Topic: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Completed!)  (Read 7080 times)

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the old guy

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Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #120 on: May 29, 2018, 07:23:38 am »
I keep on thinking the name of this thread is "Let's have a Touhou Touhou Party!" when I'm not looking at it.

It just rolls right off the tongue.
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Gesh86

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Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #121 on: May 31, 2018, 02:34:20 pm »
Quote from: Gesh86
There's one unit, the artillery called Flandre Scarlet, which will not go back home where the rest is heading. It'll take garrison duty inside Koumakan, after the long trek it'll take to get there.

Oh, you.

Oh me, being all oxymoronical. Shows that I never read that sentence out loud to myself  :D.

I keep on thinking the name of this thread is "Let's have a Touhou Touhou Party!" when I'm not looking at it.

It just rolls right off the tongue.

My favourite thread title to just read as how I want to read it must be "Today, Donald Trump[...]" in the off-topic section. Because that's how much of it is previewed when it has the most recent post. I then amuse myself filling in whatever blank I feel like  :3

Update nr. 59 - Fat Man, Little Boy and Cruiserweight Toddler

Turn 306 – 1.870 A.D.

Last time, we made great progress with our atomic program, but still lack anything substantial that would scare our rivals out of their pajamas. During the AI's previous turn, Alice was trying to extort luxuries from us. When the AI really hates you to the core, they will sometimes do that. Just click their unfair proposals away. Alice may have reached international irrelevance, but she did achieve something just then:



The Apadana if you remember was a classical wonder that was the court for all the Persian Satraps. If it makes our puppeteer happy, she can have that. We had time enough to make it, had we been interested.

From this day on, the Kobito know their heritage:



Marcus Mosiah Garvey Jr. was a Jamaican activist for the Pan-Africanism movement, motivating people of African heritage to bond over their racial ties no matter in which country they lived. The Rastafarians of Jamaica gave him the status of prophet. He was positively influential in many regards but not without controversy, as he was also pro-segregation. Rather than integrating themselves into multi-cultural communities, he thought that Africans should concentrate living with their own kin. I'll play it safe and say that the unrelated singer Rae Garvey is still my favourite Garvey.



For cultural play, this policy is to be gotten as soon as possible and practically a permanent stay. Art and artifacts add substantially to tourism, probably more than world wonders.



Located in New South Wales, The Sydney Opera House is one of the most iconic buildings in the metropolis people often forget isn't Australia's capital. It is one of the latest wonders of the game, as it was opened to the public only in the 70s. It is nonetheless among the UNESCO World Heritage Sites. More than just operas are performed there by the way. Theatre plays and symphony orchestras are also among the program.
If you have many unused water tiles and are playing for culture, this wonder can help your optimization for a culture victory. Given how late it becomes available and how costly it is to build though, I wouldn't call it a must-have.



What unit would need a "shipwreck" to be constructed? None, these are actually antiquity sites on water. If all of those were used up already, the uncovering of shipwrecks gives you a reason to build archeologists again. Whoever sees shipwrecks first has the best chance to claim the resulting artifacts. The archeology race is therefore the reason why Cultural Heritage has a high priority to be developed. Just not for us: We're ignore artifacts altogether.

Veterancy goes out of our policy deck, Professional Army back in. The next civic focus will be the boosted Opera and Ballet, which has been a dust-catcher since the industrial era and will take only a single turn.

Cultural Heritage also gave us 3 free envoys. Hopefully those won't go to a city-state that some empire will crush under their heel in vengeance to us. That's why we better split them up: Two go to Kabul. We now have 6 in total there to get all the bonuses the militaristic city-state has to offer. Another one goes to Mohenjo-Daro just to strengthen our hold on it a little more.

We have a missionary near Moriya Shrine that we have no real use for. That's why we're having him meddle with Sanae's interests:



When you want to play for a religious victory, you will use missionary charges on foreign cities that don't share your faith. We are not genuinely interested in converting Sanae's cities and are doing this more out of spite. Normally, you should escort these missionaries with apostles to repel defenders like inquisitors. If we lost this missionary to theological combat, it wouldn't be too big a deal.

The infantry corps led by Nitori Kawashiro currently at Spain is the first one to get the opportunity to upgrade into a mechanized infantry. You'd only see its embarked strength though, so here's A Very Short Youmu near Myouren Temple:



The Sakuya Izayoi corps and Watatsuki no Yorihime also get their Metal Slugs. Thanks for the idea, CyberAngel! The upgrading of these four units has lowered our funds from 1,777 coins to 757. No small amount, but worth it in my opinion.
Another artillery and modern armor corps are celebrating their return to North America. We're only expecting a few more.

Our nuclear submarine has the opportunity to enter combat for the very first time:



When they attack on a land tile, this submarine does not fire torpedos. They will surface and fire a single warhead from their top. It flies onto their victim in a wide arc, then pops over their heads like a mortar. The barbarian AT crew we're harrassing takes 45 damage. The position you can see our nuclear submarine on now will be the one it parks at for the next turns, until we activate it for its true purpose.

Turn 307 - 1.872 A.D.

GPS voice: After 250 yards, take a left turn and over the bridge above a river if it hasn't been torn down yeblurblurbblurbblurgurgle...



