Early in the video: “4-6 cities is considered a tall build.” Later on: “Less than 10 cities is a tall build.” Next video: “25 cities or less is good enough for a tall build.”
I feel like "tall" is less [under x amount of cities] and more about large, strong cities with mega-efficient land management. So if/when you're handed a stretch of extremely enticing land that would inevitably boost your city count; a higher number of cities to monopolise on those opportunities is still a definitively "tall build" imho.
@@nono-lz9qr still dumb. Tall doesn't means "based on quality" while wide means "based on quantity". Wide means trying to spam cities out no matter if you have good spots to place. Your cities don't need go go over 10 pops because your cities overlap so much they can make use of all decent tiles with such small population because cities share space due to adjacency. Tall on the other hand prioritizes improving the city before spamming out another settler unless you see a very good potential city that will grow to 15+ pop easily. And tall also means trying to get a single city make use of most of its entire 3-range tile radius itself instead of overlapping (so 5-7 distance instead of 4 between cities).
18:51 i appreciated his use of mouse movement to make that point. "You lose a population, but you immediately get it back" while he moves the cursor left to right in an arc motion. 👌
Ah yes the ol days of “settle 7 tiles apart so all cities can work max tiles“ from Civ5. Because of districts obv no longer as viable but when trying tall I tend to try space them by 5-6 instead of the usual 4-space cram from wide games
I've been playing 4-space cram because I've been told that's best for wide games, but lately I've been struggling to find all the tiles I need between cities to get those farm triangles, district groups, national parks and preserves. Those last 2 really need lots of extra space. Not in every city, but somewhere.
@@crai-crai honestly, even as an almost exclusively wide player, I very rarely do the 4 distance cram. I pretty much only do it if I can get 2 super high adjacency Industrial zones, or if there's 2 potential very high adjacency Campuses due to fissures. Otherwise I basically play the game as if it's a tall game, aka get every city as big as possible, while also getting a ton of cities. Some of them will be crap, but that's because I settled them to get access to luxuries/strategics
Yeah, its strange, I almost never use 4 tile spacing - but I've yet to see a popular streamer NOT use 4 tile spacing. Watching it always irks me. Feels so inefficient.
@@TheKanslerenEspecially when there is limited space, closer cities means more cities means more districts means more yields. And close cities also help you get better adjacencies and less tile buying to get those districts in the best spots. It does limit the late game productive potential of cities, but the districts and midgame boosts are more valuable most of the time. In late game, you are already a snowball anyway.
I just love how you were going to play tall but there's a whole empty continent for you to settle, whereas my typical game is more like: "oh so I just spawned within 10 tiles of three different AI" and it is tall game by default most of the time ! Also I think of tall builds based on density of cities and not number, for me tall means a looooot of AoE buildings and amenities so you have few, but very strong cities. That being said, when you reach more than 8 cities, it is more of an "efficient" build than a real tall one I feel... Anyways I really enjoy hearing you explain your advanced tips like pre-placing districts and delay researching horses, I feel it's what makes a difference to our games as well and I love it !
Map type is actually a VERY major factor in this regard. On a map like lakes you will often have two, three times as much space as you do on continents or continents and islands. Even Seven Seas, which still allows for significant naval action, already has a lot more room.
@@Leyrann I usually play on large Pangaea map. I don't often play specialty maps like lakes or seven seas because it messes with some of the mods I like using. It's strange that most streams I watch, they are playing on a Pangaea map and have plenty of room while I very seldom do. I have even tried removing a couple of the default civs and still end up crowded. What's even worse, is that I more often than not, spawn next to someone like the Zulu, Alexander, Montezuma or Kristina, who almost always declare early war on me. It's like the game wants to force me into a military focused game, whether I want to or not.
Gran Colombia is, low-key, one of the best generalist civs. I've actually won every victory type with him *except* domination. +1 movement is just that strong, never mind Haciendas being production powerhouses, and the generals allowing you to focus less on investing in military and also having nice retirement effects.
Concerning that future English city... Unless they settle exactly where you want(and even then, if they fuck up districts), you could consider this: You're Irish, just live out your dreams and raze that English City. You have the free Generals for some Military Operations vs a lone city far from support.
7:30 "Getting a Great General is likely not possible" he says, forgetting that he is playing Gran Columbia. (I actually don't know if Commandante Generals count for city state quests. I assume so?) Edit: turns out I was wrong and they don't count as a great general for city state quests. Too bad so sad. Also I consider 8 cities or less to be tall (ideal for luxuries). 4 is possible in some situations, but I usually go for 8. Well, actually my personal definition of tall is "would all these cities get the Maya bonus if you are playing Maya" but that's esoteric. Really wide v tall is a bad dichotomy in Civ 6. A better one is dense vs spaced - there's some overlap since the latter means fewer bigger cities (they don't _have_ to be bigger but if they aren't you're wasting all those tiles) but it's a more important distinction than number of cities per say.
Yeah honestly 8 cities still feels like a tall build, but I like to play big maps where I settle dozens of cities, so maybe my perspective is just a little bit skewed.
I love barbs, but it's a bit buggy. If you start with the max number of city-states, barb camps don't become city states, but if you don't, then it takes forever for them to become the city states you could meet. My default are Secret Societies, Monopolies, and Heroes (Hercules is just the most OP hero. Period. And there are a lot of OP heroes, and still Herc manages to OP the OP...)
I just wish the AI didn't go for Voidsingers 2/3rd of the time. I like that Secret Societies gives the AI more reasons to hate each other, but if you're starting off next to a dangerous civ, you sometimes have to go Voidsingers just for safety, and that pushes you into a particular style of play. Usually I only go for Owls or Hermetics if I feel safe, and I wish that didn't always have to be the rationale.
