Nice video. Other things: Great General and Great Admiral effect Promotions Movement modifiers Zone of control Military type (i.e. melee bonus against anti-cavalry) Siege unit (how they can't move and attack same turn except if they got movement boost etc) Capturing city City/encampment strength/defense City under siege / loyalty Diplomatic visibility Districts and how they influence combat and city defense Pillaging (healing through pillage, pillaging districts reduces city defense) Espionage (unrest, etc.) Religion (crusade, etc.) Civ-specific passive combat bonus (America, Japan, etc.) City-states and their bonus Levy Strategic resources (how units can't heal if not enough of required resources and more) Air units Unit cost upkeep Sight Game difficulty combat bonus War weariness Barbarian/free cities Grievances Casus Belli Embarked units (i.e. how naval units do not take damage from attacking an embarked land unit) Support units (siege tower, drones, medic, etc.) Priority attacking Policy cards AI behaviour ...good luck
Saxy did mention that there was still a lot more to cover with combat yet. As such, perhaps this would have been titled Combat (Basics to Intermediate).
Saxy is a man of the people. Who else is out here providing timestamps in their video for us to skip around. Most channels just want you to watch as much of the video as possible for retention rate. Not Saxy. Man of the people.
14:00 - There is some misinformation there: if you have different promotions in each unit, they will actually get combined. So if you have an archer with Garrison and another with Volley, you will get an archer corps with Garrison *and* Volley. This is useful for early defensive Ranged units with Garrison + Volley + Arrow Storm with a +22 bonus for defending from within your city borders, for example. I generally try to get at least 1st level promotion (since they come quite quick) and then combine the units.
You forgot the "intel on opponent's movement" attacking modifier. It gives +3 combat strength per diplomatic visibility i believe Edit: per diplomatic visibility difference
For each level of diplomatic visibility you have over your opponent, that your opponent does not have over you. So if you both have level 1 diplomatic visibility on each other, there is no modifier effect, and if you have level two on your opponent and they have level one on you, you get that bonus once, not twice.
Yeah this is so often overlooked. I am really analytical about these kind of things in games but had no idea this existed before I learned about Mongolia for the first time. And everyone says Catherine de Medici's skill is trash and it only provides more spam, but they don't realize it provides a combat bonus (albeit a smallish one) across the board. For all units.
Thank you for explaining Corps. I encountered them in-game and I didn't know why it would be beneficial to make them other than the promotion benefit. But I also realized it's more compact.
I am pretty sure you can get a scout to 121 combat stregth +6 terrain,+5 river,+10 defending fort,2*5*2 Supportbonus with promoted light cav,+17 army,+5 great general, +20 scout promotion, +3 diplomatic vis,+10 religion,+5 world congress+ 5 natural wonder, +10 base combat strength, +15 for montezuma with all 15 luxury recources. ohh and against a barbarian you can get anothr 5 with the civics card or military alliance so ...126 I guess
Also: 6 Terrain 11 River 21 Fort 41 Support 58 Army 63 General 83 Promotion 86 Diplovis (guess can go even higher) 96 Belief 101 Congress 106 Wonder (spear of fionn) 116 Base stenght 131 Montezuma 136 Barbariancard Btw. You forgot the +3 on Hills Wonder (139) There we go. That sounds fun..
Actually, at right around 16:00 you say that resource cost per turn for corps and armies 2 or 3 per turn but actually it is only 1 a turn. This is another reason corps and armies are so beneficial, especially now in GS. For example, 3 separate mechanized infantry use 1 oil per turn each for a total of 3 per turn but if you combine them into an army, that army only uses 1 per turn. It’s a good thing to do to conserve resources.
When I first played Civ 6, I figured it worked like most other damage formulas where it would divide your strength by your opponent's, so I thought late game Great Generals and corps and armies were useless. The difference in strength part of that equation is probably the most important part.
This kind of videos help me relax and concentrate while I do some micro working on phones. I don't know why people would hate on this kind of content. Who cares if you can read the info in a Wiki?
