..and pretty bad quality as well. Is it too much to ask you demonstrate game concepts WHILE playing the freaking game? Show some stuff side by side in the game you are playing? Nah, Im just gonna do random distracting crap playing a game that Im having a different conversation about. Fucking ridiculous
I like your videos but it would be better if you you edited them so that the thing you are referencing is on the screen instead of just previous gameplay
Absolutely agree! As an on and off Civ player the content was interesting but I kept thinking simple things like "What exactly is Autocracy again?". Having footage that related would have been great.
Theocracy can be really good for a domination victory, buying units with faith can be very useful especially if you have 10s of thousands of faith points.
@@ericdale4641Depends if you have a coastal start really. Coastal starts you might focus more on navy and pushing toward naval tradition then merchant republic.
It is really silly that strategic resources have to be revealed, and that you cannot just plop a district down on top of them once they've been revealed. Those horses were running around in that plains tile long before you knew they were there, but now that you know they are there Peta is there to stop you from building new districts upon them. Who knows why buried strategic resources prevent progress. It really doesn't make any sense from a game design perspective.
Well to be fair people didn't realize that horses would be an important, strategic resource for use in warfare until they were domesticated so they were just ignored. It's not that they weren't already there to begin with, it's that people didn't really care about them until they realized that they could be useful
@@RhasegonValerionTempest truly abundant resources has this even at standard abundance, although I do feel like the AI is nerfed somewhat because they keep harvesting everything
On mistake I would add to the list,If this was mentioned already just ignore the post. When you settle a city, always, ALWAYS check which tile your first worker is working on. The game automatically picks the tile it consider to be the best but that isn't always the best for the city. For example if you settle a city with with a 1 Food 3 Production tile with others being worse 2 or food/3food tiles. The game tends to automatically pick the 1F/3P tile because it has the most stats. However this is a bad pick because it considerably slows down the city's growth from 1 Pop to 2 Pop, getting 2 population faster will almost always be worth more than getting 3 production for a slightly longer time. Early Growth is incredibly important, having the first worker working a tile with at least 2 food is a must even if it has lesser production than another with 1 more production. Not to mention the flexibility that 1 more Pop can gives you and how much earlier you city can reach pop 4 and build its 2nd district. Inquisitive Otter demonstrated this clearly in this civ 6 video ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-6LtL6JJOap4.html So, always check which til your population start to work when you settle a city!
You have good information in this video, but you're just talking over random gameplay. The fact that you're not actually showing the abilities and stats that you're talking about makes it difficult to give a like. I found the gameplay distracting and had to rewind a lot to figure out what you were talking about.
You use both. You take +1 production in general, and when you reach a point where you are barbarian stable and have lots of improvements needed, you slot in the builder card and hammer out several builders out of your cap. Same thing for settlers.
I respectfully disagree with Autocracy being worthless. as I prefer flexibility. The 1 yield for every thing is nothing to be scoffed at in the early game it essentially gives you the equivalent of like 1-2 extra workers in your cities. If you are building the Government plaza and Diplo Quarter at your capital (Which I tend to do) it will grant more and focus a considerable power into your capital city adding more "Extra workers" to it. It helps to have at least one powerful city to build your important things like settlers or wonders or units, and it allows it to scale better with % based bonuses I admit tough for the early game that is not much. As for Oligarchy. No doubt Oli is the best for warfare the +4 CS and +20% xp is powerful. But missing the diplo slot is significant. That slot can get you ahead of getting more envoys and gaining that +1 extra Envoy with Diplo League which could make the difference between gaining a Suz with a city state or not. Which in turn can make the difference between an Early Golden Age or a valuable City State bonus. Then the extra combat strength and xp will only help you if you are actually in a fight, as long as you are not in a fight it actually doesn't do anything. As for Classical Republic, I tend to pick it the least unless I go full Sim city. The double Eco policy is great but wasting a wildcard slot instead of a military slot is a bit hard to give up. Like just putting Discipline vs. barbs into the Wildcard slot is painful. The Housing and amenity is nice but I find myself having plenty of early game housing. Having +1 amenities are also nice but as long as you do not have a lot of cities amenities aren't hard to come by. Like if you have 4 cities just 1 more luxury good gives you the equivalent. My biggest gripe about Classical Republic is the +15% great person points. This is just pathetic for the early game, where you barely generate GP points unless specifically go for it and you run projects, it could be a mistake but I almost never do that in the early game. We need to be generating at least 9-10 GPP points to actually have a noticeable +1 difference. That is just pathetic when the AI players easily generate 20 GPP or more, it makes almost no difference in the Early game.
