Hi everyone! This is my first post on these forums. I heard of you guys a few years back when I was having fun with civ 4 and looking at strategies online, and I always thought it might be fun to try some of the adventures myself and see how well I could do. This report was written as I played, so it's just my thoughts as I progressed.
Pregame thoughts:
I'm playing with no game spoilers, and I've not read any reports. Disabled all my mods except one that adds a build queue to the UI.
Pregame strategy thoughts: Scythia is incredibly powerful with its unique abilities. You don't just get double horses, you get combat bonuses against wounded units AND heals after kills. I wasn't a big fan of the unique unit when i tried it before, it never seemed to do enough damage and could often not be used offensively because of its extreme vulnerability to counterattack. They aren't good against cities, basically, and I can kill AI units just fine with other units. With heals after kills, normal horsemen seem good enough for eliminating units. I'll probably build 2 or 4 scythian horse archers and use horsemen for support early on. Scythia gets a unique tile improvement that provides faith and gold. I can use this to avoid taking the awful god-king policy early on to get a pantheon, and maybe i could work them to get faith to buy units with Theocracy later? That's probably not that efficient.
Turn 1: I move my warrior two hexes northeast, then I move my settler two hexes north. Mercury is not a fantastic early tile, the horses are first ring anyway, and now I have a base 4 food tile and will soon be working the cocoa. Also, this 'opens' a second city spot four tiles south. There's a mountain and a floodplains sugar with 5 base food now in range of the cap as well.
Turn 2: I settle. Foreign trade inspiration. Working the 4 food tile to grow in four turns and building a worker because i fear no barbs (and because i want a kurgan for the military production pantheon ASAP)
Turn 3: Barb scout shows up southeast of the capital. Maybe I should fear barbs. I've already invested 3 whole hammers into this worker, though. Sunk cost. Gotta carry it through. Time to chase that sucker back home and fight them there.
Turn 4: Turns out there's two more sources of horses east, within range of the cap. I'll probably buy my way to one so that I can build horsemen without an encampment.
Turn 7: Oh for God's sake. Often I can kill the camp before these spawn. Switching from worker to a slinger. Will it be too late?
Turn 8: A second barb horse spawns right next to the warrior and I'm starting to seriously suspect that one of the AI mods i've gotten used to using also toned down barbarians. I meet pericles. Maybe i can run my warrior away from my capital and the horses will chase it into an AI.
Turn 10: Pericles has a warrior helping quite a lot in the fog. I'm screwed if these horses decide to go after my capital, though. Like I had hoped, they chased my warrior a bit.
Turn 13: I kill a horseman and watch my warrior magically heal to full. I have to remember that i can do that.
Turn 17: I still have no worker. Halfway through another slinger. Pericles is helping me a great deal against the swarming barbs. I've seen seven horse units spawn from this single camp - one horseman each turn on turns 7-10 and three horse archers after that. I have to work my way over there and destroy it as soon as possible. At least I haven't lost a unit yet, just barely, thanks to the Scythian healing ability.
Turn 20: [ss] Pericles charges two warriors into my capital to destroy barbarians. What the hell? We don't have open borders! I finish a second slinger and finally start on that worker again. At least it's almost done (like my entire game almost was from building it first).
I'm going to pause here and have a quick overview. I've done no real scouting and have no improved tiles. There's very little in the way of production in the future for my capital. I don't see a strong place for an industrial district. The three horse tiles i can eventually work will be helpful, but how much money will I be willing to spend getting third-ring horse tiles for a little production? At least there's some plains forests. I will likely be settling the next city at C, where there is fresh water, a 2 food 3 production 1 gold unimproved tile in the first ring, and lots of hills for production. It's not impossible that these could be the only two cities i build.
Turn 22: I blew it. I had planned to keep archery at 1 turn research, but I zoned out and hit next turn and now i won't be able to spam a load of slingers and upgrade them, which had been the plan. The new plan is to get a settler to the second city site as fast as possible and do something from there.
Turn 24: Got my first Kurgan. Should be able to pick up a pantheon quite fast now. Also took out that horrible barb camp a few turns ago. Greek warriors are still lurking south of my capital and I might just declare war on them soon to get it over with.
Turn 26: Used up the builder and finished Craftsmanship. In a very unusual move, I'm going straight for military tradition, which is boosted already. The plan is to get this and horseback riding at the same time, finish the first settler and build a worker, while using gold to buy the third-ring horse tile I will need to build cav units sans encampment. Then I can hopefully finish some horse units around turn 40.
