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[Spoilers]C6PBEM23: Krill sidles yonder, and probably fails

Turn 51

Mind the gap, sorry for the delay. It's been six turns since hte last up date as we are playing two turns a day at present. I'm getting on in the morning and then one in the afternoon. It has been a hellish week, and I've also needed to take some time to actually think and reflect on how appalingly unfocused I have been. Really bad opening, albeit I don't think this start had that many options for Yongle. Kinda wish I'd had Gorgo, I'd be farming barbs all day long and happy for it.

Anyone, major update this turn because greenline showed some of his hand as he just finished BW and started generating iron. Before I knew he had POttery and Writing due to the Seowon, and he had AH and Archery due to the horse and the mass upgrade, but I didn't know what his fifth tech was. I thought he was running to HBR to horseman rush me off the face of the map. It would have worked, but he isn't doing that. I've got 6 turns before he can get horsemen started, and that's all the time I need to set up a viable defence.




More importantly, he attacked Venice, and it does not seem to be going well. I might eat my words, as he may have been able to get a warrior to the north of the city to cut off the healing, but he doesn't seem to be having much luck at hte moment. I've seen several damaged units that aren't healing well. OTOH, he could simply be farming, but that seems...risky.

greenline declined a DoF offer after he declared on Venice. This was an attempt to show I can accept him taking Venice. It's not great but I can't get there. He will get an opportunity to pillage my trader, I can't really stop him as all my units were out of position. C'est la vie.

But his failure to rush me means I'm going to have walls down pretty quickly. I've put Magnus in (unpromoted) and I should get two chops in for sure. Possibly 3. I am still deciding if I want to put an encampment down 2S, but I am going BW next, then Archery. I only need Victor if I start to see the units move in, and even then, not for warriors and archer, but I plan to move Magnus over to MH anyway.

Those two chops basically give me walls and an encampment in 8 turns. Long used the turn before Masonry completed to use Lilja to get within one turn of growth, it will stagnate at 14 production per turn once borders pop after T52. Now greenline needs to research masonry and build a ram. That gives me enough time to get to HBR (including Archery research time, it's 10 turns). That gives me the opportunity to finish the horseman (the pasture went down this turn, I will have the resources).

Edit: I should say, I don't know that greenline is planning to attack now, his tech path just doesn't suggest he is going for a rush. But I have to cover it, and I need a double promoted Magnus in MH before I finish my next settler to not lose pop, so I need the GP built. I'm not spamming units for no reason, I've just returned to the goal of getting MH to size 10 and letting Long support that goal.

He has to get through the city, the tile south of the volcano will be blocked by the encampment. Is it really worth the effort? Oh, and the encampment plus Gov Plaza gives me the Maths eureka. The GP will be placed T53.




I've made a call to go to BW next because I think I need to know where iron is. If I beeline HBR I will just have enough horse to build one horsemen, but I will only be able to build archers and warriors for the next 10 turns.

I will finish SW eot52 (overflow most of the culture) and then Mil Trad is actually only a 4 turn civic. PP is a 20 turn run though, so I will not be able to swap cards for a while. What I intend to do is to swap back to Agoge (short burst of discipline annihilated the barbs, but I'm not going to be pushing to the west again until I settle my third city over there. Just going to play defence and farm XP), but get MT to one turn from completion as I will want the support/flanking effect. But I will also try and fit in The Wheel (one turn from completion) to boost the chop power, and also open up the possibility of a heavy chariot to bump up the city strength, and this gives me the opportunity to change research and then build the HC in a total of four turns. The fall of Venice gives me a greater than 4 turn window so I have this option in the back pocket.

I will have the option to get out spears in Agoge but i've cooled on this option once I've seen greenline start to accumulate iron. I'm still likely to build one just to try for the Military Tactics eureka, especially with the continued barb pressure.

I think my tech position isn't actually that bad. I doubt anyone actually knows what my plan is, and if they do they are wrong because I don't really now what it is. If I have iron close by, then I could concievably have all the Classical eurekas done before the era end except Constructio,n Math and Shipbuilding. Maybe not Celestial Navigation, it depends on how I want to spend the current builders last two chargers before I finish the fourth builder in MH on T54, but that fish isn't pillageable by greenline (I could be wrong, but by picking up the horse and fish the housing cap is alleviated for growth turns).

My culture position remains dreadful. I still need to use Lilja to get a pantheon. I'm due a dark age in 10 turns. I'm trying to hold off building a great wall tile until after. Loyalty shouldn't be an issue, but an Heroic age would be very welcome if I survive that long.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Any questions, post them. I'll get to them when I can.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Oh Civ 6 can fuck right off.

The only iron anywhere near me is directly under the capital campus, which is the only 2 (two) adjacency campus visible on the map. Not near me, Literally everywhere I have explored except Korean territory.

Because the campus is on it, I can't mine it, so I cannot get the IW eureka. That's a cost of 72 beakers. Furthermore, I can't work the iron so I lose 1 beaker from the resource. That's a delay in 8 turns reaching IW, which with the need to go Archery means I can't get there for 18 turns.

I would have been better off build a 0 adjacency campus.

I know I'm bad at civ 6, but this is just absurd. The decisions are meaningless.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Turn 54

Still pissed off about this. Seriously pissed off.




