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

Also there is a potential bug as no cities seem to be getting a production bonus on districts of any kind. I'll check again next turn.
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 115

I'll preface this quick point for lurkers to think about, and start with questions: Who wins this game? How does each player lose?

The short version of the answer is that greenline probably can't win at all, Chev needs to find available land, TAD needs to forcibly spread his religion westwards around the globe to finish off Whosit last, and Whosit needs to kill everyone before they outscale him. I need to eat greenline then outscale everyone, then eat Whosit with an era tech lead. Chev and greenline lose by being eaten by Whosit, I lose by doing nothing, and TAD loses if Whosit successfully executes (what should be) his plan.




Why do I lose by doing nothing? Because Whosit is sending 4 trade routes to Monks Halo and he is making 73g, 4h, 8b and 4c from them. If I declare war, I nuke those routes and he drops to about 75bpt, 75cpt and about 80gpt (based off different turn gold amounts). I can interdict any trade to TAD, and greenline isn't worth much (and I have asked for OB). The war dec alone will wreck his economy. And there is literally zero economic cost to me, all my trade routes are internal and gold generation comes from population.

How much damage does that do to his war machine? He need has one niter hooked and needs to settle another city for his second. He has one coastal city, and needs to go back for Cartography (and he doesn't have 2 harbours and can't even place one at his new niter city because he placed a commercial district!) Does he try for the eureka on Square Rigging? Does he build muskets? Does he risk me razing his city if he doesn't find a way to build a viable defence? Now he has something else to focus on, rather than overland conquest, and that delays him executing any plan.

He has control of Zanzibar, but for how long can he maintain that? Meanwhile Chev can try and get back up to speed. Can he do anything with greenline diplomatically? Doubtful given the previous invasion. What does Whosit do in this situation?

I've chipped the walls at Burmese and will pillage the harbour next turn (I will swap into Raid for the extra yields! The civics have lined up perfectly). I'll pillage the turtles as well, but might do that on T117 not T116 (it's only health and taking the amenity from Whosit might not be the most important action on T116). I'm considering a ploy to use Press Gangs and spam out four quadriemes over two turns from MH and Long. 4 seems OTT though, but I could easily get three out, upgrade two and keep the third in reserve. Maybe Whosit thinks of that, and tries to put a defence in place? And that's fine because he isn't expanding via military.




I expect this to be rejected, but Chev will know to think about a military alliance. That's another +5 against Whosit.




Chev will almost certainly take Leif simply to have a scouting unit. I really hope so, because then we can share the next two Great Admirals and they are both decent: Zheng He gives the trade route and trader, Rajendra gives the permentant +3 strength boost. I'd prefer the trader but I'm not complaining at the strength increase. Himerios can stick around a while the second can be used immediately for the main effect.

Theoretically between all these I can get caravels to 55+5+5+3=68, same for the ranged strength of frigrates which makes Burmese a very unsafe location for Whosit, and if I can keep chip damage up on Burmese he may never get anything beyond ancient walls. Whosit could quite easily be kept disorganised by this approach.




Also, here is the nice little city of Walrus (This hairstyle theme is somehow not compeltely worthless). Judge it however you will, but it can work for me.
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 116

Easy turn except when it wasn't.




Peace with Zanzibar. Now Whosit can take Naval Tradition for the extra envoy, otherwise we are equal and will essentially remain so except when we both finish our two envoys. If he completes his before T123 and he takes Naval tradition he will remain ahead of me for the next 40 turns, or at least until the next era when the quests come through.

If I had kept the horseman at Long I could have nabbed a three charge builder. Oh well.





Pillaging the harbour will get me 414 gold, 620 with Raid. That's enough to justify Land Surveyors in addition to Serfdom and buy most of the relevant tiles at Walrus and Ponytail. I decided to buy the Liang fishery tiles because I do not want to push greenline at this point, so the guv title will probably go there. Both builders will be purchased, one for the capital mines and the other for the Walrus fishing boats.





Chev took Leif, and is scouting eastwards with a galley. He will find TAD easily enough. Chev is also going to reach the next great admiral ahead of me, even if I build a shipyard. I'm considering if I really want to push for the +3 strength or take the extra trade route. Chev would want the trade route so he would noot contest me for this great admiral if I push for it.





Whosit took Bastions smile He then proceeded to take a chunk out of a caravel. Not enough to be a worry but enough to take the quick turtle heal and finish the harbour pillage next turn. Then I'll retreat to heal and then come back. I'll take the policy card use though, there was no way I was going to really threaten the city even without Burmese. Keep on stretching Whosit, see if he breaks.





