Also worth noting that Barbs can't sack your capital. So as long as you haven't built any improvements yet, you are really only defending against nearby civs. If none nearby, no need for a combat unit first. And Warriors can only get you two early boosts (clear barb camp, kill barbs), a Slinger can get you 3 (those 2 and kill a unit with slinger to boost archery). Later, 3 slingers that you upgrade to archers can get you another boost. But a scout can get you several boosts and era score in the first era and set you up with a golden age. Scouts can discover other civs (writing) and city states (political philosophy), finding natural wonders (astrology), finding a second continent (foreign trade). A good scout can help you boost most of the early tech tree. Plus when you find multiple villages you end up getting a new unit in your capital (usually another scout (scout twice as fast and do a circumnavigation) or builder (another reason builder is almost never in my first two build unless there is a special corcumstance like playing as canada) and often the villages will give you the other boosts you need. I used to say what is the point of scouts but I've come around. And with slingers I think you have to coddle them early since they need to be adjacent to much stronger enemies that can two-shot them just to do a little damage. Scouts can take a hit better than a slinger with their 15 HP vs a Slinger's 5 HP. I try to never send a slinger out alone. They are needed to get to upgrade to archers. And combat units can farm early xp so that they are highly promoted by the time you upgrade them to swordsmen. So there are legit reasons to go either way. Good on Firaxis for making it such a tradeoff that we're all debating it haha.
"No boosts from the scout" is... a very strict use of the phrase. Discover a new Continent, Meet 3 City States, Meet another Civilization, *the countless boosts you can get from tribal villages*. All of these things are Boosts that are most easily done with a Scout.
@MrJeremyCuddles you've got a point about mid and late game. I feel like there advantages on both sides. I really like being the first civ to find city states and I feel like early scout can help with that but I've been starting with warrior and banking on tribal villages for my scout. FYI I'm ass at the game lmfao
I prefer scouts to open vs slingers. The extra movement makes finding city spots for the future so much smoother, imo. An extra move every turn adds up if I’m hoping to scout out the best area near me before my first settler comes out. I don’t tend to start making a slinger until I find a barb camp or war-happy civ near me.
@@sol2544 The last couple weeks I have been doing the same. I feel like I get 2 barb camps on me in the first 30 turns pretty consistently, and that had me RAGING.
@@gewinnste civ "pros" go usually scouts first too, if they think they are under threat early they sometimes do scout into slinger, or scout scout slinger
@@trapinreallife1339 Ya, I got away with scout first in my last deity game, which surprised me because I usually didn't get away with that on lower difficulty. (I guess I was lucky - no barb scout and I also had an insane amount of luxuries right from the start, so I had a lot of money pretty much right away.) - But double scout? I don't know man. Btw, do you know why pros don't do "provision" with Magnus? E.g. last game I got 5 settlers out of my capital with Magnus (with ancestral hall and the settler-card) and without provision that would have meant my capital would be ages away from an I-zone (pop 10 req. because of Seowon (Korean campus)-->Gov.Plaza-->CH)) and good production overall. What's the alternative anyways? "Surplus Logistics" seems wrong because you can't really move Magnus around for chopping, which is pretty much necessary, e.g. to get a Petra-City and in general. Or ditch Magnus +2 completely? How do people get to 7-10 cities at turn 100 without "provision"? And btw at least in my hands an early war is suicide as Korea (or other "peaceful" civ) on deity without heroes and sanguine pact (which I both don't use currently because it makes the game much easier).
Very nice video. Love your take on it and largely agree. I’ve bounced around between scouts, warriors and slingers for first units. The difficulty level is also a big factor. The AI is less aggressive at lower levels and much more as you move up to Deity. Couple things to keep in mind. Using slingers for scouting, if you stumble upon a barbarian outpost the spearman WILL come out to attack you and your slinger doesn’t have a lot of melee strength if he gets the first hit. Best to move one tile at a time to see what’s ahead. A scout or a warrior he will probably ignore. If you explore with your warrior and meet an AI Civ they will be less friendly than if met with a scout (at least on Deity level I believe this is true). I re-roll a lot of games as I’m just playing casually for fun not challenge. Another school of thought is playing the start your given and adapting will make you a better player. Probably true, but can be a grind.
You definitely want to be building scouts early on higher difficulty levels. You need to know asap the geography, who your opponents are and where they are, not to mention the bonuses e.g. by popping huts and discovering city states. Scouts are also useful for "shepherding" barb scouts away from discovering your cities, which prevent barb camps from spawning units. Also, I would almost never build a monument in the first 30 turns, settlers/units are way too important.
But scouts are almost as bad as warriors/slingers regarding movement in civ 6. Until you get 2 promotions, that is - but at least for me that almost never happens at all.
Very helpful tutorial. Although personally I think would work rice tile first. Perhaps I am wrong but I always found growing city faster a much better strategy. Of course the production is smaller at the beginning, but after just few turns you are able to work two tiles, which gives you much better flexibility and allows you to micromanage tiles much more effectively. I am curious, does anyone agree with me or perhaps I am making a mistake assuming my strategy works?
Yeah growing your population is a totally viable option. In the case of 1-2 yield for a few turns it doesn’t equate to much though. In the first few turns I’d argue it’s generally not as useful, remembering this video focuses there. I’d personally rather have my slinger 2 turns faster, than an extra pop one turn faster. You’ll also note in this video it made no practical difference.
You are 100% correct. Growth>production until cities have enough population to work several tiles. Must get to 3 pop or more as fast as possible, and then production ramps up.
Informative video! But for the people who want to start, just go and try things.. have fun! And you dont have to overthink everything.. just enjoy yourself. New people get overwhelmed because they think they have to overthink and strategize everything, but that’s what’s keeping them from trying it! Just have fun! I’m also not a smart strategic guy! (Especially the smart part!!😂) but over the years I learned to enjoy the game in my own way. Its not a job! Its a game! But if you are a pretty smart guy, and you enjoy to really be strategic. Listen to this guys video!
