How Multiplayer Civ VI Pros DOMINATE the Late-Game
Vložit
- čas přidán 10. 09. 2024
- Thanks for watching the video!
Follow me on twitch to catch me playing Civ VI multiplayer games live: / herson100
Be sure to check out my playlist for more Civilization 6 Multiplayer Guides: • Civ VI BBG Guides
If you want to play multiplayer Civ 6 games yourself, the best community to organize these games is CPL, which you can find here: / discord
"Produce poop. Poop will never let you down." Amen, brother.
City states are so huge in determining what to build... I played a Barbarossa Germany game recently in which I won a reliquaries culture victory. First meet was Kandy and I saw a natural wonder on the appeal lense so I took Amani as first governor, switched research to astrology and got a very early relic plus first religion (Poland was in the game, so I had to rush religion, she didn't get the eureka and lost out). I also met Vilnius, Antananarivo, Ayutthaya, Kumasi and Mohenjo Daro, with Bologna as the only blue CS. Theatre square was the second or third district each city placed, the culture was entirely through the roof.
"Communism seems great in theory" Yeah I heard that alot :D
Great guide, these principles are long since been the base for multiplayer. I also wanted to add that military academies are extremely important buildings, even if you dont plan on attacking- you get production, housing, OIL, every single tank and artillery eats one per turn, essentialy it raises your army cap, and allows you to build corps\armies with production discount.
You can make cheap army prebuilds or even newer units with enough production, moreover if you are dirt rich or use grandmaster's chapel you can buy corps and armies instantly with a discount...which stacks with other discounts. Ngazargamu city state, chandragupta bonus, suguba from mali, democracy 15% gold discount...Before ngazargamu was nerfed, you could buy units for free, but even now, you can make it absurdly cheap.
“With the fascist legacy, you retain the combat strength even while enjoying the benefits of democracy”
Germany, Italy, & Japan be like
I dont think this guy is playing the same game as me....
I'm surprised you only have 15k views on this video-- it was incredibly useful and I don't even play multiplayer.
Probably because the online multiplayer civ community is not that big. But I agree, I have 1000+ hours in the game and I also learned some things I didn't know.
This channel taught me so much stuff I never knew
Tho im already a very experienced player, with 5k hours adn 2y into competitive players, ur videos helps a lot to check on some mistakes I make
You popped up in my recommendations somehow, and you've got a new subscriber now 👍
Amazing Guide! Could we get a guide to early war-declaration, scout harassment and war weariness? I was often stomped early and my entire empire got pillaged :(
Ty
Amazing, thank you for all the hard work
Great summary! Just one thing; you don't pronounce the "p" or "s" in corps. It's pronounced the same as "core".
thx a lot! your content is unic man. your helping seminew people to understand ffa and base understanding of the game. keep doing!
This video saved my life
Hi, Thanks for your videos, they are very helpful ! I have 2 questions. How do you decide for how many citys to go for ? In the Khemer Game i looked like you had more space to expand, but chose not to. And how many industrial zones do you build? Only enough to cover every city with the factory radius? Or does it sometimes make sense to build more ?
One of the main limiting factors when choosing how many cities I go for is amenities. If you settle a new city and it causes your empire to drop from +5 amenities in every city to +4, it doesn't matter how good that city is - it's not going to be able to compensate for the reduced yields in the rest of your empire. Spawns which have more luxury resource diversity (such as when you spawn near a continental split), and spawns where you can become suzerain of an amenity-granting city state (like Cahokia, Beunos Aires, and Zanzibar) are signals that you can probably get away with settling more cities than usual.
The main two build paths in this game are going to be ~7-8 cities by turn 55 with Audience Chamber as the first building in your government plaza, or 10-12 cities by turn 55 with Ancestral Hall as the first building in your government plaza. The civ you're playing also factors into your decision making on how many cities to settle. Civs with bonuses that grant them more amenities, such as Aztec and Scotland, are usually likely to want to settle more cities than civs without those bonuses.
When it comes to how many industrial zones to build, it usually depends upon how easily I can get big intercity aqueduct setups, and upon which type of civ I'm playing. A civ like Khmer who goes a holy site first in every city simply won't have as many district slots available to put industrial zones down compared to a civ who doesn't build any holy sites. On Khmer, I generally am only looking to build enough industrial zones to tag my cities with the factory AoE.
