The early turns of Civilization 6 are a delicate dance of exploration and expansion, a sentiment that rings especially true for America under the leadership of Teddy Roosevelt. Whether leading the charge as the “Rough Rider” or cultivating a pristine wilderness as “Bull Moose,” Teddy’s strengths are intrinsically tied to the land he controls. Mastering the art of early-game scouting and strategic city placement is not just a recommendation; it’s the cornerstone of an American victory. Analysis on forums shows that a well-executed opening strategy with Teddy can create an unstoppable snowball effect, paving the way for a dominant cultural or military victory.
This guide delves into the optimal scouting and settling paths for Teddy Roosevelt, providing a comprehensive framework for establishing a powerful American empire. We will explore the nuances of both of his leader personas, offering actionable strategies and concrete examples to guide your decisions from the first turn to the establishment of a thriving civilization.
The First 50 Turns: A Blueprint for American Dominance
The initial phase of the game is a critical window of opportunity. Your decisions during this period will echo through the ages, shaping the trajectory of your empire. A popular strategy is to prioritize rapid, informed expansion, leveraging Teddy’s unique abilities to secure a strong foundation.
Initial Build Order and Scouting Philosophy
Your first build in your capital should almost always be a scout. While a slinger first can be a viable defensive measure on higher difficulties, the information and opportunities a scout provides are invaluable. Many professional gamers suggest a second scout immediately after, a strategy that can feel like a sacrifice in early production but pays dividends in the long run. Two scouts allow you to explore in opposite directions, dramatically increasing your chances of discovering natural wonders, city-states, and tribal villages (goodie huts).
According to the player community, the ideal scouting pattern is a circular one, spiraling outwards from your capital. This methodical approach ensures you don’t miss anything in your immediate vicinity. As you explore, prioritize revealing tiles that are likely to be good settlement locations: areas with fresh water, high-yield tiles (food and production), and luxury or strategic resources.
Key Early Game Technologies and Civics
Your research path in the early game should be laser-focused on unlocking the tools you need for expansion and development.
- Pottery: This is a non-negotiable first technology. It unlocks the granary, which is essential for early city growth, and more importantly, it leads to Writing.
- Writing: The sooner you unlock Writing, the sooner you can build the Campus district and begin generating science in earnest.
- Animal Husbandry and Mining: These should be your next priorities, as they reveal strategic resources like horses and iron, which are crucial for military endeavors.
- Code of Laws: Your first civic should always be Code of Laws. This unlocks the policy cards that will give you an early edge, such as
God-Kingfor a pantheon orUrban Planningfor a production boost. - Foreign Trade: This civic is essential for establishing trade routes, which provide gold and can be a source of diplomatic visibility.
Settling the American Frontier: A Tale of Two Teddys
Teddy Roosevelt’s two leader personas, “Rough Rider” and “Bull Moose,” offer distinct yet equally powerful paths to victory. Your settling strategy should be tailored to the specific strengths of the persona you choose.
“Rough Rider” Teddy: Forging a Continental Empire
The “Rough Rider” persona is a military powerhouse on his home continent. His Roosevelt Corollary ability grants a +5 combat strength bonus to all units fighting on their home continent, making early conquest a highly effective strategy.
Settling for Conquest
When playing as “Rough Rider” Teddy, your settling strategy should be aggressive and expansionist. A popular strategy is to forward-settle on your opponents, placing cities in locations that are both defensible and strategically positioned for future military campaigns. Look for locations with hills, which provide a defensive bonus to your cities and a combat bonus to your Rough Rider unique unit later in the game.
Your city placement should also prioritize the acquisition of strategic resources. Securing iron, horses, and later, niter and oil, is paramount to building and maintaining a powerful military. Don’t be afraid to settle cities in less-than-ideal locations if it means securing a critical resource.
The “Rough Rider” Expansion Plan: A Step-by-Step Guide
- First Settler: Your first settler should be used to claim a high-quality second city location. Look for a spot with fresh water, good food and production yields, and at least one new luxury resource.
- Second and Third Settlers: These settlers should be used to expand your borders and secure strategic chokepoints. A popular strategy is to use them to cut off your opponents’ expansion paths, effectively boxing them in.
