Lokreah
Chieftain
- Joined
- Oct 11, 2016
- Messages
- 46
Hello! Been playing Civilization VI for quite some time now. I adore the game, I've read the threads, but I still have many, many questions. The forum seems relatively active for its experienced and seasoned players, so I figured, why not engage in a wonderful conversation?
I'm not exactly new to Civilization VI, or even the brand entirely. I seem to have ran into a bit of a plateau when it comes to correctly optimizing my gameplay (Immortal) I have a tendency of treating the games as emulations of sorts, with a special focus on T1-100. The early game is most important after all! If I don't meet a benchmark of some kind, I'll often times just restart the game entirely until I can nail down what goes where. So, without further adieu~
T1-30: What is your opening build? How do you salvage production poor starts? When do you build your Monuments?
So many questions, and they all have particular nuances!
My usual go-to is Scout, Slinger (partial), Settler, Monument
OR
Slinger, Slinger, Settler, Monument
I like to get the second city online very quickly. If I'm more mainland and there doesn't seem to be too many City-States (which help manage Barbarians), I'll go Slinger, Slinger, Settler ,but I will reroll if a Barbarian Scout spots me on T3-4, because at that point, it's just impossible to actually do anything and the game is ruined. This happens more often than you think.
Anyway, I've noted that some players choose to intentionally neglect Monuments. It can save production, but I must observe that my acquisition of policies is horrendously slow if I don't have x2 Monuments by 30-35 or so. Is that supposed to be the case, or...?
T30-60: Early Empire, or State Workforce? Do you start REXing (Rapid Expansion) upon acquisition of Ancestral Hall, or...? When do you build Districts? What do you do if your land is devoid of adjency bonuses?
More predicaments! To elaborate, I am personally opted to rush State Workforce - specifically for Pingala and the Government Plaza. The Government Plaza is extremely simple to build, usually 5 turns at the very most, and by around T40 you can have a double promoted Pingala, well on your way to achieve the standard T50-55 benchmark for Political Philosophy.
But the downside to this, is that expansion is neglected for quite some time. I'm dissuaded from expanding from the Capital, as the promotions scale with Population, but Settlers cost population.
I've read about rushing Early Empire and essentially expanding as fast as possible, but I find that my infrastructure and tile yields are severely lacking when I do this. Culture also lags behind, as well. Nobody has really clarified when you stop building Settlers either. In my experience, even with the Colonization policy, on average land, Settlers are still 8-12 turns and that just seems to really, really slow your game down, especially with the first satellite city still barely attempting to build a monument?
Thoughts on this?
On the topic of expansions, most yields, particularly science, comes from mountains. But quite a few of my games simply don't have mountains. Reefs are also rather uncommon, so getting any decent amount of science to power through the tree is quite difficult. Campuses, districts in general, are also quite expansive for the fledgling city to develop. When do you actually build these districts?
That's all for now. I don't want to get too ahead of myself, to be quite honest and I'd very much prefer to have an in-depth dialogue for all of these things.
I'm not exactly new to Civilization VI, or even the brand entirely. I seem to have ran into a bit of a plateau when it comes to correctly optimizing my gameplay (Immortal) I have a tendency of treating the games as emulations of sorts, with a special focus on T1-100. The early game is most important after all! If I don't meet a benchmark of some kind, I'll often times just restart the game entirely until I can nail down what goes where. So, without further adieu~
T1-30: What is your opening build? How do you salvage production poor starts? When do you build your Monuments?
So many questions, and they all have particular nuances!
My usual go-to is Scout, Slinger (partial), Settler, Monument
OR
Slinger, Slinger, Settler, Monument
I like to get the second city online very quickly. If I'm more mainland and there doesn't seem to be too many City-States (which help manage Barbarians), I'll go Slinger, Slinger, Settler ,but I will reroll if a Barbarian Scout spots me on T3-4, because at that point, it's just impossible to actually do anything and the game is ruined. This happens more often than you think.
Anyway, I've noted that some players choose to intentionally neglect Monuments. It can save production, but I must observe that my acquisition of policies is horrendously slow if I don't have x2 Monuments by 30-35 or so. Is that supposed to be the case, or...?
T30-60: Early Empire, or State Workforce? Do you start REXing (Rapid Expansion) upon acquisition of Ancestral Hall, or...? When do you build Districts? What do you do if your land is devoid of adjency bonuses?
More predicaments! To elaborate, I am personally opted to rush State Workforce - specifically for Pingala and the Government Plaza. The Government Plaza is extremely simple to build, usually 5 turns at the very most, and by around T40 you can have a double promoted Pingala, well on your way to achieve the standard T50-55 benchmark for Political Philosophy.
But the downside to this, is that expansion is neglected for quite some time. I'm dissuaded from expanding from the Capital, as the promotions scale with Population, but Settlers cost population.
I've read about rushing Early Empire and essentially expanding as fast as possible, but I find that my infrastructure and tile yields are severely lacking when I do this. Culture also lags behind, as well. Nobody has really clarified when you stop building Settlers either. In my experience, even with the Colonization policy, on average land, Settlers are still 8-12 turns and that just seems to really, really slow your game down, especially with the first satellite city still barely attempting to build a monument?
Thoughts on this?
On the topic of expansions, most yields, particularly science, comes from mountains. But quite a few of my games simply don't have mountains. Reefs are also rather uncommon, so getting any decent amount of science to power through the tree is quite difficult. Campuses, districts in general, are also quite expansive for the fledgling city to develop. When do you actually build these districts?
That's all for now. I don't want to get too ahead of myself, to be quite honest and I'd very much prefer to have an in-depth dialogue for all of these things.