On a civ like Cree, however, I'd generally build a few more by settling cities in formations where I can get diamond-shaped industrial zone/aqueduct setups like the one in the thumbnail. It's common for me to have around ~5 industrial zones by turn 70 if my spawn will permit the setups for it. As you can see, however, the Cree game I played in this video did not allow for this - there was practically no fresh water and few mountains around, so I couldn't place the aqueducts required to make any of the good setups for industrial zone adjacency. Because of this, I only put down the minimum number of industrial zones needed to tag most of my cities with a factory.
Here's an example of a rare game where I built a very large number of industrial zones because my spawn was very permissive towards getting good adjacencies: i.imgur.com/vF2vm8d.jpeg
The +4 industrial zone in Adana is a bit sus, but the other 5 are all incredible and well-worth the district slots. Putting down this many industrial zones of this high quality will result in you rapidly filling out all of the districts in those cities with buildings, so remember what those cities should be doing next: making PEWP.
@@HersonCiv Thanks for you in depth answer! I have been stomping my friends lately because of you. I even managed to get 500 culture by turn 85 as Canada. Thanks alot. Looking forward to getting into a cpl newbe game soon!
@@HersonCiv Does having more IZ than what you need for the AoE bonus and electricity actually help for non-science wins or civs with no IZ related synergy? Why not build the actual thing you need with the production to build an IZ and its buildings in the first place?
@@kryndude The "Craftsman" policy card is usually kept in for most of the game, since there are few red cards which are good outside of warfare. It doubles your industrial zone adjacency, so if you can get down a +6 industrial zone in a city, it's usually worth it even if you already had a factory tagging that city. That city will gain 12 production (b/c of the doubled adjacency) just for having the industrial zone down, and will gain another 12 production if you decide to build a coal power plant.
This is useful for quickly building things that you only unlock later in the game. Running the "build nuclear device" project, creating planes, contesting late-game wonders, spamming theater square projects to get all of the writers/artists/musicians for CV, etc (great musicians in particular get cheaper once the game reaches the modern era b/c of how great person costs scale in proportion to the game's current era and the associated era of the great people being offered). These are things that you can't necessarily contribute production to right away.
Furthermore, having more industrial zones allows you to run the district project to generate great engineer points. A common strategy is to run projects to recruit Filippo Brunelleschi, a renaissance engineer who grants a large amount of production to wonders. Then, you can easily grab powerful industrial-era wonders like Oxford University as soon as you unlock them, whereas otherwise you'd be gambling on whether or not you finish the wonders before other players.
If you have the wonder Mausoleum At Halicarnassus, all great engineers gain +1 charge of their ability. This obviously incentivizes building more industrial zones for its own sake since engineers become more powerful, but it's also worth noting that this can be used with Leonardo Da Vinci, who grants all workshops in your empire +3 culture - with mausoleum, this doubles to +6 since he can use his ability twice. In this case, being able to build more workshops b/c you have more industrial zones is really good. You wouldn't place down a bad industrial zone just because you got Da Vinci, but you would strongly consider placing down a +5 adjacency one even if the city is already in range of a factory.
You'll notice in the games that I played in this video, however, that I didn't place down any industrial zones beyond the minimum needed for factory AoEs. This is common and fine. You just have to tailor your gameplan to the type of spawn you get and the civ you're playing.
@@HersonCiv Appreciate the detailed explanation, ty!
Advice for playing 12 player hotseat games by yourself?
Try going out and meeting people. Making friends isn't as hard as you think! :D
wow that's a lot of information you just threw at me but let's break it down first off I totally get the frustration of falling behind in the late game even if you're ahead early on Civ 6 multiplayer can be really tough especially with tank and artillery pushes and yeah focusing on optimizing gameplay during the Renaissance industrial and early modern era is a great strategy now this poop concept is really interesting I've never heard it put that way before but it totally makes sense pre-builds eurekka wonders and projects that's a cool way to remember it and it sounds like a pretty comprehensive strategy for the mid-game especially the idea of pre-building units for upgrades later on and aiming for the powerful great people in the Renaissance and Industrial eras those can definitely be game changers and yeah I've noticed that a lot of players tend to overlook running district projects for bursts of great person points it's good advice to focus on that in the mid-game but yeah overall this guide seems like it would be really helpful for someone trying to up their game in Civ 6 multiplayer I'll definitely have to keep these tips in mind next time I play thanks for sharing!
grros baiseur
Do legacy cards stack with govs' inherent bonuses? Can I stack 5 from the fasch gov and 5 from its card? Or it doesn't work that way?