Given I cannot rely on Zanzibar, I need to change up how I am managing the amenity situation. With the bought tiles I can get every city to size 10 quickly enough with food and housing, but I don't think I have the amenities to get each city there, hence I need to reconsider the governer options, and policy cards (Republican Legacy and Retainers alone would resolve the issues, but I don't want to, nor will I truly consider, giving up all military card options as I need to be able to use both professional army and retinues together for upgrade purposes).
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 117

Another example of how much bad luck I got with early scouting:




For reference turn 7:




Two turns further north and I find Preslav. One turn further north west I'd have found the GBR. cry





Harbour got pillaged for a further 310 gold. Attacked again with the healthy caravel but left the injured pillager in place. Probably retreat next turn.





Slight change of plan: Going to stick with Serfdom for the next two turns and can buy a builder on each turn, which gives me enough to do all of the short and medium term tile improvements and have a few spare beside. This isn't a massive cost. Then SoT119 the Civil Service and Mass Production finish, swap into Veterancy and Press Gangs to build the shipyard in MH in 5-6 turns (and maybe start at Ponytail and Mullet) and three quads in Long (1 per 2 turns).

Then Divine Right completes SoT125, swap into Chivalry and start 4 knights in the big cities to use all the iron, and Feudal Contract. After the iron is locked away, spam out up to 10 a dozen warriors: They can be used for musket upgrades, or for one amenity per city with retainers if necessary. Ponytail has a barracks and Long the Armoury plus can be set to a low hammer set up for no overflow but still 1 unit per turn so it's actually a viable option. Meanwhile MH will finish the knight so it can build a second to stop the iron accumulation.

Meanwhile Liang fisheries at Ponytail plus the northern marsh chop will quickly get the city to size 9, and at size 10 I can swap Liang to Walrus or change direction complete and put Victor there for the "free" housing and extra amenities (due to allocation the amenities essentially transfer to the bigger cities which need them).




There are no real choices at this point for in terms of civic path: Civil Service SoT119, Divine Right SoT125 or Guilds SoT126. Divine Right is the correct play for the warrior build plan, but I will need knights and cuirs if there is any actual fighting to take place. Guilds second. Strongly considering the swap to Monarchy for the better card set up: Republican Legacy is the best amenity card but using it cripples military card options. I'm also interested in the GE card. After Guilds Looking at the run through to Mercantilism but not set on anything right now.





This is far more challenging.

I can go straight through to Square Rigging and be there by SoT129 with no eureka.

I can get the next GS (uber healer or 1 eureka) in about 10 turns.

I can change all the plans and get out 2 trebs for the Siege Tactics eureka from Ponytail and MH, and I can upgrade two archers with Machinery taking only 1.3 turns to research. I could get Guilds ahead of DR. That leaves two universities: MH can build one in addition to the trebuchet and Long could just go straight library into university. I think I can just make this work...but I wouldn't have any quads to upgrade.

I think this is bad, and it is better to just eat the eureka loss: I want the uber healer and to use him to trigger a single eureka seems...wasteful.

I do want Industrialization (and to build that Dam), but I need to wait for Lumberjack to complete the second IZ and workshop. Scientific Method is blah, as is Astro. Ballistics is on track, Long is already building a military engineer, the only challenge is I'm trying to delay Gunpowder until T130-ish (but I can set up overflow chains to limit time to Ballistics, and I need two trebs before Metal Casting completes. MH should be able to build both if I let it get the shipyard: it will push straight past 50 production per turn, especially once I chop the two marsh into it in the quest for size 15.

The challenge is finding when I can fit in the two universities. MH shouldn't be a problem, it's a 5 turn build, but Long needs to get the library as well (I might have messed up and could have got the library before the military engineer there). The warrior plan might require some streamlining (specifically dump the iron into knights then put every city onto warriors rather than one or two).

Still some work to do. I need to decide if I'm just going straight Square Rigging after Mass Production or I'm going to delay it. I kinda want to rush it simply to open up the option on Industrialization and to drop Burmese.
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 121

I've played T122 but the screenshots are from T121 so that's the update you get.




Behold the icy wasteland district metropolis. Anyone know if you can build St Basils without a religion?

Also, I had to move Liang to Walrus on T122 for the housing. The amenities will rejig but T123 I get 2 more envoys for Zanzibar so we will see how things look. I may have to buy a granary in Mullet on T123 as well.




