Civ 6 - Which Districts Should You be Building?
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- Опубліковано 29 сер 2024
- Hello friends! I hope you found this video helpful! Let me know what you think in the comments, and feel free to pop by the livestream!
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real talk yell less your voice is annoying lol
Jesus Christ, does this guy have no introspection at all? After 2 seconds I'm ready to turn this off because of this guys totally unpleasant screaming style. And then he keeps going. There is simply no way any sane human being could review this video and say "yepp, love my style, job well done, that's ready for the internet". I lasted a minute before giving up. Even if he had some good tips, there's no way I'm going to hear them with my ears bleeding from that voice. Ykes.
I love the energy. Keep up the clear loud voice. Its much more entertaining
agreed. for future videos just talk. you have a good mic that will hear you just fine. thumbs down until you redo this video.
Just don't watch him lol
In my opinion it’s his voice partly but also the mix of the audio. I’m no expert and don’t even have the right terms but I think the audio could be balanced in a way that’s more pleasant.
Seems to me like dude could use some constructive criticism but I think he also deserves kudos for making this. There are other podcasts and things I listen to that have hosts with less than ideal voices for radio and most of them I’ve gotten used to over a short time.
I learned from this video that Theather Square is essential. I always dismissed them, a very huge mistake. Thanks bro
Theatre Squares are crucial for a couple of reasons.
1) Having a good supply of Great Writer, Artist, and Musician Points can help slow down the A.I from a Culture Victory if you're not going for one.
2) So much of every Victory Condition is built around policy cards and governments which you can only really get with Culture. Especially for a Science Victory people underestimate how long it's going to take to get to Democracy or Communism if you have neglected Culture.
3) Envoys and Governor Titles come through the Culture Tree
I could keep listing them. No need to go CRAZY with them every game, but if you have an average game of Civ with around 10-12 Cities I'd say 4-6 Theatre Squares should be the goal, even more obviously if you're going for a Culture Victory!
Also, this is all just my opinion. There are SO MANY ways to play Civ I won't pretend like there probably aren't good strategies out there that involve not building many Theatre Squares!
@@VanBradley the idea that I even have to slow down the AI when not going for certain victories, I learned the hard way
I was playing mongols going for domination and just took a city state because of the position it had
And of course all the AI freaked out and declared war
Perfect timing though, because I just teched into tanks to protect the city, wile the AI was attacking it with cuirassiers
And then Greek comes outta nowhere and tells me I've lost because of culture victory lol
I always dismissed them too and took me forever before I read that hubs give you trade routes lol
@@happypants555 thats why in my current playthrough i sent a massive army overseas to flatten the greeks to the ground. After that Russia is next.
Me too.
I wouldn't discount the Harbor for one reason: shipyards. The production you can get from shipyards (which can be boosted by the harbor adjacency policy card) makes the harbor district like a combo commercial hub/industrial zone. They're still more of a niche district, since you need those sea resources to really make them pop, but they can make coastal cities very viable if done correctly.
Shipyards also give you the ability to make fleets while the other buildings are just as good. The +1 food and trade route from the lighthouse and the seaport gives you armadas!
Honestly, the extra production and gold from the shipyards makes it highly worth it, that coupled with the extra trade route for the lighthouse is really good. In addition, some of the strongest wonders in the game can only be built adjacent to a harbor (mausoleum, Statue of Liberty, colosseum (a bit controversial?), etc.)
And don’t forget the food output and wonder combos. That’s an amazing boon to many cities.
I love harbors because I wasn’t using that ocean tile for anything anyways, but I’m sure it’s not optimal
It is very easy. You play on a naval map: settle on the coast and build harbors; you play a land based map: build commercial hubs. Choose one type and always prefer that type, so you can max out with politics.
I've been playing Civ 6 for a few years now, but I always like to see other people's takes on general strategy. It's also kind of validating to see someone else independently come up with the same general strategy that I use - I agree with a lot of things here.
Firstly, prioritizing districts with high adjacency bonuses. I always do this. Regardless of my victory type, I'll build a district with a high adjacency bonus before I build my victory's primary district type (ie. campus, theatre, or holy site). Only exception to this is if it's late in the game and I already have a strong global yield for that yield type, in which case I'll be laser focuses on building things that are related to my victory.
As for the district types.