Nice video. I still think like many others that a scout or two to start a game can be the most beneficial thing. It's a little bit of luck dependent of course. But the first meet of a city state is huge early game. Meeting a culture city state first gives you the same yield as a monument. I'm not saying a slinger is bad, but for example in this video, the slinger at the end of the video is now either dead or completely out of play and can do nothing except retreat back to the capital because the spearman is going to take a whack at him and chase. The slinger will die in 2 hits on harder difficulty. A scout can continue scouting. Even finding a goodie hut providing another scout is extremely useful. Goodie huts provide 1 era score, they can provide early gold (+40 gold is often 8 turns worth), an early pantheon which could become a second settler is huge, the ability to suzerain a city state early for more era score and possibly levy their army if you are attacked, they can provide many many eurekas for science and culture. Plus map vision is supremely helpful. If you want an early golden age and you don't have early UI or UU then it is realy tough without scouts. Of course a warrior or a slinger can get all these goodie huts as well, but hitting a scout promotion and at times gaining 100% more movement is a big deal. Even finding far away civs results in era score, happier relations because you are far away leading to better trading partners. It really can get the snowball going sooner. You probably aren't running your slingers and warriors halfway across the map because then what's the point? They are no longer able to be used for defense anyway. Of course scouts can lead to death from an early AI rush :) But I still think you can buy a slinger if you really need it. You can produce warriors within 2 or 3 turns once you hit craftmanship. You can counter an early AI rush if you can see it coming. Slingers are really squishy, more so than scouts even, and work best when nearby another unit. The slinger can draw out the spearman and the warrior (or scout) can sneak into the barb camp making barbarians very easy. The slinger isn't a great scout by themselves. But now you have two units travelling together losing the effectiveness of early scouting.
double scout is what they do on multiplayer 80% of the time, but that mostly has to there being almost 0 threat to being attacked before people get swords and knights. The potential to snowball off goodie huts and CS first-meets which you listed are exactly why it's the most boiler-plate strategy in multiplayer. Slinger first is perfectly fine on some civs and keeps you more safe, but dislike how he ignored all the potential benefits of going early scouts.
Scouts are also important for golden ages and since I get a lot of era point from discovering stuff (more if you are the first to find it) which u might need if u go dramatic ages
Always start with a scout. faster means more tribal villages more first meetings with city states. I usually dont bother with slingers, i get archery right after mining and animal husbandry, and get an archer as fast as I can (buy either producing it or buying it with gold) and that renders slingers obsolete. The archer that early makes you the boss. that will buy you time and defense from any aggressive civ. enough time to lay down another city or two and then build another archer.
as someone coming from the older civ games (I'm talking Civ 2 from 1996 old...) I always find civ 5 and 6 to be too overwhelming with the number of different things you have to constantly be worried about, culture, tourism, faith, districts, specialized buildings for the resource tiles, the city states and all the different diplomacy things you have to keep up with. I get serious analysis paralysis and can't decide what I need to be doing next because there's always 100 different things I could be doing next. It used to be the case where you had essentially 2 options: Build an army or build up your cities. All the gameplay was in the strategy of moving your units around the map
I think my personal play style is quite unique. I like playing for "value" and if possible, without confrontation at all. I like to build a "small" empire - very few cities - usually 4 up to 6, maybe 7 total, but BIG cities with extremely favorable location/strategic positioning and resources. I like to improve all the land I own, build wherever I can, and just enjoy being a super rich, influential, extremely productive, passive-aggressive small nation. For that to happen I usually don't play on hard difficulties and I always toggle NO barbarians. I like to set up a game where my civ has geographical advantage, such as a small islands map to play with Indonesia in civ 6 or polynesia in civ 5. Also, always HUGE map, for me it's a lot of fun.
Scouts are awesome for era score, first envoys, finding the best settling locations, and boosts. Era Score is really important with Dramatic Ages mode. Scouts can find villages that grant units, a population, or gold or other goodies. The map info you get from them is great. They are usually pretty easy to keep alive (they have 15 melee vs slinger's 5) and if you wait too long to build one you'll have to negotiate open borders just to go anywhere. If you get lucky you can get the circumnavigation era score early in the game. Build order can also depend on the Civ. Canada for example really needs an early builder to make use of a tundra start. I like the Slinger/ Monument / Slinger build. The monument is the early option I always struggle to find the right time to get. I usually go Scout/Slinger or Slinger/Scout and then either another combat unit or the monument.
This was very helpful, as I’ve always produced scouts first, which wasn’t the best strategy it seems. I for one, would appreciate you expanding this up to 20 and 50 turns! Also, fwiw I keep trying to get into and like Humankind, but always end up coming back to civ6, especially now that I’ve bought all the dlc :)
Scouts are very useful, but almost never as the first build. You need troops to fight off barbarians and potentially warring civs. Scouts can be brought on line a little later for exploration, after the first settler and builder are out.
Arguably producing one scout is still a viable strategy. That one scout could essentially make your first 50 turns. Village huts - They give free stuff, everything helps when you have nothing. Meeting civs - good for detecting early problem civs and giving good impression. Barbarians - getting info on barbarians early is great for tech boosts and preventing your cities from being surprised attacked City states - if your first to meet the city state you automatically get first bonus. Scouting next city - arguably you want your next city down within 25 turns, if you don't scout enough of the surrounding area how do know the best direction and tiles to expand? Good use of a scout would pay off within 7 turns when starting off.
