(Civ 6) 5 Early Game Mistakes EVERYONE Makes In Civilization 6 || Civ 6 Tips For Civilization 6

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  • čas přidán 8. 06. 2024
  • In civilization 6 we are looking at early game mistakes in civ 6. In civilization 6 there are many tips/guides made for civ 6. What are the worst mistakes for civilization 6? What tips for civ 6 will help you avoid mistakes in the early game? Find out in this civ vi video mistakes that everybody makes in civilization vi
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    00:00 5 Mistakes Everyone Makes In Civ 6
    00:24 Mistake #1
    02:42 Mistake #2
    04:58 Mistake #3
    06:40 Mistake #4
    09:04 Mistake #5
    11:31 Mistake #6
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Komentáře • 743

  • @BrockPlaysFortnite
    @BrockPlaysFortnite Před 2 lety +3540

    me who always builds granaries as fast as possible 👁👄👁

    • @gainesdominique
      @gainesdominique Před 2 lety +46

      Me too

    • @redghost5705
      @redghost5705 Před 2 lety +62

      Yeah me too I been rushing them way to early in every settlement. Need to hold off until u really need them.

    • @CaptainTripps420
      @CaptainTripps420 Před 2 lety +100

      Same, I also rarely build monuments because I usually dont go for culture victories.

    • @lucjan764
      @lucjan764 Před 2 lety +134

      @@CaptainTripps420 wow, your civics must be researched in a terrible pace

    • @sordel5866
      @sordel5866 Před 2 lety +69

      @@CaptainTripps420 Surely you need monuments to grow your city borders? Or do you build flat?

  • @PotatoMcWhiskey
    @PotatoMcWhiskey Před 2 lety +2715

    Granary tip is so painfully wrong. +1 food is a 50% growth bonus if you have +2 food surplus. +2 housing is a 100% growth bonus if you x+1/x on your housing, citizens work tiles. Food = production.
    And it costs you about the same amount as a warrior. Bro the building is insane value.
    Watermills too, simple question, would you spend 80 production to get a citizen working a plains tile for no cost for the rest of the game? Easy choice.

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety +730

      honestly looking back at this didn’t give granary or the water mill enough credit tbh

    • @kdableu2841
      @kdableu2841 Před 2 lety +20

      thank you!

    • @eedobee
      @eedobee Před 2 lety +227

      I came down to the comments to see if anyone else disagreed with this dude about granaries. A few did, then I saw this. As authoritative a source as can be. 🙏🏻

    • @itsmaxwolf1416
      @itsmaxwolf1416 Před 2 lety +56

      @@TheCivLifeR you made some good points though, I find that the extra housing from granaries is direly needed, especially because I don’t build aqueduct unless I really don’t have fresh water. I just don’t understand why aqueduct is worth when your city already has freshwater unless you have a UB. River tiles give great food yields, and keep getting better later on.

    • @David-kw5uj
      @David-kw5uj Před 2 lety +12

      I agree with you, those early buildings allow a huge growth.

  • @hannesniederhauser8155
    @hannesniederhauser8155 Před 2 lety +907

    I do agree with everything, but granaries. Granaries are essential for almost every coastal city and later on important for their housing boost as in midgame your cities will probably be maxed out on housing. Only in early game they are not useful

    • @fabianocarbono
      @fabianocarbono Před 2 lety +96

      I agree with you, but you should just buy them and not wasting turns of production.

    • @dafdyy2383
      @dafdyy2383 Před 2 lety +44

      Basically I'm going to agree with most of what you're saying but contradict with the last, granaries are essential in early game, you need to think long with your cities, more growth means more population, more population at earlier stages means more tiles worked, maybe I'm just someone that priorities lie in economy and production, but I find granaries completely essential to most of my cities no matter what era I'm in and what states the cities at.

    • @dafdyy2383
      @dafdyy2383 Před 2 lety +4

      Not to compound the issue but by the time I'm in the classical era I usually have four to five cities that are anywhere between 6 to 10 population depending on my start and who's messing with me early on. Sometimes they get plagued by other civs, players or just barbarians.

    • @chriswhite491
      @chriswhite491 Před 2 lety

      @@dafdyy2383 builders tho?

    • @Sascha5
      @Sascha5 Před 2 lety +18

      @@dafdyy2383 In 30 turns you have 4-5 cities? For four cities, that's a settler every 10 turns... and then still have time and resources to grow them to 6-10 pop?

  • @tomohawk52
    @tomohawk52 Před 2 lety +475

    Trajan's bonus of "All Roads Lead to Rome" is big imo because you can spread out a bit more without worrying as much about defense.

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety +97

      true, a lot of people underestimate free roads

    • @stew4572
      @stew4572 Před 2 lety +38

      @@TheCivLifeR I won a game of Persia just because of their bonus where their roads are an era higher than your current era. I seriously had Industrial era roads in the classical era. I fought a 3 pronged war and won due to roads. Also, there is a mod I use time-to-time where builders auto build roads from walking. It is powerful when you need a push to happen and your troops are on the other side of the continent like the butter is from across the table, you just slide your troops to the other side and you have their cities in about 2 turns.

    • @lucasferrini7063
      @lucasferrini7063 Před 2 lety +4

      Somewhat. There are still plenty of bonuses that require to be within range of a specific building / district. Having you cities close maximize that AoE effect, and roads won't help you there. Best example, factories with their 6 tiles aoe. Even more if you got Magnus to stack the factory production

    • @Staerkebombe
      @Staerkebombe Před rokem +1

      @@lucasferrini7063 *can you explain a bit further akhiy?*

    • @Azarilh
      @Azarilh Před rokem +1

      I always get Rome on a coast or on an island........ I'm so unlucky with starting points with Rome.

