Complete new-comer to Civilization

DadeCariaga

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Hi, all.

I'm a complete new-comer to not just Civ VI, but Civilization entirely!

Can anyone point me to a particularly good "Getting Started for Complete Newbies" web page?

And a more specific early game question:

What are your priorities in, say, the first 10 to 20 turns?
 
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Hi, all.
I'm a complete new-comer to not just Civ VI, but Civilization entirely!
Congrats and welcome!

Can anyone point me to a particularly good "Getting Started for Complete Newbies" web page?
Learning habits may vary wildly from person to person, I'd say don't go looking for no web pages for now, just play the tutorial and then start a new game on default settings. Click all the buttons you can find, hover the mouse over all the things and read the tooltips (or not), or just push some units around and see what happens. Discovering a new game all by yourself is the best. Forget the internet for now. These kind of games are for a thinking man, so start thinking outright :)

And a more specific early game question:
What are your priorities in, say, the first 10 to 20 turns?
Surviving :)
Looking around the environs, seeing what the situation is, are there some neighbours, will it be more likely peaceful or violent expansion, deciding on the earliest research paths, finding out good spots for first new cities, making builders or units depending of the circumstances.
 
Hello there, welcome fellow future civ junkie.
If you start with guides right away, you will probably be overwhelmed. It might be better to test some easy games on your own while guided by the ingame tutorial. Its a decent enough start. Then you can start delving deeper.
Ive known civilization almost for 20 years, and Ive spent hundreds (if not thousand/s) of hours playing civ6 in every way possible, and I still watch beginners guides in youtube from time to time.

Priorities... Thats a difficult one to answer. You want to explore to meet other civs and city states. You want to trade with them (or fight them...). You want to keep your lands safe from barbarians. You want to settle more cities. As your choices are quite limited the first turns, all you can do is build military, or civilian units. Your choice will depend on what you have around, but it is safe to assume (if not 100%) you will be visited by some barbarian scout, and if you dont take care of it, be ready for an invasion. Now you dont need 10 warriors to fend off hostile units, so find the start that better suits you and your surroundings.

Translation: "how low in military can I keep myself and still defend and expand my lands/take my neighbors while I progress in research and infrastructure"
 
Your number 1 priority is expansion. Look around to see which are the best places to expand and how many neighbours do you have, since they will be competing with you for space. Also build a couple of warriors and slingers to defend yourself from barbarians.
 
I agree with the others, definitely play some games and get used to beating barbarians and prioritizing expanding your empire.

A good starting plan once you have the basics down might be to try and win each of the victory conditions on an easy difficulty so you get the feel for how they each work. They all have quirks which will probably take you a few tries to get used to...
 
I'd say don't go looking for no web pages for now, just play the tutorial and then start a new game on default settings. Click all the buttons you can find, hover the mouse over all the things and read the tooltips (or not), or just push some units around and see what happens. Discovering a new game all by yourself is the best. Forget the internet for now. These kind of games are for a thinking man, so start thinking outright :)
:thumbsup:
Yeah, play the tutorial & then start a new game on a _low_ difficulty. See what happens. Don't try to "win", just play. Try to learn from it. Never give up! Think about your experiences & you will be much stronger next time.
Stop not until the defeat screen - my best games by far were those the game brought me to the edge of giving up, but I didn't.

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Ok, since you are COMPLETELY new I'll try to give just a basic rundown of what you need to be thinking about in terms of the resources that are accumulated in the game. Basically, build cities to try and accumulate as many of these resources as you can, and produce units to protect your cities. Produce resources at a faster rate than the AI and you should be fine.

1. Food
Represented by corn icon. Food helps your population grow. Get food mostly by working tiles on good terrain and building farms. Not the most important resource but important to keep your population growing/stable

2. Production
Represented by cog icon. Cities use production to build units and districts/buildings. Get production by working tiles on hills & forests, and building mines. Probably the most important resource coz it lets you make things.

3. Science
Represented by a beaker. Science helps you advance on the tech tree. Get science mainly from buildings and districts (campus). Better tech obviously means better units, better buildings & improvements, etc.