Turn 29: The expected war declaration from Greece. His warriors actually popped back because they were inside my borders somehow. Time to xp farm!
Turn 37: There's a lot of curse words I could put here, but the screenshot should be good enough. Gandhi saw my city dot and realized he could do me one better, and did. This is the kind of thing that really makes me feel stupid - i could have put my city on the spot he did instead, or blocked his settler with my warrior instead of escorting my own, but now it'll be quite a bit delayed.
But wait, I'm still going to be able to buy the second horse tile and I can probably capture that stupid city in a few turns. I can keep moving the settler south, and claim a different spot soon. Perhaps it's not such a disaster. I pick up my pantheon from the Kurgan faith and of course the military production pantheon is taken already. I take culture from pastures instead.
Turn 38: Pericles offers 15 gold/turn for peace now that most of his warriors are dead to archer fire. I accept.
Turn 44: Got my first two horsemen out with a forest chop and move them into position. Finally settle the second city, which buys a worker and immediately begins building more horsemen.
Turn 45: Declare surprise war on Gandhi because I forgot to denounce him. I want to steal some workers from Greece with my starting warrior, but I've still got a peace treaty I guess.
Turn 46: Capture the city that should have been mine. Hey, that only took nine turns from when Gandhi settled it! Now I have three nice cities.
Turn 49: Pulverizing Indian units with Scythia's ridiculous healing ability. Stole one builder and got another one from a hut, surprisingly. Bought a trader with gold because all of my cities are building horses to take advantage of the +1 and +50% production bonuses.
Turn 52: I pillage an Indian trade route and use the money to immediately buy a forest tile, simply for chopping. I want as many horses as I can possibly get, as quickly as I can get them. With luck I should be able to grab quite a bit before the AI gets too many walls up. If they do get walls up, I'll pillage them until i can move up some melee with battering rams.
Turn 55: Horsemen count: 10. It dawns on me just before I snipe a Greek settler that he's paying me 15 gold per turn and I'm down to +1.7 gold per turn including that sum, so i don't do it. Horses are expensive!
Turn 57: Captured Madurai and made peace for 200 gold and 11 gold/turn. Gandhi is down to just the capital that he built walls in after i surrounded it. I'll wait out the gold timer and then go smash him.
Turn 61: I capture Zanzibar. I think this might be the first city-state I've captured in civ 6. It seemed like a waste in other games because I always wanted the bonuses but here, I can't see a reason not to pick up an essentially free city. These city-states don't have walls yet and capturing them shells out several points worth of science and culture each turn from their population. Meanwhile, I'm moving a warrior with a battering ram up towards Athens. Either I'll upgrade him to a swordsman or just attack as-is. Battering rams are great against walls but I believe they only work with "melee" units. Athens is at a pathetic strength 25 so I should be able to capture it despite the walls.
Turn 63: Declare war on Carthage. I have four horsemen and two archers in position. More horses are moving up towards Athens and waiting on the battering ram. Just built my first (x2) saka horse archers up at captured Madurai. A forest chop from a captured worker sped them up. Maikop builds horsemen and I queue up more horsemen, perfectly aligning with my plan to build a lot of horsemen.
Turn 64: Picked up political philosophy and switched to Oligarchy. Running the unit cost reduction, the cavalry building bonus and the +1 production per city.
Turn 66: Here's a silly play to save a few turns: spent almost 400 gold buying three tiles: one iron tile, which i mined instantly with a prepositioned worker, triggering the eureka for iron working and completing it, and two tiles out from Zanzibar so that i can upgrade the battering ram warrior into a swordsman. Meanwhile, where the heck are the other AIs? I should be scouting more - this is an area I have always been weak in in Civ games. I'm heading for the shipbuilding techs in case I have to embark.
Turn 67: I foolishly declare war on Greece and India(because they had a settler coming out) and lose almost all of my gold income. I'm at -8 now, I'll have to start sending horses on suicide missions.
Turn 69: Is this map really small size? Seems larger. It's going to take a while to get to wherever Rome is, even with horses.
Turn 72: Oh, battering rams actually do apply to horsemen. Well, that's extremely overpowered.
