RIP....I definitely knew that, not sure why I didn't think that when I recorded this! Either way, I shall pin the comment for the correction. Cheers man! 🎉
@@VanBradley you are still correct that it’s inefficient. However sometimes I still like taking a 5 charge builder (feudalism civic card) to place 4 lumber mills saving 1 charge to remove all of the lumber mills by timing it out with unlocking the conservation civic. This really helps with the mid game production slump. Either way great and informative videos!! Keep up the great work :)
@@jeffreyvoelz2404 to place a National Park you can’t have any improvements (i.e. lumber mills) on the tiles you want a National Park so you need to remove them before you can create the National Park
I recently did a run through with Peter, eyeing a culture victory of course. I started building my theater squares but had some other culture civs competing with me and only had room for 6 cities. Lucky for me, I won the victory thanks to having about 10 national parks!
what about water tiles? i always have this doubt, like, if 3 tiles are land and 1 is coastal sea (and they match the requirements), would i be able to build a national park?
A few small things to add: -Harvesting or removing features/bonus ressources from Nationalparks doesnt work. So if you wanted to remove, for example, the rice in the "100Games Humble Abode" city, you would have to do that BEFORE founding the national park. Planting Woods on the other hand can be done before and after, so no restrictions here. -While the tiles have to be in control of a single city when founding a national park, they dont have to be afterwards. You can redistribute the tiles of the national park between your cities as you like. (I was pleased to find this out in a recent America game I had, my 15Pop Capital would have had only 6 tiles to work with otherwise^^) Liked your informative and concise video, would "Uhm,actually..." again.
Great video - I got two very helpful things out of it: 1. Plan and pin where you want National Parks early in the game; 2. Improving tile beauty next to the park is useful. I've done the "pin important tiles" before, but for some reason only for Campuses and Holy Sites.
Thank you SO MUCH! Had no idea you could remove the improvements to put down a park, and then had also thought you had to add the planted forests AFTER you built the park.
National Parks are great especially for the GWN ( Great White North ) Canada where I am and the Mounties. Can you make a video about how to place dams and the peculiar setups they have? I never know if a tile has 2 good sides etc as sometimes the river barely touches one side out of two and the game does not like it.
ALWAYS build lumber mills, even if you're gonna remove them later. A builder charge is worth roughly 15-30 production depending on how many you've built and how many charges one has, so the +2 production you get from a lumber mill will pay for itself back within 8-15 turns. Makes them an absolute no brainer unless you're already really close to Conservation.
Wow this was a really good tutorial. I've been struggling to understand the mechanics behind national parks but it turns out it was way simpler than I thought. Thank you for your video.
It seems to me that things like National Parks are meant to balance the power of certain areas that are normally sub-par (e.g. St Basil's for Tundra, Petra for deserts), but the thing that people (streamers) do its double down on it (Bull Moose Teddy & Nat Parks, Vietnam and Jungles, Germany and Ruhr Valley). I like Reserves because they're small but still limited (one per city, right?) and can be quite a useful boost.
I've always thought along similar lines. NPs seem OP to me when played that way. I have always thought that tiles within NPs should loose their production and food yields. Just like in real life, NPs arent used for production or farming/harvesting etc... Well. they shouldn't be!!!
Dude, I love your content! Console player here (aka RedHeaded Civ Vi StepChild) Mt. Rushmore of Civ Content (imo) You, Potato, Ursa and CivLifeR. I may watch you guys more than I actually play the game!!
@@azimuthclark462 National parks are the highest value improvement in terms of tourism generation. You get the appeal value translated into tourists for each tile of the park. For a national park where every tile is breathtaking thats 4+4+4+4=16 tourists per turn! Edit: Just consulted the civ wiki and 24 tourists is possible if all tiles have a plus 6 appeal rating. +4 is the minimum value to be considered breathtaking.
National Parks are such a pain in the ass for me in terms of planning. There are so many times where I'm trying to juggle in my head whether I should build a district somewhere or to ditch it for the national park
So today in a game with my friends I tried to use my new knowledge and build early national parks. The game went a little on and we got to uranium. The only one on my continent was under a national park.. What world your advice be? Only put them down if you can finish the game fast? Wait in longer games? Don't care about uranium? I feel like next game I will be too afraid to build the parks early. We play on "fast".
If you go for culture victory, then you don't need uranium. You only need uranium for nuclear power plants, Giant Death Robot and nukes, none of which you will use in culture game. National parks will give ton of tourism and culture so you should finish the game before you even get to nukes.
Same concept. Preserve in the center. 6 high appeal tiles around it. I plant trees. No improvements or districts. After the grove and sanctuary , tons of every yield. Hope this helps. High appeal, high yields
@@azimuthclark462 i'm still crappy at making the value judgment of when i should plop a preserve down instead of another district. Do you think it's worth putting down right away so you can plan around them or is it better to wait for when you have access to higher tier buildings in the preserve that actually give decent yields?