4. Culture
Represented by a musical symbol. Culture helps you advance on the civics tree. Get culture mainly from buildings and districts (theatre district). Better civics means better governments and access to better policies.

5. Gold
Represented by a coin. Gold lets you buy things instead of building them, and you need to pay your armies gold to maintain them. Get gold mainly from buildings and districts (commercial hub). More gold means more flexibility and ability to maintain bigger armies. Not as important as science and production, but don't go negative.

6. Faith
Represented by angel wings. Faith lets you buy religious units, and with the right policies can let you buy military units too. Get faith mainly from buildings and districts (holy site). Not recommended for newbies to worry too much about faith

Gold and faith are currencies that are stored up for use later. Food, Production, Science, and Culture are all per-turn resources that don't get stored but rather contribute to something every turn, either growing population, building stuff, or advancing techs/civics.


7. Luxuries, Strategic Resources, and Bonus Resources
These are represented by icons on the map, like horses, cows, rice, etc. Try to settle near these. Luxuries (diamonds, tea, coffee, etc) keep your citizens happy. Strategic resources (horses, iron, niter, oil, etc) allow you to build more advanced military units when you have the tech. Most strategic resources require a tech to even see them on the map. Definitely try to settle near these. Bonus Resources (stone, cows, pigs, rice, wheat, etc) just give bonus food or production to the tile usually. Not as important to settle near these, but usually still helpful.

First 10-20 turns:
Settle your first city on the best place you see near you, meaning the most food and production. Feel free to follow the game's recommended sites for settling, they're usually not too bad. Then, try to build the following (order isn't super important): Scout, Slinger, Builder, Settler. The higher the difficulty, the more military units you want on those initial builds. Builder is used to improve the tiles you have with things like farms and mines. Settler will let you create new cities. For the first turns, focus on exploring to find good sites to settle on, and building settlers for expansion and some units to defend them. I would say keep settling until you have maybe 4 cities, depending on map size, then you can start focus on building districts. Campus is probably the most important for a generic game since techs are generally more useful than civics.

Anwyay, good luck, have fun as they say
 
Hi, all.

I'm a complete new-comer to not just Civ VI, but Civilization entirely!

Can anyone point me to a particularly good "Getting Started for Complete Newbies" web page?
I'll leave the asvice for specifics to other, more experienced hands.

However, there is one bit of advice I can give you that really helped me. Play a game with only one of the victory conditions enabled. Win it, then do a different victory condition, and so on until you've done every victory condition. So maybe start with Domination Victory only, theh next game do Religious Victory only, and so forth.

The guides etc will swamp you with information and it will make little sense. If you do it my way, you'll understand how the various victory paths work and be able to build on that foundational knowledge with the guides. It was the only way I could get my head around the Religious Victory and in particular the mechanics behind it. I just couldn't understandnwhat they meant, but once I'd played a game, it started making sense and I couod utilise the knowledge gained from what other people said. Build your knowledge incrementally.

Enjoy!
 
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Assuming you are using the Gathering Storm expansion:

Make sure you are on Settler difficulty, and probably play on a Small (6 player) or Tiny (4 player) map, with all other Default settings.

Settle where the advisor tells you, and build two or three warriors and a slinger before you worry about anything else.

Your first Science research should be Animal Husbandry to reveal Horses, then Mining so you can build mines.

Then, build two more settlers and buy a builder. With that builder, make a Pasture on (hopefully) some Horses, then hopefully also a Farm on rice or wheat, and a Mine or Quarry on a bonus resource if possible. Before you use your builder charges, it is advisable to open your City detail screen (click on the city) and see which tiles are being worked by your citizens (they appear Bright and have a white marble head bust over the tile)... these are typically the most productive tiles already, and since your City is working them you will immediately benefit from improving them with Builders.

After that, Explore, Expand, Exploit, and Exterminate!
 
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I'd like to give my two cents on what to build early.

From the beginning, you will have 6 things unlocked that you can build already, without any research! You can build a Monument, Settler, Builder, Scout, Warrior, or Slinger (or your civ's unique version of one of those things). Unless you are playing as Kamehameha, you won't be able to build a Settler first, but you probably can for your second choice and definitely for your third.

