Sadly, this has to be a shadow report because I reloaded (I believe with good reason), but my autosave was set to every 4 turns instead of 1. Other than breaking one of the core RBCiv rules, I was faithful to all the variant rules for this adventure.
I promptly changed my settings afterwards so this wouldn't happen in future RB games.
The reason I reloaded - I had my whole navy (like 15 galleys) parked in a neutral city. It never occurred to me that a single enemy land unit could obliterate my entire navy by simply moving into that tile. So I reloaded and destroyed one of my galleys to be fair. It was then I realized that I hadn't changed my autosave settings. Building all those galleys from scratch was not something I was prepared to do, and I would have retired rather than do it.
I started with the goal of conquest, and had to settle for a time victory. It has nothing to do with the Adventure itself, but I did discover by playing it that I do not find conquest against militarily disadvantaged opponents on an archipelago map very much fun, and I wish I had gone for another victory. The challenge of it was that conserving units was a priority, because production was relatively static before factories due to the city limit and the islands needing to be conquered were far away from one another. The unit conservation premium coupled with the distance between islands made the wars a bit long. An annoying variation on this was needing to play some serious Whack-A-Mole on an archipelago map. This was all hindered by the fact that I started conquering too late and that I lost focus on other aspects of the game (i.e., the tech race) while engaged in my spree of city destruction.
A highlight was being first to liberalism and claiming steel as the free tech. Unfortunately, liberalism came way late - 1700. And my best unit in 2050 was the recently invented tank. I'm stunned to even write those two facts. Liberalism in 1700 is already late, but after that to not have tanks until 2050! Three things I would do differently: 1) start conquering earlier, 2) declare war against opportunistic settlers to prevent later whack-a-mole; 3) make an effort to maintain focus on the tech race while engaging in a mind-numbing spree of city razing (for me this warmaking was tedious and seemed to operate just like a narcotic, resulting in play that resembled that of someone "under the influence"). At some point I'll post a link to an actual report, just for the record.
I'm sure this adventure was (like Adventure 11) a bit beyond my skill. Like Adventure 11 and Epic 9, it was definitely beyond my experience. These were all my first experience with no tech trading, first experience with AI alliances, first experience with a limited city challenge. Adventures like these seem obviously calculated to challenge those who are used to playing variants and who play very well at the highest levels, but to me a monarch player like me, they are fabulous learning opportunities, win or lose. So, thanks to Sirian for putting these out there and for leaving them open to all comers. Itâs a privilege to be able to play them, and I'm looking forward to doing well in some of them eventually.
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The reason I reloaded - I had my whole navy (like 15 galleys) parked in a neutral city. It never occurred to me that a single enemy land unit could obliterate my entire navy by simply moving into that tile. So I reloaded and destroyed one of my galleys to be fair. It was then I realized that I hadn't changed my autosave settings. Building all those galleys from scratch was not something I was prepared to do, and I would have retired rather than do it.
I started with the goal of conquest, and had to settle for a time victory. It has nothing to do with the Adventure itself, but I did discover by playing it that I do not find conquest against militarily disadvantaged opponents on an archipelago map very much fun, and I wish I had gone for another victory. The challenge of it was that conserving units was a priority, because production was relatively static before factories due to the city limit and the islands needing to be conquered were far away from one another. The unit conservation premium coupled with the distance between islands made the wars a bit long. An annoying variation on this was needing to play some serious Whack-A-Mole on an archipelago map. This was all hindered by the fact that I started conquering too late and that I lost focus on other aspects of the game (i.e., the tech race) while engaged in my spree of city destruction.
A highlight was being first to liberalism and claiming steel as the free tech. Unfortunately, liberalism came way late - 1700. And my best unit in 2050 was the recently invented tank. I'm stunned to even write those two facts. Liberalism in 1700 is already late, but after that to not have tanks until 2050! Three things I would do differently: 1) start conquering earlier, 2) declare war against opportunistic settlers to prevent later whack-a-mole; 3) make an effort to maintain focus on the tech race while engaging in a mind-numbing spree of city razing (for me this warmaking was tedious and seemed to operate just like a narcotic, resulting in play that resembled that of someone "under the influence"). At some point I'll post a link to an actual report, just for the record.
I'm sure this adventure was (like Adventure 11) a bit beyond my skill. Like Adventure 11 and Epic 9, it was definitely beyond my experience. These were all my first experience with no tech trading, first experience with AI alliances, first experience with a limited city challenge. Adventures like these seem obviously calculated to challenge those who are used to playing variants and who play very well at the highest levels, but to me a monarch player like me, they are fabulous learning opportunities, win or lose. So, thanks to Sirian for putting these out there and for leaving them open to all comers. Itâs a privilege to be able to play them, and I'm looking forward to doing well in some of them eventually.
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