@@TheDandonian you shouldn't restart a game because things didn't work your way you learn from your mistakes can't really if u reset every 10 turns because it isn't perfect 😂
I have to disagree with a lot that has been said in this video. Let me go trough my criticism structured: 1. Moving settler. You almost never want to move. 1 turn delay for an arguably better spot is accepted, 2 turns to move towards a gamechanging wonder or spice tile as well. 2. Tech path. This needs your understanding of builders too - builders become more expensive the more you build. That's why you generally skip all builders before feudalism and then produce 5-charge builders everywhere. With this in mind mining becomes quite useless. Furthermore the commercial hub is THE early district to get (for +1 trade route and internal trade routes are the lifeblood of your empire) so teching through pottery and campus tech is the best path. Get religion tech before if you want a religion game (on civs like russia, khmer, mali, canada...) and get horse tech if your initial tiles are bad. 3. Build order. Get scouts, not slingers. Please. I know that slingers are almost as good as scouts at scouting and they only cost a bit more but add all that together and you just slow down your scouting progress. For a newer player this might not be applicable since they often struggle with barbs but if you play this game a lot you should learn how to deal with em (fortifying next to them, letting them attack you or your capital). You never ever should rely on slingers for early defense. 4. Tile choice. You explained how important this is but chose wrong. Always work that 4 food over the 2/2. I saw a comment where you said "it didn't make a difference" in which order you work it, it just gets your slinger out faster. It does make a difference, each pop gives you science and culture. My rule of thumb is the more food + prod the better, prioritizing food over prod. For more min-maxing you could have bought that 1-3 tile for your 3rd pop to work. Teach your players how to understand the tile value, when to focus your city on specific yields and when to lock pops to tiles. 5. Missing information. The 2 biggest missing things here were that a barb camp ALWAYS spawns 7 tiles from your initial settler spot and that you can open the settle map mode (hotkey 4) and see red tiles when another city is near. This lets you meet city states better and find neighbors faster. Additionally I would have liked it if you talked about district cost locking and maybe even locked the campus on that tile without building it. Hope you eventually update this to better reflect the meta. Cheers.
For the most part, I would take animal husbandry just to reveal horses because they are great food and production very early on but slightly risky. Probably wouldn't take it if no animals were visible but in this case, there would be an immediate use for it. If wonder is discovered early, than will rush stone hinge for early religion.
I would have settled on the cattle. Worked the 4 food for 7 total food on turn 1. Population expansion will be able to work that 2:2 with boarders expanding. Just me however
..and have 3 tiles across river for the 50% bonus to district construction. Where he settled, he only had 1, and he would have to harvest or place on that 4 food wheat. (which he would have spent a builder charge on to get the tech boost for irrigation).
I'm super late to this game - never played Civ anything before, and Civ6 is free on Xbox Game Pass - but I've fallen deep in the rabbit hole, and I wanted to say thanks. Love your friendly voice, simple and clear advice, infectious enthusiasm and as an Aussie, I really enjoy the kiwi accent. 🙂
I don’t know if it’s on game pass, but if you’ve found a new passion for strategy games, I highly recommend Stellaris, it’s expensive to get into though if you get all the DLC and buy the game because it’s been out a while like Civ 6 has, nonetheless it’s one of the best strategy games I’ve played along side Civ, it definitely captures that magic of building a civilization, even more than Civ honestly.
even against AI scout is usefull, because when you meet another nation you could get negative relations from the beginning just meeting them with a military (no scout) unit
Settle on the tea, work the three production tile, aqueduct to the mountain. That would have been my play. I can't remember the placement, but you could have maybe aqueduct from the river if you didn't want to burn the mountain tile from being a holy center or a science district.
The first 10 turns are sure critical for the game but reading your civs ability might be more important no? XD, so you don't settle on a one pearl of the danube tile with Hungary when there is a 4 right next to it.
A good idea for scouting very early is to follow rivers, not just because they're your good housing future settles (away from lakes and coast) but also because you have a decent chance at finding a new Civ/City State.
People are too in love with settling on plains hills. If you can get great growth/ food rates early, you can expand pop and make up the +1 pretty quickly. Settling on plains hills is an easy decision, it's not always the best one.
Maaan im trying soo hard to like this game cause i loved the older one and poured time into it. But this just has too much going on for me to manage it all well enough
'the first 10 rounds are crucial' and u start building two slingers? ok.... start with scout, take a quick look for a good place while building your settler. this is allways my first 10 rounds. so you'll have two early cities, thats most profitable for the rest of the game imho
Great video! Question: I started playing with a friend and my civ started near tundra and his was just open field grassland no hills or mountains not even forest nearby. Is that a reason to restart? ^^ And we play online "internet" for some reason my game crashes every now and then... is that mode bugged in some way? Because i'm pretty sure my PC can handle the game. (GPU usage around 50% and CPU around 20% sometimes spikes to 50%)
I know this is all for demonstration purposes, but you had a nice bending river... as Hungary It would be soo much better to settle on rice or left to the stone, or even on cows. You could use your unique ability 4 times instead of one...
I still like having a scout produced if I am done with the order you just presented and a goodie hut still has not given me a freebie! The extra movement along with negating terrain with promotion is really nice. I'd send one out east, automate it for the rest of the game or until another unit kills it. I find having two at once unnecessary.
Personally I always go builder first. If I'm gonna get invaded by barbs before my builder is built, its a bad spawn and I should just restart. Barbs in your city by turn 6-8 isn't a player problem, its a game problem.
1st warrior move is a fail. You want to move along the same side of the river as your settler to find out if there is coast nearby and to try to fit another city along the river. Stop telling people how to play poorly.
Depends on which wonder, who you are and what’s happening around you. If you’re China and you don’t have any barb issues you can use your builder charges to rush an early wonder if it serves some crucial purpose. Stonehenge for instance can push you way out ahead if you’re going religion and with China you have a decent shot at actually getting it. Great Bath can be good but is usually very competitive so you’ll have to decide if you’re comfortable going for it. Depends on the difficulty too. Higher difficulties will make it harder to acquire wonders so you may end up getting scooped and wasting time. It also makes early expansion more important since better ai will grab up prime city locations more quickly. I play on higher difficulty settings so I very rarely try for early wonders unless I have some advantage in completing them(like if I have a civ with bonuses to wonder building or if the wonder is tied to a tech/civic that very few have gotten to yet) over other civs and I feel confident that the ai wont grab my city locations. On lower difficulties these aren’t really concerns. In any case, it’s more about feel. If you’re new to the game I suggest trying different things and seeing how different the outcome is. Wonders especially are a big enough investment that building one at a bad time is something you’ll definitely feel.