  • @njmfff
    @njmfff Před 2 lety +247

    You don't need THAT many units, unless you start next to some aggressive AI like Zulu or Alex. You can actually prevent barb camp spawn by placing your units on hills around your city, because barbs cannot spawn in revealed area, only in fog of war. So you can use that to your advantage and strategically place units on hills to get extra line of sight and prevent barbs spawning close to your cities.

    • @blowc1612
      @blowc1612 Před rokem +10

      I love new barbs spawning early, it's a great source of income and purchasing cheaper more advance units early in the game and I get easy lvl 1 promotions. This guy on the video is clueless.

    • @utopia4056
      @utopia4056 Před rokem

      France and england tried to f*ck me up tonight, but i had focused on production and money and bought and produced units almost immediately (eith trajan). As long as u ready i dont think u really need any, i did play that one with no barbs tho so that for sure had something to do with it

    • @arhunt7778
      @arhunt7778 Před rokem

      @@utopia4056 why with no barbs? Its random and fun although annoying too. France, england, hungary, cyrus the worst neighboor. 100 % surprise war few turns after met. Best defensive type i use is, having 3 cities early close to each other and 3 archers + 1 swordman to rotate through your cities, and you don't need to worry about getting destroy anytime soon

    • @juicedelavie6212
      @juicedelavie6212 Před 11 měsíci +1

      I always leave the barbs alive and use them as training so my troops get promoted

  • @patinho5589
    @patinho5589 Před 2 lety +147

    I got used to building granaries from older Civ games where the granary halves the food required to grow.. so it more or less used to double your city growth rate.

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety +31

      that used to be so good. I wish they kept it

  • @JosephLachh
    @JosephLachh Před 2 lety +86

    I’m going to take this video with a grain of salt because PotatoMcWhiskey often builds granaries and water mills. In addition, he is able to take out a barb camp with one warrior by healing in between and adopting the policy buff.

    • @jyakulis1
      @jyakulis1 Před 2 lety +6

      I built early military when I was a noob. Now after 4000 hours sometimes I roll with one warrior for quite some time and a scout. If it is for someone new on deity then yeah I'd say crack out 3 slingers. But the more I played I realized I didn't ALWAYS need that much military. Situationally, you often don't need a military and then you just wasted about 15 turns when you could have been making settlers or a district. That early waste of turns could be the difference in getting a sub 200 win. And FYI, I consistently win in under 200 turns in any win condition other than diplomatic. You can get caught with your pants down occasionally getting greedy early, but I think you have to adapt to the game. In some games, you can be greedy and in some games, you spawn 15 tiles from an AI and meet them in turn 10 or less. I will say I play with souped up game modes that make it easier like heroes and secret societies, which I don't always see you use in your games. So, yeah sometimes my early unit is Hercules and a warrior. In the base game and for newer players it is not bad advice. But for me I far prefer to crack out military once Agoge is unlocked or Maneuver.

    • @JosephLachh
      @JosephLachh Před 6 měsíci +1

      @@jyakulis1it’s funny you say only to crack out three slingers if you’re a newbie because if you kill a unit with a slinger you boost archers, and then if you upgrade those three slingers, you boost crossbowmen. Potato does that sometimes too since it’s an easy eureka.

    • @groyperfuhr4871
      @groyperfuhr4871 Před 3 měsíci

      water mills are based

    • @JosephLachh
      @JosephLachh Před 3 měsíci

      @@jyakulis1 it feels like a 50/50 or less. There are games I spawn in and a scout sees me before I even get a unit out. There are games where they never find me, and there are games where my starting warrior happens to go the direction the scout was coming from, and scare him off. Seems like the odds are against me when you have a circle of fog around you and your warrior can only protect one direction.

  • @SeaCow1g
    @SeaCow1g Před 2 lety +167

    The single biggest change I made to my build order that made me never lose deity again was going Slinger first and rushing Archery. With 3-4 Archer asap you basically can’t die and can even take some cities from your opponents if they forward settle you. It’s a win win every time.

    • @luisgutierrez8047
      @luisgutierrez8047 Před 2 lety +21

      Ye that will make you not loose....but will also slow down your game A LOT.
      going double scout is: de way.
      Double scout will allow your to keep track of enemy movements, get more goody huts and first meets on cities. Like...+1 culture from first meet or +1 faith is HUGE. Early game it's a zero sum game between you and Ai. The more giddy huts and first meets you get the more advantage you have over AI.
      If war comes knowing you can easily get suzrein with amani and defend urself. Double scout is like....99% consistent. The extra 1% consistency from Archer rush is just not worth it imo..

    • @SeaCow1g
      @SeaCow1g Před 2 lety +10

      @@luisgutierrez8047 double scout is good in multiplayer, vs Deity AI 3 archer is better. Literally always win once I made the change.

    • @luisgutierrez8047
      @luisgutierrez8047 Před 2 lety +2

      @@SeaCow1g well hopefully you can one day do the transition to double scout. Usually NEVER even have the chance to boost archery. Only rarely if I'm deliberately hunting for barbs to get extra era score to secure monumentality.

    • @SeaCow1g
      @SeaCow1g Před 2 lety +5

      @@luisgutierrez8047 if you go Slinger first then getting the boost is very easy. I used to do double scout for over a year, then I found something better.

