HamDogMike

Overall Start for your Civilization

19 posts in this topic

  Disclaimer! This post is 100% a work in progress, more ideas and points will be posted Every Day. So keep the comments coming. I will be updating this post with every insightful and helpful comment. Thanks <3

  Hey everyone. Now I will not be here and say that I am an expert at Civilization VI or any game in the Civilization franchise for that matter (collectively between Civ 5 and 6 its 80 hours. I know I'm a nub); but for the few hours I have religiously played into the game I have a small grasp of an understand on how to start your City off where it will help you develop no matter which way you wish to carry out the game. I will be stating all of these as my opinion and if anyone has any tips or edits for the topic then absolutely feel free to post about it below. As for the reason of this post: Coming from personal experience, when I first came into the game I was going around asking individuals how I should start my city and how I should advance myself, but I believe that making this topic will bring all those helpful tips into one place, making this thread a house for knowledge and helpful advice!

  Throughout this post I will be comparing different starting locations and resources to one another, and they will be visually rated through 1-4 but color coated.

Green being Best - Yellow being Good - Orange being Acceptable - Red being Bad.

═══════════════════════════════════════╣                            ⒺⓃⒿⓄⓎ                           ╠═══════════════════════════════════════

Ideal starting location:

Spoiler

Now as we know, water is probably the number one factor ( next to surrounding resources ) for your decision on where you want to base your city upon; and here's why.

  civ6-3.jpg 

The reason for doing such is because by basing your City next to a tile of water wither from the Ocean, River, or Lake it give you a bonus on Housing and the opportunity of expanding your ship Research.  Here's a run down on the housing supply for each scenario.

Tiles where you are connected to a River and the Ocean, River - 5 Housing, Ocean - 3 Housing, Lake - 3 Housing, NOT connected to any source of water -  2 Housing

Having your city settled next to a source of water has multiple benefits. Next to rivers you can make Amphitheaters, Water Mills, Wonders the specifically require water, and some districts get bonuses for being next to such. Founding your city next to the ocean boost the Science research on Sailing and opens up the opportunity of Harbors, Sea Trade Routes and opens your army to an assortment of Ships.

 

Your City is planted, now what to build:

Spoiler

So you've placed yourself with a water source and you are ready to expand your empire, but those resources aren't going to yield themselves; or instead you are a pioneer and wish to roam the world in search of untold adventures! Then what should you do?

civ6_citycenter_china_big.jpg

  1. Scout - Map information {Exploration} is key in this game. The land outside your boarders can either be a land rich resources or be completely surrounded by Barbarians/City States. Scouting gives you map awareness and knowing what is around your city will play a key role in what you do throughout the game. It even benefits for later in the game; contacting another Civilization gives you a noticeable amount of information for their Science, Faith, Culture, and Tourism output ( Although the Faith output is currently bugged and not always accurate ). There is also the knowledge of the oppositions Military strength. With having a Scout, if the unit survives the challenges you face you can constantly check the other Players/AI's Military Status to see if you should prepare for a possible attack; or to see if they have no Military and begin your attack. It seems to be the best way to see if someone is going to war you or how you will match up against their army. You can always compare what you find in game to the information's board found in the top right corner but only seen for the players you have met.
  • Scouting gives you vital information about other settling locations which is very important. That information combined with the pin system is great for Diplomacy and overall strategy for what your going to build next. Seeing other players capitals and see city distances is important for defense and forward settling. An opportunity you may take advantage of is to forward settle, due to me being trapped, or being to close to another capital. Settling a city near someone is a good indicator that war is imminent due to the fear of domination victories. The most likely reason to forward settle for good reasons is not for war but for abundances of luxuries/natural wonders. Scouting allows you to plan when you settler needs to come out and how long you can wait based on the importance of settle locations.

Example: Taking two horse resources from your opponent is a major advantage in war. If they don't have any other horses, their army is not diverse enough and they are losing out on a important type of unit. You can take that city with smaller casualties because horses are a major unit in the game especially for fighting and flanking enemies.

  • Scouting gives you free envoys to city states which can be really good early game. Example: Culture / Military / Faith or Production City states.

Culture - Gives 2 culture early game ( which is a free monument in a single turn ). 