Let me go over what's best and when to build it, generally speaking.

1. Monument. Monuments give loyalty per turn and culture. If at full loyalty, you receive more culture. Culture is used to unlock more civics on the civic tree. A city's culture also helps it expand faster, giving you tiles around it for free. Civics are very good and monuments are nice...however, there are much more important things to worry about early on besides unlocking more civics. Monuments seem like they do a lot and will help you get a jump start, but it's a noob trap. In actuality, having more units to explore, more cities, and more productive cities will all help to increase your culture as well.

2. Settler. Settlers can only be built in cities size 2 or higher. They take 1 population away from the city once completed. They are, obviously, used to found more cities. This is important to do quickly on higher difficulties, however, since you're new I recommend playing easier difficulty levels as you learn the game better. Playing on Prince difficulty or easier (maybe even King), there's no rush to build cities. Barbarians are always going to be a problem and combat might not come naturally to you. On higher difficulties, I recommend building a Settler as the second thing in your capital and then virtually spamming them in your capital until you have 8-12 cities. But for starting out, you can wait a bit before you begin expanding.

3. Builder. This is something that I'm not sure why people recommend it so early. Chances are, there's no tiles nearby your city you can even improve. Maybe 1 at best. It's a waste of time to build a builder early. Not in your first 20 turns, for sure. Either you won't have the technology yet to improve the land, or you won't be able to clear the forest/jungle there, and your citizens would be better off working land that is impractical to improve early (such as Bananas in the Jungle, for just one example). You shouldn't build a builder until you are comfortable with your military/scouting, have a few cities already, and then it's like "ok, what now?". If there's enough viable places for you to improve, it's not a terrible idea for you to buy a builder with your first 200 gold but this should by no means be set in stone. Every game is different and when you start going for builders is going to be one of the things that should vary greatly from game to game.

4. Scout. I almost never build scouts, unless maybe I'm playing a civ that excels with them. They are weaker than Warriors and Slingers. If you want, you could MAYBE build ONE as your very first thing to get exploring faster, but they can easily get suck by Barbarians and they aren't always going to be faster. Barbarians also kill them easily. Instead, I'd recommend building something else first...see below.

5. Warrior. Warriors are the strongest unit you can build in the beginning. If you fear the Barbarians and aren't comfortable with combat, build Warriors early. Make sure to have at least 3-4 before going on to something else (probably Settlers).

6. Slinger. Slingers can attack on your own turn without receiving retaliation damage, but they take more damage when attacked on your opponent's turn. They upgrade into Archers, which can attack from 2 tiles away. If you feel comfortable with combat, I'd prioritize these over Warriors and have at least half and half, but focus on Archers over Warriors.

What about other early things you can build?
Generally speaking, you should ignore them until you have a military/exploring backbone and a few cities out.

Holy Sites should be ignored entirely for a new player in my opinion. Only start building these when you feel ready to try something new. Ultimately, many people playing on the hardest difficulty completely ignore them anyway, unless they have a specific reason no to.

Campuses are a certainly more important, but it will take a lot of building before it gives you enough science to matter. Again, focus on other things first.

Granaries aren't very useful compared to other things you can do. You can consider buying Graneries with gold in newly built cities if you can afford it and want them to get a jump-start to growth. But this is by no means necessary.

Galleys can be useful to explore with if you are on a small island. Otherwise, I'd skip these until the mid-game.

As far as what techs you should focus on early? I think lotrmith has the right idea. Animal Husbandry first always always always. Because this lets you see horses. If horses are in your capital, now you can work them. If horses are nearby, you can build a city near them. You can use the horses yourself to build Calvary units OR sell them to other civilizations. Similarly, you can start heading for iron working next to do the same with iron, but because you want to trigger as many Eureka! as possible, it's ok to wait a little bit on that one. Chances are, you'll have Iron Working before you start building your 2nd city onwards.

