For mounted units, they are treated like melee in terms of zone of control. I also didn't talk about bombers as my games rarely make it to bombers unless I'm going for a science victory (In which case I'm not doing much attacking in the modern era). Bombers are a great way to siege cities in the late game. They are protected from ground units except AA and can attack over large ranges without having to move.
Ey dude, love what your doing. Been struggling on deity wars lately and was looking for a guide on RUclips until I came accross your last video. Followed instantly after I watched it. Keep up the good work.
Great advice! I mostly play Civ 5, but once or twice a year I go on a Civ 6 binge. Playing relatively seldom, and oftentimes at least semi-peacefully, means I never mastered combat. This proved useful for that.
Thanks for the feedback. I don't do much multi-player, but I know enough to know it's way different. I'm down if the timing works, but y'all will crush me 🤣.
0:00 The intro is just disingenuous. I've gotten many deity victories without any war. 4:07 Taking multiple cities at the same time is better, if you have a large enough army for it. 1:22 While having more units is more helpful, of course, having higher combat strength units is more effective, in my experience at least. 4:44 Mounted units are good for pillaging, and also what you said there is suppose. Pillaging is a VERY important part of war in civ 6 btw. 5:52 siege weapons just don't work the way you've said here. They don't allow extra damage to walls. Battering rams allow melee units to bypass ancient walls, and siege towers allow melee units to bypass medieval walls. You can see which type of wall a city has by looking at it's blue wall strength, 100 is ancient and 200 is medieval. Once a city has renaissance walls or urban defences, siege weaponry or planes must be used. 7:00 They will attack the unit with the lowest combat strength who would take the most damage from a city strike, and damage lowers the effective combat strength of a unit. 8:06 It should be said that this defensive bonus doesn't work for ranged attacks. 8:53 The AI (generally, it's happened once in my dozens of games) doesn't attempt to take back cities that you've captured. There will be no attack on the city. Taking with a weak unit so they get the extra city center healing a turn earlier is still good advice. One thing you missed as well, hills allow ranged units (and city strikes) to get +1 range, but they still can't shoot beyond their stated range. For example, an archer on a hill can shoot a unit two squares away with a hill in between them. If the archer was on flat land they could not. This is helpful for where to place siege units around a city as well.
The great thing about civ is you can play it many different ways and be successful. I didn't say you have to attack cities to win. I've won games with no war as well. Having some basic city attack tactics in your toolbelt is good no matter what type of victory you're going for. Good callout on using mounted to pillage. I don't do that very often unless I'm going to raze the city. Siege weapons have a bombard strength which is higher than their melee strength against cities. Battering rams do not allow units to bypass walls. They allow units to do full damage to walls but the walls will stand in the way of doing full damage to the city garrison. The meat shield works and is a valid tactic for keeping full strength siege in the fight against the AI. Hills do not give any units extra range. What they do is elevate units to give line of sight over obstacles on flat land, so if there's a forest on flat land in between your ranged unit and the city, getting on a hill allows that unit to attack over the forest.
For mounted units, they are treated like melee in terms of zone of control.
I also didn't talk about bombers as my games rarely make it to bombers unless I'm going for a science victory (In which case I'm not doing much attacking in the modern era).
Bombers are a great way to siege cities in the late game. They are protected from ground units except AA and can attack over large ranges without having to move.
Ey dude, love what your doing. Been struggling on deity wars lately and was looking for a guide on RUclips until I came accross your last video. Followed instantly after I watched it. Keep up the good work.
Thanks for the endorsement!
Great advice! I mostly play Civ 5, but once or twice a year I go on a Civ 6 binge. Playing relatively seldom, and oftentimes at least semi-peacefully, means I never mastered combat. This proved useful for that.
Glad it was useful!
I find the AI preferentially city attacks naval first, then damaged melee, then ranged/siege
Yes
Esse video me ajudou demais, obrigado :D
Fico feliz em ouvir isso
I like Civ
It's a great game!
Nice video game, you have a really good voice! Do you wanna come play with us on our server, we are always looking for great players!
Thanks for the feedback.
I don't do much multi-player, but I know enough to know it's way different. I'm down if the timing works, but y'all will crush me 🤣.
0:00 The intro is just disingenuous. I've gotten many deity victories without any war.
4:07 Taking multiple cities at the same time is better, if you have a large enough army for it.
1:22 While having more units is more helpful, of course, having higher combat strength units is more effective, in my experience at least.
4:44 Mounted units are good for pillaging, and also what you said there is suppose. Pillaging is a VERY important part of war in civ 6 btw.
5:52 siege weapons just don't work the way you've said here. They don't allow extra damage to walls. Battering rams allow melee units to bypass ancient walls, and siege towers allow melee units to bypass medieval walls. You can see which type of wall a city has by looking at it's blue wall strength, 100 is ancient and 200 is medieval. Once a city has renaissance walls or urban defences, siege weaponry or planes must be used.
7:00 They will attack the unit with the lowest combat strength who would take the most damage from a city strike, and damage lowers the effective combat strength of a unit.
8:06 It should be said that this defensive bonus doesn't work for ranged attacks.
8:53 The AI (generally, it's happened once in my dozens of games) doesn't attempt to take back cities that you've captured. There will be no attack on the city. Taking with a weak unit so they get the extra city center healing a turn earlier is still good advice.
One thing you missed as well, hills allow ranged units (and city strikes) to get +1 range, but they still can't shoot beyond their stated range. For example, an archer on a hill can shoot a unit two squares away with a hill in between them. If the archer was on flat land they could not. This is helpful for where to place siege units around a city as well.
The great thing about civ is you can play it many different ways and be successful. I didn't say you have to attack cities to win. I've won games with no war as well. Having some basic city attack tactics in your toolbelt is good no matter what type of victory you're going for.
Good callout on using mounted to pillage. I don't do that very often unless I'm going to raze the city.
Siege weapons have a bombard strength which is higher than their melee strength against cities.
Battering rams do not allow units to bypass walls. They allow units to do full damage to walls but the walls will stand in the way of doing full damage to the city garrison.
The meat shield works and is a valid tactic for keeping full strength siege in the fight against the AI.
Hills do not give any units extra range. What they do is elevate units to give line of sight over obstacles on flat land, so if there's a forest on flat land in between your ranged unit and the city, getting on a hill allows that unit to attack over the forest.