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How to Analyze Start Locations in Civ 6 Rise and Fall a Guide to your Settling Strategy

Jun 02, 2021
let's talk quickly about how we're going to carry out this kind of experimental way of looking at

start

ing

locations

, we're going to run on pretty standard settings, the only thing I've changed is Pangea, so everything is default except we're running a map of Pangea, so if you want to try and run this experiment

your

self to try to learn how to

analyze

start

ing

locations

, this is how you do it, to start we will cover the basics of how to

analyze

a starting location and I have selected a civilization random, so every time we reroll we'll have the opportunity to get a little bit of an idea of ​​how

your

civilization might specifically influence the way you analyze the location of a star, which is obviously the most important and main thing.
how to analyze start locations in civ 6 rise and fall a guide to your settling strategy
What you are going to look for in a starting location will be green freshwater tiles. You want them to set up in fresh water, particularly in your capital, because I think it will allow you to get to six pop-ups and five without growth penalties. which is pretty cool, what are we looking for in a starting location? Well, the first thing we're looking for is a good tile to settle on, that's number one and then after we find a good tile to settle on, you're looking. To get good tokens to work with in the first and second ring of that settlement, we have spawned here on the grassland hill.
how to analyze start locations in civ 6 rise and fall a guide to your settling strategy

More Interesting Facts About,

how to analyze start locations in civ 6 rise and fall a guide to your settling strategy...

Now we could set up here, but there is a better location we could set up here and we would have production to feed one. mosaic under our Capitol because what your Capitol does is take the mosaic that is underneath and tries to conform it to two foods and one production, so if we settle here it would be two foods in one production under the Capitol mosaic, but in reality is the best. The location for us to settle here is right here in Plains Hill. Plains Hill's plane hills are very unique and give your city +1 production for the entire game.
how to analyze start locations in civ 6 rise and fall a guide to your settling strategy
It personally takes me an average of 250 turns to win a game of DD. so that's an extra 250 production on my empire from turn one, working away from me, helping me get my settlers out faster, helping me get my district out faster, so I'll always try to set up in Plains Hill if it's available , although there are other reasons for that. This part is best if we take a look at the first ring of tiles that are available for this grassland hill, not only are we missing out on a production of this, but the tiles that are available to work with are not very good, so, generally speaking you want to have at least one tile within a tile, you want to have an immediately viable tile for your capital that has a yield of four, for example this Plains Hill forest here is a food, a yield of three, which is a yield of four, this mercury mine is one. two, three, performance, these dear tokens here are two, food, three, production, those are five performance tokens, they are incredible, plus the fact that we are going to settle on this hill in the Plains and we are going to have two , five performance tokens here and still be within range of the quicksilver, that's amazing, this is a really powerful starting location.
how to analyze start locations in civ 6 rise and fall a guide to your settling strategy
Other important things you're willing to consider with your aesthetic location are the number of hills available to you, so let's do a quick hill count within the first one. Generally speaking, you'll only work on hills within the first two rings of your city, so they're immediately adjacent, and then one square away, anything three squares away you'll probably have to buy, which is why we assign a lower value. So, for example, two hills on an inner ring are worth six hills on the outer ring because it's going to take a lot of culture and time to go out and work on what, honestly, could be just one hill on the inner ring.
An arbitrary number of hills on the outer ring are worth it just because of how impractical or expensive it would be to work on those outer rings. You want your stuff to be available to you as cheaply and quickly as possible, so let's move our settler over one. Now a lot of people have the debate about whether to move or not and it's not really a debate about whether to move or not. I mean, I think it's extremely obvious to me that I should move to Plains Hill for a number of reasons because from the knowledge that I have the plus one to produce these amazing high performance deer mosaics and the fact that it doesn't really move me too much, There's also another advantage here, which is where the civilization-specific analysis comes into play and who we're playing with.
Netherlands and we get extra bonuses for being rivers, we lose all the bars a little bit because we're not coastal but that's not a big deal because a couple of our bonuses are closely related, but

