The divide in discussion between nonbbg and BBG is wide wnough. I think separating a further set of BBGs for gamemodes would be absurd - not to mention games of a duel, 2v2, 3v3, 4v4, and FFA all play differently -- Are we going to rebalance the entire roster for each mode? What about map types, because that can significantly affect teamers? I think it would be better to base it off tweaking overly prominent/underused civs in each official mode(4v4 and 8-FFA), and call it a day after that.
-> Tell your declared friend to send all his traders to you -> he does just that -> proceed to shit on him You just might keep the shameless crown. Funny though.
I was playing a very noncompetitive game of multiplayer civ with a few of my friends the other night. I locked in steampunk Victoria, and wanted to practice some of this naval stuff you talked about. I'm not sure how it happened, but I knew it was damn hilarious. I was in dead last science and culture wise until the Modern era reared its gorgeous head. Because I put your advice into practice, adapted, and made it my own, I was suddenly earning 3,000 gold per turn with 15 cities on turn 85 or so, even with spies breathing down my neck. By the time I built big ben, my stockpile had accumulated to 40,000 gold schmeckels. Reyna was working overtime as I purchased space ports, factories, and museums, melting my enemies as my flood barriers grew taller. In an instant, with one golden age, I was able to race from dead last and get a science and culture victory on the same turn. That was, until I was cucked with a victory by world congress on turn 121. Thank you, Herson.
I really like this style of video, the way it's all explained. Also even though i watched that internal trade route guide (and stomped my friends thanks to it) reminding it to us was a good addition to the video. I was left with one question though, in the end you say the ottoman's ally wzs starving for trade routes, does that mean when you trade between cities both get something?
Yes, the yields from alliances and the wisselbanken policy card are granted to both players. If you have a scientific alliance with someone and send them a trade route with Wisselbanken active, the receiving player gains +2 science, food, and production from that trade route. Now, I'm actually only receiving 1.5 of those yields per trade route from the Ottomans, on account of Tokugawa receiving 25% reduced yields from international trade routes, but when there're so many trade routes it still adds up.
In a "Standard" game of civ6, barbarians in the sea keep pillaging your boats, and you definitly can't explore with your builder along your coast line...
Multiplayer FFA games in CPL are played with barbarians set to "civilized", which reduces their spawn rate a bit, doubly so with regards to galleys & horsemen. Barbarians consist mostly of just melee & ranged class land units on this setting.
They're allowed to, it's just that doing so generally results in a lengthy early-game war that sets you behind more than just leaving the settler alone. If you take a guy's settler in the ancient era, odds are that person will just commit to spamming a ton of units at you to ruin your game and you'll be worse off than if you left it alone. I still wouldn't have left my settler unescorted next to that player's unit if I didn't know who that player was - there are definitely still some players out there that'll take settlers
@@HersonCiv Guilty as charged, as Aztec vs Tokugawa Japan I probably would take that risk. It would depend on my other neighbours but this game illustrates quite well why you might want to play risky and throw a curveball when you have Tokugawa as a neighbour.
On that graphic showing spawn biases, does the T1 T2 etc just mean that terrain or resources will be within that many tiles of the spawn? Like 2 tiles max if it says T2?
No, the T stands for "tier". A T1 spawn bias is a "tier 1" spawn bias, meaning that it's more highly prioritized by the spawning algorithm than lower tier biases. When placing civs, the spawning algorithm will prioritize fulfilling Tier 1 spawn biases first, then tier 2, then tier 3, etc. If you're running the Better Balanced Map mod, which greatly enhances the spawning algorithm & tweaks the map gen a bit, you're basically guaranteed anything listed in your spawn bias as T1, T2, or T3, and have a very high chance of getting anything listed at T4 or T5. Spawn biases can be a bit of a crapshoot without BBM, though - we've all seen the infamous screenshots of 0-tundra Russia that can happen in the base game, for instance.