Military - Gives you +2 production for military units!

Faith - Gives you a free pantheon with the +1 or +2 faith per turn eventually so that you don't have to get the card that provides 1 gold and 1 faith in your capital. 

Production- Gives you +2 production to buildings, districts and special buildings which makes getting that monument, granary, or watermill, and future districts a lot faster.

Why Scouts and not just use other units? Scouts specialize in this because of their upgrades and the way they get experience for seeing wonders, Friendly Tribes and City States. They also get double experience with a policy card for the first policies in the game, allowing you to get a Level 1 or 2 scout that can move 4 to 3 tiles on Hills and Jungles.

This is not NEARLY done. Please stay up to date and keep up with the help to make this post better! Thank you all

Edited by HamDogMike
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Possible addition to make to this post later down the line: Plausible beginning paths, with pros and cons depending on scenario/immediate scenario

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I am on the other spectrum of CIV. I have over 100 hours in Civ 6 and over 1000 in Civ 5 although the games have similarities opening builds are changing a lot now.

Here is my normal opening builds and explanations to go with them to help those players who are new to the amazing franchise and need some advice:

#1 Scout - Goodie huts and map information {Exploration} is so key in this game. Scouts specialize in this because of their upgrades and the way they get experience for seeing wonders, goodie huts and city states. They also get double exp with a policy card for the first policies in the game allowing you to get a level 1 or 2 scout that can move 4 to 3 tiles on hills and jg.

Scouting gives you free envoys to city states which can be really good early game.

Example: Culture or Miltary or Faith or Production City states. Culture gives u 2 culture early game which is a free monument!!!!!! in a single turn. Miltary gives you plus 2 production for miltary units!! which is good for an early rush for city state conquest or a player capital (although we don't do early rushes often they are possible with lots of archers) . Faith gives you a free pantheon with the plus 1 or 2 faith per turn eventually so you don't have get the card 1 gold and 1 faith in your capital because production is the top tier resource in civ 6 in my opinion. And Production gives you 2 production to buildings districts and special buildings which makes getting that monument, granary, or watermill, and future districts a lot faster.

Scouting also gives you the goodie hut. THE MOST RNGG thing in this game for better or worse. 

Rewards = Gold Sum usually 40 - 75 gold, Faith Sum usually 20 - 60 faith, science boosts for random technology (RNGG time man), 1 free pop (OP luck), 1 free trader, builder or scout (Okay but not OP), A RELIC!!!!!!!!! (U GET THIS YOUR SET FOR LIFE), and experience (THE WORST RNGG YOU WILL GET) EXP does not scale well in this game if it gave me like 2 levels for a unit it would be good but it doesn't even give 1 sometimes.

Scouting also gives you map awareness. Information is key. Seeing a Civilization gives you a noticeable amount of information for late game including their science, faith, culture, and tourism output. Faith output is currently bugged not always accurate. Then there is military strength you can also see which i frequently check if I am worried people will turn on me or are going to war. That number will boost as their army size increases best way to see if someone is going to war you or how you will match up against their army. All this information can be found in the top right corner under victory conditions but only seen for the players you have met.

Scouting gives you settle locations which in my opinion is most important and with the pin system good for diplomacy and overall strategy for what your going to build next. Seeing other players capitals and see city distances is important for defense and forward settling. Sometimes I know I love to do it I forward settle due to me being trapped, or being to close to another capital. Settling a city near someone is a good indicator that war is imminent due to the fear of domination victories. The most likely reason to forward settle for good reasons is not for war but for horses or lots of luxuries / natural wonder. Scouting allows you to plan when you settler needs to come out and how long you can wait based on the importance of settle locations. Taking two horses from your opponent is an automatic win in war if they don't have any other horses cavalry is too broken so you can take that city without fear of war because the player will die if they fight you with no horses.

So yea scouts op get them and they give you a number of bonuses in civics like 5-10 boosts so they are strong!!!!!!!! 

#2 Scout (Really are you surprised why I am getting another scout) The only down side is they are bad vs barbarians but the pros outweigh the cons.