Isabelle Fuhrman is a young American actress present in the business for a little over 10 years. She had a supporting role in the first Hunger Games film. She was apparently also in After Earth but left uncredited. In hindsight, she must have been alright with that.



Rocket Artillery is the ultimate siege unit. It not only packs more punch than the more primitive artillery we have, but has a naturally higher range of 3. Add an observation balloon and it becomes 4, which is just an absurdly high reach. In Civilization 5, this unit had the added benefit that it didn't need to "set itself up for attack" and worked like a regular range unit. This is a game mechanic that was not taken over by Civ 6 and substituted by the siege units' limitation of only being able to attack with full movement points.



This support unit is an evolution of the anti-air gun. Apart from defending against aircraft, this is apparently the only way in the game to "block" a nuclear strike. I have never done this myself nor witnessed it, but from what I understand, having this at a place that gets nuked gives either a chance or a guarantee to just blast the bomb out of the sky before it reaches the city. A friend of mine once told me that he thinks nukes are way too overpowered in this game. I wonder now if the mobile SAM is the intended counter and he just didn't know at the time.

We have another coincidence of a double science-culture feature. The Kobito can watch Swan Lake now...



I wonder how many will complain that they hated the ending. Alisa Zinovyevna Rosenbaum was not a ballet dancer, but a novelist, screenwriter and philosopher. That doesn't mean she didn't appreciate it. She thought up a philosophical system named Objectivism and wrote the best-sellers "The Fountainhead" and "Atlas Shrugged."



This card has a high potential to get you truckloads of culture. With how our district structure is set up, I think it would lose to Meritocracy in its value though. Huh, this policy has already been obsoleted by the Sports Media civic. Opera just flat out loses to sports leagues, how sad...



This is actually one of the better Great People cards, as Great Musician points are difficult to accumulate unless you have select wonders. +4 is comparatively much in this regard. We know one of those wonders that gives them is the Sydney Opera House. The other is...



The Bol'shoy Teatr is located in Moscow and the owning company was founded in 1776. During the Soviet rule, the institution was almost shut down, but it even survived those difficult times. The Bolshoi Ballet company has over 200 dancers today, which makes it the largest ballet ensemble in the world.
This is a very good cultural wonder. You know that the best for these purposes are the Eiffel Tower and the Cristo Redentor, but this one isn't too far behind.

After upgrading all of our infantrymen, we throw the Professional Army card out again and pick Native Conquest for the time being. Most barbarian units will be far below our tech level, so that should grant us some cash here and there.

   

When it comes to technologies, there is a very important one to which Lasers is a prerequisite. We're taking it for now, but we might have to delay its research so that a unit won't get obsoleted before we construct it for the first time (the fighter in Benevolent French Dolls). As for civics, we'll be working on the highly advanced Social Media. Many of the older Civilization installments didn't have anything resembling social media because no one foresaw how addicted people would get to it.

Another Great Engineer has become available. We're getting those in rapid succession now:



Nikola Tesla was a Serbian-American inventor and engineer. He is responsible for figuring out how to make alternating-current electrical power supplies. Despite his great influence on bringing electricity into everyday life, he died in relative poverty. Still, he is honoured nowadays. If he weren't, Tesla Inc. wouldn't be named after him. That name is only a reference to him by the way, he or his relatives had no relation to Elon Musk's company to my knowledge.
Being the suzerain of Toronto already gave all of our industrial zones a further regional range. With Tesla, we can make one of them influence cities up to 12 tiles away! We recruit him and use him on the district of Blefuscu, which grants even more production to our nuke-building cities now.

The barracks within Koumakan's encampment are done. We're returning to outfitting our holy site: A temple is next, 4 turns.

We have gained even more city-state envoys from finishing up Opera and Ballet. We stick two more of them into Mohenjo-Daro, claiming the maximum amount of bonuses from that cultural treasure of a city.

There are some military operations this turn. More tanks are lining up at the northern side of Lilliput. The nuclear submarine that attacked barbarians last turn does so once more:



Aww, just short of a complete victory! The AT crew should have 2 of their 100 hitpoints left. The ranger duo of Remirya and Inu Sakuya has nothing really sensible to do after they openned up that last goody hut a few turns ago. We're also putting them on automatic exploration. We may or may not hear from them again.

Turn 308 - 1.874 A.D.

I'm getting increasingly anxious that Benevolent French Dolls may not be able to complete its fighter before we research Lasers and obsolete this kind of project. We're putting the city on production focus:



Don't forget that you can prioritize certain yields with these handy little buttons. I often do this when I'm worried someone could steal a vital wonder I'm working on. We're putting our science focus on Nanotechnology for the time being. 4 turns.

Brobdingnag has granted us a new trader. It will probably make a new internal route from Lilliput, so that its nuclear device may get constructed a little sooner. After some pondering, they are going to work on a stock exchange. 9 turns until we can speculate about the worth of businesses, then learn we only created a bubble destined to burst.

Moriya Shrine has an armory full of deadly weapons now. We first quick-purchase an amphitheatre for 300 faith. That's barely a sum nowadays. The city is already impressively powerful, but it could do with slightly better infrastructure. A builder will be made there in 3 turns.

