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[Spoilers] Suboptimal - Welcome to the Tlachtli of Blunders!

Turn 198

Open the save, not much going on at first glance. The barbarian field cannon has indeed moved onto the iron hill. Musket corps attacks and then the city fires and the threat is vanquished. Builder here moves to the marble to quarry it next turn.

Up at Hairshirt Sir Drake has returned to the city center. I send Sir Drake out five hexes, find nothing. I bring the battleship down to the coast tile just NW of Hairshirt’s territory. I also reposition the Great General and field cannon to be ready to make an attack on the straits, just in case.

In the ocean I move my southern battleship SE one tile to fogbust and find the Greek battleship slinking along the southern ice cap. I shoot with the southern one first as it has less XP, doing 59 points to the Greek unit. I bring the southern one down and shoot again, sinking it. Both units are within 5XP of their next promotion. With that threat gone I’ll have to repair the pillaged oil well at find. To that end Sing restarts a builder.

Over at Waffles the tank attacks the city again, taking it. The city is renamed (Don’t Go Back To) Rockville:




I start repairing the monument. I’m going to let the tank heal up here and then head for Kapsalon. The walls may be problematic but I’ll deal with that once I get there. The city, while not contributing much thanks to occupation, still provides me with an extra trade route slot, some great person points and a bit of income and science. That Campus would be giving me 10Icon_Science if not for the occupation penalty.

Reposition a couple of builders, chop the forest at Oddfellows to bring the research lab’s time down to 16 turns.

I do see that rho21 has created a field cannon army at Menaechmus. I’ll be starting that process shortly. Next turn Mobilization and Flight both complete, as do a few units (tank, cavalry). I’ll start Mass Media and Radio, with Radio’s completion getting me the boost for Mass Media. The question then becomes whether or not to switch into Professional Army for a few upgrades (like knight corps to tank corps and the bombard corps to artillery). I also get spy visibility in Menaechmus for a more complete picture of the front. That will inform my policy swap to some degree.
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
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Turn 199

Turn notifications are the usual pile of lack of housing and lack of amenties, combined with civic and tech completions. Tucked into the pile, however, is a “Your city can perform a ranged attack”. Where? Diminished, where a barbarian ranger has shown up. As with the field cannon the musket attacks first, the city center second and the threat is dispatched. While I’m here I quarry the marble, gaining +2Icon_Gold and +1Icon_Production for the city and 6 amenities for the empire. That immediately boosts science, culture and gold rates, though my old rate is in the crapper right now because Professional Army obsoleted.

Up at Menaechmus the spy is now active. I start a listening post mission to gain the spy a promotion. The current situation looks like this:




There’s not a whole lot of military over here. If it wasn’t for the fact that penetrating the city walls would be a pain in the ass (which I can actually start to do something about shortly) I’d send some tanks through here to pillage out the area. That leaves the larger question of “where is everybody”? The infantry corp (CS 80) was last seen heading SE from Xenocrates. He’s got three tanks and a cavalry (total CS of 302) NW of Undertow. The know navy is another 130. Three horses (108 total), one musket (55), a field cannon army (80), and a hoplite (25) round out the visible forces. That’s 780 out of the 1632 being shown by the score screen.

Start Radio and Mass Media, open up the policy screen. Levée en Masse takes the place of the obsoleted Conscription policy, Professional Army goes in. Income shoots up to 116.2 per turn. I immediately upgrade the bombard corps at Near to artillery. The knight corps east of Underneath return to that city’s territory. I upgrade one now and hold the other to be done in a couple of turns.

Out in the ocean I split the battleship force – one heads west for Undertow to offer support, just in case. The other heads east to shell the barbarian camp.

Up at Hairshirt Sir Drake is still out at sea. He moves a few hexes to the east in a zig-zag and find the Greek fleet north of Underneath:




I move one tile closer to the battleship (after tagging both locations with markers) to see if there’s anything past them and see nothing. Doesn’t mean there isn’t a privateer about. Both ships are far enough off land where I won’t bring the field cannon over. I also leave my battleship NW of Hairshirt for the time being.