#3 Builder: Tile improvements give you many things mainly growing your city yields. Tile yields are only as useful as how much population your city has. First things first, Food the life source of population. I often work and lock food focus in my city screen the bottom right hand corner in the city menu. Although I have to give up production usually for this yield which is fine cause I will make up for it later when i have 6 citizens to my opponents 3 citizens. Which means I have double his/her tile yields cause I can work 3 more tiles then him/her. Production is key too and some tiles have both food and production which are amazing especially stone hills and bananas hills. Luxury resources and horses are key though. Even farms on rice and mines on copper and quarries on stones give you bonuses to technologies. Builders are good for making cities great but take time to produce and utilize. I usually only get one builder for each city til I am ready to really utilize my population. Only my capital gets more then one builder usually for the first 50 turns or so. 

#4 Settler/ Monument/ Granary/ Archer

4th build is important cause you have scouted and have options now for openings. Sometimes this build can be #3 build if you get rushed by barbs because the builder will be useless if you have barbs nearby.

Archer is my usually counter to barbs unless I can have two horses in capital then calvary rush hoe!!!!!! And I go ham in army 3 archers at the least to clear camps because they can be used to escort settlers and maybe take a city state or player capital if pushed to the limits and no other options are available. Plus you get refunded half their cost if you no longer need them you can sell them and turn them into workers basically but this is kinda an exploit and is not meant to be abused only to remove units cause they are no longer needed. 

Monument is the normal build helps with culture and gives you earlier governments which is good once you hit political philosophy and other civics.

Settler is my normal forward settle time strat if I am cornered or really want a city spot early. I usually save up money to buy my first settler at 320 gold cause each one you produce they get more expensive and require more production (A VERY COOL ADDITION TO CIV 6 LOVE THIS). But I like to produce a settler and buy one at the same time about to get two early cities but I time it so I don't lose two population from this but more 1 population then city grows 1 pop then loses 1 population. Taking a city from 5 pop to 3 pop can be detrimentally to early game.

Granary is more a weird map spawn issue. If you are having a hard time with housing or finding fresh water granary is the way to go maybe even get it for # 3. Mainly for harsh map types.

#5 SETTLERS. Cities OP but need to be defended. Building Wide is really strong late game and an overall grand strategy for civ 6 building tall is harder then Civ 5 cause the way science and culture caps work now. I like 6 cities to 8 cities but I need luxury resources and amenities to back them up. I can go in more depth later on this topic about cities. Going wide and tall strats differ a lot!

#6 Districts (Depends on what resource you want first usually science district is the way to go with Campus

 

 

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In comparison to @HamDogMike and @DASGUTENBRATmy starts are much more unusual but understandable in circumstances where barbarians are a big issue, also players who want to capitalize on cities with no walls. I build 3-4 warriors and 1 slinger for my first few things in the city for a good defense. Saving money to outright buy a worker to improve my city.

My research chain is pretty standard, I get techs that will help build up my capital so I can sustain the production of multiple settlers. Then I go for Walls or Encampments right off the bat for better defenses in case any players get uppity. After that my queue of techs changes from game to game depending on what I'm trying to do. I generally try to have access to walls in the first 50 turns of a Standard speed game.

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I think that strat is good but in our games you don't have to worry about early war cause people don't rush capitals often so the production is wasted that is all. Walls are for when you know the attack is coming. Scouts will see the attack before a warrior. Melee units too slow is my opinion. I hate them!!

Although if your next to aztec walls might be needed aztec melee op!!!!!

Edited by DASGUTENBRAT
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2 minutes ago, DASGUTENBRAT said:

I think that strat is good but in our games you don't have to worry about early war cause people don't rush capitals often so the production is wasted that is all. Walls are for when you know the attack is coming. Scouts will see the attack before a warrior. Melee units too slow is my opinion. I hate them!!

Although if your next to aztec walls might be needed aztec melee op!!!!!

I agree, except if you are in the Medieval or Renaissance eras and you don't have walls yet, but you know an attack is coming. So you have to stop unit product to build Ancient Walls, then Medieval walls, and by the time your city has the defenses to bombard units of comparable strength you've likely been overrun.