Our precious nuclear submarine turns the barbarian AT crew into ash! We unfortunately have no means to root out the camp they were guarding, as it's too far land-inward. At least the Native Conquest policy awarded us with 35 gold coins for the kill.

A builder at Balnibarbi removes an unused rainforest we have within the city's borders. The sewer they've been making gets instantly completed. The tile that we have laid bare will serve as the grounds of an encampment:



We've once had barbarians from Yucatan appearing in that direction, remember? With that front fortified, we would never have to worry about anything similar anymore. 9 turns.

Turn 309 - 1.876 A.D.

Something new appeared at the very top of the screen. It's right next to the strategic resources:



That is an atomic bomb and it says we have "1" unit. That's right, Laputa has done its due. The desert oasis should concentrate on growing itself with a sewer next. 3 turns.
Never have the Kobito held more power in their little hands. One bomb will not be enough however. We'll hold onto it until we have more of its kind.

One of our mechanized infantry (Nitori) lands at Florida. She too will be getting in line with everyone we're assembling at Lilliput. She also brought along one of the medics that were supporting us against Sanae. Not that there were many wounded to patch up...

We assign a new trade route: Lilliput -> Brobdingnag, with yields of 4 food, 3 cogs, 6.5 coins and 1 faith. Building time for Lilliput's nuclear device drops a little more to only 6 turns remaining.

Balnibarbi gets its first farm-triangle this turn. I don't really know at the moment what the responsible builder shall do next, but he'll find a niche somewhere. Perhaps that of destroying forests at Shining Needle Castle?



Flandre Scarlet's artillery arrives at Koumakan. Rather than giving you any ill-thought out lines that speak about where her home is, we're going to leave it to the Young Mistress to decide where her heart is. If she's content just staying in a basement, why get in the way of her happiness? Anyway, this remote corner of the world is now so secure, I'm sure we would shatter any imaginable surprise attack.

Turn 310 - 1.878 A.D.

This will be the last turn for the day, but it arrives with positive news at least. We gain the very last type of Great Person we haven't had yet:



Antonio Lucio Vivaldi was a violinist and composer of the italian baroque epoch. He lived in the 16th century, where musical virtuosists were making their public breakthroughs and you could see resemblence between pop-icons of today. Nonetheless, Vivaldi never gained financial stability and was left in poverty at the end of his life.
Great Musicians in Civilization 6 draw almost exclusively from instrumental artists, like violinists and pianists. Earlier installments could feature Rock n' Rollers like Elvis Presley, but he seems absent. This type of Great Person is very similar to the Great Writer, only that they're generally more powerful, but also cursed with having works that are difficult to store. You need a musical wonder like the ones we've learned of this update or one broadcast center for each Great Work of Music. If you want to make the most out of your music, don't forget to put Satellite Broadcasts in your policy setup. Vivaldi is invited into our lands and will be heading for Balnibarbi.

Futatsuiwa of Sado has a machine gun corps now that will be placed north of it, as a possible defense against the Canadian wildlands. I foresee high maintenance costs incoming from our nuclear weapons, so we'll be fighting that with a bank. 4 turns.

Moriya Shrine has a builder running laps around it now. It's still lacking a rice bowl. We're going to have it in 8 turns and we're putting it over here where it can support the holy site:



We're getting new envoys again! This time naturally and predictably through the accumulation of influence points. We're spending two of them on Nan Madol to get the final bonus of that city-state as well. The remaining three lobbyists we could spend are kept in stand-by reserve.



I'm really feeling sorry for the people of Byakuren's empire. Nazrin, Shou and Nue are working their meager fields in serfdom when they're not currently dying of smallpox. Meanwhile, the Kobito are producing their food with tractors and ploughing machines. In their off-time, they can even browse the internet like we are doing right now.
Alright, that'll be it for today. See you when I've prepared some more! Next time, we decide that there's shame in pointless deterrence. Having a weapon means you've actually got to use it!

Lt Colonel Summers

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Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #122 on: June 01, 2018, 01:23:54 am »
Quote from: Gesh86
Metal Slugs

Great! Now we just need some HEVY MASHEEN GUN and RAWKET LAWNCHAIR to spice things up!
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Gesh86

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Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #123 on: June 02, 2018, 11:09:34 am »
Great! Now we just need some HEVY MASHEEN GUN and RAWKET LAWNCHAIR to spice things up!

I know there are DOOM mods out there that play those voice clips every time you change to certain weapons  :D.

Update nr. 60 - At no point in history did a Japanese samurai cut down a Roman legionnaire

Turn 311 – 1.880 A.D.

Last time, we reached a technological level close to that of our present 2018 and experienced the beauty of professional ballet. As of this turn, our nuclear arsenal grows from one bomb to two! I think that deserves a tweet by our leader:



Thomas Stearns Eliot was an American-born English modernist poet, one of the 20th centurty's most influential. He did not produce many works, but in this regard you can have quality over quantity. He had his breakthrough with "The Love Song of J. Alfred Prufrock" and later won a Nobel Prize in Literature.



