Relic Great Work Slot Civ 6
Ovid is a Great Writer, which means he produces works of writing. The simplest solution is to send him to your capital, as the Palace has 1 slot for any kind of great work. If your palace is full, your next best bet is to build an Amphitheatre in a Theatre District, and activate him there. (Amphitheatres have 2 slots for Great Writings). Responses to the mod on Reddit suggest that it could be tweaked to add Relic slots or Great Writer points, referencing Victor Hugo’s novel, The Hunchback of Notre Dame. This mod makes Civ 6. By Chris Tapsell. To spread your Civilization 6 Religion of choice, the first thing you’ll need to do is acquire Faith.In fact, you’ll need to continuously be acquiring large amounts of Faith throughout the course of your playthrough if you want to successfully achieve a Religious Victory, as you’ll likely be spending it relentlessly on new Apostles and Missionaries. The victory of Religion can be accomplished in Civilization 6 by building temples in distinctive regions. However, there is a hidden perk that is needed to achieve slots and is known as Relics which is a significant perk to get the slots. In this article, we are going to share a workaround to get Relics in Civilization 6. Civilization 6’s new game mode for this month’s New Frontier Pass introduces 4 Special Societies to the game that the player can discover and ally with. These groups operating from the shadows bestow powerful bonuses and unique buildings and units to civilizations that join them.
By Chris Tapsell
Published 11/02/2018
To spread your Civilization 6 Religion of choice, the first thing you’ll need to do is acquire Faith. In fact, you’ll need to continuously be acquiring large amounts of Faith throughout the course of your playthrough if you want to successfully achieve a Religious Victory, as you’ll likely be spending it relentlessly on new Apostles and Missionaries to help spread the good news.
Here, we’ll be taking you through all of the important mechanics surrounding Religion, Faith, Pantheons, beliefs, and more in Civilization 6, which should serve as some pretty comprehensive prep and companion detail for our dedicated Civ 6 Religious Victory guide.
If you’re looking for more resource-focused Civ 6 guides, meanwhile, we also have pages on how to earn Science, how to earn Gold, and how to earn Culture and Tourism in Civ 6, too.
Note that this page is due an update since the launch of the Rise and Fall expansion – we’ll get to that as soon as possible, but until then we have guide to what’s new in Civ 6 Rise and Fall, as well as pages explaining the new Governors and Loyalty system, and how to earn Historic Moments, Era Score and Golden Ages, too.
How does Religion work in Civilization 6? How to found Pantheons and Religions
Fortunately for returning players, Religion works in largely the same manner in Civ 6 as it does with Civ 5. Faith – the religious ‘resource’ – is acquired per-turn according to various sources of income and their modifiers, which can then be spent on units such as Apostles and Missionaries, religious buildings such as the Wat, Great People, or even military units – if you’ve committed to the Theocracy Government.
For those uninitiated to the ways of Civilization however – or anyone returning after a little break – opening up that Religious beliefs menu for the first time to see a whole screen of percentages and bonuses can be paralyzing, so below we’ve quickly broken down, in simple terms, how Religion and Faith work in Civ 6.
- Religion is both a victory condition and a general benefit – Just like Culture or Science, Religion can play a role of varying importance in your Civ 6 playthrough, and is by no means only something to think about when going for the Religious Victory. Numerous benefits, from military bonuses to increased Production or Great Person generation, can be extracted from a strong Religion in Civ 6, regardless of your situation.
- The first thing you’ll do is found a Pantheon – Like a mini pre-Religion, Pantheons offer long-term benefits from their respective beliefs. To found one, you’ll need to amass 16 Faith, at which point you’ll be prompted to make your choice of belief.
- A Religion is then founded when you acquire a Great Prophet – Great Prophets, one of the many types of Great People in Civ 6, are earned when you have accrued enough Great Person points of that type. Those are earned from various buildings and wonders, such as your Holy Site and it’s buildings. A Great Prophet can also be acquired by completing the Stonehenge Wonder.
