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Sid Meier's Civilization VI

Vidfamne

Banned
The August patch has arrived (v1.3.3 I believe), so it's time to win Deity/Small/Continents/Standard, no DLC. I forgot to turn off tribal villages, but it turned out not to matter.

Played 70 turns so far, spoiler contains the report.
Picked Catherine because she's bad at this game but I wish she wasn't, and maybe the advantage in information would turn out interesting to play, certainly more so than rainforest guy or "+4 strength vs different religion". Besides, with her Medieval-or-later wonder production bonus, she might be able to compete for Ruhr (will I ever build it anyhow) or Venetian Arsenal, which are the best wonders in the game, as far as I can tell.
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The clear choice, I think, is to move SW: this gets the 3-food tile (marsh) into the initial borders, allows for a stone harvest later and might even free up space for a city on the eastern coast. I moved the warrior first and found nothing that would have changed my decision. As in Civ4, settling on a (riverside) plains hill for a strong city centre yield is usually the play.

I want a builder first this time, as both diamonds and horses are such strong tiles when improved, and horses at the capital favour a "settler rush" to find a second source: horsemen are the best Classical unit, IMHO.

What's faster to work, the 3/0/0 marsh or the 2/2/0 horse? It turns out to be intuitive enough:
Marsh: 5t growth (5f, 4.2 cpt) -> 4t (4f, 8.4 cpt)
Horse: 7t growth (4f, 6.3 cpt) -> 1t (with any second tile)

Mining first, since I want to mine both the diamonds and the ordinary plains hill. Animal Husbandry just has one target plot.

On T2, walking the warrior NW immediately reveals Hattusa (quest: recruit a Great General), see map below. The free envoy almost doubles my science at this point (2.8 from capital, 2 from envoy bonus), which makes early bee-lines attractive.

I meet Gandhi on T3, and he settles towards me, blocking any sensible site upstream from the capital. That means war, even if it's cold at this stage. With Hattusa on hand, researching Archery without the eureka seems viable.

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Here's the situation on T23. I have just founded my second city close to an innately cultured rainforest. It doesn't bring much food to the table, but with the purchased 1/3/0 tile, it can grab a fast builder freeing up the capital's production. Afterwards, it will make a decent helper city in between the capital and the second horse site to the east (which is rather marginal), even pass the diamonds to it. Two chops on hand for horsemen, too. I thought of harvesting the wheat, but I decided it wouldn't pay off -- this city can get to size4 fast enough with wheat and stagnate on ~10 cogs per turn.
With the current schedule, the micro is pleasant: the worker will farm the wheat just in time to speed up size2.

On T24, I meet Hojo. I don't get vision on any of his cities. He has some cool luxuries (oranges, sugar), another reason to mine the diamonds at Ambracie.

I probably won't settle a fourth city. The warrior has just vanquished a spearman defending a barbarian camp, though, so perhaps boosted Bronze Working can activate a rainforest chop city in the north. Will have to see what Gandhi does. He grabs a pantheon that isn't God of the Forge, which makes that tobacco look interesting. Hojo soon gets working on his early Holy Site according to rumours, though, and Stonehenge is BIDAL (built in a distant land) T31, so I might have competition, and working the tobacco would itself carry an opportunity cost in settler/builder cogs.

Civic research moves onto boosted Military Science, of course, since we need the policy that grants 50% Classical cavalry production as soon as possible. I'm using Agoge while I can to produce cheap archers, though; they'll serve well to bolster the horsemen.

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A scout had spotted Antioche earlier, but I'm not concerned about my cities falling here (there was another, healthy warrior following behind, but still no matter), and barbarian pillaging isn't such a threat in Civ6. Builds still finish and builders can easily repair improvements. I'll likely need a builder at the capital before the horses can reach critical mass, anyhow.

The builder at Ambracie has just finished the wheat farm, and will move on to improve horses, then either improve fish or Ilkum-chop a builder, at city #3.

The capital's pasture did end up getting pillaged, but this hardly delayed the plan. There were some food micro pure-profit opportunities because I want all my cities to stagnate on size3 building horsemen anyway; Alexandrette (city #3) went builder first to improve tobacco and chop a horseman:

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Plan is to hit Gandhi (whose military score I already surpass by 50% on this turn) in 5t. I denounced India right after taking this picture. Gandhi had gone to friendly because I had "managed" to fulfill his hidden agenda (Paranoid, which is effectively free on Deity). Hopefully he won't have put up walls yet, but I can grab a battering ram if I need it, thus the Masonry research. He has a spear wandering around somewhere south of Antioche, and that barbarian swordsman might force me to divert an archer.

