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Sid Meier's Civilization VI Game Guide by gamepressure.com

Sid Meier's Civilization VI Game Guide

Table of Contents

Civilization 6: Russia - Peter the Great, nation overview, tips Civilization VI Game Guide

Last update: 14 March 2022

In this chapter of Civilization 6 game guide you will find useful information about Russia. Here, you will learn what sets Russia apart from other nations in Civilization VI and what is their greatest strength. Also, here you will find useful information about the easiest types of victory that Russia can achieve.

Nation description - Russian

Name - Civilization 6: Russia - Peter the Great, nation overview, tips - Nations - Sid Meiers Civilization VI Game Guide

Name

Effect

Mother Russia

Additional territory when establishing cities. +1 to faith and production thanks to tundra.

This ability, although useful in the beginning of the game, in long run loses its effectiveness. An additional territory for cities is selected randomly which means that those terrains may not be very useful to you. The same goes for bonus faith and production points - this bonus is useful only when the map is covered in tundra. Saying that this ability is useless would be a stretch but the randomness factor makes it very weak when compared to other nations' abilities.

Name

Effect

Grand Embassy

Receives science and culture points from trade routes to more advanced civilizations than Russia (+1 per 3 unknown technologies or civics).

The ability that Peter the Great has makes the game much easier. To use it you must quickly develop international trade civic which is available in Ancient Era. Russia doesn't have their own passive bonuses to culture and science but it can get profits from other nations' achievements. This ability blights Russia's chances in achieving science victory. You can still win a scenario by having the biggest amount of foreign tourists but the slowed down civic development can make it more difficult.

Summary

Russia is exceptionally difficult for beginners. Even veterans can have a hard time playing this nation because its reliance on factors that are random. If the conditions are favorable then you can fight for religion victory but if tundra is rare then the only thing that is left to you is to count on your own abilities and basic bonuses. Using the Grand Embassy ability allows you to make up for your loses in culture and science but, as said before, this blights your chances to get the science victory. From the very beginning you should try to build new settlements as quick as possible because thanks to that in the middle part of the game you will control a vast terrain which means more ways to develop. Check every corner of the map and keep an eye on player ranking focusing on science discipline to maximize your gains from the unique ability. With the use of Russia's other assets you can try to achieve domination but the biggest chances for this victory are present in the middle part of the game.

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