Комментарии •

  • @user-wm7lk2sn1z
    @user-wm7lk2sn1z 6 месяцев назад +105

    Herson. We need guide for CPL. How to start, discord, culture of CPL, rules (written / unwritten ) It will help everyone

    • @HersonCiv
      @HersonCiv 6 месяцев назад +39

      This is definitely something I've considered doing. It's on my to-do list

    • @lindoriastreams8446
      @lindoriastreams8446 5 месяцев назад +5

      Yes please! I want to get in the mix but there seems to be alot of hoops to jump before you can get in. It would be awesome to have a place of reference for noobs

    • @thatgingerdude8666
      @thatgingerdude8666 13 дней назад

      You did it

  • @lolbot5611
    @lolbot5611 6 месяцев назад +21

    7:40 'no cont split in sight' settled on a cont split

  • @toastedbread63
    @toastedbread63 10 часов назад

    asking questions of which start is better at what feels like a dora the explorer audience question and i’m here for it

  • @Akuma453
    @Akuma453 6 месяцев назад +10

    Bro, I love your guides so much, thank you for doing them for multiplayer with bbg mod! So if it won't bother you, i would like to see some guides for 2×2, 3×3, when you have to deal with early agression and don't have enough space to settle. I would really appreciate that!

  • @jacksonsuderman1673
    @jacksonsuderman1673 6 месяцев назад +1

    amazing job on this video, been looking for something like this for a while 🔥

  • @nilo6925
    @nilo6925 6 месяцев назад

    Your Videos are verry helpfull thanks for doing it!

  • @ryankrawec3288
    @ryankrawec3288 6 месяцев назад

    Thank you for the great vid

  • @tomasabrosimovas1784
    @tomasabrosimovas1784 6 месяцев назад +3

    Great video as always! Just wanted to ask - are you planning to do guide for using spies? It would be really interesting to see how spies are applicable in multiplayer environment.

    • @HersonCiv
      @HersonCiv 6 месяцев назад +6

      Glad to hear you enjoyed the video! A guide on spies is not particularly high priority for me at the moment, as they're not too complicated and I have other content I'd like to make first.
      I'll leave you with this advice, though - you want at least one spy to get to two promotions so it counts as a "secret agent". Spies of rank secret agent or higher gain 2 levels of diplomatic visibility on another civ when you run the "listening post" mission. Each level of diplomatic visibility you have on a civ gives you +3 combat strength in all combat against them from "intel on opponent's movements."
      To get a spy two promotions, the safest means is running the mission "gain sources" to increase your success rate on future missions, followed by running siphon funds or foment unrest twice (the two highest success rate missions). You'll gain a promotion after finishing your 2nd and 3rd missions with the spy. Afterwards, just keep the spy alive so that you always have the ability to gain 2 levels of diplo vis on anyone you end up going to war with.

  • @kaktusgaming2219
    @kaktusgaming2219 6 месяцев назад +17

    Could you please do some leader tier list? You oould also add what maps are good and what are bad for them

    • @HersonCiv
      @HersonCiv 6 месяцев назад +17

      Sure thing, I'll add that to my to-do list. My next video will be a rundown of patch 5.7 of the Better Balanced Game mod which just went live today, so you can expect a tier list to come out after that one.

    • @kaktusgaming2219
      @kaktusgaming2219 6 месяцев назад +5

      @@HersonCiv Thanks man

  • @totallynottemirlan1915
    @totallynottemirlan1915 6 месяцев назад

    Great guide

  • @aleksakrist
    @aleksakrist 3 дня назад

    Would it be possible to also create this content for normal standard speed?

  • @krzysztofdragun7493
    @krzysztofdragun7493 26 дней назад +1

    Great video! There is one thing that I don’t get - if one luxury resource grants one amenity for 4 cities, why do you make two more cities (9th and 10th) instead of four?

    • @HersonCiv
      @HersonCiv 26 дней назад +3

      Settling any more cities continues to spread the amenities from luxury resources more thinly - not just in multiples of 4.
      If you have 10 different luxury resources, you'll get 40 amenities from them. With 8 cities, that's 5 amenities per city. With 10 cities, it's 4 amenities per city. With 12 cities, it's 3.33 per city. Amenities from luxury resources are automatically distributed to the neediest cities. It's possible a city with 13 pop could be getting like 6 amenities from luxury resources while, at the same time in the same empire, a city with 2 pop is only getting 1 amenity from luxury resources, and both cities are "happy" (+3 amenities) thanks to policy cards like liberalism & republican legacy.

  • @forrestberg591
    @forrestberg591 5 месяцев назад

    Very high quality vid! Thanks

  • @motyovszkimiklos7538
    @motyovszkimiklos7538 6 месяцев назад +4

    When you say duplicate amenities don't stack, do you mean a second sugar for example, won't sustain cities 5-8 either? Or is that a given?

