Fortunately Yuris was able to play his turn (and even posted about it!) shortly after I wrote in this thread. So here's Turn 4:
![[Image: PBEM1-6.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-6.jpg)
Very little of note to discuss this turn. I moved the warrior east then northwest, since I couldn't move two tiles east as a result of Civ6's silly movement rules. I want to keep pushing east past that patch of desert and mountains, which is where a city state and the middle of the map is located. It will take a few more turns to reach that point still. At my capital, the borders expanded to pick up the horses tile, which I'll start working next turn at size 2. I didn't want to drop the 4 food rice tile this turn when I can work both of them next turn. (I don't know if Civ6 tracks production the same way as Civ5, where growth happens before production and cities get the tile you grow onto for "free" anyway. I'll have to test this at some point.) I expect everyone else will also grow to size 2 next turn; if someone is doing something weird, it will show up in their score next turn. Like Civ4 Pitboss, you can always see everyone's score in a Civ6 MP (or even SP) game.
Since there's not much going on right now, I'll use this post to do some opponent analysis.
TheArchduke: Rome
TheArchduke has the same civ choice as I do, which means that there's not a lot to say there. Everything that I posted about previously regarding Rome will still apply for TheArchduke as well. My hope is that he won't be able to leverage our shared civ to the same extent. As far as MP history goes, TheArchduke took part in one Civ4 MP game (PBEM37) and it was a total disaster, which can perhaps best be summed up by TheArchduke's decision to build Stonehenge while playing as a Creative civ. Not the wisest choice there. TheArchduke also took part in the Epic One game for Civ6, the only Civ6 game report available from him, resigning after 176 turns because AI Kongo was too far ahead in culture. I'm not going to pile on the poor fellow here (TheArchduke seems to be a really nice guy), only say that I think I have an edge here based on prior game history.
Yuris: Aztecs
The Aztecs were the preorder bonus civ that everyone fortunately now can access for free. (Everyone who owns Civ6 should download the Aztec civ if they haven't already; Epic Two and all events going forward will include them.) I would rate the Aztecs as an above-average choice overall, albeit one that falls short of top tier. I'll start with their best ability for a MP game: the Eagle Warrior. This is a warrior replacement that starts with 28 strength instead of 20 strength. Due to the logarithmic combat model that Civ6 uses, that 8 strength difference is gigantic. An Eagle Warrior will deal about 40% more damage when attacking a normal warrior, and take about 40% less damage. A warrior vs warrior combat will typically do 26 damage to each side; an Eagle Warrior vs warrior combat will go about 36 damage to 18 damage in favor of the Aztecs. This is then compounded by the Aztec luxury bonus: Aztec units get +1 strength for each unique luxury resource improved in their territory. Here on this map there are two unique luxuries in each quadrant of the continent, which means that Yuris will be able to count on at least +2 strength on his units. The single most dangerous thing that Yuris could do would be to rush out 4 or 5 Eagle Warriors with the Agoge policy (+50% unit production) and crush one of his neighbors.
Fortunately, I don't expect that to happen. The players in this game don't strike me as the sort who would go for the immediate Ancient Age rush, and if Yuris would try to rush me, hopefully I'll be able to see it coming and get my legions up in time to counter. The problem for the Aztecs is that there's not a lot for them to fall back on after the early game rush potential wears out. A player who can get 3-4 archers out on the field can shut down Eagle Warriors without too much trouble, as 28 strength doesn't defend that well against the 25 ranged strength on archers, especially when factoring in the defender's bonuses and the awkward movement rules in Civ6. Melee units typically need a Great General (for the third movement point) to be effective. So the Aztec's greatest strength is the super early Eagle Warrior rush, but the starting positions on this map make that tricky to pull off, and Yuris doesn't seem like someone who's going to adopt a choking strategy. By the time Turn 50 rolls around, this early game advantage is mostly over. (And frankly, if you want to go for the early rush, you want to pick Sumeria or Scythia, who can both do it much better.)