Hey Potato, there's a mod called Anti-monopoly that gets rid of the insane tourism modifiers but keeps the rest of the Monopoly/Corporation mode mechanics. Highly recommend that + the mod that fixes the bug with AI not improving luxuries when using that mode.
I haven't watched one of your videos in a while and I've noticed you've changed your communication style; I like it. You're doing a much better job of articulating your thought process and choices than maybe 3 years ago. Nice work!
Diplo is definitely the victory type you accidentally get when you notice you are like 4 points off and its just faster to go diplo over whatever you were going for. Also congrats on winning Deity for the first time, i still haven't done that but i just implicitly dislike the idea of cheating AI so i haven't pushed myself beyond Emperor yet.
I mean it's possible to get a "free" deity "win" (for the achievement and nothing else) by doing Russia on a 1 turn clock game. Now I just need to legitimately learn the game lol
I'm happy to see you play a tall build, mainly because I always marvel at how often I watch streams where the streamer has tons of room to expand, whereas I seem to always end up sandwiched between two or more other empires and I'm often lucky to be able to squeeze in 6 cities. I often have to do an early war rush just so I have room to grow.
Yeah I feel like I end up on a small patch of land with 3 citystates and a nother civ way too often, leaving me room for barely 5 cities in an ideal scenario
If you are looking for a silly game idea: Scythia, use the Amani trick to get the Twins, play with zombies and push towards spies to incite zombie outbreaks. Use the twins to kill and reanimate some zombies early, and see how strong you can get your zombies.
@@justsomeguy5470 A necromancer zombie player wouldn't be as interested in a quick contest so much as they would be in a war that generates and kills a lot of units that rise as zombies and die to boost their zombie power. Oh yeah, needless to say, you want Vampires with that too. Have some ranged that weakens units for the zombies to munch on.
Kinda late but recently discovered a new thing, when you plugged in the settler card despite working a builder, you can actually just choose not to research a civic by shift entering, this allows card changes every turn so urban planning could have stayed for like 2 more turns. Since culture is stored it doesn’t slow down your gameplay either. Don’t know if you knew this already though. Great video.
Woah i found your channel like a month ago and i gotta say that you really upped your articulation in a year or so. This is the first of your older vids i got recommended. Good for you man!
Hey studdy, you spoke briefly about the importance of the classical era golden age, and we saw that in the multiplayer streams from a couple weeks ago, maybe a video focusing purely on that would be pretty cool. benefits of it, how to guarantee it etc?
39:19 "If you're taking resources from the AI, that's resources they don't have to use against you." I'll be honest, I've reached the point where I'm actively LIMITING doing this. If you sell all your luxuries, strategic resources and diplomatic favor, it's absolutely possible to bankrupt all the AIs on a standard map on Deity, and it just cripples them, leaving the game too easy. Nowadays I have as a rule for myself that I don't sell diplomatic favor unless the AI asks me for it, and only sell strategic resources in emergency situations where I need the cash. Unless I'm doing something like a One City Challenge, then I'll go for every advantage I can get.
So during the Aztec Overexplained someone said you should play tall and I took that to mean "One City Challenge" kind of thing, I was wrong! Secondly, as you said during the video, if you are given a wide play you'd be stupid not to take it! Play the game however YOU want that way you are having fun. The people who complain or ask for things all the time are here one way or the other but if you start getting burnt out and don't want to play no one will be here!
Before Kupe was in the game, Victoria was the OG "I'm gonna put a city as far away of my empire as I can, better if it's in another continent altogether". Also, the AI reads the tacks and acts accordingly to sabotage the players.
I've often wondered about that. I know there's a setting to make them public so other players can see them and wondered if an AI counted. Would turning that off work?
@@oakdragon8756 To be honest, it's not clear if the AI really reads the tacks. The devs have been asked about it and they deny everything (of course), but it happens with alarming frequency and it's a meme among the player base.
In order to force a tall game, one setting that could have been changed is to greatly increase the amount of AI players, because there would be less available territory to grab.
i dead ass had 3 barb galleys come out of the fog of war one turn after i placed a city all i had was a slinger and they destroyed me in two turns then right after i resettled the city one galley came out stole a builder and i lost it i built a navy like never before seen in the first 60 turns and i destroyed everything that floated i did manage to get the builder back though lol
You could have kept the +1 production in cities card in a while longer as you knew that you'd have another civic researched within 4 turns - just about in time for a change the beginning of settler production. Right?
Nice start, Potato! I'm sorry you had to deal with Covid, but you sound pretty good, considering. I had to deal with it myself a couple months ago. It wasn't pleasant. Stay safe, stay kind, and we'll be looking forward to the fun content!
Im used to tall being one city. In Civ 5 it was a great strategy. I was surprised in Civ 6 that its almost obligatory to settle at least a few cities. 😅
I played a fun Portugal game where I routinely bought units from the barbs. It was cheaper than buying them in my cities, and I ended with a lot of good city states popping up. Sometimes you can buy unique units like Legions or the various unique warriors. It is always worth checking periodically what units you can buy. And of course, Portugal can get a ridiculous amount of money from trade in an archipelago game. It would suck rocks in a Pangaea game of course. ;)
You almost always go with 2 scouts, but with this epic of a start, and Gran Columbia it really seems like the kind of game for a scout-slinger-slinger because then you could defend that incredible bounty you had better.
i get that Pingala in the early game is strong, but given that you need to pop out 3 more settlers the value of magnus and the chops you're gonna have to do nway is pretty high too. plus with provision you don't lose Population and that translate to more tiles being worked early on. Besides as far i seen, pingala scales better with more population.