I can just get trade routes to Chev, so when I get another trade route up (ie I buy the lighthouse in Walrus, it pays itself back quickly enough) I'll run them to his cities and hopefully I will cleear the Hong Kong quest at some point. Given TAD has no harbours on this ocean it feels safe enough.




Whosit is building GE projects. Nice to have the build queues, but TAD has 6 GE points/turn already and will take the GE unless Whosit goes all out on projects for Imhotep. I would really like Imhotep bu the only way I get him is to buy him for a lot of gold. I could afford it, but I'm not sure it is a good idea: Imhotep is worth MoH (something like +20 beaker, culture, faith swing against the other player that would have gotten him), and Colossus +1 trade route, so another 20gpt, and one other old wonder. Apadana would have been awesome (but I'd have to lose a stone hill tile and that's painful), but if Whosit gets it he would have Zanzibar in the bag. If TAD gets it, well, it adds up. I wil get another IZ around T127 and should get the workshop just after that (before the +100% production ends) but not enough to make a real difference in cost.

I've double checked and Chev will get this great admiral even with a shipyard being finished, but I will get the trade route one the turn after unless he skips. I'm not fussed if he does skip.

The next GS is mine unless greenline buys it. I doubt he would get the gold in time.

TAD skipped the GM, so Whosit picked up the +1 trade route. The next GM gives a guv title.
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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T123

Poor Whosit. He has the curse to be teh front runner who will hit a brick wall once we leave the Medieval era, and then TAD will be (not just look) like the true behemoth. But because he has been hidden for so long no one else can see it, and I have no reason to "fight" it.

In this case, the problem presents itself over Zanzibar:




Whosit found another envoy and took suzerainity immediately before I generated my two envoys smile This allows me to capture the builder (yay three more chargers, just what I needed) before taking suzerainity back for another +2 era points. I can't overstate how beneficial the era points have been here, I need to go back and work out what I need but I might be able to save the great wall points for the next era. But the real kicker is I've dumped Amani into Zanzibar for another +2 envoys, and so long as we stay at war with Whosit he can't do the same. he needs to find 2 more envoys in the next 5 turns to kick Amani out.

I didn't do this earlier in case Whosit found envoys to take control, which it turns out he managed to do. This way I think I have the best chance of keeping control for the next 5 turns (1 envoy is the quest, or he is being sneaky, placing 1 envoy this turn, and the second generated envoy next turn. But even then he can't take control and Amani will establish before he could put his Amani in.




I have no idea who can win this game, because every position still has siginificant weaknesses.




TAD is making 12 scientist points per turn, 6 engineer points per turn, has Crafstman card in for more IZ production and has no one to stop him building. He has no coastal cities to the west though, so he is at risk of invasion from Chev, if Chev can keep up. With Toku he should be able to to outstrip TAD with Khmer IMO, and stop a religious victory.




Whosit is running the Commercial districti doubler card, which is how he has managed to catch up in science. Once he loses Free Inquiry though, his tech will collapse back to about 60-70 bpt. It will be truly horrific. He can manage a bit of a dive in the tech tree for the next 18 turns, get a military edge to use on someone, then he is a spent force. If "we" can hold that attack off, then the game turns to TAD, but TAD can't win via religious victory unless he, I dunno, takes over most of the map? He could win via culture by sitting back though. And maybe science, but that risks getting nuked because I think I can outstrip his science output.

Whosit would likely fall behind with tech, but he has such a significant lead over TAD and Chev that they might not catch up until the modern era.





Chev has some cities, and he has land past Hong Kong. No one else can really go for that land except greenline as one hell of a reach and Chev will simply evict greenline from it. I suppose Whosit could just try and box Chev in but Chev will pop Whosit out like a cork jammed into a bottle of coke with a pack of mentos with loyalty never mind anything military.





And to recycle a picture: greenline remains jammed in, and can't scale as well as I can, and is still losing Venice. But he has niter and a fair chunk of it. Can he get to muskets? Because if he can, then he sould be able to hold off against line infantry, and if he can get embrasure then Scarborough fair will be one tough nut to crack (again). Sure he can't win but he damned well make sure his neighbours lose.

So, if the lurkers want to figure out how any player can win, be my guest, 'cos I don't see it.
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 127

Plans are starting to coalasce.




Whosit has a second row Renaissance tech. It's not Square Rigging, and I doubt it's Astronomy. He hasn't built medieval walls so why would he be heading for Siege Tactics (except to get the eureka for Ballistics). Essentially treat him as being on a beeline for Ballastics, which means offensive actions with field cannons. None of this is a problem for me unless he can break greenline, but likely presents an opportunity.

