As has become common I didn't finish. At least this time it was for better reasons - I took a lot more time than usual thinking about what to do compared to Civ4. I was trying not to look up strategies and figure strategy out for myself, but with the subpar UI that wasn't very likely. (Need to do some forum reading to understand how all the undocumented stuff works, and pretty hard not to see some strategy that way). Still spend a lot more time thinking.
Oh, if I type 'Hatty' I mean 'Cleo'. Habits hard to break
Started off, founded on starting square, and quickly found that we are bad at geography (probably old news to those reading the earlier Roman writeups
For those who didn't see, there are tea and jade (both lux) under the popup.
Rome rushes through culture faster than any other civ presumably with the free monuments. I went with the +1 hammer over faith/gold policy for early pantheon.
Barbs got intense early! Poor warrior died horribly
Sorry, I didn't take great notes on early build/tech order. Cumae was founded in 2720 BC, this is from a few turns later after I started spending gold
Would eventually buy the other cows and the 3rd-ring wheat for total of 5 purchases! Wasn't sure how fast city state borders would pop, turns out they seem pretty slow so may have been ok to wait for the cows. I got three envoys for first meeting (Mil Kabul, Culture Nan Madol, Gold Jakarta) and have to say that the capital bonus in the early game seems more unbalanced by a good deal vs the 30 gold in civ5 for first meeting.
One nice thing was being able to use the "build units faster" policy to assemble a credible anti-barb force, then swap into the "+str against barbs" when using them. Only my little army had nothing to do really once assembled:
Yeah, besides killing one scout-warrior above and hampering other faraway scouting barbs actually didn't do much. Cities don't have the ranged attack w/o walls but they're basically invulnerable to early barbs. The above scary party would chase units that I'd hide in my cities then the barbs would suicide on them (AI bug? they only seemed to attack cities with units inside). could have given me major pillage pains but they seem not to ever pillage? and then the camp-spear ran out of camp here. I guess having a barb raid come up with a settler/escort on the move could be hairy. Later on in the game, still plenty of camps (lots of unsettled space) but the city-states had so many spare units running around that they cleaned them up, and the barbs never really got stronger units either. The geography was probably favorable to me though with Rome on a corner and the lakes creating narrow isthmus, so not that likely for barbs to wander from the main landmass w/o hitting a city state first.
Political Philosphy in 2120 BC, went Republic with this loadout
I think I got to change policies a little too often to the point of abusive. for example think I built almost every settler/builder from here one with a policy boost (while also spending time in other stuff) and rarely had to sit in the +prod for more than a turn. Other things were often taking Land Surveyors and buying lots of tiles then swapping out 2-3 turns later, or swappign the first two diplo policies when you were almost at envoy-earning influnece or on a civic discovery that gave Envoy. But maybe that's Rome and Nan Madol (more on them later), other civs can't do this as easily.
City #3
I went back and forth on locations for this and didn't make the best decision. It was ok but really should have been my 5th or so (esp since opposite direction of the AI's). Didn't realize at time of foundign that couldn't build aqueduct/bath and would be longterm gimped on housing; also didn't realize that iron didn't matter because A)legions don't need it and B) would need two anyways or the silly encampment-for-1-strat resource.
Should have waited a couple more turns for my army to clear barbs here, was a much better city. Ostia would go where the hurt barb spear is but not until 6 turns later or so. About this time I was going for late religion, built holy site at Rome and took the +2 Prophet point policy.
Great stroke of luck for me. Cleo got dumb here. She had conquered another CS early before I met them, and I worried here as well (would have built/gifted a couple units if you could still do it like civ5), but Cleo failed to do much of anything (NM had a narrow isthmus in the Egypt-direction, basically guaranteed that 1UPT would not be able to swarm it, both sides traded some warriors and slingers but the city never got damaged). I got to 3 envoys early (one free first meeting, one normal, one 'send trade route' quest) and the lord ability (+2 culture in any coastal district) applies to coastal city centers and was a big help for basically all my cities after the first two. Lucky was that I could sit on that forever - the war meant Egypt never sent envoys, and it was out of the way that no other AI ever found it; I kept it the whole game w/o having to spend more envoys. Also luck that this lord-bonus seemed way, way stronger than the other ones on offer .