I think the consideration between tall and wide is less about the number of cities and how the cities are settled. Wide being getting as many cities in as possible where tall leaves room for the cities to have more tiles for themselves
Question here, if England is sending the settler for the tea, if you could sell her tea, will she still view it as important to forward settle or is the AI thinking it has a copy don't view it as important anymore?
What's the shortcuts to turn the pins on and off? That's been driving me crazy when units are hiding behind them! Also I never got a prompt to autodelete when improving pinned tiles, is that another setting I missed? Or an update I missed??
i'm no vet civ player but it feels like a good 3 city start followed by some dev and a natural increase up to 5 or 6 is the way to go tall. beyond that, it's just natural progression. that good 3 spot, its like a clean classic zerg eco opening if it works right. going 4 is too greedy and going 2 is too little.
I really need to sit down and look at building cities and getting bonus better. I had no idea the water mill boosted anything. Thanks to potatomcwhiskey and his tips I’m playing on immortal now and if my next game goes smoothly gonna try deity
In CivV it was very common for me to play tall till the Industrial Era, build all the National Wonder that I wanted in my 4-5 cities, because you needed to have the specific building in all of you cities, and there were a lot of negative feedback for being wide. But in CivVI has totally different mechanics you need to expand as much as you can.
just played my closest attempt of beating Deity using Germany! Sadly Babylon is my neighbor and I have to play tall using the Hansas and smart districting to keep up with him so thanks for the tall playthrough because I'll need it
Hey potato, any chance of sharing the "code", "number" whatever if I wanted to replay that setting? Would be awesome. Thanks. Really enjoy your playthroughs!
27:20 it doesn't make much sense to me to sit on the Settler policy card and not use it here - you're getting your next civic in 4 turns anyway, which is 1 turn before that builder's going to be finished. You're a far better player than I am, but just pointing out some micro improvements I saw!
You have to stop selling luxuries so fast in early, especially to buy a scout. You do it almost every game and you end up here with 2 cities at -1/-2 amenities for more than 30 turns. For a scout you lose 10% of your prod & gold on your B2 & B3, was it worth it ?
I've come up with a new mode for playing CIV VI. Here's how: (1) Start a new game with your preferred settings (but that should include the randomized tech tree option); (2) on the first turn, open the tech and civic panels and click on the highest "Future Tech" and "Future Civic" at the far right of the tech tree and civic tree windows. (3) turn off the research panel and civics panel in the World Tracker at the upper left of the screen. (4) Play the entire game without re-opening the trees. (5) If you manage to get all the way to Future Tech before the game has been won by either you or the computer, re-open the tree and click on the next highest/uppermost tech that is not yet known. (6) Once you have won or lost the game using any of the winning criteria, you may turn the tree windows back on and start selecting the old techs and civics that you missed. WARNING: this game mode is much harder than the regular mode, so turn down your difficulty settings. I've played 10 games this way, and in some games you end up skipping more than half the techs and civics. I like this method because it feels more realistic, in that you don't know what the future holds. It's more about adapting than planning. It has forced me to play differently, and so I've seen some win/lose closing videos that I've never seen before.
I just rerolled from a flat, horrible Mongol start to the perfect Torres, Pericles start. Needless to say, start locations, while not the end all be all, really decide how slow your early game will be.
Personally I always thought that tall meant to get as much value from all of your land. Size is irrelevant so long as you have maximum possible output from each tile. Wide to me, means that you're developing your cities but you're not that worried about reaching every city's potential
If you always take the same promotion you won't get op units when you merge them to armies. Make 2 of a unit and take them down opposite sides of tree. If they level 3 and 4 when you merge you get a rank 7. But if they go down the same side of tree it's only a rank 4.
I feel like you should have moved a second scout (or the warrior) down for blocking England when you saw that she was going for the second choke-point. I feel like you could have been able to block her if you did. (After the barb camp had been killed, those two units were freed up)
@@actualturtle2421 No I've been playing one of each kind, one commercial, one holy site, one campus etc... I thought you could only do one of each kind per city.
Can someone explain why there's this tall/wide dichotomy? Especially with the Settler promotion on Magus (settlers don't cost pop), there is no point to doing small empires, outside of a self imposed challenge. And this game is making it even more difficult to be disciplined. Dense/Wide, on the other hand, I completely understand. But why not do Tall/Wide at the same time, especially with the amount of food your cities have.
Certain civs do better with Tall rather than wide simply because their ability to grow and make use of their strengths is more reliant on their geography. Civs like Khmer and Russia are good examples of very similar civs that prefer a Tall and Wide style respectively. If you're playing Khmer, you need good rivers, land rich with growth opportunity, and ideally you'd have space to build wonders/districts for good adjacency. Russia wants Tundra, which spawns in wide stretches, and often the land is a mix of unsettle-able flatland with no woods, and hilly riverlands with dense forest. Russia also benefits from having as many cities as possible due to their ability giving production/faith from Tundra as well as the Lavra district being the best district in the game. Conversely, Khmer's unique building gives .5 culture per citizen, meaning 1 city with 20 pop is equal to 2 cities with 10 pop, but 1 building is half the prod cost of 2. In this instance, Khmer's advantage is in their ability to snowball based on their population, and just turtle while wonder spamming and building every district in one city. You're right that Tall/Wide doesn't mean what it used to in Civ 5, atleast I assume that's what you're comparing it to? In Civ 6, I consider "Wide" gameplay to be 10+ cities, and "Tall" to be about 5-8. As for density vs spread, I personally think that spreading your cities out is the wrong way to play. Keeping your civilization dense and well connected only provides benefits, while having cities so far that their max borders do not touch leaves you open to invasion and weakens your ability to supply your empire. You should always play dense, and playing Tall or Wide is just about how many cities you are going to pack into the space you have.