Campuses: In a science game, almost all of my cities will have one. In a non-science game, I usually build just enough to stay competitive with the AI.
Holy Sites: Almost every city for a religious victory. Otherwise I just build them if there's a decent adjacency bonus.
Theatre Square: Almost every city for a culture victory. Otherwise, it's similar to the campus - I'll build enough to stay competitive with the AI's culture output.
Commercial Hubs/Harbours: In my mind, it's the same. I build them mainly for the trade routes. As a general rule, any city that I settle on the coast will get a harbour just because the harbour buildings make those cities a lot more viable. It's also nice to be able to churn out armadas in a domination game. I agree that Great Merchants are generally more useful than Great Admirals, though.
Industrial Zones: I totally agree with you on this. I'm usually focusing on other core districts when industrial zones unlock so it's rare for me to build them in the medieval era. Later on, I might build them in cities with low production and then have them build factories and power plants for the regional effect. That said, Great Engineers are nice.
Encampments: I try to build at least one to get military engineers. If I'm warmongering, chances are I'll capture a city that has already built one somewhere along the way, so I don't really worry about having X number of encampments in any given game.
Entertainment Complexes/Water Parks: This video is a year old and there have been a few updates since then. One is that it's just a tad harder to keep your cities content; I think this was probably done to make these districts a bit more necessary. I now build these districts with regional effects in mind but still keep them to a minimum. Only exception is if I'm going for a culture victory since the buildings all offer a bit of tourism; not enough to justify them in every city, but enough to at least put them in some high population cities.
Aerodromes: One per continent in a city with good production.
Government Plaza: The loyalty bonus is cool, but I still usually put it in my capital just because my capital probably has the highest production when the district unlocks. I try to get my government buildings up and running ASAP.
Diplomatic Quarter: I feel the same way as you about this. It's nice, I guess? Some games I build it, some games I don't. I like that idea of putting it in your Pingala city, though.
Preserve: I think this may be a new one since this video came out. Preserves are great, but I still don't necessarily build them in every game. I'll build a preserve if: 1. The six tiles surrounding it are all workable, 2. They all at least have the potential to have charming or breathtaking appeal, 3. There's no other district I'd rather put there.
Aqueduct: For housing. I'll try to get my housing from buildings first, though.
Neighbourhoods: Same function as aqueducts. I'll build one if I'm low on housing and have exhausted my other sources
Dams: Build them whenever I can, especially if my disaster setting is set to high.
Canals: These are very situational. I'll use them to connect two bodies of water if there are cities adjacent to either body. This is mostly to benefit from the trade yields but it also give my navy a bit more flexibility. In the 1000+ hours I've played this game, though I can probably still count the number of canals I've built on one hand.
i just got into civ 6 and this is such amazing game knowledge to know
Aquaducts are very strong for industrial zone bonuses. If you settle thinking about this, you can easily ensure +5 industrial zones most times
I've only used Canals once and it was because I had a bunch of Lakes to connect to the ocean by canals and the Panama Canal wonder.
I love how you talk about Civ and encouraging people to play the way that makes the game fun for them. I think it helps make your advice in general easier to implement (ie. "Okay, he doesn't build Holy Sites because he doesn't like making a religion, but I like playing as Menelik and spreading religion, so how can I take the core of his advice and implement it for my preferred style of play?")
In another video, for instance, you mention re-rolling to have a good start position. Originally I was super against re-rolling because it felt like cheating, but you're totally right! It's a game, and I don't want to spend 200+ turns just grumbling about how unfair it was because I got a bad start haha
Tl;dr - Thank you for the great content, you're my favorite Civ UA-camr!
You can still get to turn 200 and realize how terrible of a spawn it is in the modern era.
I had a few spawns where I had absolutely no oil or uranium in my empire and fell behind because I could upgrade my army to a modern one due to lack of oil.
@@SkylineBNR34 Imagine playing domination and not being able to conquer a city with the resource you need.
@@chungboislim2061 yeah, imagine that.... shame there are plenty of ways to play civ with minimal to no domination.
I always bring my Great Time Traveler Marty McFly with me on every game I play. The AI cheats, even on Prince, so if history has got too fucked up to pull out of easily, send McFly back to a previous time with all the intel. Im playing my first ever Civ 6 on PS4 Domination game, and this new loyalty BS already made me use Marty once LOL. Its me vs 19 AI on large real continent with true start, and its been eye opening so far. Should have watched this video 150 turns ago LOL.
