CIVILIZATION VI – How To Take Your First Turns

CIVILIZATION VI – How To Take Your First Turns


Every choice you make in Sid Meier’s Civilization VI is important,
even the choices you make on your first turns. In this video we’ll look at those first choices. The very first thing you should do when you begin a game of Civilization VI is build your first city using your Settler. You won’t make progress until you have a city. Be careful about moving your Settler too much. Missing out on early turns can put you far behind by the end of the game. Look for the resources that are nearby. Is there rice or wheat to help you grow? Are there hills or stone that can help construction? Is there access to the ocean for trade and exploration? Are there natural defenses from mountains and rivers? Choose your first construction project. A Monument can help you gain culture to unlock Civics and Governments. Or you can choose Warriors or Slingers to fight Barbarians. Maybe choose a Scout to help you explore the world. Your initial choices are important, but there really are no wrong choices. Since we want to grow our borders and unlock early civics, we’re going to start by building a Monument. Now we’re going to choose our first technology. Again, there are no wrong choices here, but make a plan and pick a technology that will support it. The journey of a thousand miles begins with a single step, and a successful game of Civilization begins with a good first turn.

44 thoughts on “CIVILIZATION VI – How To Take Your First Turns

  1. First rule at the start of the game : Prepare enough food for at least 2 days.
    Second Rule : Go for salt and petra.

  2. im liking these short tutorials because it gets people who don't know the game interested and that means more multiplayer opponents 🙂

  3. 1. Spawn as Germany.
    2. Build your city
    3. Name it "Jerusalem"

    Congratulations! You've taken Jerusalem for the glory of the Holy Roman Empire Of German Nation! DEUS VULT!

  4. Actually there are lots of wrong choices. Thank goodness. That shows the game has depth. The horrible Prince AI is fooling streamers into thinking they are having good starts to games while they are blind the the mistakes they are making early and often.

    Just a couple days from making my own mistakes..thank goodness!

  5. 1. Prefer a start near a river or a mountain.
    2. Scout ASAP to explore and deal with barbarians.
    3. Decide how you wanna win a game from the start and go from there.
    4. After getting a second city , you must have a 2-3 units per city for early defence against early civs.
    5. For the love of god avoid Gandi in the end game

  6. I basically use the same strategy here that I have in Civ 5:

    1. Build orders: 1) Scout, 2) Monument, and 3) Settler (may vary depending on the growth rate of the first city)
    2. Have my warrior explore the immediate vicinity until the scout is online, then keep it nearby for barb-whacking
    3. With its extra movement point and promotion bonuses, the scout becomes the primary explorer unit
    4. Build ranged units (Slinger, then Archer) for city/district defense
    5. Build wonders early to get necessary boosts to growth, production
    6. Use warrior and other units to begin barb-hunting once the situation is stable within my civ's territory
    7. Prepare defenses against hostile civs as my civ expands

  7. Don't tell me what to do, I DO WHAT I WANT!
    Declares war on Scythia, while I only have one slinger and warrior

  8. Or you can choose a builder to improve early growth or production… she didn't mention that. That's what I always start out with (well a worker). Now I feel left out.

  9. I predict that my default opener in Civ 6 will be Scout -> Builder -> Monument. You need those early boosts from scouting and improvements.

  10. I'm sorry, but I can't stand when people pronounce settler with the "l" in the syllable with the "er" instead of the "sett". It derives from settle. It should be pronounced Settl-er.

  11. Im a newbie to this game but i have 1 big question. Is this game mainly a Singelplayer or Multiplayer game? Because i dont like singelplayer that much and want to play it multiplayer?

  12. I can just imagine Carl providing the video footage, just sitting there like "Can you talk any slower? I want my Domination victory!"