My plans involve buying a university in Long (trigger Printing, Astronomy) sometime around T134, building two trebs (Pt T133, MH T134), and upgrading two crossbowmen on T129. Every Renaissance era tech here will be done in 3 turns or less.

[list[*] Steam Power will trigger next turn,
[*] Scientific Theory will trigger whenever, likely be T140.
[*] Ballistics will trigger around T138, the military engineer is two turns from completion in Long.
[*] Sanitation will be challenging but I have the spots for the neighbourhoods marked out, the rest is production in Lumberjack and Walrus.
[*] Economics is a lost cause.
[*] Military Science depends on Whosit.[/list]





T126 TAD offered a military alliance. I rejected and reoffered a culture alliance. I do not trust TAD: he will/should agree peace with Whosit at the point I look like I'm winning (and I fully believe I can win a war against Whosit, because I'm not aiming for territorial expansion against him, I would only need to play defense and raid).

I want a military alliance with Chev against Whosit; I don't want ot sign another DoF with greenline because I might need to attack him if he can't defend against Whosit. The culture alliance gave me the inspiration I needed and I don't think it unduly helps TAD (science would help him catch up, but I need the culture boost and it looks like he is sending a lot of trade routes to me).

Here you can see he has every governor down, and he has an Audience Chamber for +2 amenities in each city and the easy housing. Also note all the walls facing me.

Chev is recovering, he is growing his cities, but you can see how far behind TAD he is.





I finish Guilds SoT129 for the card swap, with DR one turn from completion (so can swap out of PA and Retinues) and essentially an entire turns culture as overflow. I can't trigger the inspiration for Humanism so I suspect it will land around SoT138, maybe T137, and it is unlikely I spend 3000 gold to get a GM for Mercantilism. Theology I want only for St Basils' cathedral (can you even build that without a religion?)

As for the Industrial civics, bolded the onces I might not trigger:
  • Colonialism:Ttrivial, buying the Long university gets me 60% or 72% of the way there
  • Natural History: Cheap theatre districts are about to be placed, this is essentially a gold/production choice along with Opera and Ballet
  • Civil Engineering: Got GP, Campus, Commercial, Harbour, Encampment, IZ, so once either the 138 production TD or Entertainment districts are built in Walrus or Lumberjack this lands.
  • Nationalism: NO one is getting this.
  • Opera and Ballet: as per Natural History, I might not need this if I play my cards right at Zanzibar with Amani (TAD takes out Preslav, greenline holds onto Venice somehow, Chev takes out Hong Kong).
  • Urbanization: Will trigger before the end of the era for the era points, at MH.
  • Scorched Earth: trivial

    All in all, I don't think this is that bad a position. Could be better, but not bad.





    Much to my chagrain, Whosit gets Imhotep. Out of the remaining three, I expect TAD to grab the next one before the end of the era so we will see two pop up. I will get up to 4 points/turn from T129 so
    • James of St. George is theoretically either trash or sound. I'd probably use him along with a plan for a swap to Monarchy (I'm keeping an open mind on a swap). I wouldn't reject him.
    • Bi Sheng is trash for me but would actually be OK for Whosit (no campuses), I reject and don't even worry about it. TAD has already triggered Astro so he would reject as well. Whosit would get a cheap GE if Bi Sheng is next.
    • Isadore is...half of Alhambra. I'd take him and engineer another quick double policy swap.

    I've decided against buying Chola, I will take the trader Great Admiral (Zheng He) and then let Chev eat the expensive cost increase for the Ren era Great Admiral. The challenge is that as my ship yards come online I'll outstrip Chev so I need to know what I want:
    • Francis Drake would be great, but if I raze Burmese there will be no trade route to pillage (and if Whosit takes Reform the Coinage, well, he would need to place but not build a harbour at his northern land city, and then nothing to pillage). Potential skip if I get there first.

    • Santa Cruz: Take Take take buy it if I have to.

    • Yi Sun-Sun: Take but don't buy.

    • Magellan: Likely skip, depends how I feel.

    GG: Note that TAD rejected Boudicca as well so we are all locked out there. Let that be a lesson to all of us.

    GM: I'm making 1 point per turn. I need to build a market to get the second, I might be in a position to buy a GM in 40 turns?





    My wild card slots remain seconded to the war department.