The other unique feature of the Aztecs is the ability to use builder charges to complete part of the cost of a district. This works in the same fashion as how China can use builder charges on early wonders: each charge completes 20% of the district cost. It's a really cool feature of this civ and I'd like to try another Single Player game at some point to explore this further. However, the ability doesn't become cost-effective until the midgame, and doesn't truly become useful until the endgame. Early on, using builder charges for district building is a clear waste: 50 production for a builder to knock out 3/5 of the cost of a 60 production district? Not worth it. This becomes a lot more viable after hitting Feudalism and being able to slot in the Serfdom policy for the extra 2 builder charges, and even more so with the lategame policy that grants both +2 builder charges and +30% production on builders. The Aztec ability is most useful for getting new cities up to speed quickly in the lategame, when districts cost 200-300 production and mature cities can churn out builders in a hurry for use by new colonies.
However, that's an ability that plays best on large maps where everyone can place lots of cities. This is a Tiny map where all of the land will likely be claimed in the first 75 turns, if not sooner. In a scenario where everyone has 4-5 cities and the land is settled quickly, this Aztec ability is a lot less useful. That goes as well for the Aztec luxury bonus: they receive 6 copies of each luxury resource instead of the normal 4 copies. Great for larger maps and big empires, but I'm not so sure it will be that useful for this setup. Finally, the Aztecs have some kind of unique building (Tlachtli) that replaces the arena. It produces a Great General point and extra amenities or something like that. This isn't very useful because players generally don't build a lot of Entertainment districts in Civ6 - a modest bonus, at best.
Yuris has a long history of Civ4 MP games at Realms Beyond. Unfortunately it is not a particularly distinguished history; Yuris is best known for starting multiple games at once, reporting for the first few weeks, then disappearing off the face of the earth and eventually finishing near the bottom of the standings. I don't mean that as a harsh criticism, only as an observation of past practices. He is also one of the players in the ongoing Civ5 PBEM game, and here's a quick spoilered thought on that game:
I would be pretty happy with having Yuris as a close neighbor. As long as I could avoid the early Eagle Warrior rush, I think that I'd be in good position moving forward to pull off a successful attack at some point.
teh: Germany
teh is playing as Germany in this game, and since he's the host of what is technically a Hotseat game, I see the Barbarossa introduction every time that a savegame file is loading. It's a little weird.
In the initial release version of Civ6, Scythia was the most overpowered civ because of the ability to construct double horsemen with the +100% cavalry production card and then delete them for insane amounts of money. After that was removed in the first patch, Germany became the game's strongest civilization. Germany gets the half-cost unique Industrial district in the Hansa, which was "free" to construct because it didn't count against the population requirements for districts, then Germany would get ANOTHER free district that didn't count against the pop requirement via their unique ability, plus an extra Military policy slot, plus a combat bonus when attacking city states... yeesh. With Industrial districts stacking their factory/power plant benefits and Germany getting them at half cost, plus *TWO* districts that didn't count against the population requirements, they were clearly the overpowered builder civ. The CivFanatics crowd was playing Germany left and right to abuse these abilities, and I kind of wish that I had tried at least one game back then just to see what it was like. Germany was way too strong and needed to be toned down.
With that said, Germany was nerfed harder than anyone else in the December patch. The nerfs to the Industrial district were a major blow, changing the Industrial district from something every city needs to construct into more of a situational choice. The unique districts were simultaneously changed to make them count against the population requirements, which hit marginal districts like Russia's Lavra and Brazil's Carnival especially hard. Germany was shielded against this somewhat because Germany's unique ability is to get one district in every city that doesn't count against the population limit, so the player can still build a "free" half-cost Hansa in every city if desired - and they almost certainly should do so. This is where Germany gets its power right now, and Germany is still well above average in Civ6. It's just no longer as ridiculous as getting two free districts, and then being able to stack overlapping factories everywhere for a production advantage that no other civ could match.
Aside from the free half-cost Hansa district, Germany also still gets an extra Military policy card slot. This is also an excellent ability, even if the Military policies tend to be the weakest ones in Civ6. Here in a MP game, they have some extra value since it's not possible to ignore the combat side of the game the way that Single Player games can quite often do. And after those two excellent abilities, that's about it for Germany. The civ also gets a +7 combat bonus when attacking city states (whatever) and a U-Boat submarine replacement that comes uselessly late in the game. teh will be most vulnerable in the early game, since he has nothing to accelerate his start compared to some of the other choices here. (Well, aside from that Cultural city state who happened to pop up next to his capital - that was a lucky roll of the city state type.) Think of this Germany pick as somewhat like a Darius pick (Financial/Organized) in Civ4, where the economic advantage of extra production will eventually start to make its weight felt. Production is still the most important aspect of Civ6, and Germany does it very well indeed once they reach their Hansas.