settling

on a river here means that when moving left We could potentially place another city on this river. I get more Jason C bonuses for our districts, so that's kind of an example of when analyzing individual civs can come into play when we're doing a permanent location that we're going to want. To consider which way we want to explore with our warrior, I could now explore to the left here, but when I set up this city, most of these tiles will be revealed and this land here looks a lot flatter, so I'm going to move forward. here so I can start exploring downstream because I want to know if I want to settle down there.
I won't be there again because I'm playing against Holland, so there are all these little adjustments and things you'll want to do. Keep that in mind as you play and don't really worry about getting this right right away, it will take some time, so we revealed mountains here, if this is even better, mountains are actually very good if you are looking for a faith or science victory. so that's another thing in favor of this capital, unfortunately it's where the deer tokens are, but the deer tokens are also very, very nice, particularly the forest deer tokens that go up and down thanks to Governor Magnus, who gives you double plot harvesting and feature removal, and with feature removal and plot harvesting, you can guarantee certain wonders in DD, for example, you can guarantee the Temple of Artemis, you can guarantee things like the valley of the world, you can guarantee things like Big Ben with many cuts or practically any wonder you can.
Tek reasonably on par with the AI, they won't remove wonders, so if you have things like deer and forests with Magnus, you can secure yourself some wonders even on the highest difficulty, okay, so we explore our starting location and pick a good place, let's take a look. I don't know its initial location where we can start analyzing and maybe contrast it with this initial location. Well, here is a starting location like Brazil. Now this is a pretty interesting study location because it's a lot of hills, that means we could potentially pack a lot of cities in here and get a lot of production, particularly in the mid game, after we acquire the learning, which will give our mines additional production, which will mean that these Plains Hills would be food for Production and Grassman tales are very, very nice, so this is a very nice starting place for several reasons, lots of hills, lots of rainforest for chops and bonus points.
We're playing in Brazil, so we get additional adjacency from the rainforests, just as an aside. There I consider the rainforest adjacency bonus to be an early game bonus because I think rainforests are still worth cutting down even if you play in Brazil, so this is where an interesting analysis can come up; actually, it may be worth not moving one. tile but two tiles and to settle in the truffles, I talked about how Plains Hills is the best house to settle in so this is a Plains hill right here so this is one of the best tiles to settle in the only thing better than Plains Hill.
The token to choose for your capital or any city is a Plains Hill token with a luxury and there are truffles right here, so we would give up two turns, however, we would collect three gold per turn for the rest of the game, which would It means essentially sacrificing a couple of turns of an advantage for somewhere in the region of 750 gold, let's say it takes me about two hundred and fifty turns to win a deity game, so it seems worth it to me, in terms Overall, I won. You won't move more than two turns if you can set up your capital in two turns on a really powerful token, meaning if you have your city set up on turn three you'll be fine.
I think Annie will like more than two once I'm really questioning if I have like a god-level natural wonder to go with that will give me culture or science, then I would definitely consider it that way, in this case, almost most of these mosaics inside. two ranks down here, for example, here's okay here's okay here's okay here's okay now the additional thing that makes this tile really nice are these planes in the hills of the jungles, so they have food and productions, meaning that even if I move around here I'm still getting very good returns on food and production tiles that are as good as you can ask for in the early game.
Normally I would look for two of those, but right now we have four, which is really very strong in the early game because it will allow you to grow and produce, so let's walk over to the D truffles and set up in place and I'll show you this, so there's another reason why you want to settle for luxuries in Civilization Six and it's not just because you get the luxe performance, normally when you set up a city you would get plus five gold and you can see here that we're actually earning plus eight because we can avoid that plus three gold sits in luxury and it's in Plains Hill, so we keep the production plus one gold plus one, so right now we have a city that produces eight gold and six point three production, don't forget that multiplies by the amenities, but I think I'll leave it for it's in the way for now, so this is ours, this is a really strong start, now there's a little bit of desert around here, which knows a couple of points on its favor.
The second most important reason why you want to decide on a luxury is because it allows you to immediately sell luxuries to the AI ​​and in the early game you can often get the first turn where you meet an AI and give them a delegation that they You can often get in the region of one hundred to one hundred and sixty gold and that's about half the price of buying a settler at the beginning of the game, so if you go for one luxury and then quickly grab a builder and get a second luxury online and sell it to an AI too, you can often buy a settler on turn 12 or turn 12 somewhere between turns 12 and 20 and at the same time I build a settler so you can take out two settlers in the turn 20 to 25, which is actually very powerful.