The biggest question is whether I should hit Mumbai at all instead of running straight for the core, but Mumbai contains a heavy chariot and could likely add another, forcing me to keep two horsemen around the capital. I only need three horses to take Mumbai.
OTOH, if I get a steady supply of horsemen going, nothing says that the two horses must be the same units every turn, so I might not actually be forced to keep any reserve if production is high enough.

Imagine if I'd picked the utterly broken Scythians here. Or at least Teddy Roosevelt: +5 strength to all units is much better than +10 strength on one unit that you won't see before T150.

Civic research is set to State Workforce, since it unlocks Conscription. I'm not sure that I can grab a district from Gandhi in time, but I can always set it to Early Empire later. I don't particularly need any civic or policy right now, save for Conscription.

Both Hojo and Gandhi proposed to trade luxuries/gold/Open Borders for my "spare" horses. But something told me not to do that.

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It seems that the swordsman has brought friends. This is part of why the Sumerian war-cart excels; it has no prerequisites and can reasonably kill barbarian scouts spotting your cities. Of course, the greater part is that Sumeria can rush anyone in the Ancient Age.

I avoid engaging with the horsemen, as I don't want them injured or displaced right now. This also solves the question of where to attack Gandhi: probably can't hurt the core without archers or a battering ram now (which will be enqueued at Antioche, not least because rams move slowly, but also because it has good production even in Conscription).

I reconfigured Antioche to grow to size4 a bit faster, in exchange for a 1t delay on the next horseman. Gandhi still lacks power, and I'm confident that three horses + one archer will easily capture Mumbai.

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Indeed, they did. Gandhi has smartly evacuated the heavy chariot defending the city, and only one of the horses gets to promo-heal at this point, but we'll need a breather anyway to wait for the battering ram and additional horses. I expect the core to offer decent resistance, varu are on the table.

I've seen a single swordsman retreat to Madurai, if nothing else. Pillaging the iron will not be sensibly possible, given its location, but swords don't fare well against horsemen anyway.

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The premier Zelda fan does not want to share his oranges, so I take this deal instead. It pays for two more horsemen. He researches at 40 bpt, but I think I can catch up by absorbing India.

Further bad news: somebody else already has an encampment and will probably get the first Great General. A leader such as Hojo (cheap encampments) or Gorgo (wildcard policy slot) could likely have competed. I'm tempted to design a balance mod for my personal enjoyment after this game, because no choice deserves to be effectively blank. There is a range of genuinely enjoyable, but not overpowered abilities in the top rung; it's just that everything below isn't "niche", but unviable. Gandhi isn't accomplishing much by his special traits, either, beyond building stepwells that mysteriously vanish when I take his cities.

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The swordsman and chariot presumably had comprised his entire army. The battering ram proves useless, because Gandhi hasn't even thrown up walls yet. Catherine, in turn, throws up her hands and opens another bottle of Chardonnay as she watches the "Deity" AI fail to defend its clustered size7 cities.

Domestically, the watermill should eventually pay off in this game (surely I won't have won by T145, and it's also an advance investment into later production-boosting policy cards). All my cities are rather hopeless for districts except for harbours, which are great for trade capacity, but trade routes get stronger with districts.

The Apprenticeship +1 cog upgrade to mines is clearly the best technology to grab here. Indeed, fast Apprenticeship is usually worth it, because production is always the bottleneck in Civ6.

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Gandhi does, in fact, have some decent units around his capital. Why these didn't participate in the defense of the obvious target Madurai is anyone's guess.

Don't underestimate varu, they are deadly to horsemen, particularly in such close quarters (the -5 malus stacks). The watermill ought to be judged a mistake, another archer or horseman would have been much more useful at this point. On the other hand, I've already managed to dislodge an Indian spearman and my cavalry can easily pivot around to Calcutta while the varu are blocking Delhi. Time is on my side here, I think, not Gandhi's.

Hojo, of course, seizes the opportunity to sneak in a settler. I might just declare a surprise war on him right afterwards -- his power is considerable (255 to my 295), but as can be seen from Gandhi's failure to defend Madurai with these varu, or the earlier barbarian invasion, the computer is so terrible at tactical play that I expect to win at parity.