    • @viola308
      @viola308 Před 2 lety +2

      @@SeaCow1g Chad name, Chad pfp, I just started playing civ but I will trust that your opinion is correct

  • @stolidfox7528
    @stolidfox7528 Před 2 lety +146

    I say the mistake a lot of people make with the granary is building them too early. The 1 food they give really isn't much, but that 2 housing can make a huge difference at the right time. But yeah, building them when you are at 2 / 5 population is pretty pointless. I think there is a time for them, but it's a bit later on.

    • @sirblankenship
      @sirblankenship Před 2 lety +2

      YEAH

    • @shinydavidhowell
      @shinydavidhowell Před 2 lety +5

      If you think about it, Granaries are basically Sewers you get in the ancient era. That's their value.

  • @lucjan764
    @lucjan764 Před 2 lety +63

    I can definitely give a tip to be careful with switching from the Eurekas... I do that too much, I just liked doing it so much, feels kind of like min-maxing, optimizing the science output.
    And that's mostly true, but you need to weight how long it will take to research without Eureka VS how long will it get you to get that eurecka AND how useful it is to get that tech.
    You don't want to wait for the Education to be completed by the Eurecka you get for getting a Great Scientist in 20 turns, when you can complete the tech without it in 4 and have universities much sooner and thus get more science as a result.

    • @thatguy4042
      @thatguy4042 Před 2 lety +4

      I've never not gotten the eureka for education

    • @benismann
      @benismann Před rokem +3

      The best example of it is honestly just the plantation tech
      u may just not have any farm resources nearby

  • @Lankpants
    @Lankpants Před 2 lety +50

    You totally can spread out your cities, you just have to have awareness when you do it.
    If you've got a friendship with the guy you're forward setting (or one of you is Canada) then you totally should do it just to get the extra few cities in. If they've denounced you then it's a terrible idea. The general idea is that you start by spreading cities and then backfill spaces that you've left too, so the district adjacency point is more a temporary setback than a huge issue.

    • @Chicky_Lumps
      @Chicky_Lumps Před 8 měsíci

      Exactly, if there are great city plots at point A then B east of me, and it's probable I can befriend or defend against the neighbor just past B, then it's probably a very good gamble to get B then A later instead of very likely only getting A.

  • @dannyperez1604
    @dannyperez1604 Před 2 lety +13

    Double scout first builds. So many early bonuses from meeting civs, city states and tribal villages.

  • @AeonQuasar
    @AeonQuasar Před 2 lety +12

    My tip: Harvest/chop as much as you can before building districts. Chopping a forest with nothing builded in the city takes away usually 50% of the turn it takes to build the district. If anything, maximize it with Magnus if you can. Magnus should almost the entire game jump around from city to city, unless you are spamming settlers from one city only.

  • @Avatarbee
    @Avatarbee Před rokem +17

    barbarian camps can be cleared easily with a warrior and a slinger. Just move your slinger into sightrange of the camp and the guarding unit will come out to attack. Then have your warrior swoop in and destroy the camp. Works every time.

    • @Azarilh
      @Azarilh Před rokem

      I literally clear barbarian camps with only one warrior, just heal inbetween each hit. Ofc that works only if they didn't spot one of your cities, which is somethin you'd have to prevent ( unless you want to have fun, or easily exp your units ).

    • @blowc1612
      @blowc1612 Před rokem

      What?! Who destroys encampments early in the game?! They're an additional 3 gold per turn and another great way to get units. I rarely destroy encampment early on unless I'm trying to get vampires.

    • @blowc1612
      @blowc1612 Před rokem

      Also barb camps are easy 1 lvl promotions.

  • @rollfizzlebeef1779
    @rollfizzlebeef1779 Před 2 lety +182

    Love the humor that naturally flows in these videos. Always gets a chuckle out of me in addition to getting good Civ tips.

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety +12

      Glad you like them!

    • @dimitrisolejak26
      @dimitrisolejak26 Před 2 lety +1

      @@TheCivLifeR Its the first video I see from you and the first sentence got me Already.
      "In the history of Humankind mistakes have been made, look at my existence"
      :D
      czcams.com/video/wpg8iziLaA0/video.html

  • @rednoodleoffate
    @rednoodleoffate Před rokem +15

    Trajan’s roads ability is amazing in my opinion. Just makes setting up your empire so much easier, whether you focus on faith, trade, or military conquests.
    I disagree with the early game unit spam tho. Unless you’re playing on a high enough difficulty to make combat a lot harder, just understanding and using terrain advantages can be enough sometimes. You usually only need one or two sentry units at certain locations to keep barbarians at bay, and one good melee and ranged unit for clearing encampments. Using a smaller military also makes it easier to stack up promotions, creating convenient lesser deities for you to unleash on the world in the late game when you get them caught up on upgrades.

  • @OutOfMarbles127
    @OutOfMarbles127 Před 2 lety +10

    I strongly disagree with the notion that it´s pointless to build the city centre infrustructure. It´s a long term investment, you might not see results of having a granary or a water mill immediatelly but the bonuses add up a lot throughout the game. Plus with the watermill if you build it soon enough in the game, it pays itself off quite quickly.

  • @patriciantre
    @patriciantre Před 2 lety +10

    One thing to notice is that the water mill gives you the heureka for the lumber mill tech (or whatever it's the name), which lets you improve wood tiles and get massive production. That's why I always build it when I'm heading towards that tech (on a single city at least).

