policies bonuses against barbarians, and you’ll emerge unscathed from any encounter. If you want to focus on experience gain, allow the scout to return to his village. Soon, a number of barbarian units will travel in your direction. You can eliminate them in a safe distance from your settlement. Make sure to depose of the barbarians quickly, as it may turn out that another scout approached your settlement, and you may not be strong enough to handle war on two fronts. You can allow some barbarian units to attack, then encircle the village and destroy it.

Dangers

You should be aware that barbarian units, just as every enemy unit, can take over your civilian units. If you won’t keep your borders secure, it may happen that barbarians had stormed your lands, plundered them, destroyed the buildings, and took all civilian units with them. Under no circumstance, you cannot allow such situations to happen. Don’t ever leave a city without a garrison. Otherwise, you’ll quickly face constant barbarian attacks, while other civilizations will be developing, and you won’t be able to catch them to even the score.

Grasping the situation and swift reactions to barbarian attacks are the most appropriate solutions. The biggest mistake is complete ignorance in regard of their actions, as you may be forced to face a number of units, which will lead you to certain losses. You may be able to stop them before they approach your town, avoiding any damages, but the sheer number of enemy forces may result in the defeat of your troops. As a result, you’ll have to postpone the creation of important buildings and districts, in favor of recruiting units, which may even clear out your coffers. Each of these situations makes you drift away from total victory, so avoid making such mistakes.

Types of Settlements

It should be noted that barbarian units are not technically advanced, and they don’t upgrade their forces. There are three types of barbarian units, depending on the settlement location:

Remember that the camps are generated in random locations obscured by the fog of war, and every other player has to deal with their raids. After some time, their presence is more of an advantage rather than a nuisance, so make sure to send scouts often, and return to the areas which you’ve already visited. If you discover a village and destroy it before others, you’ll deny your enemy additional gold supplies.

Benefits

Destroying a barbarian camp not only increases the feeling of safety, but also increases the amount of gold in the treasury.

Additionally, you can use them to unlock a few bonuses, which will allow you to research certain technologies. You should also keep in mind that battling barbarians increases the respect for your civilization in the eyes of your rivals, and improves diplomatic relations with them.


Native Villages

The chapter below is dedicated to native villages, which can be found on the map in every scenario. You’ll find some detailed info on the villages themselves, and the benefits that can result from interacting with them.

  • Basic Info
  • Relevance
  • Benefits
  • Strategy

Basic Info

The native villages are often found next to barbarian camps. - Native Villages - The World - Sid Meiers Civilization VI Game Guide

The native villages are often found next to barbarian camps.

The native villages look similar to barbarian camps, but don’t pose any danger, and can bring only benefits for your civilization.

In essence, they are just a poorly developed civilizations, which don’t field military troops, and don’t initiate any contacts with other players.

You can encounter them in random locations, and efforts to locate them shouldn’t be neglected after beginning a game. Unlike barbarians, native villages are not randomly generated throughout the whole scenario, but disappear after their tribute to never come back.

Relevance

As a result of limited number of villages, you need to fight for every one of them. When you managed to locate one, send a unit in its direction immediately.

The first player who will interact with a native village, is rewarded with certain benefits. It doesn’t matter if your unit is nearby, if you won’t enter the village first, you’re left with nothing.

The most important military unit that will be invaluable in taking over native villages is a scout. Thanks to scouts’ bigger number of action points, you can reach them quickly and take over the bonus. Remember that other players, regardless of whether you are playing against AI, or a real player, will try to reach the village first at all costs.

Benefits

When you interact with a village (i.e. move your unit to the village tile), you’ll receive a random bonus for your civilization. This could mean civilian units such as merchants or builders. Military units – typically a scout.

There is also a huge possibility that the interaction will allow you to avoid bearing costs for developing one of the technologies present in the current age of your civilization.

If not, at least the research cost will be lowered by half. In case of an idea, accelerating the research is the only possibility, as an instant idea for any civilization would disturb the balance of the game. Aside from that, there is a possibility of gaining an instant boost of gold or faith points, but there is also a likelihood of your civilization receiving a relic.

Remember that each of these bonuses can be received only once, and you’ll gain only one random from each of the mentioned above.

Strategy

In this case, random factor has huge meaning, both when it comes to the benefit, and the location of the villages. If you can reach a village, do it as quickly as possible.

