4 non-obvious strategy tips

DrCron

Prince
Joined
Dec 25, 2012
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Hey everyone,

I recently made a video showing 4 non-obvious strategy tips that work well on Deity (though they are ok for lower difficulties too). I'm leaving it here in case people want to check it out. Also, I'm considering creating a full strategy section for CIV 6 in my channel, and I was wondering, which type of strategy would people want to see on video rather than just written down? If you are struggling with any particular aspect of the game, would you mind mentioning it here? It would help a lot to know which aspects of the game's strategy people want to know more about.

Thanks!

 
2. Don't build encampments
Encampment buildings give bonus production for units (which can be very useful for expanding the army, also great general points and experience bonuses.
They are available in the ancient age so can be built after your first attack force is ready.
You can win without them but they make winning a domination victory much quicker as you can war with multiple civs or attack multiple cities.
 
What many people have said here was that Encampments are better now after the Factory nerf.

It gives +1 production to trade routes, and a little bit of housing and production. Also, if you send envoys to militaristic city-states, every encampment gets +2 production to any unit (including Settlers and Builders). So they may be worthwhile if going Domination or Science.
 
2. Don't build encampments
Encampment buildings give bonus production for units (which can be very useful for expanding the army, also great general points and experience bonuses.
They are available in the ancient age so can be built after your first attack force is ready.
You can win without them but they make winning a domination victory much quicker as you can war with multiple civs or attack multiple cities.
What many people have said here was that Encampments are better now after the Factory nerf.

It gives +1 production to trade routes, and a little bit of housing and production. Also, if you send envoys to militaristic city-states, every encampment gets +2 production to any unit (including Settlers and Builders). So they may be worthwhile if going Domination or Science.

I was expecting this one to be the most debated of the 4 tips. Surely encampments do something, and if you have a city that is completely production starved even I might build one there. But as a general rule I never build them. Commercial hubs always come first, and industrial zones give more production so they should also come first. A city that isn't close enough to the coast to build a harbor still might be close enough to a mountain range for it to want a campus (at pop 7), because you want your units to be up to date. At pop 10 you might be in a situation in which you start needing entertainment complexes (especially if you conquer a lot of cities because you are going for domination). So chances are another district is always more relevant than an encampment at least until pop 13. And at that point you should be close to winning the game anyway.

Oh, and if you go for domination you are bound to conquer several cities with encampments (because the dumb AI prioritizes them) so you'll still get several of them if you really want some. But you definitely shouldn't be making them in your own cities (during early development, before starting your conquest, other districts are way more important). There's no need for them in a game in which you'll never need the extra experience or the extra bombardment anyway.
 
I don't build a CD in my capital until later (sometimes never) - I use the conscription policy so gold is not the limiting factor until the medieval era by which time my other cities have CD up and running.
I stay in the ancient/classical for as long as possible so to 'wait' for an IZ makes no sense for me. I also tend to get masonry quite early so my melee units get battering rams. As I often lack enough iron/horses on my maps it gives me the option on those units earlier than if I have to go hunting for the second resource.

My understanding is IZ buildings give bonus production to non-unit production, but this is not widely quoted so maybe the production bonus is for everything. I would appreciate a definitive answer on this. Also do not underestimate Great Generals, most give +5 combat strength and a movement bonus and some will even give you a unit you can't build yet if you retire them.
 
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I really do not appreciate youtube links, you cannot search them and I cannot open them on my work pc.
They are also a way to get people to watch your channel which I just feel is nefarious.
No idea what the other 3 are but I like encampments, not normally my first get, but sometimes. I get them more on deity than other levels. I also get them as an extra envoy, in my troll city and in a trade city.
 
I pretty much agree with everything the video said. Districts are limited by population size. There's no way I'm going to waste an opportunity to build one with an encampment.
 
My understanding is IZ buildings give bonus production to non-unit production, but this is not widely quoted so maybe the production bonus is for everything. I would appreciate a definitive answer on this. Also do not underestimate Great Generals, most give +5 combat strength and a movement bonus and some will even give you a unit you can't build yet if you retire them.

I believe it's for everything. In some new cities, some buildings have dropped a turn after I built Barracks.

And don't forget that Great Generals are the best early Great People. If you prioritize Encampments and their projects, you could end up with all 3 Generals from the Medieval Era. Using all of them results in a Knight Corps with a promotion and a 25% strength bonus. A freaking 4-movement, 72 strength beast in the early Medieval Age (maybe boosted by a Classical Era General).
 