@@zman7692 If you focus on forward-building for your early expansion, you often end up with a lot of space behind you. The longer the game goes on, the more likely key resources will be found there. It's good to keep expanding through the Renaissance if you're safe, because those new cities can be very helpful once you get your city-states going as their district output can rival even your big cities if they are built around their best districts. You just need to factor in buying districts or getting Hercules to help them along. Buying Granaries, Monuments, and Water Mills with your crazy mid-game weath, however, helps them a lot too. Dense city placements are best if they line up well enough for district adjacencies, or if you are playing a civ with extra bonuses to adjacencies and/or district cost (Japan, Germany, Byzantium), but as you expand into less-desirable lands, it doesn't hurt to spread them out a big, since the districts (and a couple production tiles) are all they really need.
Haha poor potato. His rule #1 is when it doubt more cities. You can tell he’s struggling with his natural impulse to spread far and wide. Like a starving lion just staring at a wounded zebra but can’t bring himself to eat it
missed out on a lot of chopping / forced growth when placing districts.. eg. when placing theater square you couldve forced caracan to grow furst to place that cities theatre square too..
Hey im from chile i been watching your videos for a long time and i haven't see any mapuche game can you do that next i would appreciate it. Love your videos Potatos :)
Hey, I have a question. I get the fact that locking in the district is good for the locking the production cost. But I can't help to notice that you place the districts even if there are chopable features. Is it better to not chop them and place the district ASAP? Or does it depend on the situation?
Sorry if it’s elsewhere in comments, but what is the map tack mod in use here? Mine does not have the middle set of icons, just standard and wonders. Like this much more.
Potato, I’m curious. Why didn’t you send the first settler to the Dead Sea and move your planned triangle towards Russia. Since Mongolia wasn’t actively forward settling you, it seems like there was time to delay settling down to the south and would have secured a better foot hold to the east, especially with their delay in settling the Dead Sea.
A tall game I believe is the number of governors you can have is the amount of cities you can have, 1 governor per city. I mean just the initial governors, not with secret societies or the additional governor you get with that civ I forget the name of lol
Wow, that start is quirked up and busting it down (Civilization style), that's goated with the sauce!
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hmmm... I know some of these words...
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I'm 32 and I feel like a dinosaur.
Early in the video: “4-6 cities is considered a tall build.” Later on: “Less than 10 cities is a tall build.” Next video: “25 cities or less is good enough for a tall build.”
*conquers the world, owns 60 cities*
Ok its really 75 cities or less is tall
It's all about how you view it. Tall vs Wide. If you tilt your head... wide is now tall.
You know it’s a great start when you’re forced to yeet bonus resources for districts.
😂
I mean I yeet them whether I have to or not
I never play Legendary resources so I don't have to do that.
Potato: I wanna play tall
Civ 6: Got ya, here's the closest thing to a predator a civ can be and an empty continent right beside you
I feel like "tall" is less [under x amount of cities] and more about large, strong cities with mega-efficient land management. So if/when you're handed a stretch of extremely enticing land that would inevitably boost your city count; a higher number of cities to monopolise on those opportunities is still a definitively "tall build" imho.
@@JohnSmith-rr3jt he means total governors.
@@nono-lz9qr still dumb. Tall doesn't means "based on quality" while wide means "based on quantity". Wide means trying to spam cities out no matter if you have good spots to place. Your cities don't need go go over 10 pops because your cities overlap so much they can make use of all decent tiles with such small population because cities share space due to adjacency.
Tall on the other hand prioritizes improving the city before spamming out another settler unless you see a very good potential city that will grow to 15+ pop easily. And tall also means trying to get a single city make use of most of its entire 3-range tile radius itself instead of overlapping (so 5-7 distance instead of 4 between cities).
18:51 i appreciated his use of mouse movement to make that point. "You lose a population, but you immediately get it back" while he moves the cursor left to right in an arc motion. 👌
Ah yes the ol days of “settle 7 tiles apart so all cities can work max tiles“ from Civ5. Because of districts obv no longer as viable but when trying tall I tend to try space them by 5-6 instead of the usual 4-space cram from wide games
I like to aim for 5/6 as well
I've been playing 4-space cram because I've been told that's best for wide games, but lately I've been struggling to find all the tiles I need between cities to get those farm triangles, district groups, national parks and preserves. Those last 2 really need lots of extra space. Not in every city, but somewhere.
@@crai-crai honestly, even as an almost exclusively wide player, I very rarely do the 4 distance cram. I pretty much only do it if I can get 2 super high adjacency Industrial zones, or if there's 2 potential very high adjacency Campuses due to fissures. Otherwise I basically play the game as if it's a tall game, aka get every city as big as possible, while also getting a ton of cities. Some of them will be crap, but that's because I settled them to get access to luxuries/strategics
Yeah, its strange, I almost never use 4 tile spacing - but I've yet to see a popular streamer NOT use 4 tile spacing. Watching it always irks me. Feels so inefficient.
@@TheKanslerenEspecially when there is limited space, closer cities means more cities means more districts means more yields. And close cities also help you get better adjacencies and less tile buying to get those districts in the best spots. It does limit the late game productive potential of cities, but the districts and midgame boosts are more valuable most of the time. In late game, you are already a snowball anyway.