- Conquest as Expansion: Once you have a few cities established and a small army of archers and warriors, look for opportunities to conquer a nearby city-state or a poorly defended neighbor. This will not only expand your empire but also provide a significant boost to your science and culture output.
“Bull Moose” Teddy: Cultivating a Cultural Oasis
The “Bull Moose” persona is a cultural and scientific powerhouse, with a unique ability that grants bonus science and culture from tiles with high appeal. This makes city placement and district planning a more nuanced and intricate process.
Settling for Appeal
When playing as “Bull Moose” Teddy, your primary consideration for city placement is appeal. You want to settle in areas with breathtaking appeal, as these tiles will generate a significant amount of science and culture. Mountains, natural wonders, and coastlines are your best friends.
A popular strategy is to use the Preserve district to further boost the appeal of your tiles. A well-placed Preserve can turn a mediocre city location into a cultural and scientific hub.
The “Bull Moose” Expansion Plan: A Step-by-Step Guide
- First Settler: Your first settler should be used to claim a location with the highest possible appeal. Look for a spot near a natural wonder or a mountain range.
- Second and Third Settlers: These settlers should be used to expand your cultural influence and secure more high-appeal locations. Look for spots with a variety of terrain features, as this will give you more options for placing districts and wonders.
- National Park Planning: From the very beginning of the game, you should be planning for the placement of National Parks. A National Park must be a diamond shape of four tiles, all owned by the same city, with an appeal level of “Charming” or better. Identify potential National Park locations early and avoid placing districts or improvements that would lower their appeal.
Advanced Strategies and Mid-Game Transition
As you transition into the mid-game, your focus will shift from rapid expansion to consolidation and specialization. Your early-game scouting and settling decisions will now begin to pay off as you leverage your well-placed cities to pursue your chosen victory condition.
Leveraging America’s Unique Abilities
America’s unique abilities are some of the most powerful in the game, and learning to leverage them effectively is the key to victory.
- Founding Fathers: This ability allows you to earn all government legacy bonuses in half the usual time. This means you can switch governments more frequently without losing momentum, allowing you to adapt your strategy to the changing needs of the game.
- Film Studio: This unique building replaces the Broadcast Center and provides a massive +100% tourism pressure from the city it’s built in. This is the cornerstone of America’s cultural victory path.
- P-51 Mustang: This unique air unit is a powerful tool for late-game warfare. It has an extended range and a bonus against fighter aircraft, making it an excellent choice for establishing air superiority.
The Path to a Cultural Victory
For a cultural victory, your goal is to generate more tourism than any other civilization has culture. With Teddy, this is achieved through a combination of National Parks, seaside resorts, and the powerful Film Studio.
- National Parks: As “Bull Moose” Teddy, you should be creating as many National Parks as possible. The
Eiffel TowerandGolden Gate Bridgewonders can further boost the appeal of your tiles, making it easier to create breathtaking National Parks. - Seaside Resorts: These improvements can only be built on coastal tiles with an appeal of “Breathtaking” or better. They provide a significant amount of tourism, especially when combined with the
Cristo Redentorwonder. - Film Studios: Build a Film Studio in every city with a Theater Square. The tourism bonus they provide is simply too good to pass up.
The Path to a Domination Victory
For a domination victory, your goal is to conquer the capital of every other civilization. As “Rough Rider” Teddy, your home continent combat bonus gives you a significant advantage in the early to mid-game.
- The Rough Rider Rush: The Rough Rider unique unit is a powerful tool for mid-game warfare. It’s fast, strong, and generates culture from kills. A popular strategy is to time a major military push to coincide with the unlocking of the Rough Rider.
- Air Power: In the late game, America’s P-51 Mustang unique unit gives you a significant advantage in the air. Use your air power to soften up enemy cities before sending in your ground troops.
Manifest Destiny
Mastering the art of scouting and settling with Teddy Roosevelt is a rewarding experience. By following the principles outlined in this guide, you can lay the foundation for a powerful American empire, capable of achieving victory through cultural influence or military might. The key is to be adaptable, to understand the strengths of your chosen leader persona, and to never stop exploring the vast and untamed wilderness of the Civilization 6 world. The American destiny is in your hands; go forth and claim it.

