My tip: in early wars, try to get an even amount of Archers promoted by right and by left "branches". When combined into Corps, you get promotions of both units. So if you manage to combine insane Attack bonuses from the left branch together with Garrison bonus, your unit becomes a *monster* if placed in the city. If you have Double Attack on top of it, you can hold off whole armies with a single unit considering how terrible AI is at using units.
Isnt it better to just go left path since its better early on and in domination that early extra strenght matters more than late game power, since by that time its already either won or you went for science and gave up on domination
@@alex2005z I meant it for non-domination games. The point is that a single unit with all promotions will be able to single-handedly defend you against pretty much anything until extremely late game.
My secret tip : before you start a war, you can take huge amount of cash from opposing nation. For example, just before you go to war with Rome, you can exchange 10 gold 30 turns to Rome for 100 gold immediately (In essence, this is like borrowing 100 gold from Rome). However, if you go to war with Rome immediately after this "debt" is paid, the contract of 10 gold and 30 turns will be broken, and you will only have gained 100 gold.
You can also just hand over all your luxuries too since they also get returned as soon as the war starts. Even more trolly, if you only have one copy of a luxury you can spam build/destroy an improvement and trade it away for flat gold and diplo favour. When you remove the improvement it breaks the deal and when you replace it you get your lux back.
Also, Production in cities stacks in the same way Science and Culture does. So if you have a forest on a tile where you want to place a Wonder, you can clear the queue, chop the forest, place the Wonder, and then the chopped production will go towards the Wonder. But, it works only within one turn; if you skip turn without building anything, any stockpiled Production will disappear.
Another Aspekt of Tip 2 is that delaying civic and science research lowers the cost of builders and districts as they scale with the number of researched tech/civis.
Dunno how practical it is really. One or two tech/civic won't be noticeable on the building cost, and delaying more just doesn't really make sense to me. You *do* want better buildings and units after all.
@@antongrigoryev6381 I was thinking about this. It seems like a trick you could use when you want to hold out for eurekas or when its really necessary but it doesn't seem too much different time wise than just getting the civics as you go.
Personally, I take the extreme opposite approach and research all the techs and civics to within the inspiration bonus or within 1 turn if I already got the inspiration. It's not as efficient on a point-for-point basis, but gives me plenty of time to sit at one price point for workers and districts and maximizes my income from inspirations without having to keep two floating-point variables in my head.
I like to snipe a worker/settler from the AI a lot and when I do I noticed they always would give me peace after 10 turns. I never realized that was from me declaring war on them. Great tips.
I still don't see how spending all the civic points at once is any different than spending a little bit of civic each round. Especially since inspiration and eureka moments are retroactive. If you are halfway through finishing a civic, and you get the inspiration for the civic, the civic will get a large amount of progress. I sincerely don't see the benefit of this one after playing other strategy games.
Definitely about swapping policy cards any turn. Never pay full price to upgrade a unit or purchase a tile. Never make a builder with less than maximum charges.
@@gewinnste which makes sense if you know you're gonna get the inspiration, so that's just basic planning. Always hold off if you know you're gonna get inspiration, but there are plenty of times where you know you won't get it, or have no clue if you'll get it in time.
Tip #2 has completely blown my mind. Being able to select your policies every turn is game changing. This is how I'll be playing every game from now on.
My tip: when conquering a city you want to raze pillage everything it has first. When conquering a city you want to keep, before the final strike pillage all the improvements for quick gold, faith, and units health because, unlike damaged districts, pillaged improvements can be repaired right back with builders for basically free. As for pillaging districts you’ll have to think of immediate gains vs production cost of repair and the yields you’re gonna be missing while they’re broken.
i've always felt the number they decided for the gains of pillaging are way too extreme in civ 6 especially with the pillaging card. The balance is 99% the gains outweigh the potential loss, and since the gain is immediate and the loss isn't, it's probably 100%. In previous civs, the gains are negligible, you get like 5-20 gold, compared to like 200 science in civ 6. The only times to not pillage is in close battles where you need to take the city asap.
My tip to exploit the AI: If you have great people hanging around (for example if you wanna save their ability for later) and enemy troops are in your territory and struggle to keep them in check, you can use the great people to "bait" them. They will often go for these "defenseless units", wasting their turn to just pushing them a few tiles away to the nearest city center, instead of pillaging your disctricts, improments and traderoutes, capturing your workers or attacking your units and cities. This also works against barbarians or partisans.
I like this one, also 1 charge builder sometimes does nice work distracting enemies. But don't let them capture it, keep the 2 tile distance between your builder and the enemy and they will chase
my tip: choose ur favorite keyboard key -> go into options -> keybindings -> assign chosen key to 'next action' -> enjoy the time you save not having to press the next action key with your mouse (don't worry about skipping unit actions because they can't be skipped except when you press the heal/fortify button or force end turn)
Favorite use of scouts is hanging just outside range of barbarian outpost. Then I put bait troops nearby to get defending barbs to move off the outpost. Scout then runs in to clear the outpost
you didnt mention the negatives of declaring war when the ai is about to attack, the large grevences you get for declaring war makes it verry hard to get friends and allies, especially in the early game which is when attacks happen the most (in deity at least). I think this tip is good if your not looking for allies and/or have weak defences.