The most pressing concern is that I still lack the Political Philosophy eureka (meeting 3 city-states). If Gandhi blunders his varu easily, I might be able to dispatch a horseman to that task, but varu get great odds vs horsemen and archers in the field, so this isn't looking likely.

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Gandhi's first varu tears through a horseman and archer, but I can whittle it down with my copious units, and they provide great XP returns to boot. I don't expect a lone varu to cause much damage at this point. Calcutta is doomed; I know that Gandhi has another city yet unseen (Chennai) and expect it to be west of Delhi. Calcutta has terrible tiles, so I'll raze it.

Note the barbarian xbow approaching Antioche from the south, and the warrior about to pillage the horses (again). I had moved the guarding archer towards Madurai.

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Delhi has fallen without resistance from any units, although overcoming the city itself has cost me another (badly-injured) horseman. Gandhi still has an archer and I believe that's it, but these barbarians are giving him a lifeline by keeping a sizable part of my remaining troops pinned down, and every turn that Gandhi lives is one where all my captured cities are doing nothing. There is the piñata option, but I don't have much immediate use for gold and I could only extort about 750 in total (150 upfront, 20 per turn for 30t). I'd also rather not attack into varu again.

The double punishment for a lack of scouting: constant barbarian incursions and slow progress towards the most important early civic (largely due to Classical Republic). Of course, I didn't find much opportunity to scout / fogbust with a turn-3 Deity AI contact boxing off my north and west early and a settler/builder-heavy start, but I'm sure I could have done better -- unit placement wasn't ideal, and some unneeded forces at Mumbai / Madurai could have been sent into the southern waste instead. That said, getting T5 scout-spotted from the deepest tundra snowballs more than anything else one does about barbarians.

I'm not worried yet by Hojo being the requisite seven-techs-ahead AI, because for all I care he's only showing swordsmen and building junk wonders like the Mahabodhi, and I remember how Teddy Roosevelt's Immortal AI didn't manage to finish two of three spaceports in 700 years, and thought to cover its entire core with one mech infantry army. Rumour also has it that Hojo has another neighbor, Qin Shi Huang, who might be keeping him in check. He has five cities in any event.

The builder at Ambracie is meant to chop Mumbai into productivity. I wish Mumbai was placed sensibly on the river (same goes for Madurai) and wonder if I should have razed and resettled. The riverlessness of this map is amusing: a 4-food tile (oranges) close to my capital, and yet that site would be junk in practice, at least before the farm adjacency upgrades.

More to come later. Certainly not considering this game won yet. Scythia probably would have, though, I doubt Hojo and Qin could defend against it.
 
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Vidfamne

Banned
The report continues: turns 70-160 (midgame strategy and pre-Modern warfare)
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Somebody had indeed taken God of the Forge, possibly Hojo. Given my three diamond mines and that I don't want to build a bunch of holy sites, this seemed like a good choice instead. I also considered God of the Open Sky (+1 culture from pastures), but culture will be easier to come by sufficiently than faith. Lady of the Reeds and Marshes didn't seem all that strong on this map.

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Gandhi manages to produce a last-ditch varu in Chennai. This delays the city's fall by another turn, but not least due to absurd mismanagement of his archer, it's too late to offer any other kind of resistance. Japan is my neighbour now, and with recent losses to the barbarian swarm, I'm not looking strong anymore (132 military score) compared to Hojo. Fortunately, Chennai is a natural chokepoint and will have strong production; I might even lay down an encampment there, and walls could be useful. I need the Engineering eureka anyway.

With mines at +2 hammers and Classical Republic on the horizon (for 30% faster builders + 50% faster settlers), the time has come to sprawl out. The southern lands lack water, but I've marked a site that is nonetheless interesting. With rice and (harvested?) wheat, working two grass mines and connecting another luxury would prove strong enough already, and I like that it pushes back the barbarians as well. The diamonds near Ambracie are another obvious target for short-term improvement. The Ambracie builder will chop twice at Mumbai afterwards.

I'm pleased with my culture rate for once. Monuments are contributing a good part. It will not last, but this is the most critical time-period during which to grab civics.

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The great Ilkum offensive. Mix it with the +2 builder actions policy and chop/mine thoroughly. The lack of trade routes will have to be addressed later; the economy is decent enough for now. The catapult under construction in Ambracie is meant to whittle down the recent Japanese settlement of Sendai.

