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Civ6 SG 3 - Stingy Hojo and his cheap districts

Tithe is only slightly weaker than Church Property, against AI, which gets various bonuses it is arguably even stronger. Piligrimage is more front-loaded, but I would say weaker. Papal Primacy is fine, an extra 2 science per campus from each the two science city-states works. Holy Order I think is clearly the best Enhancer for us.

Envoys to Yerevan are fine. We actually want that suzerainty, because Indulgence Vendor is a nice promo, as is Pilgrim.
DL: PB12 | Playing: PB13
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I played my turnset. Here's the gist of what happened.

*I bought a spearman in as the first use of our gold. We had a 2-promo sword there that could be swarmed by the horse barbs and the spear could protect it. We also need a spear to kill a unit for the Military Tactics Eureka. It ended up clearing the barb camp on the south and we got the inspiration.




*I saved the rest of the gold for X-Bows upgrades. I think we need to wait for Mercenaries to do the upgrades. Meanwhile, we save money.

*We were very close to getting the religion, when Rome claimed the 120 GPP GPro out of nowhere. I suspect there was some interface bug with the GPP points, Rome was not close to a GPro last I've checked. He chose Jesuit Education... rolleye  That's not so bad, we can always spread the Roman religion to our lands, and since JE is a follower belief, we can still use it. Not sure what our own religion will be about, though.

That changed my game plan. I used the last builder to get the 6th farm and, after completing the archers all around, started on builders )changing the civics from Agoge to Ilkum). We have builders already at 1-t left in Capital and Durocortorum, most other cities have them at 2-turns at the last turn of my turnset. I didn't finish the walls at Daisho, it's currently at 1t left, waiting for a chop. We will have a lot of builder charges when finishing Feudalism, so we can look at chopping walls into districts all around. Especially Durocortorum, where we can harvest stone.


*I lost a 2-promo archer battling the Americans, due to a mistake. I thought the rice tile was on a marsh and that the archer couldn't move and shot, but it was grassland. In the screenshot below, I moved the archer north and blocked the path of those 2 archers with the sword. But America had an archer north of the river, that killed ours. It was all on me.



By the way, this game is very bugged and American archers were randomly getting the +10 strength from a district tile when they were nowhere close to a district...

*Barbs were annoying, but manageable (we cleared the camp in the picture below). We still have a barb camp to the south, that magic spawned with scout to boot near the end of the turnset. There's a spear near there (currently fortified, it can still attack this turn if the next player desires), hopefully it can be cleared without much trouble.




*We captured the American city of Los Angeles with 2 swords. We currently have 2 swords and a lot of archers in the north and 2 swords, a spear and an archer in the south (there's a roman settler wandering down there, so perhaps we can take a new city soon). Rome and England denounced us, by the way (but England was happy to buy our precious tea for 4gpt).




*We can perhaps try to grow Can Do to size 10 for the Civil Service inspiration. The feudalism builder could make a farm triangle to the east and perhaps we can buy the northern wheat ad harvest it? Food for tought.




*In the last turn I was reckless in how I moved our archers, and now it's very likely we will lose a 2-promo, could be 3-promo archer. I'm very sorry for that, my set was sloppy overalll. The swords are north of the river because there were american archers there for them to clear.




Where do we go from here:

I think next player should try to raze one of the American cities that have a Theater and, instead of cities, try and demand their great works in the peace deal.

Main thing for next player is to get the feudalism builders (feud is at 1t left). Probably finish the builders for the weaker cities first, as the cost will go up. I think builders should chop and harvest into walls to finsih districts.

I haven't finished nor placed any new districts. Right now, we only have discounts on the Japanese UA districts. Can do has 3 districts completed (Camp, HS and TS), B&T has 1 district placed (HS), Seria has 1 completed (HS) and 1 placed (TS), Daisho was 2 districts placed (HS and TS) and we have 5 district types avaiable (Camp, HS, TS, EC and Campus).

