Nice video. Other things: Great General and Great Admiral effect Promotions Movement modifiers Zone of control Military type (i.e. melee bonus against anti-cavalry) Siege unit (how they can't move and attack same turn except if they got movement boost etc) Capturing city City/encampment strength/defense City under siege / loyalty Diplomatic visibility Districts and how they influence combat and city defense Pillaging (healing through pillage, pillaging districts reduces city defense) Espionage (unrest, etc.) Religion (crusade, etc.) Civ-specific passive combat bonus (America, Japan, etc.) City-states and their bonus Levy Strategic resources (how units can't heal if not enough of required resources and more) Air units Unit cost upkeep Sight Game difficulty combat bonus War weariness Barbarian/free cities Grievances Casus Belli Embarked units (i.e. how naval units do not take damage from attacking an embarked land unit) Support units (siege tower, drones, medic, etc.) Priority attacking Policy cards AI behaviour ...good luck
Saxy did mention that there was still a lot more to cover with combat yet. As such, perhaps this would have been titled Combat (Basics to Intermediate).
You forgot the "intel on opponent's movement" attacking modifier. It gives +3 combat strength per diplomatic visibility i believe Edit: per diplomatic visibility difference
For each level of diplomatic visibility you have over your opponent, that your opponent does not have over you. So if you both have level 1 diplomatic visibility on each other, there is no modifier effect, and if you have level two on your opponent and they have level one on you, you get that bonus once, not twice.
Yeah this is so often overlooked. I am really analytical about these kind of things in games but had no idea this existed before I learned about Mongolia for the first time. And everyone says Catherine de Medici's skill is trash and it only provides more spam, but they don't realize it provides a combat bonus (albeit a smallish one) across the board. For all units.
14:00 - There is some misinformation there: if you have different promotions in each unit, they will actually get combined. So if you have an archer with Garrison and another with Volley, you will get an archer corps with Garrison *and* Volley. This is useful for early defensive Ranged units with Garrison + Volley + Arrow Storm with a +22 bonus for defending from within your city borders, for example. I generally try to get at least 1st level promotion (since they come quite quick) and then combine the units.
When I first played Civ 6, I figured it worked like most other damage formulas where it would divide your strength by your opponent's, so I thought late game Great Generals and corps and armies were useless. The difference in strength part of that equation is probably the most important part.
I am pretty sure you can get a scout to 121 combat stregth +6 terrain,+5 river,+10 defending fort,2*5*2 Supportbonus with promoted light cav,+17 army,+5 great general, +20 scout promotion, +3 diplomatic vis,+10 religion,+5 world congress+ 5 natural wonder, +10 base combat strength, +15 for montezuma with all 15 luxury recources. ohh and against a barbarian you can get anothr 5 with the civics card or military alliance so ...126 I guess
Also: 6 Terrain 11 River 21 Fort 41 Support 58 Army 63 General 83 Promotion 86 Diplovis (guess can go even higher) 96 Belief 101 Congress 106 Wonder (spear of fionn) 116 Base stenght 131 Montezuma 136 Barbariancard Btw. You forgot the +3 on Hills Wonder (139) There we go. That sounds fun..
Thank you for explaining Corps. I encountered them in-game and I didn't know why it would be beneficial to make them other than the promotion benefit. But I also realized it's more compact.
Actually, at right around 16:00 you say that resource cost per turn for corps and armies 2 or 3 per turn but actually it is only 1 a turn. This is another reason corps and armies are so beneficial, especially now in GS. For example, 3 separate mechanized infantry use 1 oil per turn each for a total of 3 per turn but if you combine them into an army, that army only uses 1 per turn. It’s a good thing to do to conserve resources.
Saxy is a man of the people. Who else is out here providing timestamps in their video for us to skip around. Most channels just want you to watch as much of the video as possible for retention rate. Not Saxy. Man of the people.
Unbelievably helpful - thanks for all the effort buddy. Terrifically done. Question: i’m quite confused about the city projects, how they exactly work; for example, the Commercial Hub project or Industrial project. It just seems quite vague: for instance, how much money per turn does it provide, and what exactly is this predicated on? I’m sure there’s an answer somewhere. Perhaps this would make an interesting future video topic? 😌 thanks again.