Reached a pantheon T72. Took God of the Sea (fishing boats on sea resources all give +1 production). More on religion later. Finally met 3rd and 4th AI's (tojo, Sal) on same turn a bit later, with another bug with Tojo's picture showing for both of them. Techwise I was beelining Apprenticeship (one strategy thing I saw was "beeline production or the tech/civic escalation of district costs gets to the point where you can't build them.)
yeah that's why religion later. Lost the prophet and had to go all the way to 120 instead of 60, major drag. I was ahead (forget by how much) but I guess the AI gold-spent or faith-spent on it. Not sure I like this new feature of GP. It seemed uneven as well with regards to cost - this time the cost increased but other times they did not and it's very frustrating; you have an unknown chance the AI will pay to jump ahead of you in the GP pool and unknown cost after that happens (and for non -GProphets, what the next great person of that type does). Building wonders (and risking losing them) seems much 'better' in the sense that you know exactly the effects wil be if you lose the race.
Also got a bit of sour taste here, with the new builder policy at Feudalism replacing the old one, I wanted to stack them sometimes. The hoverover for "policies obsoleted" is way less obvious than say the civ4 tech tree having the red X over the wonder. Still I have several partially-built workers at the time I got Feudalism so I kinda-sorta got to double up those policies for one batch.
Some planning. I was 'part-rush-buying' districts - buy tiles with gold to plop them down but not necessarily work on them before your civ advancement makes them cost ever more hammers.
In general I went
-Ind Zone at each of my first 4 cities, all had places with +3 or +4 adjacency eventually. Then I realized that spending hammers to get hammers on a 30-40 turn payback (for the district) or an 87-turn payback (the Workshop building) probably wasn't a great thing overall. (the +1 mine bonus from Apprenticeship is the better part of that tech by far...)
-Early holy site at Rome
-couple of campuses but not many
-one encampment at Cumae that sat undone for a gazillion years. I thought I could use one military when placing it, but then barb threat disappeared so sat around.
-lots of harbors and comm. hubs for trade routes
Hi Kongo! Glad to see you are settling something as lots of AI's are lame in that regard (note the open space on the minimap...)
You're joking, right? We're miles apart and you're DOWing + bribing another in the very next turn? (I got notified Kongo-Arabia on same interturn, maybe Sal actually instigated Joint War but that's also crazy, he's lost his capital to Japan - and still in war with them, almost as far away as Kongo and only known for a few turns more).
Ok fine whatever I'll steal your UNESCORTED SETTLER LEFT NEXT TO MY SCOUT WHEN YOU DOW'D. Jesus. Looking back, I totally should have sent my scout after the builder too instead of escoring the settler back (enough neutral-to-me, hostile-to-Sal japanese warriors to protect the settler long enough to meet it with another unit from my core). It was a ways back, map coming later with next wave of settlers.
So, here's religion. I guess I was underwhelmed by the boni and such (Took Work Ethic and the founder belief +2 gold per city of your faith). They fixed the Desert Folklore problem (where your pantheon gave you tons of faith from working terrain that is supposed-to-be-bad like the other pantheons, but isn't b/c Civ5 floodplains triggered DF and desert hills have same yield as other hills, unless you have Petra and then they are better than most special resource tiles, and you get widespread religion benefits with maybe spending hammers on one shrine early). Now you have to build a holy site + its buildings to get 2nd or 3rd religion, and probably have to build multiple ones to spread it fast and fight off AI's spreading their faith. But, they left the benefits of different beliefs same or similar scale as civ5. I think passive spread works more or less the same, but definitely fewer persons converted per missionary use (although I guess missionary use costs less faith in Civ6 than civ5 until you build a large number).. So it seems to be pretty weak payoff.