Where is the best places to found a city? I recommend looking up guides for this, but here's some good rules of thumb: Your city center will always give 2 food and 1 production. If the tile it is on gives more food or production, it will grow to match it. But without floods and volcanic eruptions, 2 food is the highest (because you will have to clear whatever is on the tile to place your city) and the most production you can get is an extra +1 from being on a plains hill. So a plains hill is better than anywhere else to settle a city, but if there isn't one close then just ignore that. Keep in mind though, the same rules apply for desert, snow, and tundra. Generally speaking you don't want to settle near desert, snow, or tundra; these tiles like to stick together, and they are bad. But if there's a lone spot of one of these it's not a terrible place for your city as it will still have 2 food, 1 production.

You should also try to settle on fresh water if possible, and if not, then within 1 tile so you can get it later with an aqueduct. Fresh water comes from rivers, lakes, oases, and some natural wonders. Mountains also provide fresh water with an aqueduct. Worst case scenario, I'd put my city adjacent to the ocean's coast. This will provide a LITTLE bit of water but Fresh water is the best. Fresh water allows you more default housing in your city, letting it grow more before you need to find ways to increase housing.

As konokono suggested, try and place cities near resources. Placing your first city you won't see strategic resources yet, so prioritize luxury first and bonus second (it tells you if it's luxury or not). Bonus resources tend to give food while luxury resources tend to give gold, and food is more important than gold. So if you find a bunch of bonus resources and no luxury, it's not the end of the world. Just make sure to settle your 2nd-4th cities near new luxury resources.

Another tip: Sell luxury resources to other civs early, since you won't need the happiness/loyalty yet. You especially want to sell if you have multiple copies, as only the first copy you have is even benefiting you! Some people will even recommend founding your capital ON a luxury resource, as it will give the resource right away so you won't need a builder to work it. This way, you can sell the luxury resource early to another civ. This method has its downside though; you'll never be able to get the bonus gold from having it built up if your city is built on it. Keep this strategy in the back of your mind if you want, but I wouldn't prioritize it when choosing where to settle.

Well, I hope that all helped! Let us know if you have any more questions.
 
3. Builder. This is something that I'm not sure why people recommend it so early. Chances are, there's no tiles nearby your city you can even improve. Maybe 1 at best. It's a waste of time to build a builder early. Not in your first 20 turns, for sure. Either you won't have the technology yet to improve the land, or you won't be able to clear the forest/jungle there, and your citizens would be better off working land that is impractical to improve early (such as Bananas in the Jungle, for just one example). You shouldn't build a builder until you are comfortable with your military/scouting, have a few cities already, and then it's like "ok, what now?". If there's enough viable places for you to improve, it's not a terrible idea for you to buy a builder with your first 200 gold but this should by no means be set in stone. Every game is different and when you start going for builders is going to be one of the things that should vary greatly from game to game.

I'm going to strongly disagree. Your first builder should come early enough to boost several if not all of the following: Horseback Riding (pasture), Wheel (mine over resource), Masonry (quarry), Irrigation (farm over wheat/rice), and Craftsmanship (3 improvements).

It's extremely common to have 3 improvable tiles early... They don't even need to be over resources. Even basic tiles are important to improve if that's all you've got; If a citizen is working a tile, it should be improved.

It's a very fringe case to not have 3 improvable tiles (all tiles either impassable or forested)... Animal Husbandry (which also reveals Horses) and Mining are also your earliest techs 90+% of the time.
 
Before you use your builder charges, it is advisable to open your City detail screen (click on the city) and see which tiles are being worked by your citizens (they appear Bright and have a white marble head bust over the tile)... these are typically the most productive tiles already, and since your City is working them you will immediately benefit from improving them with Builders.
This is the most important early detail. If you feel inclined to look at the marble heads: you can change them manually - choose tiles with much food or much production and examine, how that influences the production time of the current unit, building etc. respectively the time until the next population growth (even MUCH more production in the future!).
If a citizen is working a tile, it should be improved.
100%. Also the opposite is true: tiles which aren't worked, shouldn't be improved (yet). It is COMPLETE waste. (Common mistake, even by "deity players" on youtube - civ6 is very (too much) forgiving) ...
Another one: it is nearly always better to move the warrior before doing anything with the settler.