Yeah it's only a good tip if you're in survival mode. Useful to keep in the back of the mind, but not a strategy to aim for in most games. The opposite strategy of baiting AIs to declare war on you is better if you're looking to war. They will rush your city giving you defenders advantage to churn their army in a meatgrinder, weakening them before your counterattack. The lack of grievance initially is nice too.
I always declared war first to get a combat advantage and not let the enemy mount an offensive on me, but now that you mention it they do act less aggressive whenever I've done that. Of course the downside is grievances, but I'm thinking about how I'm gonna prevent myself from being steamrolled like the Pillsbury Dough Boy.
Tip: Ever get tired of whiping out an entire civ and he's still got like one random city on the other side of the map? You can always check how many cities a civilization has by opening the trade menu by hitting make deal, demand or peace.
"Never Research Civics". This tip was transformative to my game. Why it never occurred to me, I don't know, but it's brilliant. A bit of an inconvenience since you now have to end every turn with Shift-Enter, but the ability to change policies on every turn is very powerful.
Yeah it's a hugely beneficial tip. But imo, it's on the line between tip and exploit. Locking of policies is a game mechanic, so being able to completely do away with that by messing with the end turn key doesn't feel right. Tips should optimize game mechanics, not completely circumvent them imo.
Trouble with farms though, is that they're pretty bad until Feudalism rolls in. Unless you've got a cracked food tile (Marsh Rice with boosted Water Mill), there's no real point in putting down a Farm, your Builders are more useful providing Production tiles for your cities. Additionally, Housing is quite easy to come by in the early game (Granary, Lighthouse, Aqueduct, certain District buildings like Campuses, Preserve if you've got some good tiles). It's only once you've reached about 10 population that the extra housing becomes valuable, since the only way to get more without Policy cards/Governments is via Neighborhoods or Sewers, which are pretty late comparatively.
Using shift+enter to skip turns and change policy every turn is one of the mechanics that I do not like to exploit. It feels like cheating even when it is an existing mechanic, and I can still win fast enough without it on deity level. I use shift+enter only when I have chopped all the woods available for space projects and wait for the last 2~3 turns before science victory.
Yeah locking of policies is a game mechanic, so being able to completely do away with that by messing with the end turn key doesn't feel right. Tips should optimize game mechanics, not completely circumvent them. There should be a patch that can detect the second turn of not choosing a policy and not let you switch cards for free.
Yo, I know that Ive already told you the tip, but when you are map tacking for example a +10 industrial zone and an iron pops out of blue and u cant delete it, really annoying. Although, with maui you can go to the tile where you have your district planned and check if the game doesnt prevent you from creating a resource there. If so, you are not gonna lose your nerves, load the save file and plan your city differently.
Building districts to improved city strength seems like a useless idea. If u got enough production to build districts u dont need, then why not just build units or a city wall.
So the last tip "shortened" memed version is: the virgin defending civ: - Don't suspect a thing, keeps playing, "we are buddies" - Didn't prepeared for war - *enemy civ rubbs it's hands like Anthony Adams* - Other civs going to only slightly hate the enemy, or doesn't even care - Can't even deffend his own capital (used autocracy instead of oligarchy lol) - "P-please... have merc-" *last garrison unit killed, last city capcured, player defeated* - Doesn't even knew what is this game, he just downloaded it from epic games store (when it was free) ░█──░█ ░█▀▀▀█ ─░█░█─ ─▀▀▀▄▄ ──▀▄▀─ ░█▄▄▄█ the Chad "war" declaration civ: - Knows what's going on, switches to military, declares war - Didn't prepeared for war, but backfires (like that 'tom vs butch gun duel' meme) before first blood, and proceeds making units in time - *enemy start sweating heavily and changing it's pants* - Other civs may hate you, but atleast your badass enough to care - Almost conquered the enemy civ's empire (oligarchy +3 military cards) - "Give me your -IRON- lunch money!" - Even tried civ 1, -2, -3, grew up on civ 4, even even has Civ 5 with all the dlcs, loves to play the game, was an A/A+ at history classes in school (because he's enjoying it), has a civilizations boardgame, and subscribed to TheCivLifeR But let's not forget that true chads can teach beginners because nobody born perfect, smart, nor cool.
8:51 stress on the 2nd syllable: de-TER [or dee-TUHR]. Related to deterrent, and it's basically as if stopping after the first 2 syllables of that one. :-B
I did not know culture and sci gains per turn can be stacked infinitely. I think with building that's limited to one turn. Lots of advanced stuff you can do. If you want another tech early on but aren't sure if AI is planning a war with you, you could save it up and then if they do you can immediately grab archery and upgrade slingers for defense. In PvP you could bait people into war with you cause they will think they are way ahead in science and then bam, you upgrade all your stuff. LOL
@@TheCivLifeR one of my fave things to do on civ 5 was bait them into attacking to conquer their stuff with less hate from other civs. One game I had a city with 5 gold mines I think, and some others had them. And I had the ability to buy units with faith. I had enough gold and faith income in medieval to buy like a crossbow or knight every turn. lol
2nd question: If that works for civics, it should also work for technologies, since research also "overflows", right? So should we also never research technologies until we get the according eureka?