Yeah, go ahead and spend thirty seconds reading the wiki and coming away still unsure. Nothing better than a visual representation of what’s happening, in my opinion, especially for a complete beginner like myself. Also someone who adds little details to the minutiae is invaluable, so thanks for the great guides.
This video (along with most of your other civ-in-depth videos) was absolutely perfect, thank you! Just the kind of information I was looking for! Straightforward and informative! Thanks! Subbed!
Unbelievably helpful - thanks for all the effort buddy. Terrifically done. Question: i’m quite confused about the city projects, how they exactly work; for example, the Commercial Hub project or Industrial project. It just seems quite vague: for instance, how much money per turn does it provide, and what exactly is this predicated on? I’m sure there’s an answer somewhere. Perhaps this would make an interesting future video topic? 😌 thanks again.
Ghost Dragon thank you - seems strangely sketchy, for civ. Sort of a throwaway option without much thought. if we knew what we were getting - or that we were getting anything at all - we might be more inclined to use it. i mean, they went to the trouble of making it 🤣
A super nice strategy for corps while playing basilius II : Rush tagmas while having entertainment districts 1 turn away from being built in every city that you have. When you unlock them, build all the ippodromes in 1 turn. Militar score will jump to the moon. Make them kill some units and give them 2 promotions in different trees while rushing nazionalism. Once you unlock nazionalism, merge them together and you will have veteran tagma corps (you get era score) with 4 promotions. They don't need mainteinance costs, and the best part is that you built them generating amenities in you cities at a relatively minor production cost than actually building them.
Late game I use fighters for enemy units, infantry for blockades, artillery and bombers for bombarding cav units for raiding cities beyond your reach funding the science gold faith and culture loss through mass unit production, once you start invading you should be able to keep rolling on If you plunder enough coupled with conquering cities you should be able to keep up with the era score easily
Nice video! I was actually hoping to also get some details about gaining experience, since that is one of the few factors that still manages to surprise me from time to time (I had a heavy cavalry unit gaining 4 exp from attacking a city while he was trained with +75% exp.... I was like 'wait, that can't be right!'). Maybe something for the next video? Small side note on the corps and armies: when you combine 2 units they'll end up on the tile with the highest promoted unit, no matter if that was the 'active' unit or not. Try it ;)
I found you can sometimes completely avoid the amphibious attack if you enter into a city center and then attack them as it no longer counts as an amphibious attack, as Norway due to no embarking and disembarking movement penalty instead of directly attacking move onto a tile beside them and then attack
Angry comments? Not at all! I like all of your CIV VI content because it's full of great comments, opinions and advice in addition to the actual game information (and yeah, I read the wiki stuff too).
I do appreciate this kind of videos, some of the stuff in the game is not that intuitive or not explained clearly enough. Thank you. Could you please make the video on war weariness and warmonger penalty?
Hi Saxy, I know I am a bit late but flanking bonus only provides +2. You must have activated a Great General that gave you 50% extra flanking bonus at some points earlier that game. Great video anyway :)
I always figured, if you can amphibious assault it then your ships can shoot it anyway. Basically it's best use is to capture a city your ships have shot, however can be useful Vs lower tech armies, also you can't melee attack a boat, I find myself using on barbarians as they won't heal so the bad exchange doesn't matter so much.
Subscribed. New to Civ as I picked it up on deep sale from steam. A few questions for you: 1. I noticed when I combine two units into a Corps that have different tier 1 promotion skills from the tree, they keep both. I assume this is advantageous... Any downside I'm not seeing? 2. When combining units what happens to the current XP in their bars? Is it added together and could you drive a promotion that way? One preferenced over the other or maybe reset to 0? 3. Do Roman Forts and the normal forts have identical bonuses? Assume the advantage to Roman Forts is earlier access and built by the soldiers vs a builder. 4. You didn't discuss line of sight, noticing this has a big impact on ranged engagements. 5. Can forts be built in hills to stack bonuses? If not, I'll try to build in front of hills so I can augment the LoS of my ranged units. 6. I feel like corps/armies shine in defense to get more power inside your city tile. I haven't played to modern era yet, but is there a best unit to focus on like siege for counter-battery or maybe whatever promoted into Anti-Air? Thanks!