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T100 overview. It might not yet look like it, but I'm gearing up for war with Hojo in a mere half-dozen turns. The Deity AI seems strangely averse to building walls; even those at Shizuoka are a recent addition. The hope is to hit Gifu before the walls go up there, which I could do now, but I don't feel prepared to ward off the counter-strike yet. If Hojo does throw up walls at Gifu, I will hit Shizuoka first instead. Sendai is a secondary war-aim, but unlikely to fall; he'd have to have no units in the area. Declared friendship with Qin Shi Huang, who loves me for my lack of wonders and has no army to speak of; he'll become a target later, but for the time being, I'm content to occupy myself with Japan.

Part of the plan is to switch the wildcard back to 50% horseman boost. Yeah, horsemen. I'm heading for feudalism on the civic tree and stirrups in research, but I don't want to wait for knights here. The silver lining is that I don't think Japan has a Great General, so horsemen should be reasonably competitive even if he has gunpowder units.

French science is keeping pace with Deities passably: Qin and Peter have about 50 bpt and Peter even has fewer techs researched than me, China only two more. The Russian has also been locked into war with America, or so I hear (thanks Flying Squadron). Nominally, this guy is the game leader, but he won't be when I have missile cruisers, if all else fails ;) and I'm confident about his inability to conquer America.

Chennai and Delhi have strong production, and will become fantastic cities once I hit farm upgrades. I'm also glad to have kept Mumbai, after all: that's another solid production city, and it would never have grown all that much to make the river pay off. Only Madurai has been struggling, but it justifies itself with a chopped library. Unfortunately, America will get Galilei in twenty turns, and I can't possibly stop them, but the following GSci might go to France's court.

I've chopped most of my forests at this point, usually into additional builders or granaries (the rare building that's worth its cost). The exception is Chennai, where chops and stone harvesting with Veterancy has allowed for a quick encampment, which will hopefully protect Chennai. I might follow up with walls if Hojo can draw up a serious army. I've also chopped a water mill, this allows it to build 4t horsemen in Maneuver + Urban Planning, which will be adopted come Defensive Tactics.

Hojo finishes the Terracotta Army, which I'd already known to expect (thanks again, Flying Squadron). Then, at the end of T102, Qin surprises me with this offer:

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The catapult is just 1t out of position and who knows if this offer is still valid next turn, so I accept.

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Wherever Hojo's units are, I'm not seeing most of them and I'm guessing that he's getting them slaughtered at the Chinese frontier. Marvellous. At the time, I didn't even know what said frontier looked like; once that had been revealed, this course of events would seem even more baffling.

The knight in Shizuoka isn't all that dangerous, since as long as I can besiege the city, two catapults will wear it down in due time. Sendai will also be attacked by two catapults; I wished I had the money to levy Hattusa's five swords, but ultimately, it wouldn't have sped up the war.

Horsemen are finishing fast at every city. Urban Planning is such a great policy. I wish I had a few more builders, but we can play SimCity after the war. Note China hitting the Industrial era. Also I misclicked the damn builder near Krak, but at least it only had one charge left.

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Catapults are hilariously slow to destroy Renaissance walls, and I've had to sacrifice an archer to deal with a Japanese knight/samurai pair, who had been meant for the xbow upgrade to eureka Metal Casting. This, in turn, has made me divert the gold I'd wanted to invest into Professional Army bombard upgrades into a fifth catapult. Shizuoka and Sendai have both fallen on this turn; Qin has long since made peace, but I'm no less thankful for his bearing the brunt of Japan's misguided offensive. I've been sniping the odd Japanese knight, but I tend to leave samurai alone because they're slow and Hojo seems unwilling to attack with them.

I have to credit the computer with smartly using that lake to keep injured units safe: I still don't have Shipbuilding. Or Mathematics.

My war aims have been fulfilled nonetheless. I sign peace with Japan a few turns later. Some samurai were wandering into range of the catapults, which is why I delayed peace at all, but they kept trickling in at a steady enough pace that I wrote off any assault on Kyoto without bombards and knights. War will surely re-open soon, because China is starting to look dangerous and I'll need Japan's cities to keep up with them.

Gold is a serious issue with all these units running around. I'm at -1 gpt despite Conscription. With Sendai conquered, though, I should be able to connect to China. Hojo of all people goes on to send me a deal to buy horse + gems for 15 gpt, which I take gladly.