Tank finished at Begin, moves up to Cant and forms a corps with the tank already there. Begin starts an Encampment project, due in 6 turns. That project with natural GGP accumulation will net me Napoleon. Once Begin finishes that it’ll fully build out its Encampment district. Calvary unit at Kenneth moves to just outside Cant and the city starts a bank. Everyone is far enough away from Goddard, for right now, that I don’t need to run a project yet. Welcome finished its Military Academy and starts an Aerodrome (7 turns). Underneath, plodding along, starts a sewer. Down at Horse I plant an Aerodrome district west of the Industrial Zone. Its cavalry unit will complete next turn and head to Cant to meet up with the other one and then I’ll build the Aerodrome. The build times for districts at Horse are 10 for non-discounted and 6 for discounted and the Aerodrome is discounted. It’ll probably only take five turns since the cavalry unit is at 329/330 and Horse’s production is currently 41 per turn.

How will also complete a cavalry unit next turn. The question then becomes whether to leave them separately or form up an army. I’m tempted to leave them separate only because they’ll be useful as a wolfpack when Synthetic Materials comes around.

Looking ahead at boosts I’ve got the following in the pipeline:

- Synthetic Materials: aerodromes at Horse and Welcome
- Advanced Ballistics: power plants at all three factory cities once Electricity is complete.
- Rocketry: need Goddard
- Combined Arms: field cannon army at Cant, musket army at Near, tank army at Cant
- Capitalism: Have one stock exchange complete, a second one in progress at Find (6 turns). Third one at Kenneth (12 turns total for bank and stock exchange)
- Nuclear Program: research lab at Oddfellows
- Totalitarianism: Begin & Cant to build out Encampments, Welcome’s military academy complete.
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
Reply

Forgot that you guys were back in action. Kinda busy July. Could you toss me the save so I can catch up, if you like me to.
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(July 30th, 2018, 04:36)TheArchduke Wrote: Forgot that you guys were back in action. Kinda busy July. Could you toss me the save so I can catch up, if you like me to.

We're back in action for the next few weeks, anyway. I leave for vacation on the 18th for two weeks.  Part of me is thinking to see if you want to take over for that time period, part of me is thinking to just pause the game again, especially since I might be in the midst of an invasion.  Any thoughts on that?

For reference I'm preparing for a probable attack on Xenocrates. How is going to build an artillery unit, Kenneth will finish the bank and get out an Observation balloon and Cant's tank will finish in 5 turns.  With Begin's project I should be able to get Napoleon (Industrial & Modern units).  The attack would commence around Turn 212 with an artillery army, two tank corps and a tank army.  The only thing that would stop me from doing that is the appearance of reinforcements around Xenocrates.  The only thing stopping me now is the city/Encampment defenses. 

I currently have about half of his military strength accounted for and know that at least one infantry corps and 1-2 field cannons went southeast into the fog.  I don't know if he's preparing a massive assault on Undertow, an end run around the south, bolstering Kongo's meager defenses so he doesn't lose his capital or if he's got an uprising on his hands and some rebel tanks/infantry have shown up.

The EoT 199 save is below.


Attached Files
.civ6save   MONTEZUMA 199 1380 AD.Civ6Save (Size: 728.82 KB / Downloads: 1)
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
Reply

In taking a second look at the screenshot of Xenocrates I've realized the rho21 has been sending his troops (infantry corps, 1-2 field cannon) into Kongolese territory along the road that heads SE from Xenocrates and passes just NE of Diocles. I can do a slight bit of defogging with the tank at Rockville (not crossing the eastern river, mind you) but it needs to be determined if he's lining up for an assault on Diminished or setting up a defensive line by Japper's capital since Japper has almost no military to speak of (milpower of 246 and 128 of that is a knight corps and field cannon corps at Kapsalon).