Saxy Gamer! My boyfriend and I are very addicted to civ 6, and have greatly enjoyed watching your videos! They are extremely helpful and useful. Thank you! The complexities of the game are very daunting at times. I do have a question that I can't find the answer to online, regarding garrisoned military units. We both have the policy card "retainers" for the +1 amenities for cities with a garrisoned unit. My question is this, does this card stack amenities, if I have more than one unit garrisoned? (I.e. in the encampment or fort) Any help would be super appreciated! Thanks
This video is great, but there is still one aspect of combat in the game I do not get well yet : air combat. Can fighters actually intercept enemy air strikes? If yes, how so? Do I have to deploy them first? If they are deployed, do they only protect one specific tile? I have so many questions about that aspect of the game left. I know it doesn't come up often, especially in solo play (the AI does not use aviation much, or just badly), but I really wonder what it implies for multiplayer. In short : how do I protect myself from those nasty bombers and nukes?
fighter jets can intercept an aircraft whoose attack path cross their position, you can puth them between enemy airfiels and your cities/units or simply over them. they not instakill a bomber so their first attack is usually a success. To prevent nuke bombers you can preventively attack their airfields with fighter jets (with bombers or ground/sea units doesn't work). Doing so will attack the planes stationed inside and hopefully destroy the bomber. this will not save you from nukes launched from silos
@@gabry96colo Thanks for the info. But considering what you say, shouldn't two fighters do the trick and shoot down the bomber 100% of the time? (as both would attack it) This might not be a viable strategy in terms of resources to spend, but I am interested in understanding the rules as best as possible. If you don't know that's ok. What you said is already very informative. :)
@@AnAngelineer probably, but dispatchin 2 jets may be a waste in a large scale attack, depends on how big is your airfield, i if you have 6 slots or more no problem but if less ( maybe in a conquered city) space become precious for your bombers. i use at least 3 bombardment units and a heli for capture, averaging 2 turns to take a city
you forgot great generals and admirals who each give +5 combat strength to all units in a 2 tile radius and also give +1 movement (if you don't retire them for their dedicated bonuses)
basically if you want a defense no one can beat in the information era put a fort on a hill across from a river and fortify a rocket artillery army (gdr if you have dlc) there so they have ranged attack and all the possible combineable defense boosts
Imagine being the mechanized infantry at the part you were demonstrating river defense, they just see a gdr changing attack positions and then just kills u
What I learned from this video, and I think it’s by accident, is that corps and armies are valuable as units in that they keep more hp when they attack, makes me think they’re for defensive wars
10:36 Hol' up, what kind of game are you playing where you have an archer fighting alongside mechanized infantry? Is there an actual reason for doing this?
I'm pretty sure that corps and armies don't use more than 1 resource per turn, not 2 or 3. It doesn't' update in the resource tooltip until next turn but otherwise I would've noticed since I like my modern armor tanks and I always maximize my coal and oil for power and troops.
what is the effect of a highly promoted unit that was created in a city without an encampment, when joined to a corps with a fresh unit created in a city with a military academy?
Might be a silly question but say one unit it created with district exp buffs and another isn’t when combined, does it keep the buff? Does the order if combination matter?
just gettin this game on Switch, trying to figure out how to make different escort formations in the early game. like which different units can be placed together & with great generals
I have a question...archers can get fortified if, for example, are shooting inside a city center? (They are not moving, so maybe...) this could be interesting for the unused ( for me) heavy cavalry's promotions charge and marauding
Nicolas Roa if you have the valid promotion, the archer gains a +10 bonus when fortified in a encampment or city Center (only if you have walls though I think)
Great video, thank you. Could you please talk about air combat? I can't quite wrap my head around interception and patroling and all that kind of stuff.