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I sign an alliance with Qin for 20g or so. Hey, I'll do anything for bombards (125g per upgrade with Professional Army) and Hojo must fall before he acquires serious units again. This has the nice side-effect of revealing China's map and military. I knew about the cavalry from a Flying Squadron rumour, but I didn't expect it to be, once again, a singleton. Crouching Tigers aren't trivial, but not really in style against knights.

While I commend the AI on guarding the only gap in its amusingly natural Great Wall of China, the Jiaodong encampment is badly placed. As many as five units at a time can apparently maneuver around it. There's another possible avenue of attack by boating the northwest, if China doesn't add further encampments at those relatively recent cities. Hojo's power is lower yet, so I'm optimistic about round two. If China breaks the alliance on declaration or whatever, all the better, because I'm not certain I can afford to spare him.

However, the real threat isn't China, but Russia with its 87 bpt... or America, who are leading in science ahead of China (who are 8 techs ahead of me). Either way, I might have to consider the Venetian Arsenal soon; Gothic Architecture, the +15% policy for Medieval-or-later wonders, should pair nicely with Catherine's innate bonus.

In domestic affairs, there are three sites still worth settling by myself: north of Homs, riverside citrus near Antioche (still beleaguered periodically by packs of barbarian swordsmen + xbows, which my horsemen keep at bay paired with the city ranged strikes, but can't beat in the field) and the copper tundra site south of Alexandrette. With Japan conquered, that will push me to 19 core cities, which should be enough to pursue victory with. China is unlikely to acquire more than twelve, and I'm sure hoping that the Russian-American continent is rather small.

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As expected, America's science doubles that of most other nations, but their military isn't up to par, and while you can't see it in this screenshot, the US capital is coastal and very obviously boatable. Trade routes with China have stabilized the national budget, while our top spy (by default) is secretly dispatched to exploit their technological advantage and steal the secrets of Economics.

"And now for the Civ6 news."

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The siege of Kyoto shows the computer blundering in every way imaginable: the Great General is wandering around at random, the samurai aren't even attacking, and the cities keep range-striking at the bombards promoted with Crew Weapons, which inflicts negligible damage. I'm not sure if the siege tower does anything, but I'm sure that the lads are having fun parading it around before the skyscraper-hearted ecumenopolis that they don't quite grasp yet.

Horsemen are still being useful as amenity-providing garrisons with Retainers. Even low-production cities can churn them out in 6t. They also serve as flankers. I'm not sure if I will have a window for mass cavalry upgrades (190g each with Professional Army), but that could be another purpose; more likely, it will be tanks.

The most critical mission in the war isn't capturing the Japanese cities, but killing a samurai with a knight. Not just for the epic gamer moment, but because of the Military Science eureka. China has cavalry and a Great General, and it will soon be time to backstab them. In 25 turns, to be exact. Here's the secret to Civilization 6 research in single-player: past the Classical Age, you can generally ignore any tech below the equator.

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Japan leaves the game on T160.

China does have a decent army in the difficult terrain of our present frontier region, including knight and Crouching Tiger armies, but I have reasons to believe that Qin Shi Huang isn't going to break through this corridor. Sendai is set up as a multi-layered killzone, and I'm securely the suzerain of Hattusa, which means a possible four levied musketmen.

The apparent key weakness of China is their decrepit siege tech. Catapults in 1000 AD indicates that he's possibly not on the Steel path yet. Which is a terrible decision for him. Steel is one of the most important techs in the game, on par with Apprenticeship and Industrialization.

Unlike bombards, artillery most decidedly obliterates pre-Modern field units, and I happen to be roughly 25 turns away from the technology; the strategy until then is simply to grab as much gold as I can before the stab. I really only need to upgrade the bombards east of Sendai; the army that has just defeated Hojo can stick with bombards for longer because China has no units in the west. This army will soon conquer Yerevan, putting the Emperor into an impossible position if he doesn't improve it notably over the next 25 turns: if he keeps his army near Sendai/Hattusa, he loses every city west of Xi'an. If he doesn't, we can fall back behind Yerevan in the west and push against the now-undefended core. If he splits his forces, he won't have enough units to hold either front.

Barbarians are still posing trouble. I have no navy, so my coastal improvements get pillaged every so often, which is why I've tried to avoid them in the first place. Meanwhile, the raiders of Antioch invented muskets at roughly the same time as I managed to get knights into the area, thwarting another expedition to destroy that absurdly stubborn camp.

