What If Gilgamesh’s Best Friend Bonus Applied to All Civilizations in Civilization 6?

In the grand tapestry of Civilization 6, where empires rise and fall on the whims of diplomacy and the strength of armies, one leader stands out for his unwavering loyalty and the unprecedented advantages he shares with his allies. Gilgamesh of Sumeria, with his “Adventures with Enkidu” ability, has earned the affectionate moniker “Gilgabro” from the player community for a reason. He’s the one leader you can always count on, the steadfast friend in a world of shifting allegiances. But what if this unique and powerful bonus wasn’t unique at all? What if every civilization in the game could share in the spoils of war, the thrill of the hunt, and the camaraderie of a true alliance, just like Gilgamesh?

The implications of such a change would be nothing short of revolutionary, fundamentally altering the strategic landscape of Civilization 6 from the very first turn. The game would transform from a tense and often solitary struggle for dominance into a dynamic and interconnected web of alliances, where cooperation and betrayal take on new and profound meanings. This guide will delve into the far-reaching consequences of a world where everyone is a potential “best friend,” exploring how this hypothetical scenario would reshape every facet of the game, from early-game rushes to late-game victory conditions.

The Dawn of a New Era: Early-Game Dynamics

The early game in Civilization 6 is a delicate dance of exploration, expansion, and survival. The threat of barbarians looms large, and the intentions of your neighbors are often shrouded in mystery. In a world where Gilgamesh’s bonus is universal, this initial phase of the game would be dramatically different.

The End of Early-Game Isolation

According to the player community, the first 50 turns are often a solitary affair, with limited interaction between civilizations. However, with the promise of shared rewards, players would have a powerful incentive to seek out and befriend their neighbors from the moment they meet. The “Declaration of Friendship” would become the most sought-after diplomatic agreement, and the “Alliance” the most coveted prize.

  • Cooperative Barbarian Clearing: Barbarian camps, a perennial early-game nuisance, would transform into opportunities for cooperation. Instead of fending for themselves, neighboring civilizations could pool their military resources to clear camps, with both players reaping the rewards of gold and era score. A popular strategy would be to “farm” barbarian outposts with a partner, using the shared experience to level up units and the shared gold to fuel early expansion.
  • The Rise of the “Buddy System”: The concept of a “buddy system” would become a cornerstone of early-game strategy. Players would be incentivized to coordinate their exploration and expansion, settling new cities in close proximity to their allies to maximize the range of shared bonuses. This would lead to the formation of powerful early-game blocs, capable of dominating their continent and deterring potential aggressors.

The Shifting Tides of Early-Game Warfare

The dynamics of early-game warfare would also be profoundly altered. While the threat of a surprise war would still exist, the incentives for cooperation would make such conflicts far less common.

  • The Power of the Joint War: The joint war, a feature often underutilized in the base game, would become a central pillar of military strategy. The ability to share pillage rewards and combat experience would make joint wars incredibly lucrative, allowing two civilizations to cripple a common enemy while simultaneously boosting their own economies and military strength. Analysis on forums shows that a well-coordinated joint war could effectively eliminate a player from the game before the medieval era.
  • The “Dogpile” Effect: A civilization that makes itself an early-game pariah would face the wrath of not one, but multiple opponents. The promise of shared spoils would make it easy to rally a coalition against an aggressive player, leading to a “dogpile” effect that would quickly neutralize the threat. This would create a powerful deterrent against early-game aggression, forcing players to think twice before declaring war.

The Crucible of Conflict: Mid-Game Power Dynamics

The mid-game is where the foundations of victory are laid. Empires have been established, ideologies have been chosen, and the world is on the brink of major conflicts. In a world of universal “best friend” bonuses, the mid-game would be a crucible of conflict, where alliances are forged and broken in the fires of war.

The Golden Age of Alliances

The mid-game would see the rise of powerful, multi-civilization alliances, capable of projecting their power across the globe. These alliances would be more than just a collection of individual civilizations; they would be true military and economic powerhouses, bound together by the promise of shared rewards.

  • The “Super Bloc”: Many professional gamers suggest that the most effective strategy would be to form a “super bloc” of three or more civilizations, each specializing in a different aspect of the game. One civilization might focus on military production, another on science, and a third on culture, with all three sharing the fruits of their labor. This would create a formidable force, capable of achieving any victory condition it sets its sights on.
  • The Art of the Deal: The negotiation of alliances would become a high-stakes game of diplomacy. Players would have to carefully consider the strengths and weaknesses of their potential allies, as well as the terms of their agreement. The distribution of shared rewards, the coordination of military campaigns, and the division of conquered territory would all be subject to intense negotiation.

