Back when it was -5% and +5% Amenities did not matter in the slightest. -10% and +10% is a massive swing tho. Hard to get over that old habit of just got giving a crap about them and spam more stuff.
Is there a reason why sometimes city amenities won't increase even after doing something that increases them? In my games, I try to get commercial helps first because it always seems like the computer never prioritizes them. Some of the merchants increase amenities of a city. However, sometimes when I use them it doesn't actually increase the amenities. Why is this?
@@X007g because of how luxury resources work. 1 lux distributes 4 amenities across ur empire and prioritizes low amenity cities. So when you used ur great merchant the lux just fucked off to another city.
@@visitinggoat6696one thing I’m confused about is, what if I have 8 cities and 2 copies of the same luxury resource, will I get 1 amenity in each city, since each luxury resource can provide amenities up to 4 cities?
Man I really love how you go over Vanilla and BBG in your vids. Personally I have never played with BBG despite most of my hours on civ being in multiplayer with my friends. These vids still provide a lot of value because you include info about vanilla.
Same for me 😅 I was playing a lot in civ 5 but in this year decide to try civ 6, and I love it! So far I learn how to win in this game, I would love to hear more tips and tricks 😅
fwiw I've played almost 2k hours of civ 6 and switching to bbg + online turns even in single player made the game so much more enjoyable for me. The AI even seems better under BBG, deity games were challenging again even past the midgame into the endgame, the AI actually tries to win and builds air units, protects against air units, builds multiple spaceports, spams city projects, etc. I can't imagine going back to vanilla.
One thing to note about single player games. AI tends to undervalue their own luxuries while vastly overvaluing yours (to the tune of selling for 1GPT and buying for up to 14). It is therefore much better to sell all of the luxuries you've improved (last ones included) and then only rely on ones you've bought and/or received from city states, as you cant re-sell them.
@Seelz if you notice, the player is using builders to chop down woods in order to build the colloseum in one turn. Unfortunately, he fell just short of building the colosseum in just 3 chops so that was unlucky
I think the main reason for why people think Amenities aren't a big deal is that they used to be way less impactful. 5% yield malus from being unhappy is of course something you'd want to avoid, and 5% bonus from being happy is nice, but those are not that big of a deal. Since the effects were doubled to be 10% per level of happiness, it has been really meaningful, but people who don't pay attention do not really notice it and act as if unhappiness is still just a minor inconvenience.
@@ILiekFishes Yes, it's not like you should have ignored amenities back when their effects were weaker, but you very much could do so without as much of a downside (or without missing out on as much of a benefit). Besides, there's an opportunity cost to everything, and many players just deemed the opportunity cost of trying to go for happy cities not worth it. That might have been a bad assessment of the benefits, but it's more of a tossup when the difference is only 5% per level of happiness. And because it's easier to just see the concrete yields than calculate what the percentages do, people opted for the concrete yields. But there are still a lot of SP players who, in their attempts to exploit the shit out of the AI, insist on selling the only copy of a luxury they have. Because they get gold yields that they can actually see and understand, instead of some abstract percentages. Edit: Oh and amenity requirements for Happy and Ecstatic were different back then. 1-2 extra amenities was enough for Happy, and +3 was enough for Ecstatic. So essentially, current Happy is almost the same as Ecstatic was back then. In reality, it was definitely worth going for.
@@porowag6613 the other issue, and the reason I never stressed amenities in 6, was that 5 allowed you to turn off city growth manually to prevent cities growing to the point of unhappiness. Civ 6, to my knowledge, never had this option. Between this and the need to infinitely spam cities, it's just a feature that winds up taking a back seat.
Actually this is the best, most concise straight to the point and informative video on amenities I have ever seen. Usually it's a 30 min video yapping about the topic
I hope you keep making videos when Civ 7 comes out! I've learned more from watching your videos than all the other content creators combined. I recently had a 300 science turn 76 game (online speed) for the first time after 1,200+ hours with the game and it's all thanks to you and teaching me that there's more than one way to play the game.
Even though arena, ferris whell and the associated districts only give amenities to the city that built it, the fact that the luxury amenities go to the cities that most need them means that those non-aoe amenities often help other cities as well.
probably flat land low food/production luxuries or bonus resources normally. if the resource has a science or culture yield is good very early on since all cities have a minimum 2 food and 1 production yield on city center tile, but anything that is above 2 food/1 production adds on to the city (which is why settling on a plains hills tile gives the city 2 production).
Usually, if you can get extra production by placing a mine, you mine. Any other, but specially plantation resources, just city it. (Of course, if you have extra bonuses from civ/pantheon/etc, mind those as well)
You need to make that decision based on your needs. Low food and housing, leave that plantation alone. Low production, leave that mine alone In general plantation resources are best ones to settle on top. They provide worthless +2 gold when improved and are usually on flatlands so will be useless workable tiles for a LONG time.
In vanilla civ 6 there are a few things to consider. First of all the feature (marsh, woods, rainforest) will be removed so ignore them. Second is the type of land. By default your city centre cant be worse than 2 food and 1 production. This means that even on desert or snow it will at minimum be 2 -1. If you settle on a plains hill (1-2), your city centre will take the larger production making it a 2 - 2. If you settle on a geothermal fissure you will also get the bonus science that tile usally provides. The most confusing part is the resources of the tile (iron - strategic, deer - bonus, tobacco - luxury, etc). The bonus yields from these tiles will remain as long as the bonus they provide ends up being greater than 2 food 1 production. You will also automatically work the tile which means if you settle on a luxury resource or a strategic resource you will get the luxury/strategic to keep or sell. Some examples: Settling on a plains with woods feature and deer bonus resource (1 food 3 prod) You would remove the woods (now a 1 food 2 prod). As 2 food > 1 food (from your town centre) you have 2 food. As 1 prod < 2 prod (from plains and deer), you would have 2 prod. Therefore town centre tile would be 2 food 2 prod. Settling on a grasslands floodplain with marsh and sugar luxury. (4 food 0 prod) Remove the marsh (3 food 0 prod). As 3 food > 2 food we have 3 food. As 1 prod > 0 prod we have 1 prod. Therefore 3 - 1 city centre. Settling on a rainforest plains tobacco. (2 food, 1 prod 1 faith) Remove the rainforest. (1 food 1 prod 1faith) As 2 food > 1 food we have 2 food. As 1 prod = 1 prod we have 1 prod. 1 faith > 0 faith therefore 1 faith. Final city centre is 2 food 1 prod 1 faith. We also get to automatically keep the tobacco luxury. Desert hill with copper bonus resource. 1 prod 2 copper. No feature to remove. 2 food > 0 food so 2 food. 1 prod = 1 prod so 1 prod. 2 gold > 0 gold so 2 gold. Final city centre is 2 food 1 prod 2 gold. I didnt provide any wonder examples but the same rules apply to them as well. Herson may make a better video but there are other things to consider when settling i didnt mention. First ring yields are super important. Freshwater/coastal also matter for housing. Settling so that the city receives bonues from industrial zones/entertainment complexes/etc. Settling on desert/tundra/snow/near wonder give era score. Settling on a geothermal vent means that you dont have a tile that is useless until the end of the game. Settling on a luxury means not wasting a builder charge and not having to research the required tech. Also consider if your leader or pantheon gives bonuses for certain types of improvements. If you have a bonus for camps you might not want to settle on a deer tile, preventing a camp being put on it.