Industrial zones are worth building if you can use it to power a few different cities. I would never build a lot of them but having 2 well placed industrial zones in an 8 city game can be massively helpful, especially when going for a science victory.
Same can be said for entertainment complexes, they give an amenity to any city within 6 tiles so if you have some other cities close by & you can bump up the adjacency of other districts they can be pretty good though I wouldn't recomend building one every game
I recently discovered you, Ive been playing Civ since SNES version, Civ2,3,4,5 and now playing Civ6 and Ive been learning a lot from your vids. thank you
Please, stop yelling, the info is good but it's hard to keep listening through the whole video
I actually skipped ahead to see if it ever ended to a softer spoken moment thinking we'd be good, but..
Gonna have to disagree with your industrial zone take. Production is King in almost any victory type on Deity. I usually have 6ish Industrial zones with 5-8 adjacency bonus, doubled with policy card and add a coal power plant, that's 20-32 production per turn! Not counting the other buildings or suzerain bonuses. Additionally, great engineers are possibly the most useful great people on average
Disagree away my man! Part of what’s amazing about the community is that so many people have so many ways to play and be successful!
Since this video was made, entertainment complex’s and industrial zones have gone up in priority a slight bit! I typically build one of each now in a central location to get the boost to nearby cities from the factories and stadiums 👌
Civ is such a complicated game and they are patching the game every month right now, so strategies evolve over time! Thanks for being part of the community, and throwing your thought in here, I always love to see how others play the game 🎉
The games all about production. Industrial zones which are the most important districts
@@michaelweston409 Food and production are the name of the game, and it's always been that way just from a design standpoint. Food gives you more tiles to turn into whatever yield you want. Production = making anything you want faster. My man says the 2 most important districts aren't worth building; Industrial zone and neighborhoods. I guess I understand why people struggle to beat deity now haha. They have tiny cities and can't make anything.
Populaties is not as critical anymore as it was in civ 5 though still very important for getting more districts but production will always be your number one priority no matter which victory you play sonce 1. You will always need units to defend yourself and nobody likes spending forever on a crossbow while your enemy spams them like crazy (and the cheating deity ai always does!!) Or waiting gorever for your buildings to be completed..... unless you're Mali or Portugal ofcourse 😆 in that case just spam commercial huis and buy your way to glory!! Especially Portugal can get truly insane on Naval maps having 200- 500 got in the medieval era if you focus on gold and science to get to naus and navigatie schools
On top of that the production conversion isn't linear. Production can be turned into other types of yields through projects. Industrial zone power plants can also power other district buildings.
And then there's builders. If you are able to spit out builders who then totally transform your other cities faster than you would have otherwise how much extra production are you getting over time by making those units faster?
This has been one of the best guides on this topic ive found. TY
Honestly, my only problem with canals, is that they are a single tile building that's only really effective if there are multiple trade routes running through it, or if you want to raise the appeal of the tiles around it. But there are better ways to do both already. What they could to make them be so much more useful could be:
- If there was an option to extend it up to 3 tiles. (You can already build multiple in your cities, but with the requirements for building it, its too much of a hassle to build it it) They should allow you to extend it as needed, as long as you follow how the canal bends.
- Having it give yield buffs to Commercial districts. (It already gives bonuses to Industrial Zones, but I feel that Markets should also thematically get the adjacency)
- Making it so that it could be used as a bridge. (Over 1 or 2 Ocean tiles) This could be a way to cross bodies of water without having to embark your units.
- Making it a workable tile that gives Production, and if adjacent to a dam, would provide an additional source of Energy (If the dam is a Hydroelectric Dam)
Really helpful video. When playing Germany, I find that Hansa, which replace Industrial Zones and are 1/2 the cost, are great to use.
First game I won was through Hansa, Commercial, and Mausoleum spam. Germany really is a fun civ for folks who want to learn but it did give me unrealistic expectations for other civs industry districts.
Germany making industrial commercial hubs on rivers between two or three cities with dam and aqueducts is basically how you play Germany. Plus with free extra district, you can still have campus and theatre square.
Canal is most useful in a fractal map where two bodies of ocean are often separated by a narrow piece of land. Quite important for logistics in a naval domination game.