Archduke, for your reference relating to the above, Japper's capital is located ENE of Kapsalon and NW of Undertow (borders visible by the Greek tanks).
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
Reply

Turn 200

The big 200. Plans are starting to become afoot (is that even grammatically correct?). Or rather, standing up to be afoot. More on that in the Turn 200 Shindig (next post). In the meantime a review of start-of-turn notifications shows nothing unusual. Just the now-standard “I need housing” and “I need amenities” from the cities.

I take a look around in the operational theaters. Two field cannon have shown back up at Xenocrates & Diocles – one in the latter’s Encampment, one back in the fort due south of Xenocrates. Don’t see any sign of the infantry corps. Nothing has changed out at Undertow or Diminished. Up at Hairshirt, Sir Drake is back in the city and sails out into the ocean once more, pulling up even with St. James just as he did two turns ago.

Battleships continue on their routes along the southern edge of the map while the one at Hairshirt stays put. Tank corps at Underneath moves back towards the front line. I start bringing the rifleman at Cant up to Near via the road network. That will combine with the two muskets at Near to make up an army. Horse’s and How’s just-completed cavalry join the other one at Cant but doesn’t form up into a corps or army. I’m leaving all those guys separate for now. Builder at Welcome chops the jungle, bringing the city up to size 12 and taking a couple of turns off the Aerodrome.

Since there’s no overflow it doesn’t matter if the chop goes into the zoo or the district, it saves the same amount of time either way. Builder at Boy in the Well stays in the city – can’t mine the hill with the antiquity site there. That unit will wait for Radio to complete and be ready to mine any aluminum that shows up. At Driver 8 I buy the dye tile and send the single-charge builder in that direction. I’ll get a plantation down the turn after next. The other builder is here and will chop the tundra forest and perhaps farm the wheat before heading back towards Begin and any potential aluminum to its north.

I move the tank at Rockville to the northeast of the city, up to the river and the borders with Frikandel. I’ve found the infantry corps and a field cannon army:




Tank retreats back out of view. I can now account for 944 out of 1632 reported military power.

Moves complete, How starts an artillery and Horse starts its Aerodrome. Five turns to radio, 7 turns to Mass Media. Five turns to Napoleon unless rho21 lands a couple of projects in the next five turns. Internationally rho21 looks to have completed a research lab or two as his science rate shot up by about 24 (to 198 from 174). Japper completed a district and spent about 900Icon_Gold on something.

Next up, some sort of summary update post in honor of Turn 200….
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
Reply

Turn 200 Shindig

I’ve completed Turn 200 so it’s time for the about-every-50-turn deep dive.  First up, the scores/stats:




Regarding these numbers there are two caveats:

- I’m not making any sense of Japper’s empire score, unless the game does not count Mbanzas more than once per city.  the city of Frikandel has three of them.  crazyeye  I also can’t see his capital so don’t know what his total population is.  I know he’s got six cities, can “see” 35 population and 12 "regular" districts and 6 Mbanzas among his five non-capital cities.

- I’ve back-estimated what rho21 has in his capital in terms of districts.  His district score is either not reflecting the 2x score for the Acropolis or the diplomatic negotiation view is showing districts that aren’t completed, in which case he has three incomplete districts.

Next up is my current city list and city status report:








How’s It Going?

Good, I think.  I’m maintaining a slight tech lead over rho21, playing catch up a little bit in civics and Japper continues to be a non-factor.  By the numbers I was neck-and-neck with rho21 in terms of military power but have opened up a slight lead there.  Of course, we’re both carrying around obsolete units as part of that number.  mischief

What’s Gone Wrong?