Shrinemaiden.org could technically become part of our policy setup now. International trade routes slightly boost your tourism output against other civilizations even if you don't use this card. Having open borders also helps with that by the way.



Now this can be a really good choice. I wouldn't pick it over the permanently-equipped Raj of ours right now, but it is an option to keep in the back of one's head.

The only change done to our policy cards is the reverse of the previous switch: Native Conquest out, Professional Army in. We also set our science focus back to Lasers (4 turns) and the next civic we'll be grabbing is Suffrage. 3 turns until a lot of suffering is over, which I think is what the term implies.

You may have seen Benedict Cumberbatch portray this Great Person in a movie a while ago:



Not Dr. Steven Strange, but the codebreaking cryptanalyst and mathematician Alan Mathison Turing. During World War II, he had a number of breakthroughs when it came to cracking the German naval operations cipher. The mentioned movie put a lot of emphasis on the treatment he received after the war had ended: Due to proof of him engaging in homosexual activities, he was chemically castrated by law. The Alan Turing law reimburses people nowadays that were prosecuted for their sexual orientation in the U.K. Similar programs also exist in other countries, for example Germany.
His powers in Civilization 6 aren't exactly very useful for us at this point, but since there seems little strategic value in passing we're recruiting him. We use his ability this turn to no visible effect. At least no one else claimed him...

Two artilleries receive the prefix of "rocket" onto themselves this turn. They look a lot more like a box on wheels now:



A ranged power of over 100 points is simply badass. We're actually getting rather humble when it comes to money: 524 coins are left, the nukes have squeezed our income to only 68.9 a turn.

Blefuscu has finished the first power plant of our empire and fights the problem we're facing I've just mentioned: A market is next, and it only takes a single turn.

Laputa has that sewer now and only 16 of 19 housing points are used. That sounds pretty healthy. The people of the Mojave do their best to also flush more cash into our register: A stock exchange for 6 turns.

Kirisame Magic Shop was the one who added the second nuke to our silos. What's next over there? Something that involves money, of course. A bank will open in 4 turns.

We have a special plan for Koumakan this time. They need the faith purchase of a wat.
"What?"
"Yes"
"No, what are they building?"
"Exactly!"
"WHAT THE HELL ARE THEY MAKING!?"
"YOU JUST SAID IT YOURSELF!" and so on and forth.



Wats are (in real life) buddhist temples and Remilia once tied them to her religion as a perk. Had it not been taken by her, they and their science bonuses would have had a good chance to get priority from us over the pagodas. Since Koumakan still has hinduism established we can get it exclusively there. The first perk-related building purchased in a holy site will make it impossible to buy others like our pagoda. The holy site at Moriya Shrine by the way had a stupa even before we conquered the city. Koumakan's next building plan will be a pre-placed entertainment complex. 8 turns.

Antonio Vivaldi has something we might want to listen to:



The Four Seasons is a four-violin concerti that counts as his magnum opus. The allegro non molto passage themed after winter is the most iconic in it. The game briefly plays it and you can listen to the Wichita State University Chamber Players' performance of it on the wikipedia page (which I'm going to assume they approved of it being there for educational purposes).

A builder makes a farm west of Moriya Shrine where there is already one next to it. It's not a triangle yet, unfortunately.

A new crossbowman has sprouted at the barbarian camp close to our nuclear submarine. We launch our mortar and overkill them like you would break Etarnity Larva on a wheel.

Turn 312 - 1.882 A.D.

The third nuclear weapon was just assembled in Shining Needle Castle. Our capital has the most population within our empire with 24 points, but unfortunately the housing cap is also at exactly that number. Let's raise it with a sewer. 3 turns. I've completely changed my mind through this Let's Play: Sewers aren't bad. Build them at some point if you can.

Blefuscu has outfitted its commercial hub with a market. A bank is the next logical step. 4 turns.

We're increasing our ludicrous monopoly on coffee:



Moriya Shrine has an incredibly advantageous location with all those resources around it. No wonder Sanae did better than most of the other AI. By the way, one of the farms has lush green soil, whereas the others look brown and bracken. That signifies to you on a single look that the green tile is being worked by population, the others aren't. With time, Moriya Shrine should produce more citizens to utilize all the farms it has.

Like a Great Writer, a Great Musician like Vivaldi has two charges. Since we had no other empty slots for it, his next work gets a place of honour in the universally usable palace:



The tune that is played upon receival consists of the initial notes from Vivaldi's 10th opus, flute concerto nr. 2 in G minor "La Notte" - "The Night". I unfortunately couldn't find a listening source for you where I'm reasonably certain it's fair use.

Turn 313 - 1.886 A.D.

Immediately we're overrun by a big pop-up. It is a pleasant sight to see:



Seija achieved an ideal result for her first real mission and I hope our rival shrine maiden is now in financial debt. The text mentions that our agent was "undetected", meaning our victim Sanae knows that something was stolen and from where it was stolen, but not who is responsible. Without concrete proof that we did the deed, there are no diplomatic ramifications for us. If you were spying on a human player, I would advise you to change cities for your next mission so that you're not too predictable for your opponent's counter-spies.
A promotion for Seija was also mentioned. Just like killing or capturing someone as a counter-spy, completing a dangerous offensive mission ranks up a spy. What can we choose from here?