Turn 74: Starting on Cartography. 20 turns at present. I have the feeling the horses will need to go overseas to find the last AI. I've finally got a handle on where Rome is, and I'm sending horses there. Horses are everything, build nothing but horses (and a few monuments). Horse count: 24 horsemen, 2 saka archers.
Turn 80: A horseman that starts its turn on a farm can pillage and heal to full and then attack the city at full strength on the same turn. The first roman city has fallen. Made peace with Greece for 11 gold per turn which they will somehow provide from their one remaining size 2 city.
Turn 82: Found Cleopatra and Barbarrosa on the same turn. Both of their capitals look close - and vulnerable! I won't be needing Cartography now, nor anything but all the horsemen in the world, barring some bizarre geographic anomaly.
Turn 83: I tech Writing. You don't need those books to ride a horse. Just go.
Turn 83: It's still turn 83 because I had to move so many horsemen it felt like multiple turns. Let's count the horsemen. 42 horsemen, 2 saka horse archers, 3 rams which are lagging behind, a few archers, a warrior. The game lists my military strength at 1,451 while giving Germany second place at 195.
Turn 85: I found the Horse religion (because horses are the Absolute) with a prophet spawned from the captured holy sites. I pick Work Ethic and the belief that gives +2 gold per city and start buying missionaries to sort of convert faith to gold. I trade luxuries to Germany for 192 gold straight up. I guess that old civ5 stuff still works on occasion. I use the gold to buy a battering ram in the first captured Roman city. Now I have one on the frontline for Rome. Meanwhile, the northern Roman city of Aquileia still has no walls and is surrounded and captured by horsemen.
Turn 86: Captured two city-states, Hattusa and La Venta. Battering ram and horses took out the blue bar of Rome's encampment, and now it can't shoot, so I start surrounding the city with horsemen.
Turn 89: Declare war on Egypt
Turn 91: Stirrups is on the research list. Oh right, knights exist. I'm at 38 gold and -25 per turn, so I don't really think I can afford upgrades, but maybe I can build some? Also I'm going to have to start deleting units. I declare war on Egypt, surround the capital immediately and delete some units that are too far across the map. I start building Kurgans with my captured workers because this is a gold improvement for flatland. Is Scythia broken or what?
Turn 92: I can't delete damaged units, which is a big problem, so I sell Rhodes back to Greece for 14 gold/turn that they have somehow. Now I'm up to a princely 37 gold and -9 per turn. Don't know what happens if you run out of gold, don't want to find out.
Turn 95: I declare war on Germany and discover that their city in the fog doesn't even have walls and is defended by... slingers. Yeah, that's not going to last long. Meanwhile the battering ram finally gets to Egypt's capital and I attack it down to a sliver of health. Memphis, an egyptian city that has no walls, is also captured on this turn. I finish healing an archer so that I can delete it, haha.
Turn 100: The final boss is spawning adds! Two pikes might stop four horses, but not forty or however many I have.
Turn 102: Remarkably, the two battering rams from the north and south converge on the German capital at the same time.
Turn 103: I capture Aachen. Victory! I built one settler and no districts that mattered - a few commercial districts completed a couple of turns before the game was over. Never actually had a BC win date in a civ game before. It was pretty helpful to stop after each turn and type this stuff out, that helped me to plan a bit.
Postgame thoughts: The scythian horsemen are absolutely insane. They heal on kills. If you take advantage of this and flanking, you can weaken and kill units with multiple horsemen and end up actually gaining health on balance. I used this tactical trick to basically stampede across the map without stopping to heal. Once I realized that battering rams worked with horsemen (which is not made clear and might be unintentional?) it was even easier. I pretty much never stopped building horsemen and I didn't even lose a unit until the 80th turn or so. Strategy-wise, beelining the civic that gives +production to cavalry (which the unique unit is not classed as, but which ordinary horsemen are) and chopping the first few horses probably helped to shave quite a few turns off the victory.
I feel like i got really lucky early on, because I was basically able to lure four barb horsemen into Greece's warrior rush and shut both down. Don't normally get that lucky...
I haven't played multiplayer civ6, but I wouldn't want to face a human who was playing Scythia. I mean, I had a carpet across the entire map by turn 70 or something. I wanted a really impressive screenshot but i couldn't fit all the horsemen onto one screen.