Overall, they yields of one single tile are not that big of a deal. If it's something that would be overwhelmingly the best tile in your city (probably Spices if you play without BBG) and you don't need the luxury immediately, you don't need to settle on it. In basically all other cases, just settle on the luxury if it's also otherwise a viable city spot. Note that your city center tile can also gain the extra yields that the tile you settle on has by default, if the yields go beyond the 2 food and 1 production that a city center always gains regardless of terrain, features or resources. The exception is removable features (woods, rainforest, marsh), which are removed as you settle on them and so you don't gain the bonus yield. If you for example have a grassland tile with Citrus, Sugar or Honey, that tile will have 4 food by default. It's a great tile to settle on, because it retains that 4 food (2 more than a city center has normally), and gives 1 production as well because that's what having city center on the tile gives. Then, you most likely have at least a 2+1 or 1+2 tile to work with the starting citizen that the city has, for a total yield of 6+2 or 5+3. This is better than settling a city next to the tile for a 2+1 city center and working the tile for 4 food, because that results in a worse 6+1 yield, and also doesn't give you the luxury resource on the tile. Additionally, improving luxuries with plantations and camps is something you want to avoid needing to do early on, because those improvements are just weaker than mines (and farms, quarries and pastures to some extent) that you want to spend your build charges on instead. So settling on resources that are improved by plantations and camps is a good idea to avoid needing to waste build charges on those improvements. As for luxuries that aren't as beneficial to settle on, Salt is probably the top contender. Remember, you should still settle on it if you need the luxury asap and the tile is good for a city spot. But, Salt tiles typically have at most 2 food, 1 production and 1 gold, so the only yield benefit you get from settling on it is 1 gold. If you in turn settle a normal 2+1 city next to the Salt tile, you can build a mine on it for a workable tile that's equivalent to a grassland hill mine, but with +1 gold. That's especially useful if the area is mostly flat and lacks hills to build mines on.
You're the most informative civ 6 streamer ever. I learn something new on each of these videos. I'm a weak/mid cpl player (obviously deity too easy at this point). I dont know how you know all this info but somehow action wise I do most of what you say intuitively without knowing why. Since joining cpl nobody ever offered me advice, even when I was mid or bottom placed every game and asked but your videos are game-changing!
My last game I built Temple of Artemis very early in the midst of 3 cities all with pastures & camps. I later built an Entertainment Centre beside it, and was first to build Colosseum. My first 3 cities were ecstatic throughout the game. It was a beautiful thing.
That "Now....get out there and keep your people happy" delivered in your relatively monotone, same pitch and same paced narration really made me laugh near the end there. 🤣 Good video, you're absolutely correct that a lot of newer players really overlook this mechanic.
Man, I love your videos. I've been playing Civilization for over 5 years, and I was always afraid of multiplayer, but I recently discovered your channel and I feel like I've improved a lot with your guides. So thanks man for your dedication and time. The only question I have is if in the future you could make a video dedicated in detail to each turn of the eras in a general way. I know that each civilization has a unique game speed, however, in different videos you mention a lot of general guidelines like that in a good game you should have around 8 to 10 cities by turn 50. I like when you give those notes because it allows me to know the performance of my game, but the problem is that these tips are divided into so many videos that it is difficult to find them. In any case, I'm already watching all your videos and writing my first turn guide, with all the tips of when to create the two explorers, two settlers, etc.
i dont play multiplayer civ at all but i always wondered about how this stuff works and even for singleplayer players like me id say its a great guide. not too long but it contained so much easy to understand new information that i think i will use in nearly every civ game i play from now on. thanks a lot for making this
Weird that a video like this had to be made, considering that I learn about how good amenities were a long time ago thanks to Potato talking about how good they were after an update.
I think entertainment district is a bit of a snowball district. Because if you have already built your win condition district, entertainment is the only other district that will increase those yields outside of edge cases like religion or extra pop space. There is certainly a lot of things you can do instead, like commerce district to buy win condition in other cities, industrial to run city projects, but entertainment will directly help the win condition.
@Herson I just want to say as someone who only plays Deity single player, I am now very interested in playing the multiplayer game. I have as similar play style as how you describe multiplayer, but modify it somewhat for single Deity conditions. I am so glad I got to see your content. I am learning a lot from your comparisons of both multiplayer and single game. Keep up the good work.
Why are gold and strategic resources banned from being traded in Civ 6 multiplayer? Cities I understand, but it seems reasonable that a player might want to trade gold and oil.
It's largely to prevent players teaming up with each other from becoming too powerful, especially in the early and middle-stages of the game. If one player is being bankrolled by another, they can launch devastating attacks which are impossible for a single player to defend against without help. There are incredibly powerful mid-game war strategies which aren't possible in FFA on account of gold/strategics trading being disallowed, but which are common in teamers. Here's an example I've time-stamped from a teamers vod played by the streamer Trynda: ua-cam.com/video/3w6X6rHI56k/v-deo.html You can see how, on turn 46, he is on negative 32 gold per turn. His early game consisted of settling a mere 5 cities, putting a campus in every one, and maximizing his science output. This strategy results in a large boom in science, but results in really low production and gold compared to a conventional commercial hub opener, and won't scale effectively at all as the game goes on. With his low production and low gold income, he can't even capitalize on his high science to kill someone - at least, he wouldn't be able to if not for his teammates trading him gold and strategics. Thanks to them bankrolling his empire with a ridiculous infusion of gold, he's able to materialize a massive army and vaporize his neighbor. These sorts of plays are fun in teamers games, but most players would agree they don't belong in free-for-all games. People in FFA prefer strategies which are self-sufficient, not ones which rely on being bankrolled by other players. Furthermore, having all 10 players constantly pester each other for gold like "I'm short 5 gold for builder buy, please send gold, I pay back double in two turns" gets annoying after a while, so banning gold trading also just makes free-for-all a more relaxing experience.
@@HersonCivbioooooooooooo! if there's a will there's a way 😤 Free the market babeyyyy! Just slap some AI type restrictions on it and shoulf be good. 1 gpt to get 20 gold. Can only be borrowed in 5, 10, 20, and max of 50 gpt. For every 10gpt lender gets +1 CS if they war you to get rid of their debt And/or loose a random envoy from any city states you have more envoys than them (don't need to have suzerainty) Similarly strategics can only be traded in batches on 20 at 200 gold. And only once per buyer. power strategics can be traded indefinitely but cost is doubled. All these are public deals that can be seen if you have diplomatic visibility.
I'm a little surprised you didn't mention sewers at all. They aren't as powerful as some of the other buildings, but personally I always notice a power spike in my empire when I unlock them. Plus they are pretty cheap to build/buy.
???? Base game they don't provide amenities. So there's no point in mentioning them, when hes trying to bridge the gap between online and filthy casuals 😐
@@luisgutierrez8047Why "filthy casuals"? Is it not okay to play casual because it could still be fun? Does everyone always need to try to maximize every single aspect of their game to perfection?