I'm not sure if Sanae or anyone is left with any campuses, so the Technologist perk is out of the picture. Disguise is really good for the purpose of saving turns and getting as many missions done as possible. I think we will pick the one perk that makes the most trolltastic Touhou less likely to get murdered: She is now an Ace Driver like Dominic Toretto.

Seija's sight range reveals that Sanae has a mechanized infantry patrolling her lands. Most likely she didn't have it during our invasion, but if she did, she really should have put it to some use! Such a high-technology unit could have actually been a roadblock to our tank corps.

Through a chopping of a forest near Shining Needle Castle, their sewer is instantly completed. We wanted the tile for a district at some point anyway. Next project will help our good but not ideal amenities: An arena. Only 1 turn due to the production overflow.

We pay 190 gold to transform our last artillery, Flandre Scarlet into a rocket artillery. Only befitting for a lady to have the maximum amount of firepower.

Turn 314 - 1.886 A.D.

In Civilization 1, woman suffrage was a buildable wonder. That game took liberties like making social concepts buildable. Now it's more appropriately, a civic:



The quote makes it no surprise that Victoria Claflin Woodhull was an activist for the woman suffrage movement, but also a spiritualist and active politician. She was the first woman to candidate for Presidency of the United States, nominated by the Equal Rights Party. This attempt was unsuccessful, there has not been a female president as of today, but it was the principle, the gesture that carried weight.



Democracy is another tier 3 government and the very last for us to learn of. It's less suitable for war than communism due to very few military policy slots and no production bonuses. Instead, it puts a focus on the recruitment of Great People. Cultural play benefits most from this one if you ask me. We will pass on having any free elections, Comrade Shinmyoumaru has proven herself to be a most able representative of the working class.



This policy is all about the money and should yield a pretty sum for us if equipped. Maybe we will, maybe we won't.



The politician with probably the most constant presence in this entire Let's Play, Winston Churchill, coined this phrase in a 1940 speech. It wasn't exclusively about combat pilots, but every British soldier. Nonetheless, it's intended for the benefit of your airforce here.



With how much the entire world hates us, do we even remember what an ally is? If you've somehow made it to this point of the game without your reputation in ruins, you can utilize this card. Beware not to make other players too powerful with it though, as there can only be one campaign winner at the end of the day unless you've set it as a team match.



I have a love-hate relationship to this policy. First of all, it obsoletes both Medina Quarters and Liberalism, two cards that have been in our setup for long periods if time. The effects of them are combined, but not without an inseperable drawback: That is a minus before the coins, you are producing additional costs for each decently developed city with this. We will equip this, but we may have to adapt in other regards if our financial balance suffers too greatly.

Both of the new economic policies make it into our setup. It now looks like this:



All eyes on our income now: For the first time in the Let's Play, it is negative! With -0.6 coins per turn. Not much of a loss, but a loss nonetheless. Globalization is the next civic we pick. It was not a hard decision as it is the only one we can still get. Except for it, we have conquered the complete civic tree. 8 turns.

Comparative slowpoke Lilliput has created our fourth atomic bomb. For reasons of foresight, we're going to skip any new build projects for now and do one of the most bombastic actions we have ever done. First, we select one of the two bombers at Lilliput's aerodrome:



The flight range of this bomber is very far. We click the no-longer greyed out command for a WMD strike and scroll onto a place we left untouched for so long. It is close and weak and we could have taken it on many occasions, but I didn't have the heart. Yet in Civilization 6's campaigns, there must be a winner and you're only awarded for efficiency at the end of the day.

   

   

This means a war to end all wars!

Nuclear devices substantially reduce population points of the city they hit. Walls are destroyed and city hitpoints get reduced to 1. They will also wipe out any units in their explosion radius, no matter what kind or how much health they have left. If that wasn't enough, all affected tiles are pillaged and affected by fallout. The fallout cloud is the green shine you can see on the third screenshot and they will greatly damage any units that end their turn in them. You need to use builders to "scrub" away any fallout if you want it gone.

Now that we know all that, let's repeat that practice on Sanae with our nuclear submarine just because we can:

   

Didn't we have a missile silo in the north of Moriya Shrine? We spent 3 turns of Shining Needle Castle's previous build time on that military engineer. Shouldn't let that go to waste!

   

And let's not forget that we built more than a single bomber:

   

With that, we are out of bombs. Alice lives too far to have been hit the way everything was set up and Byakuren...despite everything, resurrecting her civilization makes me feel almost fatherly. The buddhists will not get nuked. Alright, let's move on to our soldiers. Kaguya has a lot of archers swarming around our lands. We activate a machine gun at Blefuscu and riddle one of them with bullets like we're the Riddler. A battleship near Shining Needle Castle has a clear line of fire on another unit and pulverizes them. A rocket artillery corps at Brobdingnag launches its ammunition. The missiles fly high into the sky and come down on another archer that can't possibly take them. A mechanized infantry (Nitori) at the same city sees itself surrounded. Surrounded by units that can't possibly match it, so it just waltzes over one of them. Let's look at the rest of our homeland defense/attack force in a screenshot:



