You can switch until the last person who picks, picks.
Sengoku Chevalier: Hiun no Kishi
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Tokugawa can get pretty goofy pretty quick:
I did a quick little nonsense run and finished Industrialization before I remembered to research the Wheel or Construction. Yeah, I can work with this.
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
At this stage of the game I only had 8 routes from 8 cities, but those each yielded ~5 science/culture each, so 40% of my science and 20% of my culture, roughly. Note that I deliberately avoided building campuses until, well, this stage of the game. Yields exploded to north of a thousand once I started slapping down IZs, campuses, and theater squares everywhere.
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
wow! yeah, seems like a slow burn but seriously impressive once it gets going. and the amenities (+4 per city within 6 tiles of the capital? am i reading that right?) are probably worth another 10% on top of that right? yeah, i'm looking forward to seeing this in practice
Opponent Analysis
I want to devote time to properly report this game, and I'd like to make it a bit of a Civ VI tutorial, too, like Naufrager's excellent PB75 thread is for Civ IV (check it out when that game finishes, ljub, it really is great). But that will only come a bit later, for now I'll still keep things brief. Here's our opponent list: Greenline, Seondeok of Korea I don't know too much about greenline, other than that he is the single driving force behind this game happening, and he prefers VI to IV. I should read his PB75 thread to learn more about his personality. Seondeok's claim to fame is the Seowon, which is a Campus replacement that defaults to +4 science. It also lends +1 science to adjacent mines and +1 food to adjacent farms, but loses 1 science for each adjacent district, making it the opposite of my Japanese districts (which gain bonus yields from adjacent districts). Seondeok herself grants you +3% science and culture for each promotion the governor of the city has, which frankly has always seemed weak to me. They also field the hwacha, a crossbow replacement that functions like early cannon. It has monstrous firepower but can't move and fire on the same turn without a great general. Overall, Korea can build up extremely impressive early science, BUT I think science is a bit overrated, to be honest. The key techs like Apprenticeship and Industrialization are fairly easy to beeline, and a timing push from uncounterable units hasn't really happened in my experience. Far more likely is that Korea techs faster than his production can keep up, because district costs scale with your technology - meaning, paradoxically, you want ot research as little as possible beyond the necessary techs for whatever you're up to. So, honestly, I'd rate this the weakest civ of the picks. Krill, Yongle of China By contrast, Yongle is the strongest. In SP he's probably the single strongest civ there is. China grants +10% culture and science for each inspiration/eureka they complete, taking the bonus from 40% to 50%. Decent but nothing game-breaking. They have a Crouching Tiger crossbow replacement, which can attack multiple times in a turn, and their Great Wall improvement grants fortification, gold, and culture on a tile (plus tourism later). Now, Yongle gets projects that allows him to convert 50% of his turn's production into food, faith, or 2x gold. Then, each pop over size 10 gets +1 science and culture and +2 gold. MEANING once he starts to snowball in the late Classical/Medieval eras he will rapidly become monstrous. Limiting factors will be a tighter production budget in multiplayer (needs more military units and supporting infrastructure to keep safe) and amenity limitations. Krill is a solid player. He appeared in PBEM5 for Civ VI and everyone knows his IV talents and habits. On the one hand, the Krillian Tilt might help us if it hits before Yongle hits his stride. On the other, I'd really like him to enjoy and finish the game so that our Civ VI community can grow a little bit. So who knows! Still, it'd be best if Archduke or Trajan murdered him sooner rather than later. Archduke, Jayavarman of Khmer Khmer is extremely strong, too. Remember how in the Korea blurb I talked about how you want production more than science early on? Khmer can generate absurd amounts of faith, which is a useful production substitute, and food, which translates into population and more of everything. Their aqueducts grant +1 amenity to each city and +2 faith per population, +1 faith to adjacent holy sites, and +2 food to adjacent farms - enabling rapid population growth (and subsequent faith generation!). Then, Jaya himself grants food to his holy sites equal to their adjacency, THEN they gain housing and faith from adjacent rivers, and THEN they also culture bomb adjacent tiles when completed. So you see the simple gameplan - settle next to rivers. Holy site finishes next to the