Turn 31 brought the first tactical unit puzzle that I've encountered thus far:
This was the scene that greeted me when I opened up the save file. TheArchduke moved his northern warrior up a tile to shadow my warrior, and he moved his southern warrior down from the copper tile and next to my warrior as well. This looked like a pincer movement - is he trying to squeeze my warrior between his two units and kill it? I had to sit here for a little while and think about how I wanted to respond to this.
My only goal here is to make sure that TheArchduke can't get a city in this region before I can. My settler finished this turn and is on its way up here, with a settling ETA of Turn 37. That means I need 6 more turns before I can feel safe about winning the settling race, assuming I'm in one at all. My best guess is that TheArchduke is still about 2-3 turns away from finishing his own settler since he completed a warrior about five turns ago, and he doesn't have my pantheon or Urban Planning or Colonization to boost his settler production. But I could be wrong, and if a settler would pop out of his capital next turn somehow, he could beat me to the spot I want by the narrowest of margins. That means I need to have at least the possibility of buying time by occupying the current tile where the warrior is standing, even if the possibility that I'll need it is unlikely. I would feel an enormous fool if I moved my warrior away and then a settler plopped down on that spot right before my own settler arrived.
So I wanted to stay on the current tile with my warrior if possible. What would happen if I did that and TheArchduke attacked with both of his units? I could use the Fortify command with my warrior, which adds +2 combat strength each turn of fortification (max of +6 strength after three turns), and that definitely would help. TheArchduke's southern warrior in particular would have a hard time making progress there, as it would be 20 strength against my 27 strength with the river penalty, almost as bad as the combat I hovered over yesterday when TheArchduke had a warrior with two turns of fortification bonus. The northern warrior would get much better odds at 20 strength against 22 strength, and my warrior would lose some combat strength as it took damage of course. My best estimate is that I would lose about 40-50 health if both of them attacked, and then I would heal back 10 HP between turns and could stack up another turn's worth of fortification bonus, plus still have the option to retreat across the river to the south if things looked bad.
That didn't sound so bad, and therefore I decided to stay in place while moving up the slinger:
Go ahead, TheArchduke: make my day. Of course I don't really want him to attack, and this is all an effort to buy myself a few more turns while my settler moves north. The slinger in particular is a bluff, as it has to expose itself to attack from the warrior in order to cross the river, and I don't want the 5 strength slinger defending against that 20 strength warrior, no sirree! Still, if my understanding of the Civ6 combat system is correct, I think I'll be OK even if he does want to get aggressive. It's difficult to attack across a river into a fortified unit unless you have some kind of a technological edge. And the fortification system is actually quite well done in this game, with the stacking +2 bonus for each turn of fortification. +6 strength is no joke and turns an even fight into a rout. If TheArchduke does want to fight here, he's got to do it right away, because the fortification bonus on my warrior only gets stronger each turn.
The most likely scenario is that TheArchduke backs off or fortifies his own units in place. I would be very happy with either outcome. Just need to buy a couple more turns here and I'll be golden.
Back at the capital, the settler did finish on time this turn. I was pleased to see that I can regrow back to size 4 in only two turns, minimizing the turns where I'm not working all of my improved tiles. From swapping tiles around I was able to determine that I need 9 food for growth, and so I'll run +6 food this turn by dropping the plains hill, then pick it back up again next turn for +4 food and enough to hit size 4. That warrior build should take 3 turns to complete (and therefore will not play a role in this little shindig), then we'll see if I'm greedy enough to go back onto yet another settler after that.
Elsewhere, Ravenna will grow to size 3 next turn and trigger the amenities penalty for unhappiness. I'll discuss it more next turn; it's something I want to avoid if possible, but not really that big of a deal here. Bronze Working will also complete next turn and reveal iron on the map; I think everyone gets the resource near the capital on this map script since it's a balanced one. I actually don't have enough culture to drop the Encampment district immediately, which is a bit of a shame. You can see the tile where it's going and it will still take 5 more turns. Ah well, not a huge deal really although it will make the district slightly more expensive. Now I can finally backtrack and pick up Pottery and Irrigation to connect those spices; each should take 4 turns and I'll have them in hand by the time Ravenna produces its builder, just as expected.
TheArchduke researched another tech this turn, his sixth of the game. I've only researched two techs! That sounds intimidating and all that, but his beaker output is only slightly ahead of mine even with the Scientific city state; he gets 6.8 beakers/turn and I was getting 6.2 beakers/turn before popping out the settler. With Roma and Ravenna both growing in the next two turns, I'll have almost as much science per turn, and considerably more when I get my own envoy into that city state in a dozen or so turns. So what exactly has my northern neighbor been researching? He's been finishing techs as regular as clockwork, first every 5 turns and then every 4 turns after meeting the city state. Because the techs are coming in at such regular intervals, all of his techs must have cost the same amount in beakers, and that tells me what he's been pursuing with a high degree of accuracy. I'm sure he has the initial three techs (25 beakers each) and the boosted Irrigation and Writing (also 25 beakers). The last tech must be either Sailing or Astrology, which also cost 25 beakers with their respective boosts. He only has Sailing if he put his capital on the coast, which I hope is true because it would mean his start is essentially crippled. More likely, the other tech is Astrology, which is also kind of a bad choice since it only leads to Holy Districts and then Celestial Navigation tech (Harbors). It might be close to 100 turns before I go for either of those options, no matter how cheap they might be to research. There's not much there I want.
