One of my least favorite rules in Civ 6 is not being able to build districts on resources once they've been revealed by tech. It's so stupid that you can build a district on iron one turn before unlocking bronze working but not after. I'm surprised it hasn't been changed.
Overall definitely agree with this video. I will say that an early tobacco or incense, although generally unimpressive, can be really good for that extra faith. Getting that free settler pantheon can be awesome, and settling with an extra faith per turn can be a really nice early boost.
Good for settling directly on top of but garbage for everything else. If you need a specific pantheon to make it useful it really isnt very useful at all and you probably would be better off with a different pantheon too. Plantation pantheon is good in some circumstances but not ideal if you can get something else and settle on top of the luxury instead.
Especially if it is next to a good tile like a 2/2 or even 2/3 forest or something it is great since you don't sacrifice too much but get a faster pantheon!
I am settling on this comment section even faster than I'd settle on a cotton tile. EDIT: This video is excellent, so I can only add more things to consider: some civs have specific synergies with certain luxuries. Quick examples: Canada wants Camps, the Maya want Plantations, Nubia wants Mines. Also, one thing that does factor into whether I settle or improve luxuries - although I might be in the minority - is that Plantations are harder to unlock than Mines, Camps, and Quarries. So if I had to pick between settling on a Salt or a Wine tile and improve the other, without any other reason to prefer one over the other, I'd probably settle the Wine and improve the Salt.
@@davebank3218 The appeal difference usually pales in comparison to the discrepancy in yields that plantation vs mine/quarry resources have; not only does a mine/quarry grant +1 production (which doubles to +2 in the mid game) while a plantation gives a measly +2 gold (gold is worth roughly .25 production), the underlying bonus yields from a lot of plantation resources are worse than most mine/quarry ones. Salt is one of the worst mine/quarry luxury and it still improves to 2f/2p/1g; that's infinitely better than a 1f/1p/1f/2g incense tile or a 2f/0p/1f/2g tobacco tile (the general baseline for a tile you work is 2 food/2 production). And some of the plantation resources spawn on rainforest... which also gives negative appeal!!! Plantations are also tougher to get to in the tech tree. Appeal issues are also further mitigated by the release of the preserve which you spam in any appeal based game due to the absurd yields it gives once you put it's buildings. Yes there are fringe cases but overwhelmingly plantation luxuries are the resource you want to settle on.
@@brianhum8765 Well said, appeal is a late game concept (unless you're Australia, I guess) . The "settle on a plains hill if possible" meme is an early game optimization. It's very powerful because you empire is so small. One can certainly remove a mine late game if it's a hindrance to a tourism based strategy.
I always look for 3+ food tiles because that allows me to work the high production tiles without slowing down my growth too badly. Another thing to look for is a tile with early faith because that can help you get a pantheon earlier. Two charts would be helpful: 1: the improvements for each luxury type 2: the benefits from each improvement I always forget this stuff.
Thank you for making this video! I'm new to Civ VI (and Civ in general), only started like a couple of weeks ago. And my understanding of luxury resources was that they are just there to be sold for gold. Now I understand why my citizens were always pissed at me lol.
No worries! Just keep in the mind that having multiple of the same luxury resource doesn't do much of anything for your empires happiness. Don't forget to sell those duplicates!
@@VanBradley Ooooh! That's good to know. Thanks! Though regarding that. Does the amnetiy from the luxury resources affect my entire empire, or only the cities where said resources are located?
Wait no comments on the technological requirements on luxury resources? Mines and Camps can be brought online much earlier than plantations, this also gives initial settling on plantation resources a bit more weight. Also remember later technologies increase yields on some of those improvements later in the game.
you sort of ignored which resources give you the best bonus for industry and corporations. I like having the super fast increase in population that the sugar, honey etc give you. you can ramp up crazy populations if you have them
Great point. I will argue that considering the “monopolies and corporations” assumes that most people not only have the DLC but play that mode in most games. I think I was trying to make a more broad video that accommodates most players. I will definitely consider another video in the future to add more though. Cheers ❤️
Alright, you talked me into it. I hit the subscribe button! You do a great job on your vids and even though I've been playing the Civ games since the first one, I'm still learning new things. Keep up the great work VanBradley!