Unit nr. 6 is Clownpiece and the loony fairy from hell shells an archer 4 tiles north of herself. The encampment ranged strike goes next and targets the troops northeast of unit 2. They're gone. Unit 1 is Eirin Yagokoro, she spans her moon bow that looks suspiciously like a machine gun and bullseyes the archer northeast of her. Modern armor unit 4 snakes around to the archer 2 tiles north of it. They are now sticking to our tracks. Ironically, helicopter unit 3 is called Kaguya Houraisan. She has no problem betraying herself and brings death from above to the archer two tiles north of her. See the settler unit of our opponent that's being escorted? That settler never found a suitable place to found a city and just had a brainfart for dozens of turns, staying where he was. Armor unit 5 storms the convoy and abducts the settler, probably to his benefit. Unlike Civilization 5 where captured settlers transformed into workers, they stay who they are in this game. The only one that has not received any orders yet is unit 2, the battletank known as the ever-hungry Yuyuko Saigyouji:



If a city has been previously nuked, any unit in range can just walk in and conquer it. As soon as the conquest of Kaguya's capital has commenced, an animated cutscene starts:

   

   

   

Our journey has come to its end, as Shinmyoumaru Sukuna has completed her little big destiny. Yes folks, after 314 turns, we are declared the winner of our Greatest Earth Map, 7 civilization and King-difficulty campaign. The flavour text of the last screenshot is once again read out by Sean Bean as the cutscene depicts warfare over the ages and epochs. All other victory types have their own movies, including the unassuming timeout/score victory. Relatively early in the campaign did we plan to go on a bloody road and win by domination. The science victory has always been an option, but like I said, I would have hated to pull you through the uneventful later turns of such a course. Overall, it's fun to go after each victory if you're in full control, but for this quite expansive Let's Play project, we had to end it by becoming the dictator of the world. It was the most satisfying way to experience Civilization 6 in my opinion.

With that, this update is concluded, but the thread isn't just yet. I'm thinking of giving you a short summary by era of our underlying tactical decisions. Since we were also just one turn away from researching it, I would also give you an overview of the technology of Lasers as a bonus. We could have delayed victory for it, but one shouldn't. The earlier you cut a campaign short by winning, the better you did on paper. All Civilization players agree on that. Here's an oddity: How well does the game think we played?



That's...pretty low on the list, isn't it? With the end-of-game scoring, Civilization 6 behaves very strange: It applies no multipliers to your flat score at the time of victory at all. Earlier installments would consider how quickly you won and on what difficulty you played. Because of this, Civ 6 always devastates your self-esteem here. Seriously, we should have done better than 16th place! (I usually landed above Caesar in Civilization 5, and I consider myself less competent in that game)
We also have some lovely graphs with timelines on the next page of the game's epilogue:



I personally adore looking at these, but I understand it's possibly too dry to go over all of them in detail. You only need to know that we did really well in practically all of them by the end of the game, but not at all times throughout the course of history. Particularly culture, wonder-building and faith were "dumped", neglected in favour of other boons for a long time. We also see a list of all city-states present in the world through this. Huh, we never found Bandar Seri Begawan, the capital of Brunei, a sultanate in South East Asia. In the campaign, it was probably secluded somewhere in Siberia and we never got close enough to it in the end.

So, here we are. I hope you enjoyed reading what I decided on writing. I'm really happy with the clicks, reactions and involvement I got from you all so far. It made me very motivated to put the effort in that I did :D. I produced probably more words than I ever have for any written project in my life. Looking at all my document files and the pages each one has, this might indeed eclipse the length of my final semester BoA-paper from college :3.
Do you have any more feedback / criticism or questions for me? I hope it's not too unsightful to fish for discussion like that. Just thought it was appropriate to give the word to you directly now that this project is coming to an end ;).
Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #124 on: June 02, 2018, 01:32:25 pm »
Well, I sure had more fun than I expected. I'm not much into strategies and only played the first game in the series, so I was feeling a bit lost at times. But still, it was a pretty solid playthrough. Good job.

AzyWng

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the old guy

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Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #126 on: June 02, 2018, 03:24:09 pm »
Pretty impressive for a race of people smaller than their enemies foots.

Must've been a small bomb.

Ether way, congrats!
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niektory

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Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #127 on: June 03, 2018, 01:36:53 am »
I rarely read let's plays, but I enjoyed this one. Thumbs up!

How would you rate this game compared to the previous installments?
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Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #128 on: June 03, 2018, 10:30:39 am »
It was fun to read and explained thing at the same time. I kept looking forward to new installments!

Gesh86

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Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #129 on: June 03, 2018, 11:20:01 am »
Well, I sure had more fun than I expected. I'm not much into strategies and only played the first game in the series, so I was feeling a bit lost at times. But still, it was a pretty solid playthrough. Good job.

You were one of the most active viewers, I did notice  :). Anything in particular where more information would have helped, or was it just the overall complexity of the game?

What would you say was the biggest barrier you had to your success?