Hello, great tips. Thanks. Does the stockpiling Civics/Culture work for Science/Techs as well? And will the stockpiled Culture & Science be loat if we save and load the game? Thanks again 👍🏻
The last one, never thought to declare war first... If they beat you to the punch by declaring war first, Supply enough troops to defense as needed (Minmal, I handful of Archers and Warriers against a numerical superior amount of of Horsemen) and take all others to attack any one of their cities. With that tactic you will wipe out their offensive and they will sue for peace as their cities are under attack. They quickly wanna be your bestie. Also I suggest build troops for a few more rounds as it seems to put you Civ at the top of the Domination Board for a long while giving you breathing room to grow more along with people wanting to be friends more and more. - Don't Mind Me, just play Germany und Fredrick Barbarossa
How much culture/science can be stockpiled, is it unlimited? Also, are there situations where stockpiling is worse than "normal play"? Thanks. Good video.
@@khalilrahme5227 i don’t either, because it seems like just straight researching it doesn’t hurt either because you’re still learning the civic. however i think it’s supposed to help because you can just stock pile it instead of actively researching it, then you can just 1 turn any civic whenever it’s needed. you can also wait to research the civic until you’ve gotten an inspiration for it, which can shave off a few turns each civic. I
@@harrykuras1871 I think the idea is that if it's gonna take you a few more turns to get the boost then you stockpile the culture points and end up using them more effectively after getting the boost. Still gotta try it and make sure it works though
So imho tip number two is an exploit, not a fair mechanics. Not the part with the culture stacking when doing the force end turn, that's awesome, but the fact that after finishing the Civic research the free policy change stays for the next turn - that's just a bug that the Devs didn't think of because they didn't notice the possibility. Still, stacking science like that can be pretty sweet for Babilon, so many times I had to just unnecessarily research one of the available techs when I knew I could get an Eureka for all of them way before finishing the research... Now that prevents that and I can stack the science up to the point where I get a trash Eureka tech, like build two forts, lol
Watched until the end, tip 5 also is kind of an exploit... They should keep fighting as long as they have the advantage / maybe their economy is not crippled by war... Regardless of defence or offence, that just sucks knowing that exploit...
@@TheCivLifeR right... I think I'll refrain from using the one with the offensive Vs defensive, it could ruin some satisfying, difficult wars on the defensive side
I think the science/culture stacking is also an exploit, and it can be abusable in multiplayer (as I understand, a colluding majority of players could deny era changes to the other players, while still hoarding science and culture until they decide to pull the trigger).
Which version or expansion of CIV 6 are you using because all the visibility of the game is different and there are also more options? thanks. @TheCivLifeR
Going hand in hand with things like Legions chopping out Legions don't be afraid to pillage like crazy for health, gold, science, faith and culture boosts when it will take you a couple turns to chop out those new legions you can also repair the improvements you pillaged for yields.
I think (I only learnt this in video for first time too!) that if a civic has just been researched and normally you'd have to choose the next one on the civic tree, what you can do is ignore the bottom right notification button to select a new civic when it appears. To do this continue working through everything else you want to do (move units etc) then when ready, hit SHIFT+Enter on keyboard (for PC) and it will force end your turn whether you've selected a civic to research or not. Once the turn ends the culture built up cannot be applied to civic research, so just rolls over to next turn, and then rolls over again and again until you decide to select a civic to research. That's how I understand it. More knowledgeable Civ experts may correct me!
They’re not rules, they’re game mechanics that are required to balance the progression of your entire civilization even when you’re focused on only a limited number of specific aspects. Otherwise there would be huge imbalances between different strategies and the gameplay would become formulaic. They aren’t really intended to be the focal point of your strategizing, but if you know the game well enough then you find ways to incorporate them into your decision making, same as real life.
A lot of these tips are kinda like exploits. Like the civic one, the reason it works that way is in past civ games, the science is lost if you don't research. But they stockpile it in case you missed it. But gamers came up with a way to use it to switch policy cards whenever they want. This isn't programmers hiding mechanics, it's gamer making "creative use" of game mechanics.
The best is to find tips by ONESELF. not form others... :) / then each time You find something- You can be happy... if You copy something from others... it like using codes...
1. I'm not convinced that meeting with scouts works like you say. I've met civs with scouts and still gotten the -2. 2. This feels like a bug not a feature. I don't do it. 5. Do you endorse this strategy when you know the AI is going to surprise-war you early game? Are the grievances worth it?
1. I met Korea for -2. but I met Ghengis and Byzantium with -8. On deity it will always be negative 2. I could see why you think its a bug, but not game breaking aside from saving a few turns 5. 150 grievances aren't big at all, will be gone in no time + the war will be on our terms which I think is worth if you know your going to war
I tried this game and gave up. This game had the most complicated mechanics in a video game Inhave ever played. I really never knew what I was doing. I called and complained to Nintendo and they gave me my money back.