I prefer listening to you than to read any infos about this game. That said, could you do something about using Loyalty to "attack" the others. Thanks!
How does the formula work for damage to City Walls? They can have up to 400 Health (making that huge damage number meaningful), but what is their combat strength?
As one of the people who didn't go through volumes of FaQs, wikis and Civ Fanatics, a huge THANKS! Are this the same rules for religious combat? From some things I have seen, it appears so. From a technical standpoint, I could see the having a single combat system to prevent more coding which gets the game to market quicker.
Do you like the combat calc variations? I feel they are too confusing and not transparent enough for a strategy game. If you can't see and predict the outcome your guessing instead of planning. I feel this makes combat less enjoyable then it should.
The most experienced unit ALWAYS absorbs the less experienced unit. So if the MA unit was more experienced, it would receive the bonus. If it was absorbed, it would lose it.
There is a small arrow next to the unit on the build menu for units in cities. Click it and the options appear for corp or unit as long as you have the required building and tech.
Positioning effects - 02:25
Corps/Armadas - 12:24
Damage Calculation - 16:10
Healing - 23:57
Takeaways - 26:14
The real MVP
The Saxy Gamer no u
@@TheSaxyGamer thanks for doing these, I thought you were done!
Hello Portugal. Great job with the time stamps :D
Thanks
Very pleased to see a return to the “in-depth” guides. Always a treat to have more SaxyGamer advice.
Nice video.
Other things:
Great General and Great Admiral effect
Promotions
Movement modifiers
Zone of control
Military type (i.e. melee bonus against anti-cavalry)
Siege unit (how they can't move and attack same turn except if they got movement boost etc)
Capturing city
City/encampment strength/defense
City under siege / loyalty
Diplomatic visibility
Districts and how they influence combat and city defense
Pillaging (healing through pillage, pillaging districts reduces city defense)
Espionage (unrest, etc.)
Religion (crusade, etc.)
Civ-specific passive combat bonus (America, Japan, etc.)
City-states and their bonus
Levy
Strategic resources (how units can't heal if not enough of required resources and more)
Air units
Unit cost upkeep
Sight
Game difficulty combat bonus
War weariness
Barbarian/free cities
Grievances
Casus Belli
Embarked units (i.e. how naval units do not take damage from attacking an embarked land unit)
Support units (siege tower, drones, medic, etc.)
Priority attacking
Policy cards
AI behaviour
...good luck
Saxy did mention that there was still a lot more to cover with combat yet. As such, perhaps this would have been titled Combat (Basics to Intermediate).
You forgot pantheons- Defender of the Faith, God of the Forge, etc.
Hi there, only this comment alone helps to get a little better understanding of the manifold options combat has to offer. Thank you.
Saxy is a man of the people. Who else is out here providing timestamps in their video for us to skip around. Most channels just want you to watch as much of the video as possible for retention rate. Not Saxy. Man of the people.
14:00 - There is some misinformation there: if you have different promotions in each unit, they will actually get combined. So if you have an archer with Garrison and another with Volley, you will get an archer corps with Garrison *and* Volley. This is useful for early defensive Ranged units with Garrison + Volley + Arrow Storm with a +22 bonus for defending from within your city borders, for example. I generally try to get at least 1st level promotion (since they come quite quick) and then combine the units.
also useful with Victor's promotion allowing all units to start with 1st level promotions.
Woah that's game changing information, I've got to test it!
Always bombard, then attack when the city defenses is at -1. Then you can ignore any attack penalties
You forgot the "intel on opponent's movement" attacking modifier. It gives +3 combat strength per diplomatic visibility i believe
Edit: per diplomatic visibility difference
Doubled for Mongolia!
For each level of diplomatic visibility you have over your opponent, that your opponent does not have over you. So if you both have level 1 diplomatic visibility on each other, there is no modifier effect, and if you have level two on your opponent and they have level one on you, you get that bonus once, not twice.
