In the grand tapestry of Civilization 6, Diplomatic Favor is the thread that weaves together alliances, influences global policy, and ultimately, can crown a victor without a single city falling. Players meticulously cultivate this resource, hoarding it for pivotal moments in the World Congress, turning the tide of global resolutions with a well-timed expenditure. But what if this fundamental pillar of diplomacy was shattered? Imagine a world where every ounce of your carefully accrued Diplomatic Favor vanishes the moment you cross the threshold into a new era. This single, seismic shift would not just alter strategies; it would fundamentally rewrite the rules of global engagement, transforming the diplomatic landscape from a game of long-term investment into a frantic, era-by-era scramble for influence.
This guide delves into the strategic depths of such a scenario. We will dissect the immediate and far-reaching consequences of an era-based Favor reset, offering a comprehensive analysis of how to navigate this high-stakes new world. From the reimagined World Congress to the complete overhaul of Diplomatic Victory strategies, this is your definitive manual for mastering a version of Civilization 6 where diplomatic memory is short, and only the present truly matters.
The New Diplomatic Calculus: Short-Term Alliances and Transactional Relationships
The current meta-game often sees players accumulating vast reserves of Diplomatic Favor, creating a diplomatic “war chest” to be deployed in the late game. Analysis on forums shows that this hoarding strategy is central to securing a Diplomatic Victory or blocking a rival’s ascent. With an era-based reset, this entire paradigm would collapse. The value of long-term Favor accumulation would plummet to zero, forcing a radical pivot in diplomatic thinking.
The Death of the Diplomatic Hoard
The most immediate and obvious consequence of this hypothetical rule change is the utter futility of saving Diplomatic Favor. A player with 500 Favor on the last turn of the Classical Era would be on equal footing with a player who has zero Favor on the first turn of the Medieval Era. This would force a “use it or lose it” mentality, where the value of Favor is directly tied to its immediate utility within the current era. The player community consistently points out that the most successful diplomats are those who can think several steps ahead; in this new scenario, the horizon of strategic thinking would be dramatically shortened.
The Rise of Era-Specific Alliances
Long-term, stable alliances would lose some of their luster. While the other benefits of alliances (such as trade bonuses and defensive pacts) would remain, the steady drip of Diplomatic Favor from a long-standing ally would be less significant if it all disappears every few dozen turns. Instead, players would likely engage in more opportunistic, short-term alliances. A popular strategy would be to form an alliance at the beginning of an era to maximize Favor generation, only to potentially abandon that ally in the next era if a more favorable opportunity arises. This would create a more fluid and treacherous diplomatic environment, where loyalty is a commodity with an expiration date.
The World Congress: A High-Stakes, Zero-Sum Game
The World Congress, the central arena of global diplomacy, would be transformed from a stage for long-planned political maneuvers into a chaotic, high-stakes poker game. With no saved Favor to fall back on, each session of the Congress would be a self-contained battle, where victory is determined solely by the influence generated within that specific era.
All-or-Nothing Voting
Many professional gamers suggest that the key to winning a World Congress vote is to have a deeper reservoir of Favor than your opponents. In a world with an era-based reset, this reservoir would be perpetually shallow. Every vote would become an “all-in” proposition. Players would need to carefully calculate their potential Favor income for the era and decide which resolutions are absolutely critical to their success. This would lead to more dramatic and unpredictable Congress sessions, where a single, well-timed boost to Favor generation could swing a crucial vote.
For example, imagine a scenario where a resolution is proposed to ban a luxury resource that is critical to your empire’s happiness. In the current game, you might spend a significant portion of your saved Favor to block this resolution. In our hypothetical scenario, you would need to have out-produced your rivals in Favor generation within that era to have any hope of stopping it. This would make civics and policies that provide short-term bursts of Favor incredibly valuable.
The Primacy of Late-Era Favor Generation
The timing of Favor generation would become paramount. A civilization that can generate a large amount of Favor in the turns immediately preceding a World Congress session would have a significant advantage. This would elevate the importance of certain wonders and city-state suzerainties. The Potala Palace, for instance, which provides a steady stream of Diplomatic Favor, would be even more hotly contested. Similarly, becoming the suzerain of a city-state just before a Congress session could provide the small but crucial edge needed to win a vote.
A popular strategy would be to intentionally time the completion of certain civics or the activation of specific policy cards to coincide with the end of an era. This “era-end push” would be a high-risk, high-reward maneuver, but it could be the difference between passing a game-changing resolution and watching your diplomatic efforts crumble to dust.
The Diplomatic Victory: A Frantic Sprint to the Finish Line
The Diplomatic Victory, already a challenging path, would become a nail-biting sprint rather than a marathon. The inability to stockpile Favor for the final, decisive votes would force players to adopt a more aggressive and opportunistic approach to securing Diplomatic Victory Points.
The Scramble for Permanent Points
With the final World Congress votes to grant Diplomatic Victory Points being incredibly difficult to win without a massive Favor advantage, players would need to place a much higher premium on the other sources of these precious points. The construction of the Mahabodhi Temple and the Statue of Liberty, which grant permanent Diplomatic Victory Points, would become almost mandatory for any serious contender.