The Shadow of Betrayal

Of course, where there is cooperation, there is also the potential for betrayal. The promise of shared rewards would make alliances incredibly valuable, but it would also make the temptation to betray an ally all the more potent.

  • The “Backstab” Meta: A popular strategy would be to lure an unsuspecting ally into a joint war, only to turn on them at a critical moment. The “backstab” would become a common and devastating tactic, capable of shifting the balance of power in an instant. The player community would be rife with tales of epic betrayals and daring gambles.
  • The Importance of Trust: In a world where betrayal is a constant threat, trust would become the most valuable commodity. Players would have to carefully vet their potential allies, looking for signs of loyalty and reliability. A reputation for trustworthiness would be a powerful asset, while a history of betrayal would make it difficult to find anyone willing to fight by your side.

The Final Countdown: Late-Game Victory Conditions

The late-game is a race to the finish line, as civilizations vie for one of the coveted victory conditions. In a world of universal “best friend” bonuses, the path to victory would be paved with cooperation and conflict.

The Cooperative Conquest

The Domination Victory, traditionally a solo endeavor, would be transformed into a cooperative conquest. Alliances would work together to conquer the world, with each member playing a specific role in the grand military campaign.

  • The “World War” Scenario: The late-game would be dominated by massive, multi-civilization wars, with alliances clashing for control of the planet. These “world wars” would be epic in scale, with dozens of units clashing on multiple fronts. The coordination of these massive armies would be a major challenge, requiring careful planning and communication between allies.
  • The Division of Spoils: After a successful conquest, the victorious alliance would have to decide how to divide the spoils. The conquered cities, the captured wonders, and the vast resources of the defeated civilizations would all be up for grabs. This could lead to a tense and often contentious negotiation, with the potential for the alliance to fracture under the weight of its own success.

The Scientific Syndicate

The Science Victory, a race to the stars, would become a collaborative effort. Alliances would pool their scientific resources to accelerate their progress through the tech tree, with each member contributing to the construction of the spaceship components.

  • The “Manhattan Project” 2.0: The late-game would see the rise of “scientific syndicates,” alliances dedicated to achieving a Science Victory. These alliances would function like a massive, multinational research project, with each member specializing in a different area of science. A popular strategy would be to have one civilization focus on production, churning out spaceports and spaceship parts, while another focuses on research, unlocking the necessary technologies.
  • The Espionage Game: The race to the stars would be accompanied by a shadowy game of espionage. Alliances would use their spies to steal technologies, sabotage spaceports, and disrupt the progress of their rivals. The “spy game” would be a critical component of the late-game, with the potential to make or break a bid for a Science Victory.

The Cultural Conglomerate

The Culture Victory, a quest for global influence, would become a battle of cultural conglomerates. Alliances would work together to spread their culture across the globe, using their combined tourism output to overwhelm their rivals.

  • The “Tourism Powerhouse”: Alliances would become tourism powerhouses, with each member contributing their great works, wonders, and national parks to the collective effort. A popular strategy would be to have one civilization focus on generating Great Artists, another on Great Musicians, and a third on Great Writers, with all three sharing the tourism benefits of their creations.
  • The Ideological Struggle: The late-game would be an ideological struggle, with alliances vying for the hearts and minds of the world’s population. The choice of government and policies would be critical, as alliances would seek to maximize their cultural output and defend against the influence of their rivals.

A New World Order

The universal application of Gilgamesh’s “best friend” bonus would fundamentally reshape the strategic landscape of Civilization 6. The game would become a more dynamic, interconnected, and cooperative experience, where alliances are the key to victory and betrayal is a constant threat. The early game would be a race to make friends, the mid-game a crucible of conflict, and the late-game a grand struggle between massive, multi-civilization blocs.

This hypothetical scenario highlights the power of cooperation and the importance of trust in a world of competing interests. It transforms Civilization 6 from a game of individual achievement into a game of collective action, where the fate of your empire is inextricably linked to the fate of your allies. While such a change would undoubtedly lead to a more chaotic and unpredictable game, it would also create a more engaging and rewarding experience, where the bonds of friendship are forged in the fires of war and the spoils of victory are shared by all.