As far as player ability goes, teh is the most dangerous opponent in this field because I know nothing about him. As a new poster here at Realms Beyond, he is a complete blank slate, and that's always a threat. I'll be doing my best to watch him closely and hope for the best. With no early unique units or bonuses to combat abilities, Germany would be the most ideal candidate to hit with a Legion-based timing attack, before the Hansas are up and running. We'll see if geography and the game situation make that possible.
I want to stress that no one has made a bad choice here with their leader and civ. We don't have anyone rolling Spain or France or America, something useful only for flavor purposes of when the player is deliberately playing a variant. All three of the civs here are above average choices, with Rome and Germany being top tier civs. I'm also extremely glad that we all stayed away from Sumeria and Scythia, the rush civs of Civ6, without having to deliberately ban then. I'll see if I can do a future post about why they're so strong, although if anyone read Behren's game thread for Adventure Three, they should have a pretty good idea about Scythia.
![[Image: PBEM1-6.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-6.jpg)
Very little of note to discuss this turn. I moved the warrior east then northwest, since I couldn't move two tiles east as a result of Civ6's silly movement rules. I want to keep pushing east past that patch of desert and mountains, which is where a city state and the middle of the map is located. It will take a few more turns to reach that point still. At my capital, the borders expanded to pick up the horses tile, which I'll start working next turn at size 2. I didn't want to drop the 4 food rice tile this turn when I can work both of them next turn. (I don't know if Civ6 tracks production the same way as Civ5, where growth happens before production and cities get the tile you grow onto for "free" anyway. I'll have to test this at some point.) I expect everyone else will also grow to size 2 next turn; if someone is doing something weird, it will show up in their score next turn. Like Civ4 Pitboss, you can always see everyone's score in a Civ6 MP (or even SP) game.
Since there's not much going on right now, I'll use this post to do some opponent analysis.
TheArchduke: Rome
TheArchduke has the same civ choice as I do, which means that there's not a lot to say there. Everything that I posted about previously regarding Rome will still apply for TheArchduke as well. My hope is that he won't be able to leverage our shared civ to the same extent. As far as MP history goes, TheArchduke took part in one Civ4 MP game (PBEM37) and it was a total disaster, which can perhaps best be summed up by TheArchduke's decision to build Stonehenge while playing as a Creative civ. Not the wisest choice there. TheArchduke also took part in the Epic One game for Civ6, the only Civ6 game report available from him, resigning after 176 turns because AI Kongo was too far ahead in culture. I'm not going to pile on the poor fellow here (TheArchduke seems to be a really nice guy), only say that I think I have an edge here based on prior game history.
Yuris: Aztecs
The Aztecs were the preorder bonus civ that everyone fortunately now can access for free. (Everyone who owns Civ6 should download the Aztec civ if they haven't already; Epic Two and all events going forward will include them.) I would rate the Aztecs as an above-average choice overall, albeit one that falls short of top tier. I'll start with their best ability for a MP game: the Eagle Warrior. This is a warrior replacement that starts with 28 strength instead of 20 strength. Due to the logarithmic combat model that Civ6 uses, that 8 strength difference is gigantic. An Eagle Warrior will deal about 40% more damage when attacking a normal warrior, and take about 40% less damage. A warrior vs warrior combat will typically do 26 damage to each side; an Eagle Warrior vs warrior combat will go about 36 damage to 18 damage in favor of the Aztecs. This is then compounded by the Aztec luxury bonus: Aztec units get +1 strength for each unique luxury resource improved in their territory. Here on this map there are two unique luxuries in each quadrant of the continent, which means that Yuris will be able to count on at least +2 strength on his units. The single most dangerous thing that Yuris could do would be to rush out 4 or 5 Eagle Warriors with the Agoge policy (+50% unit production) and crush one of his neighbors.
