Outback Tycoon (Civ6)

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 is a scenario in Civilization VI that was released with the Australia Civilization & Scenario Pack.
== Intro ==
Your fledgling Australian colony seeks not to repeat the success found in New South Wales, but to exceed it. Can you gain fame in these desolate lands where so many others have failed? Will your fortune come from locating long-rumored goldfields, fielding massive herds of livestock, or preserving the land's natural beauty for future generations?
== Gameplay ==
In this scenario, you control one of four leaders trying to build a rich and powerful empire on the Australian continent. There is no combat - expansion, exploration, and resource collection are the keys to winning, and your victory progress is measured by your income (GPT). is locked, and the Airstrip, Mine, Pasture, Hangar, and Airport have been modified to provide .
All of the playable civilizations in this scenario have the Outback Station as a unique tile improvement. In addition to its effects from the base game, it provides +1 and gains adjacency bonuses to with Flight and with Aerial Services.
This scenario lasts for 60 turns. In the single-player version, you win by exceeding the GPT threshold (200 on Settler difficulty, +100 for each difficulty level thereafter) before time runs out; in the multiplayer version, you win by having the highest GPT when time runs out.
Since there is no combat, other perils have been invented for the scenario. These are manifested in the form of random outback encounters. Whenever units are left outside your cultural borders, they have a chance of a random encounter, which may be either harmful or beneficial.
Outback encounter 1 (Civ6).jpg|Random outback encounter 1
Outback encounter 2 (Civ6).jpg|Random outback encounter 2
Outback encounter 3 (Civ6).jpg|Random outback encounter 3
== Civilizations ==
In addition to the abilities listed below, all of the civilizations in this scenario have a secondary ability called "Outback Annexation," which causes completed s to trigger a Culture Bomb.
* Premier of Queensland (Queensland)
** Leader Ability: Sunshine State (All tiles gain +1 Appeal.)
** Civilization Ability: Land Down Under (+3 in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, and Theater Squares are +2 in tiles with Charming Appeal, +4 in Breathtaking.)
** Unique Improvement: Outback Station
** Cities: Queensland cities
* Premier of South Australia (South Australia)
** Leader Ability: Free Colony (Start the game with a Grazier. All Graziers trained in one of their cities gain 1 extra build action.)
** Civilization Ability: Land Down Under (+3 in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, and Theater Squares are +2 in tiles with Charming Appeal, +4 in Breathtaking.)
** Unique Improvement: Outback Station
** Cities: South Australian cities
* Premier of Victoria (Victoria)
** Leader Ability: Victorian Gold Rush (Start the game with a Prospector. All Prospectors trained in one of their cities gain 1 extra build action.)
** Civilization Ability: Land Down Under (+3 in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, and Theater Squares are +2 in tiles with Charming Appeal, +4 in Breathtaking.)
** Unique Improvement: Outback Station
** Cities: Victorian cities
* Premier of Western Australia (Western Australia)
** Leader Ability: Golden Outback (Gain additional tiles when settling cities.)
** Civilization Ability: Land Down Under (+3 in coastal cities. Pastures trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, and Theater Squares are +2 in tiles with Charming Appeal, +4 in Breathtaking.)
** Unique Improvement: Outback Station
** Cities: Western Australian cities
== Special features ==
=== City-States ===
Icon	City-State	Suzerain Bonus
 	 	None.
=== Projects ===
* 
=== Units ===
* 
* 
* 
* 
* 
=== Technologies ===
=== Civics ===
Civic	Prerequisites	Inspiration 	Unlocks	
 	- 	- 	, , 
Free Settler in .	
 	 	Reveal 1 resource. 	
2 free Settlers in .	
 	 	Have a per turn of 15. 	, , , 
Free Settler in .	
 	 	Reveal 3 resources. 	, , 	
 	 	Grow your civilization to at least 12 Population.	, , 	
 	 	Build 3 Pastures. 	, 
Free Settler in .	
 	 	Have a per turn of 30. 	, 
Free Settler in .	
 	 	Grow a city to 10 Population. 	, 	
 	, 	Find a Natural Wonder. 	
Allows National Parks.
Allows units to plant second-growth Woods.
Old-growth Woods gain +1 Appeal.	
 	 	Progress to Turn 45. 	, , 
Free Settler in .	
 	 	Build an Airstrip 	, 	
 	 	Progress to Turn 53. 	, 
Award for AIF Training increased to +20 per turn.
Reveals .	
 	, 	Create a National Park. 	, 	
=== Governments ===
* 
* 
* 
=== Policy Cards ===
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
=== Natural Wonders ===
* 
* 
=== Resources ===
* Gold Ore
=== Extra cities ===
Extra cities that can be founded by any civilization after all of their cities have been founded.
Founding Order	City Name 	Notes
1 	Canberra 	8th largest city in Australia and Capital city of Australia
2 	Townsville 	13th most populous city in Australia
3 	Cairns 	City in Queensland considered gateway to the Great Barrier Reef
4 	Darwin 	Capital of the Northern Territory
5 	Bundaberg 	City in Queensland known for Bundaberg Rum
6 	Kalgoorlie 	Part of the city of Kalgoorlie-Boulder in Western Australia
7 	Alice Springs	Remote town in Australia's Northern Territory
== Videos ==
thumb|center|300px|Pete Murray and Ed Beach play Outback Tycoon.
== Related achievements ==
Category:Scenarios (Civ6)