3000+ hours in this game and I’m still back and forth on Scouts. Sometimes I build them sometimes not. As others have pointed out though other AI are more likely to dislike you if you meet them with a warrior instead of a scout. Makes a difference on Deity.
it is a map size thing for me, on normal size it is a 50/50 thing unless i think I am on a island. if it is large and huge map much more likely to build a scout
The main value that the scout brings is time. The scout is cheaper which means you can send it out sooner, it has more movement so it can cover ground quicker and it has more vision so you can find things more easily. what this means is that you will get tribal villages and first meet on city-states, but more importantly, you deny the AI those early resources, which essentially counts for double and on higher difficulties every small detail makes a difference at the start of the game.
I think one Scout is still valuable early on. People mostly say that scouting is important because of tribal villages, city-states and other civs. The most important thing that scouting gives, however, is *information*. Where to settle, where the barbarians are, where your opponents are, what defensive position you can take, where to attack from. Information is vital at all stages in the game. And since Scouts move better and their promotions help them along the way, they give way more information on the land around you in the beginning. Also, production might be king in Civ VI, but don't downplay growth in the early stages of a city. You can have all the productive tiles in the world, they're useless if you can't work them. I found better results when I grow the city to 3 or 4 population before focusing more on production. On avoiding coastal cities, it's a complicated thing. Harbors are incredibly powerful after all, giving plenty of gold, food, production, and a extra trade route, all from a single district. It is very map and civilization dependent.
THE SECOND PARAGRAPH 👏 I once built a city with lots of mines (in a tundra as Peter) but my production is still slow, turns out I only have like 3 mines being worked.
He didn't say to not scout/explore - he said to do it with warriors and slingers instead of with a scout. And regarding coastal cities: You can (and should) get a harbor for a non-coastal city, with the city center 1-2 tiles inland from the coast. Like that you get the best of both worlds.
One early scout is usually worthwhile. You don't need a bunch of them. It depends on the size of the map. The bigger the map the more scouts are useful.
I think scouts are indispensable early into the game. The 1 extra movement makes alot of difference, you discover city-states earlier and are more likely to be the first, you discover continents earlier and you discover villages earlier which makes up for the turns you wasted on training a scout.
I like settling on river deltas. Fresh water access and being on the coast means a head start toward ship building. It's OP on true start world maps as England, Norway, and Scotland because you can expand your borders into the sea and essentially stop other Euro civs from moving westward.
A scout can get a lot more area explored than a warrior or a slinger, given the same number of turns, and doesn't have the same diplomatic impact. Having one is very useful early on. Knowing what is around you is incredibly beneficial to strategizing. More than one probably isn't necessary though.
Agree, plus a scout saved my era score so many times by meeting a new civ or a natural wonder in the last few turns before the new era. Just in time to secure it..
In Civ 6 that's just not true. Scouts are almost as slow as warriors/slingers until they get 2x promoted, which, if it happens at all, is at a point where you don't need them any more. And as for the "diplomatic impact", that's always just been a false rumor. I tested it systematically and there's no difference between scout, warrior, slinger. All these units give the same "First impressions"-score and there's no difference in "Friendly meeting".
@gewinnste you completely underestimate the value of being "a little bit" faster, and having a larger grasp on your immediate surroundings asap if you dismiss scouts as completely useless in all games and every situation. They themselves are "useless" sure, but the information they provide not to mention getting ruins first is priceless if you're using the information right. There are plenty of ways to win and I'm sure not all of them involve scouts. But dismissing them as completely useless units lacks creativity.
Idk, i still feel like a scout is useful in at least certain scenarios over a warrior or slinger. Too many tribal villages have been snatched away from me because I used my warrior to explore instead. Or you get less liked if you find a new civ with a military unit versus a scout.
This, as he said exploring is too important, scouts have 50% more movement and on promotion can ignore terrain. It’s too important to leave to a warrior, just bring it back when you build your scout and your protected.
@@jyutzler I mean that’s beside the point, the earlier you get the benefit from a tribal village the better it is available to you for more turns. And if the difference between getting a tribal village is me having a scout and not a warrior, why would I let someone else take that benefit. As I said once you have your scout send your warrior back for defence, this will give you time to defend yourself if needed, and you have a better chance of getting the tribal village first.