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety +2

      would be a good reason to build one

  • @SeaCow1g
    @SeaCow1g Před 2 lety +9

    It’s not that you should never build Granaries and Water mills but it’s that they are situational buildings. The mistake is that many players build them in every city when realistically they should only be built in certain scenarios.
    If you have a coastal city that can’t build an aqueduct then a granary is good to build.
    If you have a River city with 3+ tiles of wheat/rice etc. and/or you’re trying to get the science boost then a water mill is a worthwhile build.
    If you have the diplomatic resolution that boosts city center buildings production by 100% then both become worthwhile to build.
    Like I said, you don’t build them in every city, but there are situations where it is worthwhile.

  • @redghost5705
    @redghost5705 Před 2 lety +34

    Dude the delegations tip was exactly what I'm looking for. I'm staring at my Saladin campaign trying to figure out why everyone hates me. And I never realised the granary was equivalent to a settler 👍

    • @richyrich6099
      @richyrich6099 Před 2 lety +5

      Granaries are still worth building if possible because it is a permanent +2 food and +2 housing in the city. Its a waste to build in early game though as they do start off as expensive as your early settlers, which are unquestionably more important.

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety +4

      Glad I could help!

    • @blowc1612
      @blowc1612 Před rokem +1

      ALWAYS GET A GRANARY especially in your capital early on. My first settler usually comes once I've built my monument, granary and windmill.. depends how the game is going I may build the settler before the windmill and if I get lucky camping 3 barbs, I just buy my first settler and majority of the time I buy my first 3 settlers through gold and faith. I don't ven start building settlers untill like I have a 5th city and that's when my capital is well developed and can pump out a settler in 8 turns, can build a worker in 3 and melee and range units builds within 4 turns. Which I usually just buy unless capital is r building anything.

    • @blowc1612
      @blowc1612 Před rokem

      ​@@richyrich6099 definitely a must early build granaries, so that you can get benefits from it adds up. I usually buy my 1st settler. As I sell off my first 2 luxuries and not need a luxury until I get my second city which. Majority of the time is headed out to secure my 3rd luxury.

    • @blowc1612
      @blowc1612 Před rokem

      ​@@TheCivLifeR your tips are bad.

  • @JumpinTenFeet
    @JumpinTenFeet Před 4 měsíci +1

    fucking love the rapid fire jokes one after another while informing at the same time lmao

  • @JayJay-wf2oe
    @JayJay-wf2oe Před 2 lety +16

    You are absolutely right that granaries are generally not worth the ticket price in the early game. We'd rather get 66% of a settler with those investments. But IMO as game goes on the extra housing becomes more and more valuable and by mid game (80+ turns) you should definitely have it in as many cities as possible.
    There are also situations where your first city spawns on plains and all tiles surrounding you are 1 food 3 production n stuffs. In which case having one extra food literally almost doubles your growth rate. With the surplus production you get on plains I'd say granary isn't a bad investment at all.
    One thing to note is that district & civilian unit price all go up as game progresses, but buildings don't. So spending 65 production on 1 food 2 housing later when you need bigger cities for building more districts and triggering boosts is absolutely worth the price.
    For water mills, you need one to get the Construction tech boost, which is widely considered as one of the major tech milestones. The base 1 food 1 production isn't impressive at all. But if your city has 3 or more farms on bonus resources I'd say it's a must-have to keep the population growth going.
    Your other tips are really good and some of them were mistakes that I made when I first started the game. Keep it up!

    • @shinydavidhowell
      @shinydavidhowell Před 2 lety

      Water Mill is definitely worth building one of early for the eureka at least.
      And, yes, probably at most, unless you get lots of top-quality farm spots like you say.

  • @ness6099
    @ness6099 Před 2 lety +55

    It’s a bit of bad advice to say to not build water mills/ granaries, they are just a lot more situational than the monument.
    The granary does give 1 food, but it also gives 2 housing. With that, a freshwater city raises to 7 pop, enough to place down an extra district as well as the food to grow to that housing pop, and one on coast or off fresh water raise to 5/4 housing respectively, raising them to a new pop threshold for a second district.
    As for the water mill, it gives 1 food, 1 prod, and gives all farming resources in the city +1 food. This is really good for raising a city to a much higher pop, even without any farming resources. Worst case scenario you only get it’s base yields, but combined with the granary you basically get the yields of a 2 food 1 prod tile without needing a pop to get it, so you can grow much faster or work an extra two 1 food tiles you would normally not grow while working (Ex: plains hill mines for NOICE prod).
    These are all great, but early on they come at a cost of your long game, like districts and settlers. When you plop down a city for the first time and it has insane tiles around it, it’s not a bad idea to get a granary so you can work more of those tiles sooner. I would not go for water mill first, but it does pay itself off in production the quickest.

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety +8

      Its rly the cost tbh. You dont rly need the housing early tbh and unless you have 5 wheat tiles water mill isnt very good.
      My main problem with these is the fact that they dont give enough value to make up a potential unit/settler/district you could have built instead

    • @kroolini3678
      @kroolini3678 Před 2 lety +9

      And as far as I know you always want to build a granary first on your coastal cities just for the sake of the housing

    • @luisgutierrez8047
      @luisgutierrez8047 Před 2 lety +3

      Granaries ye...but not watermills. They're not worth the production you waste.
      Granaries will save you worker charges used to build farms.
      One worker charge to build a farm is WAAAAY better than building the watermill tho. If you have 2+ resources...then ye it's worth it. Otherwise no..DO NOT build it.