The reason i never knew how important it was is because i didnt know we could produce fractions of a yield, so i tought in order for the 20% to have any effect you'd need to have atleast 5 of say food for it to get to 6
Hey Herson, one thing I'd love to see is you doing an analysis on WHY ammenities are so important. Same thing can be said about kilwa kisiwani and other such bonuses. Also noteworthy to focus on the importance of keeping your capital and major cities happy vs cities conquered in war. Similar to the feudalism builder card that most people think is just 66% more production towards builders, most people playing civ don't understand how a 10% boost will lead to a lot more than just a "10%" better empire. It's just an underdiscussed topic I'd love to see someone explain via math :)
I don’t play multiplayer but I did somewhat naturally discover entertainment complexes suck early. I don’t build them until later in the game, albeit usually in response to an amenities crunch. The quick deals mod is also fantastic for single player amenities, as AI give you luxuries for cheap cheap cheap and buy yours at a reasonable price. Great money great amenities
Duplicate copies of a luxury resource will ordinarily never grant any amenities. If you have two copies of Citrus, for instance, only the first one will grant amenities, and it'll grant 1 amenity to 4 cities. The second copy of citrus isn't giving you any value, and exists only to be traded. The exception to this is that the world congress can pass a resolution that'll cause duplicate copies of a specific type of luxury to grant amenities, in which case each copy of that luxury resource will grant 1 amenity to 4 cities.
@@HersonCiv By the way, with that world congress resolution, can the duplicates provide multiple amenities in one city? For example, if I have 2 Citrus and 6 cities, would I gain 1 amenity form Citrus in 4 cities and 2 amenities from Citrus in 2 cities, or will it still be capped to 1 amenity from citrus in each city? In other words, would the game treat each instance of Citrus as a separate luxury when the resolution is in play, or will it just raise the cap for how many cities Citrus can provide amenities to? I have never actually even considered that there could be a difference like this. Mostly because I have played singleplayer for the most part, and the AI's will literally always just ban one resource, and they will pump so much diplo favor into it that a player simply can not overrule them 99% of the time. Kinda just one of the completely useless silly things AI's do that SP players take for granted :D
You said that the stadiums and aquatic centers overshot the ameneties but since going at war is common at this point of the game could they help against war weariness of a war that took longer that you expected?
Very good video, though I would like to take note of the use of building more than just the one or two zoos as you mentioned. I build them in every entertainment district as well as all the other buildings. Why? Because fate always seems to have a volcano or flood or some other natural disaster wipe out my entertainment centers. With only one zoo, it can be gone and suddenly you have several cities unhappy because they’ve lost the amenities from it and the rest of the entertainment district. You could be building something critical where time is of the essence and having to stop and repair everything may cost you as someone else builds that wonder first, or you may be at war and need every piece of manpower you can muster. It’s why I build all the buildings in the districts, if one gets destroyed, the others kick in and assure that your cities stay happy. I think of them as insurance policies
I never use the Liberalism policy card in most games, I usually bunch up holysites (with the river goddess pantheon), theater squares, and entertainment complexes to get more culture yeilds from the adjacency bonus. While I use the entertainment complex and holysite adjacent to a river to gain extra amenities. I also use the republican lecacy in early game. During the late game, I use waterparks (and their buildings) to stack the amenities with the entertainment complex gaining me a ton of amenities without needing many luxury resources. After unlocking professional sports, I use the new economic policy card (sorry can't remember what it is called) to generate more amenities (in stadiums) as well as increase adjacency bonuses of theater squares. New deal helps a lot when I unlock democracy, but it becomes obsolete when I get digital democracy and when I get the chance to build Estadio. Anyways.... that's my approach at amenities in civ 6.
Hi Herson! I started playing civ6 recently, and this is my first civ experience ever. Your videos (especially multiplayer 101, I rewatched it 6 times) are a huge help. Can you consider make one more about how to pursue a golden age in different epochs with different nations? I know that this is a DLC stuff, but in the previous video about religion you were producing religious projects as France to achieve golden age (or built campus, which is also counterintuitive if you want to avoid science), and I don't get how the maths works here at all. Thank you!
Amenities, Health, Happiness, or whatever the mechanic is called is always a massively big deal in these games. Getting everything you build 10% or 8% faster is a massive boost, when one even just one single turn shaved off of a production cycle can snowball you massively. It could be the difference between you getting a wonder or not, a religion or not, a hut or not, a settle or not, etc. Do not underestimate this mechanic in any Civ game, heck any 4x game that has it.
I still think the gold is more valuable in the early game if you're able to get a good deal. I'd much rather be able to buy a builder or settler than have maybe +1 production in my first 2-3 cities. That builder can get me much more food/production and super valuable eurekas and inspirations and the settler helps the snowball much more. I'm unconvinced that amenities are undervalued in the early game.
Random question not directly related to this video - do you guys sometimes play with secret societies and/or corporations mods? Do you have any videos with it, or discussing how they change the game, what are the new strategies, etc.?
I play single, and multi(Friends only) but never heard of BBG (but I only play base game). I don't remember you mentioning the toys and Blue Jeans from great people.
In Civ 6, duplicate copies of the same type of luxury resource do not provide any additional amenities. This is why it's important to trade your duplicate copies of luxury resources, and why you should prioritize having at least one copy of as many different kinds of luxury resources as possible.
@@HersonCiv yeah, i guess i don't understand why. wouldn't it be more fun and realistic if they applied to 4 cities per amenity resource so if you had 2 amenities and 7 cities it would make sense to keep them instead of trade them?
generally yes but you pretty much only ever reach them if you're going for culture victory in which case digital democracy is a strict upgrade to normal democracy (keep in mind that the legacy card for democracy is also gives housing/amenities and is quite strong)
Hiiiii fucking amazing video 😍😍 i have one question; why is trading strategic resources not allowed in ffa? Is it something to do with defending or? What if someone gets a bad spawn? Loving the content ❤❤
I think it's to prevent people from teaming up against the player that has gained a lead. It's supposed to be free for all, not all against the leader. BBS ensures that no one can have an absolutely atrocious spawn in terms of strategic resources, and BBG makes it so that you can produce some strategic resources out of thin air with policy cards, Warlord's Throne, and Encampment, Harbor and Aerodrome buildings. So you never end up in a situation where you for example just can't have any tanks because you simply don't have an access to oil. However, if there's someone leading the game and just one other player is in a position to invade them, that player could gain unfair advantage if all other players just decided to give all their oil and aluminum resources to that player so that they can maintain a larger army than they should be able to otherwise.
Two reasons: 1. Gold trading makes it much easier & more effective for players to coordinate and team up with their friends in free-for-all games. For instance, in 4v4 teamers games where gold trading is perfectly allowed, certain build orders which can't function on their own become extremely powerful when bankrolled by teammates. A classic example is a full campus opener on Australia - the high amount of science this grants makes it easy to unlock caravels before anyone else, but this build order lacks too much in gold and production to take advantage of this on its own. However, if you have a teammate to trade you gold, you can simply build a bunch of galleys and then upgrade them to caravels on the turn you unlock the tech, allowing for an incredibly fast & powerful Caravel rush against a neighbor. It isn't fun for players to be on the receiving end of a coordinated strategy like this in a supposed "free-for-all" setting. 2. If gold trading is allowed, the optimal strategy will be to constantly beg for gold whenever you're a little bit short to buy something important. Hearing "Can you give me 12 gold? I'll pay you back next turn" gets really annoying after a while.