I've had games where I continually changed the settlement in addition to the luxuries when I got really good. luxury locations and I think I had nine settlers on turn sixty, which is absurd, that's the second reason we like to settle in luxury. The plains, the hills are the most important. Fresh water is actually very important. We are good viable tiles within range of the first two rings. about city things like mountains, I haven't talked about specific victory things, for example, mountains are really good if you're going for a victory in religion or science because of the adjacency of the campus for cultural victories.
The coast is really nice because the coastal resorts are really good. also for cultural wins, in general, forests and jungles have a very high value because they add performance to the tiles they are on at the beginning of the game, so they are like a free upgrade at the beginning of the game, but also due to the addition of Magnus you can use this not only to speed up your cities but also to get wonders and stuff like that obviously resources increase the value of a starting location such as amber or sheep food resources they are also very valuable because what I like to do is harvest food resources and use them to force growth in my cities so I can place my districts sooner.
I would rather harvest the rice and get to the population seven in one turn and then slowly grow after that without the rice, then I would slowly farm the rice and get the population seven times the amount of turns later because the cost of Dix districts increases with the amount of texts and the amount of civics you have, generally speaking, this is why I will always recommend harvesting food resources like rice and wheat for sheep outside of the early game. let's say once you get there once you get there let's say somewhere between the medieval era, yeah, let's say once you start getting to the medieval era, that's when you'll want to start considering collectingthese additional resources instead of upgrading them, upgrading them early in the game can be actually very powerful and I would absolutely recommend it, but probably once you have learning and maybe use their technology here, maybe like millet, you know, depending on where you go In this tech tree, you'll want to start harvesting food resources so you can play. districts go down a little earlier and therefore some production is saved in the long run.
This is actually a very, very good starting location for us to include in this video because it is a very, very bad starting location at first glance, so let's talk. on why I'm not a fan of it's permanent location, first of all we have desert, we have a lot of desert near us and that's not very good, we have a plane tail with easy access to a plane hill, however it is very dangerous to settle on the hills of your plane when you don't have many hills around, for example, if we settle on this hill, we only have one, two, three, three hills within two ranges of our city. 4 if you count the desert hill, which somehow counts, but it has no food, which is a mark against it, it's like, very, very painful, so let's move this warrior to the other side of the river, we want see what we are.get lost yeah this is again another really bad starting location so this starting location is bad for several mainly the desert is the problem.
The desert is really bad for a starting location because if it's basically dead tiles going around Petra, generally speaking, it's going to require a lot of cutting, we don't have a lot of forests here, so that's another point against it, the other thing What's holding the city back is that we don't really have very good tiles to work with, no matter where we settle if I settle down. in the place i settled in a swampy area and i think i get food plus one, but my best tile is a three food production tile and a three food production tile, generous lighthouse, you want to work with a minimum minimum of one tile of two foods. on the first turn you set up a city, but I think the best place here is on this Plains hill because again we pick up that production plus two or more one production, sorry the other reasons why this starting location is pretty poor is that there is a lack. of resources I don't see any real additional resources to speak of and also our luxury resource is an irrigation luxury resource.
Irrigation luxury resources have inherently lower value in terms of starting location, unless you can move and settle on top of them, then you would prefer others. have a grass luxe, a camp luxe or sorry, a cap luxe or a mining luxe or a quarry luxe than a plantation luxe because it's much harder to get irrigation, we don't even have a week's worth of tiles to upgrade to get the boost for irrigation so that's another mark against this settlement we are also playing Sumeria however we are playing Sumeria and I think ziggurats can't be built on hills so let me go back to check that out, just try to remember, just to give some examples of specific things, yeah. so cigarettes can't be built in Hills, so the idea of ​​having these kinds of styles of planes is nice because it means we can build a lot of cigarettes, but you know it's a small consolation, but Gilgamesh is very strong anyway, so that that's just another one.
