What I Wish I Knew BEFORE Playing Civilization 6

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For Civilization VI fans, beginners and returning players (or simply those looking to refresh on some fundamentals) - here are some of the key things I wish I knew before playing Civilization 6. I'm assuming for this video you know how to play civ (or similar strategy games) but are looking for some beginners guide material, with a twist as it also includes intermediate tips/ strategies for Civ 6. This video also has some civ 6 gameplay in the background, demonstrating things where appropriate (e/g map pin and adjacency bonuses for civ 6's districts). Thanks for watching! #civ6 #civilization #strategy #gaming #civ

(including the detailed map tacks)

Contents:
0:00 - Civ 6 Tips
0:30 - Production is everything
1:33 - What units should I build in Civ 6? (ditch the scouts!)
4:00 - Civ 6 City Planning and Adjacency Bonuses
8:13 - More is ALWAYS BETTER
11:20 - Tradey
14:30 - What we learned about civ 6

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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.

maj.kingkong
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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.

Vietcongster
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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.

bigfudge
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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.

heatherkramer
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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.

luckykitty
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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.

qurazy
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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.

are
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Super helpful video, just coming into civ 6 after tons of civ v, super weird to not be building tall for me

superkactus
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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

ryangarza
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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.

leadbones
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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.

esteemedyams
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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.

misterbleedinggums
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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)

kristofbab
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Scouts are relevant depending on map size imo. If you play up to standard map 0-1 scout is enough. Playing bigger maps id go with 2-3 scouts

Vespr
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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.

robertcartledge
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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.

ZachariahWiedeman
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I feel like you get more Era score with a scout, since you can get more map explored faster.

NewVenari
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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 .

somebloke
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I just got Civ 6 for the Switch. I haven’t played civ since 4. Really excited to get into it. Cheers

robertshay
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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

Kerosiin