In most ways the map was lucky (good land, I think, near the Rome start, useful city states for the early capital bonus, tons of space between the other AI's) but the one not so lucky thing was that Cleo was the strongest faith AI and she pushed her religion well, made it harder to establish my own. It does seem the AI's listen to the 'please stop converting me' but you can't ask until they do it once, and can't do much if they convert nearby CS to pressure you when you still are trickling faith to your first missionary. I wound up getting my faith inside the "colosseum core" and the island city, good for +2 gold/city and +5-10% production from Work Ethic in about 7 cities, and was fighting with other missionaries at the outer part of my empire when I retired. (I was only using missionaries, no idea how the Theological Brawl works yet). This was ok but not huge. If I replayed the game I think the best bonus for hammer spent might have just been to use God King some, get the fishing boat pantheon, then call it a day and not go after religion.
Jumping ahead, did enhance. Yeah also not great options here. Didn't realize that one apostle only gives one more of two more beliefs. Other options seemed silly (30% cheaper missionaries, which you spend 250 faith on to save ~35-40 over your next ones, meh better to just buy them at full price and get them converting sooner), or just not that good (the 'cathedral' buildings I think only built on holy sites, so you have to build a HS in most cities to really use them). After this I didn't get another apostle, just missionaries for converting.
Wow, 100 turns into the game for Hatty to make a settler. Location doesn't look bad but wow that's far away from her - red boxes on minimap are her lands + new city. (It was actually her 3rd city due to conquering a CS). Land here is solid but not obvious it's better than several locations near her capital, odd. (At least she didn't send a settler a long ways and put it in my face or right next to another AI).
Here's my expansion overview at 1AD, too bad you can't zoom out very far so have to paste two together. Red box was one more coming fairly soon, yellows are planned Colosseum and two more eventual fillers (within 6 tiles of Colosseum). Antium was with the Kongo swiped settler. Rush bought one more archer there due to war (also hit 3 for machinery boost). So these other new cities were mostly fishing villages. Mediolanum was a good site (and I learned having it off river but within 1 tile of Mountain for Bath) but I kinda got caught up doing other stuff and didn't give it the worker help it really needed. It also had problems with slow border pops (not coastal so no Nan M bonus). More on those Kongo warriors in a sec.
Other news: I built Hanging gardens at Lugdunum (mostly with just two forest chops) and Pyramids at Cumae (one chop plus 4-5 turns production?) in late BC years. Didn't want to lose races for wonders, or land/settler races so had avoided for a long time until they looked too cheap to pass up. As it turns out the AI's built hardly any wonders or settlers, so next game may go for these earlier. And was closing in on more advanced Govt (culture flying with Rome + NM + wide expansion with lots of coastal cities, no Culture districts yet
Also amused by these late huts; some found late because AI seemed to be bad at scouting, the relic was between me and Nan Madol and I just missed it for a while, the 'hut on jungle' graphic actually a bit hard to see. Popping half of a Medieval civic or tech seems a little weird, this was one thing I thought Civ5 > Civ4 (can only pop ancient techs, or culture that matters a lot in the early game but not later when its 5% of a policy cost). And more amusement, I DOW'd myself apparently!
So, one of the logs said a CS ally of mine DOW'd Victoria of England (haven't met her yet! geez). Think it was another joint DOW by Saladin (we had signed white peace earlier, he hated me b/c he founded Islam and I had a relgion but also liked me becuase I had 2nd or 3rd place Faith rate...). Sigh. Meanwhile the fighting finally came in the other war (Kongo wouldn't sign peace)
Yeah, AI is pretty bad here. 3 warriors not a threat. Their pathfinding was odd too, kinda started going for Antium, then they chased Trader, and kind of circled back/split up (maybe because got wounded, maybe fighting some allied CS units in the area?). Could have sworn they crossed ove that Trader of mine a turn or two before this pic but somehow it survived. And you can see they bounced right off a legion in the forest. I built a roman fort later on the road but didn't really need it. Think one or two more Kongo units headed towards Antium later but CS allies roughted them up, no cities ever got attacked.