I usually go Slinger Slinger but when I know there is limited space to settle if there’s a lot of civs and it’s a naval map for example, I like to get a scout then slinger to find the best spot to settle or get my whereabouts of my neighbor to figure out if I need to forward settle or not. It’s kind of just a feeling you get when you should build a scout, I don’t know, that’s just me.
just saw the scout tip and honestly you want them. info is key. when i start i make a scout first as long as i have the starter production to get it in 3 or 4 turns. then i buy one with money. they are cheap in the beginning getting more expensive as time goes on... but the amount of tribal villages and land i can find makes the difference and give peace of mind. for example i can start planning out where i can put settlers. and i like putting a lot of settlers on good spots. once you get them you kinda just snowball to the top. i make trade routes between them and other cities or even my capital so i can move faster between them. basically go for scouts. they are good
Right off the bat, I don't think the "no scouts" policy is a good idea at all. Scouts move faster than any other early game unit, and you'll want to explore as much of the map and as fast as possible because a) the AI in this game expands crazy fast, even on the easiest difficulty levels, and you'll want to know where the best resources are so that you could swoop in with your settlers before the AI does and b) because you'll want to get as many tribal villages as possible before the AI cleans them all out. 1 or 2 scouts is perfectly enough, but to not build scouts at all is a mistake, I think. Edit: Okay, judging by the comments, yours is kind of a shitty guide XD Sorry mate.
The first 3 things I build is always some combination of monument-scout-builder depending on spawn location and other factors, Ill buy the slinger. After that Settler and Holy site.
Meeting AI civs with a scout gives you a relations bonus - military units give you a penalty - so building a single scout and bee-lining across the map to meet all the civs (and perhaps meet additional city states first) can make it well worth it to invest in at least a single scout. The key to any choice in Civ 6 is making sure you USE the thing you invested in properly. Otherwise, sure, it isn't worth it to build a scout if you don't use it to it's fullest potential.
Build one scout at the start of the game, and just let him travel the world. Never upgrade him, don’t even bother to move him yourself. Before you even check on him again half the continent is revealed and you’re able to plan half of your cities perfectly The power of a guy with a stick and his dog/cat
Me 30 seconds in the video when I saw that dude settle on that 3 production tile making it a 2 production tile instead of settling on the cotton and having the amenity for it right away AND working that 3 production tile AND having that sweet sweet deer tile closer: Aight imma head out Edit : I tried to give it a second chance until a whole 45 seconds later "ditch the scouts 🥴" yeah yeah sure you can build warriors and slingers instead, scouting the map way slower but being ready to wage war on the opponent that forward-settled you. Or you could've used scouts, and forward settle the opponent, and not requiring troops since you're aiming at one of the 4 victory types where scouting properly is way more useful than building troops. By saving 1-2 turns on each scout compared to other units (at online speed), you get your first settler 2-4 turns before, and since both your units had more movement you know exactly where to settle to cut any nearby opponent. And now you have 2 cities to produce warriors if you think not having 15 of those by turn 14 is a catastrophe. I swear this video feels like some 80h experienced guy is trying to teach me 😅 and I'm not even that good I play at emperor level.
I think production is king is pretty debatable. It really depends on your situation i.e. what civ are you playing, your surroundings, etc. Nowadays i'm more inclined to faith output because faith is an universal currency, you can buy almost everything with it and its pretty easy to generate faith unless you are playing one of the civs that suck at religion. Also, At the start of the game, food is more important than production because extra food will get you faster to two population and open the option to train settler and overall increase your city output.
If i can get a decent adjacency bonus early on, i like to place down at least one holy site. Even if i decide to leave religion to other civs, you can still utilize faith to buy an absurd amount of units or buildings in certain situations. I ended up with a huge stockpile of faith and a need to expand my territory so i was able to buy like 20 settlers in a few turns in the midgame and take over a whole continent with just faith i wasnt really using otherwise.
If you get your research and income levels high enough, production is negligible. Research everything, buy it instead of build it, and you're set. There are many viable strategies. Focusing on production is just one more.
Actually settling on this tile gave you a 2-2 city center, and that is really good. The others viable choices were the cotton for the gold or bottom-left of the cotton (again for a 2-2)
personally I think that 2 scout opener is ideal for finding more of the goody huts before the other civilizations do, and for quickly finding ideal settle locations + where your rivals are early so you can pre plan your city locations to block them off and securing a large amount of easy to claim territory. This is especially necessary in multiplayer. + later on you can bring scouts back and use them to grant vision around your territory to prevent barbarian camp spawning close to you.
I've had the game for awhile. But I'm finally getting around to playing it. I haven't played a Civ game since Civilization Revolution on Xbox360. So far the one thing I really dislike is that they removed the feature to build your cities anywhere. Now there are set spots you can build them on.
A scout should always be your first thing you build unless you are playing an islands map. First meet on city states and tribal villages are the most import tempo builder by far
I disagree on the scouts. I think their increased movement that allows you to find goodie huts quicker, new continents for the era bonus, and new locations for your settlers quicker, is a significant advantage in the early game.