Ghost Dragon thank you - seems strangely sketchy, for civ. Sort of a throwaway option without much thought. if we knew what we were getting - or that we were getting anything at all - we might be more inclined to use it. i mean, they went to the trouble of making it 🤣
Late game I use fighters for enemy units, infantry for blockades, artillery and bombers for bombarding cav units for raiding cities beyond your reach funding the science gold faith and culture loss through mass unit production, once you start invading you should be able to keep rolling on If you plunder enough coupled with conquering cities you should be able to keep up with the era score easily
A super nice strategy for corps while playing basilius II : Rush tagmas while having entertainment districts 1 turn away from being built in every city that you have. When you unlock them, build all the ippodromes in 1 turn. Militar score will jump to the moon. Make them kill some units and give them 2 promotions in different trees while rushing nazionalism. Once you unlock nazionalism, merge them together and you will have veteran tagma corps (you get era score) with 4 promotions. They don't need mainteinance costs, and the best part is that you built them generating amenities in you cities at a relatively minor production cost than actually building them.
Yeah, go ahead and spend thirty seconds reading the wiki and coming away still unsure. Nothing better than a visual representation of what’s happening, in my opinion, especially for a complete beginner like myself. Also someone who adds little details to the minutiae is invaluable, so thanks for the great guides.
I do appreciate this kind of videos, some of the stuff in the game is not that intuitive or not explained clearly enough. Thank you. Could you please make the video on war weariness and warmonger penalty?
This kind of videos help me relax and concentrate while I do some micro working on phones. I don't know why people would hate on this kind of content. Who cares if you can read the info in a Wiki?
This video (along with most of your other civ-in-depth videos) was absolutely perfect, thank you! Just the kind of information I was looking for! Straightforward and informative! Thanks! Subbed!
I found you can sometimes completely avoid the amphibious attack if you enter into a city center and then attack them as it no longer counts as an amphibious attack, as Norway due to no embarking and disembarking movement penalty instead of directly attacking move onto a tile beside them and then attack
Nice video! I was actually hoping to also get some details about gaining experience, since that is one of the few factors that still manages to surprise me from time to time (I had a heavy cavalry unit gaining 4 exp from attacking a city while he was trained with +75% exp.... I was like 'wait, that can't be right!'). Maybe something for the next video? Small side note on the corps and armies: when you combine 2 units they'll end up on the tile with the highest promoted unit, no matter if that was the 'active' unit or not. Try it ;)
you forgot great generals and admirals who each give +5 combat strength to all units in a 2 tile radius and also give +1 movement (if you don't retire them for their dedicated bonuses)
Hi Saxy, I know I am a bit late but flanking bonus only provides +2. You must have activated a Great General that gave you 50% extra flanking bonus at some points earlier that game. Great video anyway :)
Imagine being the mechanized infantry at the part you were demonstrating river defense, they just see a gdr changing attack positions and then just kills u
I always figured, if you can amphibious assault it then your ships can shoot it anyway. Basically it's best use is to capture a city your ships have shot, however can be useful Vs lower tech armies, also you can't melee attack a boat, I find myself using on barbarians as they won't heal so the bad exchange doesn't matter so much.
What I learned from this video, and I think it’s by accident, is that corps and armies are valuable as units in that they keep more hp when they attack, makes me think they’re for defensive wars
The formation of Corps and Armies forms on the first unit selected. I've been playing a lot recently, and that's what it's been doing. And you didn't really talk about tactics with promotions. A range unit with the Garrison promotion sitting in a Fort, gets that +10 combat strength when attacking from the fort, as well as defending. Many other combat promotions have a strong bonus in combat as well. Also, waiting in combat to use promotions when your under 50% health, you gain +50 health taking the promotion, but I haven't been able to notice if waiting to take promotion, if experience still stacks. I think the unit no longer gains exp, if it's pending a promotion, til it uses the promotion, which opens the next level of exp.