2nd part coming Monday night (pacific time) hopefully.
Oh, if I type 'Hatty' I mean 'Cleo'. Habits hard to break
Started off, founded on starting square, and quickly found that we are bad at geography (probably old news to those reading the earlier Roman writeups
For those who didn't see, there are tea and jade (both lux) under the popup.
Rome rushes through culture faster than any other civ presumably with the free monuments. I went with the +1 hammer over faith/gold policy for early pantheon.
Barbs got intense early! Poor warrior died horribly
Sorry, I didn't take great notes on early build/tech order. Cumae was founded in 2720 BC, this is from a few turns later after I started spending gold
Would eventually buy the other cows and the 3rd-ring wheat for total of 5 purchases! Wasn't sure how fast city state borders would pop, turns out they seem pretty slow so may have been ok to wait for the cows. I got three envoys for first meeting (Mil Kabul, Culture Nan Madol, Gold Jakarta) and have to say that the capital bonus in the early game seems more unbalanced by a good deal vs the 30 gold in civ5 for first meeting.
One nice thing was being able to use the "build units faster" policy to assemble a credible anti-barb force, then swap into the "+str against barbs" when using them. Only my little army had nothing to do really once assembled:
Yeah, besides killing one scout-warrior above and hampering other faraway scouting barbs actually didn't do much. Cities don't have the ranged attack w/o walls but they're basically invulnerable to early barbs. The above scary party would chase units that I'd hide in my cities then the barbs would suicide on them (AI bug? they only seemed to attack cities with units inside). could have given me major pillage pains but they seem not to ever pillage? and then the camp-spear ran out of camp here. I guess having a barb raid come up with a settler/escort on the move could be hairy. Later on in the game, still plenty of camps (lots of unsettled space) but the city-states had so many spare units running around that they cleaned them up, and the barbs never really got stronger units either. The geography was probably favorable to me though with Rome on a corner and the lakes creating narrow isthmus, so not that likely for barbs to wander from the main landmass w/o hitting a city state first.
Political Philosphy in 2120 BC, went Republic with this loadout
I think I got to change policies a little too often to the point of abusive. for example think I built almost every settler/builder from here one with a policy boost (while also spending time in other stuff) and rarely had to sit in the +prod for more than a turn. Other things were often taking Land Surveyors and buying lots of tiles then swapping out 2-3 turns later, or swappign the first two diplo policies when you were almost at envoy-earning influnece or on a civic discovery that gave Envoy. But maybe that's Rome and Nan Madol (more on them later), other civs can't do this as easily.
City #3
I went back and forth on locations for this and didn't make the best decision. It was ok but really should have been my 5th or so (esp since opposite direction of the AI's). Didn't realize at time of foundign that couldn't build aqueduct/bath and would be longterm gimped on housing; also didn't realize that iron didn't matter because A)legions don't need it and B) would need two anyways or the silly encampment-for-1-strat resource.
Should have waited a couple more turns for my army to clear barbs here, was a much better city. Ostia would go where the hurt barb spear is but not until 6 turns later or so. About this time I was going for late religion, built holy site at Rome and took the +2 Prophet point policy.
Great stroke of luck for me. Cleo got dumb here. She had conquered another CS early before I met them, and I worried here as well (would have built/gifted a couple units if you could still do it like civ5), but Cleo failed to do much of anything (NM had a narrow isthmus in the Egypt-direction, basically guaranteed that 1UPT would not be able to swarm it, both sides traded some warriors and slingers but the city never got damaged). I got to 3 envoys early (one free first meeting, one normal, one 'send trade route' quest) and the lord ability (+2 culture in any coastal district) applies to coastal city centers and was a big help for basically all my cities after the first two. Lucky was that I could sit on that forever - the war meant Egypt never sent envoys, and it was out of the way that no other AI ever found it; I kept it the whole game w/o having to spend more envoys. Also luck that this lord-bonus seemed way, way stronger than the other ones on offer .