- With a Religion foudned, you can then go about adding new beliefs – Once founded, all cities in your civ with a Holy Site will convert to your new Religion. New Beliefs can be added to your Religion by using the Apostle’s Evangelize Belief action, up to a total of four, plus your Pantheon belief – when you first found the Religion, you’ll need to choose a Follower belief plus one more from the three other types.
There are a total of four types of Religious Beliefs in Civ 6:
- Follower Beliefs – Provide some kind of yield or other inherent bonus, such as the +1% Production for each follower bonus provided by the Work Ethic Follower belief.
- Founder Beliefs – Founder beliefs provide a bonus that relies on the number of followers that Religion has. Note that Followers can be in any city, regardless of whether that Religion is the predominant one there, and that Founder beliefs apply only to the Civ which founded this Religion.
- Worship Beliefs – Worship beliefs grant a unique worship building that can be built in Holy Sites with Production, or puchased there with Faith, with each Worship building having a different benefit.
- Enhancer Beliefs – Enhancer beliefs are angled towards spreading your Religion by making religious pressure stronger or Missionaries and Apostles cheaper.
How to earn Faith in Civilization 6
Whilst there are plenty more religious beliefs and related features than we’ve listed below, one of the key aspects of a religious playthrough – and of course a targeted Religious Victory – is the process of earning Faith. Rather than simply listing all things related to Religion then, we’ve decided to assemble a complete list of all of the ways you can earn Faith and increase the rate at which you do so in Civ 6.
Amenities
- +5% Non-food yields (which includes Science) when the city is happy (has more Amenities than required).
Wonders
- Hagia Sofia – Missionaries and Apostles can spread Religion 1 extra time. +4 Faith.
- Mahabodhi Temple – Grants 2 Apostles. +4 Faith.
- Mont St. Michel – All Apostles you create gain the Martyr ability in addition to a second ability you chose normally. +2 Faith; +2 Relic slots.
- Oracle – Patronage of Great People costs 25% less Faith. Districts in this city provide +2 Great Person points of their type. +1 Faith; +1 Culture.
- Stonehenge – Grants a free Great Prophet. Great Prophets may found a Religion on Stonehenge instead of a Holy Site. +2 Faith.
- Holy Site Prayers – District-based project which provides Faith and Great Prophet points on completion.
Policies
- God King – +1 Faith and +1 Gold in the Capital
- Scripture – +100% Holy Site adjacency bonuses
- Simultaneum – Doubles Faith yield from holy Site district buildings
- Triangular Trade – +4 Gold and +1 Faith from all Trade Routes
- Raj – +2 Science, Culture, Faith, and Gold from each city-state you are Suzerain of.
- Revelation – +2 Great Prophet points per turn
Natural wonders
- Crater Lake – +4 Faith; +1 Science; Fresh Water.
- Dead Sea – +2 Faith; +2 Culture; Fresh Water. Units heal completely if they heal for one turn adjacent to the Dead Sea.
- Mount Everest – +1 Faith to adjacent tiles. Missionaries, Inquisitors, and Apostles who move next to Mount Everest ignore Hills for the rest of the game.
City-states
- Jerusalem – 1 Envoy: +2 Faith in Capital. 3 Envoys: +2 Faith in every Holy Site district. 6 Envoys: Additional +2 Faith in every Holy Site district. Suzerain Bonus: Automatically converts to the Religion you founded, and exerts pressure for that Religion as if it were a Holy City.
- Kandy – 1 Envoy: +2 Faith in Capital. 3 Envoys: +2 Faith in every Holy Site district. 6 Envoys: Additional +2 Faith in every Holy Site district. Suzerain Bonus: Receive a Relic every time you discover a new natural wonder, and earn +50% Faith from all Relics.
- La Venta – 1 Envoy: +2 Faith in Capital. 3 Envoys: +2 Faith in every Holy Site district. 6 Envoys: Additional +2 Faith in every Holy Site district. Suzerain Bonus: Your Builders can now make Colossal Head improvements.