I don't understand the never research tech or civics. Okay, so the science/culture banks meaning that it doesn't matter if you selected something or not, everything will collectively come closer. cool. I guess this also means you never have to miss a eureka again. but how do you change policies every turn? as soon as you commit them, you need to actually research a civic to unlock?
Have you done a video explaining just your big Mac strategy? Aldo how much culture do you actually save in comparison to getting say the Govenor who buffs culture and science, might be better later early game
i refuse to follow norms. At the moment I have sunk everything into naval combat. I have basically become a pirate. It is of course my first time on playing a civ game so i look forward to failing and trying new strategy.
By "NEVER research civics" he means: Wait till you get the boost for it --> research that boosted civic, right? Because in the end, you have to reasearch, even if the turn-counter went down to 1.
Tip 2 seems the most interesting but also a bit confused by what you mean. So you say you don't have to research civics anymore, but yet everyone wants to get to a higher civics level, right?. How do you explain that. I mean even if it takes 1 turn you will have to "research", right?
@@TheCivLifeR anarchy pops up when you go back to a goverment you were in previously, you have 0 culture , science and gold income, ( still have to pay district cost ect so actually negative gold!) anarchy takes 3 turns so it is very bad, and almost never worth it to switch goverments, even if the goverment you wanna switch back to is multiple times better than the one you are in!
My tip: in early wars, try to get an even amount of Archers promoted by right and by left "branches". When combined into Corps, you get promotions of both units. So if you manage to combine insane Attack bonuses from the left branch together with Garrison bonus, your unit becomes a *monster* if placed in the city. If you have Double Attack on top of it, you can hold off whole armies with a single unit considering how terrible AI is at using units.
this: split our promotions with ranged and you will have unstoppable machine gun corps late game
I would say that's true for every type of unit you have enough of.
@@Jaguara-zi7bz Yeah, but I focused mostly on defence and none are as good at it and Ranged units.
Isnt it better to just go left path since its better early on and in domination that early extra strenght matters more than late game power, since by that time its already either won or you went for science and gave up on domination
@@alex2005z I meant it for non-domination games. The point is that a single unit with all promotions will be able to single-handedly defend you against pretty much anything until extremely late game.
My secret tip : before you start a war, you can take huge amount of cash from opposing nation.
For example, just before you go to war with Rome, you can exchange 10 gold 30 turns to Rome for 100 gold immediately (In essence, this is like borrowing 100 gold from Rome).
However, if you go to war with Rome immediately after this "debt" is paid, the contract of 10 gold and 30 turns will be broken, and you will only have gained 100 gold.
great tip but feels kinda scummy lol
You can also just hand over all your luxuries too since they also get returned as soon as the war starts.
Even more trolly, if you only have one copy of a luxury you can spam build/destroy an improvement and trade it away for flat gold and diplo favour. When you remove the improvement it breaks the deal and when you replace it you get your lux back.
It would be cool if they just added a small grievance for breaking the contract that way it wouldn't feel like a cheese.
I usually trade for relics with my gold per turn before declaring war. That way I get it for free
Lmfao, i feel dumb that i havent thought of this ngl. Great tip!
TheCivLifeR: I would end humanity if it meant the end of Scouts.
Also TheCivLifeR: 1st tip, meet Civs with Scouts
Also, Production in cities stacks in the same way Science and Culture does. So if you have a forest on a tile where you want to place a Wonder, you can clear the queue, chop the forest, place the Wonder, and then the chopped production will go towards the Wonder.
But, it works only within one turn; if you skip turn without building anything, any stockpiled Production will disappear.
production doesn't overflow, they learned their lesson from civ 5 lol
@@TheCivLifeR It did work at one point in Civ 6. So I guess they were slow learners.
@@ShiftyTubeChannel idk I’m playing as Rome and been chopping my whole game and it’s been working 100%
Thanks! I always hated not being able to use a wonder's tile's forest for the production of the wonder itself.
@@stoneodin2288 Pretty sure it overflows with chops not with city generated production.
Another Aspekt of Tip 2 is that delaying civic and science research lowers the cost of builders and districts as they scale with the number of researched tech/civis.
thats a good one. Waiting till the optimal time makes your builders and districts cheaper which saves a lot more time
Dunno how practical it is really. One or two tech/civic won't be noticeable on the building cost, and delaying more just doesn't really make sense to me. You *do* want better buildings and units after all.
@@antongrigoryev6381 I was thinking about this. It seems like a trick you could use when you want to hold out for eurekas or when its really necessary but it doesn't seem too much different time wise than just getting the civics as you go.
Personally, I take the extreme opposite approach and research all the techs and civics to within the inspiration bonus or within 1 turn if I already got the inspiration.
It's not as efficient on a point-for-point basis, but gives me plenty of time to sit at one price point for workers and districts and maximizes my income from inspirations without having to keep two floating-point variables in my head.
I like to snipe a worker/settler from the AI a lot and when I do I noticed they always would give me peace after 10 turns. I never realized that was from me declaring war on them. Great tips.
appreciate it!
That culture tip is HUGE that's total macro-optimisation and one I'll be implementing in my next game.
I still don't see how spending all the civic points at once is any different than spending a little bit of civic each round. Especially since inspiration and eureka moments are retroactive. If you are halfway through finishing a civic, and you get the inspiration for the civic, the civic will get a large amount of progress. I sincerely don't see the benefit of this one after playing other strategy games.
