The outpost harbors never occurred to me, so that's going in my bag of tricks. Wish there was a way for inland outposts to get a minor food boost too. Maybe something like a hunting lodge on game or fur resources.
I wish you could have more of a say on where the borders are for territories. So many times there would be a perfect city location but the arbitrary lines on the map drawn by god restrict one of the most fun parts of 4x games- city planning and optimization. I'm more of a fan of how Civ 6 does it where you can also have different cities' adjacency bonuses apply between each other. For example, using 3 cities to create multiple fantastic +8 to +15 industrial zones feels great.
I've gotten into the habit of just declaring a Surprise War in the early Ancient Era and conquering the nearest opponent's Capital as soon as I can, using a squad of four Scouts I've invariably built up from my Neolithic days. It saves me all the Influence I'd spend on establishing a second native City, and I rarely even lose a unit in the process. When it's early enough that the enemy would be lucky to even have any Warriors, and especially if the target City's population can't even support a full squad of four Levees yet, four Scouts are usually enough to get the job done. So if I were playing this game, Mykene would be mine very soon, especially on a crowded continent like this one. In case anyone's wondering, I play on Nation diffculty at Endless speed. But even if they're both mine, having two cities that close together would drive me nuts! I'm a bit of an expansionist, which is ironic, given that I seldom play as an Expansionist culture. Since Outposts get more expensive to Attach as they get further from a Main Plaza, you can cover more land more cost-effectively if your Main Plazas are further apart, especially with that darn City Cap always looming. Having two Main Plazas directly adjacent to each other just seems frustratingly wasteful and inefficient. This is why, if an Independent People tries to get established right next to my Capital, it's Ransacking time, since Assimilation is another favorite way of acquiring more territory (or at least it was until Together We Rule). I'm like, "Nope! Too close, you idiots! Settle an extra Territory or two away, and then I'll Assimilate you."
"The closer the holy sites are on borders the more pressure they exert"... Is this really a thing? I always thought it was about the region not the tile.
Of course, *fantastic* as always. Thanks! I would be very interested in your thoughts on strategy/trade-offs on attaching outposts to a city vs. creating a new city, the optimal number of territories for a city to have, etc.
9:00 worth mentioning that you get the bonus influence from natural wonders as soon as you start an outpost, not when the outpost is completed. Same for the bonus money once you get to ancient era.
Thank you so much for this! I usually just obey the advice of the game. Could we see a video on district placement next pwease? I am anxious about placing on river tiles (and others) that have both food and industry because the quarters cut down on one resource or another.
Is it not more efficient in terms of influence at all game speeds to found two outposts during the neolithic and not ancient era as shown? Think it does not matter for the content, but worth mentioning.
Thanks for this. Always nice to see the thought process involved. I've mostly just been taking the game suggestions except where there was none then agonizing over whether food or industry was more important early on lol
In my opinion always industry, with the thinking that you can build infrastructure or districts for food much faster than the other way around. Plus population is good for influence and some minor yields but if it takes 5 turns to build a warrior or an archer you will lose any skirmish or war, or at least I did when I went mass food early.
7:40 The more food, the faster the pop growth, UP TO THE CAP PER TURN (1 pop per turn at normal speed, 1 pop every 3 turns on endless speed). All extra food is wasted and any farmers should be moved to other jobs if possible.
How do you pick when/which outposts to turn into cities? How far apart do you keep your cities? Is it worth having fewer outposts and more cities or is there some kind of balance?
@@JumboPixel I'd be happy to check those out if I come across them, you have so many humankind vids that I am having a little trouble finding the ones relevant to the questions I want answered lol
Also, utilizing harbors like this (just in general) even helps boost your Phoenician culture. Not saying they're any stronger (unfortunately), but harbors can help make a bad situation into in a quite profitable one lmao 😆
Great one!! May be a good idea to make those shorts in depth vids on something, overexplaining things etc given how to game is difficult to get for Noobs. Cheers and Kia Kaha from Auckland, still in Lvl 3.5^^
So I don’t understand why the harbor was placed near the harbor of an adjacent territory. I thought Exploitations don’t cross territories, so what kind of bonuses could that incur putting the harbors near each other when they’re not even adjacent or in the same territory?
Generally yes because they yield higher resources! But if you’re going to take a Civ/ culture that relies on something else (Zhou for example, which relies on being near mountains) then there may be some exceptions.
14:15 Not sure what he means by the harbors 'prospering together' in the example given. Generally, would one not want to avoid overlapping the 2 tile range exploitation of harbors? Exceptions would be emblematic harbors which typically also count as market quarters.
This game was a disappointment, they really need to redo that interface it has some great stuff but it felt much slower than CIV and far less intuitive. I like to have everything readily available like in CIV.
The outpost harbors never occurred to me, so that's going in my bag of tricks.
Wish there was a way for inland outposts to get a minor food boost too. Maybe something like a hunting lodge on game or fur resources.