15:50: Legit point, but this argument ignores the factor of timing. If the city doesn't have something to build at the time, which is quite likely if you're building a low yield zone, then it switches from an investment into a bank. In other words: the low yield is in effect subsidised by the amount you were not spending on anything in particular. So in this case, say a 200 cost district will pay for itself in 100 turns, which as you said it's not likely, if you have 20 turns that you don't have a specific need for the city you're not waiting 100 turns, you're waiting 20. So if you settled a city as a buffer zone and it has nothing to do for 50 turns, you're in effect getting that 100 wasted turns knocked down to 50. If you can throw in some discounts or chops the wasted time will go down even further, which would help you finish it off to make the broad space of time more strategically palatable.
Not building IZs because they take time to recoup the cost is like saying dont chop because youll have more production overall later.
You build IZs to get your next buildings out faster, not to see how quickly you make even on your investment.
I've been playing Civ since III, way back in the day. Still trying to get into VI, but the learning curve is steep. Between districts, pantheons, civics, and the numerous UI changes it's basically a completely different game. What I gather from this helpful video is that the mechanics are really geared towards making a realistic civilization. I play a lot of IV and it's normal to build basically every building in every city except for your last few. But real cities don't tend to work that way. Cities IRL are known for producing steel or having great schools or being especially pious. It seems like districts create that sort of feel in VI. You have to focus on what you want each city to do.
I lost a match yesterday and now I know why: I played tall, build industrial zones in every city and neglected Commercial hubs, Campus and Theater squares.
I did everything wrong 🤣🤣
Learned so much in one day watching your videos, thank you
thank you for the tutorial, been playing civ 6 while working at the grain mill, at least until harvest season hits and I have more work to do instead of minding the dust
Love the screaming - keep it up
You've convinced me Re. industrial zones, but I think your first reason for not liking them is wrong (bad because they cost production but yield production). ALL districts take some number of turns to "break even" from the cost associated with building them. You're not breaking even on the first turn a cultural center is finished with that +3 culture, are you? Of course not, it takes some number of turns to have gotten enough culture for it to be "worth" the upfront production costs. The relationship's more obvious with industrial zones because its costs and output are both in production, but it exists equally for all districts, and really for anything you build in the game. Now, you could say other districts may break even faster, but that's a separate argument.
Wow this guide was useful. I always stress like crazy about amenities to the point where I put entertainment districts in several cities. I am very new to the game and right now I am still playing and practicing only science victory and only with Korea...my average game takes 400 + turns on PRINCE...I know, I suck :P. But that tip about Ruhr Valley and 1 -2 industrial zones (again I was spawning them in every city possible) makes a lot of sense. Another thing are neighbourhoods....again I was spamming them in every city. One Spaceport in a Science Vic game? Are you kidding?.....another districts I was spamming in every city (facepalm) and finally Holy sites......I NEVER BUILD THEM xD LOL I have learnt so much. Thank you very much for this guide and looking forward to more gold from you.
It’s worth noting that since I made this video, because of the patches to amenities and the Rationalism, Grand Opera, etc.. nerfs, both Entertainment Complexes and Neighbourhoods are a bit better now!
On stream recently we’ve been building around 2 ETC’s per game, and a couple of neighbourhoods in cities we want to get to 15 population!
@@VanBradley Theater worth noting without E. Complex
I still like Industrial Zones.
But one day I realized the tile they're build on could give me just as much production as the district's adjacency. If not more.
I recommend 2 spaceports honestly. One wherever you have Pangala, and the other wherever you have your most production( especially if you have a Tier 3 Magnus for industrial zone stacking) because after you finish out your 3 main space missions. You can have both 2 cities working the multiplier projects. At most I would put 3, but that's only if the city has near enough production to match the other 2 cities.
As for ETC, i usually only get them when they cover multiple cities, only time I focus on building many of them, is when im doing a theater square ring for max adjacency bonuses.
@@digitalk1llraymon448 Nothing wrong with having as many spaceports as you can allow if you are going for a science victory. It takes 50 turns for the exoplanet expedition, but you can boost that by 1 lightyear per turn with projects. So if you have, let's say 10 spaceports, and run that project in all of them (with good production from the industrial zones this guy is telling you not to build) - which takes 2-5 turns - you are now ~45 lightyears away traveling at 10 lightyears per turn. It's 5 times faster (~40 turns earlier victory).
