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[Spoilers] Woden wonders if he remembers how to play Civ 6

Turn 40
Quiet turn before IW finishes next turn. My exploring warriors move to defog around my empire...
   

Found a couple of things. In the south, my warrior comes across a barb scout. I doubt this is the scout from the camp I killed since I saw it 4 or 5 turns ago and that is too great a distance for it to travel. He is more likely from a new camp. I say this becuase it falls on the 7-tile distance from my capital. Will know next turn. If it is a camp, that would be the 4th camp that has spawned by my capital. WTF...at least they are here and not by TAD.

The other discovery is an awesome city site for my 3rd city. Double hill sheep, stone, and bananas, most in the first ring. I was planning on settling on the stone to get an aquaduct in range of an Industrial Zone but think moving the city southeast 1 tile will be a much better city. This city location will put the iron in third ring but with the iron at Cake and Jelly, not really too important to connect it right away. 

Greenline finally reached a 3rd civic but he is the only one. He aslo has 4 techs complete. Yuris has 5 techs complete. Pin looks to have completed a monumnet with a jump in culture.
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Turn 41
Open the save to Iron Working completing...
   

Encampment completes at Jelly and it starts an Immortal. The encampment completes a quest for Akkad. I upgrade the warrior at Cake ot an Immortal, gaining a bunch of era points...
   

The warrior in the south does find a barb camp where I pinned it. I think this guy will defog the north a turn or two, then hcompletely heal before taking on the brab spearman. The warrior to the east defogs a little bit and sees no city tiles. I think Yuris is probably a little east-south east form here. The warrior will move SE next turn and conitue on a south-southeast path for a few turn but will need to head back to protect my next settler. Although the settler won't be done for 8 turns, it will take close to that to get back home.  Maybe the warrior will go SE next turn, then E a turn, and finally swing N-NE to defog the edge near Hong Kong while heading home. Next immortal will be out in 3 turns at Jelly, followed by one out of Cake in 6 turns. Those 3 will take Hong Kong as soon as all 3 can make it down there. I figure around T53 or 54 with 3 or 4 turns to pillage any mines and take the city. My current immortal will heal before heading down in 2 turns....
   

In other news, I think I am last to 3 cities and it will be a while until I found a new city but will add Hong Kong in the mean time.  I am considering having my next settler go to the city spot east of Cake to lock in that border and give me time to chop out the Ancestral Hall. The builders will help speed up the new cities and shoudl be able to settle city 3 and 4 on the same turn as the hall completes. Also, a new barb camp spawned over by TAD, so more gold for him.
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Turn 42
I think I scared pindicator, he now has a friendship with TAD. Don't blame him but it puts a wrench in my plan. I was hoping to use the threat of an attack from TAD to prevent pindicator from trying anything silly if I go after Yuris but now his east flank is safe and if I leave my cities undefended, he could get some fancy ideas in his head. It also prevents him from doing the same to TAD when he goes after greenline. Of coarse, can he really do much in either case other than be a torn in our side? Warriors and archers suck against 30 strength cities but he could pillage.

I do have the option of going after him since he placed that city close to Hong Kong but really like the idea of using him as a buffer. Hopefully I find where Yuris is located so I can decide which of those two are the better option to push on. Luckily, I might have some intel but it seems a little confusing....
   

A new camp showed up in the south. Too close to the cultual city state to be due to that city so must be a city to the east. Also, it is funny but it looks like the other camp is close to 7 tiles from that pin too but it is also 7 tiles from my capital. I say this is confusing because I would expect from what I see in the south and what I expect the map layout to be, this is a little far west. There are a few possibilities I can come up with: (1) there could be a large gulf of ocean between greenline and Yuris, making the map look like a bow tie with 2 players on the east and west ends with pindictaor in the middle, (2) this could be Yuris second or thrid city and be on the coast since he will want to have a few cities on the coast, or (3) this could be another city state but I think the game prefers player cities over city states for spawning barb camps. 

I need to bring my warrior back home soon for settler duty so may be a while before I can get a unit down here to check it out. Maybe the warrior close to the other camp will head down after clearing the camp.  

Back home...
   

Not much going on. Buidler at Jelly gets into position ot chop the jungle into immortal and the builder at Cake will comlete next turn. That builder will chop a forest into an immortal before heading over to Jelly to chop out a settler and Anscentral Hall.  Warrior in teh south will go S-SE along river before crossing and heading back north to protect my next settler. Other warrior will cross the river to defog the little numb before healing and clearing the camp.
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Turn 43
Quick turnaround on the turn today, it is early enough that we might even be able to get another one in. Of coarse, since I mentioned it, it won't happen. Anyways, big turn as I found Yuris...
   