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety

      ye coastal cities with no rivers do need granaries but in general meh

    • @bertrambauer7357
      @bertrambauer7357 Před 2 lety +3

      ​@@TheCivLifeR For me, I think the key here is if you are building water/mill granary or buying them(cash or Valetta)- especially with the water mill. If you're building these, you have to directly consider the opportunity cost that you're talking about; but when you buy a water mill it can drastically hasten when your new city becomes useful.
      Let's assume a typical new city has all 2/2s, including in its city center. So, a newly founded city will have about 4 production and 4 food and take 8 turns to grow to 2, i.e. 8 turns before it has 6 production, and another 12 turns to grow again, i.e.20 turns into the new city it will have 8 production. Using the original district cost (120) it will take 22 turns for a new district. If you buy a water mill, you will have 5/5, and will grow to pop 2 and 7/7 in 5 turns, 8 more turns until 9/9, so around17 turns for the new district; the turn difference is more pronounced in a lower production city (i.e. lots of 2/1s, so the extra 1 production per turn is more pronounced), and a city with lots of bonus farms resources (so you will reach each new pop sooner). So buying a water mill save you 5 turns early game and a bit more once districts cost more. Obviously this assumes you have spare cash (not an easy assumption) and does not factor the better ROI of a builder.
      So, it is often worth it- if you have the spare cash/faith to buy a water mill, but i will very rarely build one unless I am waiting on a builder to get to a the tile to chop for a district.
      PotatoMcWhiskey has a decent, if inconclusive, video about the ROI of monument v granary first- czcams.com/video/8XdHsO92ixo/video.html&ab_channel=PotatoMcWhiskey

  • @yewknight
    @yewknight Před 7 měsíci +1

    I would love to hear you and potatomcwhisky have it out over granaries. He uses them regularly and I tend to agree with him.

  • @Illusion517
    @Illusion517 Před 7 měsíci +4

    I've kind of had it with this channel. Sure, rushing Granaries or Water Mills is dumb in many cases, but each food and production can make a huge difference early game. Especially granaries, the early game housing can prevent a city from stagnating early on. You speak in hyperbole way too often to the point that it's almost misleading to newer players.

  • @dozzy9984
    @dozzy9984 Před rokem +2

    The first one really depends on density. Because when on biggest map 20 civ and 26 city state you really need to get settlers before any kind of army, otherwise you end up like Venice and then you end up in dark age (around medieval or reneisance) and then Eleanor takes your city through power of love. It gets interesting when you add better barbarians and/or zombies modifiers, because you need both as fast as possible and mistakes can cost you a game.
    About granaries (and kinda water mills), due to loyalty mechanic and possibility that neighbors might get into dark age, it's kinda important building, because then you can expand just through having high population. Also, that one food might seem to be nothing, but it shaves few turns from next citizen, which gives you a whole workable tile earlier, then next one (if it has food on it) even earlier and so on, which kinda snowballs the growth. And it's a must on desert/tundra/snow/island cities, since without it they might lack in terms of food and become stagnant too fast.

  • @harryc657
    @harryc657 Před 2 lety +3

    One thing about barbs. Even if they're not on your continent, if you leave them alone, they'll start spamming boats and make your Disney dream vacation of exploring or settling other continents a nightmare... like, your going to wound up waiting until you have a massive fleet or ironclads before you can set sail.

  • @warriorlink8612
    @warriorlink8612 Před 2 lety +1

    Great tips here, thanks! I hadn't thought of that science research stop at 50%, but it totally makes sense!

  • @Gooshnar
    @Gooshnar Před 2 lety +2

    Liking the video partway through because you put chapters in, and I can skip the tips I've seen. So many youtubers who make videos like this fail to do it. So helpful

  • @PetersonSilva
    @PetersonSilva Před 2 lety +4

    Loved the tips! I can't believe I never thought about waiting for eurekas / switching research.
    The only thing I actually already practised was sending delegations.
    About the granaries / water mill things, I feel like these are things to spend money on, so you still get something out of them but don't waste production.
    The only thing I instinctively disagree with are the "cities closer together" thing. I guess I'll trust you that the district adjacency bonus is worth it but there's something that so deeply annoys me with not giving each city room to breathe. And you saying that they should never be above 10 population anyway - my good sir, I beg your pardon, hahaha I just LOVE to have massive metropolis with like 30 population that even without industrial zones are MASSIVE powerhouses that can spit out a tank per turn. But then again, you're probably right about the IZ / Entertainment bonuses that spread to other cities, because with those monstrosities I have to build one entertainment area for every single one.
    Also also, one thing you didn't mention is that leaving cities closer together means that anyone who tries to overtake them will have a very hard time keeping them loyal. On the other hand, this incentivises conquerors to just raze the cities (to rebuild them with their own settlers later) rather than annexing them as they are, because then they can press on in their campaign towards the capital. The AI won't do that, but human players will - I know I do, I hate it when the loyalty pressure is so high the city I just took is 2 turns away from rebellion. Not worth the bother

  • @AceCulture
    @AceCulture Před dnem

    Dawg I’m like a unicorn in my community. I don’t know anyone else who plays civilization…
    Your video popped up on my feed this morning BRO THIS COMMENTARY IS HILARIOUS!!!! New sub forsure!!!

  • @Pekz00r
    @Pekz00r Před rokem +3

    Some good advice and some not so good. Granarys, Mills and Monuments are great.
    It is a good tip to try to settle closer, but it is also important to try to forward settle so you can make some space for yourself. One thing I like to do is settle so that I can squeeze one city in between later. But that needs to be planned properly.