I love this guy so much. Great job. I used to buy industrial zone for every city I have. But now, NO.
I like the idea of consistently getting a couple, and making sure 90% of my cities get that factory bonus
How's that working out for you? haha
really got to disagree re industrial zones. Of course focus the other key districts, but be sure to slap them down when entering renaissance era ready for getting power plants in the industrial era. the amount of production you get is insane. Average industrial zone next to an aqueduct, dam, and another couple of districts lets say +7 adjacency, 100% card to get 14, power plant doubles that again to 28. this is excluding all the buildings in it workshop, factory and power plant (non double yields) and how these are buffed by envoys. you can easily be getting over 50 production if planned out well. vertical integration with Magnus, Ruhr valley, kilwa, and I've had a 400+ city.
The games all about production. Industrial zones to ne are the most important districts
I dont usually build industrial zones but i recently had a really good abraham lincoln game where i rushed gunpowder and built industrial zones to just get a ton of musketmen so i took over an entire civ because he forgot to build walls in every city but the capital and then i built support units and upgraded to infantry with them all costing zero oil per turn (i didnt even unlock oil, i just bought it from the ai) and i destroyed the ai.
Great video, some really sound advice. On the three main districts, the Harbor I find can be interchangeable for the trade route and money aspect. While I value Merchant more than Admiral points slightly, definitely have to disagree with the buildings! The lighthouse gives +1 food on all coast tiles which can range from decent to almost +10 food on top of +2 housing. The shipyard gives you production based on gold income and the seaports let you build armadas for naval battle/any specific tech or civic boost. The market, bank and stock exchange do no such things besides the boosts. One thing I find myself debating on all the time is skipping holy sites and harbors sometimes to get the district discount for all my cities by cutting out the 2.
Agreed. Harbors are essential for coastal cities. Way better buildings than commercial hubs. Harbor>commercial on the coast
Yup. Dude underestimates food and housing when it's the one thing that translates into more of everything else.
I know you're new to streaming, but I want you to know I loved the vid and learned a lot. Thank you!
FYI I love that you do not cuss or when you do you air horn it out. I watch with my kids and it is really hard to find a streamer who doesn’t not just randomly drop the f bomb.
Thanks for the info, I find it very useful! But damn, why so loud? :D English isn't m first language, so I need the volume somewhat louder to understand it, so I couldn't turn it down much and got a slight headache. I apppreciate you, just saying that you could at least move a mic a bit away. I don't know if it's you're speaking loud enogh or mic is good, but you're heard well, even a bit much well 😁
Thumbs up because you have just reminded and demonstrated that an old fart like me, playing since Civ since before it had a number, should learn a few new tricks :)
I would say the 2 most important districts are Theater Square and Campus because regardless of Civ or Victory you need to be able to move through the Tech and Civic trees as fast as possible. Holy Sites, Commercial Hubs, and Harbors are important for building incomes in the categories needed to purchase units and great people. Usually I go Harbor for Coastal Cities and Commercial Hub for Land Locked Cities, then the number of Holy Sites depends on Pantheon and Religion. Everything else is situational depending on play style and win conditions.
I'm so glad I stumbled upon your channel. This is yet one more humorous, useful video that shall help me enjoy Civ even more. 🤙
I like to build neighbourhoods to get 25+ pop cities and get 25% extra production with the right belief
I never ever thought about these districts like this. Very insightful
I like harbors for the coast tile improvements. Makes food and production issues a thing of the past.
There is a district expansions mod in separate files by JNR on Steam. The Aqueduct is reworked as Cistern with buildings replaced the actual aqueduct design, Rome’s Bath unique district is reworked as Aqueduct with actual aqueduct design.
Industrial zones are stellar IF and ONLY IF you have oriented everything else around them for a Science Victory. Adjacency with Dams, aqueducts, mines, and then boosting this with Ruhr Valley, with multiple cities nearby for factory boost.
Then there’s the disgusting combo of using Vampire Castles as Germany, placing them next to your industrial zone core, and getting 30+ production for each of them.