Until you see a barbarian scout near your capital, you can freely explore the map with your military forces. Remember to send your troops to two different reaches of the field of view. If a scout reaches a settlement, he should continue traveling in that direction. If you sent a military unit, the situation takes a completely different turn.

If you are able to take over a village, send your warriors to the capital as soon as you can. Don’t send your forces too far, as the limited number of action points and disadvantageous terrain can make defending your capital impossible, or force you to recruit mercenaries.


Terrain

The chapter below thoroughly describes each type of terrain on the map. You will be able to make instant decisions regarding building cities after just looking at the map’s characteristics.

Keep in mind that each tile might represent a completely different type of terrain. The terrain type determines its characteristics that might affect its usefulness (forests etc). Advantages shown in the tables only apply when the tile is within borders of your territory

  • Terrain types
  • Terrain features
  • Movement limitations
  • Water access

Terrain types

The section below describes all terrain types in the game. Depending on a type, the terrain might be friendly – it might have food, gold, or production points. Some terrains are completely useless, while others can be used in various ways.

Regardless of a combination, the best solution is to settle by the coast, near a mountain that will protect you from enemies - Terrain - The World - Sid Meiers Civilization VI Game Guide

Regardless of a combination, the best solution is to settle by the coast, near a mountain that will protect you from enemies. The terrain should consist mostly of grasslands and plains. If you don’t get such a combination, try to pick the best one you can, as long as moving your settlers there takes no more than two turns. Obviously, the terrain can have advantages or disadvantages (explained in the next section). You need to calculate what’s more beneficial, because a location with better terrain combination is much more beneficial than making settlements on a desert just to have access to an oasis.

Terrain features

The section below contains a thorough description of features that might occur on almost any terrain type described in the previous section. Terrain features affect the terrain’s production potential in each tile, usually at the cost of possible upgrades. Keep in mind that the features may increase cost of movement on the tiles and often increase their attractiveness. Remember that after developing proper technology, you will be able to delete the features to use the terrain to your advantage.

Remember not to delete terrain features too carelessly. You might be unable to build one of crucial districts or wonders just because you have deleted a feature. There aren’t many buildings that require “unfriendly” terrain but it is always worth checking out.

Movement limitations

The table below shows the movement points required to cross various tiles. As you can see, flat terrain is the easiest to cross. If there are hills on the area, moving across it costs twice as much. Each feature increases the cost of movement by 1 point.

Water access

Fresh water access is one of the main factors that determine population growth and its speed. Remember to choose areas that have plenty of fresh water, the more the better. It will let your city grow without buying extra buildings. If a city is located far from any source of water, it quickly requires new buildings to grow. If you don’t buy them, you will receive a development penalty which will hinder acquiring new citizens.

The best sources of fresh water include rivers, lakes, and oases, but none of them are available, build your settlements near the coast. The bonus you will receive is not going to be as high, but it will buy you some time to build upgrades.

If your current conditions allow you to fully use fresh water, you can build a district with an aqueduct on an area adjacent to the center. You will only receive a bonus if a river, a lake, or a mountain is adjacent to the city center.

A district receives a bonus that’s more beneficial to the city, so for areas abundant in fresh water, the maximum amount of housing areas is 7. If you haven’t had access to fresh water, the amount of these areas is reduced to 6.


Natural wonders

The chapter below shows all the basic information about natural wonders. You can read about their locations, sizes and advantages they give to cities or units located near them.

It is worth noting that natural wonders appear on the map randomly. Building settlements near them is crucial, since this is the only way of using their bonuses.

Moreover, if you settle near them, you can be sure that your nation will use their advantages. In some cases the bonuses are so high that they might determine the gameplay at the very beginning. Remember that you cannot build on areas with natural wonders, so watch how much space they take.

Below you can find some natural wonders that you can find on maps.

  • Mount Kilimanjaro
  • Cliffs of Dover
  • Pantanal
  • Piopiotahi
  • Torres del Paine
  • Crater Lake
  • Dead Sea
  • Mount Everest
  • Tsingy de Bemaraha
  • Great Barrier Reef
  • Yosemite

Mount Kilimanjaro

Kilimanjaro will prevent enemy units from entering your city, similarly to other mountains, but remember that it only occupies one tile. Try to settle near it, having one tile between the wonder and the city center. The mountain is not the most important wonder that is going to appear on the map, but if you want to achieve victory by technological advancement, this wonder will double the Science bonus given by other mountains. If you don’t absolutely need to, do not fight for a spot near it, but if you’re close and you’re able to get some land, go ahead. Technological advancement helps you win, even if you want to play the scenario in a different manner.