Slinger and monuments early? Go straight for the settler once you build your first thing, even on deity. The more you delay the more you set yourself behind.
That could also work well, but I’d caution readers from using that as a blanket strategy. I think that works well when you have a very good tile on your city, as early settlers will starve a city from growth and likely consume quite a bit of your production. Slingers/ archers are great. You’ll likely need one or two to defend cities from barbarians and escort units.
The first scout is the highest return on investment in the game and should 99% of the time be the first unit you produce. Stop showing people how to play poorly.
early units is kinda overrated you dont need slingers early as long as you just send a delegation on turn 1 to all AI you meet and be really friendly and then you can make the units a few turns later if they seem like they are gonna attack
99% of the time your first three techs should not be the first three. The 2nd options are second for a reason, they allow for valuable yields that would break the game if you got them first. So you should get one of those ASAP. Who told you you should teach people how to play this game?
I can't get into Civ VI. Campuses mean spending three times as much time to build basic structures, while the AI cheats six ways to Sunday even on the easiest setting. It's just not fun.
Terrible build honestly. No reason to rush mining here that one tile that will use it sucks and it lead to garbage techs. A scout is always better because you want the goodies, to meet the city states asap to get their bonus and sometimes you get to last hit a barbarian camp with it. Second unit varies greatly, as much as possible you try to not build a military unit. Followed by a warrior in that instance because of your unlucky nearby barbarian camp. You don't want to send your slinger toward the chinese because they often will have scouted the potential goodies there already.
Oof. Jumbo :( Pastures REVEAL horses in the same way bronzeworking reveals iron. I feel like It should always be the first thing you research, or at least not seeing any sheep isnt a reason not to research it.
It does. I’m not sure you would need to reveal them first though? For future scouting and cities - absolutely. But in the first 10 turns? I’m not convinced that’s needed. Edit: unless your tiles are all total garbage. But in that case, I’d suggest you need a re-roll, not a horse.
@@JumboPixel Totally agree, sometimes if I don’t really have resource improvement needs I’ll research AH first just on the hope that I get some free yields from tiles I’m already working but yeah. Typically you want to research techs which will allow you to improve resources you already know you have or will have by the time the tech finishes.
What are you all talking about. Scout gets to discover most of initial 3 eras wonders (+1 era points each), not mentioning continents and city states. Of course you’ll most probably get another scout from a tribal village. So just quit this garbage discussion and let’s create archers first. I’m changing my tactics lately to use warrior in the close vicinity to my empire in the early game. Seems to be a safer option not really changing much in the discovery aspect. Grow brains. :)
Esse é o melhor jogo que já conheci. Porém, seu fundamento é coletivista: é o governo quem traz o desenvolvimento, o que se revelou um terrível engano várias vezes na história humana.
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ps. ty for watching you're awesome.
Ahhhhh
That 3 production tile is not a 3 production city, because you'd be removing the woods.
@@impetuousalloy❤❤¹❤1❤1q
First time i hear someone NOT recomanding building scout first this is so important for exploration and getting early boosts
Also worth noting that Barbs can't sack your capital. So as long as you haven't built any improvements yet, you are really only defending against nearby civs. If none nearby, no need for a combat unit first. And Warriors can only get you two early boosts (clear barb camp, kill barbs), a Slinger can get you 3 (those 2 and kill a unit with slinger to boost archery). Later, 3 slingers that you upgrade to archers can get you another boost.
But a scout can get you several boosts and era score in the first era and set you up with a golden age. Scouts can discover other civs (writing) and city states (political philosophy), finding natural wonders (astrology), finding a second continent (foreign trade). A good scout can help you boost most of the early tech tree. Plus when you find multiple villages you end up getting a new unit in your capital (usually another scout (scout twice as fast and do a circumnavigation) or builder (another reason builder is almost never in my first two build unless there is a special corcumstance like playing as canada) and often the villages will give you the other boosts you need.
I used to say what is the point of scouts but I've come around. And with slingers I think you have to coddle them early since they need to be adjacent to much stronger enemies that can two-shot them just to do a little damage. Scouts can take a hit better than a slinger with their 15 HP vs a Slinger's 5 HP. I try to never send a slinger out alone. They are needed to get to upgrade to archers. And combat units can farm early xp so that they are highly promoted by the time you upgrade them to swordsmen. So there are legit reasons to go either way. Good on Firaxis for making it such a tradeoff that we're all debating it haha.
"No boosts from the scout" is... a very strict use of the phrase. Discover a new Continent, Meet 3 City States, Meet another Civilization, *the countless boosts you can get from tribal villages*. All of these things are Boosts that are most easily done with a Scout.
What's the original phrase?
@MrJeremyCuddles the scouts first ability is to negate difficult terrain
@MrJeremyCuddlesscouts can also counter barbarian scouts so they don't report back negating a big fight in the first place
@MrJeremyCuddles you've got a point about mid and late game. I feel like there advantages on both sides. I really like being the first civ to find city states and I feel like early scout can help with that but I've been starting with warrior and banking on tribal villages for my scout. FYI I'm ass at the game lmfao
Very RNG tbh
I prefer scouts to open vs slingers. The extra movement makes finding city spots for the future so much smoother, imo. An extra move every turn adds up if I’m hoping to scout out the best area near me before my first settler comes out. I don’t tend to start making a slinger until I find a barb camp or war-happy civ near me.