I can see blue and orange (?) borders at the edge of the fog and since there is no influence, it is not someone I met. I laid out what might be a rough guess at his city locations using the camp information and how I would settle the area given what I know. I don't really want to meet him yet so he can't read into what I am planning, e.g., spending iron and rising military power. Warrior will now head north acorss the river and as long as he doesn't have a unit close, should be able to sneak away. He does look to be roughly the same distance away from me as pindicator. This means with everyting equal, Yuris is the better target as it lets me split the continent north-south instead of having a long east-west border. My units can take Hong Kong, heal for a few turns and then head south. By the time they are ready to hit him, I should be in Oligrachy and have a general. 

The question now becomes if I send pindicator a friend request protect my eastern flank? And if so, when? I don't want to wait too long as I think TAD is probably thinking the 30 turns he has will let him consolidate greenline and reposition, then hit pindicator when it ends. If I wait too long, I can't jump in and split pindicator's lands. Although, another option would be to help pindicator hold off Rome...but that would be a long march and I might still be cleaning up with Yuris. I think a friendship soon (next turn?) would work but I also don't want him to get in the way of taking Hong Kong or him pushing a land grab and settling north of Hong Kong in my pinned spot. But then again, that woudl be a free city when the friendship ends and TAD attacks. Need to think on this but leaning to sending something next turn. 

Back home...
   

Chop into the immortal at Jelly and only shaved a turn off of it but alos added some food to the city while I am working high prooduction. Builder completes at Cake and the city starts a warrior. Will have enough iron to change that to an immortal next turn. Builder moves to chop a forest, which should finish the immortal in 4 turns. My healing immortal should be full healed next turn and can start moving towards Hong Kong. He will get there long before the others and will scout out the east side of Hong Kong. Another reason to send pindicator a friendship request next turn, so he doesn't try and get the first attack if my unit is just passing by.
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Turn 44
The turn, did in fact, come around again. Nice 3-turn day. I have been going back and forth when I should send a friednship request to Pindicator and spaced taking summary screenshots. I did grab a few on points I wanted to remember, so forgive the uninteresting screenshots. Start off turn by chopping into the immortal at Cake...
   

45 production into the unit and went from 6 turns down to 3. Completed an immortal at Jelly and moved him towards Hong Kong. The upgraded immortal at Cake also is fully healed and sent him east towards Hong Kong. Pindicator's scout is in full vision of what is going on and he is probably panicing right now. I eneded up not sending him a friend request yet, I am worried if I send him one too soon, he wil want to lock in our border and steal my planned city site in the east. I will give it a few more turns. His borders are closed, so he has Early Empire now and with Colonization in place and Equal Right sat 2 pop, he might be able to get a Settler out before I can get mine over there. Maybe I will send the friendship request in 3 turns, when State Workforce is in place and can get a chopped settler out 2 turns later. It will take my settler 9 turns to travel over there, so 11 turns in total. Is it enough to beat him if he switches to a settler right away? I am assuming he is building units right now for a pending attack. I thin kit might take longer unless he chops it out. That might be a gamble I need to take. In 3 turns, my immortal that just left Cake should be visible to him when he crosses the river. 

My warrior down by Yuris did cross the river unseen, so far so good. I also moved my other warrior next to the barb camp. The spearman shoudl attack him and he will fortify and heal. Let teh barb weaken himslef for a but so I can kill it soon. 

Out east, TAD gets a new barb camp...
   

2 new camps in 2 turns. This game is loving barb camps. I like the free gold but that is too much gold for TAD. By my estimations he will finish IW this turn or next. I will keep an eye out for him using his iron and gold. He has enough iron now for 3 legions. I did see some slingers around his cities, so he will probably wait to finish Archery next before launching an assualt on greenline but I expect we should see it around T50.
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Turn 45
Animal Husbandry is complete. Let's see where horses are located...
   

Four sources near my empire. I am not liking the one a few tiles from the nortehrn barb camp. May need to take care of that thing sooner, rather than later. Luckily, the scout has not seen one of my cities yet. Maybe my fourth immortal will run up there and kill it. Won't need him for Hong Kong and should be able to make it back in time for the invasion. I start Pottery, due in 3. 

Over by TAD...
   

Looks like Chinhuetti might get teh babr camp before TAD can, or at least one can hope. TAD did indeed finish iron working, spending a bunch of gold and emptying his iron reserve. He now has 3 legions. The good news is that greenline still has more MP than me and must have a decent size army. The bad news is that warriors and archers (if he has it) don't fair will against legions. Hope he is heading for horsemanship now.
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Turn 46
A couple of barb scouts showed up to harrass my injured warrior down by Hong Kong...
   

Those scouts can be dangerous when not running discipline and warrior is injured. The warrior doesn't benefit from the promotion since it is not a melee or ranged unit so there is a small chance it won't survive if both attack. I think the injured one might be from the camp I cleared and will be able to attack again this turn. The other one I am not sure if it is aggressive but it also won't be able to attack this turn since the sheep are on a hill and it needs to go on a hill to attack, won't have enough movement. The warrior should survive the one attack and then I can use the terrain and river to prevent another attack and kill the scouts with my immortal in a few turns.

