Neutralizing a Governor is the most annoying mission the AI can do on you. I've had games where I notice Pingala is neutralized for ten turns and forget about it 50 turns after it happened. The game doesn't give you a prompt for when you can place him back in the city so it's super easy to just forget.
Legit. Although i caught on in like 6 turns coz i was watching my science and culture like a hawk and i was wondering why tf is my science like 15 lower. Couldnt figure it out until i see no gov icon on the city name. Cheeky mfers
When the space race is close I find sabotaging production, breaking their dam amd distrupting rocketry at the same time gives me just enough of a break to win. Although nukes do that pretty well too.
Was about to say, when trying to stall someones space victory just enough to get my victory, sabotage production can come in handy... situational for sure but still has use
I am new to Civ 6. Was playing Dido Phonecian. There was no clear victory way. Gran Columbia declared a surprise war on me from south. Defended it with purchased crossbowman and encampments as was fighting to take Kabul in north. I was okay with this but then he took out Magnus with a spy. This made me angry. By the time I realized I can install Magnus again after 10 turns I had taken 3 cities from Columbia. I then saved the game and searched on TH-cam for spies. Got this video. Made me learn more about spies. Luckily had taken Owls of Minerwa. Went back and trained 6 spies. Kept siphoning gold, taking out governors, and demolishing dams. Went on to win a diplomacy win. Thanks for this video.
AI actually kicked my butt with a spy once... They first removed my governor, i was too careless to act on this, his next step was to create unrest - spawning barbarians in my city and while im dealing with the barbarians the AI snuck few tanks and blitzed my city
Counter spying has it's benefits you can still level them up that way if they catch somebody. I got one spy that lowers all enemy spies in my land by 1 level and another spy that boosts all my spies in my land by 1 level. Having a combo like that can be useful minus the policy cards. Also for offensive missions I think you were spot on with how you explained it all. I've done the cause unrest and decrease loyalty. I've had it where my spy completed the mission but it didn't do anything just b/c they probably built a hero there or whatever the case was I did notice it's loyalty go down for one turn but then it was maxed out again so it all depends. I was at war with someone when this happened hoping to cause the capitol to riot.
Hi VanBradley, thank you for all the work you put into these videos. As a new Civ player, these videos have helped me greatly to learn the mechanics of the game. If you take suggestions I myself as a new player have 0 knowledge about military engineers and cultists. I first heard about these units in your videos and will try to learn more in game. If possible, could you cover these units at any point? In any case, keep up the good work and have a nice Christmas!
Ohhh that’s a good video idea! I’m going to do a few tutorials before I post another game so I’ll keep the unit suggestions in mind 👌 Glad you’re enjoying the videos ❤️
Hardly disagree with not choosing disguise. I'd rather instantly establish + gain sources for all the spies, than gone for a long walk. It's especially important then you trying to delay science victory, which is spies even needed for in the first place. The basic missions (gold and tech) are already favorable for spies and not that hard for specific promotion to take. The ideal spy is Disguise + Linguist + Rocket Scientist or Cat Burglar (vs. culture)
Hey VB. Hope you're still checking comments on older vids cuz I'd like to know what you think about a conundrum indirectly relating to spies. Basically early game I'm usually trying to get as many cities out as possible, and if amenities are doing really well it means that I could better myself by making more cities, and while I do try to grow them, the limit on early access to both housing and amenities means that there's a ceiling on how big they can get. Later in the game, both of these ceilings (in addition to food but that's plentiful throughout the game) are basically removed as amenities become nearly infinite with the 2nd and (powered) third tier buildings in entertainment districts plus a second AoE amenity district (water park) especially in conjunction with some great merchants, a few national parks interspersed, and every non-adjacent mountain having a ski resort. And housing becomes basically infinite with the advent of neighborhoods, but there's a dilemna there and this is what I'd like your input on... ...Dealing with partisan missions, which can happen against your neighborhoods. Having a neighborhood (or several) in many of your cities means that you'll have far more neighborhoods than you would have spies to cover them, and the partisan missions can really ruin your empire. So how do you deal with this? Just concede that having most of your cities be capped at size 12 or 14 is good enough?, or do you deal with the partisans as the larger empire allows you to insa-buy units to take care of them? Or is there another answer that I'm missing? Really like to hear your thoughts on this.