    T129, I'll swap to Professional Army and Retinues as explains, and spend 660 gold to upgrade the four quads to frigates. I'll spend a further 250 gold to upgrade two crossbows, and T130 I'll revolt out.

    Unfortunately for me, I need to build trebs, a library, finish one shipyard, aqueduct, harbour, lighthouse, market...and these are necessary for a) getting cities to size 10 and b) triggering eurekas whilst I still have Free Inquiry for the extra 10%. I will interrupt them around T135 to start knights, and then spam out the warriors. But I will not have Feudal Contract unless I put it in on T130 if I head straight for Humanism. I will probably be required to head to Diplomatic Service then sit on it for a couple of turns, and swap into Feudal Contract; Chivalry I'm not sure about, it might be able to land the swap after to finish all the knights (and coursers) more efficiently. The problem I have is that I don't want to build more than 12 additional melee units, and I would need to do an awful lot of tile micro to avoid waste: Long, Mullet, Lumberjack and Ponytail are all capable of one turn warriors, but this would give me the opportunity to max out MH into a 70 production/turn beast to quickly build that dam plus crouching tiger.

    Maybe I'm simply better off going straight into Feudal Contract and Conscription/Retainers on T130 and heading straight for Humanism. Craftsman only gives 4 production, I don't care much for it right now. This is still up in the air.





    I'll do the cities in reverse order. Walrus is growing like a weed, and needs the lighthouse next. It grabs the tundra hill start of next turn, and that forest is chopped to complete the workshop in Lumberjack, then mined. The lighthouse might need to be bought for the +7 food, and trade route. The theatre district will be placed next turn for about 140 production. Or I could just lumber mill and not chop, I dunno. NOt really thinking about it, but it isn't a dreadful production city until Lumber jack takes all the tiles.





    With the workshop chop next turn it will complete SoT129, with the aqueduct not far behind, then it will do the Entertainment district or market, except for when put onto military duty. For some reason it keeps on wanting to pick up snow hill tiles rather than tundra forests which are actually higher yield.

    The final farm goes down next turn for the feudalism triangle and I can swap tiles around to restart growth. Not sure if I will though, at least until the aqueduct is done: MH needs to head to size 20 to be a real production monster and doesn't really need the extra production right now.





    Shipyard due SoT133, and it will not be far from size 10 at that point. Might consider Lilja because I will need the culture from size 10 to get more tiles. Otherwise it is ready for military duty, at least until I can build a water park, and it will give up whatever tiles are needed as other cities become more important from that point on.

    It will have to pick up two farms for housing to reach size 10. It will not get a governor though (until the next GP building is completed), because of Ponytail:





    Victor goes here, in case I need the Defense logistics in addition to Drill manuals for the extra niter production. The housing is necessary (as it is at Mullet) but Ponytail makes better use of the other governor effects.

    Given the GG are out, I am unlikely to build the armoury. I need to build a canal, hence the desire to fit in Industrialization ASAP: Ponytail is defended by the sea, hence the benefit of frigates. I'm reconsidering the great wall segments, thinking of putting them on the desert to the north (for future second growth forests and lumber mills to the south).

    It will build a 5 turn treb after the shipyard, due SoT132, and then it's essentially ready for more military builds. With the shipyard it will jump to 35 production/turn, hence the niter would need to be given away, but otherwise it will simply waste a little production in Feudal Contract.





    Long picks up another hill next turn, then a flatland plains tile, and one coast and it's basically done. Library into military engineer, buy the university. Maybe the shipyard at some point, but again ready for military from T132. Easy one turn warriors, and four turn knights with Chivalry; shame iron can't keep up with production here with the stables. Four turn coursers can be done though, and I have the horses for that.





    The beast, but not ready. It needs to build the university (finish SoT 130), treb (SoT134), Dam (292 production, 5-6 turns), GP building (290, 5-6 turns but not that important), factory (330, 6 turns, very important) and coal plant (300, 4-5 turns incredibly important). If I can somehow get the rest of the cities onto military whilst I get the Dam, factory and coal plant I can push MH past 100 production/turn, but it also needs to reach up to size 22 to get to maximum yield. I think it can already work all the best tiles, but it does need to share the love to some extent, and work it's own unique, unshareable tiles.

    Essentially, if I can fit in Industrialization by SoT132 (I can do) without breaking other tech needs (and I think I can), MH can really push the other cities production and I can pretty much to go full fascist dictatorship: I got all the gold generation I need, my tech will fall off but still but #1 thanks to the eurekas, the culture will keep up, just about for the relevant policy cards, and the rest is down to resource locations. I can fully promote magnus and then I can likely keep MH two or three turning all pre-oil military units: I should probably consider an encampment for the military academy to just build the corps and armies. Shame I don't have any actual tiles to put it on.





