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Matatodos Gaming
United States
เข้าร่วมเมื่อ 1 ก.ย. 2023
I will show you the best way to build things for maximum efficiency and to leverage game mechanics to the extreme.
I combine decades of gaming experience with 20 years of corporate experience building the most efficient systems and processes in the world.
I play management and strategy-type games including
Civilization
Bellwright
Satisfactory
Tropico
Stellaris
Oxygen Not Included
Cities Skylines
and more
I combine decades of gaming experience with 20 years of corporate experience building the most efficient systems and processes in the world.
I play management and strategy-type games including
Civilization
Bellwright
Satisfactory
Tropico
Stellaris
Oxygen Not Included
Cities Skylines
and more
Yongle Challenge of the Month - Science Win
A new challenge of the month is out with Yongle of China. Here's a breakdown.
0:00 - Yongle Monthly Challenge - Science Win
0:32 - Yongle and China unique benefits
0:58 - Standard science play with big city focus
2:00 - Exploration and gold at the start
2:17 - General City Locations
2:54 - Important Civics
3:27 - Main Space Port City
3:50 - Governor for Main City
4:45 - Prioritize production over gold
5:35 - Use spies to steal tech
6:27 - Focus on specific tech unlocks
7:16 - Start your space missions
7:27 - Great scientist to headhunt
8:07 - Unlocking hidden tech
8:42 - After launching the last mission
You are given two victory paths, either science or culture for this challenge.
This one has an interesting dynamic in that the results of culture vs. science will be given via X and Firaxis has positioned this as a community competition to see which side gets more wins.
Here's a summary of the priorities discussed in the video.
Your overall objective is to build large cities and focus hard on science with a secondary focus on production.
Early game tasks to complete for eurekas -
Build a trade route
Build 3 archers
Build 3 mines
In addition to that, you should try and get as many eurekas and inspirations as you can since China gets more for those than other civs.
Build a city that has an industrial zone, a space port, and an encampment or harbor. Put the governor Pingala in this city with the last level upgrade that gives additional production to space projects.
Have 2-3 other cities with high production and space ports.
Ignore religion - It won't help you in this one.
Make nice with neighbors and avoid war if possible. Your goal is to keep a "just good enough" defensive force so you don't get rolled.
Use spies to steal tech to help catch up and get ahead.
Stay focused on unlocking the tech that gives you new campus buildings.
Civic focus should be on unlocking new governments, diplomatic services (for spies), and space race for extra production on space projects.
Try and prioritize getting aluminum when you unlock it for the final laser rockets that increase the speed of your final expedition.
#civ6 #civilizationvi #gaming #sciencewin #teamscience
0:00 - Yongle Monthly Challenge - Science Win
0:32 - Yongle and China unique benefits
0:58 - Standard science play with big city focus
2:00 - Exploration and gold at the start
2:17 - General City Locations
2:54 - Important Civics
3:27 - Main Space Port City
3:50 - Governor for Main City
4:45 - Prioritize production over gold
5:35 - Use spies to steal tech
6:27 - Focus on specific tech unlocks
7:16 - Start your space missions
7:27 - Great scientist to headhunt
8:07 - Unlocking hidden tech
8:42 - After launching the last mission
You are given two victory paths, either science or culture for this challenge.
This one has an interesting dynamic in that the results of culture vs. science will be given via X and Firaxis has positioned this as a community competition to see which side gets more wins.
Here's a summary of the priorities discussed in the video.
Your overall objective is to build large cities and focus hard on science with a secondary focus on production.
Early game tasks to complete for eurekas -
Build a trade route
Build 3 archers
Build 3 mines
In addition to that, you should try and get as many eurekas and inspirations as you can since China gets more for those than other civs.
Build a city that has an industrial zone, a space port, and an encampment or harbor. Put the governor Pingala in this city with the last level upgrade that gives additional production to space projects.
Have 2-3 other cities with high production and space ports.
Ignore religion - It won't help you in this one.
Make nice with neighbors and avoid war if possible. Your goal is to keep a "just good enough" defensive force so you don't get rolled.
Use spies to steal tech to help catch up and get ahead.
Stay focused on unlocking the tech that gives you new campus buildings.
Civic focus should be on unlocking new governments, diplomatic services (for spies), and space race for extra production on space projects.
Try and prioritize getting aluminum when you unlock it for the final laser rockets that increase the speed of your final expedition.