Scouts are real powerful, especially if they have full promotions then upgrade to Skirmisher I am an old veteran from Civ 2 and I would suggest to not shop trees, my reason is you chop trees you loose that production for the rest of the game, if you keep them you keep your city production, just my thoughts :D
I make lots of use out of scouts. I'll build one after the warrior and scout. When I capture a barbarian camp I'll use the Scout to disperse them, giving my scout 10XP as it hard for them to earn XP any other way. Having Rangers with lots of XP is great in the later game .
How you play depends on your circumstances. You absolutely HAVE to play around what your civ specializes in. If you're playing a military civ and don't build a single unique unit, you're playing the civ wrong. If you're playing Portugal and don't focus on trade routes. You're playing the civ wrong. Personally, I think builders are key. Build improvements early on and research techs to allow you to grow your city and your eco fast. If you lack a military but are making 500 gpt or 100 pdt you'll be fine. Mostly just focus on what your circumstances are and play around that though.
This is all great advice, and helpful to me, but as a console player, including with Civ Revolutions, it shocks me what drama queens other nations are in this one, even on the easiest setting! I played as America on the large realistic world map, someone -- I think Hardrada, but I don't think it matters -- told me that I haven't had any navy in the ancient era (slingers turned away the sea barbarians), and then when I didn't make a navy, they didn't want to be friends anymore. Easiest setting! It makes me glad that I didn't get the DLC. The interference from other countries is what gets in the way of my growth. A better game would create the necessity for changing my gameplay, rather than having a character get pissy that I didn't do what they wanted me to do.
The other Civs are supposed to be annoyed at you. And others are supposed to like you. Each leader is unique and has different likes and dislikes. Harold Hadrada appreciates a strong navy. If you don’t have one, he’ll just say you’re weak. You can still be friends with that Civ by sending trade routes, gifting/trading, delegations etc. But not every Civ is supposed to like you. That’s kind of the point
You should use a scout, and let me tell you why :) : - imagine the scenario where you find a barbarian enchantment near an enemy city (or a future enemy). What you really want at that time is pull back the scout and move along. that extra movement is really useful to get away. It´s always good to let the barbarian take enemy´s time and resources.
I thought the meta was to build 2 scouts at the start so you can have a leg up on getting tribal villages and getting a chance to be the first to meet city states for the envoy bonus. Plus the AI will like you better if you meet them with a scout.
I like scouts, and send them off in all directions. My warriors and slingers are what I send as a group to wipe out the barbarians my scout discovers. After I only have other civilizations surrounding me, my scouts meander through their territories discovering as much as they can, so that my trade routes can go far, and the natural wonders are found sooner then later.
feels like the scouts are being discounted too much. It's not the first time I see people saying you should just not build them but... Early in the game I'm pretty sure it can make a difference. They are undeniably faster than warriors, and take fewer turns to build. Being even just a couple turns faster than the opponents can mean free envoys to city states and more tribal villages for yourself. And these can give quite a nice boost early. First dibs on city states means free culture/science/gold in your capital, at a point in the game where it may well represent 100% increase in these things. For what little cost there is to building one or two, always felt like it was worth it.
i just wish they could hold their own a little better agains barbarian warriors, it seems silly to need like 3 or 4 scouts to take down 1 barbarian unit
I played a TON of Civ V back in the day, but since launch my biggest struggle in Civ 6 has always been the barbarians. I have no idea why, but pretty much every game I've played I'm halted for 5+ turns just trying to get a handle on the barbarians spawning close to my cities.
As a beginner, this tutorial was confusing. This tutorial had confused me as you were talking things while doing completely different things eg I thought you were cutting trees down with slingers so was trying to figure out how to do that. Due to the speed you were moving I watched the video in this spot over and over (probably about 7 times) and couldn't really catch what was going on. Thankfully I was able to use the youtube slow mode to watch it at it's slowest get myself out from this confusion
To be honest, I'm not sure the advice about scouts belongs here. The differences between going scout vs military are pretty inconsequential and it's very debatable which is in fact better. I would not make a lot of scouts, but recommending 0 as beginner advice is like recommending you recommend starting every chess game with e4.
Finally a slingers/warriors exploration enjoyer. Scout is fking useless and most of the time you end up getting one shot by barbarian archers/spearman. The unit is a waste of resources and turns imo.
2:30 not prioritizing +1 faith to get to pantheon as early as possible: this is a rookie who needs advice not to give it... also turn tribal village off, it is more help to the AI as it has more units and starting extra settler unless you play on noble or prince. Government plaza as first district? lmao. it's either holy site if you are gong for religion, campus if not, or encampment for early aggression. no point in getting government plaza, as the real use it gives is when you transition to monarchy and want to get classical republic legacy card.