Well, my complete ignorance of Industrial and Modern era boosts in both tech trees has kept rho21 in the game, particularly on the civics side.  I think had I paid more attention to boosts I’d be a bit further along in both trees.  I’m trying to recover a little bit, though right now most Atomic-era techs can be completed in 7 turns or less so with no boosts and the first column of Information era techs can all be completed in 8 turns without boosts.  I have a feeling that if I can keep the tech rate up and get the boosts I outlined in the Turn 199 report the back end of the tech tree will fly past, even if I lose the bonus from Geneva.  Of course, when I lose that bonus I'll be even with rho21 in science generation.  

Speaking of Geneva I think I’m at a point where keeping that city-state around is a bigger benefit.  Rho21 doesn’t have much in the way of district space left so he’s “stuck” getting envoys in the same manner as me – civics or generating the envoy points.  That means that I should be able to keep Geneva neutral or friendly for a good portion of the game.  If I need an envoy boost I can go back and complete Opera and Ballet for two more and then get around to Conservation and Cultural Heritage once I get a modern government and Cold War completed.  The other fact of the matter regarding Geneva is the city defense:




shades

My planning over the last, oh, 40-50 turns has also been a bit spotty...I’ve been wishy-washy on a few different production builds and have a few incomplete builds in the queues – one turn of an Encampment project at Welcome (from waaaay back), an artillery at Begin (6 turns to complete), a Commercial Hub project at Find and the two turns of field cannon at Green.  I’ve also lost a lot of production to techs obsoleting incomplete units and disappearing them from the queue.  Lesson for future games – complete all unit builds before a tech comes along to obsolete them.  nono

Speaking of production I’ve dropped any intentions or pretense of attempting overflows with policy cards.  Two reasons, mainly.  The first is that I don’t have policy slot space for the +50% production cards.  The second is that any city that has choppable resources left would take too long to make waiting to time a chop worthwhile.

I’m not sure what I think of my district placement.  On the one hand they were all placed where they are (except for that Holy Site at How) based on where I thought I’d get the most bang for the buck out of adjacencies.  On the other hand I think a few of the district placements could be better if I had been a bit more forward-thinking about them.  For example, Welcome’s Entertainment Complex was placed to gain a +1 adjacency on the Industrial Zone.  However, a zoo there only hits three other cities (Harborcoat, Boy, Sing), one of which would be covered by a zoo at Maps (Sing).  

What’s Gone Right?

The naval operation on Greece’s coast went well, costing him two cities there and eliminating a chance of a religious victory.  Taking a few more Kongolese cities has also gone well.  Of course, that begs the question “why keep the Kongolese cities and not the Greek ones?”  My initial thinking was perhaps to try to bribe Japper into peace by returning some cities.  However, I suspect that it wouldn’t work given his position in the game and the fact that I don’t need peace with him.  The other major factor in favor of keeping them is that all of his cities had something worthwhile about them that dictated keeping them – Diminished has Tsingy, Rockville has two useful districts (Commercial Hub and Campus) and a luxury resource (truffles), Undertow has a Harbor and another copy of truffles (for now).  Neither of the Greek cities had anything useful in them – a theater district in Dinostratus and no districts in Apollonius.  The amenity overhead of those cities didn’t make it worthwhile to hold them.  Even Rockville, with the occupation penalties, is at least providing something in terms of Icon_Science and Icon_Gold.

The prolonged build-your-way-out-of-the-hole also worked well.  Most of my cities are at full capacity for districts and I’m keeping the housing caps where they are as a population & amenity management strategy.  The only reason I’m not getting absolutely crushed by war weariness at this point is due to two factors: the Colosseum giving me 12 amenities and the Gifts for the Tlatoani ability giving me 6 amenities per luxury instead of just four.  Right now that’s worth 18 amenities, 20 if it applies to the Toys luxury “resource”.  

Speaking of amenities and war weariness I have to believe that rho21 is currently having to actively manage his amenity situation.  Based on his population he’d need 37 amenities to keep everyone content.  He’s got four luxury resources, one from the palace, two Entertainment Complexes and I’m assuming two arenas and two zoos (I can see one complex with both an arena and a zoo).  If I’m generous and say the zoos cover all of his cities, he’s got 31 amenities.  I suppose with one of the amenity policies he could be up to or above the full 37 required, but that’s before any war weariness.  