Good stuff, and pretty much aligns with what has begun percolating in my mind. I am plodding through my first game of Civ VI and I think my exhaustive play in Civ IV has pointed me in the right direction. What I am struggling with is balance between food, production and districts, especially food. I, so far, am unable to see the future so sometimes I end up with a city growing at an almost alarming rate while another is stagnant. Oh well, for me one of the funest parts of a new game, is learning the new game.
You mentioned the Owls of Minerva early in the clip, so you should know about their special building, the gilded vault (replaces bank). With that one, you can get a second trader in the same city, if you have a lighthouse. So, building commercial hubs AND harbor is ok. Not to mention it's so hard to get high adjacency for commercial hubs.
Also, dams are the first way to get clean energy, even if you don't have industrial zone, since the third tier building in commercial hub (stock exchange), theater square (broadcast center), entertainment complex (stadium), campus (research center), water park (aquatics center) and the second (and final) one for the aerodrome (the airport) all require power to work at full capacity. So yeah, dams are actually nice. And you can hurry them with engineers, so a much better choice than to build an industrial zone and get a power plant going.
industrial zone combined with hercules saves on the awkward production cost issue
I think the only aspect that was missed was late game Water Parks (and occasionally) Neighborhoods specifically for cultural victories. While the majority of your tourism production will most likely come from National Parks, Wonders, and targeted Rock Bands. Within low production low population late game cities that already have theater squares it can at times be worth getting a Water Park for the Ferris Wheel and Aquatics Center both of which provide two tourism per turn. Or if your city isn't on the coast the same can be done in the Neighborhoods Shopping Mall which provides four tourism a turn. Seeing as closing culture victories is usually dependent on just waiting and faith buying rock bands effectively these can be good uses for gold or production especially since you can always place a neighborhood in your city even if it doesn't have enough population to build other districts. But outside of culture victories I agree that both these districts are generally not worth the production cost.
As a noob glad I was somewhat on the right track with the districts I constinstant choose. I guess good instincts lol.thanks for breaking it down for us new comers.
On the amenities, believe there’s a hero that can lay some down. Not always continent specific either.
I feel like harbors have one major advantage in that they don't occupy a land hex. Land hexes have a lot of potential uses including resources and other districts. A lot of sea hexes provide only minimal resources and really aren't worth much; by placing a harbor, we save a land hex for something else. It seems to make sense if maximizing the use of the available space. Yes?
don't know if you'll see this comment, but I finally got back into Civ 6 after getting the PC of my dreams last month and the UA-cam algorithm pushed me your vidoes and mate, they're great. I love your videos. Thank you for making them.
Diplo quarter is super important. Don’t ever skip out it makes a huge difference when it comes to controlling as many city states as possible
entertainment complexes are great if you work with a compact strat on a big continent and especially if you can combo them with industrial zones, the hairy part is that you do want to ruin other adjacencies so it gets tetris-like quite fast ^^. It's good in all win conditions because ammeneties boost all yelds, if you do it right it makes it so you have a worst city that get buffed by an industrial zone that gets a decent entertainment complex(/colosseum mb) that in turn boosts few cities powered by industrial complex. It's pretty advanced tbh. The returns for ammenties are greater at low ammenities, below -2 it's insanely bad, it's ok at 0, +2 is 10% boost to yelds which is nice and +5 is 20% boost which can be nice if you can get there. If you entertainment complex+wonder pushes you 2 breakpoints and touches 5 cities, you are gaining 5 times 20%(or more if it's very low) yelds on 5 existing cities which is often better than having a new one.
Cannot wait for the amenities vid
It is related only for playing with bots. My mate always builds industrial zones and to the end of the game he dominates others. Builds army and has 150-200 production. East way.
The real reason Industrial districts shine is that their buildings provide production to all cities within 6 tiles. So if you build it in a central city, you're powering not just the city that built it but also 4-10 other cities, depending on how close together your cities are. You can plop it down in a high production city, and then your other cities that may be struggling with production can now built useful things.
Exactly. Also prioretize suzeraining Mexico City if it is there to increase this to 9 tiles and you'll have no issues with hitting 5-7 cities with one well placed industrial zone and thus get very fast production times in said cities. Production is still power! Even in civ 6
Great video man thank you for the little tips learn a lot. Just recently got into the civ 6 civ 3 is still my favorite but I’m liking 6
Theater squares also get +2 adjacency bonus from entertainment complex or water park.
