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Quiz about Civilization VI  The Principles
Quiz about Civilization VI  The Principles

"Civilization VI" - The Principles Quiz


This quiz is about the PC game from 2016, although some answers are also valid for other instalments in this turn-based strategy game series with historic backgrounds. Have fun.

A multiple-choice quiz by JanIQ. Estimated time: 4 mins.
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Author
JanIQ
Time
4 mins
Type
Multiple Choice
Quiz #
419,784
Updated
May 10 25
# Qns
10
Difficulty
New Game
Avg Score
7 / 10
Plays
10
Last 3 plays: Kabdanis (5/10), Triviaballer (10/10), pennie1478 (3/10).
Author's Note: Don't be amazed by the capitalization of several terms. I've capitalized the terms used in the game for specific notions, that may sometimes differ from the common meaning of the word in real life (for instance Food in "Civilization VI" is a specific quantity of Resources needed to feed your Citizens).
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Question 1 of 10
1. Unlike many other games (be it board games or video games), "Civilization VI" offers multiple Victory Conditions. Which of the following choices is *NOT* a Victory Condition in "Civilization VI"? Hint


Question 2 of 10
2. Several groups of people can be found in "Civilization VI". However, a player chooses one of the following types, the only type that can fulfil any victory conditions. Which of these is the only type of population that can obtain a victory? Hint


Question 3 of 10
3. "Civilization VI" has exploration as one of the main themes. Your first Settler starts at a certain tile on the map, and you can move around units to explore other tiles. Each tile has some attributes. Which of these is *NOT* an attribute of any tile? Hint


Question 4 of 10
4. "Civilization VI" starts in 4000 BC - unless you choose special settings to start in another Era . This means you have to research many Technologies and Civics . The Technology Tree lists all Technologies you can research, while the Civic Tree likewise lists Civics (ways to organize society and to focus on certain aspects thereof). What is the only Civic you can develop at the start of the game in 4000 BC? Hint


Question 5 of 10
5. One of the most difficult concepts to understand in "Civilization VI" has to do with happiness. In order to maintain the growth of a city, you need certain Amenities to keep the Citizens happy.

In the following list of buildings and improvements, which does *NOT* procure extra amenities?
Hint


Question 6 of 10
6. In the standard rules, "Civilization VI" starts in the Ancient Era at 4000 BC. Players progress through different Eras as their Civilization gains Technologies and Civics. What is the final Era to reach? Hint


Question 7 of 10
7. An important notion of advancing in "Civilization VI" is the correct use of the Resources found in some tiles. There are three kinds of Resources . But which of the following four is *NOT* a valid Resource, but a figment of my imagination? Hint


Question 8 of 10
8. Most of the units and buildings you need, can be produced or trained using the normal city's Production . But you can also buy units or buildings with Gold or even with Faith. Indeed: many tiles in "Civilization VI" supply their owner each turn with some Gold and some Production, but some of them also with Faith, Science or Culture. Which of the following units can *ONLY* be bought with Faith? Hint


Question 9 of 10
9. "Civilization VI" allows you to build several Wonders , almost all with certain requirements as to their location. For instance, the Hanging Gardens need to be built on a tile with which requirement? Hint


Question 10 of 10
10. Great People are one of the most valuable assists to advancing in "Civilization VI". Which of these professions does *NOT* appear as a Great Person in the game? Hint



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Quiz Answer Key and Fun Facts
1. Unlike many other games (be it board games or video games), "Civilization VI" offers multiple Victory Conditions. Which of the following choices is *NOT* a Victory Condition in "Civilization VI"?

Answer: Diplomacy Victory

Diplomatic Victory was included in "Civilization III" to "Civilization V". The player who was chosen World Leader (Secretary-General of the United Nations) obtained a Diplomatic Victory.

There are five Victory Conditions in "Civilization VI", and the first player who fulfils one of these conditions will win.

The Science Victory occurs when a player is the first to establish a viable base on Mars.

A player who has founded a Religion, can obtain a Religion Victory by converting at least half of the Citizens of each other Civilization.

A Culture Victory occurs when any Civilization attracts more Visiting Tourists than all others have Domestic Tourists. Various buildings attract Domestic Tourists (from the own Civilization) as well as Visiting Tourists (from other Civilizations): for instance an Entertainment Complex, a Theatre Square or a Campus, as well as Wonders and Great Works.

The fourth is a Domination Victory: hold your own initial Capital City and conquer or destroy all others. If you destroy an initial Capital City but the opponent has still other cities, your opponent will move his Capital City but you don't need to capture or destroy the new one.

The last option is a Score Victory: the highest score after a set number of turns. Various parameters are taken in account: the expanse of your territory, the number of Technologies or Civics obtained, the number of Great People recruited and the number of Wonders built.
2. Several groups of people can be found in "Civilization VI". However, a player chooses one of the following types, the only type that can fulfil any victory conditions. Which of these is the only type of population that can obtain a victory?