Tile types also affect the yield if you choose to settle on resources. Example: citrus on grassland give + 2 extra food if settle on, citrus on plain only +1 extra food 😔
The Furs are great but personally I love Honey, Oranges etc for an explosion of early population so I can reposition workers to work production tiles shortly after (& build an early 2nd district at 4 pop
Thanks a lot! As a beginner Civ player, I found this very useful. There are A LOT of mechanics and systems in the game, and you don't get all the possibilities and implications from the in-game tutorials. Examples work much better. Will watch your other tutorial videos - your explanations are very clear!
Why do some civs pay more for something like salt or jade than for diamonds when neither are on their continent and it’s the same turn, same civ? Is jade possibly more rare than something like diamonds or dyes?
It's not about the luxuries but rather the tiles it is on. One reason luxuries suck is that they lock a tile, not allowing you to do anything other than improve it. So, if it's gonna lock itself on a tile, it might as well be on a hills tile that is either grassland or plains. So, the luxuries that is able to lock on that location will be more valuable whereas luxurious that locks on flat desert tiles are terrible. Sure you could argue it makes the tile somewhat workable but I'd rather build a clump of districts there which would give higher yields rather than improve a god awful desert tile. Although desert tiles are the worst and I hate them, I do like seeing petra+GW combo. The yield porn of it is one of the most satisfying.
I'm an absolute sucker for any luxuries in desert tiles, because it's something in a tile that yields nothing at all. Plus making a Petra city with three or two is an absolute boom in yields, plus having the Hero Maui making them for two eras is just for fun. Settling on mercury and tobacco is a must for me, while there are must useful ones, but this is before researching plantations and playing as non religious focused civ, something already said here, but the city itself working it is massive immediately early on
Thanks VB, this was helpful! I was hoping you would also talk about the benefits that come with industries and how that would weigh in to which luxuries might be better than others depending on your strategy
not sure if you’re asking in general or to vanbradley specifically but i think it’s situational. depends on surrounding yields and what type of improvement the resource gets. if i have a bunch of hills and a diamonds with woods i might chop for extra production because i don’t need the tile yield but if it’s a tundra city with a furs and nothing much else nearby i probably won’t chop away the yield.
I typically don't chop the roods/rainforest under a luxury resource as if I'm going to have to work that tile anyways I'd rather it have it's maximum amount of yields. Although like Chris mentioned it is entirely situational. If I'm trying to build the pyramids or something and the only chop available is on a resource than I won't hesitate to get rid of it. It's usually easier to get rid of the woods/rainforest under bonus resources as you can just chop the resource as well while you're at it!
Which map/mod are you using to test these scenarios, e.g. give yourself 10k gold etc.? (In the steam workshop I found cheat mods, but they all seem outdated.) More specifically, I'd like to test placement rules for districts because I sometimes don't understand why the game doesn't let me put a district in a certain location. E.g. is it generally impossible to put a district 1 hex away from the center of a neighboring city? Stuff like that ...
Hey VB another great video... could you please do an era score video... more based on roughly when you get certain era score, what era score for quick points. Maybe with a chart of all possible era scores within respective age... I know that I've mishandled some of my attempts to get a golden age by stumbling through this
By default, luxuries grant 4 amenities that are distributed to the 4 cities that most need them (and each city can only get one of those 4 amenities so if you only have 2 cities, the other 2 give no bonus until your 3rd city pops up); additional copies of that luxury do nothing which is why you should trade them. There are unique luxuries you can only get through Great Merchants or being suzerain of the Zanzibar city state, some grant 4 amenities and some grant 6.
I think salt because it's a preservative before refrigeration, and the furs are best to develop in the early game. But, stuff like the spices, diamonds, and ivory you can put off for later eras when international trade is more important. It's better to focus on what increases your production in the early game.
It's actually an AWFUL gameplay feature and I wish they would change it. Cities were founded because they were trade hubs, or had strategic value, or were on a river/good port. Nobody founded a city because it was next to a group of cows, or a spice bush. I just reroll the game over and over until I get a river and like a spice on a grasslands hill (4 food 2 prod, amazing) It's just dumb.
I wish RUclipsrs would realize that people watching their videos who ARENT subscribed is actually a really good thing. If mostly subscribers watched you'd be stagnant. And the begging is annoying.