Bruh, how can competitive Civ 6 even be a thing considering the staggering amount of things you need to know, the amount of time you need to just play a game and the fact that the game is NOT very well tailored for that lmao Props to yall, CPL is quite a feat
There's a reason the game is played with a couple of mods that make it more balanced. There's a reason it's played with simultaneous turns and on Online speed (things like research and productions happen in half the amount of turns compared to Standard speed). There's a reason you need probably thousands of hours in the game to play at the top level. And of course there's a reason it's not the most popular of competitive games even with all the effort put into building a competitive scene.
It's building up cities, infrastructure, population, yields. Basically everything that's not related to military units, war and defense. I think the term comes from Sim City, as in you play the game as if it was Sim City and not Civ.
It's a reference to the classic Maxis line of games: Sim City, Sim Earth, Sim Ant, etc. They were mostly single player sandbox style games where you got to build things up as you pleased with the option for natural disasters to keep things interesting. The idea was you got to simulate an entire city, or planet, or ant colony, etc.
Man, I've been on a binge in this playlist. Never played Civ6 nor I intent to, I stopped at 5 when I was in high school. Used Potato as background noise to fall asleep for past month, now I won't be able to cause you showed just how little he knows 😆However, even if I were to play Civ6, you guys went too far into "fair competitiveness over simulation with some RNG". More balancing, sure, amenities thing, great, playing for 2nd, also great. But then this is illegal, then that is illegal, then this other thing is illegal. At some point you're literally just making a highly complex chess and there's zero "This feels like simulation of nations fighting" appeal. Probably just a me issue, after all I didn't even play Civ6 singleplayer, but I could never boil down a 4X game to such extent in effort to always have a better player win. And then I'll still proceed to watch meta gameplay about a multiplayer that's accessible for 1% of player population for a game I never nor will I ever play. 👍
5:25 - I'm not sure that's true. When I used the Civopedia in the game and read about amenities and happiness, I believe it says that you can have up to a specific number of the same resource before it no longer provides any benefit. I believe it was at least 2, up to 4. It might have said something about the repeat amenities only applying to other cities - ie, 2 cocoa tiles in the same city might only count as one, but if you have at least one other city, it will count toward an amenity in that city. Going to jump in the game later tonight and can check again.
I'm trying to play civ again after a long cut, and I remember smth as number of tiles away from city as well, or just some other more complicated mechanic. When u checked what have u got?
very useful info, although i feel you complicated it by introducing BBG so early. Help people lock down the core game mechanics as they are, and once that becomes natural THEN introduce the community improvement. Otherwise, they will never be able to master the game without that Mod. I'd have covered it at the end, as an "extra"
Balance suggestion: entertainment complex give +1 amenities to all cities within 6 tiles, and the zoo and coliseum give +1. Or maybe entertainment complexes only give the bonus to cities within 3 tiles.
the general consensus is that they're pretty balanced as they are at the moment. i do think that he underplays entertainment complexes a bit because using them properly is not easy, and high level players do make a couple early because the +2 amenities can still be strong enough to warrant making one entertainment complex to keep your district discount going. basically they're a high skill ceiling district but super situational so going over the niche situations where they are strong in early/midgame isn't worth the effort
Not gonna lie, who didn't know this? How could anyone actually think amenities aren't worth anything? Everyone knows that happy citizens makes for excellent output. It is that way in every civilization style video / board game.
That Better Balance Game mod seems like the most boring mod ever created. Why do so many people want balanced over RNG luck? The RNG luck is what makes the game fun.
This huge mistake is costing you time you could be spending with your family, learning a useful skill/acquiring knowledge in an area that interests you, or at the very least playing a better game!
«+4 to +5 is only +7.4% increase yields» this is not correct. It’s +4 to +5 amenities that increases yields +7.4 % in Civilization VI. You did not specify that it’s about amenities.
This clickbait title assumes that people play competitive multiplayer. Because amenities are not as important enough to "cost you games" against the ai if you don't care to min max that aspect.
Back when it was -5% and +5% Amenities did not matter in the slightest. -10% and +10% is a massive swing tho. Hard to get over that old habit of just got giving a crap about them and spam more stuff.
Is there a reason why sometimes city amenities won't increase even after doing something that increases them? In my games, I try to get commercial helps first because it always seems like the computer never prioritizes them. Some of the merchants increase amenities of a city. However, sometimes when I use them it doesn't actually increase the amenities. Why is this?
@@X007g because of how luxury resources work. 1 lux distributes 4 amenities across ur empire and prioritizes low amenity cities. So when you used ur great merchant the lux just fucked off to another city.
@@visitinggoat6696😮
@@visitinggoat6696one thing I’m confused about is, what if I have 8 cities and 2 copies of the same luxury resource, will I get 1 amenity in each city, since each luxury resource can provide amenities up to 4 cities?
@@luckyme8723Seems to be so
Man I really love how you go over Vanilla and BBG in your vids. Personally I have never played with BBG despite most of my hours on civ being in multiplayer with my friends. These vids still provide a lot of value because you include info about vanilla.
Same for me 😅
I was playing a lot in civ 5 but in this year decide to try civ 6, and I love it!
So far I learn how to win in this game, I would love to hear more tips and tricks 😅
On god
fwiw I've played almost 2k hours of civ 6 and switching to bbg + online turns even in single player made the game so much more enjoyable for me. The AI even seems better under BBG, deity games were challenging again even past the midgame into the endgame, the AI actually tries to win and builds air units, protects against air units, builds multiple spaceports, spams city projects, etc. I can't imagine going back to vanilla.
One thing to note about single player games. AI tends to undervalue their own luxuries while vastly overvaluing yours (to the tune of selling for 1GPT and buying for up to 14). It is therefore much better to sell all of the luxuries you've improved (last ones included) and then only rely on ones you've bought and/or received from city states, as you cant re-sell them.
this is so broken in the game... I hope they solve this problem in CIV7.
No. Deprive the AI from the amenity bonuses. Sell nothing. Keep everything. Buy at cheap.
50 more turns and you will have left them far in the dust.
that colloseum clip is outrageous
10:05 for those who want to be spoiled
he's so disappointed too
Im a casual, whats wrong with the clip?
@@Seelz it was a multiplayer game and he was chopping forest to 1 turn the colosseum, but then it got taken away last second in the same turn
@Seelz if you notice, the player is using builders to chop down woods in order to build the colloseum in one turn. Unfortunately, he fell just short of building the colosseum in just 3 chops so that was unlucky
I think the main reason for why people think Amenities aren't a big deal is that they used to be way less impactful. 5% yield malus from being unhappy is of course something you'd want to avoid, and 5% bonus from being happy is nice, but those are not that big of a deal. Since the effects were doubled to be 10% per level of happiness, it has been really meaningful, but people who don't pay attention do not really notice it and act as if unhappiness is still just a minor inconvenience.
