Mastering the Bull Moose: An Analyst’s Guide to the First 100 Turns
The initial phase of any Civilization 6 game is a delicate dance of exploration, expansion, and calculated risk. For America under the leadership of Bull Moose Teddy Roosevelt, this dance is an intricate ballet of environmental synergy and strategic foresight. His unique ability, “Antiquities and Parks,” which grants science and culture from tiles with high appeal, transforms the very landscape into a wellspring of progress. This guide provides a comprehensive, turn-by-turn breakdown of how to leverage Teddy’s strengths, transforming the pristine wilderness of your starting location into a thriving empire poised for a cultural victory. Analysis on forums shows that a well-executed early game with Bull Moose Teddy can create an almost insurmountable lead, setting the stage for a dominant mid and late game.
The First 25 Turns: Forging a Foundation
The first 25 turns are the most critical. Your decisions here will echo throughout the rest of the game. The primary objective is to establish a strong capital city, begin exploring your surroundings, and set a clear path for your technological and civic advancements.
Turn 1: Your first decision is the most important: where to settle. The ideal location for your capital, Washington, is a tile with high appeal, preferably adjacent to a mountain and woods. This will immediately trigger Teddy’s “Antiquities and Parks” ability, providing you with a crucial early boost to your science and culture. According to the player community, a start with a Breathtaking (4+ appeal) tile next to a mountain and a forest is considered a “god-tier” start for Bull Moose Teddy. Settle on a plains-hills tile if possible for the extra production.
Turns 2-10: Your initial build order should be a scout, followed by a slinger. The scout is essential for exploring your surroundings, discovering tribal villages, and locating natural wonders and other civilizations. The slinger provides a necessary defensive unit against early barbarian threats. Your first technology to research should be Animal Husbandry, which will reveal horses and other strategic resources. Follow this with Mining to allow for the improvement of hills and the removal of woods if necessary.
Turns 11-20: By now, your scout should be well on its way, revealing the lay of the land. Your slinger should be fortified in your capital or actively seeking out barbarian encampments. Your next build should be a builder. This will allow you to improve your high-appeal tiles, further boosting your science and culture yields. A popular strategy is to improve a luxury resource first, which will provide amenities and boost your city’s growth. Your civic research should be focused on Code of Laws, which will unlock your first government and policy cards.
Turns 21-25: With Code of Laws unlocked, you can now choose your first government. Chiefdom is your only option at this point. For your policy cards, select God King to gain +1 faith and +1 gold in your capital, and Survey to gain a +1 exploration bonus. The faith from God King is crucial for securing an early pantheon. Your next technology should be Pottery, which unlocks the granary and writing. Your next build should be a settler, as early expansion is key to securing the best land for your future cities.
Turns 26-50: Expansion and Consolidation
With your capital established and your initial exploration underway, the next 25 turns are about expanding your empire and consolidating your power. Your goal is to found at least one new city, secure a pantheon, and begin to specialize your cities.
Turns 26-35: Your settler should be on its way to a new city location. Look for a spot with high appeal, ideally near a different set of mountains and woods than your capital. This will allow you to maximize the benefits of Teddy’s ability. Your next build in your capital should be a granary to boost its growth. Your technology research should be focused on Writing, which will allow you to build a campus district. Your civic research should be focused on Foreign Trade, which will unlock trade routes and the ability to build a commercial hub.
Turns 36-45: Your second city should be founded by now. Its first build should be a monument to speed up its border growth and cultural output. In your capital, your next build should be a campus district. Place it adjacent to mountains for the adjacency bonus. Your technology research should be focused on Archery, which will allow you to upgrade your slingers to archers. Your civic research should be focused on Early Empire, which will unlock the Colonization policy card, providing a +50% production bonus to settlers.
Turns 46-50: With the Colonization policy card, now is the time to produce another settler from your capital. Your second city should be working on a builder to improve its own high-appeal tiles. Your technology research should be focused on Bronze Working, which will reveal iron and allow you to build encampment districts. Your civic research should be focused on Mysticism, which will unlock the ability to build holy sites and the Oracle wonder.
Turns 51-75: Specialization and Growth
By turn 50, you should have a solid foundation with two cities and a clear path for expansion. The next 25 turns are about specializing your cities and continuing to grow your empire.
Turns 51-60: Your third city should be founded by now. This city should be placed in a location that has the potential for a strong holy site district. Look for a spot with high appeal and adjacent to a natural wonder if possible. In your capital, your next build should be a library in your campus district. Your second city should be building a campus of its own. Your technology research should be focused on Masonry, which will allow you to build ancient walls and the Pyramids wonder. Your civic research should be focused on Political Philosophy, which will unlock your tier 2 government.
Turns 61-70: With Political Philosophy unlocked, you can now choose your tier 2 government. Many professional gamers suggest choosing Classical Republic for its bonus to great person generation and its extra economic policy slot. For your policy cards, select the ones that best suit your current situation. If you are facing a military threat, select the cards that boost your military production and combat strength. If you are focused on growth, select the cards that boost your food and housing. Your technology research should be focused on Irrigation, which will allow you to build plantations on luxury resources. Your civic research should be focused on Drama and Poetry, which will unlock the theater square district.
Turns 71-75: Your capital should be working on the Oracle wonder. This wonder provides a significant boost to your great person generation and will help you secure key great people throughout the game. Your other cities should be focused on building districts and improving their tiles. Your technology research should be focused on Horseback Riding, which will allow you to build encampments and train cavalry units. Your civic research should be focused on Games and Recreation, which will unlock the entertainment complex district.
Turns 76-100: Preparing for the Golden Age
The final 25 turns of the early game are about preparing for the golden age of the classical or medieval era. Your goal is to have a thriving empire with multiple specialized cities, a strong military, and a clear path to victory.
Turns 76-85: Your empire should now consist of at least three cities, each with its own specialization. Your capital should be your science and culture hub, with a campus and a theater square. Your second city should be your commercial hub, with a commercial hub and a harbor. Your third city should be your faith hub, with a holy site. Your technology research should be focused on the technologies that will unlock your unique unit, the Rough Rider. Your civic research should be focused on the civics that will unlock your tier 3 government.
Turns 86-95: You should be on the verge of unlocking your unique unit, the Rough Rider. This powerful cavalry unit is a game-changer and will allow you to project your power across the continent. Your technology research should be focused on Military Tactics, which will unlock the Rough Rider. Your civic research should be focused on Divine Right, which will unlock the Monarchy government.
Turns 96-100: As you approach turn 100, you should be in a strong position. You have a thriving empire, a powerful military, and a clear path to victory. Your next steps will be to continue to expand your empire, build up your military, and begin to focus on your chosen victory condition. With a well-executed early game, Bull Moose Teddy is a force to be reckoned with.
The Dawn of a New Era
By following this turn-by-turn guide, you will have successfully navigated the treacherous early game of Civilization 6 as Bull Moose Teddy Roosevelt. You have laid the foundation for a powerful empire, one that is poised to achieve a cultural victory through the sheer force of its natural beauty and cultural output. The player community agrees that a strong start is the key to victory, and with this guide, you have the tools to achieve just that. The wilderness has been tamed, the foundations of a great civilization have been laid, and the world waits to be impressed by the cultural might of America.

