New to 6, long civ 3 player. Few questions.

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Warlord
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Sep 12, 2011
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This game is fun once you get used to it. Im playing rome.

Why are the barbarians too strong? I cant even use a builder.

I built the building that allows the library. Im not seeing the science benefits in the tiles. How does science work?

What is tile box that you can fill the holes with on the city command screen?

What happened to building roads?
 
I'll try to answer your questions to the best of my ability:

Barbarians: Barbarians were really buffed in Civ 6. I suggest looking in the Strategy Forums for ways to deal with Barbs.
Science: Districts don't give bonuses to surrounding Tiles, the Science is a flat bonus, if you want more Science, assign Specialists to your Campus.
Tile Box: I suppose you mean Citizens. If you want a Citizen to work a particular Tile, click on the circle above the Tile to put a Citizen there. I do recommend locking Citizens you don't want to be moved, though, just in case you accidentally move one of those Citizens.
Roads: Builders no longer build Roads. Traders now form Roads when making Trade Routes.

Edit: As @Alexander's Hetaroi said, Rome makes it so that any Roman City founded within the Trade Route range of the Capital gains a Road between the Capital and it.
 
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Thanks. Barbarians destroyed all my builder upgrades. Kinda sucks that you have to defeat the barbs before expanding and working on city tiles.
 
Thanks. Barbarians destroyed all my builder upgrades. Kinda sucks that you have to defeat the barbs before expanding and working on city tiles.
Think of them as the Huns, except not an actual Civilziation.
 
Also since you are playing as Rome you get automatic roads to your cities from your capital without having to send traders.
 
Do you get movement bonus for roads?
Yes you do.

And should i quit building traders?
You can still use traders to send to other civilizations. Or you can trade within your own cities which adds extra food, production and gold.
 
I have 2 cities, should i buy a tile to connect by cities borders for the road? There is one tile that is gray between my 2 cities.

This last question should clear up my beginner game so far.
 
I have 2 cities, should i buy a tile to connect by cities borders for the road? There is one tile that is gray between my 2 cities.

This last question should clear up my beginner game so far.
Roads can connect without connecting borders, so you don't need to waste the Gold.
 
Thanks. Barbarians destroyed all my builder upgrades. Kinda sucks that you have to defeat the barbs before expanding and working on city tiles.

It takes some getting used to, for sure. But since the early game AI is hyper-aggressive towards the player, it does at least gently encourage you not to completely neglect your military in the early game, as was often possible in V.

In the later part of the game you can use military engineers to build railroads. They use 1 iron and 1 coal per section to make.

Crucially, it doesn't use a charge. My ossified strategy is usually to build exactly 2 Military Engineers when they become available, get the irksome '2 forts in your territory' Eureka using one charge from each, then park them somewhere until it's time to build railways. Then you need to remember to keep one handy for an airstrip.
 
You can also use military engineers to build roads, if needed.

I've always considered them a waste of resources since (I believe) it uses a charge, whereas traders build them as part of their trade routes, so I just use traders first. However, if you're desperate and all your trade routes are locked up, I guess it's an option.
 
I have 2 cities, should i buy a tile to connect by cities borders for the road? There is one tile that is gray between my 2 cities.

This last question should clear up my beginner game so far.
No, you can send the trader anywhere (other players, city states) with no connecting terrain as long as its in trade range. I think its 15 tiles base, increases as roads get built, so if you want to make travel fast across the continent, send your trader wherever you want to reach, which will then allow you to connect to a city further away. However, be sure to escort or at least have the area the trader is going to traverse under watch. Barbarian scouts loooove to plunder those.
And yes, barbarians are very aggresive early game, you need a couple military units to clear camps around your cities and protect civilian units like builders and settlers, because if a barbarian scout spots one of your cities (an "!" mark can be seen above the scout), and manages to go back to camp, that camp will start spawning units and begin raiding you.
 
Im playing on warlord.

when should i b e building districts? I noticed it can take around 80 turns. I read i should build them before advanced eras as they cost more.

also im trying t o expand but settlers and builders are also time consuming.

any tips? Thanks
 
I was a long-time Civ3 player, but didn't play Civ4 or Civ5, and only got Civ6 in 2019 after some life-changing experiences. I don't play Civ6 any higher than Warlord, mostly because I want a low-key easily enjoyed game.

When I started playing Civ6, I remembered one key thing from III - Population = Power. So I build cities faster than the AI (usually).

In my games, I start by sending my initial Warrior out exploring my immediate environs, settle my first city, and start building a Scout. The Scout goes out to explore, and I start on a Slinger. Once the Slinger is done, I put him on alert, and start a Settler. ( I may need to build another unit before the Settler, depending on how fast my city grows.) I also research Archery as soon as practical, to get some stand-off power. Once the Settler is built, I send him out, accompanied by the Slinger, to settle a new city. From that point, my build order is Slinger/Archer - Settler, until I have six or more cities (depending on the map). (Settlers are always accompanied by a military unit!) I don't explicitly make Builders at this stage unless there is some overriding reason. Besides, I often get one from popping a goody hut.

I use my Warrior, sometimes with the assistance of a Slinger, to deal with Barbarians. Particularly with Barb Scouts, if they poke their noses into my cities, the guarding Slinger will knock them down, and the Warrior will finish them off. Soon, the Warrior gets his first promotion, which I make Battle-Cry (+7 against land units). With that, he can stand up to the Barb Spearman in the Camps. (If the Barbs get Horse Archers too soon, though, I often will turn tail and hide, until I can get Archers and Swordsmen. Discretion is the better part of valor.)

While my capitol is busy churning out Settlers and their escorts, my other cities usually start with a Monument and a Granary (not necessarily in that order).Then, they start building districts and their associated buildings, and Traders. Yes, I often don't have many (any?) districts built before the Classical Era. By this point, if it looks like it's going to take "forever" to build a district in a city, I will prioritize Builders, to build Mines, Quarries, Lumber Mills, etc., to increase my production.

One thing is, you have to build and maintain military units. I generally have a bit more than one unit per city. This allows me to handle the Barbs as needed, and also puts me at, or at least near, the top of the pack for military strength. This keeps the AI from doing a surprise DOW on you. I also tend to prioritize Gold on my trade routes, which helps me afford to keep my military strong.
 
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Im playing on warlord.

when should i b e building districts? I noticed it can take around 80 turns. I read i should build them before advanced eras as they cost more.

also im trying t o expand but settlers and builders are also time consuming.

any tips? Thanks
That sounds really odd. What game speed are you on? Maybe you're playing marathon or something.

Assuming that it's standard speed and not a bug, all I can think of is that you are settling on a zero production tile, which would really slow things down. Before settling, use the ""Empire" lens and settle on a nearby 2p tile, or at the very least a 1p tile. You need the initial boost.

I don't build builders to be honest. I'll buy them or possibly build them when I'm running low on alternative options to hard build, but I rarely choose to build them over other important things like districts, buildings, etc. Settlers should take around 10 turns, at the beginning at least (they increase in required prod each time you build one, plus your own gains in prod mean that their build times constantly fluctuate).

My initial build order is usually to start monument/builder/warrior (depending on my civ, my strategy, local topography, etc), then when I get my second pop either switch to a settler or, if I only have a few turns left anyway, finish the original build then settler. Once I finish my settler, I'll finish the first item if applicable, then it starts getting complicated because it really depends on what the situation is.

That said, I'm convinced that you are playing on a slow game speed, because a campus is 54p, so it would take at most 54 turns (and it's never taken anywhere near that long for me) on standard speed. If that's the case, you have two choices: suck it up because that's just how slow games are, or play on a faster speed.
 
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