Definitely about swapping policy cards any turn. Never pay full price to upgrade a unit or purchase a tile. Never make a builder with less than maximum charges.
I don’t think you can do this on switch, it just brings you to the civics menu whenever you press X :(
@@handgun559 If you research a civic and are more than 60% done and then get an "inspiration" for that civic, you wasted civic-research time.
@@gewinnste which makes sense if you know you're gonna get the inspiration, so that's just basic planning. Always hold off if you know you're gonna get inspiration, but there are plenty of times where you know you won't get it, or have no clue if you'll get it in time.
Tip #2 has completely blown my mind. Being able to select your policies every turn is game changing. This is how I'll be playing every game from now on.
Stack science too its as useful as stacking culture
My tip: when conquering a city you want to raze pillage everything it has first.
When conquering a city you want to keep, before the final strike pillage all the improvements for quick gold, faith, and units health because, unlike damaged districts, pillaged improvements can be repaired right back with builders for basically free.
As for pillaging districts you’ll have to think of immediate gains vs production cost of repair and the yields you’re gonna be missing while they’re broken.
i've always felt the number they decided for the gains of pillaging are way too extreme in civ 6 especially with the pillaging card. The balance is 99% the gains outweigh the potential loss, and since the gain is immediate and the loss isn't, it's probably 100%.
In previous civs, the gains are negligible, you get like 5-20 gold, compared to like 200 science in civ 6. The only times to not pillage is in close battles where you need to take the city asap.
My tip to exploit the AI: If you have great people hanging around (for example if you wanna save their ability for later) and enemy troops are in your territory and struggle to keep them in check, you can use the great people to "bait" them. They will often go for these "defenseless units", wasting their turn to just pushing them a few tiles away to the nearest city center, instead of pillaging your disctricts, improments and traderoutes, capturing your workers or attacking your units and cities. This also works against barbarians or partisans.
Lol they are immortal
They make good scouts too
I like this one, also 1 charge builder sometimes does nice work distracting enemies. But don't let them capture it, keep the 2 tile distance between your builder and the enemy and they will chase
great merchants before they make corporations, can also repair pillaged stuff
they seem to especially like attacking great generals.
my tip: choose ur favorite keyboard key -> go into options -> keybindings -> assign chosen key to 'next action' -> enjoy the time you save not having to press the next action key with your mouse (don't worry about skipping unit actions because they can't be skipped except when you press the heal/fortify button or force end turn)
Also assign a key for "next unit". That way you'll avoid shooting across every corner of the map every time you press "next task"
Favorite use of scouts is hanging just outside range of barbarian outpost. Then I put bait troops nearby to get defending barbs to move off the outpost. Scout then runs in to clear the outpost
you didnt mention the negatives of declaring war when the ai is about to attack, the large grevences you get for declaring war makes it verry hard to get friends and allies, especially in the early game which is when attacks happen the most (in deity at least). I think this tip is good if your not looking for allies and/or have weak defences.
Yeah it's only a good tip if you're in survival mode. Useful to keep in the back of the mind, but not a strategy to aim for in most games. The opposite strategy of baiting AIs to declare war on you is better if you're looking to war. They will rush your city giving you defenders advantage to churn their army in a meatgrinder, weakening them before your counterattack. The lack of grievance initially is nice too.
You have good humor btw. Your videos are always funny.
Glad you like them!
I always declared war first to get a combat advantage and not let the enemy mount an offensive on me, but now that you mention it they do act less aggressive whenever I've done that. Of course the downside is grievances, but I'm thinking about how I'm gonna prevent myself from being steamrolled like the Pillsbury Dough Boy.
Tip: Ever get tired of whiping out an entire civ and he's still got like one random city on the other side of the map? You can always check how many cities a civilization has by opening the trade menu by hitting make deal, demand or peace.
Great tips! These have subtle indicators so many people won't notice.
Glad you think so!
5:40 - Bro made a Kendrick reference two years ahead of time
"Never Research Civics". This tip was transformative to my game. Why it never occurred to me, I don't know, but it's brilliant. A bit of an inconvenience since you now have to end every turn with Shift-Enter, but the ability to change policies on every turn is very powerful.
Just bind shift+enter to a single key action on your keymap. I use ~
Yeah it's a hugely beneficial tip. But imo, it's on the line between tip and exploit. Locking of policies is a game mechanic, so being able to completely do away with that by messing with the end turn key doesn't feel right. Tips should optimize game mechanics, not completely circumvent them imo.
@@panner11 I see your point but disagree. And, remember, that's your opinion, not a fact.
One thing I never realized was that farms give housing... simple things that you never realized existed.
Trouble with farms though, is that they're pretty bad until Feudalism rolls in.
Unless you've got a cracked food tile (Marsh Rice with boosted Water Mill), there's no real point in putting down a Farm, your Builders are more useful providing Production tiles for your cities.
Additionally, Housing is quite easy to come by in the early game (Granary, Lighthouse, Aqueduct, certain District buildings like Campuses, Preserve if you've got some good tiles). It's only once you've reached about 10 population that the extra housing becomes valuable, since the only way to get more without Policy cards/Governments is via Neighborhoods or Sewers, which are pretty late comparatively.