- Yerevan – 1 Envoy: +2 Faith in Capital. 3 Envoys: +2 Faith in every Holy Site district. 6 Envoys: Additional +2 Faith in every Holy Site district. Suzerain Bonus: Your Apostle units can choose from any possible promotion instead of receiving a random promotion.


Beliefs
- Dance of the Aurora – Holy Site districts get +1 Faith from adjacent Tundra tiles.
- Desert Folklore – Holy Site districts get +1 Faith from adjacent Desert tiles.
- Divine Spark – +1 Great Person point from Holy Site, Campus, and Theatre Square districts.
- God of War – Bonus Faith equal to 50% of the strength of each enemy unit killed within 8 tiles of a Holy Site district you own.
- Goddess of the Harvest – Harvesting a resource or removing a feature receives Faith equal to the other yield’s quantity.
- Initiation Rites – +50 Faith for each Barbarian Outpost cleared.
- Religious Idols – +1 Faith from Mines over Luxury and Bonus resources.
- Sacred Path – Holy Site districts get +1 Faith from adjacent Rainforest tiles.
- Stone Circles – +2 Faith from Quarries.
- Divine Inspiration – All world wonders provide +4 Faith.
- Reliquaries – Relics have triple yield of both Faith and Tourism
- Lay Ministry – Each Holy Site or Theatre Square district in a city following this Religion provides +1 Faith or +1 Culture respectively.
- Pilgrimage – +2 Faith for every city following this Religion in other civilizations and city-states.
- Holy Order – Missionaries and Apostles are 30% cheaper to purchase.
- Itinerant Preachers – Religion spreads to cities 30% further away.
- Scripture – Religious spread from adjacent city pressure is 25% stronger. Boosted to 50% once Printing is researched.
Holy Site district
- +1 Great Prophet point per turn.
- +2 Faith from each adjacent natural wonder.
- +1 Faith from each adjacent Mountain.
- +1 Faith from every 2 adjacent Woods tiles.
- +1 Faith from every 2 adjacent district tiles.
- +2 Faith per citizen working this tile.
- +1 Faith from international Trade Routes.
Lavra district (Russia only, replaces Holy Site)
- Your city border grows by one tile each time a Great Person is expended in this city.
- +2 Great Prophet points per turn.
- +1 Great Writer point per turn.
- +1 Great Artist point per turn.
- +1 Great Musician point per turn.
- +2 Faith from each adjacent natural wonder.
- +1 Faith from each adjacent Mountain.
- +1 Faith from every 2 adjacent Woods tiles.
- +1 Faith from every 2 adjacent district tiles.
- +2 Faith per citizen working this tile.
- +1 Faith from international Trade Routes.
Looking for more Civilization 6 advice? Our Civilization 6 guide, tips and tricks covers the essentials before you master early game, mid-game and late-game strategies. We also have tips on the new Districts feature, a Leaders list with their Traits and Agendas, plus the best ways to get Gold, Science, and Faith, how to win by Religious Victory, and how to earn the elusive Science Victory and Military domination victory. Finally, here’s the Culture Victory, Foreign Tourism, and Domestic Tourism explained in depth.
Buildings and Improvements
- Colossal Head – +2 Faith. +1 Faith for every 2 adjacent Rainforest. +1 Faith for every 2 adjacent Woods.
- Cathedral – +3 Faith, 1 slot for religious art.
- Gurdwara – +3 Faith, +2 Food
- Meeting House – +3 Faith, +2 Production
- Mosque – +3 Faith, Missionaries and Apostles granted +1 Spread.
- Pagoda – +3 Faith, +1 Housing
- Synagogue – +5 Faith
- Wat – +3 Faith, +2 Science
- Shrine – Allows the purchasing of Missionaries. +2 Faith, +1 Citizen slot, +1 Great Prophet point per turn.
- Stave Church – +4 Faith, +1 Citizen slot, +1 Great Prophet point per turn, +1 Relic slot (replaces Temple).