Peter's science is now evenly matched with mine, although so is his military score. Meanwhile, Roosevelt has finished an aerodrome at Washington (I have full visibility on the city's tiles due to either my access level, or the embassy). Whether or not the attack on China succeeds, I want to boat Teddy's capital around T210; to that end, Ambracie is building a coastal Industrial Zone in preparation for the Venetian Arsenal. With Grand Tour and Gothic Architecture, it should finish in 40 turns, which is ridiculous, but probably still faster than the -- you've guessed it -- spaceport that the Americans are building at Washington DC.

However, the war against China will be protracted and cumbersome, even if not difficult. My main concern is that war weariness will screw with the schedule on raiding America. In any case, it's something to be played later.

On a final note, China is building Oxford University at Jiaodong. Better them than America, but this could lead to Qin reaching Steel in time after all. If that happens, it surely gets complicated, but war will still be advisable, I think, simply to get rid of China's standing army and eliminate them as a potential space victor.

Still have lots of faith stockpiled, mostly because that'll likely be the only way I can compete for any Great Person if I need one.
 

Vidfamne

Banned
Here's the end (T161-251).
Hilariously, the Flying Squadron informs me that China's technology has been stolen "by an unknown spy in Jiaodong". Yeah, I wonder. Said spy continues to be very useful, stealing 320 gold and the Combustion eureka as China continues researching ahead of me, gaining Steam Power, Economics, Electricity and Radio. America builds Oxford U before China does.

Steel hits on T180 (5t earlier than anticipated, thanks to some trade routes / libraries / the Stockholm 3-envoy bonus), allowing for 115g Bombard -> Artillery upgrades with Professional Army. China has suzerained Yerevan and Stockholm, but the latter has no units and the former barely matters. I've upgraded three bombards near Yerevan (of five total) and three at Sendai, where two knights and a cavalry have also joined to bolster the small front. Hattusa is still on my side.

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I also "steal" China's Great General. They'll need roughly 15t to catch the next one. That will hopefully be too late to matter. China's military score has grown quite steadily to 654, which is about half of mine.

Research is set to Mass Production (Venetian Arsenal), then Industrialization (via Cartography/Square Rigging). Qin declares war on Hattusa on T181, giving me a Protectorate casus belli. Which eliminates the warmonger penalty. Thanks!

Qin's offensive conduct is wild even for the computer; not only does he expose his Great General to a simple knight snipe, but his cavalry try to run everywhere at once and get picked off slowly via ranged city strikes and my own cavalry. Therefore, while the siege of Yerevan proceeds more slowly than expected because the city blocks my units with muskets (it falls on T188), the Jiaodong corridor is almost empty by T186. Qin wisens up getting bombards, but still seems not to have artillery.

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On T196, Longxi and Jiaodong both fall, and I send my displaced top spy to Washington. The Americans have already launched an earth satellite and should be working on the moon landing, but they don't have any Mars component technologies yet. While T210 was clearly too optimistic a schedule for the battleship strike, I should finish the Venetian Arsenal at Ambracie by T220. I don't have great ports for production, but Delhi is decent enough.

Also, I finally clear the barbarian outpost that has been responsible for the constant harassment of Antioche and adjacent cities during the last 150 turns.

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It only takes 10 more turns for the rest of China to fall. Artillery is a great unit. Cavalry and knights are still useful by being quick to occupy encampments and laying siege to cities.

The Chinese land is underdeveloped considering that they owned the Pyramids, but it comes with a few new luxuries (ivory, jade, marble) and some research labs, as well as one power plant (one more would have been helpful for the eureka), neither of which I can build yet. Peter can no longer compete with me in science, we already have the same number of technologies researched, and his cultural victory is far off (28/290 tourists). While Roosevelt lands on the moon before I can sabotage his spaceports, he doesn't have the technologies to land on Mars yet, and he won't get there before I've taken his core.

The economy is more than repaired now, too. I can just buy additional battleships. There's an interesting trade-off in researching Steel, I suppose, in that you gain artillery but lose the possibility of frigate -> battleship upgrades (since the b-ship obsoletes frigates and there's no policy that speeds up b-ships until the Cold War civic, which is far off), if you haven't already built frigates in bulk... except pillaging throws this (and everything) off balance. With the pillage-boosting policies, sacking mines and commercial districts yields half the price of a battleship. Needless to say, I'm not waiting for ships in attacking Roosevelt.