Hey. Start making railways with engineers as you unlock them. You can keep a unit on your NHs or nearby to help as well. If you have railways, it becomes very easy to move units to deal with this issue. also if you are offensively good with spies, you enemies will barely get time to put spies outside their territory.
Stealing great works from your biggest culture rival is a lot of fun. Recently stole eleven great works of writing from Russia with just one spy. Had a fully promoted spy, with Disguise and Linguist; also used Machiavellism as soon as I could. At one point I was stealing one great work of writing every four turns. Russia had four Great Writers lying around; as soon as I'd steal a great work, one of the starving writers would put one right back. Not sure how useful it was--I was going to win anyway--but it sure was fun.
I'm not sure off the top of my head. I haven't noticed a huge variance in time between each one though, so it's possible I'm just assuming they're all roughly the same amount of turns.
Biplanes are pretty underwhelming because they have very poor range, can only be based or deployed in your territory, aren't too strong compared to other units of their era (especially since they can't form corps/armies), and in GS require oil which is unlocked on the other side of the tech tree. This makes them not worth the production as an offensive unit and while they can be alright defensively, at that point in the game you probably have some promoted field cannons/melee units who can get the job done (unless you need anti air, in which case biplanes are your only option until later)
This helped me because me and my friend r doin a 1v1 and we both r in a good position in ps4 and i dont need money because i have +110.5 gold and he realy needs gold and we both know nothin bout spys and because im nice ill tell him how spys work and id rather not get my gold stolen
Neutralizing a Governor is the most annoying mission the AI can do on you. I've had games where I notice Pingala is neutralized for ten turns and forget about it 50 turns after it happened. The game doesn't give you a prompt for when you can place him back in the city so it's super easy to just forget.
Legit. Although i caught on in like 6 turns coz i was watching my science and culture like a hawk and i was wondering why tf is my science like 15 lower. Couldnt figure it out until i see no gov icon on the city name. Cheeky mfers
Must have been updated then because last night the game reminded me to put Amani back into play as soon as she was available again.
When the space race is close I find sabotaging production, breaking their dam amd distrupting rocketry at the same time gives me just enough of a break to win. Although nukes do that pretty well too.
Was about to say, when trying to stall someones space victory just enough to get my victory, sabotage production can come in handy... situational for sure but still has use
I am new to Civ 6. Was playing Dido Phonecian. There was no clear victory way. Gran Columbia declared a surprise war on me from south. Defended it with purchased crossbowman and encampments as was fighting to take Kabul in north. I was okay with this but then he took out Magnus with a spy. This made me angry. By the time I realized I can install Magnus again after 10 turns I had taken 3 cities from Columbia. I then saved the game and searched on TH-cam for spies. Got this video. Made me learn more about spies. Luckily had taken Owls of Minerwa. Went back and trained 6 spies. Kept siphoning gold, taking out governors, and demolishing dams. Went on to win a diplomacy win. Thanks for this video.
Literally never built a spy before.. now i have to give it a shot. A lot of interesting synergies there
AI actually kicked my butt with a spy once... They first removed my governor, i was too careless to act on this, his next step was to create unrest - spawning barbarians in my city and while im dealing with the barbarians the AI snuck few tanks and blitzed my city
Thank you!!!
Trying to compete with my friends in this game, your videos have made a world of difference
Counter spying has it's benefits you can still level them up that way if they catch somebody. I got one spy that lowers all enemy spies in my land by 1 level and another spy that boosts all my spies in my land by 1 level. Having a combo like that can be useful minus the policy cards. Also for offensive missions I think you were spot on with how you explained it all. I've done the cause unrest and decrease loyalty. I've had it where my spy completed the mission but it didn't do anything just b/c they probably built a hero there or whatever the case was I did notice it's loyalty go down for one turn but then it was maxed out again so it all depends. I was at war with someone when this happened hoping to cause the capitol to riot.
Hi VanBradley, thank you for all the work you put into these videos. As a new Civ player, these videos have helped me greatly to learn the mechanics of the game. If you take suggestions I myself as a new player have 0 knowledge about military engineers and cultists. I first heard about these units in your videos and will try to learn more in game. If possible, could you cover these units at any point? In any case, keep up the good work and have a nice Christmas!
