Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Nomes586 Mar 6, 2024 @ 9:36am
Moving Across open water
I have 32 hrs in the game If that makes a difference.
How do I get my scout to another continent?
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Showing 1-15 of 17 comments
Evrach Mar 6, 2024 @ 9:46am 
With tech.
You research first shipbuilding that will allow your scouts to embark (only coast tiles), then Cartography that will allow them to move on deep water (ocean tiles).
gdshore Mar 6, 2024 @ 12:07pm 
Shipbuilding is in the Classical era, and you will need a city on the coast, and then build '2' galley's. This will reduce the cost of shipbuilding. Welcome to the Civ. community.
Nomes586 Mar 6, 2024 @ 2:36pm 
I have ships. Have scouts. How do I get them to the other side?
BlackSmokeDMax Mar 6, 2024 @ 3:14pm 
Originally posted by Nomes586:
I have ships. Have scouts. How do I get them to the other side?

Units embark themselves, they do not use ships.
Nomes586 Mar 6, 2024 @ 3:49pm 
That's what I thought but mine don't want to unless there is something else I need to do.
I will try some other things and see how it goes.
Maya-Neko Mar 6, 2024 @ 6:01pm 
You can hover over any icon in of any tech in the tech tree. The stars are passive bonuses you earn when unlocking the tech. Hovering over those will explain, what you get (can be multiple bonuses as well).

Alternatively it might also work to use the search function in the top left, though i don't know if you can also search through these texts with that but might be worth a try to search for "embark".
BlackSmokeDMax Mar 6, 2024 @ 6:52pm 
Originally posted by Nomes586:
That's what I thought but mine don't want to unless there is something else I need to do.
I will try some other things and see how it goes.

The first reply to this thread by Evrach has the exact info you need.
Lou Sasso Mar 7, 2024 @ 5:23am 
BlackSmokeDMax is correct about Evrach being correct. The solution to the problem you are having is inside the Tech tree
wvstdtime Mar 7, 2024 @ 7:56am 
Lou Sasso is correct about BlackSmokeDMax being correct about Evrach being correct. Go research Cartography to travel to another continent
pitonsnaboca Mar 7, 2024 @ 8:17am 
wvstdtime is correct about Lou Sasso being correct about BlackSmokeDMax being correct about Evrach being correct.
After researching Cartography you can take your units travelling through ocean tiles.
plaguepenguin Mar 7, 2024 @ 8:42am 
Originally posted by Nomes586:
I have ships. Have scouts. How do I get them to the other side?
The game actually does, at some more or less high level of abstraction, try to simulate reality. It needs to do this to let players just learning how to play have some intuitive grasp of the effects of their choices, without having to memorize all the many details of purely artificial mechanics that have nothing to do with the real world.

So, yes, intuitively, having both ships (presumably galleys that you unlocked by researching Sailing) and scouts, you would think that your people would be able to figure out how to put the scouts on ships in order to take them over the waters. Sorry! You have to research Shipbuilding to unlock the ability of all land units to embark upon coastal waters, then Cartography to let them cross ocean tiles.

This is far from the most counterintuitive mechanic in the game, which because of its scale really can't be expected to simulate reality at all well, especially as you drill down to details. I mean, you have archers that can shoot hundreds of miles. Your archers can do that to create a stand-off ability important to making the combat game better, however much reality screams at being so grossly violated.

What the devs are trying to do here, with the delayed and fractured ability of land units to embark, is to limit sea movement in ways that, when looked at from 30,000 feet, actually improve the simulation of reality, however much it makes no sense at ground level for your scouts to not be able to get on some of the boats your civ can clearly build and cross the damned waters. Both you and your rival civs have to make a special effort to get the advanced techs needed to cross the waters, both because this creates a trade-off that makes the game better as a game, and to try to recreate the historical reality that only some civs concentrated on seafaring enough (Were dumb enough to be insufficiently afraid of putting their lives at the mercy of wind and wave?) to be able to do that very early in real history.
Last edited by plaguepenguin; Mar 7, 2024 @ 8:47am
Nomes586 Mar 7, 2024 @ 9:01am 
DA I found out that there was Barb's on the places I wanted to go.
MeniliteZ Mar 7, 2024 @ 9:57am 
Originally posted by Nomes586:
DA I found out that there was Barb's on the places I wanted to go.

I suggest Ranged Naval units to weaken their forces.
Evrach Mar 7, 2024 @ 10:37am 
Originally posted by plaguepenguin:
Originally posted by Nomes586:
I have ships. Have scouts. How do I get them to the other side?
The game actually does, at some more or less high level of abstraction, try to simulate reality. It needs to do this to let players just learning how to play have some intuitive grasp of the effects of their choices, without having to memorize all the many details of purely artificial mechanics that have nothing to do with the real world.

So, yes, intuitively, having both ships (presumably galleys that you unlocked by researching Sailing) and scouts, you would think that your people would be able to figure out how to put the scouts on ships in order to take them over the waters. Sorry! You have to research Shipbuilding to unlock the ability of all land units to embark upon coastal waters, then Cartography to let them cross ocean tiles.

This is far from the most counterintuitive mechanic in the game, which because of its scale really can't be expected to simulate reality at all well, especially as you drill down to details. I mean, you have archers that can shoot hundreds of miles. Your archers can do that to create a stand-off ability important to making the combat game better, however much reality screams at being so grossly violated.

What the devs are trying to do here, with the delayed and fractured ability of land units to embark, is to limit sea movement in ways that, when looked at from 30,000 feet, actually improve the simulation of reality, however much it makes no sense at ground level for your scouts to not be able to get on some of the boats your civ can clearly build and cross the damned waters. Both you and your rival civs have to make a special effort to get the advanced techs needed to cross the waters, both because this creates a trade-off that makes the game better as a game, and to try to recreate the historical reality that only some civs concentrated on seafaring enough (Were dumb enough to be insufficiently afraid of putting their lives at the mercy of wind and wave?) to be able to do that very early in real history.

Dude, you broke the holy chain !
Nomes586 Mar 8, 2024 @ 6:06am 
The Barbarian ships were under the cloud of unexplored area so when I sent a ship to explore THEY DIED.
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Date Posted: Mar 6, 2024 @ 9:36am
Posts: 17