Thx guys! I had no idea :)
Yeah this is so often overlooked. I am really analytical about these kind of things in games but had no idea this existed before I learned about Mongolia for the first time.
And everyone says Catherine de Medici's skill is trash and it only provides more spam, but they don't realize it provides a combat bonus (albeit a smallish one) across the board. For all units.
Oh now I get it, was wondering if it's from my jet nearby or something 😃
How can someone dislike such an informative and in depth video
Every video in the history of ever has dislikes. Get over it.
Thank you for explaining Corps. I encountered them in-game and I didn't know why it would be beneficial to make them other than the promotion benefit. But I also realized it's more compact.
And the taking less damage. That's important
New to the game and I am thankful for the tutorials on TH-cam.
I am pretty sure you can get a scout to 121 combat stregth
+6 terrain,+5 river,+10 defending fort,2*5*2 Supportbonus with promoted light cav,+17 army,+5 great general, +20 scout promotion, +3 diplomatic vis,+10 religion,+5 world congress+ 5 natural wonder, +10 base combat strength, +15 for montezuma with all 15 luxury recources. ohh and against a barbarian you can get anothr 5 with the civics card or military alliance so ...126 I guess
Is there a general for ancient eras? Still funny af 😂
Also:
6 Terrain
11 River
21 Fort
41 Support
58 Army
63 General
83 Promotion
86 Diplovis (guess can go even higher)
96 Belief
101 Congress
106 Wonder (spear of fionn)
116 Base stenght
131 Montezuma
136 Barbariancard
Btw. You forgot the +3 on Hills Wonder (139)
There we go. That sounds fun..
Fort denstroys Terrain, barbarian and diplo wont Work
True. So -3 from terrain and -3 from missing diplovis is still 130 :)
Or 133 with the Hills wonder
Actually, at right around 16:00 you say that resource cost per turn for corps and armies 2 or 3 per turn but actually it is only 1 a turn. This is another reason corps and armies are so beneficial, especially now in GS. For example, 3 separate mechanized infantry use 1 oil per turn each for a total of 3 per turn but if you combine them into an army, that army only uses 1 per turn. It’s a good thing to do to conserve resources.
When I first played Civ 6, I figured it worked like most other damage formulas where it would divide your strength by your opponent's, so I thought late game Great Generals and corps and armies were useless. The difference in strength part of that equation is probably the most important part.
True, the difference between a 5 combat strength unit vs a 10 CS unit looks a lot bigger than the difference between a 100 CS unit vs a 110 CS unit.
I'm here after Varu killing my Saka Horse Archer with one hit. Thank you so much for the content.
Now let's hunt elephants with archers and swordsmen!
This kind of videos help me relax and concentrate while I do some micro working on phones. I don't know why people would hate on this kind of content. Who cares if you can read the info in a Wiki?
Dude you explain way better than wiki does
Thank you for this video. You clarified a lot of game concepts that the Civilopedia doesn't.
Yeah, go ahead and spend thirty seconds reading the wiki and coming away still unsure. Nothing better than a visual representation of what’s happening, in my opinion, especially for a complete beginner like myself. Also someone who adds little details to the minutiae is invaluable, so thanks for the great guides.
This video (along with most of your other civ-in-depth videos) was absolutely perfect, thank you! Just the kind of information I was looking for! Straightforward and informative! Thanks!
Subbed!
Great video, hope next video you talk about diplomatic visibility too, most people don't know what's that and how that gives you tons of bonus.
Your videos are amazing and have seriously increased my knowledge and skill in this game !
Hi, armys and armadas only take 1 Strategic resource per turn :)
Jan-Okke Rockmann yeah, I don't know why he said it the other way
Yas, Another one! Time to sharpen my Civ 6 skills on Switch 😃
Unbelievably helpful - thanks for all the effort buddy. Terrifically done.