I got lucky when the antiquity sites popped up – none of them blocked potential district sites.  I’m waiting to see where Aluminum pops up.  It occurs only in desert tiles and that means three potential regions – around Boy in the Well, between Begin and Cant and east of Underneath.  Uranium is also going to be a crap shoot because it can occur anywhere.  

What’s your plan?

In the next 10-15 turns its plan another potential invasion of Xenocrates.  Around Turn 112 I’ll have an artillery army, musket army and two tank corps at Near and a tank army east of Cant.  I will also hopefully have Napoleon Bonaparte at Near, at least, that’s the plan.  Not having Napoleon will slow things down a little but not stop them.  Greek tanks showing up at Xenocrates will put a damper on things.  The invasion plan:




Starting positions are marked with shields, Napoleon, if I have him, would start in the Encampment.  The first turn would go like this:

- Artillery moves to hex marked Obs Balloon and shoots at the Encampment, taking out the district’s walls and eliminating its ranged attack. (Great General gives 3 MP and only need 2MP to fire)
- Tank corps cross the river to Objectives #1 and #2
- Tank army advances to Objective #3 and sits tight.

At that point only the tank army would be subjected to ranged fire and take about 7 points of damage from the field cannon two hexes east of Objective #3.  The following turn the artillery would move one hex east and fires at Xenocrates.  All other units hold position.  On Turn 3 the artillery finishes off the walls and the tanks move in for the city kill.  I’d keep the city and use the city ranged attack and tanks to fight off any units that close in.  The artillery, Napoleon and the musket army would move NE along the river until Menaechmus’ Encampment was in range, at which point I’d take down its defenses and then wait for the tanks to catch up.  This would be the opening move in a blitz towards Pythagoras.  If I beat the odds and my own ineptitude I could be at Pythagoras 15-20 turns after the first artillery shells fall.  I think even taking just Xenocrates and Menaechmus might result in capitulation from rho21, but actually getting to Pythagoras would seal the deal.

Longer term (and in the event the blitz fails after contact with the enemy) this game is a tech race to nukes, as I outlined in my response to Shallow Thought a few turns ago.  There are two techs I’m focused on – Rocketry and Nuclear Fission.  Barring one of us breaking through with a conventional military operation in the next 30 turns I think this game is headed towards a nuclear war.  At least, that’s my plan and expectation.  Secondary but important objectives are Synthetic Materials (for helicopters) and Advanced Flight (for fighters and bombers).  I’ll have two cities on airplane building duty (Welcome and Horse) and with some military engineers for forward airbases I think air power might get some work here.  I have three cavalry on the map now and a fourth on turn 204.

On the civics side the current focus is to work towards one of the new governments.  The civics progression is therefore Mass Media → Ideology → Class Struggle.  I prefer Communism over the other two governments given its policy distribution.  Totalitarianism would be the second civic to complete here as some of the policies are useful, though I’d most likely complete Cold War for the spy before Totalitarianism.

I will note that the Aztec’s +1 CS per luxury to attacks is nothing to sneeze at.  I’m currently at nine luxury resources with a tenth getting hooked up in a few turns’ time.  That’s a +9 or +10 combat strength bonus for ANY unit that attacks.  This effectively negates the defense bonus provided by Greece’s Defender of the Faith and means certain doom for any of his units caught outside city limits.
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
Reply

Hmmm...lurker activity has ticked up here despite no turn in....32 hours. Rho's been active in PBEM 11 so I wonder what's up here? contemplate
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
Reply

OK....PBEM 10 looks to be in the books with Japper and Rho21 both conceding.   While I would have liked to see the results of my attempted tank assault in 10-15 turns I can completely understand not wanting to slog along and am not about to ask anyone to do it just for my kicks.  I'll get a post-mortem review up tonight or tomorrow, before I "spoil" myself on the others' threads.  If any of the lurkers would like to see screenshots of particular cities as of Turn 200 or particular situations from earlier in the game I've got all of the EoT saves I can dive into, just post your requests here.