I just love how you were going to play tall but there's a whole empty continent for you to settle, whereas my typical game is more like: "oh so I just spawned within 10 tiles of three different AI" and it is tall game by default most of the time !
Also I think of tall builds based on density of cities and not number, for me tall means a looooot of AoE buildings and amenities so you have few, but very strong cities. That being said, when you reach more than 8 cities, it is more of an "efficient" build than a real tall one I feel...
Anyways I really enjoy hearing you explain your advanced tips like pre-placing districts and delay researching horses, I feel it's what makes a difference to our games as well and I love it !
I feel this. Every time I want to be like early war I'm super isolated and my I want chill culture games it's like turn 5 and I meet meet america
I feel your pain.
Map type is actually a VERY major factor in this regard. On a map like lakes you will often have two, three times as much space as you do on continents or continents and islands. Even Seven Seas, which still allows for significant naval action, already has a lot more room.
@@Leyrann I usually play on large Pangaea map. I don't often play specialty maps like lakes or seven seas because it messes with some of the mods I like using. It's strange that most streams I watch, they are playing on a Pangaea map and have plenty of room while I very seldom do. I have even tried removing a couple of the default civs and still end up crowded. What's even worse, is that I more often than not, spawn next to someone like the Zulu, Alexander, Montezuma or Kristina, who almost always declare early war on me. It's like the game wants to force me into a military focused game, whether I want to or not.
Gran Colombia is, low-key, one of the best generalist civs. I've actually won every victory type with him *except* domination. +1 movement is just that strong, never mind Haciendas being production powerhouses, and the generals allowing you to focus less on investing in military and also having nice retirement effects.
And that was AFTER they were nerfed. Day 1 Gran Colombia was absolutely insane. The +1 movement bonus alone it's crazy good.
Gran colombia got me my fastest Domination kills. I tested it on a small pangaea and I destroyed everyone before bombards.
Cree are another.
Concerning that future English city...
Unless they settle exactly where you want(and even then, if they fuck up districts), you could consider this:
You're Irish, just live out your dreams and raze that English City.
You have the free Generals for some Military Operations vs a lone city far from support.
7:30 "Getting a Great General is likely not possible" he says, forgetting that he is playing Gran Columbia.
(I actually don't know if Commandante Generals count for city state quests. I assume so?) Edit: turns out I was wrong and they don't count as a great general for city state quests. Too bad so sad.
Also I consider 8 cities or less to be tall (ideal for luxuries). 4 is possible in some situations, but I usually go for 8.
Well, actually my personal definition of tall is "would all these cities get the Maya bonus if you are playing Maya" but that's esoteric. Really wide v tall is a bad dichotomy in Civ 6. A better one is dense vs spaced - there's some overlap since the latter means fewer bigger cities (they don't _have_ to be bigger but if they aren't you're wasting all those tiles) but it's a more important distinction than number of cities per say.
Yeah honestly 8 cities still feels like a tall build, but I like to play big maps where I settle dozens of cities, so maybe my perspective is just a little bit skewed.
You get them at the change of every era tho, and the city state would have a new quest every era, so no, it wouldn’t count
@@thesterwood6721 Correct, they definitely don't count because you can stack the bonuses.
Why does everyone use Columbia instead of Colombia, i don't get it. It's the name of the country, it's not that hard
@@manuelsalazar5257 Relax, it's spelled both ways across dozens of countries. It's an easy mistake.
Always interesting to see which game modes different people play. Secret Societies has basically become my vanilla/default since its release.
Same with barbs and monopoly
@@wherami I don't play with monopolies too often!
I always play with monopolies but not for the influence, just the yieldssss
I love barbs, but it's a bit buggy. If you start with the max number of city-states, barb camps don't become city states, but if you don't, then it takes forever for them to become the city states you could meet.
My default are Secret Societies, Monopolies, and Heroes (Hercules is just the most OP hero. Period. And there are a lot of OP heroes, and still Herc manages to OP the OP...)
I just wish the AI didn't go for Voidsingers 2/3rd of the time. I like that Secret Societies gives the AI more reasons to hate each other, but if you're starting off next to a dangerous civ, you sometimes have to go Voidsingers just for safety, and that pushes you into a particular style of play. Usually I only go for Owls or Hermetics if I feel safe, and I wish that didn't always have to be the rationale.
Hey Potato, there's a mod called Anti-monopoly that gets rid of the insane tourism modifiers but keeps the rest of the Monopoly/Corporation mode mechanics. Highly recommend that + the mod that fixes the bug with AI not improving luxuries when using that mode.
I haven't watched one of your videos in a while and I've noticed you've changed your communication style; I like it. You're doing a much better job of articulating your thought process and choices than maybe 3 years ago. Nice work!
Won my first diety game (Germany going for space but cheesed a diplo) thanks to your videos. Cheers potato
Diplo is definitely the victory type you accidentally get when you notice you are like 4 points off and its just faster to go diplo over whatever you were going for.
Also congrats on winning Deity for the first time, i still haven't done that but i just implicitly dislike the idea of cheating AI so i haven't pushed myself beyond Emperor yet.
I mean it's possible to get a "free" deity "win" (for the achievement and nothing else) by doing Russia on a 1 turn clock game.
Now I just need to legitimately learn the game lol
I'm happy to see you play a tall build, mainly because I always marvel at how often I watch streams where the streamer has tons of room to expand, whereas I seem to always end up sandwiched between two or more other empires and I'm often lucky to be able to squeeze in 6 cities. I often have to do an early war rush just so I have room to grow.