Cliffs of Dover

A perfect spot to build settlements on the coast. You will have access to the sea fauna which will increase resources of your population and make you capable of going out into the sea more quickly. High Culture and Gold bonus, but keep in mind that this wonder occupies two tiles, so place the city center in such a way that you can control the wonder as soon as you build the town. Three extra Culture points can help you get a Culture Victory, but remember that this bonus will help you unlock policy cards, which greatly affects the gameplay. Gold will help you create more units and infrastructure.


Pantanal

It might be difficult to acquire after building the city center. It occupies four tiles that won’t be available to build districts and upgrades. The bonus is really useful, of course, especially that the Food bonus slightly compensates your ability to develop the town. A good place to fight for a Culture Victory, but don’t forget about the relation between Culture points and governments. Remember to send your citizens to work in the food fields after building a town. As your territory and population grows, the game will become easier.


Piopiotahi

A small bonus for such an area. If you cannot find a better location and you were going to settle on the coast, the bonus will be helpful in the beginning. Try to develop your town in such a way that it uses the wonder to its advantage and, at the same time, exploits nearby tiles. Gold and Culture bonus will speed up the town’s development, but your task will be to create a scout unit and find a place that will give you better production potential and more food for the next town.


Torres del Paine

An impassable wonder that occupies two tiles. The best way to use it is to make it block the space between your city and cities of other players. Pay attention to tiles adjacent to the wonder. If it is a town, buy all tiles adjacent to the wonder to maximize the income. If you cannot pay for all of that, place the settlements properly to collect everything from the most beneficial tiles. Fighting for control over the area near the wonder, but remember to check the potential of the area before you wage war.


Crater Lake

One of the most important inland wonders. Very high Faith bonus will help you pay for units that will spread your religion. Additionally, you will receive an extra Science point that will speed up the technological development of your town.

These are not the most important advantages, though, since it also gives you access to fresh water. Increasing the workforce of the town will help you keep a distance from the enemies and succeed.

You can get a similar effect by establishing a settlement by a river, but in that case you won’t receive any bonuses. If you place the capitol of the civilization near this wonder, your subjects’ religiousness will increase quickly.


Dead Sea

One more important natural wonder that’s worth fighting for, but in this case, you can take your time. Faith and Culture bonuses are not as high as from the Crater Lake, but note that spending just one turn near the wonder makes your units return to full health.

If you’re going for a Domination Victory, there is a high chance that your city will be impossible to conquer. Imagine that you can change your garrison after every turn so that damaged units can be healed.

Obviously, bonuses and fresh water access are important as well, but with such a defense you can be sure that your enemy will use a nuclear bomb. Keep in mind that this wonder occupies two tiles – it makes your line of defense longer, so you can place more units around it.


Mount Everest

Another natural wonder that can stop the enemy from entering your territory. It is worth remembering that Mount Everest is crucial for the campaign if you want to achieve a Religious Victory.

Occupy all tiles adjacent to this wonder and develop your city’s pantheon and religious center. Note that religious units are treated as civilians, so they can approach the wonder without effort.

You must not let it happen, but if it does, do not let them leave your territory. The mountain reduces cost of movement across hills, so you can reach other cities and convert them faster.

Explore the map because not knowing about such an advantage of an enemy will have an impact on you. Building settlements for a nation that already has bonuses related to religion (e.g. Spain) can determine the whole campaign.


Tsingy de Bemaraha

Usefulness of this natural wonder is determined by the terrain around it. The bonuses will be useful, but if you want to acquire adjacent tiles, check which ones can be the most beneficial for you.

If you can buy more area, don’t think twice, but do not spend too much and watch the advantages. Keep in mind that the wonder only occupies one tile, so a city might quickly surround it.

Additionally, it can block invasions. One tile near it can be used to build an Encampment district that will improve the town’s defensive capability.


Great Barrier Reef

This wonder can be found near the cost, which might be a good reason to expand your territory to the closest body of water. It occupies two tiles, which won’t matter after the initial part of the game.

A significant Food bonus will help you acquire new citizens, while extra Science points can facilitate getting new technological advancements. Remember that expanding your territory to the ocean surface is beneficial because of an extra Food point for each tile.

If you don’t have enough resources, don’t fight for it, but if you want to build a new town that will catch up with the capital city, having the Great Barrier Reef close by can be invaluable.