Question: i’m quite confused about the city projects, how they exactly work; for example, the Commercial Hub project or Industrial project. It just seems quite vague: for instance, how much money per turn does it provide, and what exactly is this predicated on? I’m sure there’s an answer somewhere. Perhaps this would make an interesting future video topic? 😌 thanks again.
I think it doesn't tell you how much but it is based on production
Ghost Dragon thank you - seems strangely sketchy, for civ. Sort of a throwaway option without much thought. if we knew what we were getting - or that we were getting anything at all - we might be more inclined to use it. i mean, they went to the trouble of making it 🤣
John J S have no idea on the specific numbers but is very powerful if you do it multiple cities for a great person who’s really good
A super nice strategy for corps while playing basilius II :
Rush tagmas while having entertainment districts 1 turn away from being built in every city that you have. When you unlock them, build all the ippodromes in 1 turn. Militar score will jump to the moon. Make them kill some units and give them 2 promotions in different trees while rushing nazionalism. Once you unlock nazionalism, merge them together and you will have veteran tagma corps (you get era score) with 4 promotions. They don't need mainteinance costs, and the best part is that you built them generating amenities in you cities at a relatively minor production cost than actually building them.
You popped up in my list. Sub'd. Going through all your videos now. Love them.
I play multiplayers async games via the Play Your Damn Turn website.
I often listen to TH-cam videos while doing work/chores/errands/driving, and appreciate channels that do this.
Thanks for this! Very much looking forward to more in-depth videos on combat!
You also get era score when killing a corp or army with a single unit
Late game I use fighters for enemy units, infantry for blockades, artillery and bombers for bombarding cav units for raiding cities beyond your reach funding the science gold faith and culture loss through mass unit production, once you start invading you should be able to keep rolling on If you plunder enough coupled with conquering cities you should be able to keep up with the era score easily
How do Medics work?
They increase the healing rate by 20 HP/turn to all adjacent units!
@@TheSaxyGamer a nice thanks!
Dankey Kang they work super well when you have a whole lot of tanks clumped together
Please do a part 2 on atleast unit classes and cover naval. Great video!
Excellent, in-depth video! Keep up the great work!
Solid video, thanks for the knowledge!
Nice video!
I was actually hoping to also get some details about gaining experience, since that is one of the few factors that still manages to surprise me from time to time (I had a heavy cavalry unit gaining 4 exp from attacking a city while he was trained with +75% exp.... I was like 'wait, that can't be right!').
Maybe something for the next video?
Small side note on the corps and armies: when you combine 2 units they'll end up on the tile with the highest promoted unit, no matter if that was the 'active' unit or not. Try it ;)
I found you can sometimes completely avoid the amphibious attack if you enter into a city center and then attack them as it no longer counts as an amphibious attack, as Norway due to no embarking and disembarking movement penalty instead of directly attacking move onto a tile beside them and then attack
Angry comments? Not at all! I like all of your CIV VI content because it's full of great comments, opinions and advice in addition to the actual game information (and yeah, I read the wiki stuff too).
Glad you covered this. One of those topics I've been meaning to look up and just haven't (or maybe I just didn't 'get it' at the time).
I do appreciate this kind of videos, some of the stuff in the game is not that intuitive or not explained clearly enough. Thank you. Could you please make the video on war weariness and warmonger penalty?
I appreciate the time you took to make video , Thanku
Hi Saxy, I know I am a bit late but flanking bonus only provides +2. You must have activated a Great General that gave you 50% extra flanking bonus at some points earlier that game.
Great video anyway :)
This is great content, ty very much and good job !
So as declared friends do you heal +15? Or would you still be healing +5 as it would be enemy territory
I always figured, if you can amphibious assault it then your ships can shoot it anyway. Basically it's best use is to capture a city your ships have shot, however can be useful Vs lower tech armies, also you can't melee attack a boat, I find myself using on barbarians as they won't heal so the bad exchange doesn't matter so much.
I was unable to find the damage chart that you displayed to us around 20:26, do you happen to have a link to the source?