  13. 1) Pick Germany
    2) Focus on growth and science and ignore wonders
    3) Get 4 large cities close to eachother
    4) Use your Hansa and Commercial Hubs for production bomb
    5) Get stronk economy and build army
    6) Either go for Domination or Science
    7) Ez win gg

  14. Ayuda, mi civilizacion (mi ciudad) no avanza de época, mientras que los edificios del enemigo están con edificios de lujos y ect, los míos siguen en chabolas, ayuda xd

  15. No, in the early game, there are wrong choices. Going for structures right off the bat is a bad idea because your city needs food. Food is your first priority, so a builder is a much better choice. Technology has more leeway though. Is there fishing on the coast within your borders? Go for sailing. Is there wheat and animals, you can go for either pottery or animal husbandry. It depends on what you want. Maybe you want Stonehenge and there is stone nearby, go for mining first and use the queue to automatically start the next research of some of the previously mentioned techs. Once you have a builder, then you can start with buildings within your city. Although this is what I personally do, you can train a slinger first. Once you have the monument, grainery, and slinger, you should now be preparing to expand and found a new city. Technology will have finished the queue around this time though, so the next technology to research should be archery, then queue in the tech that gives you the campus district because your citizens will soon need amenities. Next in the queue could be fishing (if you haven’t researched that yet) or irrigation. Now back to expansion. Before training a settler, you should consider Barbarians or other Civs who might decide to capture that settler, so you should train a warrior and an archer first to scout out potential sites for a new city. Then get a builder and only then do you train a settler. The builder will allow the new city to immediately start working on buildings instead of wasting time training a builder to get food. Once the campus technology has finished, build a campus within your first city. This will provide a needed amenity. While this is going on, the civics research is also going on. Its a little more straightforward than the tech tree, so it doesn’t really matter what you choose first save only a few places. That would be forms of government, mobilization, conscription, and any civic discovered that renders one you have in place obsolete. The first real important civic spot is the one that allows you to form your first government. This must be researched first when you reach the section because of money. In order to keep troops from disbanding, you have to make money and stay above zero. Forming a government will allow you to set additional policies and keep you making money. There will be three forms of government available to choose from: classical republic, oligarchy, and autocracy. The republic will give you two economic policy slots, one foreign policy slot, and one wildcard policy slot. The wildcard slot can be any policy you want. Since the classical republic doesn’t have any military policy slots, I recommend using the wildcard slot for a military policy. The policy I recommended is the one that saves you one gold maintenance cost per turn for military units. Back to the game: while you’re building up your second city, the queue for tech will once again finish, so now it’s time to choose what to research. The next techs available will grant you the ability to build ancient walls, military bases, train spear men, and mine for iron. The ancient walls tech should be first since cities are not established with the ability to fire upon enemy units like in Civ 5. Once the walls tech is researched, start building walls around your cities immediately. The next tech will allow you to train spearmen and build a military base. Once that finishes and the walls are finished, expand your military to include spearmen. Once they’re trained, build military bases in each city and post your archers in them. This greatly enhances the base since now it can technically fire twice upon enemy units. On top of this, you also have the walls around your cities which can also fire upon enemies. After these techs are finished, the next line of techs will include the ability to build commercial districts, upgrade warriors to swordsmen, and celestial navigation. Go for the commercial district tech first and then establish them in your cities. The swordsmen tech should be queued in next. Any expansion and city establishing going forward should be exponential and follow a certain order. Like before, train a warrior (now a swordsman), an archer, and now a spearman, then the builder, and finally a settler. When I said exponential expansion, what I meant by that is that every city in your empire is working on building new settlers to build new cities so that every time you expand, you double your territory/number of cities. Now when you establish new cities, they should be 8 tiles away from any established city ideally. The reason for this is to give your cities room to grow and still have enough space to have enough farmland to produce an adequate food supply for the rest of the game. Remember those districts we built earlier, yeah those take up tiles outside of the established city center. Once you’ve established a city, the new city productions should be: monument, grainery, wall, military base, then the commercial hub. Note that districts can have buildings built in them, so once the commercial district is built, go for the market, this will give you more gold per turn. More on districts, when you select a district and are deciding where to place it, you may have noticed with the commercial hub that there were little things like “+2, or +4 gold on certain tiles. That indicates the adjacency bonus. That’s how much additional gold you get per turn just for having that district on that tile. Adjacency bonuses are determined by whether its next to a river, next to the city center, or if the location is on a hill or next to an established mine, or if it’s next to a mountain. The military district doesn’t get these types of bonuses, but the culture, campus, entertainment, harbor, religious, and industrial districts do.

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