10% at +5 is still very good
@@ILiekFishes Yes, it's not like you should have ignored amenities back when their effects were weaker, but you very much could do so without as much of a downside (or without missing out on as much of a benefit). Besides, there's an opportunity cost to everything, and many players just deemed the opportunity cost of trying to go for happy cities not worth it. That might have been a bad assessment of the benefits, but it's more of a tossup when the difference is only 5% per level of happiness. And because it's easier to just see the concrete yields than calculate what the percentages do, people opted for the concrete yields.
But there are still a lot of SP players who, in their attempts to exploit the shit out of the AI, insist on selling the only copy of a luxury they have. Because they get gold yields that they can actually see and understand, instead of some abstract percentages.
Edit: Oh and amenity requirements for Happy and Ecstatic were different back then. 1-2 extra amenities was enough for Happy, and +3 was enough for Ecstatic. So essentially, current Happy is almost the same as Ecstatic was back then. In reality, it was definitely worth going for.
Players who came from Civ V also noticed that amenities in Civ VI simply don't feel as highly impactful as global happiness did in Civ V.
@@porowag6613 the other issue, and the reason I never stressed amenities in 6, was that 5 allowed you to turn off city growth manually to prevent cities growing to the point of unhappiness. Civ 6, to my knowledge, never had this option. Between this and the need to infinitely spam cities, it's just a feature that winds up taking a back seat.
Actually this is the best, most concise straight to the point and informative video on amenities I have ever seen. Usually it's a 30 min video yapping about the topic
I hope you keep making videos when Civ 7 comes out! I've learned more from watching your videos than all the other content creators combined. I recently had a 300 science turn 76 game (online speed) for the first time after 1,200+ hours with the game and it's all thanks to you and teaching me that there's more than one way to play the game.
Even though arena, ferris whell and the associated districts only give amenities to the city that built it, the fact that the luxury amenities go to the cities that most need them means that those non-aoe amenities often help other cities as well.
This
Something that has been confusing to me has been which resources I can/ should settle on, and which would be throwing away the yields
probably flat land low food/production luxuries or bonus resources normally. if the resource has a science or culture yield is good very early on since all cities have a minimum 2 food and 1 production yield on city center tile, but anything that is above 2 food/1 production adds on to the city (which is why settling on a plains hills tile gives the city 2 production).
Usually, if you can get extra production by placing a mine, you mine. Any other, but specially plantation resources, just city it. (Of course, if you have extra bonuses from civ/pantheon/etc, mind those as well)
You need to make that decision based on your needs. Low food and housing, leave that plantation alone. Low production, leave that mine alone
In general plantation resources are best ones to settle on top. They provide worthless +2 gold when improved and are usually on flatlands so will be useless workable tiles for a LONG time.
In vanilla civ 6 there are a few things to consider.
First of all the feature (marsh, woods, rainforest) will be removed so ignore them.
Second is the type of land. By default your city centre cant be worse than 2 food and 1 production. This means that even on desert or snow it will at minimum be 2 -1. If you settle on a plains hill (1-2), your city centre will take the larger production making it a 2 - 2. If you settle on a geothermal fissure you will also get the bonus science that tile usally provides.
The most confusing part is the resources of the tile (iron - strategic, deer - bonus, tobacco - luxury, etc). The bonus yields from these tiles will remain as long as the bonus they provide ends up being greater than 2 food 1 production. You will also automatically work the tile which means if you settle on a luxury resource or a strategic resource you will get the luxury/strategic to keep or sell.
Some examples:
Settling on a plains with woods feature and deer bonus resource (1 food 3 prod)
You would remove the woods (now a 1 food 2 prod). As 2 food > 1 food (from your town centre) you have 2 food. As 1 prod < 2 prod (from plains and deer), you would have 2 prod. Therefore town centre tile would be 2 food 2 prod.
Settling on a grasslands floodplain with marsh and sugar luxury. (4 food 0 prod)
Remove the marsh (3 food 0 prod). As 3 food > 2 food we have 3 food. As 1 prod > 0 prod we have 1 prod. Therefore 3 - 1 city centre.
Settling on a rainforest plains tobacco. (2 food, 1 prod 1 faith)
Remove the rainforest. (1 food 1 prod 1faith) As 2 food > 1 food we have 2 food. As 1 prod = 1 prod we have 1 prod. 1 faith > 0 faith therefore 1 faith. Final city centre is 2 food 1 prod 1 faith. We also get to automatically keep the tobacco luxury.
Desert hill with copper bonus resource. 1 prod 2 copper. No feature to remove. 2 food > 0 food so 2 food. 1 prod = 1 prod so 1 prod. 2 gold > 0 gold so 2 gold. Final city centre is 2 food 1 prod 2 gold.
I didnt provide any wonder examples but the same rules apply to them as well.
Herson may make a better video but there are other things to consider when settling i didnt mention. First ring yields are super important. Freshwater/coastal also matter for housing. Settling so that the city receives bonues from industrial zones/entertainment complexes/etc. Settling on desert/tundra/snow/near wonder give era score. Settling on a geothermal vent means that you dont have a tile that is useless until the end of the game. Settling on a luxury means not wasting a builder charge and not having to research the required tech. Also consider if your leader or pantheon gives bonuses for certain types of improvements. If you have a bonus for camps you might not want to settle on a deer tile, preventing a camp being put on it.
Overall, they yields of one single tile are not that big of a deal. If it's something that would be overwhelmingly the best tile in your city (probably Spices if you play without BBG) and you don't need the luxury immediately, you don't need to settle on it. In basically all other cases, just settle on the luxury if it's also otherwise a viable city spot.
Note that your city center tile can also gain the extra yields that the tile you settle on has by default, if the yields go beyond the 2 food and 1 production that a city center always gains regardless of terrain, features or resources. The exception is removable features (woods, rainforest, marsh), which are removed as you settle on them and so you don't gain the bonus yield.
If you for example have a grassland tile with Citrus, Sugar or Honey, that tile will have 4 food by default. It's a great tile to settle on, because it retains that 4 food (2 more than a city center has normally), and gives 1 production as well because that's what having city center on the tile gives. Then, you most likely have at least a 2+1 or 1+2 tile to work with the starting citizen that the city has, for a total yield of 6+2 or 5+3. This is better than settling a city next to the tile for a 2+1 city center and working the tile for 4 food, because that results in a worse 6+1 yield, and also doesn't give you the luxury resource on the tile. Additionally, improving luxuries with plantations and camps is something you want to avoid needing to do early on, because those improvements are just weaker than mines (and farms, quarries and pastures to some extent) that you want to spend your build charges on instead. So settling on resources that are improved by plantations and camps is a good idea to avoid needing to waste build charges on those improvements.
As for luxuries that aren't as beneficial to settle on, Salt is probably the top contender. Remember, you should still settle on it if you need the luxury asap and the tile is good for a city spot. But, Salt tiles typically have at most 2 food, 1 production and 1 gold, so the only yield benefit you get from settling on it is 1 gold. If you in turn settle a normal 2+1 city next to the Salt tile, you can build a mine on it for a workable tile that's equivalent to a grassland hill mine, but with +1 gold. That's especially useful if the area is mostly flat and lacks hills to build mines on.