    • @HersonCiv
      @HersonCiv 6 месяцев назад +9

      Correct. Only the first copy of a luxury resource will grant any amenities, unless the world congress passes a specific resolution that allows duplicate copies of that luxury resource to provide extra amenities.
      Because of this, you're heavily incentivized to trade your extra copies of luxury resources for other civilization's extra copies. If I have 2 sugar and 0 turtles and my neighbor has 2 turtles and 0 sugar, we both stand to gain amenities by trading the extra copies we have of our luxes.

    • @motyovszkimiklos7538
      @motyovszkimiklos7538 6 месяцев назад +7

      @@HersonCiv thank you, thats good to know. Here i thought banking up 2 copies of each were actually useful for sustaining 8 cities 😂

  • @tessa8230
    @tessa8230 13 дней назад +2

    “…a good benchmark is merely 8 cities by turn 50.” Not me struggling to hit 3 on Prince difficulty 😂 man I have a lot of work to do

    • @jefff6007
      @jefff6007 11 дней назад +2

      keep in mind he is on "online" speed

  • @kaas13akjdf4y32u
    @kaas13akjdf4y32u 18 дней назад +1

    Should you get more than 10 cities in an ancestral hall build? Is more cities inherently better or are high amenities just as important? Your videos are really educational, i thought i had mastered the game but i am still learning a lot.

    • @winsurely7083
      @winsurely7083 4 дня назад +1

      Going off of some of Herson's videos I've seen, hitting at least the +3 amenities break-point is critical, so for civs with inherently taller cities like Cree, you might have to intentionally restrict pop growth to build more cities, but for civs with higher amenity generation like ottoman, you can't really go wrong with more cities. Hope this helps!

  • @GoodEveningDota
    @GoodEveningDota 14 дней назад

    are your multiplayer guides applicable to standard single player deity games as well?

    • @HersonCiv
      @HersonCiv 14 дней назад

      The general principles are all still applicable, but sometimes the specifics are relying on changes made by the Better Balanced Game mod. Audience Chamber is much weaker without BBG, for instance.

    • @GoodEveningDota
      @GoodEveningDota 14 дней назад

      @@HersonCiv Thanks! I'll check out on the Better Balance mod. Also I'm trying the Commercial Hub/Hansa rush at this very moment with Ludwig II on Deity. Let's see how it goes!

    • @GoodEveningDota
      @GoodEveningDota 14 дней назад

      quick update : Ludwig's culture generation is INSANE wtf, even higher than Pericles
      Also, the Gold/Production rush has proved to be insanely powerful (especially with Germany)

  • @siggi3061
    @siggi3061 4 месяца назад +1

    How do you prevent being attacked by barbs or other civs with pumping out 2 scouts and two settlers?

    • @HersonCiv
      @HersonCiv 4 месяца назад +7

      CPL settings set barbarians to "civilized", which reduces the number of them that spawn.
      In free-for-all, other players are generally not going to attack you unless they get something worthwhile out of it (such as stealing an unprotected settler). If they ruin your game by taking a builder or pillaging a tile, you're incentivized in turn to spam units at them and ruin their game, and then both of you fall behind the rest of the lobby. The earliest you can realistically expect another player to attack is turn 30 with horsemen, but there are warning signs that they're coming. You can see them accumulating and spending horsemen by checking the resource overview screen, and you can see when they've completed one by checking the strength of their city centers in fog of war (the strength of a city center is, at a minimum, 10 less than the strongest unit in your empire. So producing a horseman will buff every city center in your empire to 26 combat strength minimum).
      In a teamers format like 4v4, players from either team actually will grief each other by using scouts to pillage tiles and stuff, but you still generally don't need to produce units until you actually see an enemy nearby. If an enemy scout shows up extremely early (before you finish your 2nd settler), you can just ask your teammates to trade you gold and buy a slinger.

    • @siggi3061
      @siggi3061 4 месяца назад

      @@HersonCiv I'm impressed. Thank you very much.

  • @jopliu3072
    @jopliu3072 6 месяцев назад +1

    how applicable are these tips to vanilla single-player civ? (regular speed)

    • @HersonCiv
      @HersonCiv 6 месяцев назад +9

      Some of these tips are applicable, but these strategies are optimized for the Better Balanced Game mod. You may notice the Audience Chamber's effects are quite different in vanilla than they are here, for instance. Also, every time I say "by turn xx" in this video, I'm referring to that turn in online game speed, which is twice as fast as standard speed.
      The biggest differences when it comes to early build orders in vanilla vs Better Balanced Game comes from the changes to the governors. Most of the governors got buffed in BBG, with Pingala being the only one who really comes out worse than in the base game.
      Ultimately, my channel is primarily focused on the Multiplayer meta with the Better Balanced Game mod, and will continue to be so into the foreseeable future. There are plenty of other channels out there that already make solid guides for vanilla, single-player Civ, and I'm (in my humble opinion) the only one on this platform at the moment that people looking to get into multiplayer can turn to for this level of quality.

