Settler timing is one of the most crucial elements of a successful Civilization VI campaign. Whether you’re a new player or a seasoned veteran—especially if you’re using the Better Balanced Game (BBG) mod—this guide covers the optimal windows for settler production, including benchmarks, decision-making scenarios, and advanced strategies to expand your empire efficiently.
Early Game Settler Strategy
Default Build Order
- Start with two Scouts, followed by two Settlers in your capital.
- After your initial settlers, transition to a district, monument, or builder, depending on your terrain and civ bonuses.
Settler Cost Scaling
Settler production cost increases by 37.5% per settler trained:
- 2nd Settler = +37.5% cost
- 3rd Settler = +75% cost
- Captured cities or settlers do not raise the production cost.
Pro tip: Settlers that are lost or captured still count toward scaling—so protect them!
Wait for Colonization Policy
Unlock the Colonization card from the Early Empire civic. It provides +50% production toward settlers, making it far more efficient to produce them after this milestone.
When to Make Settlers: Civ-Specific Scenarios
1. Nubia – Builder & Monument Focus
- Plan: Improve terrain with Nubian Pyramids and monuments early.
- Settler Timing: Around Turn 26, queue two settlers once Colonization is active.
2. Congo – Early Tribal Builder
- Plan: Start with a free builder from a tribal village; skip early builder.
- Settler Timing: Begin settler production around Turn 21, five turns earlier than Nubia.
3. Abraham Lincoln – Faith-Driven Expansion
- Plan: Use Mount Everest + Monumentality to buy settlers with faith.
- Settler Timing: Train one settler before Turn 30, then rely on faith purchases supported by Magnus to avoid population loss.
Government Plaza: Ancestral Hall vs. Audience Chamber
Your Government Plaza building has a direct impact on your expansion style:
Ancestral Hall
- Effect: +50% settler production and a free builder for each new city.
- Ideal for: Wide empires aiming for ~10 cities by Turn 50.
Audience Chamber
- Effect: +1 amenity and +4 housing in cities with governors.
- Ideal for: Tall empires aiming for ~8 cities by Turn 50.
Which Should You Choose?
- Pick Ancestral Hall if:
- You have room to settle 10+ cities.
- Your capital has resources (forests, stone) to chop with Magnus.
- You’re aiming for wide religious or science gameplay.
- Pick Audience Chamber if:
- You’re limited by land.
- Your cities have low food or are in tundra/plains.
- You rely heavily on governors and tall infrastructure.
Late Cities: How to Make Them Productive
Settling after Turn 50? Here’s how to help late cities catch up fast:
1. Location, Location, Location
- Settle within 6 tiles of a factory to benefit from its +6 production aura.
2. Chop for Growth
- Use builders to chop nearby features (woods, stone, deer).
- Chops scale with era and tech/civic progress—late-game yields are enormous.
3. Immediate Builder Investment
- Buy a builder as soon as the city is founded.
- Focus on food and production improvements to jumpstart growth.
Example: In a Nubian game, a city settled on Turn 59 became fully functional by Turn 70 through optimal chopping and adjacency planning.
Summary of Key Expansion Strategies
- Initial Plan: Open with 2 scouts, 2 settlers, and transition based on terrain and civ bonuses.
- Colonization Card: Wait to produce settlers after unlocking Colonization for optimal efficiency.
- Government Plaza: Choose between Ancestral Hall (wide) and Audience Chamber (tall) based on your map and strategy.
- Civ-Dependent Timing: Adjust settler strategy depending on civ traits, builder access, and faith generation.
- Late Cities: Chop resources, improve key tiles, and settle near factories to maximize value.
By mastering settler timing and tailoring your expansion to each unique game, you’ll establish a strong foundation for any victory type in Civilization VI. Let me know in the comments which civ you’d like to see covered next, and happy expanding!




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