  • @alex2005z
    @alex2005z Před 2 lety +12

    Sometimes you just have nothing to do while waiting for a tech/civic and dont want to start a settler or builder you will never finish. And you dont need 6-7 units to keep the barbs and any rush in check. 3 archers and 2 warriors is enough to hold anything off for a bit as long as you upgrade them.

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety

      true

    • @dmitritelvanni4068
      @dmitritelvanni4068 Před 2 lety +1

      But that's no fun. Lol jk, i kept china safe with three archers and one warrior, if you're on tsl there are some real good strategic hills to camp on right at the most critical areas. That game is about Renaissance rn and that strat has worked well. Only got two more archers for the NE and southern pass to india

  • @user-ql8lz5rd6r
    @user-ql8lz5rd6r Před 6 měsíci

    Just starting my first playthrough of Civ. Great tips! Thanks for putting this together.

  • @JimFrenowsky
    @JimFrenowsky Před 2 lety +10

    That’s why you don’t spend 8 or 9 turns building a granary. You wait about 20 turns, rush production, then build it when it only costs 2 turns. +2 housing becomes very important. Just not early, to your point. Also, +1 food is a big deal when it doesn’t have to be WORKED. Most citizens are only breaking even on food. Getting a free +1 food is HUGE for growth.

  • @MitchBurns
    @MitchBurns Před rokem +1

    You say not to spread out your cities, but what if you are playing a very crowded map, and as England? Those free melee units for each city founded on a city not your capital, and a second one for each dock is pretty dang tempting.

  • @manda60
    @manda60 Před 2 lety +2

    You build granaries after your cities are hitting pop limit, but you cannot access (or have a place for) aqueducts. You build one water mill just for the eureka, in general.

  • @SnibediSnabs
    @SnibediSnabs Před 2 lety +6

    Regarding mistake #5: While it's a relatively small drawback, if you're going for a culture win, clustering your cities TOO tightly can make it hard to get any national parks down. Though of course that still doesn't mean you should randomly yeet a city 20 tiles away from the rest of your empire.

    • @Azarilh
      @Azarilh Před rokem

      Another problem is that if you have cities too far away, you might build less cities overall, and i've found out that the best way to win in culture is to have a lot of theatre squares. So keeping cities nearby is useful to have more theatre sqaures.

    • @xavierdsd958
      @xavierdsd958 Před 7 měsíci

      😅

  • @Killerm56
    @Killerm56 Před rokem

    You earned a subscriber today for the Napoleon ding-a-Ling joke haha, bravo my man

  • @Alayleo
    @Alayleo Před rokem +4

    Came for the tutorial, stayed for the commentary

  • @Joasoze
    @Joasoze Před 2 lety +2

    He mentioned Humankind within a few seconds. Shows what game he really wants to play

  • @Genghiskoz
    @Genghiskoz Před 2 lety

    I haven't played a Civ game since Civ Revolution for 360 I just bought V today I love it!

  • @LeoN-le8oz
    @LeoN-le8oz Před rokem

    that comment on your existence in the beginning of the video cracked me up and got you a follow lol

  • @leymcdonald1790
    @leymcdonald1790 Před 2 lety

    Just started watching your stuff, I like.

  • @rainajung185
    @rainajung185 Před 2 lety

    Ur videos are so helpful thanks!!

  • @Lucas-yp7li
    @Lucas-yp7li Před 2 lety +2

    4:24 Love it! I got that reference

  • @damienkeane6048
    @damienkeane6048 Před 2 lety +1

    Interesting video.. One thing I might disagree with is on the water Mills.. I think if u have perhaps a rice and a wheat for example (2 or more farmable resources) then I think a water mill is worth it. It could be potentially 3 food and 1 production which actually can be a very nice boost early on, helping a size 4 city for example grow at a nice rate working 2 farmed bonus resources while at the same time work 2 high production tiles that might not have much food.

  • @benjoseph2100
    @benjoseph2100 Před rokem

    I’m fairly new to civ and one thing I’ve found is when I’m set up decently to work on gold production then levying militaries for war instead of making units

  • @66Seasons
    @66Seasons Před 2 lety +1

    The most important reason you want to send the delegation (and in my opinion the only reason) is because it increases your diplomatic visibility with that nation and, if you don't, and have already accepted their delegation that nation will have a permanent +3 combat strength over you, on top of whatever the difficulty you play on. Aside from that, not accepting their delegation will make them not like you even more (and on deity they already don't like you). On deity, sending a delegation assures that you delay their attack by about at least 5 turns and that the war will go easier.

  • @theemperor971
    @theemperor971 Před 2 lety +1

    Just finished my exams with a bang and now a new civlifer video, les gooo

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety

      ayyy hope you aced it!

    • @theemperor971
      @theemperor971 Před 10 měsíci

      @@TheCivLifeR No I got a 30 and now a year later, I almost commited suicide but watching your videos helped me alot, your humor is at its finest. Thanks alot and never stop posting until your mf dying days.

  • @eladelikraybill7904
    @eladelikraybill7904 Před rokem +1

    Yes I’m a bit late, but I like to build granaries in new cities, the extra food really helps the city catch up

  • @imthemoeron
    @imthemoeron Před 2 lety

    EUREKA'S CASTLE. I forgot about that. Thanks for the nostalgic reference

  • @vattipatti
    @vattipatti Před 2 lety +3

    The delegation also gives you diplomatic visibility which helps you in a war, offensive or defensive

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety

      delegation gets removed after you declare war I think

  • @miquelhutton6091
    @miquelhutton6091 Před 2 lety

    I'm intrigued by the delegation topic. I used to send delegations right off the bat all the time but at higher difficulties, I found that it just didn't matter that much. Many of the early civs I encounter hate me anyway and I would rather keep the cash to buy different units.