I am looking at 4 green tiles in a diamond shape, and still my Naturalist cannot see putting a National Park. I even tried adding woods to a square, but that did not make a difference. Do there have to be mountains involved?
Love NPs and they got significantly buffed when they released the Preserve as that allows you to raise the appeal of all adjacent tiles (more or less guarantees you have tiles somewhere in your empire than can be NPs) and get significant yields off of unimproved tiles so that they can be valuable AND be converted straight to NPs later in the game without removing the improvements.
@@Wizard_of_the_Tower Heh yea that is definitely a seemingly odd oversight in their design. Thankfully the preserve makes it so much easier to mitigate this annoying problem.
It drives me crazy that naturalists can't remove improvements. It would be such a simple thing for Firaxis to add, but no I have to have a builder or military engineer or whatever.
I think the reason why people wanted this tutorial is that the does a poor job of explainining it you cant even click on the conservetionist and go to its civilopaydia and check national parks there you need to specificly search it
National Parks are not useful, but it's annoying when city states give you the boost radio mission and you have to build one after millenia of intending not to. Watching you beg me to subscribe makes it worse not better. Knock it off.
It does not take a builder charge to remove the improvement. You still need a builder to remove it but it doesn’t cost any charges.
RIP....I definitely knew that, not sure why I didn't think that when I recorded this! Either way, I shall pin the comment for the correction. Cheers man! 🎉
@@VanBradley you are still correct that it’s inefficient. However sometimes I still like taking a 5 charge builder (feudalism civic card) to place 4 lumber mills saving 1 charge to remove all of the lumber mills by timing it out with unlocking the conservation civic. This really helps with the mid game production slump. Either way great and informative videos!! Keep up the great work :)
New player, and I'm just learning the game. Why do you remove the lumber mills?
@@jeffreyvoelz2404 to place a National Park you can’t have any improvements (i.e. lumber mills) on the tiles you want a National Park so you need to remove them before you can create the National Park
@@Butterfinger314 so you build the lumber mill to get the production, but when it's time to build national parks you remove them? Is that right?
I recently did a run through with Peter, eyeing a culture victory of course. I started building my theater squares but had some other culture civs competing with me and only had room for 6 cities. Lucky for me, I won the victory thanks to having about 10 national parks!
I know this is two years old, but: does a mountain tunnel count as an 'improvement' as far as national parks are concerned?
Thanks so much for clarifying about the city ownership. I’ve been bashing my head against the wall and never figured out that’s the issue.
what about water tiles? i always have this doubt, like, if 3 tiles are land and 1 is coastal sea (and they match the requirements), would i be able to build a national park?
A few small things to add:
-Harvesting or removing features/bonus ressources from Nationalparks doesnt work. So if you wanted to remove, for example, the rice in the "100Games Humble Abode" city, you would have to do that BEFORE founding the national park.
Planting Woods on the other hand can be done before and after, so no restrictions here.
-While the tiles have to be in control of a single city when founding a national park, they dont have to be afterwards. You can redistribute the tiles of the national park between your cities as you like.
(I was pleased to find this out in a recent America game I had, my 15Pop Capital would have had only 6 tiles to work with otherwise^^)
Liked your informative and concise video, would "Uhm,actually..." again.
Tip for Canada Don't "corps" your Mounties till after they build. A Mountie Corps still only has 2 build charges.
Great video - I got two very helpful things out of it:
1. Plan and pin where you want National Parks early in the game;
2. Improving tile beauty next to the park is useful.
I've done the "pin important tiles" before, but for some reason only for Campuses and Holy Sites.
Thank you SO MUCH! Had no idea you could remove the improvements to put down a park, and then had also thought you had to add the planted forests AFTER you built the park.
I don't understand why rainforests reduce appeal, they should bloody increase it!
National Parks are great especially for the GWN ( Great White North ) Canada where I am and the Mounties.
Can you make a video about how to place dams and the peculiar setups they have? I never know if a tile has 2 good sides etc as sometimes the river barely touches one side out of two and the game does not like it.
FINALLY been looking for a video to explain this for ages! Cause it didn't make sense. This is more detailed than others have done.
Oooh, my tiles weren't al in the same city. I was so confused why my parks weren't working
I wonder why you can only build vertical National parks and not horizontal?
ALWAYS build lumber mills, even if you're gonna remove them later. A builder charge is worth roughly 15-30 production depending on how many you've built and how many charges one has, so the +2 production you get from a lumber mill will pay for itself back within 8-15 turns. Makes them an absolute no brainer unless you're already really close to Conservation.
Wow this was a really good tutorial. I've been struggling to understand the mechanics behind national parks but it turns out it was way simpler than I thought. Thank you for your video.
It seems to me that things like National Parks are meant to balance the power of certain areas that are normally sub-par (e.g. St Basil's for Tundra, Petra for deserts), but the thing that people (streamers) do its double down on it (Bull Moose Teddy & Nat Parks, Vietnam and Jungles, Germany and Ruhr Valley).