@@Ceu.Noturno thats exactly how it is, though....
The tip is indeed massive. Glad you were gentle with the first tip
oh my god this video was a spark that started a wild fire of knowledge in comment section thankyou i love you guys.
6:44 it's mostly used in multiplayer, there's not much sense to shift enter 24/7 against bots but its worth it against real opponents
So you can change policies whenever you want
@@josh-kf2rd eh, u know bots are really not a treat even on deity level
Great tips. Didn't know the second mechanic at all
Glad you liked it!
The way you say “Deter” has me dead, it’s great how games increase vocabulary
Using shift+enter to skip turns and change policy every turn is one of the mechanics that I do not like to exploit. It feels like cheating even when it is an existing mechanic, and I can still win fast enough without it on deity level. I use shift+enter only when I have chopped all the woods available for space projects and wait for the last 2~3 turns before science victory.
Yeah locking of policies is a game mechanic, so being able to completely do away with that by messing with the end turn key doesn't feel right. Tips should optimize game mechanics, not completely circumvent them. There should be a patch that can detect the second turn of not choosing a policy and not let you switch cards for free.
Excellent video.
1 minute intro that covered everything and right into it. 10/10 will watch again. And subscribed 😊
Yo, I know that Ive already told you the tip, but when you are map tacking for example a +10 industrial zone and an iron pops out of blue and u cant delete it, really annoying. Although, with maui you can go to the tile where you have your district planned and check if the game doesnt prevent you from creating a resource there. If so, you are not gonna lose your nerves, load the save file and plan your city differently.
lol true, I just use removable resources mod
@@TheCivLifeR oh okay
@@TheCivLifeR I was BEGGING for this mod.
Absolutely, great job on this video bro!! 5/5
I can't believe I heard you actually say something positive about scouts... lol...
lol doesn't happen very often
Wow I had no idea of that civic trick. Great video!
Glad you liked it!
Great video, especially the part about civis and technolgy.
When it comes to the repairing i usually keep around 1-2 military engineers.
Building districts to improved city strength seems like a useless idea. If u got enough production to build districts u dont need, then why not just build units or a city wall.
You could already have walls and things like a campus or industrial zone both help you fight in the long term
My tip: ANY Civ can Faith Purchase Archaeologists in a Monumentality Golden Age.
"You don't want to build monuments anymore..."
yay, especially if you're playing with Traiano 😅
I thought this would be clickbait and I'm surprised to learn that it was actually not. I knew only 2 of the 5, so good job.
So the last tip "shortened" memed version is:
the virgin defending civ:
- Don't suspect a thing, keeps playing, "we are buddies"
- Didn't prepeared for war
- *enemy civ rubbs it's hands like Anthony Adams*
- Other civs going to only slightly hate the enemy, or doesn't even care
- Can't even deffend his own capital (used autocracy instead of oligarchy lol)
- "P-please... have merc-" *last garrison unit killed, last city capcured, player defeated*
- Doesn't even knew what is this game, he just downloaded it from epic games store (when it was free)
░█──░█ ░█▀▀▀█
─░█░█─ ─▀▀▀▄▄
──▀▄▀─ ░█▄▄▄█
the Chad "war" declaration civ:
- Knows what's going on, switches to military, declares war
- Didn't prepeared for war, but backfires (like that 'tom vs butch gun duel' meme) before first blood, and proceeds making units in time
- *enemy start sweating heavily and changing it's pants*
- Other civs may hate you, but atleast your badass enough to care
- Almost conquered the enemy civ's empire (oligarchy +3 military cards)
- "Give me your -IRON- lunch money!"
- Even tried civ 1, -2, -3, grew up on civ 4, even even has Civ 5 with all the dlcs, loves to play the game, was an A/A+ at history classes in school (because he's enjoying it), has a civilizations boardgame, and subscribed to TheCivLifeR
But let's not forget that true chads can teach beginners because nobody born perfect, smart, nor cool.
8:51 stress on the 2nd syllable: de-TER [or dee-TUHR]. Related to deterrent, and it's basically as if stopping after the first 2 syllables of that one. :-B
How can a person speak english as a first language and not know this word 🤦♂
pro tip: if you unit has a promotion ready to go, fortify them, cancel it then promote them
that way you keep them fortified, really useful
Thanks for the video!!! You had more tips than a Jenna Jameson revival❤❤
I did not know culture and sci gains per turn can be stacked infinitely. I think with building that's limited to one turn. Lots of advanced stuff you can do. If you want another tech early on but aren't sure if AI is planning a war with you, you could save it up and then if they do you can immediately grab archery and upgrade slingers for defense. In PvP you could bait people into war with you cause they will think they are way ahead in science and then bam, you upgrade all your stuff. LOL
thats it, so many options available to you, can even bait AI if they think your weak
@@TheCivLifeR one of my fave things to do on civ 5 was bait them into attacking to conquer their stuff with less hate from other civs. One game I had a city with 5 gold mines I think, and some others had them. And I had the ability to buy units with faith. I had enough gold and faith income in medieval to buy like a crossbow or knight every turn. lol
2nd question: If that works for civics, it should also work for technologies, since research also "overflows", right? So should we also never research technologies until we get the according eureka?