Galápagos Islands

Galápagos Islands deserve special attention, since it is the only marine natural wonder that is impassable. It only occupies one tile, but even a single tile can make placing the units easier.

It is a good place to create a town by the sea, especially because of the double bonus from each neighboring coastal tile. It does not have the biggest strategic potential, but if you are at a right location in the beginning of the campaign, it is worth acquiring.


Yosemite

Another wonder that will help you generate more profit as you upgrade the town and its infrastructure. It occupies two tiles, which has a tactical significance as it is impassable. It also provides the player with more tiles surrounding it and getting the bonuses.

Note that buying more land around it can be profitable in the long run. The bonuses are not extremely impressive, but if you build a town early in the game, you can get a financial and technological advantage in the middle of the campaign.


 

 

Civ 6 – City-States

Basic info

City-states are settlements that are controlled only by the AI. They are much more developed than native villages or barbarian camps. They report to the same rules as cities controlled by the players. They can recruit their own units, but cannot achieve victory in the game.

Below, you’ll find a number of useful information on how they function, and what can be gained by giving them your attention.

  • Meaning
  • Types of City-States
  • Tasks and Benefits

Meaning

You cannot establish diplomatic relations with their leaders, as they are non-existent. Basically, they stay neutral, but you can exert some influence on them if you receive the title of sovereign.

You’ll become a sovereign if you’ll have the biggest number of emissaries in the given city. To receive this status, you’ll need at least 3 emissaries. You should also be aware that every city – state function as single settlements, and don’t create smaller cities, so the sovereign status means that you fully control a unofficial nation.

There is a number of benefits present, which are dependent on type of the city and the number of sent emissaries, but more info can be found in the chapters dedicated to individual types of cities.

Every scenario has a different number of city-states, and you can send your emissaries only when you discover a city’s location on the map.

This is why it’s especially important to send scouts, and revealing the whole map on which the current scenario takes place. Take a look on the benefits resulting from being a sovereign, and you’ll see that neglecting this element can cost you a lot.

You should constantly broaden your sphere of influence, to control the biggest number of neutral villages. Of course, you can just ignore them, but it will quickly get back to you.

Eventually, you can try to conquer a city-state, but this process takes time, and it’s very costly, so this is not a viable choice at the beginning of the game – try the peaceful way.

You should know that as a sovereign, you can call the controlled city to send military support, which is especially important when you are at war with a player-controlled civilization. Remember that if you decide to conquer a city-state that is controlled by a player, this action is synonymous with declaring war!

Types of City-States

The names of city-states of the same kind are always marked in the same color. - Basic info - City-States - Sid Meiers Civilization VI Game Guide

The names of city-states of the same kind are always marked in the same color.

The city-states are divided into Trade, Cultural, Militaristic, Scientific, Industrial, and Religious. It all depends on the type of victory you want to achieve – with a clear objective, you can invest more influence into a city-state that can bring you closer to it.

Of course, to have a full control over this aspect, you need to discover every available part of the map. Depending on the map type, you should develop Sailing, as reaching a city-state before other players allows you to take the top spot.

You should also consider this: if you discover a city-state first, your emissary is sent there automatically.

Tasks and Benefits

Sometimes, city-states give you special quests, that can be either completed, or ignored. Accomplishing a mission gives you a certain benefit, which will be detailed in the description of the quest.

If you can manage it, do it as quickly as possible, as most of the benefits are connected directly to technological and ideological growth of your nation. You should also remember about dividing resources between your capital and the city-state of which you are a sovereign.

If you have the title, you automatically take over all the resources in the city, and if the need arises, you can build upgrades on its territory.

Remember that the received benefits have certain requirements, so try to balance the division of emissaries between the individual cities. Keep the sovereign status at all costs, but be aware of the requirements that has to be fulfilled in order to reap the bonuses.

If your position in a trade city is not threatened, and your Commercial Hub is still not active, avoid sacrificing more emissaries to receive the bonus, as you won’t be able to use it.

Especially as throughout the whole scenario, all players have full knowledge of the number of enemy emissaries present in the given city-state, which will allow you to counter any attempts to take over your sphere of influence.


Trade Cities

The chapter below contains thorough knowledge on trade-oriented city-states, and a list of benefits resulting from keeping a sphere of influence in the individual cities, and the advantages stemming from taking over such a city.

  • Emissary Bonuses
  • Amsterdam
  • Jakarta
  • Lisbon
  • Zanzibar

Emissary Bonuses

Each of the trade cities has the same bonuses for keeping a certain number of emissaries. Remember that if you keep a certain number of representatives in more than one city, the bonuses are combined into one bigger.