Furthermore, participation in Aid Requests and Scored Competitions would be more critical than ever. Winning these events often provides a direct infusion of Diplomatic Victory Points, and in a world where the final votes are so uncertain, these guaranteed points would be invaluable. Analysis on forums shows that many players already prioritize these opportunities, but in our hypothetical scenario, they would become the lifeblood of any Diplomatic Victory attempt.
The “Kingmaker” Effect and the Final Era
The final era of the game would become an incredibly volatile and exciting period for a Diplomatic Victory hopeful. With all players starting the era at zero Favor, the civilization that can most effectively ramp up its Favor generation in the final turns will hold immense power. This could lead to a “kingmaker” effect, where a player who is not even in contention for the victory themselves could, through their control of the World Congress, decide which of the frontrunners ultimately wins.
For example, a player with a strong cultural or scientific game could, in the Future Era, switch their focus to generating Diplomatic Favor. By running the Carbon Recapture project in multiple cities, they could generate a massive amount of Favor in a short period. This would allow them to either push themselves over the finish line or, more likely, to sell their votes to the highest bidder, effectively auctioning off the Diplomatic Victory.
Civilization & Strategy Tier List: The New World Order
This radical change to the diplomatic landscape would inevitably lead to a re-evaluation of the strengths and weaknesses of each civilization. Some civs, whose abilities are well-suited to this new paradigm, would rise to the top, while others would find their traditional paths to victory severely hampered.
Top-Tier Civilizations: The Masters of the Moment
- Pericles (Greece): Pericles’ ability to gain bonus envoys from culture would make him a powerhouse in this new world. He could quickly become the suzerain of multiple city-states at the start of each era, ensuring a steady and reliable stream of Favor.
- Tamar (Georgia): Tamar’s bonuses from Protectorate Wars and her ability to gain envoys from faith would allow her to adapt to the shifting diplomatic landscape. Her “Strength in Unity” ability, which doubles envoys sent to city-states of her religion, would be particularly potent for establishing era-long dominance.
- Rough Rider Teddy (USA): Teddy’s ability to gain envoys from clearing barbarian outposts and his combat bonus on his home continent would allow him to secure his borders and focus on generating Favor. His real strength, however, would be the P-51 Mustang in the late game, which would give him a significant military advantage that could be used to bully other civs and protect his city-state allies.
Challenged Civilizations: The Victims of Short-Termism
- Eleanor of Aquitaine (England/France): Eleanor’s loyalty-flipping abilities are powerful but take time to build momentum. The constant reset of Diplomatic Favor would make it harder for her to build the long-term relationships and alliances that often complement her strategy.
- Wilfrid Laurier (Canada): Canada’s ability to build farms in the tundra and their immunity to surprise wars are powerful defensive tools. However, their reliance on a stable, peaceful world to build their engine would be a disadvantage in a more volatile and transactional diplomatic environment.
Actionable Strategies for the Era of Fleeting Favor
To succeed in this hypothetical version of Civilization 6, players would need to be adaptable, opportunistic, and masters of short-term planning. Here are some concrete, actionable strategies to guide you.
Master the “Era-End” Push
The 10-15 turns before the end of an era should be a period of intense focus on maximizing Favor generation. This means:
* Timing your Civics: Aim to complete civics that unlock powerful diplomatic policy cards just before the World Congress convenes.
* Short-Term Alliances: Form an alliance at the beginning of an era with a civilization that you know will be a reliable source of Favor.
* Suzerainty Swings: Save your envoys for a last-minute push to become the suzerain of a key city-state.
Play the Favor Market
The value of Diplomatic Favor would fluctuate wildly throughout each era. At the beginning of an era, it would be relatively cheap. As the World Congress approaches, its price would skyrocket. A savvy player could:
* Buy Low, Sell High: Purchase Favor from other civilizations early in the era and then sell it back to them at an inflated price in the final turns.
* Strategic Bribery: Use your gold to bribe other civilizations to vote your way in the World Congress. This would be a direct and effective way to use your economic power to achieve your diplomatic goals.
City-State Dominance is Non-Negotiable
In a world where long-term alliances are less reliable, city-states would become the most consistent and dependable source of Diplomatic Favor. According to the player community, a wide network of city-state allies is already a cornerstone of a strong diplomatic game. In our hypothetical scenario, it would be the absolute foundation. This means:
* Prioritize Envoys: Every envoy is a precious resource that should be carefully allocated to the city-states that provide the most strategic value.
* Protect Your Allies: Be prepared to go to war to protect your city-state allies from aggressive neighbors. The loss of a suzerainty would be a direct and immediate blow to your diplomatic power.
A More Dynamic and Cutthroat World
The hypothetical reset of Diplomatic Favor at the dawn of each new era would be a game-changing cataclysm, forcing a complete re-evaluation of diplomatic strategy in Civilization 6. The slow, deliberate cultivation of influence would be replaced by a fast-paced, high-stakes game of short-term gains and opportunistic alliances. The World Congress would become a more chaotic and unpredictable arena, and the path to a Diplomatic Victory would be a frantic sprint, not a leisurely marathon. While this change would undoubtedly challenge even the most experienced players, it would also create a more dynamic, engaging, and ultimately, more treacherous world of diplomacy. The masters of this new world would not be the ones who could plan the furthest ahead, but those who could most effectively seize the opportunities of the present moment.