Fortunately, I don't expect that to happen. The players in this game don't strike me as the sort who would go for the immediate Ancient Age rush, and if Yuris would try to rush me, hopefully I'll be able to see it coming and get my legions up in time to counter. The problem for the Aztecs is that there's not a lot for them to fall back on after the early game rush potential wears out. A player who can get 3-4 archers out on the field can shut down Eagle Warriors without too much trouble, as 28 strength doesn't defend that well against the 25 ranged strength on archers, especially when factoring in the defender's bonuses and the awkward movement rules in Civ6. Melee units typically need a Great General (for the third movement point) to be effective. So the Aztec's greatest strength is the super early Eagle Warrior rush, but the starting positions on this map make that tricky to pull off, and Yuris doesn't seem like someone who's going to adopt a choking strategy. By the time Turn 50 rolls around, this early game advantage is mostly over. (And frankly, if you want to go for the early rush, you want to pick Sumeria or Scythia, who can both do it much better.)
The other unique feature of the Aztecs is the ability to use builder charges to complete part of the cost of a district. This works in the same fashion as how China can use builder charges on early wonders: each charge completes 20% of the district cost. It's a really cool feature of this civ and I'd like to try another Single Player game at some point to explore this further. However, the ability doesn't become cost-effective until the midgame, and doesn't truly become useful until the endgame. Early on, using builder charges for district building is a clear waste: 50 production for a builder to knock out 3/5 of the cost of a 60 production district? Not worth it. This becomes a lot more viable after hitting Feudalism and being able to slot in the Serfdom policy for the extra 2 builder charges, and even more so with the lategame policy that grants both +2 builder charges and +30% production on builders. The Aztec ability is most useful for getting new cities up to speed quickly in the lategame, when districts cost 200-300 production and mature cities can churn out builders in a hurry for use by new colonies.
However, that's an ability that plays best on large maps where everyone can place lots of cities. This is a Tiny map where all of the land will likely be claimed in the first 75 turns, if not sooner. In a scenario where everyone has 4-5 cities and the land is settled quickly, this Aztec ability is a lot less useful. That goes as well for the Aztec luxury bonus: they receive 6 copies of each luxury resource instead of the normal 4 copies. Great for larger maps and big empires, but I'm not so sure it will be that useful for this setup. Finally, the Aztecs have some kind of unique building (Tlachtli) that replaces the arena. It produces a Great General point and extra amenities or something like that. This isn't very useful because players generally don't build a lot of Entertainment districts in Civ6 - a modest bonus, at best.
Yuris has a long history of Civ4 MP games at Realms Beyond. Unfortunately it is not a particularly distinguished history; Yuris is best known for starting multiple games at once, reporting for the first few weeks, then disappearing off the face of the earth and eventually finishing near the bottom of the standings. I don't mean that as a harsh criticism, only as an observation of past practices. He is also one of the players in the ongoing Civ5 PBEM game, and here's a quick spoilered thought on that game:
I would be pretty happy with having Yuris as a close neighbor. As long as I could avoid the early Eagle Warrior rush, I think that I'd be in good position moving forward to pull off a successful attack at some point.
teh: Germany
teh is playing as Germany in this game, and since he's the host of what is technically a Hotseat game, I see the Barbarossa introduction every time that a savegame file is loading. It's a little weird.
In the initial release version of Civ6, Scythia was the most overpowered civ because of the ability to construct double horsemen with the +100% cavalry production card and then delete them for insane amounts of money. After that was removed in the first patch, Germany became the game's strongest civilization. Germany gets the half-cost unique Industrial district in the Hansa, which was "free" to construct because it didn't count against the population requirements for districts, then Germany would get ANOTHER free district that didn't count against the pop requirement via their unique ability, plus an extra Military policy slot, plus a combat bonus when attacking city states... yeesh. With Industrial districts stacking their factory/power plant benefits and Germany getting them at half cost, plus *TWO* districts that didn't count against the population requirements, they were clearly the overpowered builder civ. The CivFanatics crowd was playing Germany left and right to abuse these abilities, and I kind of wish that I had tried at least one game back then just to see what it was like. Germany was way too strong and needed to be toned down.With that said, Germany was nerfed harder than anyone else in the December patch. The nerfs to the Industrial district were a major blow, changing the Industrial district from something every city needs to construct into more of a situational choice. The unique districts were simultaneously changed to make them count against the population requirements, which hit marginal districts like Russia's Lavra and Brazil's Carnival especially hard. Germany was shielded against this somewhat because Germany's unique ability is to get one district in every city that doesn't count against the population limit, so the player can still build a "free" half-cost Hansa in every city if desired - and they almost certainly should do so. This is where Germany gets its power right now, and Germany is still well above average in Civ6. It's just no longer as ridiculous as getting two free districts, and then being able to stack overlapping factories everywhere for a production advantage that no other civ could match.