Answer: Civilization

Any player starts with a Civilization, that can win the game. At the first turn, a Civilization is no more than one Settler unit and one Warrior unit dropped somewhere on the map. The Settler can be used to found a Capital City, and then several options are opened. You can train other units (including at a certain point another Settler to found another city), research Technologies and Civics, (after some time) erect specialized Districts or Wonders...

City States are immediately set on the map. City States can grow to surrounding tiles, just as any city belonging to a Civilization can. And just as Civilizations, City States can engage in war. But a City State will never found (or conquer and keep) a second city.

Tribal Villages appear on the map as a group of huts on one tile, apparently without any inhabitants. They provide some benefit to the Civilization whose unit is the first to visit them.

Barbarian Outposts are represented by a stockaded settlement. They produce military units which fight any unit they come across, or pillage any city (be it a City State or a city belonging to a Civilization).
3. "Civilization VI" has exploration as one of the main themes. Your first Settler starts at a certain tile on the map, and you can move around units to explore other tiles. Each tile has some attributes. Which of these is *NOT* an attribute of any tile?

Answer: Discovered

When you start "Civilization VI", most tiles are hidden under what commonly is called "the fog of war" (expression also valid in other strategy video games). Only after one of your units (or a unit of a friendly Civilization) has visited the tile or adjacent tiles, it will appear for you on the map with most attributes. But as a tile can be in plain sight for one Civilization and hidden for another one, "discovered" is not an unequivocal attribute.

Every tile belongs to a Continent. Sometimes this is not evident, as for instance the map Pangaea (with only one single landmass) has several Continents. Some Civilizations may especially benefit from settling a city on another continent than the continent of its Capital City.

Every tile has a certain Appeal, from "breathtaking" to "uninviting". The Appeal of a tile determines how many potential Citizens a Neighbourhood adds to your city.

At the start of the game, most tiles have no owner. But a city founded near a tile, will sooner or later claim ownership of a tile and thus benefit from the contributions of that tile.

Each tile a city owns, contributes to the Food or Production of the city, and some also to Science, Culture or Faith. It also can show resources which may be harvested by building an improvement (for instance, a Farm on a Wheatfield). The type of terrain (Plains, Hills, Mountain, Lake, Seashore, Ocean...) is also shown for each tile.
4. "Civilization VI" starts in 4000 BC - unless you choose special settings to start in another Era . This means you have to research many Technologies and Civics . The Technology Tree lists all Technologies you can research, while the Civic Tree likewise lists Civics (ways to organize society and to focus on certain aspects thereof). What is the only Civic you can develop at the start of the game in 4000 BC?

Answer: Code of Laws

The first Civic you have to develop, is the Code of Laws. It opens the Government as a Chieftain, with a Military Policy and an Economic Policy to choose. Policies are certain advantages you can choose. For instance: the first Economic Policy available is either God King (extra Faith and extra Gold for your Capital City only) or Urban Planning (faster production in every of your cities).

Foreign Trade is one of the options for the second Civic, and it grants you the first Wildcard Policy - a bonus to attract a certain type of Great People.

Military Tradition is a further Civic, which grants you the first Diplomatic Policy - some benefit when placing Envoys to City States. Envoys can give you some influence over a City State, and when you have all Envoys to a certain City State you can levy their military units for a certain period.

Political Philosophy is an even more advanced Civic, which grants you the option of choosing a more advanced Government - with certain benefits attached: not only more Policy Slots and more Envoys, but also a bonus towards certain units or buildings.
5. One of the most difficult concepts to understand in "Civilization VI" has to do with happiness. In order to maintain the growth of a city, you need certain Amenities to keep the Citizens happy. In the following list of buildings and improvements, which does *NOT* procure extra amenities?

Answer: Renaissance Walls

Amenities are needed at a rate consistent with the number of Citizens in a city. The more Citizens a city has, the more Amenities you need. Citizens include the military units produced in the city and not yet killed in action, the Builders you used to improve some tiles in the city limits, the religious units you bought with Faith (such as Missionaries ) and whose actions are not all fulfilled, etcetera.
One of the ways to gain Amenities is to improve Luxury Resources such as Coffee, Silk, Silver.

All buildings related to an Entertainment Complex also procure Amenities: the basic complex, a Zoo or a Stadium.

Some Wonders may also add Amenities. The Colosseum and the Alhambra are two fine examples.
6. In the standard rules, "Civilization VI" starts in the Ancient Era at 4000 BC. Players progress through different Eras as their Civilization gains Technologies and Civics. What is the final Era to reach?

Answer: Information Era

"Civilization VI" has eight Eras, in order: Ancient Era, Classical Era, Medieval Era, Renaissance Era, Industrial Era, Modern Era, Atomic Era and finally Information Era. Each Era starts with the obtaining of one of the typical Technologies or Civics for that period. One advances for instance to the Classical Era while obtaining Political Philosophy or Horseback Riding.