I have more than 2000 hours in Civ 6 and I learned a lot by watching this. Shows how underrated amenities are.
Okay, wtf. I literally just watched this after watching a video about how I’m underrating amenities in civ 6
You're the most informative civ 6 streamer ever. I learn something new on each of these videos. I'm a weak/mid cpl player (obviously deity too easy at this point). I dont know how you know all this info but somehow action wise I do most of what you say intuitively without knowing why. Since joining cpl nobody ever offered me advice, even when I was mid or bottom placed every game and asked but your videos are game-changing!
My last game I built Temple of Artemis very early in the midst of 3 cities all with pastures & camps. I later built an Entertainment Centre beside it, and was first to build Colosseum. My first 3 cities were ecstatic throughout the game. It was a beautiful thing.
I really like how you compare bbg to vanilla, because I am vanilla only and it helps a lot understanding, what's going on
Your style of informational videos are just so damn good.
That "Now....get out there and keep your people happy" delivered in your relatively monotone, same pitch and same paced narration really made me laugh near the end there. 🤣
Good video, you're absolutely correct that a lot of newer players really overlook this mechanic.
Man, I love your videos. I've been playing Civilization for over 5 years, and I was always afraid of multiplayer, but I recently discovered your channel and I feel like I've improved a lot with your guides. So thanks man for your dedication and time. The only question I have is if in the future you could make a video dedicated in detail to each turn of the eras in a general way. I know that each civilization has a unique game speed, however, in different videos you mention a lot of general guidelines like that in a good game you should have around 8 to 10 cities by turn 50. I like when you give those notes because it allows me to know the performance of my game, but the problem is that these tips are divided into so many videos that it is difficult to find them. In any case, I'm already watching all your videos and writing my first turn guide, with all the tips of when to create the two explorers, two settlers, etc.
i dont play multiplayer civ at all but i always wondered about how this stuff works and even for singleplayer players like me id say its a great guide. not too long but it contained so much easy to understand new information that i think i will use in nearly every civ game i play from now on. thanks a lot for making this
Glad that I find you channel, mate, so informative content, thank you!
Weird that a video like this had to be made, considering that I learn about how good amenities were a long time ago thanks to Potato talking about how good they were after an update.
Excellent summary thank you. Where my game has been lacking
I think entertainment district is a bit of a snowball district. Because if you have already built your win condition district, entertainment is the only other district that will increase those yields outside of edge cases like religion or extra pop space. There is certainly a lot of things you can do instead, like commerce district to buy win condition in other cities, industrial to run city projects, but entertainment will directly help the win condition.
It bugs me in the vanilla that if you have to fell a forest or drain a marsh to settle you don't get the chop applied the city's food/production.
Once again, top- notch video! Really enjoyed watching it.
@Herson I just want to say as someone who only plays Deity single player, I am now very interested in playing the multiplayer game. I have as similar play style as how you describe multiplayer, but modify it somewhat for single Deity conditions. I am so glad I got to see your content. I am learning a lot from your comparisons of both multiplayer and single game. Keep up the good work.
Do the effects of zoos and aquaric centers stack?
Yes. You need both.
zoos stack with aquatic centers but not with other zoos (and vice versa)
Why are gold and strategic resources banned from being traded in Civ 6 multiplayer? Cities I understand, but it seems reasonable that a player might want to trade gold and oil.
It's largely to prevent players teaming up with each other from becoming too powerful, especially in the early and middle-stages of the game. If one player is being bankrolled by another, they can launch devastating attacks which are impossible for a single player to defend against without help.
There are incredibly powerful mid-game war strategies which aren't possible in FFA on account of gold/strategics trading being disallowed, but which are common in teamers. Here's an example I've time-stamped from a teamers vod played by the streamer Trynda: ua-cam.com/video/3w6X6rHI56k/v-deo.html
You can see how, on turn 46, he is on negative 32 gold per turn. His early game consisted of settling a mere 5 cities, putting a campus in every one, and maximizing his science output. This strategy results in a large boom in science, but results in really low production and gold compared to a conventional commercial hub opener, and won't scale effectively at all as the game goes on. With his low production and low gold income, he can't even capitalize on his high science to kill someone - at least, he wouldn't be able to if not for his teammates trading him gold and strategics. Thanks to them bankrolling his empire with a ridiculous infusion of gold, he's able to materialize a massive army and vaporize his neighbor.
These sorts of plays are fun in teamers games, but most players would agree they don't belong in free-for-all games. People in FFA prefer strategies which are self-sufficient, not ones which rely on being bankrolled by other players. Furthermore, having all 10 players constantly pester each other for gold like "I'm short 5 gold for builder buy, please send gold, I pay back double in two turns" gets annoying after a while, so banning gold trading also just makes free-for-all a more relaxing experience.
@@HersonCivbioooooooooooo! if there's a will there's a way 😤
Free the market babeyyyy! Just slap some AI type restrictions on it and shoulf be good. 1 gpt to get 20 gold. Can only be borrowed in 5, 10, 20, and max of 50 gpt. For every 10gpt lender gets +1 CS if they war you to get rid of their debt And/or loose a random envoy from any city states you have more envoys than them (don't need to have suzerainty)
Similarly strategics can only be traded in batches on 20 at 200 gold. And only once per buyer. power strategics can be traded indefinitely but cost is doubled.
All these are public deals that can be seen if you have diplomatic visibility.
I'm a little surprised you didn't mention sewers at all. They aren't as powerful as some of the other buildings, but personally I always notice a power spike in my empire when I unlock them. Plus they are pretty cheap to build/buy.
Looking at some of his games, i dont think town centre buildings are good on online speed/lobby. But i'm just a scub what do i know.
Sewers just come too late and are too expensive to make a significant difference. They are only used to boost democracy
???? Base game they don't provide amenities. So there's no point in mentioning them, when hes trying to bridge the gap between online and filthy casuals 😐
@@luisgutierrez8047Why "filthy casuals"? Is it not okay to play casual because it could still be fun? Does everyone always need to try to maximize every single aspect of their game to perfection?
@@xxhardedxx4226 its a joke dude🙄.....you had to be there 😐
That vanilla joke was diabolical. 😇
ooh I didn't know about the 4 per continent thing that's a really hot tip
The reason i never knew how important it was is because i didnt know we could produce fractions of a yield, so i tought in order for the 20% to have any effect you'd need to have atleast 5 of say food for it to get to 6
Audience chamber not mentioned?
Hey Herson, one thing I'd love to see is you doing an analysis on WHY ammenities are so important. Same thing can be said about kilwa kisiwani and other such bonuses. Also noteworthy to focus on the importance of keeping your capital and major cities happy vs cities conquered in war.
Similar to the feudalism builder card that most people think is just 66% more production towards builders, most people playing civ don't understand how a 10% boost will lead to a lot more than just a "10%" better empire.
It's just an underdiscussed topic I'd love to see someone explain via math :)
Honey wake up new Herson video
11:52 how do you get the yields gained from policy cards to show in the policy card selection screen?
*Extended policy cards* mod. It's very helpful when knowing which cards give you the most amount at any given time.
