(Civ 6) 5 HUGE Mistakes EVERYONE Makes In Civilization 6 || Civ 6 Guide/Tips

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Civilization 6 tips on the 5 biggest mistakes you make in civ 6. This Tips for civ 6 will show 5 HUGE mistakes civilization 6 players make
in civilization 6. Civ vi video for civilization vi by thecivlifer. Subscribe for more civ 6 content.

00:00 Intro
00:40 Why The Builder Policy Card Is USELESS
03:11 The WORST Government In Civ 6
06:14 FORCING Governments... Let Me Explain
08:43 NOT Moving Your Starting Settler
10:30 Researching Strategic Resources
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"Why you NEVER research iron" is waaaay different than "drop districts first". This channel is turning into

Special_Places
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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.

A_Black_Sheep
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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

Wastelander
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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.

matthewdancz
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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

So, always check which til your population start to work when you settle a city!

ProtonCannon
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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.

jiiaga
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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.

janso
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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.

ProtonCannon
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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.

jyutzler
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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.

robitusinz
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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

rozzg
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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.

ProtonCannon
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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!!

shawnadams
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Not to nitpick, but shouldn't one generally try to research bronze working so that you can hopefully settle near an iron source before the AI does?

ericdale
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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.

julian
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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.

gtomkins
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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.

highadmiralbittenfield
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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.

nathanapplegate
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Im pretty sure this video will help me get out of my parents basement, nice video as always, love the tips!

theemperor
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Good tips, but would be 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.

technovan