Example from a previous finished game:

@Beravin and @Zxcaven were on the warpath to completing a Religious Victory and I was the last unconverted Civ in their way. I'd had walls since turn 40-some-odd, and Medieval walls before they started converting my city states. At that time my two border cities had 55-56 defense, they could deal with most things besides siege tower supported units, but their efficiency for killing units wouldn't be enough to stop Apostles being Escorted by up to date Medieval units. So I then built Renaissance walls before the assault started, while @Beravinwas stuck moving 1 tile at a time through a very thick jungle defensive border to my south. By the time he was on my borders my two frontier cities, and their encampments, had 68 defense and it would take the cities and both encampments plus only two crossbows only around 12 or so turns to wipe out most of the Knight escorted Apostles that tried to pass. My capital had over 78 defense (and an Ironclad from a Great Admiral), and was two hitting Knights while being backed up by Mamluk cavalry units. I ended up bleeding @Beravin dry of Faith and having him down to his last two Apostles before losing.

If I was playing your strategy for walls, there would have been no contest. I wouldn't have been able to stop any of the escorted Apostles.

Walls are only 1 gold maintenance, if you get Medieval walls and have the Monarchy Government they give you more housing. There are policy cards out there that enhance your cities with walls. Really, if there is some kind of building I ignore in my cities its the Monument. I'm not too fussed about culture gain at the moment.

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Walls are definitely a requirement but they don't come until mid game in my opinion unit production too important and early rushes are not common. takes 100 turns in standard to get a legit religious war started. Early game production to key to waste on walls unless ur getting fulled on early rushed

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15 minutes ago, DASGUTENBRAT said:

Walls are definitely a requirement but they don't come until mid game in my opinion unit production too important and early rushes are not common. takes 100 turns in standard to get a legit religious war started. Early game production to key to waste on walls unless ur getting fulled on early rushed

I like getting walls before turn 50.

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Just now, DeathSarge said:

I like getting walls before turn 50.

I don't think they are viable until someone starts building an army which could be any turn I don't limit it to a set period especially in standard speed where armies take huge amounts of time to build up. You have to commit in standard so its easy to counter sometimes depending on the civ

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That's your opinion, this is mine. I like to hope for the best, but plan for the worst. So far it hasn't let me down.

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Well I would like us to finish more games so we can see the results of our strats. # FINISH SAVED GAMES

Lolz sorry don't want to trigger you guys but I love seeing late game in standard speed games!!!!!.

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Starting with a scout is a great Idea but 2nd you want to make a military unit and go and clear the barbarian camps in your neighborhood. They give good gold and experience for your units.

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your post is wrong lakes give the same housing bonus as rivers just you can't build a water mill, and oceans only give +1 housing to the base 2 housing

and military state bonus is to any unit not just military units

Edited by Zxcaven
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I Typically want to rush archers and invade someone early game, but that's just me

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On 11/9/2016 at 8:26 PM, HamDogMike said:

  Disclaimer! This post is 100% a work in progress, more ideas and points will be posted Every Day. So keep the comments coming. I will be updating this post with every insightful and helpful comment. Thanks <3

  Hey everyone. Now I will not be here and say that I am an expert at Civilization VI or any game in the Civilization franchise for that matter (collectively between Civ 5 and 6 its 80 hours. I know I'm a nub); but for the few hours I have religiously played into the game I have a small grasp of an understand on how to start your City off where it will help you develop no matter which way you wish to carry out the game. I will be stating all of these as my opinion and if anyone has any tips or edits for the topic then absolutely feel free to post about it below. As for the reason of this post: Coming from personal experience, when I first came into the game I was going around asking individuals how I should start my city and how I should advance myself, but I believe that making this topic will bring all those helpful tips into one place, making this thread a house for knowledge and helpful advice!

  Throughout this post I will be comparing different starting locations and resources to one another, and they will be visually rated through 1-4 but color coated.

Green being Best - Yellow being Good - Orange being Acceptable - Red being Bad.

═══════════════════════════════════════╣                            ⒺⓃⒿⓄⓎ                           ╠═══════════════════════════════════════

Ideal starting location:

  Hide contents

Now as we know, water is probably the number one factor ( next to surrounding resources ) for your decision on where you want to base your city upon; and here's why.

  civ6-3.jpg 

The reason for doing such is because by basing your City next to a tile of water wither from the Ocean, River, or Lake it give you a bonus on Housing and the opportunity of expanding your ship Research.  Here's a run down on the housing supply for each scenario.