Hope someone enjoyed that! It was fun to write and play, even if civ6 is usually more fun with peaceful gameplay, I had a good time thinking about just how fast I could possibly win. Huge thanks to Sulla for hosting the adventure, I always enjoy reading your site and watching your videos.
Pregame thoughts:
I'm playing with no game spoilers, and I've not read any reports. Disabled all my mods except one that adds a build queue to the UI.
Pregame strategy thoughts: Scythia is incredibly powerful with its unique abilities. You don't just get double horses, you get combat bonuses against wounded units AND heals after kills. I wasn't a big fan of the unique unit when i tried it before, it never seemed to do enough damage and could often not be used offensively because of its extreme vulnerability to counterattack. They aren't good against cities, basically, and I can kill AI units just fine with other units. With heals after kills, normal horsemen seem good enough for eliminating units. I'll probably build 2 or 4 scythian horse archers and use horsemen for support early on. Scythia gets a unique tile improvement that provides faith and gold. I can use this to avoid taking the awful god-king policy early on to get a pantheon, and maybe i could work them to get faith to buy units with Theocracy later? That's probably not that efficient.
Turn 1: I move my warrior two hexes northeast, then I move my settler two hexes north. Mercury is not a fantastic early tile, the horses are first ring anyway, and now I have a base 4 food tile and will soon be working the cocoa. Also, this 'opens' a second city spot four tiles south. There's a mountain and a floodplains sugar with 5 base food now in range of the cap as well.
Turn 2: I settle. Foreign trade inspiration. Working the 4 food tile to grow in four turns and building a worker because i fear no barbs (and because i want a kurgan for the military production pantheon ASAP)
Turn 3: Barb scout shows up southeast of the capital. Maybe I should fear barbs. I've already invested 3 whole hammers into this worker, though. Sunk cost. Gotta carry it through. Time to chase that sucker back home and fight them there.
Turn 4: Turns out there's two more sources of horses east, within range of the cap. I'll probably buy my way to one so that I can build horsemen without an encampment.
Turn 7: Oh for God's sake. Often I can kill the camp before these spawn. Switching from worker to a slinger. Will it be too late?
Turn 8: A second barb horse spawns right next to the warrior and I'm starting to seriously suspect that one of the AI mods i've gotten used to using also toned down barbarians. I meet pericles. Maybe i can run my warrior away from my capital and the horses will chase it into an AI.
Turn 10: Pericles has a warrior helping quite a lot in the fog. I'm screwed if these horses decide to go after my capital, though. Like I had hoped, they chased my warrior a bit.
Turn 13: I kill a horseman and watch my warrior magically heal to full. I have to remember that i can do that.
Turn 17: I still have no worker. Halfway through another slinger. Pericles is helping me a great deal against the swarming barbs. I've seen seven horse units spawn from this single camp - one horseman each turn on turns 7-10 and three horse archers after that. I have to work my way over there and destroy it as soon as possible. At least I haven't lost a unit yet, just barely, thanks to the Scythian healing ability.
Turn 20: [ss] Pericles charges two warriors into my capital to destroy barbarians. What the hell? We don't have open borders! I finish a second slinger and finally start on that worker again. At least it's almost done (like my entire game almost was from building it first).
I'm going to pause here and have a quick overview. I've done no real scouting and have no improved tiles. There's very little in the way of production in the future for my capital. I don't see a strong place for an industrial district. The three horse tiles i can eventually work will be helpful, but how much money will I be willing to spend getting third-ring horse tiles for a little production? At least there's some plains forests. I will likely be settling the next city at C, where there is fresh water, a 2 food 3 production 1 gold unimproved tile in the first ring, and lots of hills for production. It's not impossible that these could be the only two cities i build.
Turn 22: I blew it. I had planned to keep archery at 1 turn research, but I zoned out and hit next turn and now i won't be able to spam a load of slingers and upgrade them, which had been the plan. The new plan is to get a settler to the second city site as fast as possible and do something from there.
Turn 24: Got my first Kurgan. Should be able to pick up a pantheon quite fast now. Also took out that horrible barb camp a few turns ago. Greek warriors are still lurking south of my capital and I might just declare war on them soon to get it over with.
Turn 26: Used up the builder and finished Craftsmanship. In a very unusual move, I'm going straight for military tradition, which is boosted already. The plan is to get this and horseback riding at the same time, finish the first settler and build a worker, while using gold to buy the third-ring horse tile I will need to build cav units sans encampment. Then I can hopefully finish some horse units around turn 40.