Yeah I feel like I end up on a small patch of land with 3 citystates and a nother civ way too often, leaving me room for barely 5 cities in an ideal scenario
potato: you really want 2 scouts
Me: who starts every game building 5 warriors and a slinger
If you are looking for a silly game idea: Scythia, use the Amani trick to get the Twins, play with zombies and push towards spies to incite zombie outbreaks. Use the twins to kill and reanimate some zombies early, and see how strong you can get your zombies.
You could call it the Necromancer Build!
@@justsomeguy5470 A necromancer zombie player wouldn't be as interested in a quick contest so much as they would be in a war that generates and kills a lot of units that rise as zombies and die to boost their zombie power. Oh yeah, needless to say, you want Vampires with that too. Have some ranged that weakens units for the zombies to munch on.
Kinda late but recently discovered a new thing, when you plugged in the settler card despite working a builder, you can actually just choose not to research a civic by shift entering, this allows card changes every turn so urban planning could have stayed for like 2 more turns. Since culture is stored it doesn’t slow down your gameplay either. Don’t know if you knew this already though. Great video.
Woah i found your channel like a month ago and i gotta say that you really upped your articulation in a year or so. This is the first of your older vids i got recommended. Good for you man!
9:29 🤣🤣🤣🤣 man i love civ 6 barbs, you just made my day.
44:53 “She’s going for that tea. I know it!”
Oh, those British...
"If you have space to expand and don't then you're playing wrong" I think exactly describes one of the key reasons why I prefer Civ 5 to Civ 6
Hey studdy, you spoke briefly about the importance of the classical era golden age, and we saw that in the multiplayer streams from a couple weeks ago, maybe a video focusing purely on that would be pretty cool. benefits of it, how to guarantee it etc?
Been getting back into Civ so I've been rewatching Potato playthroughs. Good god, his pronunciation of Bogotá is like nails on a chalkboard.
Best drinking game, take a drink everytime potato says “theoretically”😂😂
39:19 "If you're taking resources from the AI, that's resources they don't have to use against you."
I'll be honest, I've reached the point where I'm actively LIMITING doing this. If you sell all your luxuries, strategic resources and diplomatic favor, it's absolutely possible to bankrupt all the AIs on a standard map on Deity, and it just cripples them, leaving the game too easy. Nowadays I have as a rule for myself that I don't sell diplomatic favor unless the AI asks me for it, and only sell strategic resources in emergency situations where I need the cash. Unless I'm doing something like a One City Challenge, then I'll go for every advantage I can get.
The Monopolies++ mods have a setting to turn off the monopoly bonuses including tourism.
If you don't like that feature I recommend getting the pack.
Looks like Vicky is out to force you to actually play tall.
So during the Aztec Overexplained someone said you should play tall and I took that to mean "One City Challenge" kind of thing, I was wrong!
Secondly, as you said during the video, if you are given a wide play you'd be stupid not to take it! Play the game however YOU want that way you are having fun. The people who complain or ask for things all the time are here one way or the other but if you start getting burnt out and don't want to play no one will be here!
While I agree but at the beginning he said he wanted to show how to play tall. He just got unlucky with such a start.
Before Kupe was in the game, Victoria was the OG "I'm gonna put a city as far away of my empire as I can, better if it's in another continent altogether".
Also, the AI reads the tacks and acts accordingly to sabotage the players.
I've often wondered about that. I know there's a setting to make them public so other players can see them and wondered if an AI counted. Would turning that off work?
@@oakdragon8756 To be honest, it's not clear if the AI really reads the tacks. The devs have been asked about it and they deny everything (of course), but it happens with alarming frequency and it's a meme among the player base.
In order to force a tall game, one setting that could have been changed is to greatly increase the amount of AI players, because there would be less available territory to grab.
Potato every game: I'm playing tall. Tall is between 4-6 cities.
Also Potato every game: I think I might have to go wide instead.
So, the lesson of the tall build lesson is that the game pushes you to a wide build far too much because claiming more land is the basis of CIV6
i dead ass had 3 barb galleys come out of the fog of war one turn after i placed a city all i had was a slinger and they destroyed me in two turns then right after i resettled the city one galley came out stole a builder and i lost it i built a navy like never before seen in the first 60 turns and i destroyed everything that floated i did manage to get the builder back though lol
"A dominant game is inherently not tall."
True, unless you raze you enemies to the ground! *Ghandi laughs in nukes.*
You could have kept the +1 production in cities card in a while longer as you knew that you'd have another civic researched within 4 turns - just about in time for a change the beginning of settler production. Right?
Nice start, Potato!
I'm sorry you had to deal with Covid, but you sound pretty good, considering. I had to deal with it myself a couple months ago. It wasn't pleasant.
Stay safe, stay kind, and we'll be looking forward to the fun content!
Thanks
Im used to tall being one city. In Civ 5 it was a great strategy. I was surprised in Civ 6 that its almost obligatory to settle at least a few cities. 😅
I played a fun Portugal game where I routinely bought units from the barbs. It was cheaper than buying them in my cities, and I ended with a lot of good city states popping up. Sometimes you can buy unique units like Legions or the various unique warriors. It is always worth checking periodically what units you can buy. And of course, Portugal can get a ridiculous amount of money from trade in an archipelago game. It would suck rocks in a Pangaea game of course. ;)
You almost always go with 2 scouts, but with this epic of a start, and Gran Columbia it really seems like the kind of game for a scout-slinger-slinger because then you could defend that incredible bounty you had better.
Idiocy
Civ youtubers are so entertaining because of the variety in playstyles and preferences they all have.
Lady of the reeds and marshes dude
I'm glad you clarified it wasn't the Halo Flood. I was concerned.