    I haven't talked about the game state at all. That's mostly because this post was for me, to refer back to over the next week.

    The short version of this is easy. Whosit has to rush Chev but I don't think he will. He can't attack greenline unless he can win quickly but I don't think he can. Weakening himself and greenline plays into my hands, but TAD will start gearing up soon in terms of military production (I expect him to somewhat match and then exceed my output thanks to the only functioning faith generation economy in the game and the GMC). We have recently resigned DoF, but once that runs out I don't see TAD wanting to continue it, as he will want to invade me as the only land route to anywhere. Unfortunately he needs to build a navy as well and the GMC doesn't work for that.

    My counter is to raze Bring a Towel; after razing Burmese I have no other duty for the navy. That isolates the two sides of his empire (and I have teh tech lead on the route to Steam Power), and with a canal I can defend either whilst going on a razing spree: Babelfish and Forty two follow. If I hold frigates and later battleships on either side of ponytail I'm safe from TAD.

    Meanwhile I just throw out the army and try and break through Whosit and greenline in one go: if I break Whosits offensive capabilities, never mind cities, I just need to subsume Korea and retake Venice for a platform to then head for air power, nukes and a science victory.

    Is this likely? No, but as it stands Chev is uncontrollable and could do anything. Whosit doesn't have much choice, if he doesn't make a pay at someone he will fall behind and even if he were to go at Chev that helps remove uncertainty. I'm more sure that if I can take Burmese off the board quickly then TAD can be handled, and if I can stop any land based aggression from him then he needs to find a way to out tech me, or rely on me getting characteristically unlucky with resources.
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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Quote:Much to my chagrain, Whosit gets Imhotep. Out of the remaining three, I expect TAD to grab the next one before the end of the era so we will see two pop up. I will get up to 4 points/turn from T129 so
  • James of St. George is theoretically either trash or sound. I'd probably use him along with a plan for a swap to Monarchy (I'm keeping an open mind on a swap). I wouldn't reject him.

  • Bi Sheng is trash for me but would actually be OK for Whosit (no campuses), I reject and don't even worry about it. TAD has already triggered Astro so he would reject as well. Whosit would get a cheap GE if Bi Sheng is next.

  • Isadore is...half of Alhambra. I'd take him and engineer another quick double policy swap.

It's Bi Sheng frown

I will reach 120 points in 21 turns. TAD gets there in 11, and will reject, which actually means I get there in...16 turns, assuming no factories. Then I reject and it drops to Whosit frown

However, if that happens (and TAD doesn't accelerate and pick up the BS) then the next GE will be a Ren era one and the only one that isn't trash is Brunelleschi (who essentially gives all of Alhambra, or most of an Industrial era wonder...oh, Ruhr Valley is there).
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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Ooof. Rough turn. I needed to rush it as well.

Turn 129

No pictures. Guilds comes in, Banking eureka lands, card swaps and upgrade happens. Divine Right due next turn.

TAD reaches 139 beakers per turn, and I'm languishing at 126 (ok, it jumps up by 6 end of turn but still). And he is running Wisselbanken so he is at Diplomatic Service (meh, that's a four turn lead on me). Also he is running projects. Sure, you do that for Bi Sheng TAD bang

Funny moment, I saw a triple war dec in the updates, it was because TAD attacked Preslav, which removed his envoys and made Whosit suzerain. Whosit is making a play for Zanzibar and has a triple move musket. Given there are no GG that will affect a musket...I don't get how?

And Chev rejected Chola. I get it, he wants the extra trade route, but I'll take the simple +3 bonus on naval units. I accepted and retired Chola this turn.

Best of all though: the border pop at Long got me a plains hill. I put a mine on it this turn, and it gets the seowon beaker!

I'll see if I can squeeze out Industrialization SoT131 next turn, the free beaker will make all the difference :D
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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Sorry no screenshots again and next turn is a world Congress turn.

Just imagine Burmese got pounded by four frigates and the walls are down to 29 health and the city 150ish and the caravels are standing by. It might fall T132 but more likely t133. I don't see what Whosit can do even if he has 3 field cannon hiding in the fog (any bombards would need to move up and hence die before firing). At this point it's a question of what losses I take (if any), rather than if Burmese can be saved. And next (real) turn we see coal smile
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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