One of the reasons why you should discover a trade city first, is a free income of 4 gold in every turn. Take notice that in the initial stages of a game, it hardly surpasses the income of your capital. To keep expanding, you should send additional emissaries to reach a threshold required for the sovereign status.

For the bonus to be tolerable in relation to your contributions, you should have at least three cities with a Commercial Hub – this way you can safely increase the number of emissaries to full capacity. Of course, you shouldn’t take heed if a bigger number of emissaries is necessary to keep the sovereign status in your hands.

Amsterdam

This bonus is especially useful if you create trade routes to foreign cities. It should be mentioned that the bonus is awarded only if the target city has Luxury Resources.

Before establishing a route, investigate what type of resources are at the target cities’ disposal. For your trade routes, choose cities that can supply the biggest quantities of Luxury Resources. Additional gold will allow buying new military and civilian units, which will consolidate your position.

Remember that only one trade route at a time can link two cities with each other, so establish a second settlement early on, so you can send another merchant to the same (resource-rich) city, resulting in your profitability going way up.

If the most profitable town is farther than 15 tiles from your city, create trading posts in cities located in between.


Jakarta

This bonus is especially useful in a situation where you use many trading posts to increase the range of your trade routes.

Even if you use only a few, the bonus will be satisfactory, but if you have a choice between controlling Jakarta, and taking over a different trade city, make sure to make a comparison to determine keeping what city will be more profitable to you.

Of course, nothing stands in the way for you to assume the mantle of a sovereign, but if you are short of some trade points, the bonus will be inadequate to your contribution.

You should avoid serious investments into this area, as you need to increase the trade route limit in the first place. Everything depends on the locations of the cities, and how many foreign cities are you able to put into one trade route. Remember to have at least two cities to which you can create trade routes to multiply your gains.


Lisbon

Remember to avoid serious scuffles for the sovereign title if you are sending your trader units with an escort, or if the map is so inhospitable that you cannot create trade routes which allow you to score the bonus. Assaults on traders cost an arm and a leg, so make sure that your profits stay on the same level.

The best way of preventing such situations is an armed escort, but if your coffers cannot support guarding every route, use the bonus to avoid the risk of losing your profits from a completed route. Remember to keep adequate escort in naval trade, as it allows creating much more longer trade routes – such length for land units is available only after locating a trading point.


 Zanzibar

In this case, take every step to become the sovereign. It is easy to foresee that Zanzibar will be one of the flashpoints in the scenario. Remember that a very huge happiness level in the city facilitates its growth, and the manufacturing abilities.

However, don’t be besotted with only the awarded bonus, as if you won’t pay attention to the happiness level, the obtained profit will quickly diminish.

In any case, pay attention to the situation at hand, and don’t let other players take over the city. The bonuses listed above are a solid argument which calls for discovering the whole map.


Cultural City-States

The chapter below contains a detailed outline of culture-oriented city-states, and the list of benefits resulting from a sphere of influence in the individual cities, and the advantages stemming from taking over such a city.

  • Emissary Bonuses
  • Kumasi
  • Mohenjo-Daro
  • Nan Madol
  • Vilnius

Emissary Bonuses

Each of the culture-oriented cities has the same bonuses for keeping a certain number of emissaries. Remember that if you keep a certain number of representatives in more than one city, the bonuses are combined into one bigger.

The bonus to culture will be a serious boost to the ideological growth of your nation.

You should spend at least one emissary, as you can receive a bonus right at the beginning of the game which will allow you to get ahead of your enemies.

This is an especially important type of a city-state if you want to achieve cultural victory. Even if your plans are different, you shouldn’t forget about this type of city. Remember that with each next Policy Card, your range of strategic possibilities increases.

Don’t forget that cumulating of culture points will rev up the research on new government types, which is of utmost importance for every scenario.

Nevertheless, always calculate your future profits, as investing in such cities without necessary network of Theater Districts can negatively impact on the range of your power and bonuses that will be awarded to you.


 Kumasi

In this case, make sure you gathered that the bonus is awarded only if a city-state is the destination of a trade route.

It cannot be directed to another player’s city if you want to reap the benefits. It doesn’t matter whether it is a city controlled by you, or any settlement.

The power of this bonus lies in its twofoldness – aside from the cultural points, your coffers will receive a nice boost.