I guess I just play the game wrong. I rarely chop for resources but instead to create the city I want. If a city is loaded with trees or rainforest, yes I will chop to create a spot for critical districts. but if I have plenty of spots for districts, why chop?
because production now is way more useful than production +1 over 100 turns, getting wonders before the AI or building districts sooner gives you way more benefits (especially with Magnus established)
I almost always play for a Domination victory. And I always play as the Germans. I never use weak scouts. I start out creating 4-6 military units. And just explore w/ my barbarians, archers. As soon as I get about 4-5 cities founded..., I research as many "production buildings" as I can. I dont bother with wonders early on. For me.., it's all about mass production early..., and at the same time.., do everything possible to earn/trade for gold. But my #1 goal is to race as fast as possible to the gunpowder & oil. Once I obtain those two.., and unlock the Panzers..., its game over !! I'm usually using my Panzers & riflemen against other civilizations w/ only crossbows, catapults and maybe horse calvary. After my Panzers blitz many cities.., and more gold & science starts pouring in.., its onto the Death Robots. EASY PEAZY 😎
For me I play as Mongolia personally. Mongolia has a horse bonus that can easily smash ancient walls early game. It’s really easy and plus, all you need is good science adjacency and boom, domination victory early
Im trying to get into civ 6, i find it a nice enough game and im getting in the groove of it but for now at least i dont see the 10 out of 10 given in reviews in how interesting it can be gameplay wise. Idk maybe im too early still into it. Like the turn-based combat and exploration seems lacking compared to tactical games focused on tht. Just group your guys together for a defense and offense bonus, except for the ranged offense. Then the tiles different terrain, and hiding, and sight range mechanics, doesnt seem to come into play all that much for now. The range guys who do only 1 range get detected anyhow at 1 range. Etc. Idk, im not done yet ofc, still early in my 1st game. Its the base game, i was tempted by the platinum version which is on sale now on psstore. Ill see i guess.
I have 1000+ hours into the game but I ONLY play TSL maps. Every time i try a randomized map I lose interest quickly. I also use quite a bit of mods, mostly QoL stuff. If I was to play the game "the way it was intended", without mods and on randomized maps, I would probably drop it long ago. You just gotta find the right setup for youself.
@@killerblodychuky6 bad advice. Some civs/starts don't require them as much as others, but in general it's the best bang for your buck/production in the early game.
@@JumboPixel Pretty sure I can watch whatever I like. That being said, it came up on my suggested videos. And if you scroll down...there are viewers here with 3k+ hrs...
Am I the only one who found it funny that he has kind of mid gameplay in the background. Things like forgetting to assign the governor to the third city or buying tiles that he would not even use made me giggle.
It increases production. So if you were building a Wonder for example, it needs to be completed as soon as possible to beat others potentially building it before you. So chopping down trees increases production and makes that quicker
@@drew1784 Well, I suppose it takes away from the ‘appeal’ of the tile. Each tile has an attractiveness scale, and cutting trees reduces that. Tiles that are ‘breathtaking’ for example, generate a lot of tourism and you can place a nation park around them
You start talking about Scouts being bad, and Slingers being good. This is true, but then you follow it up with "you can explore with your warrior". This will usually have barbarians on your doorstep soon enough, and is not advisable. Usually you should do a quick 360 scout around your capital with a warrior, and then use him to clear nearby barbarian camps (or fend off barbarian scouts), and use the slinger for more offensive scouting (because a kill will net your the archery eureka as well).
Thanks for the vid. Its so hard to find informative to the point tips on this game. Either its an informative 30+ minute video or its some 15 minute video by a guy with severe ADHD.
cute and utterly irrelevant and extremely weak, because: civ5 + 6 could not care less about balancing, making hem literally not a 4x game, because it all about archers, because: Archers are too strong, till they get upgraded to whatever replaces cheap ranged units, that do just the same, but at a higher cost (less efficiently). (mostly due to 1 unit per tile with too late merging/reinforcements) sufficient and cheap enough anti-archer defense is too late tech. (for no good reason) terrain usually too flat (never in humankind). Even the dumbest newbie easily wins on hardest settings as anything, by following this simple rule below in civ5+6: "do not build anything except archers, and (rounded up) 0,6 melee units for-each city that you besiege at the same time, so you capture them faster." That is all, and to be clear, we science-beeline to archers and nothing else, all else is VERY irrelevant for this. We do not build any city structures, ant no settlers, and no workers EVER (we just capture them all the time). and EVERY captured city constantly build archers (and maybe the 0,6 melee units per besieging city) Spread your 50+ archers out and siege in all directions, only with archers. If (ocean is blocking you) you may have no choice but to get 2-6 transport-ships per coastline-with--archers-guarding-the-coast, but usually there is enough space to rush and besiege.