Saxy Gamer! My boyfriend and I are very addicted to civ 6, and have greatly enjoyed watching your videos! They are extremely helpful and useful. Thank you! The complexities of the game are very daunting at times. I do have a question that I can't find the answer to online, regarding garrisoned military units. We both have the policy card "retainers" for the +1 amenities for cities with a garrisoned unit. My question is this, does this card stack amenities, if I have more than one unit garrisoned? (I.e. in the encampment or fort) Any help would be super appreciated! Thanks
This video is great, but there is still one aspect of combat in the game I do not get well yet : air combat. Can fighters actually intercept enemy air strikes? If yes, how so? Do I have to deploy them first? If they are deployed, do they only protect one specific tile? I have so many questions about that aspect of the game left. I know it doesn't come up often, especially in solo play (the AI does not use aviation much, or just badly), but I really wonder what it implies for multiplayer. In short : how do I protect myself from those nasty bombers and nukes?
fighter jets can intercept an aircraft whoose attack path cross their position, you can puth them between enemy airfiels and your cities/units or simply over them. they not instakill a bomber so their first attack is usually a success. To prevent nuke bombers you can preventively attack their airfields with fighter jets (with bombers or ground/sea units doesn't work). Doing so will attack the planes stationed inside and hopefully destroy the bomber. this will not save you from nukes launched from silos
@@gabry96colo Thanks for the info. But considering what you say, shouldn't two fighters do the trick and shoot down the bomber 100% of the time? (as both would attack it) This might not be a viable strategy in terms of resources to spend, but I am interested in understanding the rules as best as possible. If you don't know that's ok. What you said is already very informative. :)
@@AnAngelineer probably, but dispatchin 2 jets may be a waste in a large scale attack, depends on how big is your airfield, i if you have 6 slots or more no problem but if less ( maybe in a conquered city) space become precious for your bombers. i use at least 3 bombardment units and a heli for capture, averaging 2 turns to take a city
Angry comments? Not at all! I like all of your CIV VI content because it's full of great comments, opinions and advice in addition to the actual game information (and yeah, I read the wiki stuff too).
I prefer listening to you than to read any infos about this game. That said, could you do something about using Loyalty to "attack" the others. Thanks!
basically if you want a defense no one can beat in the information era put a fort on a hill across from a river and fortify a rocket artillery army (gdr if you have dlc) there so they have ranged attack and all the possible combineable defense boosts
I'm pretty sure that corps and armies don't use more than 1 resource per turn, not 2 or 3. It doesn't' update in the resource tooltip until next turn but otherwise I would've noticed since I like my modern armor tanks and I always maximize my coal and oil for power and troops.
what is the effect of a highly promoted unit that was created in a city without an encampment, when joined to a corps with a fresh unit created in a city with a military academy?
Might be a silly question but say one unit it created with district exp buffs and another isn’t when combined, does it keep the buff? Does the order if combination matter?
3 aircraft carriers loaded with jet bombers and one death robot will destroy any civilization. You need the death robot because the jets will never take the city completely out
As one of the people who didn't go through volumes of FaQs, wikis and Civ Fanatics, a huge THANKS! Are this the same rules for religious combat? From some things I have seen, it appears so. From a technical standpoint, I could see the having a single combat system to prevent more coding which gets the game to market quicker.
10:36 Hol' up, what kind of game are you playing where you have an archer fighting alongside mechanized infantry? Is there an actual reason for doing this?
How does the formula work for damage to City Walls? They can have up to 400 Health (making that huge damage number meaningful), but what is their combat strength?
anyone having a bug issue since the last update? Just got bugged out of the game last night (game force closed itself and showed an error message). And CQUI not working.... sad
The most experienced unit ALWAYS absorbs the less experienced unit. So if the MA unit was more experienced, it would receive the bonus. If it was absorbed, it would lose it.
Great video, thank you. Could you please talk about air combat? I can't quite wrap my head around interception and patroling and all that kind of stuff.
Do you like the combat calc variations? I feel they are too confusing and not transparent enough for a strategy game. If you can't see and predict the outcome your guessing instead of planning. I feel this makes combat less enjoyable then it should.
You say +20 HP healed in cities and districts. Aren't districts a part of cities? To me anything within your borders is in one of your cities. Or do you mean city centers?
just gettin this game on Switch, trying to figure out how to make different escort formations in the early game. like which different units can be placed together & with great generals
I know I'm late to the party with these but I just recently got more into the game....but can you please do an in-depth video covering spiea and how to better utilize them. I feel like I'm not using them to their full potential. TIA!!