Is that character a variant? (I just love getting asked that in channel.) - Charis

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Japper is back in BBG

It's hard to comment much without many screenshots, but I will say that I have long held that slingers are poor investments and almost always a mistake. The slinger itself is worthless in battle even vs. barbs, a lone slinger is not strong enough to reliably escort a settler vs. a barb warrior and therefore the slinger build risks delaying the settler. The upgrade cost for slinger > archer is not efficient, the archery boost is a just a few beakers of science ... and in my experience the slinger kill to actually achieve the boost is a tossup anyway, and even when a slinger kill is possible it often takes just as long or longer to set up the slinger kill as is it would have taken to ignore the boost and hard research Archery without the boost.

I also don't know how much warning you had for TheArchduke's military power spike, or what you were building at the the time that could have been switched to military. If your initial slingers had been warriors fortified in defensive positions, and then follow up with a 3rd warrior and a pair of archers that may have been enough to hold. Or at least divert the attack to a different opponent. Also the mere fact that Aztecs are your neighbor could have prompted you to bump your own military power earlier. If you posture spiky from the start, that could discourage TheArchduke from even going down the rush route even beginning.

If you can post a screenshot of your science and civics trees with some comments on the sequence and approximate time that you researched them I might be able give more pointers there. You have horses at the 2nd city site ... Were horsemen reachable? Maybe you could have saved gold for a horseman insta-buy on the turn you reach HBR. The mere fact that you could do this might sway TheArchduke against attacking. And the once you are certain that it is safe, the gold could actually be deployed for peaceful development purposes.

There are times to play for the long game, and there are times to get spikey in order to reach the long game. Again it's hard to talk specifics without screenshots, and I'm pretty rusty on my Civ6 mechanics. It's possible (or probable) that the combination of your start location combined with TheArchduke's Aztecs doomed you from any chance of ultimate victory from the start. And in that case a secondary goal of "Don't Die to the Aztecs" might be the real objective that is a "win" for this start. And choosing that win condition for yourself might change the weight of the decision that you make for your civ. Instead of a 150-200 turn ultimate victory timeline, maybe you are really playing to maximize your turn 80 potential, and then make your stretch goal "Survive to the End Game".
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I would dedlurk you in another game. I don't have a consistent enough play time to join a game, but can be a team mate to bounce strategy. We can set up a google drive share folder that you can drop screenshots in, and I can shrink the screenshots and post to the thread. And I can load turns occasionally to get a good look around at things.
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Sure CF sounds good, I'll send you a DM if I start a new thread, though I have my doubts we'll get a new game of the ground anytime soon, this was already a game intended to be a bit less competitive/variant setup and had to be rolled into a regular MP to even get started.

He's oneshotting my Warriors too... and sniped an Archer too this turn but I agree that Warrior would've been a better choice (the best one would've been Settler, but I couldn't start one before growing to size 2, and then it took to long to grow back, only have a settler out now, going to found an escape city next turn.)

I would've been able to improve horses right when Arch already hit me, a lot of timings working out in his favour (will check his thread when I'm eliminated to see how much of that was planning and how much dumb luck).

I stopped watching the military demos, that is a slip-up that is completely on me. I was distracted the past month or so. When I saw he went Scout Scout Settlers early on I assumed he would skip the Eagle Warrior cheese or I might be able to get a sword/horseman out to boost my city strenght. But my growth curve was so slow I was still behind at the 50 turn mark.
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Turn 53: Hopium!

I think I might hold at my capital! With two Archers I can redline an Eagle/Archer every turn. I have a third moving up (upgraded it at my new city). And in more good news, my former city is already flipping back at 25 turns, and next turn my cap grows, putting more loyalty pressure on it. (side note I hate loyalty, but I do like it a little if it's in my favour twirl)

Now in the long run I'm pretty screwed obviously, but maybe I can drag Arch down with me
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Killed an Eagle! And "my" city up north will flip back in only 5 turns now. That should be frustrating for Archduke. All his gains will be gone if I can just hold out for a few more turns.

This is why this was IMHO a bad call from Archduke here: he has a risk of throwing the game here and in the absolute best case scenario he spends all those hammers (he has 5 Eagles, easily two settlers/three Builders there) to take my marginal land (and he KNOWS it is all crud, he's had Scouts buzzing my borders for 20 turns now). If I manage to hold out till that city flips we'll probably stalemate into irrelevancy, and even if he takes me out he might be heading there anyway (we are both dangling at the bottom of the score board already compared to the other guys who've probably expanded to three cities and have districts going up). Just pure Crab Bucketing.

I understand it from his part, it seems wasteful to just not use a good UU when you have it. But Aztecs has so much more going for it! The amenity thing alone means you'll have the easiest time reaching Exstatic in the game, and there's Builders who can finish Districts. It's a great kit. Even so: just conquer a CS with the Eagles. The pathetic Prince AI can be pushed over without any issue.
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(September 11th, 2025, 07:09)Japper007 Wrote: Killed an Eagle! And "my" city up north will flip back in only 5 turns now. That should be frustrating for Archduke. All his gains will be gone if I can just hold out for a few more turns.

Will your city flip straight back to you? Or does it flip to a free city? And would if be defenseless of does the flip magically generate defenders?
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It will flip to a free city first, at half-health and no walls or anything like that (not that anyone has Masonry yet anyway). I THINK the free cities spawn a handful of defenders, but I may be wrong? Regardless it's pretty easy to anticipate and one-shot the city as soon as it flips so the defenders rarely matter.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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