And don't forget that Great Generals are the best early Great People. If you prioritize Encampments and their projects, you could end up with all 3 Generals from the Medieval Era. Using all of them results in a Knight Corps with a promotion and a 25% strength bonus. A freaking 4-movement, 72 strength beast in the early Medieval Age (maybe boosted by a Classical Era General).
:D I will have to try that ...thank you for the tip
 
Encampments can be okay, just depends on the situation. You can build one in the capital solely for the additional +1 production on local trade routes, and spamming encampment projects. The additional unit experience, production, housing, and extra ranged attack is merely a bonus.
 
Funny how encampments aren't needed at deity but definitively a must in multiplayer.
 
Funny how encampments aren't needed at deity but definitively a must in multiplayer.
Well a single great general makes up for the combat bonus that the AI gets on deity and the encampment will help break up the early attacks more easily. Trouble is by that point the AI is probably not a threat anymore anyway.
 
There is the odd eureka around for most things including encampments (build and armory) which is also a small consideration.
When I play domination (rarely) I always tend to build one for the experience but I guess I never really grasp how much that brings to the table.
What about when you want to build corps / armies?
 
I don't build a CD in my capital until later (sometimes never) - I use the conscription policy so gold is not the limiting factor until the medieval era by which time my other cities have CD up and running.
I stay in the ancient/classical for as long as possible so to 'wait' for an IZ makes no sense for me. I also tend to get masonry quite early so my melee units get battering rams. As I often lack enough iron/horses on my maps it gives me the option on those units earlier than if I have to go hunting for the second resource.

My understanding is IZ buildings give bonus production to non-unit production, but this is not widely quoted so maybe the production bonus is for everything. I would appreciate a definitive answer on this. Also do not underestimate Great Generals, most give +5 combat strength and a movement bonus and some will even give you a unit you can't build yet if you retire them.

If I go for domination I'll b-line machinery, so I definitely won't say in the classical era long enough so that it's not worth it to go for IZ. The IZ bonus for production is for everything, units included. Great generals are fine, but the issue with focusing on them on SP is that you simply don't need them. It's so ridiculously easy to beat the AI at war that focusing production and a district slot on encampments is just a waste.

Oh, and I would totally change that strategy about not building commercial hubs in your capital. There's nothing better in this game than another trade route.
 
I also like encampments, and will generally build at least one (usually in a city close to a neighbor I have no intention of conquering - pillaging can be quite profitable). The extra production they give to domestic trade routes can be helpful.

Since there is no way I am going to watch a youtube video, what were the other 3 tips?
 
What about when you want to build corps / armies?

I haven't felt the need to build/buy armies, at most corps. By that point, I can produce single units and combine them with my existing ones so that they retain their promotions. And by that time I usually have overteched the AI, so single units might be enough.
 
What about when you want to build corps / armies?

I haven't felt the need to build/buy armies, at most corps. By that point, I can produce single units and combine them with my existing ones so that they retain their promotions. And by that time I usually have overteched the AI, so single units might be enough.

There is though a significant cost reduction to building a corp or army compared to building 2 / 3 individual units and combining them.
In addition, I note the AI loves to form corps / armies ;this strength bonus equates to almost two full eras ahead. If you are that far ahead of the AI it probably doesn't matter what you do for the rest of the game.
 
There is though a significant cost reduction to building a corp or army compared to building 2 / 3 individual units and combining them.
In addition, I note the AI loves to form corps / armies ;this strength bonus equates to almost two full eras ahead. If you are that far ahead of the AI it probably doesn't matter what you do for the rest of the game.

I meant to recycle my (now upgraded) units I used way back in the Ancient Era. Why produce a Field Cannon corps from scratch when I can just build a single unit and combine with my level 3 Field Cannon for a level 3 Field Cannon corps?
 
I meant to recycle my (now upgraded) units I used way back in the Ancient Era. Why produce a Field Cannon corps from scratch when I can just build a single unit and combine with my level 3 Field Cannon for a level 3 Field Cannon corps?
Its more about if you want a larger force than those first 3 slingers
 
Since there is no way I am going to watch a youtube video, what were the other 3 tips?

- You can win the game without ever building a theatre square (especially religious victories).

- Archaeological museums are better than art museums.

- The best espionage mission is to sabotage spaceports.

The video basically shows in-game examples for each tip, explaining why they work.
 
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