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- Apr 11, 2011
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Much appreciated, will check in 2-3 hours when I can.The save is attached.
Much appreciated, will check in 2-3 hours when I can.The save is attached.
Ahh yes ofc, online speed removes it @Builderphile
I play on normal speed and the AI never accepts a delegate on the initial few turns.That explains it. I play online speed almost exclusively. Thanks.
Really? That is super weird. I play on deity 95% of the time and almost always on standard speed and they always (yes ALWAYS) accept my delegate on the turn I meet them. I only use UI mods, none that alter AI behavior. Do you have any mods that could effect this?I play on normal speed and the AI never accepts a delegate on the initial few turns.
Restarting because you're getting destroyed for not getting units simply means the opening is a weak one, imo. After the last patch, the barbs are just too insane.
90% deity, 10% immortal (testing out something new).
1st city: warrior --> settler --> warrior/slinger --> settler
2nd city: warrior/slinger (archer) --> settler
Scout initially with warriors but don't fog bust. Use them to kill camps for gold and next age points, or whatever that crap is called.
Restarting because you're getting destroyed for not getting units simply means the opening is a weak one, imo. After the last patch, the barbs are just too insane.
I play on normal speed and the AI never accepts a delegate on the initial few turns.
Thanks for the response! What do you mean by don't fog bust?
It must be the first turn you meet them and they say yes every time for me and pretty much always say no on the second and subsequent.I play on normal speed and the AI never accepts a delegate on the initial few turns.
I'm wondering if anyone could point me towards a general build order that works on higher difficulties. I'm just learning Civ 6 after finally putting down 5, and its a rough transition. For example, I have no idea how important monuments, granaries, and districts are in any sort of peaceful or military strategy, or what to prioritize in general. Any advice would be appreciated.
Cheers!
I personally have devised a strategy playing as China which requires me to found a religion...
Why don't I get a Monument? ...
I was just recently playing this game and I was going early war with a bunch of swords.
I was going for a Great General but Germany was so far ahead in that department I gave up on the idea.
Oddly enough I popped a Great Prophet very late from all the cities I captured from Khmer.
This never happens to me but I got a really nice Religion Rolling down the line that held my cities.
I dunno... Monuments seem pretty good to get to PP faster and Feudalism ASAP.
All in your choice or style or what you like but Monuments seem important.
Political Philosophy... often shortened in these threads as 4 slots is 1.5x better than 2.By "PP" do you mean "Prophet Points"
I don't see what Feudalism has to do with Monuments or founding an early religion?
Political Philosophy... often shortened in these threads as 4 slots is 1.5x better than 2.
The thing with builder first is getting to agoge earlier which means a faster army as well as better production making it. Sure you cannot always get 3 hills but often 2 hills and a farm will do. Yes riskier than slinger but I find slinger riskier than scout so there you go... I do not use my scout to explore, I use it to defend. On deity it’s pretty much a waste to explore unless you need the era points from civs and wonders... but PP needs meeting 3 CS so I normally will get it out looking for those 3 once I have some army protection.
The moment I meet a civ my scout stick with that civ and you can often see it moving troops toward you which you can block while you build a second warrior which by far outstrips a slinger before archery.
Sling seems to be for the eureka and getting archers fast. Early attacks now target your city so putting your archer there is a fail, you need a well place wooded hill which is not always so easy to have.
From my understanding, on Deity, Religion isn't worth it.
However, I have seen some really smart players use it to obtain very fast victory times.
That being said... what they are doing is complicated and optimal play.
Well thought out precise play for the most part.
Religion is Fun, IMO, but it certainly is a ton of hammers invested.
I have read that the only good thing in Religion is Choral Music.
I have seen some cases made for Jesuit Education or Reliquaries.
Victory, Map, Civ dependent etc etc...
Yes I was saying PP as Political Philosophy into Feudalism for the extra charges for builders.
You will find if you read a lot of the strategy on this forum and other areas that preaching or the mantra is Builders and as many Charges for Builders as you can get.
LL (Lilly) stated something awhile back that he pops out at least one every third turn.
After Feudalism I believe as that is when you want to amass your Builders.
You can see Victoria talking about the Pyramids and getting Liang for those 7 or 8 Charge Builders!!
I have even read that it is best to chop in Builders!
Many others state that in peaceful games the most important unit is Builders.
So pushing Culture anyway you can get it seems very important.
Of course that doesn't mean you won't win... survive the Early Game and you Win (basically).
Honestly though, I have never been able to win super fast or play optimal.
My fastest finish is around turn 150 on Deity Standard Pangaea.
And that is pretty rare for me actually... I am more in the 220 to 300 range.
So, my point was that the faster you push Culture the better.
This means that Monuments seem important to me but I could be wrong about that.
Faster Feudalism is tied in with Culture and the more Monuments you have the more Culture?
One thing does seem clear is that Warmongering for Pillaging seems to beat Peacemongering.
However, other players say that the benefits of Peaceful play equalize Warmongering![]()