I've actually been making a warrior lately, as that helps deal with the inevitable barb camps near me
@@sol2544 The last couple weeks I have been doing the same. I feel like I get 2 barb camps on me in the first 30 turns pretty consistently, and that had me RAGING.
On low difficulty that's great I guess, but on harder difficulties, aren't you too vulnerable with a scout (or even two) as your first unit(s)?
@@gewinnste civ "pros" go usually scouts first too, if they think they are under threat early they sometimes do scout into slinger, or scout scout slinger
@@trapinreallife1339 Ya, I got away with scout first in my last deity game, which surprised me because I usually didn't get away with that on lower difficulty. (I guess I was lucky - no barb scout and I also had an insane amount of luxuries right from the start, so I had a lot of money pretty much right away.) - But double scout? I don't know man.
Btw, do you know why pros don't do "provision" with Magnus? E.g. last game I got 5 settlers out of my capital with Magnus (with ancestral hall and the settler-card) and without provision that would have meant my capital would be ages away from an I-zone (pop 10 req. because of Seowon (Korean campus)-->Gov.Plaza-->CH)) and good production overall. What's the alternative anyways? "Surplus Logistics" seems wrong because you can't really move Magnus around for chopping, which is pretty much necessary, e.g. to get a Petra-City and in general. Or ditch Magnus +2 completely? How do people get to 7-10 cities at turn 100 without "provision"? And btw at least in my hands an early war is suicide as Korea (or other "peaceful" civ) on deity without heroes and sanguine pact (which I both don't use currently because it makes the game much easier).
Very nice video. Love your take on it and largely agree. I’ve bounced around between scouts, warriors and slingers for first units. The difficulty level is also a big factor. The AI is less aggressive at lower levels and much more as you move up to Deity. Couple things to keep in mind. Using slingers for scouting, if you stumble upon a barbarian outpost the spearman WILL come out to attack you and your slinger doesn’t have a lot of melee strength if he gets the first hit. Best to move one tile at a time to see what’s ahead. A scout or a warrior he will probably ignore. If you explore with your warrior and meet an AI Civ they will be less friendly than if met with a scout (at least on Deity level I believe this is true). I re-roll a lot of games as I’m just playing casually for fun not challenge. Another school of thought is playing the start your given and adapting will make you a better player. Probably true, but can be a grind.
You definitely want to be building scouts early on higher difficulty levels. You need to know asap the geography, who your opponents are and where they are, not to mention the bonuses e.g. by popping huts and discovering city states. Scouts are also useful for "shepherding" barb scouts away from discovering your cities, which prevent barb camps from spawning units. Also, I would almost never build a monument in the first 30 turns, settlers/units are way too important.
But scouts are almost as bad as warriors/slingers regarding movement in civ 6. Until you get 2 promotions, that is - but at least for me that almost never happens at all.
Very helpful tutorial. Although personally I think would work rice tile first. Perhaps I am wrong but I always found growing city faster a much better strategy. Of course the production is smaller at the beginning, but after just few turns you are able to work two tiles, which gives you much better flexibility and allows you to micromanage tiles much more effectively. I am curious, does anyone agree with me or perhaps I am making a mistake assuming my strategy works?
Yeah growing your population is a totally viable option. In the case of 1-2 yield for a few turns it doesn’t equate to much though.
In the first few turns I’d argue it’s generally not as useful, remembering this video focuses there. I’d personally rather have my slinger 2 turns faster, than an extra pop one turn faster. You’ll also note in this video it made no practical difference.
I tend to go with the food too, but don’t think either way is wrong.
You are 100% correct. Growth>production until cities have enough population to work several tiles. Must get to 3 pop or more as fast as possible, and then production ramps up.
Yeah I think I've seen other deity players say you should prioritize hitting your housing cap
Informative video! But for the people who want to start, just go and try things.. have fun! And you dont have to overthink everything.. just enjoy yourself. New people get overwhelmed because they think they have to overthink and strategize everything, but that’s what’s keeping them from trying it! Just have fun! I’m also not a smart strategic guy! (Especially the smart part!!😂) but over the years I learned to enjoy the game in my own way. Its not a job! Its a game! But if you are a pretty smart guy, and you enjoy to really be strategic. Listen to this guys video!
Nice video. I still think like many others that a scout or two to start a game can be the most beneficial thing. It's a little bit of luck dependent of course. But the first meet of a city state is huge early game. Meeting a culture city state first gives you the same yield as a monument. I'm not saying a slinger is bad, but for example in this video, the slinger at the end of the video is now either dead or completely out of play and can do nothing except retreat back to the capital because the spearman is going to take a whack at him and chase. The slinger will die in 2 hits on harder difficulty. A scout can continue scouting. Even finding a goodie hut providing another scout is extremely useful. Goodie huts provide 1 era score, they can provide early gold (+40 gold is often 8 turns worth), an early pantheon which could become a second settler is huge, the ability to suzerain a city state early for more era score and possibly levy their army if you are attacked, they can provide many many eurekas for science and culture. Plus map vision is supremely helpful. If you want an early golden age and you don't have early UI or UU then it is realy tough without scouts.
Of course a warrior or a slinger can get all these goodie huts as well, but hitting a scout promotion and at times gaining 100% more movement is a big deal. Even finding far away civs results in era score, happier relations because you are far away leading to better trading partners. It really can get the snowball going sooner. You probably aren't running your slingers and warriors halfway across the map because then what's the point? They are no longer able to be used for defense anyway.
Of course scouts can lead to death from an early AI rush :) But I still think you can buy a slinger if you really need it. You can produce warriors within 2 or 3 turns once you hit craftmanship. You can counter an early AI rush if you can see it coming. Slingers are really squishy, more so than scouts even, and work best when nearby another unit. The slinger can draw out the spearman and the warrior (or scout) can sneak into the barb camp making barbarians very easy. The slinger isn't a great scout by themselves. But now you have two units travelling together losing the effectiveness of early scouting.
double scout is what they do on multiplayer 80% of the time, but that mostly has to there being almost 0 threat to being attacked before people get swords and knights. The potential to snowball off goodie huts and CS first-meets which you listed are exactly why it's the most boiler-plate strategy in multiplayer. Slinger first is perfectly fine on some civs and keeps you more safe, but dislike how he ignored all the potential benefits of going early scouts.