Remember that the bonus is only rewarded for specialized hubs, so make sure to develop every one of them, otherwise your actions will amount to nothing. The best way to begin a route is your capital. In the initial stage of the game, it’s the most developed city, which means more hubs that you can specialize.


Mohenjo-Daro

One of the more serious Sovereign Bonuses, and when it comes to serious power plays, you should focus primarily on this city. The access to water is a necessity for growth, which means that as a result of gaining the maximal bonus available for residential areas in every city, you develop much faster than other civilizations.

This way, you instantly boost every bonus, all factors, and additionally, you can stop worrying about the restrictions resulting from a deficit of residential areas.

As you can see, this bonus is worth spending every single emissary. The only exception to this rule is a situation where every controlled city is located by a river. Then, you should cautiously extend your influence, as even if you aren’t planning to use the bonus, you should deny it to your enemies.


Nan Madol

Very important and useful bonus, but it’s hard to determine its usefulness earlier. There are a lot of hindrances, which can hurt a lot if you focus on using the bonus or preparing to grab it.

Above all else, at the beginning of a scenario, it’s hard to determine whether the city is in your range, or if it was even generated for this scenario.

If you are unlucky, you’ll have to reveal large swaths of the map to be sure, which may force you to relocate to the coast.

Assuming that the city appeared on the map, you need to decide whether you want to focus on hub hexes, which will bring more partial advantages (placing a hub in a hex that awards an additional bonus to the hub’s specification), or go all in and cumulate them on the river bank.

The choice is something of a “do or die” situation when it comes to winning the scenario. In case of a coastal port, it won’t make a difference, placing an Encampment or a Campus may be difficult. Eventually, you can establish a second city, and build it directly to reap the bonuses, but remember that creating an adequate number of hubs takes a lot of time.

Preferably, you shouldn’t base your whole strategy around this city, but if it’s possible, become the sovereign, and steer the further development in this direction.


Vilnius

In case of this city, you should take the sovereign title as quickly as possible. You should know that the random bonus can catch on an idea that will broaden your range of available government types.

Keep the acquired status as long as possible, as you can use it to skyrocket through following eras, as random eurekas will exempt you from having to fulfill the requirements for the next steps in the tree. Vilnius doesn’t have any negative or unprofitable effects, you can only profit.


Militaristic City-States

The chapter below contains a detailed outline of militaristic city-states, and the list of benefits resulting from a sphere of influence in the individual cities, and the advantages stemming from taking over such a city.

  • Emissary Bonuses
  • Kabul
  • Carthage
  • Preslaw
  • Valletta

Emissary Bonuses

Each of the scientific city-states has the same bonuses for keeping a certain number of emissaries. Remember that if you keep a certain number of representatives in more than one city, the bonuses are combined into one bigger.

Please note that the fact, and bonuses apply only to production units, so you can not pull them in no other type of activities in urban precincts. It should, however, keep in mind that they relate to individuals and civil warfare which is of particular importance, because they do not have to devote a lot of attention to speed up the production of any type of units.

The biggest focus position of the plan to dominate opponents, but the bonus is useful for any type of victory. Even if you do not care particularly for dominance is try to arm every possession of the cities in the military districts, which, apart from access to a particular type of unit, to better take care of the defense implications of each settlement.

As with other cities do not concentrate of whole of influence on the city, if you do not have adequate facilities, unless you have no other alternative. Indicated below bonuses overlord status are covered with very specific requirements and apply only in specific cases, so if you get access to one of them, then try to prove the units in such a way as to maximize the use of their new opportunities.


 Kabul

In this case, you need to remember that the units’ experience is generated only when the opposing force has been eliminated. Having this fact in mind, it will help you manage the battle in such a way so the experience goes to the unit which you want to develop.

Keep in mind that if the attacked force decides to retaliate, and it got destroyed in the process, you won’t receive the bonus. Try to manage your force so that the final move is up to you. Try to take over Kabul in every scenario, but you don’t need to have at all costs. The bonus is useful, as units develop faster than you can modernize them using research.


Carthage

This bonus is especially useful in the middle and late phase of the game, where you have at least two cities with build Encampments.

Remember about the limitations as to the distance from your city, and that there is no ability to create two identical routes from the same starting points.

Then, the bonus will be especially useful as other players have taken over more cities, which results in earnings connected with choosing the right target point. If you create more merchants than there are discovered other players’ cities or city-states, you can always create inside routes between your settlements.


Preslaw

Strictly strategic bonus, so if you are not planning to take over the whole map, you shouldn’t get involved in serious struggles to get it.

