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.
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. 🙏🏻
@@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.
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.
He's 100% wrong on granaries and like 50% wrong on Water Mills. Always build granaries (seriously there are a few situations where you delay or maybe not build at all, but those are rare). It's one of the only sources of early housing that isn't tile improvements and food is HUGE.
I agree. The extra housing is useful when your population is almost as much as your housing. When your population is almost the same as your housing, your production will actually go down
It can make a difference in some cases, but really you shouldn't need to, because their bonuses shouldn't be needed if you settle in a good spot with workable tiles. I.e. if you're settling well granaries and mills are never worth it because of their opportunity cost.
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
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.
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.
@@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?
@@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.
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
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.
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.
@@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.
@@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.
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.
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.
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
@@utopiaOKC 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
@@utopiaOKC Yeah even when not war-focused it's possible to just insta-spawn troops if anyone decides to mess with you while you're doing your own thing
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.
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.
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 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.
@@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.
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.
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.
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.
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.
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.
Nah. This is just one guy's strategy. The idea that this is the only way to win, or that none of these things can have any value in any style of play is pretty ludicrous.
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.
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 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 th-cam.com/video/wpg8iziLaA0/w-d-xo.html
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.
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.
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.
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
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 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- th-cam.com/video/8XdHsO92ixo/w-d-xo.html&ab_channel=PotatoMcWhiskey
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.
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 ).
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.
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.
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 👍
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.
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.
@@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.
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!
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.
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!!!
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
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.
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.
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
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.
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.
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.
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
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.
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.
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.
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.
@@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.
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
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
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
i can understand not 'building' those buildings in late game when you can straight up buy them. but early game your buildings are incredibly important for getting the ball rolling.
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.
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
I just got the game today and found your channel haha I love the game but I away have a bad habit of building big City’s and and locations and never have a amazing military to fight xD because I don’t read and I love how nice the game looks
My first tip. Don build military as much. It is totally possible to take out barbarian camp using 1 warrior. Just learn how to fight in civ. When to fortify, where to fight. Use hills, use forests and especially rivers.
I usually like to build my cities 6 hexes apart, but my next game will try 5 to see about the bonus addition. Will start using the advice to switch science research when close to an eureka.
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...
There's no point in sending delegations tbh. I can't even remember when was the last time I bothered to send a delegation. All it does is prevent war for one or two turns. It doesn't matter whether the AI has denounced you, is unfriendly, or is friendly to you, you see their troops on your border, you build an army asap
I usually check my relationship modifiers before i send a delegation. If it's more than minus 6, sending a delegation is (+3) plus open borders (+3) won't even it out, so I won't bother- especially since I hardly ever feel like 'gifting' the AI. I don't think I'm being stingy, but if the AI is going to frowny face or denounce me anyway, I'll keep the 25 gold. (Edited from minus symbol to the word minus, bc i didn't realize it would strike through the text)
It doesn't even it out, but an AI won't denounce you at -1 or -2. The -7/8 from meeting drops over time, meaning eventually you'll have a positive relation bonus and sending the delegation to them can stop you from getting stuck in a denouncement loop.
no! the +1 food and/or production from early city-center buildings, ABSOLUTELY make a difference at that point. that's also what builders add to a tile they improve, at that point
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!
Exactly anyone building units early on besides scouts are noobs. Go camp a barb and get 3gpt extra, then buy your 2nd warrior in like 6 turns and go camp another. If you're building units, you don't know what you're doing early in the game. Build a geaney, grow your city, get resources trade them and buy units especially from barb camps which is a lot cheaper than the gold it takes that equals the production you waste on it. Also go get a hero not units.
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.
honestly looking back at this didn’t give granary or the water mill enough credit tbh
thank you!
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. 🙏🏻
@@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.
I agree with you, those early buildings allow a huge growth.
me who always builds granaries as fast as possible 👁👄👁
Me too
Yeah me too I been rushing them way to early in every settlement. Need to hold off until u really need them.
Same, I also rarely build monuments because I usually dont go for culture victories.
@@CaptainTripps420 wow, your civics must be researched in a terrible pace
@@CaptainTripps420 Surely you need monuments to grow your city borders? Or do you build flat?
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.
He's 100% wrong on granaries and like 50% wrong on Water Mills. Always build granaries (seriously there are a few situations where you delay or maybe not build at all, but those are rare). It's one of the only sources of early housing that isn't tile improvements and food is HUGE.