I like your videos, but I think you talk too loud and too fast. If you could speak a little more toned down and not so heated, I think more people who are not native English speakers and want to share your information in your videos would watch your channel.
Almost 2023 and youtubers sill beg for subscriptions.
Hell yeah brother
2023 and people still don’t click a free button ONCE to support a content creator they enjoy 😂
Pin of shame
Are you blaming the content creators over the platform which forces them to do so?
Pin of shame
One of my least favorite rules in Civ 6 is not being able to build districts on resources once they've been revealed by tech. It's so stupid that you can build a district on iron one turn before unlocking bronze working but not after. I'm surprised it hasn't been changed.
Overall definitely agree with this video. I will say that an early tobacco or incense, although generally unimpressive, can be really good for that extra faith. Getting that free settler pantheon can be awesome, and settling with an extra faith per turn can be a really nice early boost.
It also depends on your civ. Like plantation are very good if you're playing Mayan since they give 2 adjacency to observatories
Good for settling directly on top of but garbage for everything else. If you need a specific pantheon to make it useful it really isnt very useful at all and you probably would be better off with a different pantheon too. Plantation pantheon is good in some circumstances but not ideal if you can get something else and settle on top of the luxury instead.
Especially if it is next to a good tile like a 2/2 or even 2/3 forest or something it is great since you don't sacrifice too much but get a faster pantheon!
I am settling on this comment section even faster than I'd settle on a cotton tile.
EDIT: This video is excellent, so I can only add more things to consider: some civs have specific synergies with certain luxuries. Quick examples: Canada wants Camps, the Maya want Plantations, Nubia wants Mines. Also, one thing that does factor into whether I settle or improve luxuries - although I might be in the minority - is that Plantations are harder to unlock than Mines, Camps, and Quarries. So if I had to pick between settling on a Salt or a Wine tile and improve the other, without any other reason to prefer one over the other, I'd probably settle the Wine and improve the Salt.
The difference between the salt and wine is that a mine reduces the appeal... so if you settle on salt you get the resource without building the mine
@@davebank3218 Like I said: [if] without any reason to prefer one over the other. Appeal changes a lot of considerations.
Another important thing to consider are pantheon buffs which can boost them further
@@davebank3218 The appeal difference usually pales in comparison to the discrepancy in yields that plantation vs mine/quarry resources have; not only does a mine/quarry grant +1 production (which doubles to +2 in the mid game) while a plantation gives a measly +2 gold (gold is worth roughly .25 production), the underlying bonus yields from a lot of plantation resources are worse than most mine/quarry ones.
Salt is one of the worst mine/quarry luxury and it still improves to 2f/2p/1g; that's infinitely better than a 1f/1p/1f/2g incense tile or a 2f/0p/1f/2g tobacco tile (the general baseline for a tile you work is 2 food/2 production). And some of the plantation resources spawn on rainforest... which also gives negative appeal!!! Plantations are also tougher to get to in the tech tree.
Appeal issues are also further mitigated by the release of the preserve which you spam in any appeal based game due to the absurd yields it gives once you put it's buildings. Yes there are fringe cases but overwhelmingly plantation luxuries are the resource you want to settle on.
@@brianhum8765 Well said, appeal is a late game concept (unless you're Australia, I guess) .
The "settle on a plains hill if possible" meme is an early game optimization. It's very powerful because you empire is so small.
One can certainly remove a mine late game if it's a hindrance to a tourism based strategy.
I always look for 3+ food tiles because that allows me to work the high production tiles without slowing down my growth too badly. Another thing to look for is a tile with early faith because that can help you get a pantheon earlier.
Two charts would be helpful:
1: the improvements for each luxury type
2: the benefits from each improvement
I always forget this stuff.
Thank you for making this video! I'm new to Civ VI (and Civ in general), only started like a couple of weeks ago. And my understanding of luxury resources was that they are just there to be sold for gold. Now I understand why my citizens were always pissed at me lol.
No worries! Just keep in the mind that having multiple of the same luxury resource doesn't do much of anything for your empires happiness. Don't forget to sell those duplicates!
@@VanBradley Ooooh! That's good to know. Thanks!
Though regarding that. Does the amnetiy from the luxury resources affect my entire empire, or only the cities where said resources are located?
it affects 4 cities in your empire
the +1 amenity in the 4 cities with lowest amenities
As long you trade your luxury with something good. Like gold for faster developing your city.