Keep in mind that the bonus is rewarded only for cavalry units, which automatically rule out any advantages if you don’t have horses as a strategic resource.

Maybe the bonus isn’t really big, but it can still prove useful in the middle and late phases of the game. If there aren’t many city-states to choose from, you should spent a few emissaries to receive the sovereign status. Otherwise, focus on other city-states.


Valletta

A specific bonus, which is especially useful for the civilizations which receive the biggest benefits thanks to popularizing faith. If you started developing certain upgrades and passive bonuses which generate many faith points, this bonus can really spark the growth of infrastructure in your cities.

Keep in mind that the sovereign bonus applies certain limitations when attempting to use the production output of a city to increase defensiveness, so take over Valletta only when you can handle the requirements thanks to high amount of faith points per turn.

Valletta’s sovereign bonus can be especially important when you want to end the scenario through popularizing your faith.


Scientific City- States

The chapter below contains a detailed outline of scientific city-states, and the list of benefits resulting from a sphere of influence in the individual cities, and the advantages stemming from taking over such a city.

  • Emissary Bonuses
  • Geneva
  • Hattusa
  • Seoul
  • Stockholm

Emissary Bonuses

Each of the scientific city-states has the same bonuses for keeping a certain number of emissaries. Remember that if you keep a certain number of representatives in more than one city, the bonuses are combined into one bigger.

It’s evident that a bonus science points are useful to every civilization, in every scenario, and regardless of the bonus which it gives. The higher your scientific output is, the quicker you’ll attain access to new technologies, which will translate to the ability to build new elements of infrastructure, which will generate further science bonuses.

Remember that the bonus is counted for every owned Campus, so send extra emissaries to the city only when you own at least one Campus. Of course, this is determined by the bonuses that are offered by the individual cities, but you have to know that the base of achieving benefits that are adequate to invested means is building a few Campuses in the cities owned by you.

You should keep on exploring the uncharted areas, keeping pace with other players, as the additional science points rewarded for discovering a city can be a real advantage in the early stages of the scenario. In case of all scientific city-states, you should make it one of the priorities to take the sovereign status, as every individual bonus is worth its weight in gold.


Geneva

Usefulness of this bonus mainly depends on how you want to achieve victory in the current scenario. The nations taking part in the scenario are also important.

Essentially, the bonus is really worth the effort, and if you have any chances of getting the title of sovereign, you should go get it. Try to maintain warmongering at a reasonable level, as to avoid provoking any conflict with other civilizations.

Remember that the bonus brings revenue, which is generated passively through the infrastructure elements, so the benefits will be in direct proportion to the developed scientific infrastructure.


Hattusa

A very important bonus, you could even say that it’s the most important of all benefits which can be gained by taking the sovereign status. The access to strategic resources allows exploiting every achievement that can be gained through scientific research.

Maximize the benefits by conducting further research and explore the map in search of resources that can be taken over with minimal cost. As an owner of a source, you can recruit units that base on this resource, but only in one town – in this case, the capital city.

To make the most out of the bonus, you need to build infrastructure in your capital, but the benefits are surely worth it. If you are already in possession of a resource, the bonus will allow you to build units dependent on that resource in each of your cities.


Seoul

The bonus works in the same manner as the one described by Vilnius. You should acquire it especially when you have a clear vision of your technological growth, and the technologies you want to research first.

There is only a small chance that the sovereign bonus will match your plans, but this doesn’t have any influence on the gameplay itself, as regardless of the chosen direction, you’ll have to return to previous research, to finally close the scenario with a scientific victory.

It will be a success enough if the randomly generated bonus will allow you to reduce the time necessary for research.


Stockholm

Another important bonus, which can be generated in a different way, and helps even if you don’t divert much of your attention to recruiting Great Persons.

If the infrastructure of your cities is developed, you can generate Great Person points much faster than other nations, divesting them of the profits resulting from this.

Being a sovereign of this city pays off, but remember that you cannot neglect the growth of your districts to receive adequate benefits.


Industrial City-States

The chapter below contains a detailed outline of industrial city-states, and the list of benefits resulting from a sphere of influence in the individual cities, and the advantages stemming from taking over such a city.

  • Emissary Bonuses
  • Brussels
  • Buenos Aires
  • Hongkong
  • Toronto

Emissary Bonuses

Each of the industrial city-states has the same bonuses for keeping a certain number of emissaries. Remember that if you keep a certain number of representatives in more than one city, the bonuses are combined into one bigger.