See that until you have specific questions (problem), guides have a limited usefulness. Finding it out self is (most) fun. And the best time playing, so no need to hurry!

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This is the most important early detail. If you feel inclined to look at the marble heads: you can change them manually - choose tiles with much food or much production and examine, how that influences the production time of the current unit, building etc. respectively the time until the next population growth (even MUCH more production in the future!).
100%. Also the opposite is true: tiles which aren't worked, shouldn't be improved (yet). It is COMPLETE waste. (Common mistake, even by "deity players" on youtube - civ6 is very (too much) forgiving) ...
Another one: it is nearly always better to move the warrior before doing anything with the settler.



See that until you have specific questions (problem), guides have a limited usefulness. Finding it out self is (most) fun. And the best time playing, so no need to hurry!

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Blindly following the AI assigned tiles isn't always wise. Especially when settling next to a high yield natural wonder. Your city isn't going to grow from 2 faith/culture for instance. Your city needs to produce enough food to grow, the AI doesn't always prioritize that properly.
 
Your city isn't going to grow from 2 faith/culture for instance.
I cannot be sure, because I know the underlying principles since civ1. There you were not able to overlook the connection between current production per turn, potential pop growth AND worked tiles, because the game was much simpler at all and the whole city management happened inside the city screen: choose production, assign citizens ... sell buildings of conquered cities
Now with that so much more to look at this is a lot more obfuscated. I have seen players on youtube work two 1food-3prod tiles for "high production" & build at the same time 2, 3 even 4 (unused) farms "in order to grow"!?!!

I like the post decimal positions on food. But it doesn't exactly help to understand the occurrence giving rise to food surplus.
Your city needs to produce enough food to grow
I think always in (double) deficit / neutral / (double) surplus Food tiles.
It is also remarkable to see that the difference between 1food & 2food from a worked tile is 100% delta in population growth, but the difference between 1prod & 2prod from a worked tile is just 25% (or less) in production delta. [2 from palace, 1 from city center & 1 or 2 from worked tile]

My style is rapid ("explosive") population growth to the limits of happiness and then hard reversing gear towards high-production.
the AI doesn't always prioritize that properly.
That. (also not easy for the AI because I have changing priorities - depending on the map, civ, mood etc. :P)

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Welcome!

Don't be afraid to explore and try new ideas. And since you're new, start on a lower difficulty and don't worry about winning/optimal paths right away.

Remember that you want to build settlers to claim land whenever possible since the AI will do the same. Generally one of my first 4 builds is a settler. Don't neglect early military to protect against rushes by other Civs or barbarians. Also, Scouts are very useful in the opening stages.

Above all, have fun! And don't settle too close to volcanoes :)
 
However, there is one bit of advice I can give you that really helped me. Play a game with only one of the victory conditions enabled. Win it, then do a different victory condition, and so on until you've done every victory condition. So maybe start with Domination Victory only, theh next game do Religious Victory only, and so forth.
Sorry have to totally disagree with this, it screws the AI up so much that it's a totally different game - definitely wouldn't advise this for a newbie.
 
Sorry have to totally disagree with this, it screws the AI up so much that it's a totally different game - definitely wouldn't advise this for a newbie.
The idea isn't to sharpen your skills by competing, the idea is to allow you to work out the mechanics by trying it out yourself without stressing about all the different victories. Besides the AI isn't actually affected by what victory conditions you set.
 
It's stupid to build builders before you need them lol. TC, just try it once if you want and you'll see how ridiculous.
 
It's stupid to build builders before you need them lol. TC, just try it once if you want and you'll see how ridiculous.
Your own lengthy post contradicts itself in several places regarding builders.

I'd say, especially early on, it's "stupid" to hard research through techs and civics you could have boosted with a builder. Also to note that from the earliest turns you are practically guaranteed to be working an improvable tile, or two or three. There is practically nearly always a need for builders, until all lands have been settled and all workable tiles improved (including housing bonuses from improvements on tiles outside your workable range, or adjacency bonuses to tiles inside your workable range from outside your workable range such as farms, nazca lines, and appeal).
 
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