Tiles where you are connected to a River and the Ocean, River - 5 Housing, Ocean - 3 Housing, Lake - 3 Housing, NOT connected to any source of water -  2 Housing

Having your city settled next to a source of water has multiple benefits. Next to rivers you can make Amphitheaters, Water Mills, Wonders the specifically require water, and some districts get bonuses for being next to such. Founding your city next to the ocean boost the Science research on Sailing and opens up the opportunity of Harbors, Sea Trade Routes and opens your army to an assortment of Ships.

 

Your City is planted, now what to build:

  Hide contents

So you've placed yourself with a water source and you are ready to expand your empire, but those resources aren't going to yield themselves; or instead you are a pioneer and wish to roam the world in search of untold adventures! Then what should you do?

civ6_citycenter_china_big.jpg

  1. Scout - Map information {Exploration} is key in this game. The land outside your boarders can either be a land rich resources or be completely surrounded by Barbarians/City States. Scouting gives you map awareness and knowing what is around your city will play a key role in what you do throughout the game. It even benefits for later in the game; contacting another Civilization gives you a noticeable amount of information for their Science, Faith, Culture, and Tourism output ( Although the Faith output is currently bugged and not always accurate ). There is also the knowledge of the oppositions Military strength. With having a Scout, if the unit survives the challenges you face you can constantly check the other Players/AI's Military Status to see if you should prepare for a possible attack; or to see if they have no Military and begin your attack. It seems to be the best way to see if someone is going to war you or how you will match up against their army. You can always compare what you find in game to the information's board found in the top right corner but only seen for the players you have met.
  • Scouting gives you vital information about other settling locations which is very important. That information combined with the pin system is great for Diplomacy and overall strategy for what your going to build next. Seeing other players capitals and see city distances is important for defense and forward settling. An opportunity you may take advantage of is to forward settle, due to me being trapped, or being to close to another capital. Settling a city near someone is a good indicator that war is imminent due to the fear of domination victories. The most likely reason to forward settle for good reasons is not for war but for abundances of luxuries/natural wonders. Scouting allows you to plan when you settler needs to come out and how long you can wait based on the importance of settle locations.

Example: Taking two horse resources from your opponent is a major advantage in war. If they don't have any other horses, their army is not diverse enough and they are losing out on a important type of unit. You can take that city with smaller casualties because horses are a major unit in the game especially for fighting and flanking enemies.

  • Scouting gives you free envoys to city states which can be really good early game. Example: Culture / Military / Faith or Production City states.

Culture - Gives 2 culture early game ( which is a free monument in a single turn ). 

Military - Gives you +2 production for military units!

Faith - Gives you a free pantheon with the +1 or +2 faith per turn eventually so that you don't have to get the card that provides 1 gold and 1 faith in your capital. 

Production- Gives you +2 production to buildings, districts and special buildings which makes getting that monument, granary, or watermill, and future districts a lot faster.

Why Scouts and not just use other units? Scouts specialize in this because of their upgrades and the way they get experience for seeing wonders, Friendly Tribes and City States. They also get double experience with a policy card for the first policies in the game, allowing you to get a Level 1 or 2 scout that can move 4 to 3 tiles on Hills and Jungles.

This is not NEARLY done. Please stay up to date and keep up with the help to make this post better! Thank you all

Great guide for new players!

Starting with Greece gives you an extra policy which can come quite in handy for early civ development. 

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Very good, short and to the point.

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On ‎11‎/‎15‎/‎2016 at 3:51 PM, DASGUTENBRAT said:

Well I would like us to finish more games so we can see the results of our strats. # FINISH SAVED GAMES

Lolz sorry don't want to trigger you guys but I love seeing late game in standard speed games!!!!!.

feel ya man

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I haven't yet been able to buy Civ 6

but I've got a lot of time into Civ 5

the 1st city I start with builds a coupla scouts, 1 worker , 1 settler -

then I go for "great wall" ASAP and let the 2nd city build settlers & army units & scouts

 

that great wall saves my rear time and time again in the early / mid -stages of a marathon game from ancient times onward

 

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Thanks for this; I've been looking to get into Civ 6 for a while now. I hope you guys on TS will be able to help me out sometime!

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