They didn’t at the time I recorded this video. This is something they changed late on in the New Frontier Pass! Great point though 🎉
@@VanBradley Not true. They've done that since GS in February of 2019.
Your videos have improved my game knowledge and execution of game play 10 fold! Thank you!
Industrial zones, that are placed correctly, vastly speed up all the games I've won so far. Especially playing a science run. The space race stuff is so painstaking without a few high production cities.
This is what I need right now! I understand that the game is all nuance... but... knowing that you should prioritize these 4 things is super helpful. I was, when going for a religious win, avoiding all other districts. It makes sense to make sure you got some cash. Next thing I need to learn is how to not have everyone hate me every game...
I usually get called a war monger as I try to start most games by taking out a neighbour quickly (before turn 50) and then everyone thinks I am a war monger till the end of the game.
Yeah. Making sure you got a good influx for Culture, Science and Gold (personally that's the priority order I give them) is very important for winning games.
As for that warmonger problem, I recommend that instead of completely killing the enemy AI. You push them to a corner (forward settling is the best way to choke them out) and then taking everything but 1 city. As long as you don't outright kill the civ, you can fix relations with most other civs depending on game states and their agendas. Also, if you have a friendship or an alliance when you start your wars, usually by the 30 turns it takes for it to run out, the positive perception from said alliance/friendship will completely negate the grievances you accumulate from that war.
Also, depending where you push them to (tundra, small lake, desert areas) you can starve them out and make them near useless.
For example, I once had a game where I was starving 2 civs, but kept getting alliances and friendships with the other 5, and finished the game with a culture victory.
Maybe don't start a war would make people not hate you?
omg perry the platypus looking dapper in the background there
1 point that i am missing: For science victory it may be worth to build districts/there buildungs for the sience bonus. dont know exactly but i guess there are > 6 bonusses for encamp(2?), harbors (2?), production (2?) and entertainment dicstricts (1?).
Came from the first district video, very helpful stuff!
Industrial Zone is key to all victories. Science is 2, then Theater district 3. Just my experience.
The games all about production. Industrial zones to ne are the most important districts
I usually build entertainment complex is only for adjacent bonus for theatre square, try build more its fun. Btw nice content
Cheers man! In a typical game of Civilization you should be planning enough Wonders that you can put most of your Theatre Squares next to them for the adjacency instead of taking up the district slot and production for the entertainment complex. If I only have so much production, and either way I end up with good TS adjacency I'd probably rather just build a wonder. I'm always looking to diversify how I think about the game though, I will be building more entertainment complexes in the near future to see how they feel!
Easy, play with Peter settle in tundra or near it, get Dance of the Aurora Pantheon and spam Lavra as much as possible. To make even better build a cluster of 3Lavra + 3TheaterSquare + Government Plaza at the center. Secure Work Ethic(Choral Music work too) and Guardwara(make sure to feed your population mate, tundra is a hard environment).
Mansa Munsa (also know as the biggest wallet in history) more broken than Peter because there is a adjacency bonus that Suguba have with Holy Site. Don't rush for suguba, instead go for Holy Site and Desert Folklore, key point is secure Work Ethics because your mines will have less production, then settle as much as possible (strategically, your wimp), perare the framework for a clust of 3Holy sites + 3Suguba, be the richest man alive.
I am VERY late but I will defend entertainment complexes in ONE other situation. And that's with Basil for that mid game Tagma rush.
Each Hippodrome (and its buildings) gets you a FREE heavy calvery. Build a bunch and just instantly print out an army.
Will deffo be building more theater squares. But disagree on the Commercial Hub VS. Harbor. Your points are all accurate but you neglect to mention that harbor adjecency = production with shipyards. So a good harbor gives you a trade route/gold and gives a good boost in production also. Commercial Hubs have no production influence.
@VanBradley I always build entertaiment complexes because I love them so much. I've only go for diplo victory and entertaitment complexes and water parks are essentiel for that victory becàuse world games. Theater squaŕe adjajcency is also my top priority
wait so no other district costs production to build this makes no sense.
I would like to say that I enjoy your videos! I'm surprised people are getting upset at your loudness. Who cares! you give off a good vibe and you are good at civ! keep it up!