Deter is pronounced "dee-turr".
Hope this helps. 😊
lol thank you
@@TheCivLifeR emphasis on the turr. It's like saying DUR but with a T snuck in the middle.
That last tip was crazy. That's absolutely game changing
Sadly, tip 2 doesn't work on the version for the Nintendo Switch. There's just no way to force-end your turn on that platform ;(
thats rough
@@TheCivLifeR The other tips are helpful though, much appreciated
You can end the turn but you just have to skip an action for every unit before you do it...
Android version too
Hello, great tips. Thanks.
Does the stockpiling Civics/Culture work for Science/Techs as well?
And will the stockpiled Culture & Science be loat if we save and load the game?
Thanks again 👍🏻
Last one is true. I found another settlement on day 4 and decided to Yolo it. He ended up asking for peace every other turn. Until he died.
The 3rd tip is suuuuper useful thanks !
The last one, never thought to declare war first... If they beat you to the punch by declaring war first, Supply enough troops to defense as needed (Minmal, I handful of Archers and Warriers against a numerical superior amount of of Horsemen)
and take all others to attack any one of their cities. With that tactic you will wipe out their offensive and they will sue for peace as their cities are under attack. They quickly wanna be your bestie. Also I suggest build troops for a few more rounds as it seems to put you Civ at the top of the Domination Board for a long while giving you breathing room to grow more along with people wanting to be friends more and more. - Don't Mind Me, just play Germany und Fredrick Barbarossa
How much culture/science can be stockpiled, is it unlimited?
Also, are there situations where stockpiling is worse than "normal play"?
Thanks. Good video.
There's no cap to the stockpile.
I didn't quite understand that point or how it works tbh
@@khalilrahme5227 i don’t either, because it seems like just straight researching it doesn’t hurt either because you’re still learning the civic. however i think it’s supposed to help because you can just stock pile it instead of actively researching it, then you can just 1 turn any civic whenever it’s needed. you can also wait to research the civic until you’ve gotten an inspiration for it, which can shave off a few turns each civic. I
@@harrykuras1871 I think the idea is that if it's gonna take you a few more turns to get the boost then you stockpile the culture points and end up using them more effectively after getting the boost. Still gotta try it and make sure it works though
@@harrykuras1871 The main point of the trick is to let you change policy cards at any time. This trick is somewhat more exploit than tip though.
Bro. You funny af. Glad I found you.
So imho tip number two is an exploit, not a fair mechanics.
Not the part with the culture stacking when doing the force end turn, that's awesome, but the fact that after finishing the Civic research the free policy change stays for the next turn - that's just a bug that the Devs didn't think of because they didn't notice the possibility.
Still, stacking science like that can be pretty sweet for Babilon, so many times I had to just unnecessarily research one of the available techs when I knew I could get an Eureka for all of them way before finishing the research... Now that prevents that and I can stack the science up to the point where I get a trash Eureka tech, like build two forts, lol
Watched until the end, tip 5 also is kind of an exploit... They should keep fighting as long as they have the advantage / maybe their economy is not crippled by war... Regardless of defence or offence, that just sucks knowing that exploit...
fair point on the exploit, but it IS still in the game soo
@@TheCivLifeR right...
I think I'll refrain from using the one with the offensive Vs defensive, it could ruin some satisfying, difficult wars on the defensive side
I think the science/culture stacking is also an exploit, and it can be abusable in multiplayer (as I understand, a colluding majority of players could deny era changes to the other players, while still hoarding science and culture until they decide to pull the trigger).
@@NabilStendardo tbh, the mechanics of civ 6 never makes for a balanced multiplayer game anyway, but that exploit does make it even worse.
Great video man... 📹 👍
Thanks 👍
Stalin on tip 5 back in 1941: YOU CAN DO WHAT?!
Great tips.
Builders don’t use charges to repair either.
DEH-TUR Good vid!
Great vid, but why is he playing at 6 am?
Which version or expansion of CIV 6 are you using because all the visibility of the game is different and there are also more options?
thanks. @TheCivLifeR
Never research civics? Okay, God king round 200 😎
speaking of 3 planes that the AI has, they must have been saving up science
Going hand in hand with things like Legions chopping out Legions don't be afraid to pillage like crazy for health, gold, science, faith and culture boosts when it will take you a couple turns to chop out those new legions you can also repair the improvements you pillaged for yields.
I'm going to try these tips for sure, thanks for sharing I've learned a lot from this video (as well as all your other video's).
So I don't understand the saving culture thing (tip #2). How do you stop the game from applying culture toward research?
I think (I only learnt this in video for first time too!) that if a civic has just been researched and normally you'd have to choose the next one on the civic tree, what you can do is ignore the bottom right notification button to select a new civic when it appears. To do this continue working through everything else you want to do (move units etc) then when ready, hit SHIFT+Enter on keyboard (for PC) and it will force end your turn whether you've selected a civic to research or not.