#civ6 #civilizationvi #gaming #sciencewin #teamscience
มุมมอง: 269
วีดีโอ
Civ 6 How to Get a Cultural Victory - 3 Phases to Success
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0:00 - How to win a Culture Victory 0:43 - How to Create Tourism 1:07 - Phase 1 - Early culture and theater unlock 2:41 - Phase 2 - Theater Spam 6:25 - Phase 3 - The Final Push 6:53 - Rock Bands 9:14 - Last Resort - War 9:35 - Key Government Types 10:07 - Key Policy Cards 11:11 - Key Wonders 12:27 - Key City States 13:43 - Key Great People 14:13 - Other Key Mechanics 15:25 - Best Civs for a Cul...
Bellwright Days 6-10: Essential Tasks Playthrough
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0:00 - Bellwright Day 6 0:34 - Cleaning Up Early Quests 2:16 - Beggar followers 3:20 - Reassessing Our Outpost 6:50 - Hunting for Tin 10:02 - Hemp Hunting 10:57 - Day 7 13:05 - Recruiting More Followers 15:55 - Winter Ruins Our Hemp Hunt 22:55 - Day 8 24:24 - Hunting with a Follower 27:36 - Attacking Bandits 30:06 - Making Gloves and Pants for the Squad 32:57 - Day 6-8 Summary 35:31 - Food Spoi...
Winning Your First Game in Civilization 6
มุมมอง 93วันที่ผ่านมา
Ready to conquer your first victory in Civilization VI? Whether you're aiming for a scientific breakthrough or global domination, this guide will walk you through the essential mechanics and strategies to secure your win! 🏆 0:00 - Getting your first win 1:29 - Choices for victory types 2:59 - Science Victory Tips 5:17 - Domination Victory Tips 8:12 - Religious Victory Tips 11:51 - Cultural Vict...
Civ 6 moving up difficulty - The Secret to winning on the next level
มุมมอง 76414 วันที่ผ่านมา
If you're trying to move up to the next difficulty level in Civ 6 whether that's prince, emperor, diety, or any other, this video is going to help you get it done Here's a link to the Miro board that I showed near the start of the video - miro.com/app/board/uXjVK20KEtY=/ Civ 6 has dozens of mechanics to understand. These mechanics are one aspect of the game that make a small piece function. To ...
How To Attack Cities In Civilization 6
มุมมอง 4.4K14 วันที่ผ่านมา
0:00 - How to attack cities 0:27 - Scout around your target 1:43 - Putting a city under siege and zone of control 3:54 - Planning for loyalty problems 4:26 - Planning your attack units 4:56 - Kiting ranged units out of cities 5:14 - Attacking cities without walls 5:40 - Attacking cities with walls 6:50 - Using a meat shield 8:18 - Be selective about your last unit to attack and take the city In...
Bellwright Start of a Fresh Game - Day 1-5 Insights
มุมมอง 8321 วันที่ผ่านมา
0:00 - Start of Day 1 1:41 - Where to build your hut 5:30 - Eating food and associated buffs 8:36 - Building the personal shelter 10:14 - Build some other things while waiting for the next day 11:20 - Build a workbench 13:23 - Build a campfire 16:20 - Cooking on the campfire 17:00 - Building storage 22:10 - Build the research desk 27:49 - Build a housing tent 29:05 - Day 2 32:00 - Quest turn in...
How to Dominate Combat and Troop Strategy in Civ 6
มุมมอง 96321 วันที่ผ่านมา
0:00 - Expert Troop Movements 0:12 - Attack to heal 1:26 - Move units to maximize attacks 2:00 - Move before promoting 2:23 - Attack before promoting with L4 units 2:44 - Move to heal more 3:44 - Plan the unit that takes a city Moving an army requires some coordination and thinking a move or two ahead to ensure you lose fewer units and level your army as quick as possible. Here are some things ...
Civ 7 Dream Features Unveiled
มุมมอง 50928 วันที่ผ่านมา
Here are 5 things I'd like to see added to Civ 7. 0:00 - Five things I want to see in Civ 7. Better AI is first 0:38 - Lesser warmonger penalty in defensive wars 1:11 - World Congress goes away 1:49 - Claim land with military units 2:13 - Bridge districts like canals 2:49 - Bonus 6th feature! First, there are very few people that thing the AI in Civ6 is good. From poor usage of units to ridicul...
Mastering Civ 6's Essential Yield Resources
มุมมอง 1Kหลายเดือนก่อน
Understanding yield resources in Civ 6 0:00 - Yield Resources in Civ 6 0:39 - Gold & Production 2:55 - Faith 5:27 - Food 7:06 - Science 8:57 - Culture & Tourism Gold and production have one purpose - build new stuff. Anything can be built over time with production. This is the base way new units, districts, buildings, and projects get completed, especially at the start of the game. Gold allows ...