I wish you could have more of a say on where the borders are for territories. So many times there would be a perfect city location but the arbitrary lines on the map drawn by god restrict one of the most fun parts of 4x games- city planning and optimization. I'm more of a fan of how Civ 6 does it where you can also have different cities' adjacency bonuses apply between each other. For example, using 3 cities to create multiple fantastic +8 to +15 industrial zones feels great.
borders of teritories are a part of the map, they are set in stone once the map is generated, you can't do anything about them
Oooo I like this one, i usually use your 10/10 split rule or just the highest resource yield tile in the province
I've gotten into the habit of just declaring a Surprise War in the early Ancient Era and conquering the nearest opponent's Capital as soon as I can, using a squad of four Scouts I've invariably built up from my Neolithic days. It saves me all the Influence I'd spend on establishing a second native City, and I rarely even lose a unit in the process. When it's early enough that the enemy would be lucky to even have any Warriors, and especially if the target City's population can't even support a full squad of four Levees yet, four Scouts are usually enough to get the job done. So if I were playing this game, Mykene would be mine very soon, especially on a crowded continent like this one. In case anyone's wondering, I play on Nation diffculty at Endless speed.
But even if they're both mine, having two cities that close together would drive me nuts! I'm a bit of an expansionist, which is ironic, given that I seldom play as an Expansionist culture. Since Outposts get more expensive to Attach as they get further from a Main Plaza, you can cover more land more cost-effectively if your Main Plazas are further apart, especially with that darn City Cap always looming. Having two Main Plazas directly adjacent to each other just seems frustratingly wasteful and inefficient. This is why, if an Independent People tries to get established right next to my Capital, it's Ransacking time, since Assimilation is another favorite way of acquiring more territory (or at least it was until Together We Rule). I'm like, "Nope! Too close, you idiots! Settle an extra Territory or two away, and then I'll Assimilate you."
"The closer the holy sites are on borders the more pressure they exert"... Is this really a thing? I always thought it was about the region not the tile.
Of course, *fantastic* as always. Thanks! I would be very interested in your thoughts on strategy/trade-offs on attaching outposts to a city vs. creating a new city, the optimal number of territories for a city to have, etc.
The civ7 announcement makes me go checking out the rivals like humankind so I can judge properly 😂
9:00 worth mentioning that you get the bonus influence from natural wonders as soon as you start an outpost, not when the outpost is completed. Same for the bonus money once you get to ancient era.
Thank you so much for this! I usually just obey the advice of the game. Could we see a video on district placement next pwease? I am anxious about placing on river tiles (and others) that have both food and industry because the quarters cut down on one resource or another.
Is it not more efficient in terms of influence at all game speeds to found two outposts during the neolithic and not ancient era as shown? Think it does not matter for the content, but worth mentioning.
Thanks for this. Always nice to see the thought process involved. I've mostly just been taking the game suggestions except where there was none then agonizing over whether food or industry was more important early on lol
In my opinion always industry, with the thinking that you can build infrastructure or districts for food much faster than the other way around. Plus population is good for influence and some minor yields but if it takes 5 turns to build a warrior or an archer you will lose any skirmish or war, or at least I did when I went mass food early.
@@pidiokouloup5355 Yeah this has been my thought lately as well
7:40 The more food, the faster the pop growth, UP TO THE CAP PER TURN (1 pop per turn at normal speed, 1 pop every 3 turns on endless speed). All extra food is wasted and any farmers should be moved to other jobs if possible.
Short, informative and beyond standard explanation. I love this one!
How do you pick when/which outposts to turn into cities? How far apart do you keep your cities? Is it worth having fewer outposts and more cities or is there some kind of balance?
If this video didn’t answer those for you, I suggest checking my build better cities video, or my Humankind Beginner’s Guide (ep2)
@@JumboPixel I'd be happy to check those out if I come across them, you have so many humankind vids that I am having a little trouble finding the ones relevant to the questions I want answered lol
Also, utilizing harbors like this (just in general) even helps boost your Phoenician culture. Not saying they're any stronger (unfortunately), but harbors can help make a bad situation into in a quite profitable one lmao 😆
I love the Phoenicians BTW #buffPhoenicia
A tin-tin. Tin+Tin=Twinty :D
Great one!!
May be a good idea to make those shorts in depth vids on something, overexplaining things etc given how to game is difficult to get for Noobs.
Cheers and Kia Kaha from Auckland, still in Lvl 3.5^^
Thinking of you in Level 3 Stage 1!
Any other things you’d like over explained?
Natural wonders also give a big boost to stability
Yup! Well… they give 10. So one extra district for ‘free’
So I don’t understand why the harbor was placed near the harbor of an adjacent territory. I thought Exploitations don’t cross territories, so what kind of bonuses could that incur putting the harbors near each other when they’re not even adjacent or in the same territory?
Thanks for the tips! I didn’t know that trick with harbors. Also one question about placement, should I always try to build on rivers if I can?
Generally yes because they yield higher resources! But if you’re going to take a Civ/ culture that relies on something else (Zhou for example, which relies on being near mountains) then there may be some exceptions.
What is this thing about harbors growing together? What gives a benefit for having harbors near each other?
14:15 Not sure what he means by the harbors 'prospering together' in the example given. Generally, would one not want to avoid overlapping the 2 tile range exploitation of harbors? Exceptions would be emblematic harbors which typically also count as market quarters.
And I see a video about Humankind city and outpost placement. Simple
How much influence do I need to build an outpost?
Zhou op
jumbo what are the best infrastruture to fous in the early era
Does anyone else here think that 7/26 with early lux resources is the better option than that 10/10?
tin tin
From this gameplay and resource costs I don't think the game difficulty is any higher than Nation ?
"tin tin balance"
This game was a disappointment, they really need to redo that interface it has some great stuff but it felt much slower than CIV and far less intuitive. I like to have everything readily available like in CIV.
Don't tell me you're australian.