I did send a friendship request to pindicator a turn early. I think it will really be hard for him to get a settler to north of Hong Kong before I can, especially since there looks to be lots of land around his capital and I think the best option for him now is to send one south to claim some land in that direction. Next turn, the immortal at Cake will finish and start heading down to Hong Kong and take 4 turns to get down there. I think the immortal out of Jelly will take a turn or 2 more to reach Hong Kong, depending in the terrain in the fog.  Might start the attack beforehand since it looks like there is at least 1 mine I can pillage for some gold.
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Turn 47
Big turn, lots happening. To start off, pindicator accepted my friendship, so my eastern flank is safe for the time being. Hope he still realizes he is in danger from the east, which leads us to our second big event. TAD declared on greenline, which is a turn earlier than expected. He upgraded his units 2 turns ago and I expected a war declaration 3 turns afterwards. Must have had some opportunity or was already positioning his units that weren't able to get upgraded prior to finishing IW and expecting an upgrade or 2 after taking greenline's first city. Regardless of all that, pindicator better prepare for an invasion in 26 or so turns. I think he will be closer than Yuris, who, hopefully won't be around by then but there is a chance that TAD marches his army west from greenlinee's cities to attack Yuris. But if I take out Yuris in teh next 20 turns, does TAD still march to bypass pindicator? IDK, but I will be a harder target than either pindicator or Yuris. 

Start Workforce completes, I slot Colonialism in and chop into a settler at Jelly. The builder is complete and moves for a chop into a second settler. I place the government plaza on the chopped tile and switch back to working on the settler. I will get both settlers done before the GP, then chop out the Ancestral Hall in time for both new cities to get builders...
   

My 3rd immortal finishes at Cake and the city starts another. My warrior in the south is now redlined but should be safe from another attack. He will come back near Cake to heal while waiting to gaurd the second settler. The immortal in production at Cake will gaurd the first settler as it goes to the spot NE of Cake. I slot PP in for the next civic and says it is due in 11 turns. I take Pingala and place him at Cake for the timebeing. I check the era clock and it says 10-14 turns for the new era, so I think I am good to get a Golden Age. PP shoudl finsh in 10 turns with Pingala but if not, I have the barb camp south of Jelly and can place my unique improvement last minute if I need to to get the era points. 

What is the over/under on number of turns greenline last? Ten? There was no damage to the city I can see and think he has 3 cities (haven't been tracking him much). Maybe 15, I think it will take TAD 15 turns to take him out, considering the terrain around my empire. I think it will take him that long to march to his cities. I shoudl be able to declare on Hong Kong in 4 turns and depending on the number of miines they have, shoudl be able to take the city in 3 turns. I do need gold from the pillages, as I am already in the negative in income. That is why I can't pump out immortals out of my capital at the moment but once I finish irrigation and can hook-up some plantations, I shoudl be able to increase my income. Also, I get a trade route at PP and will send one out of Hong Kong for some nice gold, faith, and culture due to my civ ability. Then, I should be able to support a larger army while building commercial hubs (destination after irrigation).

Edit: Just noticed in the screenshot, greenline declared on TAD. Must have had an attack of opportunity.
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Turn 48
Pottery completes, start Irrigation, due in 4. Pindicator's scout wsa nice enough to kill the barb scout for me. My units are making their way to Hong Kong and should be able to declare in 3 turns...
   

Out east, greenline's city is still at full health but his MP dropped so TAD is clearing out units. I also was mistaken, greenline only has 2 cities so maybe TAD can take him is less than 15 turn. My scout finds the edge of the continent and the wrold wrap...
   

Will need a boat to get accross that last bit of the world. The scout will head south now and defog the southern half of the map. 

In other new, TAD has started collecting Great General points and I am 6 points ahead of him. I need to see if I can work in a project at some point.
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Turn 49
Immortals are inching closer to Hong Kong. The southern barb camp barely survives another turn. Will kill it next turn. I think with the gold from the camp I will buy the horses at the capital to make sure I have quick growth and decent production when I harvest the deer....
   

Over in the east...
   

Greenline holds on to the city by a thread. TAD will take the city next turn, giving him more gold. I think we are giong to need a discussion about banning JC when teh game is done. The free gold is too much, especially since this is a pangaea map, so lots of barbs for a longer period while most of the map remains unsettled. Luckily, greenline only has 2 cities. I am interested in what TAD does after he takes out greenline. Surely, I am too far to march an army over and attack, right? He will probably consilidate and work on setting up a huge snowball while waiting out the friendship with pindicator. Not sure if I am going to be able to help him if TAD does attach right away. My army will probably still be cleaning up Yuris or just finished and stuck in the south. What I will need to do in the next 25 or so turns, is improve my economy to be able to support a large army amd race towards Apprenticieship and Man-at-Arms.

Edit: Civil Service should be reachable by then, maybe a military alliance with pindicator is possible. Should help with defenses when the time comes.
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