Civ 6: Expert Tips for Building Your First City
มุมมอง 1.4Kหลายเดือนก่อน
0:00 - Where to build your first city 0:37 - Food is king for your first city 1:48 - Yield of the City Hex 5:19 - First random start 8:48 - Second random start 12:26 - Third random start 14:45 - Fourth random start 17:14 - Fifth random start 21:45 - Cities after your first Do you know how to select the best city sites in Civ 6? Selecting great city locations is key to building powerful cities t...
Unlocking the Full Potential of Trade Routes in Civ 6
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Unlocking the Full Potential of Trade Routes in Civ 6
Civ6 3x Slinger Start - Is it any good?
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Civ6 3x Slinger Start - Is it any good?
Civ6 - Random Leader and Map Playthrough - Mvemba a Nzinga Part 3
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Civ6 - Random Leader and Map Playthrough - Mvemba a Nzinga Part 3
Civ6 - Random Leader and Map Play Trough - Mvemba a Nzinga and Kongo
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Civ6 - Random Leader and Map Play Trough - Mvemba a Nzinga and Kongo
Civ 6 Start - Random Leader and Shuffle Map - Let's Play
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Civ 6 Start - Random Leader and Shuffle Map - Let's Play
How to Siege a City - Civ 6 and Zone of Control Mechanics
มุมมอง 5K10 หลายเดือนก่อน
How to Siege a City - Civ 6 and Zone of Control Mechanics
Great vid!
Thanks!
I think your sound cut out at the start (before turn 1) when you talked about the slingers.
great tips, keep up the good work!
Thanks!
Dsmn dude. You’re actually insanely underrated. Great shit dude, been on that civ 6 kick lately and the channel is hitting the spot atm
Appreciate the feedback!
very satisfying voice god DAMN
❤️
Thank you, very useful guide!!
Glad it was helpful!
is your brightness jacked up?
Got a new monitor and was messing with settings so it's a little high
I would put territory claim as a ship mechanic to make having navies usefull. Like late renaissanse ships, frigate and privatier. And it could be a civ power to have caravels have that property (like for example to Spain civ ability), I would limit it to 1 charge per ship. Also have a causus belli tied to it like if someone settles land you claimed you can take that city 0 grievances. Also add blockades and embargoes. Blockades as a mean to again make navies useful (and also a causus belli that the recipient of the blockade can use to start a just only naval war). And embargoes as a diplomatic mechanism. Also the ability to sell units to city states and weak civs in order to help them withstand a stonger foe. And a coastal fortress that can give harbors the ability to shoot and defend.
Great adds!
Great vid. Direct to the point. Thank you.
Thanks, Chris!
I dont want to be too negative, but i feel like this video just repeats the mantra of "You need to better understand mechanics", which is a tad vague, and definitely not a secret.
Appreciate the feedback. I see alot of people new and old to civ talking about the game that don't understand it, which is in part why I made the video. A video deep diving into every mechanic would be many hours long, so I didn't see that as a viable or correct approach. The intent was to introduce the idea of mechanics to people not thinking about it that way and then point everyone to the board for a holistic list of Civ 6 specific mechanics that people could use to analyze their own understanding of the game and where they need to improve. I'll think about what I can do better next video. In the meantime, if you have specific questions about mechanics or a game scenario you're trying to improve, I'm happy to reply with more specific advice. I've also got videos on specific mechanics like attacking cities, using trade routes, moving armies, and others that deep dive on specific mechanics and will make future videos in a similar style deep diving on a particular mechanic
@@MatatodosGaming I understand you, I just felt that the video was too long for what it was conveying, as you ended up repeating yourself a lot. I would even mind the clickbait if it was YT short.