- Temple – Allows the purchasing of Apostles. +4 Faith, +1 Citizen slot, +1 Great Prophet point per turn, +1 Relic slot.
Resources

- Dyes – +1 Faith, +4 Amenities
- Incense – +1 Faith, +4 Amenities
- Pearls – +1 Faith, +4 Amenities
- Tobacco – +1 Faith, +4 Amenities
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Winning a Culture Victory is as easy as getting a lot of tourists to visit your civilization, which seems effortless enough. But is it as simple as it seems?
The way to win a culture victory is straightforward on the surface, you need more foreign tourists visiting your civilization than any other civilization has domestic tourists (one single civ, not all of them added together). Wonders, Great Writers, and even Religion can help you obtain this victory, while culture, or war, is the best way to defend against it.
As an example of how to win a Culture Victory, if you’re playing as France and have 100 foreign tourists, and Spain has the most domestic tourists at 120, then you need to get 21 more foreign tourists per turn to win. Domestic tourists are those who are happy to vacation within your borders, foreign tourists are those who come from other countries. I’ve created this guide after spending hours of researching videos and websites, plus I’ve included what I’ve learned as I played the game for a Culture Victory.
Before you even start the game you can give yourself a head start on a culture victory by choosing a leader and civilization that is “Culture Victory” friendly. A “Culture Victory” civilization gets additional help when it comes to gaining culture and tourists.
Canada with Wilfrid Lanier as the leader is a good choice. This leader/civilization combination will generate a lot of additional Culture, making it a good choice for a player with a more defensive style of playing. It has a lot of benefits relating to generating more culture, like Ice Hockey Rinks (+1 Culture for every Tundra, Tundra Hills, Snow and Snow Hills tile it is built next to, and it will provide 4 Culture if it’s built next to a Stadium).
How To Get Relics Civ 6
Catherine De Medici of France is a choice to consider. France has the Chateau and it gets +2 culture and +1 appeal. Appeal is good since it will help attract foreign tourists to your civilization. This will give you a more balanced approach since you get some additional Culture and Appeal as France.
If you have an aggressive style Gorgo of Greece is a great choice. She gives her empire added culture for combat victories equal to 50% of the defeated enemy units. Greece also has access to the Acropolis which gives +1 Culture bonus to a City Center if built next to it and +1 Culture for every wonder and district its built next to. If you decide to use Pericles as your leader instead you’ll get a 5% culture bonus for every city-state you are Suzerain of but will lose the 50% culture bonus that Gorgo provides.
Kristina of Sweden gives another balanced approach to a Culture Victory. Sweden gets +2 Culture and +2 Tourism per turn when it builds an Open-Air Museum for each city that has a snow, tundra, desert, plains, or grassland tile, a building unique to this civilization.
Qin Shi Huang of China. This civilization has turned into one of my favorites when playing for a Culture Victory. The unique structure the Great Wall gives additional culture and tourism “as you advance through the technology tree for adjacent segments” and it must be built along the borders of your empire. China gets 60% of a civic unlock for Inspirations versus other civilizations 50%.
Seondeok of Korea gives a bonus in Culture. Korea is a worth considering because once governors are placed in cities Culture output is increased by 3% for every promotion the Governor earns.
Since I like a defensive and counter-attack style of play more than an offensive style I thought China with Qin Shi Huang China as the leader was a good choice. The strength in their cultural income is the Great Wall, which is well-suited for a defensive style of play.
After picking your civilization start the game by being as friendly as you can with everybody since open borders gives you a 25% bonus in tourism. I tend to be more of a defensive player anyway so this fits right in with my typical strategy, which is a Scout, Slinger, and then a Settler. (See my build order page for a detailed look at an early game build order). If you’re pursuing a Culture Victory it’s even more important to build a Scout so you can discover other civilizations. This will allow you to start attracting foreign tourists as soon as possible.