The biggest barrier was that one time in February where we almost lost our save file and the Let's Play was one push away from falling down the cliffs of cancellation  :D.
In seriousness, the most critical moments were the course of the second Mamizoan war and the invasion of Alice's Spain. Wiping out the unfortunate Tanuki allowed us to have the very powerful city of Futatsuiwa of Sado and construct the very strategically placed Brobdingnag. The whole east coast was therefore our undisputed territory. If Alice would have brought an ever stronger navy or had it in place to pick off the units we had embarked, the campaign would have gone sour very quickly. Kirisame Magic Shop also greatly contributed to our prosperity and allowed us to "snowball," just getting even stronger out of consequence of already being strong.

Later in the game, was anything capable of posing a genuine threat to your empire?

Sanae looked much more formidable than she was. She did a mistake one should never make: Putting science and culture greatly over money, infrastructure and production. If you have the ability to build strong units, that's good and all. If they cost too many cogs to make in a reasonable time and you can't pay their high maintenance, you're shooting yourself in the foot. Unless we would have given her much more time so that she would have gone to space or had her own nuclear weapons, the answer is "no." Very little could have happened to us past the midgame.

Pretty impressive for a race of people smaller than their enemies foots.

Must've been a small bomb.

Ether way, congrats!

Thanks! The Kobito were a good faction to play as. In hindsight, Remilia and Alice are still higher for me on the tier-list, but Shinmyoumaru is obviously good enough to be competitive.

I rarely read let's plays, but I enjoyed this one. Thumbs up!

How would you rate this game compared to the previous installments?

Thank you! It needs to be said that Civilization 6 (base game) is somehow the lowest scoring (non-spinoff) entry of the series when it comes to review sites. The aggregate is still 88 for the main game, 79 for the first expansion that we didn't use. It is a series that practically has no black sheep in it. I think a lot of negativity comes from the fact that there are more decisions to make, that the game flow is much slower and that you must come to peace with all the game's mechanics that it throws at you. Despite the visuals that people say remind them far too much of cartoony mobile games, Civilization 6 is the most complex Civ installment. If you play it too swiftly and sloppily, it'll be very unsatisfying. I've gotten so used to all the new features now that I personally like it more than Civilization 5 fully expanded now.
A definite issue is that there are apparently still some flaws in the game's code that haven't been ironed out. Just recently, a typo was discovered that gives the AI a generally too high bias for religious play, even for civilizations that shouldn't bother much with it.

It was fun to read and explained thing at the same time. I kept looking forward to new installments!

I hope you're not too sad now that the game is over then  ;). Some people say they really dislike that the campaign structure of Civ games puts a sudden stop to what they have built up. Personally, I'm actually opposed to a game that feels too "endless." I need goals and such.

Ok, I promised one addendum. Imagine we would have gone to turn 315. Dr. Evil will explain to you what this far-out technology is:

   

Courteney Bass Cox is an American actress, best known for playing Monica Geller from the sitcom "Friends". She was also Gale Weathers in the horror franchise "Scream" (a character I like to call "live-action Aya Shameimaru"). Her quote here is not anything one of her roles made her say, it's from an interview during The Tonight Show with Jay Leno. The context is skin treatment with lasers as an anti-aging method.



A jet fighter is the most advanced fighter subclass aircraft. These can be deployed a few hexes away from their aerodrome and do their ranged attacks once they're in this state. Perhaps Sanae's AI was too dumb to understand this necessary procedure and therefore never attacked us with her fighters?



A missile cruiser is the final upgrade to the naval ranged class and the bane of all coastal cities. In Civilization 5, this unit had special abilities to indeed transport missile units. I think they were indeed able to launch nuclear bombs. Here however, they really are just battleships with better stats that use missiles as their way of attack.

Despite an impressive research output, we didn't quite get to the end of the tech tree. Here's a few words on the ones we never learned of: Stealth Technology would have allowed us to turn our two bombers into the superior stealth bombers. Robotics would have introduced a new space project, but also slightly improved the production power of our pastures. Nanotechnology, which was also almost completed, would have given us another space project. Nuclear Fusion is probably the most interesting technology we missed. It introduced "Operation Ivy" something akin to the Manhattan Project. Once completed, you could construct an improved version of the nuclear device, the thermonuclear device. The blast radius of these is one tile further, potentially killing more enemy units, pillaging more tiles and causing more fallout. I believe they also deduct more population from target cities, which may be counter-productive if you actually want to keep a city. Lastly, there's Future Tech, a repeatable placeholder technology for anything humanity will develop until 2050, but what Firaxis cannot predict what it will be or what it will be called. Completing research on Future Tech simply increases your score to possibly grant you a timeout victory.
The only civics we were missing was Globalization, which would have given us a few more policies and more income from our plantations, and Future Civic. Identically to Future Tech, this one also just increases your score.
Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #130 on: June 03, 2018, 11:56:19 am »
You were one of the most active viewers, I did notice  :). Anything in particular where more information would have helped, or was it just the overall complexity of the game?

I guess it's just being behind the times with what's been happening to the series and how should I compare this game to other global TBS from recent years. Again, I only have seen the first game before (you know, the MS-DOS one) and a lot of elements feel unusual (Hexagonal field? Unit health and experience? WHAT BLASPHEMY IS THIS?).