  • @brenly__2247
    @brenly__2247 Před 2 lety

    1:07 WELL HELLO SOCIOPOLITICAL COMMENTARY lmao, your humor is fantastic, instant subscription.

  • @camdenmarner3912
    @camdenmarner3912 Před rokem

    I'm dead, I've never commented on a video before, but you saying mistakes have been made thru history, look at me for example🤣🤣that cracked me up man

  • @williambreeze2659
    @williambreeze2659 Před rokem

    Thanks for the pointers 👍

  • @marcuspowell4693
    @marcuspowell4693 Před rokem

    I dont fully understand tip 3
    so I switch to different tech if I'm at 50-60% of completion of current research? or does it just say to wait to research something if you know you're close to an eureka?

  • @dianabialaskahansen2972

    I build both granaries and water mills, although they are not built early on. Also if you are in an area with lots of wheat or rice, then water mill can easily be +3 or +4 food and +1 production, because they improve farms.

  • @Thetroglo445
    @Thetroglo445 Před rokem

    Best civ channel out there. Shoykd do a live stream multiplayer game one weekend

  • @pavelaubrecht1761
    @pavelaubrecht1761 Před 2 lety +2

    Tips in this video in a nutshell:
    1 and 2)focus on building units and don't waste time making buildings, ESPECIALLY in city center. Build them once you have secure position. Or barbarians will ruin you, not to mention other civs.
    3) When researching tech/civics, once you can finish it with boost you can gain, switch to something else. Saves you a lot of time.
    4) send delegation. it buys you time to fulfill their agendas, or at least delayed them from declaring war on ya.
    5)don't settle cities too far apart. Helps with a lot of things,least of all ensuring you don't lose it, increasing yields of districts when placed next to each other(not sure how to write that word) and lot of others things.

  • @troyb.4101
    @troyb.4101 Před 6 měsíci

    Thanks for the videos.

  • @marshallgrey2159
    @marshallgrey2159 Před rokem

    0:25 lol the song choice
    I subscribe
    I'm a fan
    I'm in love

  • @justinr.116
    @justinr.116 Před 2 lety

    Man this was so helpful thank you 💪🤘

  • @nobodynothing282
    @nobodynothing282 Před rokem +1

    Having a housing deficient lowers other civs opinions of you, they call you a tyrant or dictator for homelessness.

  • @KL53986
    @KL53986 Před 9 měsíci

    The hardest relationship for example is if you have Gandhi and Cyrus/Alexander (any other warmonger) you inevitably make either Gandhi or the mentioned be unhappy

  • @donchaskon
    @donchaskon Před 2 lety

    My man, you just earned a sub, ty for the tips

  • @MrInthefriendzone
    @MrInthefriendzone Před 2 lety +1

    Regarding #5, how close do you place cities? I typically put 5-6 hex tiles between them to minimize overlap.

    • @rebuw
      @rebuw Před 2 lety +1

      Then you miss HUGE bonuses with District adjacency. civilization.fandom.com/wiki/Adjacency_bonus_(Civ6)

  • @dienekyes1976
    @dienekyes1976 Před 2 lety

    Bro!!!! Excellent Videos! And Funny!!! With lots of History mixed in!!

  • @zachberesford9494
    @zachberesford9494 Před 2 lety

    You're hilarious man great video!

  • @thesaurus9226
    @thesaurus9226 Před 11 měsíci

    Watermills give +1 food to all bonus resource farm tiles in the city! If you have a lot of those, they're great.

  • @pritchfest3
    @pritchfest3 Před 10 měsíci

    Granary is a huge item in the game. It grows your city significantly faster (great for plains cities) and lets you build that extra district when you cap at 5 population.

  • @Splicer16
    @Splicer16 Před 2 lety

    Fort Minor intro music? Let’s go 😏💪

  • @chickennoodles4491
    @chickennoodles4491 Před 5 měsíci

    i didn’t realize the eurekas would finish a tech that you got halfway

  • @pumpkingamebox
    @pumpkingamebox Před rokem

    Just had this happen to me. I didn't have many units, and one of my friendlies decided to declare a surprise war.
    I, seeing the game over screen coming loaded up an earlier save, built walls and waited. Once he declared war again, I had enough coin to spawn an armada and annihilate him.
    Being this fargone into my military spending I decided to go for a domination victory. Fun...

  • @elgentleman6259
    @elgentleman6259 Před rokem +1

    Alongside the delegation I usually give everyone 10 horses, which gives a generous +10 favourable trade friendship boost.

  • @Someinsanegenuis
    @Someinsanegenuis Před rokem +1

    Im maybe one of the few that disagree with mistake 5, but i like to place my cities further apart. I want to cover all tiles (so the ai cant settle between my cities) while keeping my cities as far apart as possible. This works great for me, and i usually end up with alot of 20+ cities in each game. I havnt worked out the math, but i think i get more from the ekstra population, then the adjacency bonuses. Plus with the added population i can build more districts in each city and get adjacency bonus that way.

  • @jacobglenn6280
    @jacobglenn6280 Před 7 měsíci

    “5 seconds to pray to the algorithm gods” must’ve worked cuz it gave me an ad after he said that

  • @javierlavanchy5316
    @javierlavanchy5316 Před 2 lety

    LMAO This guy's humor.
    Liked and subbed. And thanks for the tips.