So, the formula goes:

C = 4
P = depends
A = 5

For a specific district type, the discount is available only if both of the following are true:
1) C>=A
2) C/A > P

Basically, we need to finish some of our placed HSs and TSs.

Pictures to help planning:










Attached Files
.civ6save   HOJO TOKIMUNE 110 150 BC.Civ6Save (Size: 9.62 MB / Downloads: 1)
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Duke, your up right?
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I am though it seems the motivation of our team is sagging a bit. Probably due to the game involving quite a number of wars and a bad starting position.wink

I will get to playing my turn tomorrow. Will check out the save a bit now.

Quite low on troops.
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I don't think we are low on troops. We have 4 swords, archers with enough gold to upgrade to XBows (again, I lost one archer due to a mistake, and probably doomed another, so perhaps get 1/2 more is in order). To be fair, I stopped building troops because the game is just too boring when fighting the AI. I really don't like the idea of just razing everyone to the ground. Hence, the buildery queues.

Sorry for the delay on my turnset. It's not lack of interest, but rather lack of time. It's tough for me to do a proper report outside of the weekend, and I don't want just to play whatever and pass the save along.

Like I've said, my idea was to chop the walls into districts, but perhaps we want to wait for Monarchy bonus for that? I don't think it's worth it, since with Rome snagging the GPro, our religion and the Inspirations are far away.

How about this: we spread Rome religion to most of our cities (for use of JE) and we leave a select few for our own religion (which we choose Pilgrimage or one of the Beliefs that benefit from spread on foreign lands). So, we use Rome's religion and we spread ours abroad.  lol If we do this, perhaps is better not to finish much more Holy Sites, since all those cities will convert automatically to our religion. Or just forget JE and go for Choral Music...
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If you want to go Miltary route, perhaps play a bit with Samurai.  lol
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No idea how I managed my turnset with PBEM # 6 doing close to 4-5 turns this evening.

In any case, as always excellent carryover save. jive 

First of all, end turn. American settler exposed. With Roosevelt willing to do peace our redlined archer, the one you were worried about takes the settler.

   

And we make peace. For a Great Work, money and Los Angeles ceded. What a nice start.

   

The next turns are spent chopping walls and overflowing them into useful stuff after a quick Feudalism switch to +2 charges on those builders.

I nearly loose a sword to the barbarians after loosing our only trader, sorry not much I could do apart from rushing a scout, which maybe I should have done.

   

Our empire gets some much needed builder love and our yields multiply.

   

And hint, we want this new roman city for our own. Uhuh. smug  Then we can go conquer Vilnius or something. Our settler is near the capital ready to go NE or if I am overruled SE.

   

I finished some much needed theatre squares and holy sites. Whilst getting another religion may sound useful it depends on us being patient with the GP and that is not going to happen. Just go for choral music and do not worry about the rest. We will soon be forced to research another district tech I fear.

With some more farms and a watermill Cando can easily crush size 10. We might consider pushing out 2-3 settlers to put ourselves into a dominant position soon.
I hope everyone agreed that wasting money and time on an american war after we got 2 settlers out of it is good. Razing cities is not as profitable as keeping them, but gotta discount those districts.
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And save.


.zip   HOJO TOKIMUNE 120 100 AD.zip (Size: 970.89 KB / Downloads: 2)
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Great turns. I'm happy the archer survived and that we managed to get a Great Work as compensation (and a new settler too). Signing peace was the right decision, no point in going on with that war.

The trader loss was probably due to that camp in the middle of our lands. That's on me too, since I may have missed it for a turn or two. Unfortunately, Civ 6, despite having notifications for every single unimportant thing, doesn't have a visual key notification for a new barb camp spawn (only that annoying sound, but I play without sound).

I think we can place a Campus already, right?

I think we should spend a few turns in the 50% discount civic and get some XBows. Just so we don't get a nasty surprise from an unexpected declaration of war.
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I think we should spend a few turns in the 50% discount civic and get some XBows. Just so we don't get a nasty surprise from an unexpected declaration of war.

Ya I agree. Also we have alot of chopping that can be done, maybe some builders, into xbow, into district chops?
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