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at last, greenline is playing the kind of game he wants to

With the pillaging snafu resolved:




Booting up the turn and saw this situation. Key points were that Venice made another archer, which had to waste a turn leaving the city center and walking on a hill. That meant only the original archer could attack, and critically it attacked another one of my archers rather than the one warrior with health to attack. That meant I could do the final bombarding and finish off the city state:




The good news: Venice was conquered with 3 warriors, 3 archers, and no lost units. Also boosted masonry and apprenticeship.  cool

The bad news: the city shows it is losing loyalty and will revolt to independents in 10 turns  banghead . This shitty mechanic being enabled by whosit having two presumably high pop goddess of the hunt cities to the north.

First order of business for RB mod civ 6 : deleting loyalty as a mechanic from the game. Fucking awful and unfun, even in single player.

I do my best by moving the trader I built to the city and trying to max hammers on rebuilding the monument. I had also been trying to set it up so that Scarborough Fair would finish its settler before Arirang, but I switch it so that Arirang pumps out its settler ASAP, so I can found south of Venice and get more loyalty there. Need to max growth in Scarborough fair, even if it means delaying the settler for some turns.

Also figured out the mystery of whosit's big science jump: he's got a triple promoted pingala, duh. He's also building a commercial hub in his second city, so he will probably get the great merchant.
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turn 56:




Start off the turn by boosting Currency with the trader running a route from Venice to Arirang, worth 2 food and 1 cog so far. This boosted the monument completion time to three turns, but a rebellion was still likely. I thought about it for a bit, and found an ugly solution.




By relocating Pingala to the city, the rebellion timer completely went away. This isn't ideal, as I will lose 2 turns of the first Pingala upgrade (+culture per population) and at least 1 culture per turn by having him in a smaller city. But I would lose a lot more if I let the city revolt away.

With currency in next turn, will lock in a commercial hub in Scarborough Fair. Both Venice and Arirang will need harbors instead; Venice will go Seowon -> Encampment -> Harbor at sizes 2 /4 / 7. I need to set up pins on the map for where those will go.

Also need to rename Venice to my naming scheme now that I'm unlikely to lose it in the near future.

The builder I captured from Venice has three charges - excellent. I will build two farms at Scarborough Fair for extra housing and working towards boosting Serfdom, and one charge on hooking up the turtles when the borders expand. Running a little low on gold at the moment since I bought another tile for where the CH will go.

Next short term goals: annex Zanzibar, make sure I can settle a border town near Krill without issue. Prepare for a longer term invasion of Krill.
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Turns 57, 58:




Currency discovered, CH locked in at Scarborough Fair.




Followed by finishing State Workforce. Political philosophy due in 12 24 turns initially. Will drop when I finish a monument in Venice and Pingala establishes with his second promotion there. Swapped Colonization for ilkum, would like to knock out another builder in Arirang once the plaza is done. Government plaza locked in, due in 5 turns.

Scout is heading north east to try and find one more city state to boost PP. Whosit found 3 early, so it shouldn't be too hard, hopefully... I also discovered that mountains block off Zanzibar from land access besides the coast, so I will probably need a navy to kill the city state.

Not going to spend an early governor promotion on buying Magnus, this start is too cramped to rush city spam. Instead going for triple pingala promotion to research to Man-at-arms + Cbows ASAP.




The settler I completed from Arirang had to retreat because of course there was a barb scout straggler from the barb camp. Thankfully Arirang squeezed out a warrior right before I finish iron working to escort it - meanwhile my archers will cut it off. Whoever programmed barb scout AI did a good job of making these units really annoying...




Finally, renamed Venice to fit my naming scheme. Mo Li Hua, or "Jasmine Flower", is the soundtrack used in Civ 6 for the Chinese civilization. Mo Li Hua is recorded as being a somewhat recent composition from the Qing dynasty, which was once considered for the national anthem. It's a versatile and pretty song with many, many covers. Many of the youtube videos that come up seem to be educational videos promoted by the CCP for potentially dubious reasons - here is a cover that is just made to sound nice.

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Haven't been updating less due to frustration with this game, owing to loyalty mechanics continuing to be dumb, obnoxious city state unit placement, Whosit running away with the game due to better tile yields. Now this turn Krill looks to add to that:




It's possible this city boxed him in and he has to attack to go anywhere. But fuck off man, I invested in early archers for a reason. If he declares war I will immediately swap into oligarchy, harvest Maize and whatever else goldwise I can find, upgrade to swords and kick his ass.

I need more gold. Going to finish a plaza boosted CH in Scarborough fair in 8 turns, wish I could speed it up, but I need builders to improve the new cities first.
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Krill didn't declare, only asked for open borders... I guess I will give him the benefit of the doubt for now? I picked classical republic as the first government, but have MilTradition researching for a quick swap to oligarchy if necessary. Running Ilkum / Conscription / Canversaries to get more money.
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What's your favourite lvl 1 Goverment plaza building?
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Ancestral Hall and nothing else comes close. Getting a free builder with each new city is just so nice for speeding their development, since you can chop and harvest right away for monuments, early districts and population. The extra 100% on settlers also makes building them a lot less of a chore. I don't mind it being far and away the best option because for it to be balanced, it would have to either be nerfed (slowing down early expansion a lot and making the game less fun to play), or you would have to come up with competitive benefits on the other two buildings that don't warp the game in bad ways.

That being said, this game in particular might be one where Ancestral Hall isn't the best option for me since there is so little land available. But I still think it's worth it just for speeding up the crummy tundra cities.
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turn 72 report: whosit is being a bad neighbor. twisters is a good movie, you should see it in theaters
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turn not 100 update: Whosit invaded with four legions and a GG. i had enough money from a maize harvest and a generous donation from CMF to upgrade two warriors to man at arms, chopped walls from a boosted defensive tactics, and had an ugpraded victor available (because i needed the second promotion to keep the city from fucking flipping still....). I guess all that spooked whosit enough that he backed off, losing a legion to me losing a warrior. tiny win, but he can potentially rotate those forces to an exposed city faster than I can intercept. And he has a zillion more gold per turn than me and a lead in beakers and culture, all from the bountiful food pouring in from goddess of the hunt and whatever other garbage. maybe me and CMF can try and contain him.

scouting everywhere and STILL no sign of archduke.
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wrongpost dancing
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