Turn 29: The expected war declaration from Greece. His warriors actually popped back because they were inside my borders somehow. Time to xp farm!
Turn 37: There's a lot of curse words I could put here, but the screenshot should be good enough. Gandhi saw my city dot and realized he could do me one better, and did. This is the kind of thing that really makes me feel stupid - i could have put my city on the spot he did instead, or blocked his settler with my warrior instead of escorting my own, but now it'll be quite a bit delayed.
But wait, I'm still going to be able to buy the second horse tile and I can probably capture that stupid city in a few turns. I can keep moving the settler south, and claim a different spot soon. Perhaps it's not such a disaster. I pick up my pantheon from the Kurgan faith and of course the military production pantheon is taken already. I take culture from pastures instead.
Turn 38: Pericles offers 15 gold/turn for peace now that most of his warriors are dead to archer fire. I accept.
Turn 44: Got my first two horsemen out with a forest chop and move them into position. Finally settle the second city, which buys a worker and immediately begins building more horsemen.
Turn 45: Declare surprise war on Gandhi because I forgot to denounce him. I want to steal some workers from Greece with my starting warrior, but I've still got a peace treaty I guess.
Turn 46: Capture the city that should have been mine. Hey, that only took nine turns from when Gandhi settled it! Now I have three nice cities.
Turn 49: Pulverizing Indian units with Scythia's ridiculous healing ability. Stole one builder and got another one from a hut, surprisingly. Bought a trader with gold because all of my cities are building horses to take advantage of the +1 and +50% production bonuses.
Turn 52: I pillage an Indian trade route and use the money to immediately buy a forest tile, simply for chopping. I want as many horses as I can possibly get, as quickly as I can get them. With luck I should be able to grab quite a bit before the AI gets too many walls up. If they do get walls up, I'll pillage them until i can move up some melee with battering rams.
Turn 55: Horsemen count: 10. It dawns on me just before I snipe a Greek settler that he's paying me 15 gold per turn and I'm down to +1.7 gold per turn including that sum, so i don't do it. Horses are expensive!
Turn 57: Captured Madurai and made peace for 200 gold and 11 gold/turn. Gandhi is down to just the capital that he built walls in after i surrounded it. I'll wait out the gold timer and then go smash him.
Turn 61: I capture Zanzibar. I think this might be the first city-state I've captured in civ 6. It seemed like a waste in other games because I always wanted the bonuses but here, I can't see a reason not to pick up an essentially free city. These city-states don't have walls yet and capturing them shells out several points worth of science and culture each turn from their population. Meanwhile, I'm moving a warrior with a battering ram up towards Athens. Either I'll upgrade him to a swordsman or just attack as-is. Battering rams are great against walls but I believe they only work with "melee" units. Athens is at a pathetic strength 25 so I should be able to capture it despite the walls.
Turn 63: Declare war on Carthage. I have four horsemen and two archers in position. More horses are moving up towards Athens and waiting on the battering ram. Just built my first (x2) saka horse archers up at captured Madurai. A forest chop from a captured worker sped them up. Maikop builds horsemen and I queue up more horsemen, perfectly aligning with my plan to build a lot of horsemen.
Turn 64: Picked up political philosophy and switched to Oligarchy. Running the unit cost reduction, the cavalry building bonus and the +1 production per city.
Turn 66: Here's a silly play to save a few turns: spent almost 400 gold buying three tiles: one iron tile, which i mined instantly with a prepositioned worker, triggering the eureka for iron working and completing it, and two tiles out from Zanzibar so that i can upgrade the battering ram warrior into a swordsman. Meanwhile, where the heck are the other AIs? I should be scouting more - this is an area I have always been weak in in Civ games. I'm heading for the shipbuilding techs in case I have to embark.
Turn 67: I foolishly declare war on Greece and India(because they had a settler coming out) and lose almost all of my gold income. I'm at -8 now, I'll have to start sending horses on suicide missions.
Turn 69: Is this map really small size? Seems larger. It's going to take a while to get to wherever Rome is, even with horses.
Turn 72: Oh, battering rams actually do apply to horsemen. Well, that's extremely overpowered.
Turn 74: Starting on Cartography. 20 turns at present. I have the feeling the horses will need to go overseas to find the last AI. I've finally got a handle on where Rome is, and I'm sending horses there. Horses are everything, build nothing but horses (and a few monuments). Horse count: 24 horsemen, 2 saka archers.