Archduke, thanks for ded-lurking and keeping me in line.   goodjob

RFS-81, rho21 and Japper, good game!  toast
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
Reply

Post Mortem

This one went better than my first two attempts, to say the least. Despite the game length I don’t know that this will be too long of a post...partly because a lot of the reporting probably covered the “what was I thinking when I did [X]?” aspect. I will note that in writing and posting this I have not yet read any of the other game threads so I’m still blind as to my opponents’ and the lurkers’ thinking.

I’ll start out by again thanking my opponents for the game and The Archduke for ded-lurking. I was also remiss and forgot to thank Emperor K and Cornflakes for getting our map and starting save together in my last post.

The Aztecs

I think for an Ancient Era start this civ is high up on the list. I’d say it’s not far behind Rome, Scythia and Sumeria (in no particular order) in terms of early game power. Having a CS 28 unit available on Turn 1 is a significant advantage and they can be relevant for a good 40 turns or so, by which point a couple of city-states could have been captured. That tactic, I think, is where the Aztec civ poses its biggest threat to opponents: being able to take 1-3 cities early on while still having enough production to also get out a settler. Being at Turn 50 with 4-5 cities vs. everyone else’s 2-3 cities is a big advantage. In this game I had four cities at Turn 34 – no other civ would reach the four city mark until Turn 64 when Japper hit 4 (rho21 reached 5 on Turn 68). Of course, by that point in the game I was already at 7 cities.

The bonuses from luxury resources (2 extra amenities, +1CS when attacking) start out small but over time they can become significant factors. There were several instances in the game where the combat bonus made itself felt – the battleship attacks on the Greek coastal cities, the field cannon counterattack on the Greek navy in the northern sea and even the “only” +2 during the Egyptian campaign were difference makers. Those extra amenities (and the Colosseum) are what kept my empire from breaking down into a giant pile of rebellion.

The builder capture ability of the Eagle Warriors is a mixed bag, I think. To recap, here’s what I accomplished with builder captures:

Gifts for the Tlatoani

Builders Captured: 9
Cost to Build: 594Icon_Production
Improvements Made: 16
District Boosts: 15.6 Icon_Production
Chops: 492 Icon_Production, 36Icon_Food
Craftsmanship Inspiration, Irrigation, Masonry, Wheel, and Iron Working Eurekas (20Icon_Culture, 165Icon_Science)

The last builder capture was on Turn 73 with the capture of Preslav. I think the only real way this ability can consistently pay off is to both milk city-states (as I did with Preslav) and to also factor in the captures when fighting opponents. However, if it can be pulled off the contribution can make a big impact in getting any sort of steamroller going.

My Play

Again, better than PBEM 3 (disaster) or PBEM 6 (disaster). I had a few rough spots exposed by this game, though, particularly in the later stages:

Boost Ignorance: I mentioned it in the Turn 200 update, I’ll mention it again. I ignored boosts through the mid-game and it allowed someone who had lower science generation to keep up. It’s something I need to pay more attention to the next time around.

Advance Planning: I had been doing micro-management from Turn 1 right up through about Turn 90, at which point the number of cities made it a bit too cumbersome. I tried to restart it around Turn 116 but then promptly fell off the bandwagon. On the one hand I think that getting deep into the micro weeds can sniff out small advantages. On the other, after a point it takes longer to do the micro than it does to play the turn, write the report, get the screenshots online and get it all posted. My planning issues showed up with some of the stuff that was left behind in the queue (covered in the T200 review).