I agree. The extra housing is useful when your population is almost as much as your housing. When your population is almost the same as your housing, your production will actually go down
It can make a difference in some cases, but really you shouldn't need to, because their bonuses shouldn't be needed if you settle in a good spot with workable tiles.
I.e. if you're settling well granaries and mills are never worth it because of their opportunity cost.
Sony forget about water mils increasing food yelds from rice and wheat farms
🤓🤓👆👆
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
I agree with you, but you should just buy them and not wasting turns of production.
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.
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.
@@dafdyy2383 builders tho?
@@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?
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.
true, a lot of people underestimate free roads
@@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.
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
@@lucasferrini7063 *can you explain a bit further akhiy?*
I always get Rome on a coast or on an island........ I'm so unlucky with starting points with Rome.
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.
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.
@@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.
water mills are based
@@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.
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.
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.
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
@@utopiaOKC 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
I always leave the barbs alive and use them as training so my troops get promoted
@@utopiaOKC Yeah even when not war-focused it's possible to just insta-spawn troops if anyone decides to mess with you while you're doing your own thing
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.
that used to be so good. I wish they kept it
It's still really good and you should build them most of the time. He's way wrong here.
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.
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..
@@luisgutierrez8047 double scout is good in multiplayer, vs Deity AI 3 archer is better. Literally always win once I made the change.
@@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.
@@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.
@@SeaCow1g Chad name, Chad pfp, I just started playing civ but I will trust that your opinion is correct
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.
YEAH
If you think about it, Granaries are basically Sewers you get in the ancient era. That's their value.
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.
I've never not gotten the eureka for education
The best example of it is honestly just the plantation tech
u may just not have any farm resources nearby
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.
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.
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.
Nah. This is just one guy's strategy. The idea that this is the only way to win, or that none of these things can have any value in any style of play is pretty ludicrous.
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.
The delegation thing is really solid advice. You also can't pass up the information you get on other civs from your delegations
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).
would be a good reason to build one
Love the humor that naturally flows in these videos. Always gets a chuckle out of me in addition to getting good Civ tips.
Glad you like them!
@@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
th-cam.com/video/wpg8iziLaA0/w-d-xo.html
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.
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.
this
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.
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
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
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.
ye coastal cities with no rivers do need granaries but in general meh
@@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- th-cam.com/video/8XdHsO92ixo/w-d-xo.html&ab_channel=PotatoMcWhiskey
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.
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 ).
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.
Also barb camps are easy 1 lvl promotions.
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.
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 👍
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.
Glad I could help!
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.
@@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.
@@TheCivLifeR your tips are bad.
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!
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.
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!!!
fucking love the rapid fire jokes one after another while informing at the same time lmao
I would love to hear you and potatomcwhisky have it out over granaries. He uses them regularly and I tend to agree with him.
1:07 WELL HELLO SOCIOPOLITICAL COMMENTARY lmao, your humor is fantastic, instant subscription.
lol thank you
I guess walls are useless since he said the only good building is monument
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
Glad you enjoyed!
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.
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.
true
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
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.
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.
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.
I love your voice, remarks and presentation. A joy too watch :-)
Magnus with the ability to not lose pop when you make a settler + colonization card for +50% settler production is chef's kiss
LMAO This guy's humor.
Liked and subbed. And thanks for the tips.
Thanks for the sub!
O. Previous civs, granaries were pretty important, so we still have its memory of importance
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
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.
0:10 hell nah 😂😂😂
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.
Yes I’m a bit late, but I like to build granaries in new cities, the extra food really helps the city catch up
Just starting my first playthrough of Civ. Great tips! Thanks for putting this together.
This dude beats deity? No wonder the only challenge veterans go for is sub 200, the game has become so easy.
Thanks, I just started Civ 6 this weekend.
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.
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.
😅
Great tips here, thanks! I hadn't thought of that science research stop at 50%, but it totally makes sense!
Just finished my exams with a bang and now a new civlifer video, les gooo
ayyy hope you aced it!
@@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.
Best civ channel out there. Shoykd do a live stream multiplayer game one weekend
Granaries are really good later in the early mid-game if you can complete them in 1-2 turns, that little housing bonus is pretty helpfull later on
I haven't played a Civ game since Civ Revolution for 360 I just bought V today I love it!
Came for the tutorial, stayed for the commentary
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
The delegation also gives you diplomatic visibility which helps you in a war, offensive or defensive
delegation gets removed after you declare war I think
What about a water mill if the city has 3 or more wheat fields? To get the extra food?
Granaries are a throwback to early civ games where granaries allow you to make settlers without losing population.
