[GS] Are there any ROI analysis of all the features in civ 6?

kryndude

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Jul 11, 2020
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Variables will have to be simplified but it would still help immensely in making in-game decisions if there are any. Like, whether I should build a monument or rush a settler kind of stuff.
 
I don't think so, not exhaustively or oversimplifying things.
Just a simple choice like this one takes a huge amount of time to generate and is even a huge simplification as the author says himself:
 
I don't think so, not exhaustively or oversimplifying things.
Just a simple choice like this one takes a huge amount of time to generate and is even a huge simplification as the author says himself:
Yeah, that's the closest thing I could find. I guess this game's too complex to do it extensively.
 
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It is way too complex because of the differing scenarios. What PMW does not do well in that video is state the importance of culture in the early game and talk about some other key points like buying the monument or granary, the importance of the city, the loyalty needs and so forth... but the video was too long as it is, the empericals could have been reduced.
I have played very many coastal games and that exact city could have either first based on other priorities.

Some key ROI are

Tile use (PMW had gold in the video but did not purchase the 2/2 tile that would have had a major impact)
Inflation & district placement (see the chopping example link below, outdated a bit but still very key)
Slotting civic cards to give % benefits
Using governors
Era bonuses
Gold use

Here’s a general thought pattern
Ok I have a city, my first priority is a settler or two unless I want to rush someone, but I only have 1 pop so cannot build one. So how many turns until I get 2 pop, can I speed that up by changing working tiles. Have X turns until 2 what can I build that is of use... scout/builder being the normal preference. I want that builder and have the tiles to improve so I get a craftsmanship inspiration and I want an early army and building it with the 50% Agoge card needs craftsmanship. I get to 2 pop but still have 2 turns on my builder, I have to assess if finishing the builder will speed up the settler or not, otherwise I would swap to the settler as settlers come first.
I get a settler and settle, I have 160 gold. The new city does not get palace benefits so will grow and produce slower unless I can speed it up with a tile expansion onto a better tile which will give a huge % to the city. I could wait until 240 gold and get a monument, should I erase arch pottery yet for that granary? If I start building troops with my second city I can go for another settler out of my better producing capital (which found a military CS so also has +1 to units for that)
And so it goes
Settler and army, normally monument before granary in the early game unless say you have a wonder and the pop would be better. The whole district strategy and placement just cannot be covered in a book, let alone a stream. You sort of have to play, work things out our ask a specific ROI question and balance the differing opinions you will get.... do not take any persons view as 100% including PMW or me.
 
@Victoria
Thank you, that gave me a better idea of how to approach the game. I'll check out your links too.
OK if just fairly new... from talking to a lot of frustrated new players, the main mistakes they do are.
1. They attack barbs.....Defend fortified against Barbs where possible, or when taking camps OFC
2 Do not build any districts early unless you have good reason (an inspiration for example or you want to rush a great general) All of your efforts should ulimately be going to getting new cities rather than improving your own, you do that some time later around T70-100, sure you lag behind at the start ... but then you race ahead :thumbsup:
 
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