Im 34y I played Civ2,3,4,5 and 6 Civ 6 is garbage, you spend all game managing workers. Then you need to manage writers, musicians, archeologist, missionaries, military enginers bla bla bla bla bla bla Combat needs complete overhaul. Civilization now is more like manage tiles simulator than an actual strategy game. Chop banana! Chop forest to build satellite to the moon! Absolute GARBAGE Manage "governors" manage "policies" It needs the fast expand, automated workers, and the corruption/government system of Civ3 It needs the combat, culture system, policy system, of civ4 It needs the hex system of CIV 5 and 6
I agree alot of what you called out is tedious and I'd love to see it more fun. There's not much in the game that is less fun to me than trying to manage culture and great works. That said, I've enjoyed 6 enough to keep playing. I do like your callouts from previous versions too. I'd love to see that game 🙂
0:00 The intro is just disingenuous. I've gotten many deity victories without any war. 4:07 Taking multiple cities at the same time is better, if you have a large enough army for it. 1:22 While having more units is more helpful, of course, having higher combat strength units is more effective, in my experience at least. 4:44 Mounted units are good for pillaging, and also what you said there is suppose. Pillaging is a VERY important part of war in civ 6 btw. 5:52 siege weapons just don't work the way you've said here. They don't allow extra damage to walls. Battering rams allow melee units to bypass ancient walls, and siege towers allow melee units to bypass medieval walls. You can see which type of wall a city has by looking at it's blue wall strength, 100 is ancient and 200 is medieval. Once a city has renaissance walls or urban defences, siege weaponry or planes must be used. 7:00 They will attack the unit with the lowest combat strength who would take the most damage from a city strike, and damage lowers the effective combat strength of a unit. 8:06 It should be said that this defensive bonus doesn't work for ranged attacks. 8:53 The AI (generally, it's happened once in my dozens of games) doesn't attempt to take back cities that you've captured. There will be no attack on the city. Taking with a weak unit so they get the extra city center healing a turn earlier is still good advice. One thing you missed as well, hills allow ranged units (and city strikes) to get +1 range, but they still can't shoot beyond their stated range. For example, an archer on a hill can shoot a unit two squares away with a hill in between them. If the archer was on flat land they could not. This is helpful for where to place siege units around a city as well.
The great thing about civ is you can play it many different ways and be successful. I didn't say you have to attack cities to win. I've won games with no war as well. Having some basic city attack tactics in your toolbelt is good no matter what type of victory you're going for. Good callout on using mounted to pillage. I don't do that very often unless I'm going to raze the city. Siege weapons have a bombard strength which is higher than their melee strength against cities. Battering rams do not allow units to bypass walls. They allow units to do full damage to walls but the walls will stand in the way of doing full damage to the city garrison. The meat shield works and is a valid tactic for keeping full strength siege in the fight against the AI. Hills do not give any units extra range. What they do is elevate units to give line of sight over obstacles on flat land, so if there's a forest on flat land in between your ranged unit and the city, getting on a hill allows that unit to attack over the forest.
Esse video me ajudou demais, obrigado :D
Fico feliz em ouvir isso
Nice video game, you have a really good voice! Do you wanna come play with us on our server, we are always looking for great players!
Thanks for the feedback. I don't do much multi-player, but I know enough to know it's way different. I'm down if the timing works, but y'all will crush me 🤣.
Great advice! I mostly play Civ 5, but once or twice a year I go on a Civ 6 binge. Playing relatively seldom, and oftentimes at least semi-peacefully, means I never mastered combat. This proved useful for that.
Glad it was useful!
Thank you for this insightful guide, it does help me.
Glad it was helpful.
Thank you for a very good vid good info and whats really good you spoke clearly cheers
Thanks for the feedback! I'll do smaller, topical Bellwright content in the near future.
I like Civ
It's a great game!
For mounted units, they are treated like melee in terms of zone of control. I also didn't talk about bombers as my games rarely make it to bombers unless I'm going for a science victory (In which case I'm not doing much attacking in the modern era). Bombers are a great way to siege cities in the late game. They are protected from ground units except AA and can attack over large ranges without having to move.
Ey dude, love what your doing. Been struggling on deity wars lately and was looking for a guide on TH-cam until I came accross your last video. Followed instantly after I watched it. Keep up the good work.
Thanks for the endorsement!
The last bit was too helpful🎉
Glad it was helpful
Subdivision of hex tiles: More detailed map design; More customisation and strategy involved in placing districts and wonders; For example districts are still 1 hex tiles or 7 sub hex tiles, but if there is a line mountains or sea you need to shift it by one or two subdivisions over to a clear area. Resources would also be the same meaning you have the option to either develop an area with all 7 tiles with resources for optimal benefit or maybe only get 71% or 57% to accommodate a full district tile next to it
Sounds interesting!
My top of Feature Wishlist : - Having your voice in the game as narrator
I'll call Firaxis and let em know. 😁
Maybe it's just me, but I don't really like the scale of wonders and districts in relation to the general map size. Space between cities gets incredibly crowded in late game. Maybe they could tweak the game in a way that the most optimal spacing between cities would be increased by like 50-100%?