I don’t play multiplayer but I did somewhat naturally discover entertainment complexes suck early. I don’t build them until later in the game, albeit usually in response to an amenities crunch. The quick deals mod is also fantastic for single player amenities, as AI give you luxuries for cheap cheap cheap and buy yours at a reasonable price. Great money great amenities
one luxury good can give one amenety to four cities. If you have 8 cities could a double luxury good givel all these one amenety or just four of them?
Duplicate copies of a luxury resource will ordinarily never grant any amenities. If you have two copies of Citrus, for instance, only the first one will grant amenities, and it'll grant 1 amenity to 4 cities. The second copy of citrus isn't giving you any value, and exists only to be traded. The exception to this is that the world congress can pass a resolution that'll cause duplicate copies of a specific type of luxury to grant amenities, in which case each copy of that luxury resource will grant 1 amenity to 4 cities.
@@HersonCiv By the way, with that world congress resolution, can the duplicates provide multiple amenities in one city? For example, if I have 2 Citrus and 6 cities, would I gain 1 amenity form Citrus in 4 cities and 2 amenities from Citrus in 2 cities, or will it still be capped to 1 amenity from citrus in each city? In other words, would the game treat each instance of Citrus as a separate luxury when the resolution is in play, or will it just raise the cap for how many cities Citrus can provide amenities to?
I have never actually even considered that there could be a difference like this. Mostly because I have played singleplayer for the most part, and the AI's will literally always just ban one resource, and they will pump so much diplo favor into it that a player simply can not overrule them 99% of the time. Kinda just one of the completely useless silly things AI's do that SP players take for granted :D
entertainment district only worth to build, if you need to press loyalty to nearby city... 😅
Amazing, I cant belive I'm only understanding this now
You said that the stadiums and aquatic centers overshot the ameneties but since going at war is common at this point of the game could they help against war weariness of a war that took longer that you expected?
I just wish the happiness system from 5 came back, amenities is an unnecesary complication to what was a good and easy to read mechanic imo
Very good video, though I would like to take note of the use of building more than just the one or two zoos as you mentioned. I build them in every entertainment district as well as all the other buildings. Why? Because fate always seems to have a volcano or flood or some other natural disaster wipe out my entertainment centers. With only one zoo, it can be gone and suddenly you have several cities unhappy because they’ve lost the amenities from it and the rest of the entertainment district. You could be building something critical where time is of the essence and having to stop and repair everything may cost you as someone else builds that wonder first, or you may be at war and need every piece of manpower you can muster. It’s why I build all the buildings in the districts, if one gets destroyed, the others kick in and assure that your cities stay happy. I think of them as insurance policies
Firaxis really out here teaching people the importance of being nice. 🙏
I never use the Liberalism policy card in most games, I usually bunch up holysites (with the river goddess pantheon), theater squares, and entertainment complexes to get more culture yeilds from the adjacency bonus. While I use the entertainment complex and holysite adjacent to a river to gain extra amenities. I also use the republican lecacy in early game.
During the late game, I use waterparks (and their buildings) to stack the amenities with the entertainment complex gaining me a ton of amenities without needing many luxury resources.
After unlocking professional sports, I use the new economic policy card (sorry can't remember what it is called) to generate more amenities (in stadiums) as well as increase adjacency bonuses of theater squares.
New deal helps a lot when I unlock democracy, but it becomes obsolete when I get digital democracy and when I get the chance to build Estadio.
Anyways.... that's my approach at amenities in civ 6.
Since Civ 1, keeping your people happy is beneficial.
Hi Herson! I started playing civ6 recently, and this is my first civ experience ever. Your videos (especially multiplayer 101, I rewatched it 6 times) are a huge help. Can you consider make one more about how to pursue a golden age in different epochs with different nations? I know that this is a DLC stuff, but in the previous video about religion you were producing religious projects as France to achieve golden age (or built campus, which is also counterintuitive if you want to avoid science), and I don't get how the maths works here at all. Thank you!
How are you getting the detailed view under the Leaders icon(face) on the top right part of the screen?
There is an option to show detailed yields in the menu
Thanks. As a new player i didnt understand the ways to get more amenities efficiently and didnt try much to get even amenities at +0
Interesting
Well presented
Nice voice
You are realy goid thanks!
What Mod are you using for the civilization summaries in the top right of the screen?
Its actually in the options. I forget which ones I'll look when I load it up the next time
My question is why don't amenities increase when I do something that increases them
Amenities, Health, Happiness, or whatever the mechanic is called is always a massively big deal in these games. Getting everything you build 10% or 8% faster is a massive boost, when one even just one single turn shaved off of a production cycle can snowball you massively. It could be the difference between you getting a wonder or not, a religion or not, a hut or not, a settle or not, etc.
Do not underestimate this mechanic in any Civ game, heck any 4x game that has it.
When I build the Colosseum its area of effect clearly is not 6 tiles. It only effects the city in which it's built.
That definitely does not sound real
@@houndofculann1793 I assure you that this is real. Could it be that one of the mods I use is limiting the range of effect?
@@doctorstreamspunk9996 I have no idea but there's not really much else than mods that could make changes like that
I still think the gold is more valuable in the early game if you're able to get a good deal. I'd much rather be able to buy a builder or settler than have maybe +1 production in my first 2-3 cities. That builder can get me much more food/production and super valuable eurekas and inspirations and the settler helps the snowball much more. I'm unconvinced that amenities are undervalued in the early game.
Random question not directly related to this video - do you guys sometimes play with secret societies and/or corporations mods? Do you have any videos with it, or discussing how they change the game, what are the new strategies, etc.?
Amazing vid
Herson, how do you refresh the UI?
>< you used Trynda's giga Colo miss clip for Colo. Lol
I play single, and multi(Friends only) but never heard of BBG (but I only play base game). I don't remember you mentioning the toys and Blue Jeans from great people.
Shouldnt multiple copies of the same amenity effect more then 4 cities?
In Civ 6, duplicate copies of the same type of luxury resource do not provide any additional amenities. This is why it's important to trade your duplicate copies of luxury resources, and why you should prioritize having at least one copy of as many different kinds of luxury resources as possible.
@@HersonCiv yeah, i guess i don't understand why. wouldn't it be more fun and realistic if they applied to 4 cities per amenity resource so if you had 2 amenities and 7 cities it would make sense to keep them instead of trade them?
do you even swap into the final tier goverment? or do one just stay in fashism/democracy for the whole game?
generally yes but you pretty much only ever reach them if you're going for culture victory in which case digital democracy is a strict upgrade to normal democracy (keep in mind that the legacy card for democracy is also gives housing/amenities and is quite strong)
Temple of Artemis is an S tier wonder.
I didn’t know that having more amenities even gave you anything.
I just thought it was a way to avoid your cities rebelling.
Wish you were up front about this being modded information from the beginning
Hiiiii fucking amazing video 😍😍 i have one question; why is trading strategic resources not allowed in ffa? Is it something to do with defending or? What if someone gets a bad spawn? Loving the content ❤❤
I think it's to prevent people from teaming up against the player that has gained a lead. It's supposed to be free for all, not all against the leader.