river, instant housing, food, and faith boost. It claims tiles, which enables the aqueduct to be built (since it'll inevitably next to a river). Food = pop = faith. Faith can be turned into civilian units via the Monumentality Golden Age dedication, AND it can be turned into military units from the medieval era onwards using the Grand Master's Chapel building in his government plaza. So Khmer is an extremely flexible civ who can do anything, basically, from the medieval era onwards. He also gets a unique temple which grants even more faith, as well as a bit of culture from population, and a domrey, a cannon mounted on the back of an elephant. Archduke is the Archduke. If you are reading this you know who he is and what he is - he's been in probably 75% of all Civ VI games on this site. Whosit, Trajan of Rome New guy, but a strong civ choice. Trajan started as one of the strongest civs at release and he's aged pretty well, I think. The Romans get free roads to their cities, ho-hum (but that was the reason they were the civ I played in my first-ever game of Civ VI!), access to the Legion, a swordsman upgrade, and the Bath, an aqueduct upgrade which grants extra housing and +1 amenity (same as Khmer, but at half the cost). Between these two goobers and Yongle we're going to see a ton of aqueducts this game, I think (and I also want high pop, at least in my capital or second city!). Trajan himself gets a free monument in every city, which is probably the best feature of the civ - culture is more valuable than science in the first half of the game. Culture unlocks policy cards and governments, with dozens of potential boosts, among which is the all-important Serfdom card. This beauty grants builders +2 charges, taking them from 3 charges/builder to 5 charges/builder. Since each builder costs more production than the one before it, by enabling fewer builders overall for an equal number of charges Serfdom is actually quite a bit more efficient than it seems at first glance - so much so that it might be single largest power spike in the game. Does Whosit know this, or did he take Trajan because he's not super confident in himself and, say, Sullla's PBEM1 and PBEM7 choice influenced him? His thread title suggests a modest estimation of his own abilities, but that just raises my radar. I don't trust him. ChevalierSamurai Mal Fet, Tokugawa of Japan Japan is a tried-and-true civ in these games. The civilization gets an excellent bonus, extra adjacencies for districts built right next to each other. Check out oledavy's PBEM7 for potential Japanese megalopoloi. The electronics factory replaces the factory, granting extra production and culture, and the samurai replaces the man-at-arms melee unit. Now, Tokugawa is new. Previously, we'd only seen Hojo, who had half-cost encampments, holy sites, and theater squares, and +5 combat strength in shallow water. Now, we have Tokugawa. Ieyasu grants +1 science/culture/2 gold on domestic trade routes per completed district at the destination, in exchange for -25% yields on international routes. Now, this is great! Typically, domestic trade routes are superior to international ones anyway since they grant bonus food nad production, until the Wisselbanken policy card becomes available around the Industrial age. Tokugawa, therefore, has no real downside and can instead focus on pure isolationism. Say I get my capital to size 10 for 4 districts. That means every route to my capital is going to be gaining food, production, culture, and science - if I have 8 cities, that's over 30 of each yield. It's not as explosive as Yongle, nor as much of a self-sustaining feedback loop as Khmer, but it should be enough in its own right to at least make me competitive. Sadly, we're playing Gathering Storm Tokugawa and not Vanilla. Vanilla Toku gets +4 amenities in each city within 6 tiles of his capital, which would have been huge. Instead we only get loyalty in cities that are close to my capital city anyway. What joy. So that's a bit of a nothingburger. Self analysis: I play Civ as a procedurally generated wargame, mostly enjoying Renaissance - Modern campaigns and operations. I build mostly to enable that. I can get frustrated and dispirited easily when things don't go my way, and I tend to overlook obvious things in my excitement over more esoteric plans. I do think I write pretty solid reports, which benefits me by forcing me to slow down and actually think about stuff. hopefully this game doesn't end in 70 turns like the last couple! The ones that go long, like PBEM20, are my favorites.
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
Late game Tokugawa trade route, from the same game as above (note how my yields exploded after Industrialization):
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about.
That'd be because it was PBEM4, not PBEM7. Oops:
https://www.realmsbeyond.net/forums/show...p?tid=8844
I Think I'm Gwangju Like It Here
A blog about my adventures in Korea, and whatever else I feel like writing about. |