Aside from the free half-cost Hansa district, Germany also still gets an extra Military policy card slot. This is also an excellent ability, even if the Military policies tend to be the weakest ones in Civ6. Here in a MP game, they have some extra value since it's not possible to ignore the combat side of the game the way that Single Player games can quite often do. And after those two excellent abilities, that's about it for Germany. The civ also gets a +7 combat bonus when attacking city states (whatever) and a U-Boat submarine replacement that comes uselessly late in the game. teh will be most vulnerable in the early game, since he has nothing to accelerate his start compared to some of the other choices here. (Well, aside from that Cultural city state who happened to pop up next to his capital - that was a lucky roll of the city state type.) Think of this Germany pick as somewhat like a Darius pick (Financial/Organized) in Civ4, where the economic advantage of extra production will eventually start to make its weight felt. Production is still the most important aspect of Civ6, and Germany does it very well indeed once they reach their Hansas.
As far as player ability goes, teh is the most dangerous opponent in this field because I know nothing about him. As a new poster here at Realms Beyond, he is a complete blank slate, and that's always a threat. I'll be doing my best to watch him closely and hope for the best. With no early unique units or bonuses to combat abilities, Germany would be the most ideal candidate to hit with a Legion-based timing attack, before the Hansas are up and running. We'll see if geography and the game situation make that possible.
I want to stress that no one has made a bad choice here with their leader and civ. We don't have anyone rolling Spain or France or America, something useful only for flavor purposes of when the player is deliberately playing a variant. All three of the civs here are above average choices, with Rome and Germany being top tier civs. I'm also extremely glad that we all stayed away from Sumeria and Scythia, the rush civs of Civ6, without having to deliberately ban then. I'll see if I can do a future post about why they're so strong, although if anyone read Behren's game thread for Adventure Three, they should have a pretty good idea about Scythia.

Here's a recap of the mostly uneventful turns taking place.![[Image: PBEM1-7.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-7.jpg)
![[Image: PBEM1-8.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-8.jpg)
![[Image: PBEM1-9.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-9.jpg)
![[Image: PBEM1-10.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-10.jpg)
![[Image: PBEM1-11.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-11.jpg)
![[Image: PBEM1-12.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-12.jpg)
![[Image: PBEM1-13.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-13.jpg)
![[Image: PBEM1-14.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-14.jpg)
![[Image: PBEM1-15.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-15.jpg)
That is legitimately great news. Short of landing a Cultural and Scientific pair, or double Cultural / double Scientific city states, this was about as good as I could hope for. The free envoy for making contact first granted an immediate 2 faith/turn, and with the God King policy in place, that obviously adds up to a total of 3 faith/turn. Hopefully this means that I'll be able to land the first pantheon; I know from the Demographics information that no one else has met a Religious city state to date (outside of the extremely unlikely scenario that Yuris met one on the exact same turn as me). Best of all, I can now dump the lousy God King policy ASAP and get into the far superior Urban Planning policy to speed up my early builds. I actually swapped from Craftsmanship civic onto Foreign Trade civic since it will complete faster. I can have my pantheon on Turn 19 if I swap right away into Urban Planning, or on Turn 17 if I hold onto God King for a few extra turns. I'll see how things look in a few turns and decide then. No need to make that choice just yet. ![[Image: PBEM1-16.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-16.jpg)

![[Image: PBEM1-17.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-17.jpg)
![[Image: PBEM1-18.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-18.jpg)
![[Image: PBEM1-19.jpg]](http://www.sullla.com/Civ6/PBEM1/PBEM1-19.jpg)