Here's me just getting the game and watching for kind of a guide and I'm lost lol. So much in this game to learn but I'm down for it.
i get that Pingala in the early game is strong, but given that you need to pop out 3 more settlers the value of magnus and the chops you're gonna have to do nway is pretty high too. plus with provision you don't lose Population and that translate to more tiles being worked early on. Besides as far i seen, pingala scales better with more population.
of course the brits gonna go for the tea
I think the consideration between tall and wide is less about the number of cities and how the cities are settled. Wide being getting as many cities in as possible where tall leaves room for the cities to have more tiles for themselves
A good thing with playing tall is you can spread put your few cities more. Like 5-7 tiles apart.
Question here, if England is sending the settler for the tea, if you could sell her tea, will she still view it as important to forward settle or is the AI thinking it has a copy don't view it as important anymore?
Colombia is an absolute joy to play, that extra movement is amazing especially when the scouts get their tier one perks. Zoom zoom zoom
What's the shortcuts to turn the pins on and off? That's been driving me crazy when units are hiding behind them! Also I never got a prompt to autodelete when improving pinned tiles, is that another setting I missed? Or an update I missed??
shift + s
@@raoufchehih8730 thanks. Was that in the keybind settings this entire time?
@@TurpoChargedGaming i think so , or maybe i have it because of the last Detailed Map Tacks update.
@@raoufchehih8730 aaaah. I'm on epic (free game) so my mods don't autoupdate. I may have missed something, thanks bud
Love the content. One nitpick:
Bogota is pronounced Bo (like go)-go-Tah, not bahgota.
Sorry to hear you had covid, great video as always!
Can't wait for Spuddy to attempt the Blob again! It looked so awesome! Plz plz plz, try another blob strat Spuddy!
i'm no vet civ player but it feels like a good 3 city start followed by some dev and a natural increase up to 5 or 6 is the way to go tall. beyond that, it's just natural progression. that good 3 spot, its like a clean classic zerg eco opening if it works right. going 4 is too greedy and going 2 is too little.
I really need to sit down and look at building cities and getting bonus better. I had no idea the water mill boosted anything.
Thanks to potatomcwhiskey and his tips I’m playing on immortal now and if my next game goes smoothly gonna try deity
Potato to Victoria: "You torrential and colossal ass" lolol
The first upgrade to the warrior is attack only, not defence, I like to go the other one and head into ranged defence down the other column
you must absolutely be exhausted after a game of Civ 6. I am already tired and it's only 30 minutes in, thinking it's nap time!
Maybe add some working out, eat more energizing food?
3:20 I'm fairly sure the watermill boosts rice/grain you settle on though
In CivV it was very common for me to play tall till the Industrial Era, build all the National Wonder that I wanted in my 4-5 cities, because you needed to have the specific building in all of you cities, and there were a lot of negative feedback for being wide.
But in CivVI has totally different mechanics you need to expand as much as you can.
what do you use to enable/disable your tag view @potatoMcWhiskey ??
same question , please tell me if you know
ok i have found , shift+s
just played my closest attempt of beating Deity using Germany! Sadly Babylon is my neighbor and I have to play tall using the Hansas and smart districting to keep up with him so thanks for the tall playthrough because I'll need it
Locking in the price in districts is something that you want to take advantage of, the price continues to increase as you build more.
Potato... king of "I have one warrior and a scout but no other civs DOW me on turn 6 to utterly destroy my best laid pins..."
sticks and stones may break my bones but this city excites me
Hey potato, any chance of sharing the "code", "number" whatever if I wanted to replay that setting?
Would be awesome. Thanks. Really enjoy your playthroughs!
For me, a tall build is one where you expand the cities to their maximum potential, rather than pure number of cities. Most districts, most territory.
Love the content keep up the work that makes UA-cam a great platform
Quirked up start location with a little bit of spices busting it down Civ style? It’s goated with the sauce!
hey potato do you have a stream schedule? ive been watching you a lot more than playing and i like the live experience
27:20 it doesn't make much sense to me to sit on the Settler policy card and not use it here - you're getting your next civic in 4 turns anyway, which is 1 turn before that builder's going to be finished. You're a far better player than I am, but just pointing out some micro improvements I saw!
Love the thumbnail. I hope it brings more people to the channel.
You have to stop selling luxuries so fast in early, especially to buy a scout. You do it almost every game and you end up here with 2 cities at -1/-2 amenities for more than 30 turns. For a scout you lose 10% of your prod & gold on your B2 & B3, was it worth it ?
I started taking whiskey shots everytime he said theoretically. My liver..
Watching you play shows me how much more I have to learn. Thanks for your efforts. Tall sucks in civ 6 lol.
I've come up with a new mode for playing CIV VI. Here's how: (1) Start a new game with your preferred settings (but that should include the randomized tech tree option); (2) on the first turn, open the tech and civic panels and click on the highest "Future Tech" and "Future Civic" at the far right of the tech tree and civic tree windows. (3) turn off the research panel and civics panel in the World Tracker at the upper left of the screen. (4) Play the entire game without re-opening the trees. (5) If you manage to get all the way to Future Tech before the game has been won by either you or the computer, re-open the tree and click on the next highest/uppermost tech that is not yet known. (6) Once you have won or lost the game using any of the winning criteria, you may turn the tree windows back on and start selecting the old techs and civics that you missed. WARNING: this game mode is much harder than the regular mode, so turn down your difficulty settings. I've played 10 games this way, and in some games you end up skipping more than half the techs and civics. I like this method because it feels more realistic, in that you don't know what the future holds. It's more about adapting than planning. It has forced me to play differently, and so I've seen some win/lose closing videos that I've never seen before.