Turn 80: A horseman that starts its turn on a farm can pillage and heal to full and then attack the city at full strength on the same turn. The first roman city has fallen. Made peace with Greece for 11 gold per turn which they will somehow provide from their one remaining size 2 city.
Turn 82: Found Cleopatra and Barbarrosa on the same turn. Both of their capitals look close - and vulnerable! I won't be needing Cartography now, nor anything but all the horsemen in the world, barring some bizarre geographic anomaly.
Turn 83: I tech Writing. You don't need those books to ride a horse. Just go.
Turn 83: It's still turn 83 because I had to move so many horsemen it felt like multiple turns. Let's count the horsemen. 42 horsemen, 2 saka horse archers, 3 rams which are lagging behind, a few archers, a warrior. The game lists my military strength at 1,451 while giving Germany second place at 195.
Turn 85: I found the Horse religion (because horses are the Absolute) with a prophet spawned from the captured holy sites. I pick Work Ethic and the belief that gives +2 gold per city and start buying missionaries to sort of convert faith to gold. I trade luxuries to Germany for 192 gold straight up. I guess that old civ5 stuff still works on occasion. I use the gold to buy a battering ram in the first captured Roman city. Now I have one on the frontline for Rome. Meanwhile, the northern Roman city of Aquileia still has no walls and is surrounded and captured by horsemen.
Turn 86: Captured two city-states, Hattusa and La Venta. Battering ram and horses took out the blue bar of Rome's encampment, and now it can't shoot, so I start surrounding the city with horsemen.
Turn 89: Declare war on Egypt
Turn 91: Stirrups is on the research list. Oh right, knights exist. I'm at 38 gold and -25 per turn, so I don't really think I can afford upgrades, but maybe I can build some? Also I'm going to have to start deleting units. I declare war on Egypt, surround the capital immediately and delete some units that are too far across the map. I start building Kurgans with my captured workers because this is a gold improvement for flatland. Is Scythia broken or what?
Turn 92: I can't delete damaged units, which is a big problem, so I sell Rhodes back to Greece for 14 gold/turn that they have somehow. Now I'm up to a princely 37 gold and -9 per turn. Don't know what happens if you run out of gold, don't want to find out.
Turn 95: I declare war on Germany and discover that their city in the fog doesn't even have walls and is defended by... slingers. Yeah, that's not going to last long. Meanwhile the battering ram finally gets to Egypt's capital and I attack it down to a sliver of health. Memphis, an egyptian city that has no walls, is also captured on this turn. I finish healing an archer so that I can delete it, haha.
Turn 100: The final boss is spawning adds! Two pikes might stop four horses, but not forty or however many I have.
Turn 102: Remarkably, the two battering rams from the north and south converge on the German capital at the same time.
Turn 103: I capture Aachen. Victory! I built one settler and no districts that mattered - a few commercial districts completed a couple of turns before the game was over. Never actually had a BC win date in a civ game before. It was pretty helpful to stop after each turn and type this stuff out, that helped me to plan a bit.
Postgame thoughts: The scythian horsemen are absolutely insane. They heal on kills. If you take advantage of this and flanking, you can weaken and kill units with multiple horsemen and end up actually gaining health on balance. I used this tactical trick to basically stampede across the map without stopping to heal. Once I realized that battering rams worked with horsemen (which is not made clear and might be unintentional?) it was even easier. I pretty much never stopped building horsemen and I didn't even lose a unit until the 80th turn or so. Strategy-wise, beelining the civic that gives +production to cavalry (which the unique unit is not classed as, but which ordinary horsemen are) and chopping the first few horses probably helped to shave quite a few turns off the victory.
I feel like i got really lucky early on, because I was basically able to lure four barb horsemen into Greece's warrior rush and shut both down. Don't normally get that lucky...
I haven't played multiplayer civ6, but I wouldn't want to face a human who was playing Scythia. I mean, I had a carpet across the entire map by turn 70 or something. I wanted a really impressive screenshot but i couldn't fit all the horsemen onto one screen.
Hope someone enjoyed that! It was fun to write and play, even if civ6 is usually more fun with peaceful gameplay, I had a good time thinking about just how fast I could possibly win. Huge thanks to Sulla for hosting the adventure, I always enjoy reading your site and watching your videos.