One method to try is to let the game help you plan out your best paths in Technology and Civics research. Start with the end in mind. Since you’re working for a Culture Victory in this game a good place to end up at is Computers in the Atomic Era of Technology. This technology offers several benefits but the 25% boost in Tourism, empire wide, is worth taking notice of. By choosing that technology the game will number all the preceding technologies you need to research to get there in order, plus it will give you the number of turns needed to achieve each one.
You can now scroll backwards to see what additional technologies and civics you’ll pick up on the way and what you’ll be missing out on. This will also enable you to better plan out those Eureka events. Of course, game circumstances, like a hostile AI empire or a necessary ability for your civilization, will force you to deviate from your path occasionally but at least you will have a clear path forward for both Technology and Civic research.
For instance, following this technologic research path rigidly for Computers will mean you totally neglect your military options, a sure path to defeat from someone with a Domination Victory in mind. You could also miss out on abilities and buildings your civilization needs. For example, following this path as China means you’ll miss researching Masonry, which gives access to one of China’s greatest strengths for a Culture Victory, The Great Wall.
While pursuing your optimal Civics and Technology paths you need to keep an eye on the other civilization’s progress toward victory. If someone is close to winning you may need to deviate from your path for a while to stop an upcoming victory by another civilization.
Monitoring any victory progress is easy, click on World Rankings to see an overall list of all the victory conditions and who is leading for each one. Clicking on one of the victory names at the top of the screen will give you more details about that victory condition.
When you view the Culture Victory information screen you’ll get a description of just exactly what it is you’re trying to accomplish, which is having more visiting (foreign) tourists than any other civilization has in domestic tourists. For example, if Egypt has the most domestic tourists at 45 your civilization needs 46 foreign tourists to win a Cultural Victory.
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The amount of domestic tourists you have, and other civilizations have, is the number underneath the leader’s name next to the colored suitcase. The highest number, excluding yours, is the number of foreign tourists you need to surpass by 1 to win.
The number of visitors from each civilization is in the “Our Visitors From” column and is next to the brown suitcase and the total number of foreign visitors is in the right hand column labeled “Visiting Tourists.” The first number before the slash is how many you have while the number after the slash represents the number of foreign visitors you need to win.
The Ancient Era is where you lay the groundwork for the type of victory you want. The fortunate thing about a Culture Victory is that a lot of what you do can be used toward a Religious Victory so if you see a good opportunity that causes you to change course it’s easy enough to do without losing any ground. At the start of the game the best approach may vary a little from what you might typically build at first. Build a Monument second instead of a Slinger for defense unless you’re threatened, and then a Slinger for defense and then a Settler. A Monument starts producing 2 Culture right away and with the Rise and Fall expansion it only gives an additional 1 culture instead of 2 but produces 1 Loyalty and another additional Culture if your city has 100% loyalty.
Religion can greatly influence tourist income from other civilizations (if you want to know how to effectively spread religion check out this page). Establish your religion early so you have a chance of getting the Followers Belief of Reliquaries. This belief gives 3 times the Tourism and Faith from Relics. If Reliquaries is already taken the next best thing is Choral Music since it allows Shrines and Temples to give a Culture boost equal to their Faith output, which means more domestic Tourists providing a strong defense against a Culture victory from someone else.
The Worship Belief should be Cathedrals since it gives an extra relic slot and 3 additional Faith. If that’s unavailable Gurdwaras would be good for the additional Faith, Food and Housing they provide (additional Housing only if you have Rise and Fall).
Sacred Places is a great consideration for the Founder Belief if you have Gathering Storm. Sacred Places generates 2 Science, Culture, Gold, and Faith for every city following your Religion that has a Wonder in it. The next best Founder Belief to consider the World Church. It provides 1 culture for every 5 followers of the religion of other civs. If you have Gathering Storm you get 1 Culture for every 4 followers of this Religion instead.