Subscribed. New to Civ as I picked it up on deep sale from steam. A few questions for you:
1. I noticed when I combine two units into a Corps that have different tier 1 promotion skills from the tree, they keep both. I assume this is advantageous... Any downside I'm not seeing?
2. When combining units what happens to the current XP in their bars? Is it added together and could you drive a promotion that way? One preferenced over the other or maybe reset to 0?
3. Do Roman Forts and the normal forts have identical bonuses? Assume the advantage to Roman Forts is earlier access and built by the soldiers vs a builder.
4. You didn't discuss line of sight, noticing this has a big impact on ranged engagements.
5. Can forts be built in hills to stack bonuses? If not, I'll try to build in front of hills so I can augment the LoS of my ranged units.
6. I feel like corps/armies shine in defense to get more power inside your city tile. I haven't played to modern era yet, but is there a best unit to focus on like siege for counter-battery or maybe whatever promoted into Anti-Air?
Thanks!
Saxy Gamer! My boyfriend and I are very addicted to civ 6, and have greatly enjoyed watching your videos! They are extremely helpful and useful. Thank you! The complexities of the game are very daunting at times.
I do have a question that I can't find the answer to online, regarding garrisoned military units. We both have the policy card "retainers" for the +1 amenities for cities with a garrisoned unit. My question is this, does this card stack amenities, if I have more than one unit garrisoned? (I.e. in the encampment or fort) Any help would be super appreciated! Thanks
I have been waiting for this video! 😃
The biggest video waiting for you is In-Depth: Air Combat
Good luck figuring that out...
@@sealofapproval4844 ikr, what a mess
Please!!
This video is great, but there is still one aspect of combat in the game I do not get well yet : air combat.
Can fighters actually intercept enemy air strikes? If yes, how so? Do I have to deploy them first? If they are deployed, do they only protect one specific tile? I have so many questions about that aspect of the game left.
I know it doesn't come up often, especially in solo play (the AI does not use aviation much, or just badly), but I really wonder what it implies for multiplayer. In short : how do I protect myself from those nasty bombers and nukes?
fighter jets can intercept an aircraft whoose attack path cross their position, you can puth them between enemy airfiels and your cities/units or simply over them. they not instakill a bomber so their first attack is usually a success. To prevent nuke bombers you can preventively attack their airfields with fighter jets (with bombers or ground/sea units doesn't work). Doing so will attack the planes stationed inside and hopefully destroy the bomber. this will not save you from nukes launched from silos
@@gabry96colo Thanks for the info. But considering what you say, shouldn't two fighters do the trick and shoot down the bomber 100% of the time? (as both would attack it)
This might not be a viable strategy in terms of resources to spend, but I am interested in understanding the rules as best as possible.
If you don't know that's ok. What you said is already very informative. :)
@@AnAngelineer probably, but dispatchin 2 jets may be a waste in a large scale attack, depends on how big is your airfield, i if you have 6 slots or more no problem but if less ( maybe in a conquered city) space become precious for your bombers. i use at least 3 bombardment units and a heli for capture, averaging 2 turns to take a city
12:36 Heresy!
'Twas the *Golden* age.
you forgot great generals and admirals who each give +5 combat strength to all units in a 2 tile radius and also give +1 movement (if you don't retire them for their dedicated bonuses)
That mechanized infantry looked square in the face at a giant death robot and said, "Well at least I have the river defense."
Hahaha
thank you Mr. Gamer, that was enlightening
basically if you want a defense no one can beat in the information era put a fort on a hill across from a river and fortify a rocket artillery army (gdr if you have dlc) there so they have ranged attack and all the possible combineable defense boosts
thank you for a fantastic video
Make in depth video for domination victory as well
Please do more of these!
Imagine being the mechanized infantry at the part you were demonstrating river defense, they just see a gdr changing attack positions and then just kills u
Or how about that getting outflanked by ARCHERS while getting attacked by mechanized infantry
What I learned from this video, and I think it’s by accident, is that corps and armies are valuable as units in that they keep more hp when they attack, makes me think they’re for defensive wars
Where were actually a few things I didn't know. Thanks :)
10:36 Hol' up, what kind of game are you playing where you have an archer fighting alongside mechanized infantry? Is there an actual reason for doing this?