hello, I have 2 questions 1. What kind of milestones would you recommend for a newbie PVE player progress to BBG competency? (i.e. get sub-200 turn on all victories first before going to PVP) 2. Bull moose video when? I love his ability but appeal management is still too annoying and difficult
1. First off, if your plan is to ever dip your toes into multiplayer, you should be playing on online game speed, not standard. Hence, sub-200 wins are pretty trivial. Instead of playing against Deity AI and playing to win, it's actually better to just play in a lobby with Prince AI, set some rules for yourself like "no warring" "no trading anything except luxuries w/ AI", and just try to hit certain benchmarks in terms of stats. Stuff like hitting feudalism by turn 45 every game, 200/100 science/culture on turn 60, 300/200 on turn 70, etc. If you can set paces like these, you should be able to remain relevant enough to try dipping your toes into multiplayer games. The only mods you use should be BBG (currently version 5.8), BBM (better balanced maps, currently version 0.92), and Multiplayer Helper. Use the CPL FFA Preset - classic ridges definition, world age set to "new", barbarians set to "civilized", no optional game modes, resources set to abundant, map type is either Pangea, 7 seas, Rich Highlands, or Lakes. 2. I've actually picked Teddy Bull Moose multiple times recently, but all of those games ended up with technical issues that resulted in the games being scrapped relatively early, so I haven't actually been able to get good enough footage for a spotlight. This leader is fairly high on my list of priorities for Civ Spotlights, rest assured.
The Better Balanced Game mod has a feature called "BCY" (better city yields), which is meant to off-set the imbalance between spawning on a plains hill where you get a 2-2 city center or spawning next to a cattle/rice where you get a 3-1 city center vs. any other spawn where you get a 2-1 city center. This FFA game was played with this setting set to "Capitals only" and "Maximum". What this means is that, for the capital city only, it'll always have a minimum yield of 3 food & 1 prod if settled on a flat tile, and a minimum yield of 2 food 2 prod if settled on a hill. I touch upon the ramifications this has on the meta strategies in my video from 4 months ago "OPTIMIZE Your Early Game in Civ 6!"
Can I ask why you settled Nagoya there instead of 1 to the southwest? Naively it seems like you've blocked yourself from a good harbor, but is this another case of Japan adjacency overuling the usual considerations? And starting with that 4 food in the 1st ring of tiles?
Can you make a video on why Gandhi is ranked 2nd? I never played multiplayer but just found your channel and from everything I've seen, Gandhi seems pretty underwhelming in single player. Why is he so highly ranked in multiplayer?
@@HersonCiv does everyone in the lobby need these mods and things like extended policy cards for it to work? or are UI changes like that fine for cpl games
@@vyax Everyone in the lobby needs the mods for them to work. Generally, what this means is that the host has the mod installed, and then everyone else in the lobby has the setting "auto-download missing mods" enabled in their game settings.
Honestly, the first ~55 turns are the most important. Play on either prince or King difficulty and practice openers with different civs. This isn't exactly 1-1 but you mainly just want to figure out the early game. Post turn 55 is basically just swapping in Serfdom card building a wave of builders then swapping it for a stat card and rinse/repeat until you don't need builders anymore while filling out your districts/buildings/eurekas. With a few wonders/prebuilds sprinkled in.
Do you think religion is a necessity in the base game (non bbg) multiplayer? Idk what bbg does to religion but I feel like monumentality is just that good in the base game
It's definitely a lot better in general in non-BBG on account of monumentality being stronger and Pen, Brush & Voice being a lot weaker. Is it a necessity? Idk, it's been so long since I've played without BBG that I'm not 100% confident concerning the meta for it
also thank you herson for teaching us how to power our empire using dollar store wifi. very cool -we're just gonna ignore the "shameless rimming enjoyer" city-
The Civics tree is just filled with a ton of important goodies in the early game (gov titles, serfdom card for more build charges, policy cards for double adjacencies, etc), while the tech tree is filled with mostly junk until the industrial era. We still go for Free Inquiry as our second golden age dedication once the medieval era rolls around, but culture is just way better than science in the early game, so Pen Brush & Voice 1st is superior.
+1 amenity for each religion in every city is a solid passive bonus, and both leaders have their own extremely powerful bonuses. In Teamers, Gandhi's 100% extra war weariness for everyone at war with him is a massive passive pain-in-the-ass for the entire enemy team, and his extra civilian movement and free 3rd belief upon founding a religion are worth noting in either game mode. Both leaders can become early game war menaces with their unique unit, the Varu, which is one of the best in the entire game. Chandra in particular is very threatening with them. In FFA, where early war isn't as good, Chandra still shines as one of the premiere late-game warmongerers, as in BBG he gains a 25% discount on all production/purchases of corps/armies in cities with a worship building & gains +3 combat strength, +1 movement, and +1 sight on all units. Since this discount stacks additively with the 25% discount from having a military academy in a city, it's possible for Chandra to be paying 50% of the cost of every corps/army he produces while other civs w/ military academies have to pay 75% of the cost. By pillaging tiles that yield faith and using Grandmaster's Chapel's ability to buy units, the dude just prints units ridiculously quickly. I do think Gandhi's likely overrated on the FFA rankings by user responses, though - he's still an above average civ, but I don't think he'd crack my top 10 personally. He's really only a top-tier civ in teamers where the double war weariness for the entire enemy team is killer, IMO.
