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The moment you think you can safely make a Settler, do it. The moment you can make another
Settler safely, do it. The moment you have the Civic card that gives 50% production to Settlers, use it and spam them!! In short, aside from Traders (which are *the* most urgent unit to build, always), Settlers should absolutely be your next highest build priority, always (while there is still a site they can settle on ofc).
Some reasoning for this....
1) Unlike Civ 5, in Civ 6 there is very little penalty for going wide (i.e. building a LOT of cities, fairly close together). In Civ 5, this was difficult because the Happiness mechanic (replaced in Civ 6 with Amenities) actively prevented you from spamming cities because the Happiness/Amenties were global across all cities. In Civ 6, you can city-spam away and it very easy to keep all your cities happy and productive.
2) Unlike Civ5, production of a base resource (such as Science) is purely linear per city in Civ 6. Barring an unusually good adjacency bonus, all cities will eventually produce the same amount of Science. This means a player with 5 cities will absolutely out-perform a player with 3 cities in terms of Science production (for example, but also true of all other resources).
3) The earlier you get something that does something for you, the bigger the positive effect of that thing. Put another way, an extra +2 Science in a city is much more powerful on turn 20 than it is on turn 200. Seems obvious, right? But this translates to....the earlier you plant a city, the better.
4) Since internal trade routes are super OP in Civ 6, especially early on, you can take the risk planting "average / poor" cities early and still grow them super-fast, thus adding to that overall linear production (per city) I already discussed in (2). [In Civ 5, planting crappy cities just for the sake of it or to fill up the map, was very counter-productive to your overall empire.]
What all this points to is this simple rule for Civ 6.....get as many cities planted, as early as possible.
In term of build order. If I was left alone without Barbarian hassle and with no war-like neighbour Civs (which does happen!), my "ideal" build order would be something like:
Scout
Slinger
Slinger
Builder
Settler -> new City
Trader
Granary (assuming capital has been growth-capped by now)
Settler
Settler
Settler
Settler
etc
Of course you are rarely left alone and will have to slot some kind of military into the above order, but you get the idea. Also note I typically play Rome and will have the 50% Settler discount by the time I am spamming them above.
I don't reroll maps or save/restore unless I really need to close the application. I don't often use mods and those are generally workshop civs/leaders. I know there are more efficient methods were I to reroll til I got some continental "corner plot", or if I took the benefit of reloading games 15 turns prior because of a mistake.
That said, with mild variations, first settler comes after 2 military units and a builder, second settler after capital's first district. After that I might not make another settler any time soon from my capitol, because capitol generally wants to focus population growth. So generally, it seems, the better idea is to focus military, take early lands, and should have enough military to effectively defend it. This as opposed to a size 4 capitol with 6 satellite cities and 3 archers, I think it's pretty apparent.
That way you outmatch their military pretty fast, so you can then just conquer the cities and steal their settlers instead of just building them on your own and the AI might also already build some districts and tile improvements, making a strong military even more valuable. This will almost everytime lead to a superior military when you invent the bombards at 7th difficulty level.
But there are some exceptions:
- If you find a place with high food AND production values (like some swamps or rice around the city and a good amount of hills or bonus ressources), then it can be good to get there as soon as possible to get a second high production city fast
- Having much money (just if you've just only one city, so it's not too expensive)
- If you've a pretty big dessert in near proximity, you might want to beeline a city in there to get the Petra. Building a city here as fast as possible is pretty important, as cities in deserts tend to just grow very slowly, so you want it as big as possible once you're able to build it.
- If you're alone on an isle/continent you obviously need to get cities on your own, while military isn't as important in the early game. This might also be true if you've plenty of space between you and your next enemy civ, as it would take forever until they reach your empire
- And all of this doesn't matter if you're playing at 4th or lower difficulty (propably also at 5 and even at 6 to some degree), as the AI expands to slow to make real use of military units, especially because you can defend yourself with just a few units for quite some time.
Of course, like most people have said it depends on how the game is going. Sometimes fewer settlers and more military can give you more cities in the longrun, but sometimes you'll have a high production city that can't build anything else so you can just use the settler governer and chain build new ones.
My favorite way to expand quickly in R&F is to get the dedication for building settlers with faith, assuming you have a pantheon or relic to generate some faith with (and you aren't going for a religious victory). Will let you expand extremely quickly.
As long as you aren't having loyalty issues there isn't really a point where too many cities is a bad thing, even if half your cities only have a single district. Just make sure to keep up with amenities too.
So, my advice is before making a settler see if you can't take a nearby city state or a weaker faction city. The bonus to this is when you do take the city you'll also have a handful of experienced troops. Capturing other Settlers is also a good feeling. Well worth going to war with another factions early game. They'll probably negotiate for peace after a few turns of fighting and you might even be able to negotiate ANOTHER city out of them.
Exactly what I aim for.
On higher difficulty settings against an NPC on a non-huge map, you should focus on military unit production to conquer cities (including city states). This is in large part that the bonus given to the NPC outweight your ability to ever catch up employing expansion by settlers only, particularly in the late game.
The Warrior/Slinger/Slinger/Settler opener is fairly a safe bet. By the time the settler is produced, you should have enough gold and have researched archery to upgrade the slingers to archers. Two warriors and two archers should be enough harrassment to take a city, if played properly. Although, it's not unusual to follow up with re-inforcements.
1st that military will keep the enemy players and barbarians out of your hair, then once youve built it up a bit you can start captureing city states or killing a weak neibour.
sooner or later you will reach a point where more military will start to take you into negative economy, this is the time you want to start building science, culture, entertainment and the like. also helps if your 1st conquests have some of this stuff so you dont have to build any of it early.
Scout
Scout
Slinger
Warrior
Slinger
Settler
Builder
or if you want to beeline say knights or xbows do the same but only for 3-4 cities and rush science districts and libaries then turtle up + build the unit that upgrades to what you are beelining while getting commerce/market/trade route when you can after science and saving gold to upg ur unit of choice when it is time. also for culture techs aim for the 50% reduced upg cost after you 1st government ones.
3rd effective tatic is slinger settler then spam military from both and conquer either a close neibour or better yet if none are very close as many city states as you can, afterwich you use them to also add to military build up and conquer a neibouring civ.