I learned not to build anything in a building game and now i'm winning more
yo brad i love being yelled at by you
Billy Mays here back with another wonderful guide on Civ 6!!!
thank you, bout to go dunk on my friends ill come back with an update soon
If my videos result in you DUNKING on your friends I will be so so so happy!
@@VanBradley absolutely trashed on em no competition. thank you.
@@monkeywrench9279 heck yeah brother 🎉🎉
Just learned trade routes come from commercial sites.
What about the district (building) improvements? Don't those make many districts more attractive?
Banks and stock exchanges are quite meh imo. Just flat gold. Unless you have large armies and or nothing else to build why not.
your civ videos are amazing!
Very helpful video, my dude, but why are you shouting? I watched your other video on districts where you sound... you know... normal 😅
I didn’t mean to be yelling, something in the audio production for this video just didn’t fit and I didn’t realize until too late 🥲
I reckon I forgot to turn on the thing that stabilizes the audio volume as I record
1st week playing Civ6.... I've been trying to place every district in every city I make, by the time I get my cities the way I want them I lose due to science or culture. This info is good to know.
I honestly watched this video to see if I’ve been playing right and it looks like I have so far awesome
Imo if you have a coastal city harbors should be your nr.1 district it gives you gold, food, housing and production in the long run
Do you usually yell everything at people, or is this just a UA-cam thing?
I make entertainment complexes for the theater squre adjecency only if im ahead
Stop yelling ma guy
Clearly this is advice for AI games only. In multiplayer a couple of good industrial zones allow you from the point you build it to become more reactive. It doesn't have to ever pay pack its production, it just needs to enable you to change your strategy and output in a heartbeat - no other district lets you do this to that extent. It makes you more flexible. They're also the best frontline city district. If you're at war with a player, nothing is better than having an easily defensible chokepoint city on the front line with both an industrial zone and an encampment.
The games all about production. Industrial zones to ne are the most important districts
I really like trying new civs with custom districts and see which ones fit my playstyle i really like the hansa its so good
Spaceports give you +3 aluminum when you have the aerospace contractor card. I usually start to spam it when I’m about to research the civic.
Aluminum is essential for helicopters and planes. In late game I almost only use those two military units.
You're right, I'm a bit nooby and I really overdo industrial zones...
Bye bye climate!!
But I can pump out military units like crazy by the mid game!! But it would be more efficient to just specialize a couple of cities to production instead
The games all about production. Industrial zones to ne are the most important districts
Watching this I learned that I don't build theater squares at all, I build commercial hubs next to harbors which I guess is bad I guess cuz you only want one? and I spam too many industrial districts. I also noticed I tend to prioritize coastal cities a lot and I build a harbor in pretty much all of them, idk if a bad habit or not
I also sometimes put commercial districts next to harbors. More money!
I feel like industrial zones are more like investing your production in that city for other things you want to build later in the game when your technology and faith is more advanced. Idk my take
Hey, I’ve been watching your vids recently, just curious if you are still streaming? I definitely want to catch a live stream because I have so many questions… I’ve played 2 games on settler and have lost both… I need help lol
Apart from the shouting, great advices. From now on, nonindustrial and full trinity. GG
I always go with the campus and the commercial districts. Science and money.
Me, a finn. "Your city is next to this big scary broccoli (parsakaali= broccoli)"
Do you get a pass for production zones if your Germany or am I noob for maiming germany
Anyone else notice that between the district pictures on the cover of the video it says the word Boob xD
really really good guide!!
I hate theater square because I never get good adjacent bonus with em.
I think you should yell more to dunk on the haters
I really enjoy your content keep it up
I do ALL the things you say not to LMAOO
But I also still play on Prince…. Game is so fun, but it’s so complicated
Yell more,i love the angry commenta
I got through the whole thing. Have a headache now but ty for the great info. Consider not permanently yelling in your vids.
The permanent yelling gets a lot better I promised! I spent all my sub and ad rev money a while back on a professional audio setup, and have learned quite a bit about audio editing along the way!
Bro ill give this a try. Thanks for the advice. 🙌
My issue is knowing when to place districts versus placing mills, farms, or mines. Thoughts?
I’m new to Civ VI, but I think we want to maximize output. If you have an opportunity to arrange districts for phat adjacency bonuses, go for it as their output will beat even a developed tile. Some high-output tiles might be worth sparing. Low-output tiles like deserts and tundra are fair game for district placement.