Scouts are also important for golden ages and since I get a lot of era point from discovering stuff (more if you are the first to find it) which u might need if u go dramatic ages
Thank you. Very helpful. Would enjoy seeing a video going over the first 50 or 100 turns.
Always start with a scout. faster means more tribal villages more first meetings with city states.
I usually dont bother with slingers, i get archery right after mining and animal husbandry, and get an archer as fast as I can (buy either producing it or buying it with gold) and that renders slingers obsolete. The archer that early makes you the boss. that will buy you time and defense from any aggressive civ. enough time to lay down another city or two and then build another archer.
Great video, man. Very informative, plus you have a great, spunky attitude and demeanor. You've got a new regular viewer here!
as someone coming from the older civ games (I'm talking Civ 2 from 1996 old...) I always find civ 5 and 6 to be too overwhelming with the number of different things you have to constantly be worried about, culture, tourism, faith, districts, specialized buildings for the resource tiles, the city states and all the different diplomacy things you have to keep up with. I get serious analysis paralysis and can't decide what I need to be doing next because there's always 100 different things I could be doing next. It used to be the case where you had essentially 2 options: Build an army or build up your cities. All the gameplay was in the strategy of moving your units around the map
I think my personal play style is quite unique. I like playing for "value" and if possible, without confrontation at all. I like to build a "small" empire - very few cities - usually 4 up to 6, maybe 7 total, but BIG cities with extremely favorable location/strategic positioning and resources. I like to improve all the land I own, build wherever I can, and just enjoy being a super rich, influential, extremely productive, passive-aggressive small nation. For that to happen I usually don't play on hard difficulties and I always toggle NO barbarians. I like to set up a game where my civ has geographical advantage, such as a small islands map to play with Indonesia in civ 6 or polynesia in civ 5. Also, always HUGE map, for me it's a lot of fun.
Scouts are awesome for era score, first envoys, finding the best settling locations, and boosts. Era Score is really important with Dramatic Ages mode. Scouts can find villages that grant units, a population, or gold or other goodies. The map info you get from them is great. They are usually pretty easy to keep alive (they have 15 melee vs slinger's 5) and if you wait too long to build one you'll have to negotiate open borders just to go anywhere. If you get lucky you can get the circumnavigation era score early in the game.
Build order can also depend on the Civ. Canada for example really needs an early builder to make use of a tundra start. I like the Slinger/ Monument / Slinger build. The monument is the early option I always struggle to find the right time to get. I usually go Scout/Slinger or Slinger/Scout and then either another combat unit or the monument.
This was very helpful, as I’ve always produced scouts first, which wasn’t the best strategy it seems. I for one, would appreciate you expanding this up to 20 and 50 turns! Also, fwiw I keep trying to get into and like Humankind, but always end up coming back to civ6, especially now that I’ve bought all the dlc :)
Scouts are very useful, but almost never as the first build. You need troops to fight off barbarians and potentially warring civs. Scouts can be brought on line a little later for exploration, after the first settler and builder are out.
Arguably producing one scout is still a viable strategy. That one scout could essentially make your first 50 turns.
Village huts - They give free stuff, everything helps when you have nothing.
Meeting civs - good for detecting early problem civs and giving good impression.
Barbarians - getting info on barbarians early is great for tech boosts and preventing your cities from being surprised attacked
City states - if your first to meet the city state you automatically get first bonus.
Scouting next city - arguably you want your next city down within 25 turns, if you don't scout enough of the surrounding area how do know the best direction and tiles to expand?
Good use of a scout would pay off within 7 turns when starting off.
@@lapactic7353 Yup, and when you consider JP's advice is to restart if your first 10 hasn't gone well... makes that early unit seem pointless.
@@TheDandonian you shouldn't restart a game because things didn't work your way you learn from your mistakes can't really if u reset every 10 turns because it isn't perfect 😂
I have to disagree with a lot that has been said in this video. Let me go trough my criticism structured:
1. Moving settler. You almost never want to move. 1 turn delay for an arguably better spot is accepted, 2 turns to move towards a gamechanging wonder or spice tile as well.
2. Tech path. This needs your understanding of builders too - builders become more expensive the more you build. That's why you generally skip all builders before feudalism and then produce 5-charge builders everywhere. With this in mind mining becomes quite useless. Furthermore the commercial hub is THE early district to get (for +1 trade route and internal trade routes are the lifeblood of your empire) so teching through pottery and campus tech is the best path. Get religion tech before if you want a religion game (on civs like russia, khmer, mali, canada...) and get horse tech if your initial tiles are bad.
3. Build order. Get scouts, not slingers. Please. I know that slingers are almost as good as scouts at scouting and they only cost a bit more but add all that together and you just slow down your scouting progress. For a newer player this might not be applicable since they often struggle with barbs but if you play this game a lot you should learn how to deal with em (fortifying next to them, letting them attack you or your capital). You never ever should rely on slingers for early defense.
4. Tile choice. You explained how important this is but chose wrong. Always work that 4 food over the 2/2. I saw a comment where you said "it didn't make a difference" in which order you work it, it just gets your slinger out faster. It does make a difference, each pop gives you science and culture. My rule of thumb is the more food + prod the better, prioritizing food over prod. For more min-maxing you could have bought that 1-3 tile for your 3rd pop to work. Teach your players how to understand the tile value, when to focus your city on specific yields and when to lock pops to tiles.