Reached a pantheon T72. Took God of the Sea (fishing boats on sea resources all give +1 production). More on religion later. Finally met 3rd and 4th AI's (tojo, Sal) on same turn a bit later, with another bug with Tojo's picture showing for both of them. Techwise I was beelining Apprenticeship (one strategy thing I saw was "beeline production or the tech/civic escalation of district costs gets to the point where you can't build them.)
yeah that's why religion later. Lost the prophet and had to go all the way to 120 instead of 60, major drag. I was ahead (forget by how much) but I guess the AI gold-spent or faith-spent on it. Not sure I like this new feature of GP. It seemed uneven as well with regards to cost - this time the cost increased but other times they did not and it's very frustrating; you have an unknown chance the AI will pay to jump ahead of you in the GP pool and unknown cost after that happens (and for non -GProphets, what the next great person of that type does). Building wonders (and risking losing them) seems much 'better' in the sense that you know exactly the effects wil be if you lose the race.
Also got a bit of sour taste here, with the new builder policy at Feudalism replacing the old one, I wanted to stack them sometimes. The hoverover for "policies obsoleted" is way less obvious than say the civ4 tech tree having the red X over the wonder. Still I have several partially-built workers at the time I got Feudalism so I kinda-sorta got to double up those policies for one batch.
Some planning. I was 'part-rush-buying' districts - buy tiles with gold to plop them down but not necessarily work on them before your civ advancement makes them cost ever more hammers.
In general I went
-Ind Zone at each of my first 4 cities, all had places with +3 or +4 adjacency eventually. Then I realized that spending hammers to get hammers on a 30-40 turn payback (for the district) or an 87-turn payback (the Workshop building) probably wasn't a great thing overall. (the +1 mine bonus from Apprenticeship is the better part of that tech by far...)
-Early holy site at Rome
-couple of campuses but not many
-one encampment at Cumae that sat undone for a gazillion years. I thought I could use one military when placing it, but then barb threat disappeared so sat around.
-lots of harbors and comm. hubs for trade routes
Hi Kongo! Glad to see you are settling something as lots of AI's are lame in that regard (note the open space on the minimap...)
You're joking, right? We're miles apart and you're DOWing + bribing another in the very next turn? (I got notified Kongo-Arabia on same interturn, maybe Sal actually instigated Joint War but that's also crazy, he's lost his capital to Japan - and still in war with them, almost as far away as Kongo and only known for a few turns more).
Ok fine whatever I'll steal your UNESCORTED SETTLER LEFT NEXT TO MY SCOUT WHEN YOU DOW'D. Jesus. Looking back, I totally should have sent my scout after the builder too instead of escoring the settler back (enough neutral-to-me, hostile-to-Sal japanese warriors to protect the settler long enough to meet it with another unit from my core). It was a ways back, map coming later with next wave of settlers.
So, here's religion. I guess I was underwhelmed by the boni and such (Took Work Ethic and the founder belief +2 gold per city of your faith). They fixed the Desert Folklore problem (where your pantheon gave you tons of faith from working terrain that is supposed-to-be-bad like the other pantheons, but isn't b/c Civ5 floodplains triggered DF and desert hills have same yield as other hills, unless you have Petra and then they are better than most special resource tiles, and you get widespread religion benefits with maybe spending hammers on one shrine early). Now you have to build a holy site + its buildings to get 2nd or 3rd religion, and probably have to build multiple ones to spread it fast and fight off AI's spreading their faith. But, they left the benefits of different beliefs same or similar scale as civ5. I think passive spread works more or less the same, but definitely fewer persons converted per missionary use (although I guess missionary use costs less faith in Civ6 than civ5 until you build a large number).. So it seems to be pretty weak payoff.