I play Civ since Civ 1 and have more than 800 hours in Civ 6 and this video is still super helpful to me! Thank you.
Wait no comments on the technological requirements on luxury resources? Mines and Camps can be brought online much earlier than plantations, this also gives initial settling on plantation resources a bit more weight. Also remember later technologies increase yields on some of those improvements later in the game.
you sort of ignored which resources give you the best bonus for industry and corporations. I like having the super fast increase in population that the sugar, honey etc give you. you can ramp up crazy populations if you have them
Great point. I will argue that considering the “monopolies and corporations” assumes that most people not only have the DLC but play that mode in most games.
I think I was trying to make a more broad video that accommodates most players. I will definitely consider another video in the future to add more though.
Cheers ❤️
Alright, you talked me into it. I hit the subscribe button! You do a great job on your vids and even though I've been playing the Civ games since the first one, I'm still learning new things. Keep up the great work VanBradley!
Tile types also affect the yield if you choose to settle on resources. Example: citrus on grassland give + 2 extra food if settle on, citrus on plain only +1 extra food 😔
Thanks for putting together this video! I really like all of these intricate videos honing in on things like this!
The Furs are great but personally I love Honey, Oranges etc for an explosion of early population so I can reposition workers to work production tiles shortly after (& build an early 2nd district at 4 pop
Thanks a lot! As a beginner Civ player, I found this very useful. There are A LOT of mechanics and systems in the game, and you don't get all the possibilities and implications from the in-game tutorials. Examples work much better.
Will watch your other tutorial videos - your explanations are very clear!
You don't see the immediate feedback of your choices as they take a while to make an impact. Even then it's still unclear what's going on.
Why do some civs pay more for something like salt or jade than for diamonds when neither are on their continent and it’s the same turn, same civ? Is jade possibly more rare than something like diamonds or dyes?
I always kinda thought it was because 1 of them is purely "i need amenity" vs the other "i need for city state" or something along those lines.
It's not about the luxuries but rather the tiles it is on. One reason luxuries suck is that they lock a tile, not allowing you to do anything other than improve it. So, if it's gonna lock itself on a tile, it might as well be on a hills tile that is either grassland or plains. So, the luxuries that is able to lock on that location will be more valuable whereas luxurious that locks on flat desert tiles are terrible.
Sure you could argue it makes the tile somewhat workable but I'd rather build a clump of districts there which would give higher yields rather than improve a god awful desert tile. Although desert tiles are the worst and I hate them, I do like seeing petra+GW combo. The yield porn of it is one of the most satisfying.
I'm an absolute sucker for any luxuries in desert tiles, because it's something in a tile that yields nothing at all.
Plus making a Petra city with three or two is an absolute boom in yields, plus having the Hero Maui making them for two eras is just for fun.
Settling on mercury and tobacco is a must for me, while there are must useful ones, but this is before researching plantations and playing as non religious focused civ, something already said here, but the city itself working it is massive immediately early on
10:03 he killed bambi
sorry
Thanks VB, this was helpful! I was hoping you would also talk about the benefits that come with industries and how that would weigh in to which luxuries might be better than others depending on your strategy
Incense is only good if you really want to have some early faith because you want an early pantheon
大部分情况下首先考虑的是关联的地貌以及地形,譬如高贵的可可和香料就能生长在丘陵和雨林或者树林上,而熏香和玉石就要差劲得多。其次则是本身的额外产出譬如香料额外两点粮食咖啡额外1点文化。最后则是改良所需的科技要求,猎场奢侈只需要畜牧业而种植园就需要灌溉了,别忘了灌溉所需的科技在前期不算小数目。另外前期的文化和信仰非常重要,额外文化带来的收益能让你快速到酋邦挂上君主崇拜发万神以及冲刺政治哲学,信仰则是直接与万神挂钩,这也是为什么罗马强势的原因,虽然罗马文化上限并不比其他文明高(每个文明都要出纪念碑),然而罗马建城就有额外的2点文化这是明确的收益,一步先,步步先。
Do you normally chop woods before improving the luxury tile?
not sure if you’re asking in general or to vanbradley specifically but i think it’s situational. depends on surrounding yields and what type of improvement the resource gets. if i have a bunch of hills and a diamonds with woods i might chop for extra production because i don’t need the tile yield but if it’s a tundra city with a furs and nothing much else nearby i probably won’t chop away the yield.