I'm just weaving in a little bit of specific, safe stuff with the starting locations to help give you an idea of ​​how to analyze them for yourself. I'm not trying to tell you how to do it. I'm not trying to tell you. what are the best starting locations. Rather, I'm trying to give you my thought process so you can learn how to do it yourself. That's my hope, that's my goal, so I think I've talked about most of the reasons why the starting location is Bad about the desert, lack of resources, lack of good tiles to work with, in terms Generally speaking, you want to have tiles with at least three yields, preferably four, and you want at least two of those yields to be food and we have one for the yield tiles and then mainly two and three, so this is very, very weak, a very very weak start okay this is a fantastic starting location as an example because there are many different decisions we could make for example we could move to the coast if we play on a naval map if we spawn off the coast we might If we want to go to the coast because we are playing in Norway, that is a consideration you may want to make, it will take us two turns to get there, but you never know, there is also the option to go for T to get the science plus one and unlock the resource itself to be able to sell it to the AI, would take us out of the plains hill we are on, so we would have to choose between the plains hill. or the T, however, leaving the plains hill, we could work in the jungle of the plains hills, which would be a mosaic of food to production and if we settle on the plains hill, we really don't have a mosaic from food to production. work with the exception of all the horses here, which will take us a while to grow to the only real drawback, the other positive side of moving towards the T, sorry, is that it would get us closer to this nice place here, which is a Pretty decent place. the campus location combined with this science we could have a pretty strong science game.
There are a few other things in favor of this settlement. There are a lot of food resources here that we could harvest so we can take down districts early in the game and secure them. its price is cheap, we have access to horses and easy pasture increases, we also have access to wheat to get the irrigation boost, so even if we don't settle for tea, we can get it in a reasonable period of time, so staff. speaking, this would really come down to a personal tattoo or sorry, so strategically speaking, this would come down to a personal choice, whether you want to settle for production or science plus creature comforts.
I think I would always gravitate towards luxury just because Being able to sell luxuries to the AI ​​is so powerful early in the game that it's really hard to pass up. There are also quite a few jungles and forests here, which means that we could eliminate the settlers or we could eliminate a wonder or we could eliminate. districts, so I would give this I would give this a reasonably strong rating as a starting placement. It's a little flat. There is a bit of a lack of hills at this location, which also worries me. Mmm, we have some reasonably. productive squares we have three hills within the range of our capital and yes, that is not so good, it is not so good, but by leaving these plains here we essentially gave ourselves another hill, that is, three hills, if this is also within the scope, there are three. the tiles so that maybe we can buy it, but generally speaking it is a little far away.
I try to only count things within two toes, so production is a little light, but if we settle for luxury and are able to eliminate the colonists, that shouldn't be. It doesn't hurt us much, so let's take a look at this study location for Persia. Now this is a pretty difficult starting location for a few reasons, firstly we are starting in the tundra, however they are tundra hills which are not. so bad that they are essentially like plains hills - a - a production that is reasonably acceptable in terms of production because they have that food in them, so again they are like plains hills as if they have - a production of mines, so It's not the worst start to the Tundra, so despite what I said about wanting to settle in hills, I still think moving to the incense here would be the best decision and there are a couple of reasons for this, firstly, deciding on a luxury. really very powerful, but also opt for a luxury, for example, I give in as if faith is really nice to get that early Pantheon without having to make any kind of investment, not only that, but leaving the Hill plains will give us a four performance tokens to work on immediately in the capital so we can maybe get a quick settlement or a quick Explorer on Builder or something like that, not only that, but getting off this Hill gives us access to another forest clearing to wear.
Later in the game we could use, for example, to build wonders, so although Plains Hills is generally the best square to settle on, sometimes leaving Plains Hill makes sense, other analysis dimensions for this city are a little weak. it has some good tiles and some early culture that it can learn which is pretty cool and you can see here that we decided on the faith tile and now we're getting +1 faith which is pretty cool because that will give us an advantage quite early. pantoum without having to do anything for it, so let's do two more examples of starting locations and then we'll be done with this, so we'll play as the Zulus in this game and now we'll play as Shaka, that means we don't have any specific bonuses for e.g. , religious, scientific or tourist victories, so we're really looking for production, we're looking to maximize production early in the game.
This is a really, really nice starting location, we don't have it. we only have plains that have really good production, we have wide hills within range or rather this, I don't think it's this, it's a help, we have Apple Hills within range, but also at least two luxuries and some additional resources that can be harvested for food and many shops available, so I think