In most ways the map was lucky (good land, I think, near the Rome start, useful city states for the early capital bonus, tons of space between the other AI's) but the one not so lucky thing was that Cleo was the strongest faith AI and she pushed her religion well, made it harder to establish my own. It does seem the AI's listen to the 'please stop converting me' but you can't ask until they do it once, and can't do much if they convert nearby CS to pressure you when you still are trickling faith to your first missionary. I wound up getting my faith inside the "colosseum core" and the island city, good for +2 gold/city and +5-10% production from Work Ethic in about 7 cities, and was fighting with other missionaries at the outer part of my empire when I retired. (I was only using missionaries, no idea how the Theological Brawl works yet). This was ok but not huge. If I replayed the game I think the best bonus for hammer spent might have just been to use God King some, get the fishing boat pantheon, then call it a day and not go after religion.
Jumping ahead, did enhance. Yeah also not great options here. Didn't realize that one apostle only gives one more of two more beliefs. Other options seemed silly (30% cheaper missionaries, which you spend 250 faith on to save ~35-40 over your next ones, meh better to just buy them at full price and get them converting sooner), or just not that good (the 'cathedral' buildings I think only built on holy sites, so you have to build a HS in most cities to really use them). After this I didn't get another apostle, just missionaries for converting.
Wow, 100 turns into the game for Hatty to make a settler. Location doesn't look bad but wow that's far away from her - red boxes on minimap are her lands + new city. (It was actually her 3rd city due to conquering a CS). Land here is solid but not obvious it's better than several locations near her capital, odd. (At least she didn't send a settler a long ways and put it in my face or right next to another AI).
Here's my expansion overview at 1AD, too bad you can't zoom out very far so have to paste two together. Red box was one more coming fairly soon, yellows are planned Colosseum and two more eventual fillers (within 6 tiles of Colosseum). Antium was with the Kongo swiped settler. Rush bought one more archer there due to war (also hit 3 for machinery boost). So these other new cities were mostly fishing villages. Mediolanum was a good site (and I learned having it off river but within 1 tile of Mountain for Bath) but I kinda got caught up doing other stuff and didn't give it the worker help it really needed. It also had problems with slow border pops (not coastal so no Nan M bonus). More on those Kongo warriors in a sec.
Other news: I built Hanging gardens at Lugdunum (mostly with just two forest chops) and Pyramids at Cumae (one chop plus 4-5 turns production?) in late BC years. Didn't want to lose races for wonders, or land/settler races so had avoided for a long time until they looked too cheap to pass up. As it turns out the AI's built hardly any wonders or settlers, so next game may go for these earlier. And was closing in on more advanced Govt (culture flying with Rome + NM + wide expansion with lots of coastal cities, no Culture districts yet
Also amused by these late huts; some found late because AI seemed to be bad at scouting, the relic was between me and Nan Madol and I just missed it for a while, the 'hut on jungle' graphic actually a bit hard to see. Popping half of a Medieval civic or tech seems a little weird, this was one thing I thought Civ5 > Civ4 (can only pop ancient techs, or culture that matters a lot in the early game but not later when its 5% of a policy cost). And more amusement, I DOW'd myself apparently!
So, one of the logs said a CS ally of mine DOW'd Victoria of England (haven't met her yet! geez). Think it was another joint DOW by Saladin (we had signed white peace earlier, he hated me b/c he founded Islam and I had a relgion but also liked me becuase I had 2nd or 3rd place Faith rate...). Sigh. Meanwhile the fighting finally came in the other war (Kongo wouldn't sign peace)
Yeah, AI is pretty bad here. 3 warriors not a threat. Their pathfinding was odd too, kinda started going for Antium, then they chased Trader, and kind of circled back/split up (maybe because got wounded, maybe fighting some allied CS units in the area?). Could have sworn they crossed ove that Trader of mine a turn or two before this pic but somehow it survived. And you can see they bounced right off a legion in the forest. I built a roman fort later on the road but didn't really need it. Think one or two more Kongo units headed towards Antium later but CS allies roughted them up, no cities ever got attacked.
2nd part coming Monday night (pacific time) hopefully.