“5 seconds to pray to the algorithm gods” must’ve worked cuz it gave me an ad after he said that
Bro!!!! Excellent Videos! And Funny!!! With lots of History mixed in!!
Glad you like them!
You earned a subscriber today for the Napoleon ding-a-Ling joke haha, bravo my man
Alongside the delegation I usually give everyone 10 horses, which gives a generous +10 favourable trade friendship boost.
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
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
4:24 Love it! I got that reference
Two warriors and 3 archers all I need to deal with the barbarians XD
Very underrated 😂 great video
i can understand not 'building' those buildings in late game when you can straight up buy them. but early game your buildings are incredibly important for getting the ball rolling.
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.
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
Just started watching your stuff, I like.
I just got the game today and found your channel haha I love the game but I away have a bad habit of building big City’s and and locations and never have a amazing military to fight xD because I don’t read and I love how nice the game looks
Tip #6 was the best indeed😌
0:25 lol the song choice
I subscribe
I'm a fan
I'm in love
There’s no way these tips are correct, dawg.
I’ve been playing since Civ II and I really feel like there’s some holes in the logic here.
Fort Minor intro music? Let’s go 😏💪
Watermills give +1 food to all bonus resource farm tiles in the city! If you have a lot of those, they're great.
My first tip. Don build military as much. It is totally possible to take out barbarian camp using 1 warrior. Just learn how to fight in civ. When to fortify, where to fight. Use hills, use forests and especially rivers.
I like the Greenies because the extra housing is useful if your population is close to the amount of housing you have.
I usually like to build my cities 6 hexes apart, but my next game will try 5 to see about the bonus addition. Will start using the advice to switch science research when close to an eureka.
I settle my cities as close as possible on all the tsl maps so i can overwhelm the other nations loyalties
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...
I know Civ 6 is the newest Civ game but i'd love you see you create content for Civ 4 Modded in the future. Civ 4 doesn't get enough attention.
then your gonna love tuesdays video
I had to throw a like because I felt that existence is a mistake remark. I felt that!
There's no point in sending delegations tbh. I can't even remember when was the last time I bothered to send a delegation. All it does is prevent war for one or two turns. It doesn't matter whether the AI has denounced you, is unfriendly, or is friendly to you, you see their troops on your border, you build an army asap
I started next to montezuma on diety. Normaly its a restart. Sent a delegation and bought tiles with the same luxurys he had. Friends by turn 15.
I usually check my relationship modifiers before i send a delegation. If it's more than minus 6, sending a delegation is (+3) plus open borders (+3) won't even it out, so I won't bother- especially since I hardly ever feel like 'gifting' the AI. I don't think I'm being stingy, but if the AI is going to frowny face or denounce me anyway, I'll keep the 25 gold. (Edited from minus symbol to the word minus, bc i didn't realize it would strike through the text)
good point tbh
It doesn't even it out, but an AI won't denounce you at -1 or -2. The -7/8 from meeting drops over time, meaning eventually you'll have a positive relation bonus and sending the delegation to them can stop you from getting stuck in a denouncement loop.
EUREKA'S CASTLE. I forgot about that. Thanks for the nostalgic reference
You're hilarious man great video!
no! the +1 food and/or production from early city-center buildings, ABSOLUTELY make a difference at that point. that's also what builders add to a tile they improve, at that point
that comment on your existence in the beginning of the video cracked me up and got you a follow lol
I legit was about to subscribe before you asked me at the end of the video I’ll leave a like
My man, you just earned a sub, ty for the tips
Lmaooo you prayed to the algorithm gods for monetization and I got and ad during those 5 seconds of prayer 😂😂😂😂
Thanks for the pointers 👍
Ur videos are so helpful thanks!!
You forgot the most important one: Play modded.
Grainaries can actually help, especially if your city isn't in the best place resourcewise
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
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!
ya it seems like a lot of people like the granaries lol. appreciate it though!
@@TheCivLifeR No problem, haven't seen your vids til lately. Just subscribed!
1 food + 225 turns = 225 extra food… civ 6 is all about snowballing your civ to the end game.
Exactly anyone building units early on besides scouts are noobs. Go camp a barb and get 3gpt extra, then buy your 2nd warrior in like 6 turns and go camp another. If you're building units, you don't know what you're doing early in the game. Build a geaney, grow your city, get resources trade them and buy units especially from barb camps which is a lot cheaper than the gold it takes that equals the production you waste on it. Also go get a hero not units.
i didn’t realize the eurekas would finish a tech that you got halfway