Since we're at the start of a new forum page, I'll link my C&D spreadsheet again for the curious to give all of you a better peak at where these numbers are coming from.
https://docs.google.com/spreadsheets/d/1...Ow/pubhtml
This was the scene that greeted me when I opened up the save file. TheArchduke moved his northern warrior up a tile to shadow my warrior, and he moved his southern warrior down from the copper tile and next to my warrior as well. This looked like a pincer movement - is he trying to squeeze my warrior between his two units and kill it? I had to sit here for a little while and think about how I wanted to respond to this.
My only goal here is to make sure that TheArchduke can't get a city in this region before I can. My settler finished this turn and is on its way up here, with a settling ETA of Turn 37. That means I need 6 more turns before I can feel safe about winning the settling race, assuming I'm in one at all. My best guess is that TheArchduke is still about 2-3 turns away from finishing his own settler since he completed a warrior about five turns ago, and he doesn't have my pantheon or Urban Planning or Colonization to boost his settler production. But I could be wrong, and if a settler would pop out of his capital next turn somehow, he could beat me to the spot I want by the narrowest of margins. That means I need to have at least the possibility of buying time by occupying the current tile where the warrior is standing, even if the possibility that I'll need it is unlikely. I would feel an enormous fool if I moved my warrior away and then a settler plopped down on that spot right before my own settler arrived.
So I wanted to stay on the current tile with my warrior if possible. What would happen if I did that and TheArchduke attacked with both of his units? I could use the Fortify command with my warrior, which adds +2 combat strength each turn of fortification (max of +6 strength after three turns), and that definitely would help. TheArchduke's southern warrior in particular would have a hard time making progress there, as it would be 20 strength against my 27 strength with the river penalty, almost as bad as the combat I hovered over yesterday when TheArchduke had a warrior with two turns of fortification bonus. The northern warrior would get much better odds at 20 strength against 22 strength, and my warrior would lose some combat strength as it took damage of course. My best estimate is that I would lose about 40-50 health if both of them attacked, and then I would heal back 10 HP between turns and could stack up another turn's worth of fortification bonus, plus still have the option to retreat across the river to the south if things looked bad.
That didn't sound so bad, and therefore I decided to stay in place while moving up the slinger:
Go ahead, TheArchduke: make my day. Of course I don't really want him to attack, and this is all an effort to buy myself a few more turns while my settler moves north. The slinger in particular is a bluff, as it has to expose itself to attack from the warrior in order to cross the river, and I don't want the 5 strength slinger defending against that 20 strength warrior, no sirree! Still, if my understanding of the Civ6 combat system is correct, I think I'll be OK even if he does want to get aggressive. It's difficult to attack across a river into a fortified unit unless you have some kind of a technological edge. And the fortification system is actually quite well done in this game, with the stacking +2 bonus for each turn of fortification. +6 strength is no joke and turns an even fight into a rout. If TheArchduke does want to fight here, he's got to do it right away, because the fortification bonus on my warrior only gets stronger each turn.
The most likely scenario is that TheArchduke backs off or fortifies his own units in place. I would be very happy with either outcome. Just need to buy a couple more turns here and I'll be golden.
Back at the capital, the settler did finish on time this turn. I was pleased to see that I can regrow back to size 4 in only two turns, minimizing the turns where I'm not working all of my improved tiles. From swapping tiles around I was able to determine that I need 9 food for growth, and so I'll run +6 food this turn by dropping the plains hill, then pick it back up again next turn for +4 food and enough to hit size 4. That warrior build should take 3 turns to complete (and therefore will not play a role in this little shindig), then we'll see if I'm greedy enough to go back onto yet another settler after that.
Elsewhere, Ravenna will grow to size 3 next turn and trigger the amenities penalty for unhappiness. I'll discuss it more next turn; it's something I want to avoid if possible, but not really that big of a deal here. Bronze Working will also complete next turn and reveal iron on the map; I think everyone gets the resource near the capital on this map script since it's a balanced one. I actually don't have enough culture to drop the Encampment district immediately, which is a bit of a shame. You can see the tile where it's going and it will still take 5 more turns. Ah well, not a huge deal really although it will make the district slightly more expensive. Now I can finally backtrack and pick up Pottery and Irrigation to connect those spices; each should take 4 turns and I'll have them in hand by the time Ravenna produces its builder, just as expected.
TheArchduke researched another tech this turn, his sixth of the game. I've only researched two techs! That sounds intimidating and all that, but his beaker output is only slightly ahead of mine even with the Scientific city state; he gets 6.8 beakers/turn and I was getting 6.2 beakers/turn before popping out the settler. With Roma and Ravenna both growing in the next two turns, I'll have almost as much science per turn, and considerably more when I get my own envoy into that city state in a dozen or so turns. So what exactly has my northern neighbor been researching? He's been finishing techs as regular as clockwork, first every 5 turns and then every 4 turns after meeting the city state. Because the techs are coming in at such regular intervals, all of his techs must have cost the same amount in beakers, and that tells me what he's been pursuing with a high degree of accuracy. I'm sure he has the initial three techs (25 beakers each) and the boosted Irrigation and Writing (also 25 beakers). The last tech must be either Sailing or Astrology, which also cost 25 beakers with their respective boosts. He only has Sailing if he put his capital on the coast, which I hope is true because it would mean his start is essentially crippled. More likely, the other tech is Astrology, which is also kind of a bad choice since it only leads to Holy Districts and then Celestial Navigation tech (Harbors). It might be close to 100 turns before I go for either of those options, no matter how cheap they might be to research. There's not much there I want.
Since we're at the start of a new forum page, I'll link my C&D spreadsheet again for the curious to give all of you a better peak at where these numbers are coming from.
https://docs.google.com/spreadsheets/d/1...Ow/pubhtml