BBS ensures that no one can have an absolutely atrocious spawn in terms of strategic resources, and BBG makes it so that you can produce some strategic resources out of thin air with policy cards, Warlord's Throne, and Encampment, Harbor and Aerodrome buildings. So you never end up in a situation where you for example just can't have any tanks because you simply don't have an access to oil. However, if there's someone leading the game and just one other player is in a position to invade them, that player could gain unfair advantage if all other players just decided to give all their oil and aluminum resources to that player so that they can maintain a larger army than they should be able to otherwise.
My uncle forgot to explain any of this to me
What about retainers?
Hey Herson, Didn't the BBG Update a while ago nerf amenities to be +8/16% on those positive breakpoints rather than +10/20%?
nvm didnt' watch far enough
When trading amenities with another player, is the trade valid for only 30 turns or is it permanent?
30 turns, you'll have to keep looking for new deals or renewing same one.
I'm not very fond of mods... Thanks for talking about vanilla too
I know it's not the point of the video, but why can't you trade gold in the CPL free-for-all games?
Two reasons:
1. Gold trading makes it much easier & more effective for players to coordinate and team up with their friends in free-for-all games. For instance, in 4v4 teamers games where gold trading is perfectly allowed, certain build orders which can't function on their own become extremely powerful when bankrolled by teammates. A classic example is a full campus opener on Australia - the high amount of science this grants makes it easy to unlock caravels before anyone else, but this build order lacks too much in gold and production to take advantage of this on its own. However, if you have a teammate to trade you gold, you can simply build a bunch of galleys and then upgrade them to caravels on the turn you unlock the tech, allowing for an incredibly fast & powerful Caravel rush against a neighbor. It isn't fun for players to be on the receiving end of a coordinated strategy like this in a supposed "free-for-all" setting.
2. If gold trading is allowed, the optimal strategy will be to constantly beg for gold whenever you're a little bit short to buy something important. Hearing "Can you give me 12 gold? I'll pay you back next turn" gets really annoying after a while.
Settle on a luxury resource means you gain it. That is what confused me a lot. Why does this game reward the player who doesn't think so many??
What is CPL?
Bruh, how can competitive Civ 6 even be a thing considering the staggering amount of things you need to know, the amount of time you need to just play a game and the fact that the game is NOT very well tailored for that lmao
Props to yall, CPL is quite a feat
There's a reason the game is played with a couple of mods that make it more balanced. There's a reason it's played with simultaneous turns and on Online speed (things like research and productions happen in half the amount of turns compared to Standard speed). There's a reason you need probably thousands of hours in the game to play at the top level. And of course there's a reason it's not the most popular of competitive games even with all the effort put into building a competitive scene.
@@wombat4191 Agreed. Still, it's even impressive that it is as competitive a scene as it is now I reckon ! CPL puttin in work
I wish I watched this years ago 😤
What does simming stand for?
It's building up cities, infrastructure, population, yields. Basically everything that's not related to military units, war and defense. I think the term comes from Sim City, as in you play the game as if it was Sim City and not Civ.
It's a reference to the classic Maxis line of games: Sim City, Sim Earth, Sim Ant, etc. They were mostly single player sandbox style games where you got to build things up as you pleased with the option for natural disasters to keep things interesting. The idea was you got to simulate an entire city, or planet, or ant colony, etc.
thanks for the explanations!
Man, I've been on a binge in this playlist. Never played Civ6 nor I intent to, I stopped at 5 when I was in high school. Used Potato as background noise to fall asleep for past month, now I won't be able to cause you showed just how little he knows 😆However, even if I were to play Civ6, you guys went too far into "fair competitiveness over simulation with some RNG". More balancing, sure, amenities thing, great, playing for 2nd, also great. But then this is illegal, then that is illegal, then this other thing is illegal. At some point you're literally just making a highly complex chess and there's zero "This feels like simulation of nations fighting" appeal.
Probably just a me issue, after all I didn't even play Civ6 singleplayer, but I could never boil down a 4X game to such extent in effort to always have a better player win. And then I'll still proceed to watch meta gameplay about a multiplayer that's accessible for 1% of player population for a game I never nor will I ever play. 👍
53 seconds ago is diabolical
I don't like the amenity change in BBG
Is this a mod or a setting to be able to see food and porduction aside gold culture & all ?
5:25 - I'm not sure that's true. When I used the Civopedia in the game and read about amenities and happiness, I believe it says that you can have up to a specific number of the same resource before it no longer provides any benefit. I believe it was at least 2, up to 4. It might have said something about the repeat amenities only applying to other cities - ie, 2 cocoa tiles in the same city might only count as one, but if you have at least one other city, it will count toward an amenity in that city. Going to jump in the game later tonight and can check again.
I'm trying to play civ again after a long cut, and I remember smth as number of tiles away from city as well, or just some other more complicated mechanic.
When u checked what have u got?
Just buy some luxuries at a cheap price from the AI 🎉
what is bbg?
better balanced games mod
Dude, you forgot national parks
Thanks.
very useful info, although i feel you complicated it by introducing BBG so early. Help people lock down the core game mechanics as they are, and once that becomes natural THEN introduce the community improvement. Otherwise, they will never be able to master the game without that Mod. I'd have covered it at the end, as an "extra"
Balance suggestion: entertainment complex give +1 amenities to all cities within 6 tiles, and the zoo and coliseum give +1. Or maybe entertainment complexes only give the bonus to cities within 3 tiles.
the general consensus is that they're pretty balanced as they are at the moment. i do think that he underplays entertainment complexes a bit because using them properly is not easy, and high level players do make a couple early because the +2 amenities can still be strong enough to warrant making one entertainment complex to keep your district discount going. basically they're a high skill ceiling district but super situational so going over the niche situations where they are strong in early/midgame isn't worth the effort
Laughs in new deal
I also have this game but Civ5 is much better.
Not gonna lie, who didn't know this? How could anyone actually think amenities aren't worth anything? Everyone knows that happy citizens makes for excellent output. It is that way in every civilization style video / board game.
i didn't know bro😢 let the guy do his job
@@gabrielb.6955 who's job? Aint nobody got a job here. This is a game
Me playing like a fucking monkey-
Don’t care, giant death robots>musket men
That Better Balance Game mod seems like the most boring mod ever created. Why do so many people want balanced over RNG luck? The RNG luck is what makes the game fun.
Game is scuffed.
This huge mistake is costing you time you could be spending with your family, learning a useful skill/acquiring knowledge in an area that interests you, or at the very least playing a better game!
Herson be my girlfriend, I love you
+4 to +5 is only +7.4% increase yields.. 116/108-1
it's 8% compared to the base yield. Everyone understands that. Useless gotcha
Oh no, what a huge mistake of an entire half of a percentage point!
@@wombat4191 0.6% actually
«+4 to +5 is only +7.4% increase yields» this is not correct. It’s +4 to +5 amenities that increases yields +7.4 % in Civilization VI. You did not specify that it’s about amenities.
I just can’t stand the way he speaks, sorry!
rofl if liberalism did that in reality most countries would be way different
This clickbait title assumes that people play competitive multiplayer. Because amenities are not as important enough to "cost you games" against the ai if you don't care to min max that aspect.
How do you get the government policy slots to show its benefits in the bottom of the policy card description ?
There is a mod for it in the steam workshop called 'extended policy cards'
BBM is garbage