  • @danielsigmon8256
    @danielsigmon8256 Před 2 lety

    I legit was about to subscribe before you asked me at the end of the video I’ll leave a like

  • @brenly__2247
    @brenly__2247 Před 2 lety +3

    I typically consider 3 farm bonus resources minimum to justify water mills, and only for the eureka. Then again, I've only ever won once on deity :/ I might need to bump that up to 4 and see how that goes.

    • @benismann
      @benismann Před rokem +1

      bump that down to 0 :>

    • @Chicky_Lumps
      @Chicky_Lumps Před 8 měsíci

      That's 2 farm bonuses too many. Especially if you can incorporate 1 resource into a farm triangle or bigger farm plot, they can be enormously beneficial to city development.

  • @gunzakimbo
    @gunzakimbo Před 2 lety +1

    Love the video! Have to say I agree with most of the video, however I'd say I disagree a little with the granaries and watermills. The whole thing I base that on is how far along in the game I am and how much the city is going to do. One of the ways I got good at deity was a Potato recommendation on just spreading out and building builders and basic infrastructure. Most of the time you're correct, there is better stuff to build, however if I start with a builder I tend to just chop out the monument along with the watermill or granary and then queue up another builder. Once you're at feudalism, you can basically get 4-7 pop cities with one builder along with 1 or 2 improvements while finishing most of everything needed to get to 10 pop if needed. Getting way to into it but amazing video none the less!

    • @TheCivLifeR
      @TheCivLifeR  Před 2 lety +1

      ya it seems like a lot of people like the granaries lol. appreciate it though!

    • @gunzakimbo
      @gunzakimbo Před 2 lety

      @@TheCivLifeR No problem, haven't seen your vids til lately. Just subscribed!

  • @andre_santos2181
    @andre_santos2181 Před 8 měsíci +1

    O. Previous civs, granaries were pretty important, so we still have its memory of importance

  • @thewolfofbelgium
    @thewolfofbelgium Před rokem

    I just picked it up on the sale.
    I'm about 100 turns in, not knowing what to do, and just skipping my turns, wandering around randomly, while other civilisations advance, I stay stuck xD

  • @dakizo2381
    @dakizo2381 Před rokem

    The opening was good ngl xD

  • @sgeditz7189
    @sgeditz7189 Před 4 měsíci

    Very underrated 😂 great video

  • @atomiclemon77
    @atomiclemon77 Před 2 lety

    I had started ignoring early requests from AI to share capital info because it would often lead to an attack. Despite this, they usually end up loving me later on (other than maybe the one immediately too me that attacks me whether I like it or not).

  • @lucasmalobelanger1722

    You should build granary when you can time it just before you reach population penalty or buy it. Water mill is pretty good if you have bonus resources with farms...

  • @Kroban_d4c
    @Kroban_d4c Před rokem

    I may be missing something here but, dont watermills upgrade +1 food to all farm tiles on the city? Its a huge boost, easily like +5 food for something that with a decent production takes like 5 turns

  • @killtyrant
    @killtyrant Před 2 lety

    I use the water mill to convert production to science via its eureka. Maybe not great in every city but it could be worth building at least one. Esp if your normal age bonus is tied to eurekas

  • @smygameplayer520
    @smygameplayer520 Před rokem

    I had to throw a like because I felt that existence is a mistake remark. I felt that!

  • @fuse94
    @fuse94 Před 2 lety

    Man I love how you incorporate history jokes in your videos 😂

  • @joshcompton1693
    @joshcompton1693 Před rokem +1

    Yea idk he’s probably better than me but if monuments and granaries cost about the same why would I build something that gives 1 culture over 1 food 2 housing. It just doesn’t make sense and I feel like I get a nice 3 pop boom off of the granary and I can then work my tiles

  • @Rtheghost
    @Rtheghost Před rokem +1

    Tip #6 was the best indeed😌

  • @lordmaur180
    @lordmaur180 Před 2 lety

    Intend to only build city center buildings when im safe from agression and have built the districs i need, only exception is the monument

  • @RodimusPrime1313
    @RodimusPrime1313 Před dnem

    The Barbarian update allows the camps to eventually turn into City States, this allows stops the nonstop attacks. The city centre building have some uses. First the once you are able to build Ancient Walls around all your cities since any enemy can take the city is no time. Right of the start you don't need granary's or water mill's but once you can build anymore farms then this building are useful. I didn't initially see much use for the Medieval and Renaissance walls until I realized that once you get the conservatory civil you get a bonus for all Walls you have, the higher the walls the better bonus which works towards a cultural victory. For some reason having all your cities following the same religion helps boost your loyalty if it a religion your civilization founded. The easiest victories are Science and Cultural and the most challenging are Religious and Domination.

  • @matthewcharles6991
    @matthewcharles6991 Před rokem

    Hilarious! Thanks man

  • @BenveBass
    @BenveBass Před rokem

    Hello, nice video, is there a competitive mode, with a ladder like starcraft??

  • @o5-1-formerlycalvinlucien60

    The self roasts are so brutal😂

  • @nervsouly
    @nervsouly Před rokem +1

    I find the barbarians in 5 much harder to keep in check early on than in 6. The reason being their camps spawning faster and building units gets you into a gold deficit really fast. In 6 one can just pick that -1 gold cost per unit card and keep the borders save. That being said, I do stumble upon this issue in 6 where suddenly a technological surge goes through the barbarians and they sort of out tech me (and the AI) which can become quite challenging.