Secrets to Perfect Chopping in Civ 6
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- Опубліковано 7 сер 2024
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00:00 Intro
00:22 Chopping - Ігри
Thumbnail perfectly encapsulates various reactions to woods
I had I feeling you would get it.
Commenting for algorithm
Liking and replying for the algorithm
Great answer. One last question on chops. Sometimes when I pop chop the pop doesn't increase and it even seems like my turns till next pop doesn't decrease as might be expected if the pop chop fails to increase pop. Why does this happen? Is it a bug?
Was housing okay? Also, you might have been working that tile before so now your food production has gone down so the surplus and turns to growth went down as well.
What Thomas said.
Also there is a situation that can happen where the population does not accurately read after a chop, similar to when you trade and your gold per turn does not update. Has happened in a few of my games and my city displays “correctly” On the following turn.
Alright one more question. If your city has no hills in range (your land was poor from the start/you chose Old for world age/you are on an Inland Sea map) do you still chop all the trees leaving you with no production? If you keep the trees they will be lumber mills and your tile appeal will be higher.
I know the answer may differ depending on plains/grassland/tundra because at least plains has 1 production so enough farms worked will raise the production, but maybe it doesn't.
Also does playing as Kupe change your answer?
The city is just bad regardless.
Don’t build any housing to minimize the population.
Trade district and game winning yields district only.
Chop whichever is more important at the time. Take forever or buy the second.
Set it to work on projects forever and never look at it again.
So yeah still chop. It’s going to get you the districts faster. After they are done production isn’t relevant
Kupe… I could see based off time in game not chopping. Same with nature teddy.
Early game chopping would be unwise with those specific civs, although settling the city would be a mistake if it meets what you said in the description unless no other options with any civ.
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maygnus
Junegus soon
Nice vid, Soger. I agree gold tiles are bad and I would say probably not worth chopping either.
For example, base production yields for chops are 20 (scales with tech) while gold is 40. Considering that production exchanges at 1:4 for gold purchasing means gold chops are half the value. (80 value for production and 40 value for gold)
Also builders start at 200 gold so 66 gold per charge. You can easily see gold chops are marginal at best. IMO they should be avoided as they just unnecessarily increase your builder costs for marginal return.
I find myself chopping gold with monumentality builders. later in the game though when it’s worth 250 or more. it’s sort of converting faith to gold in that way
@@ComradeKaine good point! Sometimes your tech/civics out scale your builder use and it becomes more viable. (Especially with monumentality and serfdom)
As with everything in this game, it depends. 😂
I would agree it’s a poor investment to use builders to chop gold if bought with gold. Although with ancestral hall or faith buying (as Kaine stated) or even production to a much lesser extent you get gold which is usable everywhere.
It comes down to what uses you have for the builder charges and stage of game.
I don't think what you're saying really matters because getting stuff "right now" using gold, as long as the allocation of it is optimised, has no value equivalency to "in a few turns" using production. The two things are in totally different leagues.
What that means is that when a player is needs something right now this turn, let's say to get era score to ensure a monumentality golden age or to get a particularly important great person before the AI does, the player (generally) does not care what it costs, so they certainly don't care about inefficient production exchanges from builder charges or making their builders more expensive later. If it was necessary in their view and it was possible, they would spend 6 charges on getting that gold if it was the only way they could get any more gold that turn and that gold was enough to achieve their goal, because not doing it in favour of producing over time means missing out.
Another way it doesn't matter is when you want to place a district on a gold chop tile. If you do not chop the gold out before placing, no gold. So if you have a builder ready for that purpose to chop, you will always do it. If you didn't have a builder ready, you'll just say "fuck it" and place the district. No consideration of what you said occurs in that process.
Of course there are opportunity costs to using builder charges, but in my experience the sense that I could have done something else with my charges diminishes as I use charges on priority tile improvements or chops, my civilization expands and as my civilization becomes increasingly more productive. It's only something I feel in the ancient era.