Research is set towards nukes. I'm not sure if they'll be relevant, but a safety net can't hurt.

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Roosevelt manages to kill one artillery via P-51 Mustang (down in a single shot!). This could have been dangerous if he'd built more than one plane.
His walls (or garrisoned units) aren't state-of-the-art, so Great General-boosted artillery rolls over him in about a dozen turns. His farmland allows my units to pillage back to full health. I don't have anything much to comment here. I ignore his last few cities because he's no longer in any position to compete for Mars, and milking him for cash is far more useful than a few cities that will never produce anything.

All that stands between me and victory is Russia, and I have missile cruisers at this point, as well as a faith-bought Great Admiral. Hopefully I can get there by T250, because the turn count is already a bit embarrassing.

Amusingly, Peter had just declared war on America in his opportunism and lost a bit of his military power. He has cossack corps, aerodromes, and very sturdy walls, but I still anticipate that the main issue will be finding out where Moscow is.

The Colossus in New York's harbour did make me smile -- very apt.

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I lose two cavalry, but the northern cities fall quickly before I'm stopped by the near-impenetrable Bandar Brunei (allied with Peter) and... American cultural borders. Fortunately, Teddy is willing to sign open borders for a penny.

At Jerusalem, I'm met with three xbow armies. Yes, xbows. I move in my artillery at close range to dislodge them. The observation balloon proves to be a lethal meme; artillery can shoot from outside the range of enemy cities now, and once I get to rocket artillery, it will be more insane yet. As if rocket arty wasn't already.

Peter is also trying to shoot for space and launches a sputnik. At least he's going for the flavourful exit.

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Here's what balloon-powered rocket artillery does. The range and damage are obscene here: Saratov will be gone next turn. If Peter had defenses on par with these city-states, he could actually have held out reasonably, except I'm also building nukes.

Valletta's encampment prevents my eastern fleet from going anywhere before the game will end. Kudos on that placement.

At this point it also hits me that Moscow isn't the Russian capital in this game. It's Petersburg, of course, which ought to be located just past this filler city of Saratov. So all the Venetian Arsenal planning and my 8 missile cruisers in the west are worthless.

Vrqpbnh.png

Petersburg doesn't last much longer.

Once again, this endgame was very anticlimactic. Civ6 Deity is about as difficult as Civ4 Monarch/Emperor, i.e. not much so. The main reason is that the computer utterly doesn't know how to wage war. It doesn't build enough units, it doesn't even concentrate those that it does have, it runs all over the place with single corps that wander into city ranged strikes, it doesn't build planes even with maximally upgraded aerodromes, it tries to land on the moon while its cities fall left and right, and it runs around with xbow armies in the Atomic Age instead of upgrading them.

This will likely sound arrogant, but I suspect that the Civ6 designers didn't understand their own game very well, so no wonder the computer doesn't. I still have no idea about how to play this game, and I've certainly not played this map without blunders. It's possible that the expansions render more of a challenge, but they'd have to fix a whole lot of broken mechanics, such as the absurd power of pillaging and upgrades, and the total non-competitivity of culture/science victories against Domination.

Maybe this won't be the last I play of Civ6. But for now, I'm thoroughly disappointed, at least regarding single-player. Time to look for more challenging strategy games. Maybe try Ageod's.
 
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John

(he/him)
I bought this on iOS a while back, and was surprised to see it was the full game. The touch interface was good, but I did think the in-game resolution was low compared to what my iPad was capable of. Apparently there's a way to use the in-game debug menu if you have a bluetooth keyboard, and adjust the resolution from 1024x768 to the native 2048x1536, but I don't know if that introduces issues or slowdown. I've only got a 6th gen iPad, so it's three models out of date.
 

nataeryn

Discovered Construction
(he/him)
the last update was quite good in a lot of ways and kind of irritating in a lot of ways.
they added additional military units so you're not waiting two eras to get upgrades to each type. They reshuffled the unique units so they are all replacements, which you can then use money to upgrade into instead of building from scratch. On the other hand, now its pretty easy to blow by a unit in not so many turns or march your army to the nearest neighbor only to find they've upgraded. Some civs can really take advantage of the unit timing like Gaul getting Man at Arms way early. And, yes, scouts can pet their dogs (but not the cat).

If anyone ever wants to get any personal walkthroughs or play online, hit me up.
 
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