5. Missing information. The 2 biggest missing things here were that a barb camp ALWAYS spawns 7 tiles from your initial settler spot and that you can open the settle map mode (hotkey 4) and see red tiles when another city is near. This lets you meet city states better and find neighbors faster. Additionally I would have liked it if you talked about district cost locking and maybe even locked the campus on that tile without building it. Hope you eventually update this to better reflect the meta. Cheers.
For the most part, I would take animal husbandry just to reveal horses because they are great food and production very early on but slightly risky. Probably wouldn't take it if no animals were visible but in this case, there would be an immediate use for it. If wonder is discovered early, than will rush stone hinge for early religion.
What'd most important for a good science start? Food for growth? Luxury tiles for money early? Good forests with productions?
2:30 "And if I hover over it I can see... [worked tiles]". Just to note, that's a mod! Definitely worth getting :)
Great video, helpful and to the point!
I would have settled on the cattle. Worked the 4 food for 7 total food on turn 1. Population expansion will be able to work that 2:2 with boarders expanding. Just me however
..and have 3 tiles across river for the 50% bonus to district construction. Where he settled, he only had 1, and he would have to harvest or place on that 4 food wheat. (which he would have spent a builder charge on to get the tech boost for irrigation).
I'm super late to this game - never played Civ anything before, and Civ6 is free on Xbox Game Pass - but I've fallen deep in the rabbit hole, and I wanted to say thanks. Love your friendly voice, simple and clear advice, infectious enthusiasm and as an Aussie, I really enjoy the kiwi accent. 🙂
I don’t know if it’s on game pass, but if you’ve found a new passion for strategy games, I highly recommend Stellaris, it’s expensive to get into though if you get all the DLC and buy the game because it’s been out a while like Civ 6 has, nonetheless it’s one of the best strategy games I’ve played along side Civ, it definitely captures that magic of building a civilization, even more than Civ honestly.
@@カスカディア国人 Thanks mate. I’ve been playing Stellaris for years, so I’m not totally new to 4X, just transferring my Stellaris love to Civ. 🙂
THIS START IS PERFECT
You can turn the river into infinite production and a lot of other district resources
Finally, a video that makes sense; love it. Thank you.
even against AI scout is usefull, because when you meet another nation you could get negative relations from the beginning just meeting them with a military (no scout) unit
So helpful for us newbies on xbox game pass :) appreciate it
This is literally the first time I have ever seen anyone Shift+Click to select Tech orders. I have been playing since 2013.
Settle on the tea, work the three production tile, aqueduct to the mountain. That would have been my play. I can't remember the placement, but you could have maybe aqueduct from the river if you didn't want to burn the mountain tile from being a holy center or a science district.
The first 10 turns are sure critical for the game but reading your civs ability might be more important no? XD, so you don't settle on a one pearl of the danube tile with Hungary when there is a 4 right next to it.
A good idea for scouting very early is to follow rivers, not just because they're your good housing future settles (away from lakes and coast) but also because you have a decent chance at finding a new Civ/City State.
As Hungary, shouldn't you have settled on the Cattle?
more cross river tiles for half priced districts.
Forreal I’m sayin
You got it.
Just hopped onto Civ 6 after playing Civ 5 for so long, very glad to have plenty of videos from you to watch now!
Brilliant! I hope to build a catalogue of content just as good as my Civ 5 stuff
I always try to settle cities on luxury or luxury/str resources not next to the city. Something that doesn't block.
People are too in love with settling on plains hills. If you can get great growth/ food rates early, you can expand pop and make up the +1 pretty quickly. Settling on plains hills is an easy decision, it's not always the best one.
I've often ignored a good location to try and get a plains hill...and ended up in trouble. Good advice.
Maaan im trying soo hard to like this game cause i loved the older one and poured time into it. But this just has too much going on for me to manage it all well enough
I'm with you lol..love this game and all the older ones but sooooo much going on in here
Vanilla?
'the first 10 rounds are crucial' and u start building two slingers? ok....
start with scout, take a quick look for a good place while building your settler. this is allways my first 10 rounds. so you'll have two early cities, thats most profitable for the rest of the game imho
Solid video 📹
disagree on one point, i'd work the 4 food tile for early growth, then work 2 tiles, just makes sense
Great video!
Question: I started playing with a friend and my civ started near tundra and his was just open field grassland no hills or mountains not even forest nearby.
Is that a reason to restart? ^^
And we play online "internet" for some reason my game crashes every now and then... is that mode bugged in some way? Because i'm pretty sure my PC can handle the game. (GPU usage around 50% and CPU around 20% sometimes spikes to 50%)
11:05 - +50% production is not 50% production discount: x1.5 cuts production time by 33%
Awesome video, thank you for helping this poor n00b.
Can you swap your settlers to different resources on console versions? I’ve never seen that before.
Nice video! Do you have a list of your mods?
Liked and subscribed but ...... where do I find the "tick tree"? 12:39
I know this is all for demonstration purposes, but you had a nice bending river... as Hungary
It would be soo much better to settle on rice or left to the stone, or even on cows. You could use your unique ability 4 times instead of one...
When I start the game I don’t see any tiles 2 food or 3 food ect it’s empty can you help me maybe wrong settings? I am a noob I am new lol
I'm new to the game and one time I moved my settler across a river alone and a barbarian scout spawned next to it...
I still like having a scout produced if I am done with the order you just presented and a goodie hut still has not given me a freebie! The extra movement along with negating terrain with promotion is really nice. I'd send one out east, automate it for the rest of the game or until another unit kills it. I find having two at once unnecessary.
Actually the tile you founded on has 2 food and 1 production. Not 2 & 2.
nice video. very straight forward and well explained
Good video
I've been binge watching your Civ 6 and Humankind videos, just got both games and I love them but needed help lol! Your guides rock!
Personally I always go builder first. If I'm gonna get invaded by barbs before my builder is built, its a bad spawn and I should just restart. Barbs in your city by turn 6-8 isn't a player problem, its a game problem.