Dude. This video. Youre the man.
How did u go from 80 science to 160 in ten turns? 14:36 while at the same time going from 70 culture to 240? 16:53 it doenst make sense to me
Do you put entertainment complexes in mostvof your cities?
No, you typically only need 1-2 entertainment complexes in centralized locations so that you can tag like 6+ cities with the area-of-effect amenities granted by a zoo and stadium. Multiple copies of these buildings within their area of effect (6 tiles) do not stack, so it's wasteful to put entertainment complexes too close together.
I noticed you are using the policy card yield mod. Are mods like that allowed in multiplayer games?
I typically play in CPL, a discord group with over 10k members which you can find in the description of the video. The policy card yield mod, named "Policy Cards Extended", is a common mod used in CPL. The game won't allow you to activate any mod (including UI mods) that the host of the lobby doesn't also have active.
@@HersonCiv do you know what channel do you join when looking to play a game? If you are a total novice that is
@@alex2005z The getting_started channel has instructions. You can just join the staging: FFA voice channel and watch the Lobby-links text channel for new lobbies being posted.
If you want to play teamers, which is usually 4v4 or 5v5, your options are to wait for a novice-only teamers lobby to form (which is infrequent) or get a few games of experience under your belt in FFA first. Outside of novice only lobbies, players in CPL will often want to see evidence that you're somewhat competent before they'll let you into their teamers lobbies. Nothing much, just a few FFA games that prove you're not a total Civ beginner.
You didnt mention it, but is trying to get a 2 promotion scout worth it? And if so how would you go about it
You typically keep the "+100% XP for recon units" policy card active throughout the first 30 turns of the game or so unless you need to use your red policy card slot for bonus combat strength vs barbs. Scouts gain XP for finding tribal villages and discovering natural wonders, and can easily gain promotions through these means if you have that policy card in.
You generally don't want to slow down your scouts by fighting barbarians with them. In FFA games especially, you need your scouts to keep moving in order to get enough era score to reach your golden ages. Meeting new civs, discovering natural wonders, and finding tribal villages is integral to securing your first golden age.
@@HersonCiv 2 promotion spy. Sorry, I wrote it wrong
@@alex2005z Yes, it's worth getting a two promotion spy. With two promotions, spies running the mission which grants diplomatic visibility will grant you 2 levels of diplo vis instead of 1. This means your units will gain increased combat strength from "intel on opponent's movements", which is significant.
To do this, put your spies in foreign cities which do not have encampments or diplo quarters in them (these districts reduce spy success rates). First, run the mission "gain sources" to increase your spy's success rate and gain some risk-free XP. Afterwards, your spy will gain a promotion upon completing their next mission, and then another promotion for the mission after that.
Generally, you run Siphon Funds since it has the highest success rate. Forment Unrest is an option if, for some reason, you haven't found any foreign cities that have commercial hubs.
Ideally, you want at least one level-2 spy with the promotion "takes no time to establish in foreign cities." This will prevent you from being blind-sided by an attack, as you'll be able to quickly respond with your spy and gain 2 levels of diplomatic visibility on your opponent.
Fun fact: Terracotta Army also grants a promotion to all spies in your empire upon completion. This wonder is integral to certain push timings when playing as Mongolia, as that civ gains double the combat strength advantage from diplomatic visibility (+6 per level instead of +3).
@HersonCiv didn't know about the encampment thing. Ty very much
You are the best.
What is the current chopping meta?
I love pewp
No Im Her son
Corps is pronounced like core
Remember, poop
The mods dont seems balanced at a all.
For real. I can’t believe they buffed magnus
Lmao "corps" is pronounced like "cores", not "corpse."
Singular "corps" is pronounced "core," and the plural (same spelling) is pronounced "cores"
(For those who don't know, it's simply a direct loanword from French (with a Latin origin), and French pronunciation is followed for both singular and plural forms)
@@GoodEveningDota ... He used it in the plural context. That's why I said "cores"...
@@ATinyWaffle fair enough, my good sir