settling

here is definitely a good decision, instead of moving to mercury, while a good move would be to move away from not only these diamonds but also these hills and I really don't want get away from these hills, if these plane trees here were a hill, I would really consider moving to them and settling on them because that could give me access to more of these grassland hills here in my capital, but as things stand, take a look at this.
This is a reasonably solid starting location and I would settle here because I would pick up the extra production from Plains Hill and have three food production tiles to work on immediately and another two food production tiles to work on in the next step. line and a nice, very, very nice diamond mind to work with on my third growth tile, so here's a good example of a pretty weak starting placement. We have hills, however, none of them are Plains Hills. This Plains Hills is outside of River, so we can't. settle on it, we have a couple of options of where we want to settle, we could settle on the place on the grassland hill, unfortunately, although the grassland hill is a mosaic from food to production, when we settle in the city, the forest will be destroyed and will return to a patchwork of food production.
I'm just going to show you that very quickly you'll see that a production is gone, so that's not ideal, that's not the kind of thing that we want to do right now when I'm looking at this. My personal opinion is that I see a stone that is a very good harvest to potentially get wanders in the future, which is something we are also talking about when we talk about starting locations, the potential for wonders is something worth considering, but I felt like it would be better if I kept things simple and focused on the basics of a strong start and not chaining all that together to get rides and stuff like that, so personally I would stick with citrus, it's a really strong product.
Performing the food tile will unlock another mind for me because there aren't actually many minds in the range of this tile, but moving here guarantees me another mind that is pretty good and that means we would have one, two, three minds. Let's say three minds is a good number, two has to have a pretty basic city. Now I did know, I do know that this town here had a couple more and it also had three, but I feel like you know when you have there's a lot of flat land you want to avoid sitting on your heels if you can, if you have a lot of hills, go wide. from the hill and so you can see, we have food production in our capital, which means we can get away with it. low to low food mosaics in our capital, which is very cool, for example, we could work on this plains hill, we could work on this plains forest or we could work on those are the only two toes with little food, so I hope this kind of general purpose kind of look at how I analyze my study places and how I make a decision about where I want to settle and why in particular.
Oh, another advantage of going with citrus is that it's a planting resource that can be difficult to unlock and we can sell it right away, I just thought it would be worth repeating, but yeah, I hope this was a useful little tip. Video with ad ID. Don't know. I like what I call a video

guide

. Is this more like a

strategy

?video I don't know, but basically I thought I'd share how I approach analyzing position placements with an eye toward having a good early game. There are more dimensions of analysis than I covered in this video, for example, wonders, civic improvements and technological improvements and stuff. so certain tech beasts are worth considering, just I touched on irrigation, but there are others, like coastal drive, which improves to see resources building pasture, building mining, a resource, building a quarry, all these kinds of smaller things, such as apprenticeship, construction of mines and aqueducts, less, and what more?
I'm trying to think of a couple more examples like yours. Those are other things that you may want to consider in your settlement location, but at a lower level than just getting good raw returns to start with other dimensions of analysis again, it's wonders, there are many different ways. do so, but you also know that a good starting location for your empire does not necessarily guarantee you a good start to the game because a truly good start to the game involves gaining access to the first city-states in the game to get envoys with them to, for example, get a pretty decent distance between you and your neighbor, for example, is another way to decide whether you're going to have a strong early game or not and that depends on whether or not you want to be close to them because you want to get there early. war or they want to be away from them, so they have a lot of room to expand, so I hope you found this video useful in improving your ability to analyze and make decisions about where and why you should settle your particular cities in the first 2 or 3 turns I will make more follow up videos to talk about early game strategies and decision making regarding I will make a follow up video about early game strategies regarding decision making on how to make a good game It works after you have chosen a good settlement location for your capital and not only that, but you also have to identify good settlement locations for the next cities and things like that, so keep an eye out for things other than that, although I do want to say that I love it.
Greetings to all and see you next time, goodbye.

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