Fantastic! Very helpful. I appreciate you explaining your reasoning and possible alternative outcomes and how that may change your choices.
1st warrior move is a fail. You want to move along the same side of the river as your settler to find out if there is coast nearby and to try to fit another city along the river.
Stop telling people how to play poorly.
1 Scout should be your first build
*Speed runners:* _"You guys are playing another ten turns?"_
XD why you don't settle on rise
Especially with Hungary
He is giving advice so you are easier to beat in multiplayer 😂😂😂
Careful with your Sittler
is it me or the dialogue charts re minuscule? I cant play this even if I wanted
I think the cows is the best settle for Hungary.
I find a scout to be a waste of production since I usually get a free one from an early trial village anyway.
Moving or not first settler in Civilization is an issue since 1991 :)
Can you make a video like this for humankind please?
Yeah I’d be happy to do that!
At what point should you build a wonder?
Depends on which wonder, who you are and what’s happening around you. If you’re China and you don’t have any barb issues you can use your builder charges to rush an early wonder if it serves some crucial purpose. Stonehenge for instance can push you way out ahead if you’re going religion and with China you have a decent shot at actually getting it. Great Bath can be good but is usually very competitive so you’ll have to decide if you’re comfortable going for it.
Depends on the difficulty too. Higher difficulties will make it harder to acquire wonders so you may end up getting scooped and wasting time. It also makes early expansion more important since better ai will grab up prime city locations more quickly.
I play on higher difficulty settings so I very rarely try for early wonders unless I have some advantage in completing them(like if I have a civ with bonuses to wonder building or if the wonder is tied to a tech/civic that very few have gotten to yet) over other civs and I feel confident that the ai wont grab my city locations. On lower difficulties these aren’t really concerns.
In any case, it’s more about feel. If you’re new to the game I suggest trying different things and seeing how different the outcome is. Wonders especially are a big enough investment that building one at a bad time is something you’ll definitely feel.
Slinger and monuments early? Go straight for the settler once you build your first thing, even on deity. The more you delay the more you set yourself behind.
That could also work well, but I’d caution readers from using that as a blanket strategy. I think that works well when you have a very good tile on your city, as early settlers will starve a city from growth and likely consume quite a bit of your production.
Slingers/ archers are great. You’ll likely need one or two to defend cities from barbarians and escort units.
15 minutes video about 10 turns. Nice
The first scout is the highest return on investment in the game and should 99% of the time be the first unit you produce.
Stop showing people how to play poorly.
What is a unit?
like a troop/cavalry etc
early units is kinda overrated you dont need slingers early as long as you just send a delegation on turn 1 to all AI you meet and be really friendly and then you can make the units a few turns later if they seem like they are gonna attack
In the base game you don't need monuments ever unless maybe going for a culture win
Expand borders to resources?
@@1977Futre maybe if you had a culture bomb thing but otherwise it really doesn't help that much does
UA-cam videos stressing the first 10 turns in a game while I dont feel like ive made progress until 300
It's more chill with AI.
imagine settling your capital like that, playing hungary 💀
99% of the time your first three techs should not be the first three. The 2nd options are second for a reason, they allow for valuable yields that would break the game if you got them first. So you should get one of those ASAP.
Who told you you should teach people how to play this game?
always build scouts
thankyouu
Settle on the science tile. 500 free science per game.
You can't rush a capitol in the beginning?
This guy is smart and very good at civ. But i definitely disagree with his take on scouts.
This guy has heard that A LOT since publishing this video. Haha - each to their own.
build first slinger instead of scout??? only if you playing against AI..... in a multiplayer scout is more profitable
Should have started on the tea
Did I just hear "link in the dooblydoo"?
You definitely should have settled the cattle
You have a very interesting accent, which one is it?
Definitely new zealand to me
I prefer Astrology first, the earliest one to get religion means you can get the best religious bonuses.
ugh....half these options are not available on the Switch
I need help.
I set my moves to 5000
I can't get into Civ VI. Campuses mean spending three times as much time to build basic structures, while the AI cheats six ways to Sunday even on the easiest setting. It's just not fun.
Not every game appeals to everyone
Terrible build honestly. No reason to rush mining here that one tile that will use it sucks and it lead to garbage techs. A scout is always better because you want the goodies, to meet the city states asap to get their bonus and sometimes you get to last hit a barbarian camp with it.
Second unit varies greatly, as much as possible you try to not build a military unit. Followed by a warrior in that instance because of your unlucky nearby barbarian camp. You don't want to send your slinger toward the chinese because they often will have scouted the potential goodies there already.
Oof. Jumbo :( Pastures REVEAL horses in the same way bronzeworking reveals iron. I feel like It should always be the first thing you research, or at least not seeing any sheep isnt a reason not to research it.
It does. I’m not sure you would need to reveal them first though?
For future scouting and cities - absolutely. But in the first 10 turns? I’m not convinced that’s needed.
Edit: unless your tiles are all total garbage. But in that case, I’d suggest you need a re-roll, not a horse.
@@JumboPixel Totally agree, sometimes if I don’t really have resource improvement needs I’ll research AH first just on the hope that I get some free yields from tiles I’m already working but yeah. Typically you want to research techs which will allow you to improve resources you already know you have or will have by the time the tech finishes.
Discover a second continent?
You are on Australia.
What are you all talking about. Scout gets to discover most of initial 3 eras wonders (+1 era points each), not mentioning continents and city states. Of course you’ll most probably get another scout from a tribal village. So just quit this garbage discussion and let’s create archers first. I’m changing my tactics lately to use warrior in the close vicinity to my empire in the early game. Seems to be a safer option not really changing much in the discovery aspect. Grow brains. :)
Esse é o melhor jogo que já conheci. Porém, seu fundamento é coletivista: é o governo quem traz o desenvolvimento, o que se revelou um terrível engano várias vezes na história humana.
I cant win a single game yet lol. Only my third day
Decaf bruv...decaf...