Ohhh that’s a good video idea! I’m going to do a few tutorials before I post another game so I’ll keep the unit suggestions in mind 👌
Glad you’re enjoying the videos ❤️
omg this is the tutorial i didnt know i needed till i saw it! iv just been ignoreing spies
Hardly disagree with not choosing disguise. I'd rather instantly establish + gain sources for all the spies, than gone for a long walk. It's especially important then you trying to delay science victory, which is spies even needed for in the first place. The basic missions (gold and tech) are already favorable for spies and not that hard for specific promotion to take. The ideal spy is Disguise + Linguist + Rocket Scientist or Cat Burglar (vs. culture)
ThanksVB! Just got 1 of every victory on Prince that's ro these useful videos.
I've had amazing success with Eleanor and stealing great works
Hey VB. Hope you're still checking comments on older vids cuz I'd like to know what you think about a conundrum indirectly relating to spies.
Basically early game I'm usually trying to get as many cities out as possible, and if amenities are doing really well it means that I could better myself by making more cities, and while I do try to grow them, the limit on early access to both housing and amenities means that there's a ceiling on how big they can get. Later in the game, both of these ceilings (in addition to food but that's plentiful throughout the game) are basically removed as amenities become nearly infinite with the 2nd and (powered) third tier buildings in entertainment districts plus a second AoE amenity district (water park) especially in conjunction with some great merchants, a few national parks interspersed, and every non-adjacent mountain having a ski resort. And housing becomes basically infinite with the advent of neighborhoods, but there's a dilemna there and this is what I'd like your input on...
...Dealing with partisan missions, which can happen against your neighborhoods. Having a neighborhood (or several) in many of your cities means that you'll have far more neighborhoods than you would have spies to cover them, and the partisan missions can really ruin your empire. So how do you deal with this? Just concede that having most of your cities be capped at size 12 or 14 is good enough?, or do you deal with the partisans as the larger empire allows you to insa-buy units to take care of them? Or is there another answer that I'm missing? Really like to hear your thoughts on this.
Hey. Start making railways with engineers as you unlock them. You can keep a unit on your NHs or nearby to help as well. If you have railways, it becomes very easy to move units to deal with this issue. also if you are offensively good with spies, you enemies will barely get time to put spies outside their territory.
Late answer but in my experience neighborhoods arent needed to make high population cities
Apostle heathen conversion
Thanks glad i tought you something
Your welcome
Disguise is essential!
Is there any advantage to stacking spies or having several of them doing the exact same thing in the exact same place?
If theres a less than 90% chance of success it's a given that one will succeed so i guess yeah but the real question is why
You can't do the same mission at the same time in a city
Stealing great works from your biggest culture rival is a lot of fun. Recently stole eleven great works of writing from Russia with just one spy. Had a fully promoted spy, with Disguise and Linguist; also used Machiavellism as soon as I could. At one point I was stealing one great work of writing every four turns. Russia had four Great Writers lying around; as soon as I'd steal a great work, one of the starving writers would put one right back. Not sure how useful it was--I was going to win anyway--but it sure was fun.
Do you know how the duration of defensive ("counterspy") missions is determined?
I'm not sure off the top of my head. I haven't noticed a huge variance in time between each one though, so it's possible I'm just assuming they're all roughly the same amount of turns.
Awesome videos man!
great and informative video
Why would you never build three bi-planes?
Biplanes are pretty underwhelming because they have very poor range, can only be based or deployed in your territory, aren't too strong compared to other units of their era (especially since they can't form corps/armies), and in GS require oil which is unlocked on the other side of the tech tree.
This makes them not worth the production as an offensive unit and while they can be alright defensively, at that point in the game you probably have some promoted field cannons/melee units who can get the job done (unless you need anti air, in which case biplanes are your only option until later)
I use them to prevent the AI from science victory
If you catch a spy, can you see, who sent the spy?
Yes
Does gain sources stack?
Thanks !
Great video
If spies are military units, does that mean you can faith purchase them with the Grand Master's Chapel?
You can not buy them with gold or faith.
Audience chamber is great!!😤
For Scotland and Maya
This helped me because me and my friend r doin a 1v1 and we both r in a good position in ps4 and i dont need money because i have +110.5 gold and he realy needs gold and we both know nothin bout spys and because im nice ill tell him how spys work and id rather not get my gold stolen
Nice strategy bro
Gabrielle is a woman.
Can also be a guy, I knew him in high school
Not talking about listening posts and the resulting combat bonus in a 30 min video… cmon Bradley !