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Sengoku Chevalier: Hiun no Kishi

You can switch until the last person who picks, picks.
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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.
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i like the look of that smile

how much of those yields were derived from trade routes?
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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.
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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
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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.
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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.
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(July 21st, 2024, 09:29)Chevalier Mal Fet Wrote: Check out oledavy's PBEM7 for potential Japanese megalopoloi.

I'd like to read this but can't find it. Did he take over for a player in that game?
There is no way to peace. Peace is the way.
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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.
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sometimes i think i only play in these games to read the others' threads after the fact nod

i suppose i can contribute a bit of oppo analysis re greenline from playing with them in PB75:

greenline seems to have strong game knowledge and analytical skills and is a good survivor - they made it very late in PB75 despite falling far behind, and when attacked, i felt that they defended well in a pretty impossible position. the decisive moment in the war was that they made a small tactical error by leaving their cat and knight stack one tile too far forward, where it could be reached via combat worker tricks, and getting it wiped. it was a pretty subtle thing though, and in civ6 the consequences of such things are way, way less severe than in IV. if not for that, their defenses were strong enough that i think they had good odds to stall out the attack and probably survive for a while longer.

main weakness in their play, i think, is a lack of focus and a curious tendency to analyze the games of others more deeply than their own (at least based on comparing their PB74 thread to their comments in other games' genlurker threads). i get the sense that, if they reported with more dedication, their results would improve quickly, and since they organized this game and seem very hype about it i think there's a fair chance of that happening here. in terms of in-game stuff, they tended towards passivity in PB75, and when they did declare war i thought their choice was questionable geopolitically (in my view they were helping the front-runner conquer their neighbor, but i'm biased) and it didn't really work out for them as they didn't successfully vulture any cities. all in all, there is a fair chance of them being attacked by a TAD or krill based on civ4 rep, but whether it works or not will probably depend on greenline's level of engagement, which i expect to be high. this is also only their fourth or fifth game here so they are still fairly green and have potential for rapid improvement; they might get conquered by TAD, but i would also not be surprised for this to all come together in a game that they're really invested in and lead to a breakout performance.
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