I'm pretty sure that corps and armies don't use more than 1 resource per turn, not 2 or 3. It doesn't' update in the resource tooltip until next turn but otherwise I would've noticed since I like my modern armor tanks and I always maximize my coal and oil for power and troops.
thanks been playing for awhile to see the number like this.
love the end bit
I don't understand the flanking bonus. Who gets the bonus if the attacking unit doesn't get it?
what is the effect of a highly promoted unit that was created in a city without an encampment, when joined to a corps with a fresh unit created in a city with a military academy?
Importantly, If you are only 5 combat strength different, you can nullify the effect of getting an anti perfect damage roll of .8
If I have two melee units, one with Battlecry the other has Tortoise, will the resulting corp gain both promotions?
L0rem Ipsum yes it will
would love to get more info on cityu combat strength!
Thank you for this!
Thx for info.
keep it up saxy!
Thanks!
Great work.
How do you set up one click combat? As opposed to clicking on your unit, selecting movement or ranged combat, and then clicking on the target.
Might be a silly question but say one unit it created with district exp buffs and another isn’t when combined, does it keep the buff? Does the order if combination matter?
just gettin this game on Switch, trying to figure out how to make different escort formations in the early game. like which different units can be placed together & with great generals
I have a question...archers can get fortified if, for example, are shooting inside a city center? (They are not moving, so maybe...) this could be interesting for the unused ( for me) heavy cavalry's promotions charge and marauding
Nicolas Roa if you have the valid promotion, the archer gains a +10 bonus when fortified in a encampment or city Center (only if you have walls though I think)
Great video, thank you. Could you please talk about air combat? I can't quite wrap my head around interception and patroling and all that kind of stuff.
I prefer listening to you than to read any infos about this game.
That said, could you do something about using Loyalty to "attack" the others.
Thanks!
17:10
“You’re definitely welcome to.”
Should have added “virgin” to the end of that sentence.
Hi, are there any bonuses combining air and land attacks? suppression or anything like that? What about city defending/attacking? Thanks :)
How does the formula work for damage to City Walls? They can have up to 400 Health (making that huge damage number meaningful), but what is their combat strength?
i think the most strategic part in late game combat is dispatching aircrafts to protect your cities/units and area recon
As one of the people who didn't go through volumes of FaQs, wikis and Civ Fanatics, a huge THANKS!
Are this the same rules for religious combat? From some things I have seen, it appears so. From a technical standpoint, I could see the having a single combat system to prevent more coding which gets the game to market quicker.
Do you like the combat calc variations? I feel they are too confusing and not transparent enough for a strategy game. If you can't see and predict the outcome your guessing instead of planning. I feel this makes combat less enjoyable then it should.
Very nice, but class modifiers is missing :(
If I combine two unit, one of them was built in a city with military academy while another one not, how will EXP bonus been calculated?
The most experienced unit ALWAYS absorbs the less experienced unit. So if the MA unit was more experienced, it would receive the bonus. If it was absorbed, it would lose it.
Good vid, subbed!
Love this ty so much
Thanks for the video... Any chance you do the battle calculations against cities and cities with walls?
Dang i missed the giveaway...by 4 years
Please do a part 2
just buy this amazing game today for ps4, i'm new can you help me with rebels and hud scale?
Id love if you made a video for recon units. I dont get them. Unless the scout for exploring the area
What about declared freind, is that freindly, neutral or enemy?
thanks for this
You should do an in-depth review of governors.
How do you conquer a city wich has some fighters
Didn’t realize this. How do you directly train a Corp or an army?
with a military academy
There is a small arrow next to the unit on the build menu for units in cities. Click it and the options appear for corp or unit as long as you have the required building and tech.
My units are getting deleted any reasons? 😑