Yeah, one of the things I find fun in civ is the tile management, and the late game becomes tedious because of the clutter
I love this. Late game looks like one giant urban sprawl city 🤣
I agree with everything you said. I hope this hypothetical "big bridge" wonder has a big canal to go with it. Maybe instead turn bridges and canals into a less restricted district, for example to connect the canal to a city 5 tiles inland, or to just make the panama canal equivalent bigger in the first place. It's a pretty long canal, and maybe bridges can get the same treatment. I would also like to see better modding ability. For example, easier custom unit appearances. I rarely ever see custom-modelled units in the workshop, and any that I do see usually look horrible. I doubt this is a lack of modelling skill on the community's part, because I'm seeing all of these wonder mods everywhere. Any custom units I typically see, reuse the existing in-game models. Another issue modders ran into is district placement restrictions. As far as I understand, the only restrictions available for custom districts are the ones already in the game. So if someone wanted to have some kind of urban city district, but restricted to fresh water tiles only, they can't. The best they can do is to have the same restrictions as aqueducts, so you wouldn't be able to have it near the coast without mountain or maybe next to a canal, which may clearly have access to a lake just out of reach. It's specific, but small changes like making districts have the same placement customization as wonders can make a huge difference for modders, albeit probably not for vanilla players. Thanks for reading.
Those are some great additions!
Damn, i didnt consider i can send a remote city resources this way to grow it faster so it becomes useful.
It's great for new or remote cities, especially when you can connect to one of your well established cities.
Great explanation 👌. No BS. LOVE IT
Thanks for the feedback!
Nice vid! Very help
Glad it helped!
Great vid! More would be awesome!
More to come!
That city placement at 8 minutes... you took a lot of tundra into your city to settle on that marble when you could have settled a little more north and gotten plenty of resources in your first ring of tiles. Including that marble.
I chose that spot because it allows me to get the culture from the marble right away while working one of the 3 food marsh tiles. It gives me a second 3 food tile in the inner circle and 2x cows 1 tile out that are each 3 food with no improvements. It also looks like there is coast above, meaning there aren't many land tiles up there before the ocean, and I wanted to leave enough land tiles for a solid city to the north. The tundra will be filled with districts and wonders so the lower yields there won't impact me. With a governor's plaza in the center, I'll have a nice wheel with a +4 harbor, +4 commercial district, +2 campus, and a +4 theater (up to +10 if I situate 3 wonders around it). In the short term, the tundra tiles won't affect the city at all because there are good tiles to the north that will be worked until I start popping out districts.
These videos are helpful.
Glad to hear that!
Bro i had no idea sieging was even a thing 🥲
Makes taking a city much easier!
Great expl! Thx
Glad it helped!
Great video I usually go for Slinger first and then base on what i see i go for either the settler or a warrior
I'm similar. First is almost always slinger and second depends on what I see up to that point.
Great video, easy to understand and straight to the point I had my doubts about this mechanic until watching this video, thanks
Glad it helped!
Amazing vid. I feel so powerful now with this knowledge
Get after it!
How do I destroy walls efficiently. Spent 30 turns attacking with crossbows
Siege will do more damage than ranged. Look at the attack value of your siege units and if it's not higher than the value of the walls, you are losing the tech race.
thanks for the video
Glad it helped!
Great explanation. I really dislike some of the CIV 6 contributors who talk incessantly about a subject all the while you are watching them play the game and there is no context between what they are saying and what they are showing while in play. Bravo Matados, please continue this trend.
Thanks for the feedback! Trying to cut out the noise and BS is important to me.
Great video. I learned a lot
Glad it helped!
Great explanation! Thank you!
Glad it helped!
Awesome explanation!
Thanks!
What about horses??
Works just the same.
Your videos are gooood, underrated! Please make more and continue to grow, love the contents!
Thanks! Trying to free up some time to be able to make more!
One of the toughest cities I ever attacked was built on the coast of an inland lake. Two of it's adjacent tiles were lake tiles, and I had no way to get a naval unit there because it was inland, so to keep that city under siege I had to keep two land units on those two lake tiles. This city also had built an encampment district on the other side of the lake, so both it and the city could bombard my helpless land units in the water, so they didn't last long. I eventually did take that city, but it took way too long, setting me back on other priorities and ultimately proving to be more trouble than it was worth.
Every now and then the ai does a great job with city and encampment placement.
Fantastic and concise. Only other things I would add are to create strategic roads and to establish trading posts in specific cities to extend the range of your future trade routes.
Great add! I cycle through cities with early traders to build roads everywhere.
finally! someone explained siege mechanics! thnx
Glad it was useful
You just got a subscriber there. Short, to the point, not waisting my time. Love you, thank.
Thanks for the feedback.
Zone of control works against enemy religious units also, even if not at war. Limiting them to 1 tile at a time. Germany hindered my theological invasion massively.
Great point!
10/10 straight to the point
Thanks for the feedback!