I typically don't chop the roods/rainforest under a luxury resource as if I'm going to have to work that tile anyways I'd rather it have it's maximum amount of yields. Although like Chris mentioned it is entirely situational. If I'm trying to build the pyramids or something and the only chop available is on a resource than I won't hesitate to get rid of it.
It's usually easier to get rid of the woods/rainforest under bonus resources as you can just chop the resource as well while you're at it!
Which map/mod are you using to test these scenarios, e.g. give yourself 10k gold etc.? (In the steam workshop I found cheat mods, but they all seem outdated.)
More specifically, I'd like to test placement rules for districts because I sometimes don't understand why the game doesn't let me put a district in a certain location. E.g. is it generally impossible to put a district 1 hex away from the center of a neighboring city? Stuff like that ...
Brad looks good in yellow.
Hey VB another great video... could you please do an era score video... more based on roughly when you get certain era score, what era score for quick points. Maybe with a chart of all possible era scores within respective age... I know that I've mishandled some of my attempts to get a golden age by stumbling through this
You should have put all the luxuries on the same tile type
some luxuries have a specific tile they can only be on
Except not all luxuries can even occur on the same tiles so that would be misleading players.
Helpful thanks.
Do my luxury resources grant Amenitites in ALL my cities, or just that one city?
The amenities from Luxury resources will automatically get put in the cities that requires them the most/are the most unhappy.
By default, luxuries grant 4 amenities that are distributed to the 4 cities that most need them (and each city can only get one of those 4 amenities so if you only have 2 cities, the other 2 give no bonus until your 3rd city pops up); additional copies of that luxury do nothing which is why you should trade them. There are unique luxuries you can only get through Great Merchants or being suzerain of the Zanzibar city state, some grant 4 amenities and some grant 6.
Some of the tiles are hills? Why not mention that?
TYVM 🥰
I know it’s just a game but I refuse to produce fur out of principle!
I’m looking at his majestic start rather than him talking
He built the map himself, not randomly generated
Love the video, but where is Canada part 2? im waiting :D
Loving your videos mate
I think salt because it's a preservative before refrigeration, and the furs are best to develop in the early game. But, stuff like the spices, diamonds, and ivory you can put off for later eras when international trade is more important. It's better to focus on what increases your production in the early game.
Thank you
14 minutes to say he likes higher yeild luxury resources?
Good for you mate, so does everyone who plays Civ 6. 😆
I'm new to the game. How do I see what everyone is generating per turn? Like what you have in the top right under Your Civ and the AI.
Options, Interface, "Show Yields in HUD Ribbon", "Always Show." ♥
@@VanBradley ty! Love your videos btw.
This is SUCH a lot of blather time and padding. High yields specific to your victory goals and early needs on good terrain. That's it. Job done.
Love the video but can you do one on why some luxuries sell for more to the AI then others?
If an Ai already has a specific luxury, it will pay nearly nothing for it. Also, I think some Ai‘s like Montesuma generally pay more for luxuries
Rezource?
It's actually an AWFUL gameplay feature and I wish they would change it. Cities were founded because they were trade hubs, or had strategic value, or were on a river/good port. Nobody founded a city because it was next to a group of cows, or a spice bush. I just reroll the game over and over until I get a river and like a spice on a grasslands hill (4 food 2 prod, amazing) It's just dumb.
12 minutes on opportunity cost.
Never mentions opportunity cost.
Where is tea? .___.
Spices= S Teir
Alrighty i subscribed
hit subscribe for you brother
Cheers brother
dont watch just a guy yapping 14 min
I wish RUclipsrs would realize that people watching their videos who ARENT subscribed is actually a really good thing. If mostly subscribers watched you'd be stagnant. And the begging is annoying.
The problem is you talk too far away from the mic, your speaking volume is too low.
I like your videos, but I think you talk too loud and too fast.
If you could speak a little more toned down and not so heated, I think more people who are not native English speakers and want to share your information in your videos would watch your channel.
Dont buy this game. Buy Civ4. Started with Civ1. Unless your a child who likes pretty, Civ6 is absolute garbage.