Once the turn ends the culture built up cannot be applied to civic research, so just rolls over to next turn, and then rolls over again and again until you decide to select a civic to research.
That's how I understand it. More knowledgeable Civ experts may correct me!
The tips are solid. Thanks!
.
But I have to admit I have an issue with the programmers making a game where many of the rules are basically hidden.
They’re not rules, they’re game mechanics that are required to balance the progression of your entire civilization even when you’re focused on only a limited number of specific aspects. Otherwise there would be huge imbalances between different strategies and the gameplay would become formulaic. They aren’t really intended to be the focal point of your strategizing, but if you know the game well enough then you find ways to incorporate them into your decision making, same as real life.
A lot of these tips are kinda like exploits. Like the civic one, the reason it works that way is in past civ games, the science is lost if you don't research. But they stockpile it in case you missed it. But gamers came up with a way to use it to switch policy cards whenever they want. This isn't programmers hiding mechanics, it's gamer making "creative use" of game mechanics.
Re-search. Research. Not reaserch. Great video as always though.
The best part of this video was his readers pronunciation of deter.
They fixed the possibility of not researching.
Deter is pronounced de-TURR. I have about a million of those "I've only ever seen this word written and I'm only guessing at this pronunciation" lmao.
lmao pretty much what happened to me
Do you know how to force end turn with a controller/on console without having to select a new civic or science?
The best is to find tips by ONESELF. not form others... :) / then each time You find something- You can be happy... if You copy something from others... it like using codes...
1. I'm not convinced that meeting with scouts works like you say. I've met civs with scouts and still gotten the -2.
2. This feels like a bug not a feature. I don't do it.
5. Do you endorse this strategy when you know the AI is going to surprise-war you early game? Are the grievances worth it?
1. I met Korea for -2. but I met Ghengis and Byzantium with -8. On deity it will always be negative
2. I could see why you think its a bug, but not game breaking aside from saving a few turns
5. 150 grievances aren't big at all, will be gone in no time + the war will be on our terms which I think is worth if you know your going to war
I'd call 2 more of an exploit than a bug.
Don't auto explore till at least turn 50, try open asuch of map before hand.
Portuguese Nau can also repair (but only sea improvements, duh).
Very useful after a barbarian ship raid.
I tried this game and gave up. This game had the most complicated mechanics in a video game Inhave ever played. I really never knew what I was doing. I called and complained to Nintendo and they gave me my money back.
lmao
sounds like a you problem
I've beat the game 5 times and I only just today realized that culture makes civics go up faster.
Try Europa Universalis 4 then
I don't understand the never research tech or civics. Okay, so the science/culture banks meaning that it doesn't matter if you selected something or not, everything will collectively come closer. cool. I guess this also means you never have to miss a eureka again. but how do you change policies every turn? as soon as you commit them, you need to actually research a civic to unlock?
I love a massive tip
7:40 no iron at all, bad luck
was rough lol
How does one end a turn early on console?
Have you done a video explaining just your big Mac strategy? Aldo how much culture do you actually save in comparison to getting say the Govenor who buffs culture and science, might be better later early game
ye its called big mac strat
i refuse to follow norms. At the moment I have sunk everything into naval combat. I have basically become a pirate. It is of course my first time on playing a civ game so i look forward to failing and trying new strategy.
I’m a little confused. How do you change policies every turn ???
Deter has emphasis on second syllable
On 2, how do you know how much culture you have stored up?
Can consoles like playstation, xbox and switch skip civic tree research? If so how?
By "NEVER research civics" he means: Wait till you get the boost for it --> research that boosted civic, right? Because in the end, you have to reasearch, even if the turn-counter went down to 1.
Shift enter to skip researching.
Tip 2 seems the most interesting but also a bit confused by what you mean. So you say you don't have to research civics anymore, but yet everyone wants to get to a higher civics level, right?. How do you explain that. I mean even if it takes 1 turn you will have to "research", right?
Is that last one still true? Because that's too stupid to not be a bug.
Don’t know if the civic tip will work on console
Did you have an idea about anarchy? I have no idea how that works.
you pretty much cant do anything or 3 turns I think? Ill check it out
@@TheCivLifeR anarchy pops up when you go back to a goverment you were in previously, you have 0 culture , science and gold income, ( still have to pay district cost ect so actually negative gold!) anarchy takes 3 turns so it is very bad, and almost never worth it to switch goverments, even if the goverment you wanna switch back to is multiple times better than the one you are in!
Is there a "Shift Enter" equivalent on console?
first comment! loving the shots fired at uncle ben!
lol appreciate it!!
tip no. 1 and 5 are absolute eye openers! awesome stuff. wrt 4 - even builders can repair improvements and pillaged tiles without using a charge.
I always fully upgrade my City Centers. I can't not do it.
its pretty satisfying
How can I skip civics on mobile? No shift-enter on my phone 😅
Is there a way to skip researching Civics on Playstation?
Whats the name of the mod for names of rivers, lakes and desserts?
Deter. De - tur
I had a game where AI Genghis Khan was the leader in a diplomatic victory XD
Does the overflow exploit tip for research and civics still work, or did they patch it?
But in the "First 50 turns" video you said Scouts were pointless... I'm confused...