The Whole “Unit is Obsolete” Thing: Next time I’m in a PBEM and I have a ded-lurker, that ded-lurker’s #1 priority will be to yell at me when I’m researching a tech that obsoletes a unit and I have unfinished units in the queue. I must have lost a good 1000Icon_Production to that game behavior. Granted, it also wasn’t consistent, but still, I can’t be doing that.

Military Operations: I’m still misreading military matters a bit (see the failed attempt on Geneva) but I think I’ve got a much better handle on it now. The next PBEM I manage to get into will perhaps tell a better story there.

My Opponents

RFS-81 (Egypt)

It looked like he was going for a religious start of some sort. He did build out military but against CS 30 units slingers and warriors are walking targets. Even after we met (Turn 26) I don’t think he was expecting me to be aggressive given my prior PBEM performances. His game was one that never got going so I don’t have much more to comment on.

Japper (Kongo)

I’m not sure what his early game plan was. I didn’t meet him until Turn 62 and then he went negative income on Turn 64 and bankrupt on Turn 74. I also didn’t really expose much of his territory so I don’t know what he was doing. However, based upon the stats he seemed to run into frequent trouble keeping his economy funded and that may have been a good part of his inability to get going. As with RFS-81, I’m not quite sure what he was trying to do here and am curious to read his pre-game and early-game reporting to see what he was attempting. If Japper had been able to build an empire even close to that of Greece I would have been in very big trouble.

Rho21 (Greece)

Attention to boosts allowed him to keep pace with me in the trees, the extra envoys from the Acropolis kept me mostly locked out of Geneva’s science boost and he was utilizing his terrain well on defense. From what I can tell he had a solid gameplan and executed it well. I think having RFS-81 get overrun early put him behind the 8-ball and then not having a strong enough civ to ally with kept him there.

Things I’m Curious About

- The game plans of RFS-81 and Japper
- How much visibility into my empire did rho21 actually have?
- Did rho21 have any spies deployed and where were they?
- Did rho21 figure out I was using spies when I raided his east coast?
- How close was I to actually being invaded?

That last one is an interesting question, at least to me. Once the front line became established along the continental divide I became somewhat paranoid of either a coastal landing or a breakthrough, particuarly in the south, until Urban Defenses were unlocked with Steel. Flat out I would have been powerless to stop it without surrendering the front line.

Other Impressions

There was a bit of discussion, particularly during/after PBEM 7, about city production rates as the Renaissance turned into the Medieval and onwards from there. I think this game can shed a little bit of light on that and I don’t know that it’s as out of skew as people think. Yes, it still takes about a dozen turns to build units with a 50Icon_Production city in the Modern Era, but that’s different than an Ancient Era city that takes ten turns to build a warrior...how, exactly? I think the issue lies more with the fact that it is much harder to get a city up to a “reasonable” production rate in an MP game because it just about requires a large empire with lots of trade routes to get there.

That brings me to Industrial Zones and their buildings. In PBEM 7 I had asked Sulla about these and his opinion was that they were situational and that the benefit didn’t generally justify the cost (heck, I even said that in my PBEM 3 pre-game writeup when I didn’t really know what I was doing). This game, I think, has changed my thinking on them in terms of the post Medieval era. The math on these buildings is, indeed, not “I put xIcon_Production into this and it’ll take :y: turns to get it back from their bonuses”. It’s about improving production rates. You’re spending production now for higher production rates later - +5Icon_Production is frequently 10% or more of a city’s output and that is significant. Throw in some trade routes and even in a small empire you can get one or two high production cities going.
Sending units to their death since 2017.

Don't do what I did: PBEM 3 - Arabia , PBEM 6 - Australia This worked well enough: PBEM 10 - Aztecs Gamus Interruptus: PBEM 14 - Indonesia 
Gathering Storm Meanderings: PBEM 15 - Gorgo You Say Pítati, I Say Potato: PBEM 17 - Nubia The Last of the Summer Wine: PBEM 18 - Eleanor/England
Rhymin' Simon: PBEM 20 - Indonesia (Team w/ China)
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