I like Reserves because they're small but still limited (one per city, right?) and can be quite a useful boost.
I've always thought along similar lines. NPs seem OP to me when played that way. I have always thought that tiles within NPs should loose their production and food yields. Just like in real life, NPs arent used for production or farming/harvesting etc... Well. they shouldn't be!!!
Dude, I love your content! Console player here (aka RedHeaded Civ Vi StepChild) Mt. Rushmore of Civ Content (imo) You, Potato, Ursa and CivLifeR. I may watch you guys more than I actually play the game!!
Today was first day i was able to make them as Vietnam. I was oblivious to appeal till i started watching you. I just never paid attention before lol
Very important for culture games.
@@azimuthclark462 National parks are the highest value improvement in terms of tourism generation. You get the appeal value translated into tourists for each tile of the park. For a national park where every tile is breathtaking thats 4+4+4+4=16 tourists per turn! Edit: Just consulted the civ wiki and 24 tourists is possible if all tiles have a plus 6 appeal rating. +4 is the minimum value to be considered breathtaking.
National Parks are such a pain in the ass for me in terms of planning. There are so many times where I'm trying to juggle in my head whether I should build a district somewhere or to ditch it for the national park
Map tacks! It's the only way to keep you from messing up.
So today in a game with my friends I tried to use my new knowledge and build early national parks. The game went a little on and we got to uranium. The only one on my continent was under a national park.. What world your advice be? Only put them down if you can finish the game fast? Wait in longer games? Don't care about uranium? I feel like next game I will be too afraid to build the parks early. We play on "fast".
If you go for culture victory, then you don't need uranium. You only need uranium for nuclear power plants, Giant Death Robot and nukes, none of which you will use in culture game. National parks will give ton of tourism and culture so you should finish the game before you even get to nukes.
Thx m8 great short sharp explanation, luv your work keep them coming...cheers
Great video as always Brad! Preservation tutorial next? Still can't get my head around when and how we're supposed to use these
Same concept. Preserve in the center. 6 high appeal tiles around it. I plant trees. No improvements or districts.
After the grove and sanctuary , tons of every yield.
Hope this helps. High appeal, high yields
@@azimuthclark462 i'm still crappy at making the value judgment of when i should plop a preserve down instead of another district. Do you think it's worth putting down right away so you can plan around them or is it better to wait for when you have access to higher tier buildings in the preserve that actually give decent yields?
You not putting down those 2 extra national parks got my ocd tilted more than it should ! thanks for the tutorial
I’m playing my first deity game as Eleonor and this is exactly what I’m missing. As usual, great content! Thanks!
I am looking at 4 green tiles in a diamond shape, and still my Naturalist cannot see putting a National Park. I even tried adding woods to a square, but that did not make a difference. Do there have to be mountains involved?
Ty Sir. I never realized it had to be in the same city. By luck, i was put one in each city.
You say you wish it was a separate lens, it is, just gotta download it in the workshop
Love NPs and they got significantly buffed when they released the Preserve as that allows you to raise the appeal of all adjacent tiles (more or less guarantees you have tiles somewhere in your empire than can be NPs) and get significant yields off of unimproved tiles so that they can be valuable AND be converted straight to NPs later in the game without removing the improvements.
It is just annoying that they have to be in a VERTICAL diamond shape. Like, why not just in a diamond shape, vertical or otherwise?
@@Wizard_of_the_Tower Heh yea that is definitely a seemingly odd oversight in their design. Thankfully the preserve makes it so much easier to mitigate this annoying problem.
I've never buily a national park i civ6. Still dont think I will after this but nice to know info.
Thank you for the tutorial! Good job :D
Love too see you do a zulu domination play through
It's a very nice tutorial, thank you! :)
Its ridiculous a national park only have the diamond form... Shame to the producers
Keep killing it king
It drives me crazy that naturalists can't remove improvements. It would be such a simple thing for Firaxis to add, but no I have to have a builder or military engineer or whatever.
Why would a naturalist interfere with nature?
@@Norwayfoeshoe Environmental restoration is a thing.
Thanks
What is the name of the mod that lists scores under leaders portraits in top right corner?
It's an option in the base game
I never managed to build one!
So how i can buy a naturalist!!?
He is in the list but I can't buy .... This is just😤
point on it and wait like 2sec, it will tell you the reason. You can’t get a new unite if there’s one in the city, that might be the reason.
@@6184aabbcdefg wasn't the problem. I have a switch and there you need to deactivate the list and press r Button... Such a dump thing...
Hardest thing to build for me in the true world map thus far....DAMS😑😑😠😠
😀😀😀😀😀
I think the reason why people wanted this tutorial is that the does a poor job of explainining it you cant even click on the conservetionist and go to its civilopaydia and check national parks there you need to specificly search it
I believe that national parks can have lumber mills
National Parks are not useful, but it's annoying when city states give you the boost radio mission and you have to build one after millenia of intending not to. Watching you beg me to subscribe makes it worse not better. Knock it off.