Opposite to militaristic city-states, thanks to taking control over the industrial zones of the neutral civilizations you can rev up the infrastructure building in your cities.

It’s a very important aspect, regardless of the scenario, and the way you want to attain victory. Explore the map, and try to discover an industrial city-state as quick as you can, preferably be the first one to discover such object.

The investments connected with increasing the number of emissaries are mainly tied to technological growth and the number of industrial zones that you were able to build until now. However, try to keep the sovereign title wherever possible, and send further emissaries if your position is endangered.

When your technology allows building industrial zones, you should possess at least one other city that will help you maximize the profits coming from holding the title. Develop the infrastructure in this direction, as the additional productivity will strengthen your economy, and give you solid base for your victory effort.


Brussels

More info on the benefits resulting from Wonders can be found in the chapter dedicated to them. However, it should be mentioned that the connection of the bonus for status will generate bigger productivity, which will additionally be supplemented by all Industrial Zones.

It is especially important for the benefits that result from building wonders, and will surely help in attaining a cultural victory.


Buenos Aires

Remember that this bonus pertains to a given resource, and not to the number of utilized resources. Thanks to a developed net of upgrades, each of the cities will report a bigger population growth, increasing the usability and productivity of your cities.

Bonus resources will work as amenities in each city, so bigger the diversity, the sovereign bonus will rise accordingly.


Hongkong

City project improve the usability of the individual districts, but work in the same way as another infrastructure elements, and block the production line of the city.

Thanks to this bonus, you’ll be able to realize the projects much faster, which will allow generating benefits resulting from new districts, and won’t block the growth of the new buildings in cities.


Toronto

Thanks to this bonus, you can create cities in the radius of nine tiles between the city center, and its Entertainment Complex. Remember that your cities can use the bonus only when you’ll hold your sovereign status.

Having further goals in mind, a bigger distance between the centers will allow you to control bigger swaths of map, which is important when it comes to logistics, as well as defensiveness of the settlement.

Other than that, this technology blocks the enemy from preventing your growth in a given area.


Religious City-States

This chapter is dedicated to religious city-states. Here, you will find the description of profits received from influences and taking control over those places.

  • Bonuses for Envoys
  • Yerevan
  • Jerusalem
  • Kandy
  • La Venta

Bonuses for Envoys

For each religious city you get the same bonuses for having a given number of envoys. Remember, that if you have few representatives in different religious cities the bonuses that you get combine.

These bonuses are especially useful if you plan on ending a scenario by achieving religious victory but don’t forget that other civilizations may also choose this strategy.

Thanks to your connections to religious city-states you can compete with other nations even if your own nation doesn’t have good bonuses from the chosen type of victory.

Remember, that you must have your own religious units to block other players’ actions if you choose different tactic than spreading your religion.

Holy sites are one of the first districts that you can build so you shouldn’t have any problems with getting the bonuses but you have to manage well your envoys. Control the flow of other nations’ envoys and try to keep your Suzerain position in each of the cities.


Yerevan

As a strategist, you know the best how to play a scenario and what path of development should your units take. Thanks to this bonus you can have more control over your Apostles’ development and get the best profits for your chosen strategy.

If you decide to achieve religious victory you must achieve Suzerain status and if you are not interested in this victory, then at least try to make it harder for other players and deprive them of bonuses.


Jerusalem

A very important city-state in your way to achieve religious victory. If send enough missionaries and apostles then a city will converts to your religion and will exert pressure on other cities in 10 tiles radius which, in greater perspective, allows you to automatically get new believers.

If you want to achieve said victory then you should control this city because your enemies won’t be able to convert it by their units which will grant you a passive income in the form of new believers while you are busy spreading your faith in other regions of the map.


Kandy

This bonus is mainly strategic and it is hard to determine its usefulness. Your chances for a proper use of bonuses are higher with a bigger map but you have no guarantee that there will be enough Natural Wonders.

Of course, you can get bigger faith profits from the relics that you already have but it should firmly addressed that Kandy should be acquired by those players that want to achieve religious victory.

In special situations you can reduce your enemies’ influence and deprive them of bonuses for possessing relics.


La Venta

A full description of this improvement can be found in the chapter dedicated to all improvements.

If you decide on basing your empire’s functionality on this improvement you must, with great caution, control enemies’ influence in the city and constantly make your advantage bigger so no one can be a threat to your position as Suzerain.