Even if you plan on going for a Sim City strategy, I usually prefer to get Autocracy first and here's why: by getting Oligarchy, Plaza and Ancestral Hall, and Magnus with the Provision promotion, you can just spam out Settlers without losing pop in the capital. Then, when you have 6-7 cities, do you change from Autocracy to Classical Republic for the now needed housing and amenities .... which conveniently also gives you the Autocratic Legacy card to pop into the wildcard slot for the delicious +3 rainbow yield.
American dollars in the 1930s were more valuable than they were in the 1920s. People just had a lot fewer of them. Maybe you're thinking of German marks.
@@robertrosales2285 In my experience on diety, the AI starts with at least three or four settlers, and just spawns an insane amount of warriors. They also tend to build walls in one or two turns. With archers, you can slaughter their initial wave with glee, but taking their cities takes patience and planning.
Ilkum is only good when you get a free economic policy slot. Autocracy is only good when you are doing a one-city challenge or are China. It's actually on-brand for you to completely forget about adding the other video clip at the end of the video. The occasional slips are part of the fun. Keep up the good work, TCLR.
Only time I used Ilkum is for the policy change before Feudalism, in cities with decent production. Prevent any Builders from completing, until I swap in Serfdom (2 extra builds) in this brief time, it acts as Public Works.
Skipping Iron Working and going straight for Pikeman IMO is always a good bet, you leave those hilly tiles for districts and a mine if later needed, not to mention other improvements. I tend to always go for Oligarchy, me likes my military buffs early on, that extra firepower plus the Discipline card equals me no worry about them much any more, I only end up worrying about the seafaring Barbarians by that point anyways. Great video, keep them coming!!
By the way about Early game governments. Did you know you can unlock your first Goverment's "Legacy card" in the same tier and then switch to a different government and thus keep some of the bonuses? You do this by first picking the government you do not want to keep but want the Legacy Card for. Then you build your Government Plaza's first tier Building, doesn't matter which, this will automatically unlocks the Legacy Card for the government you had when building the building. Then the next time you unlock a civic you switch to a different government and then you can immediately slot in the Legacy card in your wildcard slot and enjoy the bonus. Granted this ties down your Wildcard slot but offers more flexibility depending on your situation. For example: You pick Oligarchy as your first Government upon unlocking Political Philosophy. Then you quickly build your Government Plaza building and after it is finished you switch to Classical Republic. And now you have the Oligarchic Legacy card of +4 CS for Melee/Anti-Cav units on demand. If you are attacked or need to go to war you slot in that card and enjoy the benefits as long as you need it and pick it out when you no longer need it. This is possible at every tier of government and can allows for some interesting strategies to mix and match depending on your situation. Like taking Communism for the Legacy card that gives you +0.6 production per population for cities with governors and then switching to Democracy or "Fasisisim" and enjyoing +6 production for 10 pop cities that have governors that will very likely be at east 3 cities. This is the equivalent three industrial zones with +6 production for free. Or if you are building a spaceport for science victory and focusing all your effort into one city you can take the legacy of Democracy which gives +4 food and +4 production from trade routes to Allies and send trade routes to one ally from that specific spaceport city. You add Wisselbanken for an additional +2food /+2prod and enjoy. I am sure you can think of other situations too.
I don't agree with the last one, as in my opinion it is better to know where the strategic resources are so they can be settled, gathered and sold to the AI. For me, adjacency bonuses are a nice to have, not need to have, and I don't aim for for more than 3 specialty districts per city, except the capital. The most important thing for winning in Civ6, in my opinion, is getting as many cities as possible as quickly as possible either through settler spam or conquest - those strategic resources will come in handy for this.
I agree with you, but I have one exception: that's when I play Germany and I get the possibility of making a 4/3 cities hansa/aqueduct/commercial shenanigans
These tips are great, but my favourite from watching the past few vids is the fact that you remove gold per turn for that immediate money 🤣. Used it my current game, was invaluable
I was always doing the opposite... and that was my mistake. Actually In that way you have the same amount of money but immediately! So you can build everything fastes and earn even more money. That is definitely a good tip
Well, the advantage building wonders that Autocracy grants is not going to be useful if you are playing at higher difficulty levels because you only have any chance of getting any wonders at all for those rare wonders that the AI doesn't value. Only at lower difficulty levels does Autocracy become relevant, so, sure, folks who always play above King level will never benefit, but that's a limitation of higher difficulty levels, not of Autocracy itself.
Exactly. If this video is aimed at players who are still learning, then the advice to skip Autocracy is probably wrong because they won't be playing above King. Unit XP is not much of a benefit to that sort of player because they are likely to be killing mainly Barbs early. But there's a lot of advice here that wouldn't suit my personal play style. For example, you slot for less production on builders because you want to save Faith in a Monumentality Golden Age, when you're pumping out a lot of builders. Similarly you really want Theocracy with Grand Master's Chapel: that can be a key Domination strat. If you've got high enough unit production, veterancy is comparatively unimportant and it is more efficient to create new units than to upgrade the earlier ones.