Top job dude, information overload. Game on xx
I just rerolled from a flat, horrible Mongol start to the perfect Torres, Pericles start. Needless to say, start locations, while not the end all be all, really decide how slow your early game will be.
Personally I always thought that tall meant to get as much value from all of your land. Size is irrelevant so long as you have maximum possible output from each tile. Wide to me, means that you're developing your cities but you're not that worried about reaching every city's potential
If you always take the same promotion you won't get op units when you merge them to armies. Make 2 of a unit and take them down opposite sides of tree. If they level 3 and 4 when you merge you get a rank 7. But if they go down the same side of tree it's only a rank 4.
Woooo! I’ve been enjoying tall games lately too! I’m enjoying this a lot.
I feel like you should have moved a second scout (or the warrior) down for blocking England when you saw that she was going for the second choke-point. I feel like you could have been able to block her if you did.
(After the barb camp had been killed, those two units were freed up)
I learn something new every time I watch Potato. I have 1700 hrs in CIV VI and had no idea you could make multiples of districts. Mind = BLOWN
You've been playing one district per city for 1700 hrs?
@@actualturtle2421 No I've been playing one of each kind, one commercial, one holy site, one campus etc... I thought you could only do one of each kind per city.
Can someone explain why there's this tall/wide dichotomy? Especially with the Settler promotion on Magus (settlers don't cost pop), there is no point to doing small empires, outside of a self imposed challenge. And this game is making it even more difficult to be disciplined. Dense/Wide, on the other hand, I completely understand. But why not do Tall/Wide at the same time, especially with the amount of food your cities have.
Certain civs do better with Tall rather than wide simply because their ability to grow and make use of their strengths is more reliant on their geography. Civs like Khmer and Russia are good examples of very similar civs that prefer a Tall and Wide style respectively. If you're playing Khmer, you need good rivers, land rich with growth opportunity, and ideally you'd have space to build wonders/districts for good adjacency. Russia wants Tundra, which spawns in wide stretches, and often the land is a mix of unsettle-able flatland with no woods, and hilly riverlands with dense forest. Russia also benefits from having as many cities as possible due to their ability giving production/faith from Tundra as well as the Lavra district being the best district in the game. Conversely, Khmer's unique building gives .5 culture per citizen, meaning 1 city with 20 pop is equal to 2 cities with 10 pop, but 1 building is half the prod cost of 2. In this instance, Khmer's advantage is in their ability to snowball based on their population, and just turtle while wonder spamming and building every district in one city.
You're right that Tall/Wide doesn't mean what it used to in Civ 5, atleast I assume that's what you're comparing it to? In Civ 6, I consider "Wide" gameplay to be 10+ cities, and "Tall" to be about 5-8. As for density vs spread, I personally think that spreading your cities out is the wrong way to play. Keeping your civilization dense and well connected only provides benefits, while having cities so far that their max borders do not touch leaves you open to invasion and weakens your ability to supply your empire. You should always play dense, and playing Tall or Wide is just about how many cities you are going to pack into the space you have.
The Myans are a good example of a civ that plays best with a tall build
@@zman7692 If you focus on forward-building for your early expansion, you often end up with a lot of space behind you. The longer the game goes on, the more likely key resources will be found there. It's good to keep expanding through the Renaissance if you're safe, because those new cities can be very helpful once you get your city-states going as their district output can rival even your big cities if they are built around their best districts. You just need to factor in buying districts or getting Hercules to help them along. Buying Granaries, Monuments, and Water Mills with your crazy mid-game weath, however, helps them a lot too. Dense city placements are best if they line up well enough for district adjacencies, or if you are playing a civ with extra bonuses to adjacencies and/or district cost (Japan, Germany, Byzantium), but as you expand into less-desirable lands, it doesn't hurt to spread them out a big, since the districts (and a couple production tiles) are all they really need.
Haha poor potato. His rule #1 is when it doubt more cities. You can tell he’s struggling with his natural impulse to spread far and wide. Like a starving lion just staring at a wounded zebra but can’t bring himself to eat it
missed out on a lot of chopping / forced growth when placing districts.. eg. when placing theater square you couldve forced caracan to grow furst to place that cities theatre square too..
Theoretically, COVID theoretically affected your vocabulary. Theoretically.
Yes Potato! Buzzing for another playthrough.
Some times I like to watch one of your videos and not play the game. Your commentaries are so excelent!
Ah yes, ladies and gentlemen, the English are going for tea and you are powerless to stop them.
Hey im from chile i been watching your videos for a long time and i haven't see any mapuche game can you do that next i would appreciate it. Love your videos Potatos :)
Just started playing again recently, how does he place those pins to plan out his cities?
Alright, we're doing a tall game. Desire for wide game intensifies.
Hey, I have a question. I get the fact that locking in the district is good for the locking the production cost. But I can't help to notice that you place the districts even if there are chopable features. Is it better to not chop them and place the district ASAP? Or does it depend on the situation?
Sorry if it’s elsewhere in comments, but what is the map tack mod in use here? Mine does not have the middle set of icons, just standard and wonders.
Like this much more.
Potato, I’m curious. Why didn’t you send the first settler to the Dead Sea and move your planned triangle towards Russia. Since Mongolia wasn’t actively forward settling you, it seems like there was time to delay settling down to the south and would have secured a better foot hold to the east, especially with their delay in settling the Dead Sea.
I had the same thought 🤙🏾
A tall game I believe is the number of governors you can have is the amount of cities you can have, 1 governor per city. I mean just the initial governors, not with secret societies or the additional governor you get with that civ I forget the name of lol