    • @jefff6007
      @jefff6007 11 дней назад

      @@HersonCiv and you're doing a pretty good job of handling what would normally be very dry information in a fast, clean sort of way. I don't care about online competitive multiplayer but I'm still watching your channel now lol

  • @GutenTag-tb8nd
    @GutenTag-tb8nd 16 дней назад +2

    ten cities turn 50 in online speed?

  • @aydin5978
    @aydin5978 2 месяца назад

    most cracked

  • @TheNate7132
    @TheNate7132 6 месяцев назад +1

    I almost never have room for 10 cites and half the time I don't have room for 8

    • @HersonCiv
      @HersonCiv 6 месяцев назад +5

      It depends on which map type you're playing on. The two most popular map types in multiplayer Civ 6 right now are Pangea and Rich Highlands.
      On Pangea, it's pretty much a 50-50 shot that you'll have room for 10 cities if you're playing with an appropriately large map for the number of civs (standard for 8, large for 10, etc). On Highlands, you'll have enough room for 10 cities like 90% of the time. There's just more land and players are spread further apart from each other on that map type than on Pangea. Other map types which sometimes see play like 7 seas and Lakes also usually have enough land for 10 cities for most of the players in the lobby.
      It also helps to change the map setting "ridges definition" to "classic" instead of "standard". Classic ridges will have many more gaps in mountain ranges so you're far less likely to be completely boxed in by them.
      If you're rarely ever having room for 10 cities, it's possible it's because of the map type you're playing on. Maps like "Continents" and "Fractal", for instance, give the average player much less room to work with than the map types I mentioned above. This is part of the reason these map types are unpopular in competitive Civ, as the variance between a spawn with a lot of room and a spawn with very little room can be game-deciding.

    • @TheNate7132
      @TheNate7132 6 месяцев назад

      @HersonCiv I play almost all pangea. Maybe it's me being too nice and conceded land to my neighbors.

  • @wordshurt2676
    @wordshurt2676 6 месяцев назад

    Always

  • @dashyz3293
    @dashyz3293 5 месяцев назад

    4:20 actually above average, b1 has freshwater

  • @katelundberg2029
    @katelundberg2029 12 дней назад

    Broke: The more settlers the more good
    Woke: there's a balance to be had between expanding outwards with settlers and expanding your cities infrastructure and districts, keep in mind both the amount of settling you can afford and the land around you for if it would be worth making another settler once you have your core cities established
    Bespoke: The more settlers the more good

  • @lolbot5611
    @lolbot5611 6 месяцев назад +2

    i thought you never go above 4 cities?

    • @HersonCiv
      @HersonCiv 6 месяцев назад +25

      I see we have a lost Civ 5 player. You're in the Civ 6 section of RUclips, my friend.

    • @FranciscoGomez-tw1ii
      @FranciscoGomez-tw1ii 6 месяцев назад

      @@HersonCivhaahahahahahahahahaha

  • @ollllj
    @ollllj 12 дней назад

    In all seriousness, (before archers get obsolete, but you likely won the game by then, so anything after that needs no strategy)
    ZERO is the perfect amount of settlers to build in civ6. (before archers get obsolete)
    ZERO is the perfect amount of workers to build in civ6. (before archers get obsolete)
    ZERO is the perfect amount of districts to build in civ6. (before archers get obsolete)
    ZERO is the perfect amount of city buildings to build in civ6. (before archers get obsolete)
    because early and continuous archer rushes in civ6 (and civ5) are just way too strong, so you just build archers instead of any of the above.
    Rush archer technology (build many slingshots till then), and have 1-4 cheap melee units just to capture the cities, that very quickly get emptied by groups of 5-to-50 archers. You likely end up having 120 archers over half of your map before archers get obsolete, as a novice player, on hardest difficulty, with BBG mod.
    Half of those archers will have a LOT of experience boni, so you upgrade those to crossbows. the other half may stay as harassing scouts till they are no longer worth maintaining.
    Archer-group power is so exponential, (too long range, too flat terrain, they cover each other easily as wall-of-archers that only grows in thickness and length) that it is not even worth the delay of building a military-district anywhere, just to have a few more archers sooner, instead. You capture cities fast, and EVERY captured city almost only builds archers (and rarely a melee unit or transport ship, and nothing else)

    • @MegaScytheman
      @MegaScytheman 11 дней назад +1

      Do archers not have an upkeep cost?

  • @metestrongman6270
    @metestrongman6270 5 месяцев назад

    Im a dido player and this video shouldnt exist