Yields granted by alliances (+2 science per route from research ally, +2 culture from cultural, etc.) are granted to both players for each trade route between them. Yields from the Wisselbanken policy card (+2 food and production on each route) are also granted to both players. Lastly, in the late-game, yields from Democracy's inherent effect (+4 food and +4 production per route) are granted to both players.
Production is much more valuable early game, much higher snowball potential (used for settlers, key disctricts , buildings and units), also coastal cities are more restricted in the amount of total tiles they can work so they need to get as much production as possible. (Specifically stacking production on high yield ressources like whales to get 3/3/3 food/prod/gold for only ONE pop). Also production is king in this game, period (imo)
We already have plenty of culture from our leader bonus, which grants us extra culture on all internal trade routes. You can see that we hit feudalism by turn 40 in this game, which is actually a very fast pace. Since our culture is already really good, the production's more valuable.
Sundiata Keita was ranked the worst civ and it wasn't even close. Players were asked to rate every civ from 1-5 and Sundiata received an average rating of 1.4, whereas the second worst civ (Mansa Musa) was rated 1.9.
In this game my coastal cities were all already pretty stacked in terms of housing thanks to the fisheries I built everywhere. My inland cities lacked housing a bit, but that's a small price to pay for the +10% science empire-wide and +1 production per citizen in cities with a governor from Communism's inherent effect.
Can you please do a Poundmaker Civ spotlight? I’ve seen a lot of people dominate with him and get a ton of science despite the fact that he has absolutely no science bonus at all whatsoever. The previous multiplayer science victory record was even set with him. If you do, I will thank you in advance now.
It's simply too late in the game at that point for it to be worthwhile to settle new cities - districts become more expensive the more technologies and civics you have completed, so it'll take way too long for a new city to come online. At this point, the only means of getting new cities which is worthwhile is by conquering them, as that way the cities will come with a bunch of districts and tile improvements already completed.
Your request is duly noted. My video "early game optimizations" does bring up some micromanaging, but I suppose I could afford to cover city micromanaging in the later stages of the game as well.
Any tip for bm teddy he is so good when I get a good spawn as we know but I don't know how to open with him yet I have done mag. and mocksha religion, no religion need some tips or if you can do Babylon tips next. lmao I just tuned into twitch to see the botched teddy set up hope to see you do this again soon
Teddy BullMoose is one of the only civs in the entire game that prefers to start by building multiple preserves. It's actually a very complicated build order with a lot of nuance to it that I plan on covering in a future video one day.
In the user FFA rankings I referenced in this video, he's 28th out of 77. He can easily snowball out of control with his war bonuses once he gets going, but he's a very linear war civ without much in the way of non-war bonuses. Theodora's generally considered the stronger Byzantium leader on this patch of BBG, as she's able to keep up with the rest of the lobby a lot easier during times of peace than Basil can, while still being able to make use of Byzantium's extra combat strength for each converted holy city when it suits her.
I can't belive Montezuma is never ranked high with the attack bonus for each luxury resource and Amenity bonus as well as the eagle warrior free maintainance and builders from killing other units saving construction time. Maybe just cause I play it with Science, Religeon giving gold and free Amenities to cities with more than one district. Slam science first, Pump out the eagle warriors so you can park builders on the districts to speed up the science district build had beeline for man at arms, then beeline or niter so you can upgrade fast, then late game beeline for Oil, upgraded infantry, etc. Late game go for airport first so you can build the airports to spam out jet bombers. Jet bombers ( and all units )with a + 16 for luxury resources which you'll have by then, hit for 146 damage and you can just spam take cities. Let them do the work of building the Theater districts, science districts etc for you. Why waste time building encampments when you can just take others encampments
The civics tree just has a lot more of the important power spikes in the medieval and renaissance era than the tech tree does. The serfdom policy card for extra build charges, a ton of governor titles on various civics, and tier 2 governments like Monarchy & Merchant Republic are all bigger power spikes than anything in the tech tree prior to Industrialization if you're not at war. In general, you'd much rather have 15 science and 30 culture than 30 science and 15 culture in the early game - you'll scale better.