Gesh86

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Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
« Reply #131 on: June 04, 2018, 07:44:18 pm »
(Hexagonal field? Unit health and experience? WHAT BLASPHEMY IS THIS?).

I can't recall if it ever came up, but the change from squares to hexagons came with Civilization 5. Because of them, it's easier for units to get cornered and at the same time harder to be navigated around. The change makes it less attractive to retreat or try kiting tactics and motivates you to pick confrontations instead. One would think it's a negative change to lower the directions you can move from 8 to 6, but that wasn't the case at all.

Now for something else that I wanted to do as an epilogue to the series: A short summary of the campaign by era:

Ancient Era - The very early turns feel pretty standardized in Civilization 6. You try to scout, you get a few settlers out and improve a bunch of tiles with builders. Relatively rarely do I employ unusual strategies during this time. You could go for an early wonder if you wanted to, but nothing really suited us. The main mistake you can make is neglecting defenses so badly that barbarians bog down your progression. A lost settler would be a catastrophe for example.
We were able to build Lilliput and Blefuscu before advancing to the classical era and our first district was a campus.

Classical Era - Districts like a holy site and a commercial hub followed soon. It became vital at this stage to make Shinmyoumaru's special unit our own, the Shining Needle Swordsman. Getting lots of units early on is generally more important than the warfare-centric encampment district, as you cannot yet outfit them with the more worthwhile buildings like the military academy. With our army in place, we attempted a "semi-early rush" against our neighbour Mamizou, but it didn't go as planned: We aborted the attempt before our losses became too great. At least we built a very good fourth city: Laputa.

Medieval Era - During this period, we secured a religion for ourselves and made the first few harbors to prepare for an age of exploration. We learned from the mistakes we did on the battlefield and made an army that was bigger and more suitable for defeating Mamizou. This proved that you can get back up from a bad war and try again, so long as no one takes the chance to exploit your weakness. Victory over Mamizou was complete. The enemy capital of Futatsuiwa of Sado that we stole gave us an edge you could feel over the whole campaign.

Renaissance Era - This era saw the founding of Brobdingnag and Balnibarbi, the completion of our first world wonders and further improvement of our religion. We also positioned four scouts and had them venture away from America to tell us about the other inhabitants of the world. All remaining players were soon discovered, so was our ambition to conquer them all, as we know now. Getting our first few frigates and upgrading our swordsmen to musketmen was an important step for this.

Industrial Era - Our attack against Alice began near the beginning of this age. It was a risky business and she did fight back as much as she could, but we planned ahead well enough. Using both men and ships was the route to success, as Spain was otherwise difficult to assault and not all enemy cities were coastal. The cities of Benevolent French Dolls and Kirisame Magic Shop were claimed as spoils from this conflict. We finished picking up the last few religious perks and decided that we were not going to build any new cities by settlers any more. It's very important that you don't overextend yourself in Civilization games and don't build cities so late that you can't expect a return on invest from them anymore.

Modern Era - Here's where our game really started picking up speed. Until now, our culture output had been pretty poor. It was a necessary weakness to carry with us until this point, but catching up with what we were neglecting and getting a more balanced civilization was part of our midgame strategy. We gained our civilization's unique district during this era and really doubled down on establishing them. When it came to military, we had to outfit ourselves with bombard units for the first time, as battering rams and siege towers that helped us so much against Alice became obsolete. Just before this age ended, a war with Remilia (and secondarily against Alice) broke out, but the real meat of it would take place in the...

Atomic Era - More difficult than defeating Remilia was getting our multitude of troops where she lived. The vampiress populated the most remote country out of all opponents relative to us. As long as it took us to get there, so quickly our army was able to leave again. Outside of war, we were building some aerodromes, but more importantly factories and military academies to achieve a solid level of production and the ability to make units directly as corps. The most important to have of these were tanks and artillery. We selected to become a fascist nation in order to have a good chance against the wildcard civilization of Moriya Shrine. Our massive forces assembled at two fronts this time, in order to make a pincer manuever and take two capital cities as early as possible. The declaration of war happened just shortly before the next era transition to the...

Information Era - Against all my pessimism, the war on Sanae went splendidly. At that outcome, the total victory was practically in the bag. Nonetheless, we wanted to end the game spectacularly by completing the Manhattan Project and bring not just one but several atomic bombs to the final confrontation against Kaguya. We threw some on Sanae as well, simply out of arrogance. It was to be expected that Kaguya, a player who has stagnated for centuries with her foolish, confused play wouldn't stand a chance: A domination victory was achieved in the very turn the bombs dropped.

A tl;dr if you want. My first Screenshot Let's Play sure was an unexpectedly pleasant experience for me. I can see myself doing this again someday, possibly even a different campaign of modded Civilization 6. Who knows? If that happens, it wouldn't be as tutorialesque and would assume you had gotten acquainted with the game through this one. When I started the Kobito's quest for power, I had no other projects for the near future in mind. During those 6 months I found two games that would lend themselves to Video Let's Plays and that I'd love to show if recording tests prove valid. If anything, those will have priority for me after a small break from everything. They will most likely appear on Maidens of the Kaleidoscope as well, so look forward to them!
 

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