Greenline is about to take Venice, and when he does I believe my trade route breaks. I don't think he can pillage the route anymore, when he logs back in I think it will be in Venice, if it doesn't move I'm not sure he can actually capture venice and pillage the trade route even if he pings it down to zero health with the archers. And then there is the question if he really wants to?

Ultimately, I am not sure that I ever had any option to interdict at Venice in terms of capturing the city state. With much better foresight and skill, maybe I could have not tried to push west and instead pushed east, and we could have had a rumble over plains hills. even 10 turns ago I could have changed tech path and finished Wheel and Archery and gone up to mess him about but I honestly don't see how that would help me in the long run, it feels like a negative sum move.

However, I am something like 11, maybe 10 turns away from HBR. I think I can get The Wheel and still make it to HBR in 11 turns. I can get Mil Trad done before then and get into Manoeuvre, no real issue. Greenline needs to heal and reposition, even if he pushes out two horsemen soon I think I can hold, or at least make it very bloody. He will see the walls land in a number of turns, but I'm going ahead with the encampment 2 south. The tile purchase costs 65 gold, and with the loss of the trade route I need to rejig tiles, but I should still have enough gold to upgrade three slingers. In fact the walls will be built without a chop, and that single Magnus chop should knock out two third of the encampment, then Greenline needs to seriously consider our relationship. A second Magnus chop should give the granary and then I can start proper tile micro to reduce production wastage.

I'm still looking at hte Dark age stuff. Free Enquiry in a dark age should give me an easy 5 era points or so.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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What is the exact effect of the city walls?
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https://civilization.fandom.com/wiki/Anc...lls_(Civ6)

Melee attacks have an 85% reduction in damage (edit: at least, that's my understanding from earlier games, god knows what's changed, the documentation in Civ 6 is dreadful), and the city gets a (ranged) attack per turn. If there is an encampment, that also gets walls and a ranged attack. The presence of a battering ram (requires masonry, cost 65 production, takes ages to get into position at 2mp/turn) regates the defensive effect of the wall and lets melee attacks hit for full damage. This only applies to melee (warriors, swords) and anti-cav (spear). Horsemen can't carry a battering ram.

Because Long and the Encampment will block the only path west around the volcano, Long can't actually be put under siege without naval support, so it should regenerate 20hp/turn. The encampment will also be able to attack two of the three tiles warriors needs. Because Long (and the encampment) are on hills, units would have to move into position and then give me a turn to plaster them with multiple archer and city attacks. A frontal assault.

I have three slingers available to upgrade to archers (I would only be able to upgrade two due to needing to buy the encampment tile), but without swords this attack is unlikely to exceed unless I play really poorly. By the time a sword could reach the city, I will also have a horseman so I can boost the city strength (which is based off the most powerful unit you have or the unit in the city) to the point a horde would be needed to get access.

I expect the encampment will be completed in about 5 turns. The walls I'm leaving until after I'm in a GA, so I get the era point for building them (it's a eureka for Construction, I know I can get 7 this way), this opens up the possibility of a Heroic Age in the Medi era which should be extremely helpful if I survive that long.

In short, the walls buys me enough time to do more stuff which buys me more time and just makes it a waste to attack me. But I need to do all this stuff anyway, it has an economic benefit, so I just need to dovetail everything together. These actions should not be considered a complete economic loss.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Seems pretty tough to attack early in Civ6. Maybe he only wants the city state? Of course, you need to be ready.
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Yeah, that's a real possibility and one of the challenges I have is is to not overreact. I might be rationalising but once he sees the walls and encampment I think we can stabilise relations. He mightbe refusing in the knowledge I can't really do anything towards him (including settling forward) due to loyalty issues, so why do anything that makes me think peace is achievable via diplomacy?

So I'm stuck in the position of trying to make choices that can bend to either an urgent defense or economic growth. I need two guv titles into Magnus at least, really I need 3 and to be ready to spam settlers from Monks Halo ASAP. How to achieve that is quite challenging.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Ah no, greenline is coming for me come hell or high water. He has declared friendship with his only other neighbour (checked he only did this on T55) and he is moving units south, I missed it when I played this morning.

I have another ace in the hole which is going to ruin any attack with warriors and archers (but it's also something I need to do from an economic perspective so I don't mind doing it). If anything it puts greenline in a really awkward position. And it's not the final trick I've got in mind either.

Edit: 10 minutes for a potential "war" turn does not suggest that is an actual war noidea
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Yeah, this isn't going to be close. By the time greenline turns up I'll have a full kill zone in place, but I'll also have set up Long to continue growing with two chops finishing a granary (I really need the housing, the food isn't bad either) and the encampment.

I've also promoted Magnus to Provision for an extra 2fpt on the MH trade route. MH is now up to 8 food per turn and has a clear run all the way to size 8. I don't think I need Victor, but I've turned MH onto the Gov Plaza for a few turns so I can grab the extra guv title if (and when) I need it. I will move Magus over and time him to integrate for when MH finishes a settler, the trade route will lose the food but then new cities will need that to bootstrap up to size 10 so it's not a wasted title.

I'm down to +3gpt though, so one of the things I'm going to be doing is focusing on working the gold tiles. So improve the Longian fish and maize (ultimately it's also bait for greenline if he invades, it puts a unit in range of two city attacks and two archers. I'm not even sure he could reach it to pillage without taking one hell of a hammering) and keep a builder charge spare for eventualities.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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