Each Era opens up new Wonders, while these of the previous Era can no longer be construed. If you happen to enter a new Era while you were constructing a Wonder of the previous Era, you can't complete it, but part of the Production spent will be refunded to your city, in order to purchase other units or buildings.
If you were training a certain military unit belonging to a previous Era while you enter a new Era, training will automatically be shifted to the newer, more powerful unit - provided you own the Strategic Resource necessary for such a unit, for instance Niter for a Musketman.

Great People belong to a certain Era, and the cost of recruiting a Great Person of a more advanced Era is significantly higher. For instance, the Great Scientist Albert Einstein costs several times more than the Great Scientist Euclid.
Some Districts can only be built in an advanced Era. One of the most logical examples is that you can't build a Space Port in the Medieval Era - one needs several more advanced Technologies.
7. An important notion of advancing in "Civilization VI" is the correct use of the Resources found in some tiles. There are three kinds of Resources . But which of the following four is *NOT* a valid Resource, but a figment of my imagination?

Answer: Scientific Resource

There is no scientific Resource in "Civilization VI", nor is there a single Technology that is only available after acquiring a certain Resource.
Bonus Resources are things such as Wheat, Fish, Cattle, Bananas, Copper. They provide a small bonus for improvements (such as Farms) built upon tiles presenting these Resources . They cannot be traded.

Luxury Resources such as Coffee, Wine, Jade or Silk provide a similar small bonus, but the first instance of such a Luxury Resource also contributes to the Amenities of the city.

Most Strategic Resources such as Iron, Niter or Oil are hidden at the start of the game. Only the owners of the appropriate Technology can discover the tiles - for instance, you need Bronze Working to discover Iron. Most of these Strategic Resources are needed to train a certain military unit - you would need Niter to train a Musketman.

One can Trade Luxury Resources or Strategic Resources with other Civilizations, each time for thirty turns.
8. Most of the units and buildings you need, can be produced or trained using the normal city's Production . But you can also buy units or buildings with Gold or even with Faith. Indeed: many tiles in "Civilization VI" supply their owner each turn with some Gold and some Production, but some of them also with Faith, Science or Culture. Which of the following units can *ONLY* be bought with Faith?

Answer: Naturalist

There are some units you can only obtain by using your stock of Faith: the obvious religious units such as a Missionary, an Apostle or a Guru, but also the Naturalist needed to found a National Park. And for this you need a Naturalist bought within the city that owns the Natural Wonder you desire to elevate to a National Park. Another condition is that the Naturalist be used on one of the four tiles near (and including) the Natural Wonder and that these four tiles have no improvements whatsoever.

A Great Prophet or any other Great Person can be recruited by the use of a large amount of Faith combined with a large amount of Gold, or you can earn one gradually by accumulating the necessary points from Science, Culture and/or Faith.
A Trader as any other civilian unit can be trained in a city using Production or can be bought with Gold only. Civilian units as Builders or Settlers can also be captured from enemies.

A Field Cannon as well as any other military unit can be trained in a city using Production or can be bought with Gold. But as a Field Cannon is a land-based military unit, a Civilization with the Government Theocracy can also buy this unit with Faith and does not need Gold in this case.
9. "Civilization VI" allows you to build several Wonders , almost all with certain requirements as to their location. For instance, the Hanging Gardens need to be built on a tile with which requirement?

Answer: Adjacent to a River

The Hanging Gardens can only be built during the Ancient Era or Classical Era, on a tile near a river. You also need the technology Irrigation. When you complete the Hanging Gardens as first Civilization, it procures you extra housing in its city and extra growth in every of your cities.

The Great Lighthouse is one of the Wonders that need to be built next to a Harbor.
The Pyramids can only be built on a Desert or Floodplains tile without Hills.
On the coast of a Lake, you can build the Huey Teocalli.
10. Great People are one of the most valuable assists to advancing in "Civilization VI". Which of these professions does *NOT* appear as a Great Person in the game?

Answer: Great Director

While you may build the Broadway or Bolshoi Theatre Wonders and a Broadcast Studio in the Entertainment Complex, you may not recruit a (movie, television or theatre) director.

There are nine sorts of Great People available.

A Great Prophet can be recruited only once, and is needed to found a Religion.
You can gain culture by recruiting a Great Writer, a Great Artist or a Great Musician. These all produce a number of Great Works for the buildings they're used to work in, and these attract tourists.

Scientific and technological advance can be accelerated by recruiting Great Scientists or Great Engineers. Most of them boost the research of one or more Technologies or Projects (such as the Space Race).

Most Great Admirals and Great Generals can be useful for your military units.
And finally the Great Merchant enhances your Trade capacity.
Source: Author JanIQ

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
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