If you have an aggressive playstyle the Enhancer Belief of choice should be Crusade since it gives our military units +10 combat Strength when they are close to foreign cities that follow your religion. If you want to fight a defensive religious war while pursuing a Culture Victory Holy Order would be a good choice, it make Apostles and Missionaries 30% cheaper to buy.
Building Wonders early and often is essential so you can start gaining the +2 in Tourism as soon as it becomes available.
Theater Squares are an important district since they help immensely with a Culture Victory. Great Works provide a lot of Tourism but you need a place to display them in and that’s where Theater Squares come in handy. You can build things like Amphitheaters and Art Museums so Great People have places to create and display their Great Works. The Drama and Poetry civic is needed so putting priority on getting this civic as quickly as possible will pay off when you finally start attracting those great People to your society.
If pursuing a Culture Victory and using Religion you’ll frequently find yourself leading for both victory types but as the game progresses those the commonalities between the two victory types drifts apart making Religion a less important aspect as the game goes on. Focusing on gaining Culture early in the game is arguably not the best strategy to pursue since Tourism isn’t a real factor in the game until much later.
Settling aggressively and building a power base instead of focusing on Wonders and Religion is another path, and probably is a better option to follow for a Culture Victory. Building Wonders at the start probably won’t pay off at first since there is relatively little Tourism going on. The production for building these could be put to better uses instead, like for building up your economy and military.
The Drama and Poetry Civic and Theater Squares are very important for a Culture Victory but so is technological research and economic power. Building a Campus District will give you additional Science points to speed up your technological research. A Commercial Hub gives your economy more gold and just as importantly it gives you another Trade Route and a Great Merchant Point per turn. International Trade Routes are good for helping with Foreign Tourism since traders tell everyone they see how great your civilization is. An international Trade Route give a 25% boost in Tourism from the civilization you are trading with.
Once you have a sound military and economic base it’s time to focus on Theater Squares and Wonders. It’s okay to build a few Wonders in the early game but not at the expense of economic progress.
Tourism from Wonders is simple and straightforward. Any Wonder you build contributes 2 to Tourism and for each Era after it was built it increases its Tourism output by 1. Wonders are unique so it’s always a race when trying to build one. If you lose that race your investment is returned to you in the form of production.
If you established a religion then you will have a Holy City, which is the city in which your religion originated. That city will give you 8 in Tourism. Another Tourism income from religion is Relics. Each Relic gives 8 tourism per turn a well.
Great Works of Writing are an excellent source of Tourism. For each Great Work of Writing you gain 4 in Tourism. Great Works of Writing require you to recruit a Great Writer and you need to have a building available to display the work in. An Amphitheater will give you two slots to display Great Works of Writing, each worth 2 in Tourism and Culture.
Relic Great Work Slot Civ 6 Download
Great Works of Music are created by Great Musicians and are displayed in buildings like Broadcast Centers. Coupling Great Works of Music with the Satellite Broadcast card can give a significant boost to Tourism. GreatWorks of Art and Archaeological Artifacts also generate Tourism.
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The Seaside Resort generates Tourism that is equal to the appeal rating of the tile. For instance, if you build a Seaside Resort on a tile with a Breathtaking appeal of 5 it will generate 5 Tourism per turn.

National Parks can give a huge Tourism boost but the placement requirements are very strict. National Parks cover 4 tiles and provide tourism equal to the appeal of the 4 tiles it contains. Since the minimum appeal rating of any tile that can be contained in a national Park is 2, that means it can provide anywhere from 8 to 24 Tourism per turn.
- When espionage become available use spies to steal Great Works. It has the double advantage of slowing your opponent down and speeding your progress up.
- Try to keep plenty of woods around, or plant some. That helps with your civilization’s appeal.
- Build Theatre Squares to help attract Great People and to produce culture.
- Remember to get as many open borders agreements as you can. Open borders increases Tourism by 25% from another civilization.
Read about Civ 6 game modes, how to get iron, choosing where to settle, and the Civ 6 review at these pages on my website, just click on the links. You can also use the customized menu at the top of this page to see all the pages that are available for this game.
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