Bad take. It's 10% stacks with the wonder card's 15% and any racial wonder bonus. If you bline industrial centers or start surounded by choppable resources and play with max you'll have more then enough production to take tremendous advantage of those bonuses if you're doing an early wonder rush. Even at the highest difficulty levels. In fact I've won tourist victories on the highest difficulties with the help of early wonder rushes.
@@arizona_anime_fan Well, if you start in a good location, you can win with any strategy. The particular goodness of plenty of choppables in your start location can be put to all sorts of good uses, like chopping out settlers, or chopping out an army for an early rush, that, most of the time, are going to do you more good than rushing any of the early wonders. Every particular thing you spend production on means that production isn't available to spend on something else. This is especially limiting in the early game, at higher difficulty levels, and when you're talking about the unrenewable resource of chops. You need to save chops for the highest priorities, and early wonders are rarely more than luxuries, at least in the early game, at higher difficulty.
Ilkum - Almost never use. Autocracy IS trash, unless I really need a wonder the AI likes to build. I don't generally need to worry about extended Oligarchy, as I almost never play for Domination, but certainly if I'm forced into a war I'll happily take the experience and strength bonus so long as I need it. Settling in place is great if it's seemingly the best spot and the initial warrior move holds no promise of better, otherwise I'm happy to move one, two, even three turns to get a good capital city. As for strategics, I probably research them earlier than you would in many cases. Sometimes it's a risk and if I really need a certain district location I might hold off until I can place it, but in general I love having all the information I can obtain, to make decisions, and uncovering resources is a big help there, not to mention the extra cash from selling them to the AI.
I always choose autocracy because I'm a hopeless wonder junkie. Even if it's not optimal, you bet your ass I'm attempting to build every wonder in one game.
He meant to say "place key districts" before revealing strategics last they appear in spots you meant to use. You dont even need to put a turn into building them, you'll just need to own the tile and have the population to allow a district placement. Once placed, that spot is reserved.
@@craftsmenMC correct, place the district before you research the tech. You dont have to commit to finishing it yet, just place it. If a strategic resource does turn up in the tile, the district will already be "in progress".
Good tips, but would be sooooo much better if you showed what you were talking about instead of some random game. When you talk about different governments or policie cards some people don't know the names of them cause they are so new.
I tend to focus on city growth, production, military, and gold income in my games. Workers are often my first production because I want that farmland to grow my city faster. First policies are discipline and god king. Pantheon is usually lady of the reeds and marshes, but If that’s not available, fertility rites. First wonder is usually Hanging Gardens. After getting philosophy, I always take classical republic and replace discipline with conscription and add the +2 gold trade route policy. When god king is obsolete, I replace it with the +1 production policy you raved about. Later on, I build the terra-cotta army to make my military better.
What difficulty you play on because it seems like everything just goes your way... a lot of people react to what you have and what what can get. Building no resources farms are bad early on is a waste of time for the builder just to build regular farms. Also the first woder you should target is the pyramids. I expand just to get one desert tile for tbe pyramids.
Thanks for the content, though I wish you made better use of the video while talking. For instance, if you’re talking about autocracy, show it on screen. Maybe it’s just me, but it’s hard to follow a comparison of government slots without illustration. - one man’s opinion
You are wrong about autocracy, for example, if you are playing spain and want to conquistador push somebody. You would want to go autocracy first then switch into oligarchy just before you build youre tier 1 gov plaza building so you can have an extra economic policy slot up until you want to claim youre oligarchic legacy card. Then you would switch into classical republic after you finish gov plaz building. This allows you to sim more efficiently until you unlock youre tier 2 government and want to make you’re push.
I like autocracy, it gives you +10% wonder building. Add the +15% wonder building economic card. Chop chop chop, wonder wonder wonder. Artemis, Gardens, Oracle.
Show me what you are talking about not just some random footage. As a new player I'm not familiar enough with the game to know the things you are talking about from my head. Autocracy is worthless. Alright. What's autocracy. show me.
Common Mistake: placing your scout on auto-explore. You might as well just call it barb-explore, because shortly thereafter the AI takes your scout next to a spearman or barbarian pike where he gets skewered immediately. Totally agree on Urban planning over ilkum. 1 production = 3 gold in general for policies. Ilkum can make sense for a capital and 2nd city with horses and mines, but you need to be disciplined in building builders and have 9+ production in 2 cities that are building builders and you need to be able to switch out after 6 turns. Agree with you on the governments except for Nubia. Its always merchant republic for most of the game, even total ranged domination. Even in peaceful games I always crank out 14-15 slingers or archers. Then its on to optimization imperative.
I usually do the builder policy if I was able to get a few cities out and I have my main city with enough population to focus on mainly production for a few builders. 12 production = extra 3.6 production while the other cities build a district or monument.
autocracy is not even good for wonder building because you get more hammers toward wonders by being able to dedicate an economic policy card to wonders while still having the settler card up
I feel like Ilkum has a usecase if you're pumping chop production through it, but realistically that's something you're not doing until the very late ancient or classical era
Had a similar problem to the district one. Was playing Babylon and was building a wonder whe I discovered oil under the wonder and had to go to a different continent to find another oil source
Korea. 18% extra science and culture, and the seowon is really helpfull for extra science on some mines. It can be hard to get a good setup for a lot of districts while keeping it alone
I do have one more tip. Take the hour or two necessary to generate a great map rather than settling for just a good one. Also, rage quitting after a miserable opener is also acceptable, although this may result in another hour or two of restarting your game to get a great map rather than just a good one. So turn one saves can turn out to be rather important. 😁
I swear I thought I was one of the few who did this 😅 i do explore for a good 15-20 turns before I decide to ditch or commit... but turn 1 save before I even move the warrior or settler is guaranteed
@@marcus3457 lmfao forreal, I've def sunk like 2 hours into restarts to just quit after a few turns all together and play something else, or go to bed The 1800 hours I have racked up on civ is def like 50% wasted time doing restarts/unfinished games or just sitting at a random end turn for 30+ mins just listening to the themes while watching/reading something on my phone 😅 Still my all time favorite game though!
@@imperiallegionnaire6943 Personnellement je joue dans la version de base (la version gratuite d'épique game) dans laquelle l'autocratie est vraiment le gouvernement favori d'un maximum d'IA (tous sauf Frederic Barberousse j'ai l'impression). Il me semble bien qu'il prennent autocratie dans cette version même s'il n'ont que des amis mais je vérifierais. C'est marrant d'avoir une réponse en Français sous mon commentaire sur une chaine de langue anglaise. C'est mon nom qui t'a fait dire "ce gars doit être Français"?
Hey, so I'm new to this channel and I really love this game and the amazing content of your channel. So I decided to check out your stream today and on your twitch page it said, that the next stream is scheduled for 9 pm today. So I don't know at what time exactly it was. I'm from central Europe so for me 9pm CET is very different from American time.. Anyway I wanted to know when you're streaming next?
I don't think 2-4 production is "normal" at all. That's extremely low and inusual. And on turn 20-30 (as you mention in the video), if you don't have more than 10 production, you should just quit.
I like watching your videos, but every time I'm watching, it's all about how you don't need this and you don't need that. Makes it feel like Civ 6 is just a hollow game. Like, just go for nukes and that's all.
Am I supposed to feel smart now that I realise apparently there's people who unlike me did not instantly realise that the builder policy card is useless?
Me watching this who doesn't even know how to maintain cities or use religion in game and just tries to win by domination every game Me:HMmmHmm YeS VErY InTEreStinG. I WilL TrY ANd nOT MaKe THesE miSTAkes In My FUtuRe GamePlaY
Also your video was WAY too quiet, I had to turn my TV up a lot and the ads were loud and the next video I watched was too because I forgot to turn it down. So thanks.
Dollars in the '30's weren't useless. In fact, money was tight, snd a dollar went a long way. It was a depression, and not a recession. Given Biden--nomics, it might be good to understand the difference.
I disagree with your thoughts on moving the settler from its initial location. While other spots may seem better in the beginning, you can't see all the resources yet when you start and the game is simply setup to give you a good starting spot right where you are. Moving closer to the resources you can see in the beginning may seem like a good idea, but it pretty much always backfires when all the strategic resources are revealed.
This is almost always a completely wrong rebuttal. Depending upon your move, there are two paths forward: 1) Short move - the use case where you move onto a plains hill for the extra production or onto a resource to get its benefit without an improvement. READ THAT AGAIN. I moved 1 tile and got my amenity/gold/faith/culture in perpetuity Turn One (or Turn Two if it was a hill/forest tile (learn the city start effects). In this case, you almost NEVER lose a strategic resource. 2) Longer move - the use case where you spawn with a lot of unusable tiles like water, snow, or mountains so you relocate for better First Ring tiles. Again, better tiles is a faster start. THEN... you backfill your original start (or the other side of it) and pick up any resources you might have "lost". You rarely use all the tiles of a city until the late game so getting two good cities early instead of a great city that develops later (after MUCH time/growth/improvement) is a necessary tactic at Deity. If anything, this allows you to forward settle a city state or an AI that can't cope before it monopolizes territory you're going to need. Just make sure you do all the make-nice diplomacy/tribute to keep them friendly until you're ready to body up.
these tips are good but some of the shit ur saying is killing me man. what the fuck was the mlk segue about? the whiplash is insane. also it's "tetrice".