Maidens of the Kaleidoscope

~Beyond the Border~ => Akyu's Arcade => Topic started by: Gesh86 on December 03, 2017, 11:11:29 AM

Title: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Completed!)
Post by: Gesh86 on December 03, 2017, 11:11:29 AM
Hello fellow maidens! You might have stumbled upon some of my Let's Play centric threads in the past. What they all had in common was that apart from a few introductory screenshots, they were mostly ground for me to paste Youtube links onto, usually accompanied by a motivational blurb to make it not quite as hamfisted.

Today, I'm tackling a different beast. Welcome to my very first Screenshot Let's Play.

I do know of a time before the processed bovine that doesn't go too swiftly, when it wasn't even a question whether you chose SSLP or VLP as a format. The first of these do seem to be quite popular and numerous on our forum, so I don't think it's outlandish to have one hosted here. What I have in mind for us is:

Sid Meier's Civilization VI
(with nothing but Touhou mods, no realistic civilizations allowed!)

(https://i.imgur.com/GKKley5.jpg)   (https://i.imgur.com/4HDB6ra.jpg)
(https://i.imgur.com/fptuqLf.jpg)   (https://i.imgur.com/hzWJRG9.jpg)

Developed by Firaxis and published by 2KGames, this is a so called 4X game. "Explore, expand, exploit, exterminate" is what this special term stands for. What it describes is a strategy game, usually turn-based, although not necessarily. You use the term to differentiate these games from purely military focused strategy titles like e.g. Warcraft. Although war is an option, healthy economy and progression towards peaceful goals are also and perhaps an even bigger part of the gameplay.

I want to lead all of you through a full single-player campaign, Ancient Era start until one of the 7 competing players wins (preferrably us, but that's not a given). Difficulty chosen will likely be King [5 out of 8] or perhaps Emperor [6], I'll decide on that on a whim. Also, the map will be "Greatest Earth" of the Yet Not Another Map Pack mod, because that's much more fun than fictional landmasses that don't mean anything to anyone apart of their strategic value.

7 fan-modded Touhou civilizations exist on the Steam Workshop at the moment, made by 4 different users (KCucumber, Amekijiang, Sa and BoringDuck). Which of these will we be playing as? What a tough choice indeed...

READER'S VOTING! (closed by now)

Rather than just being a lonesome rider about this, I want you to vote on who we should pick. 1 vote per user, most votes wins, the 6 runner-ups will appear as AI-controlled opponents. Here are the choices:

http://steamcommunity.com/sharedfiles/filedetails/?id=901489830&searchtext=Touhou (http://steamcommunity.com/sharedfiles/filedetails/?id=901489830&searchtext=Touhou) ? Remilia Scarlet by KCucumber

http://steamcommunity.com/sharedfiles/filedetails/?id=895016567&searchtext=Touhou (http://steamcommunity.com/sharedfiles/filedetails/?id=895016567&searchtext=Touhou) ? Byakuren Hijiri by KCucumber

http://steamcommunity.com/sharedfiles/filedetails/?id=909273322&searchtext=Touhou (http://steamcommunity.com/sharedfiles/filedetails/?id=909273322&searchtext=Touhou) ? Kaguya Houraisan by KCucumber

http://steamcommunity.com/sharedfiles/filedetails/?id=917770139&searchtext=Touhou (http://steamcommunity.com/sharedfiles/filedetails/?id=917770139&searchtext=Touhou) ? Alice Margatroid by Amekijiang and KCucumber

http://steamcommunity.com/sharedfiles/filedetails/?id=921802125&searchtext=Touhou (http://steamcommunity.com/sharedfiles/filedetails/?id=921802125&searchtext=Touhou) ? Sanae Kochiya by Amekijiang and KCucumber

http://steamcommunity.com/sharedfiles/filedetails/?id=923523091&searchtext=Touhou (http://steamcommunity.com/sharedfiles/filedetails/?id=923523091&searchtext=Touhou) ? Shinmyoumaru Sukuna by BoringDuck

http://steamcommunity.com/sharedfiles/filedetails/?id=938405869&searchtext=Touhou (http://steamcommunity.com/sharedfiles/filedetails/?id=938405869&searchtext=Touhou) ? Mamizou Futatsuiwa by KCucumber and Sa

The links to the workshop should provide you with their leader and civilization abilities if you want to factor them into your vote. If you have no prior knowledge about what abilities will be useful or not so useful in the meta of Civilization VI, take it from me, don't worry about it at all. Listen to your gut and pick what could be cool or just whoever might be your favourite Touhou girl. There are no bad or wrong votes.

The first proper content post of this Let's Play will appear on Sunday, December 10th. That's when the voting will be closed and the votes counted.
A bit of a disclaimer here: I'm telling my Youtube subscribers about this thread through a video (https://www.youtube.com/watch?v=3ez40OZ967Q) and I'm also allowing them to vote. If they don't have a MotK account, I'll be taking their votes on the video's comment section, which I'll be copying into this thread as well (for transparency) when the deadline is reached. I hope this unusual procedure is ok? I am open for concerns.

With that, please vote ahead! Any interaction is appreciated.

List of update shortcuts:

1 - Turn 1 (4.000 BC): Instant city, just add water (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1373848.html#msg1373848)
2 - Turn 2 (3.960 BC) - Turn 5 (3.840 BC): Tribal tattoos (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1374326.html#msg1374326)
3 - Turn 6 (3.800 BC) - Turn 10 (3.640 BC): Grass grows, birds fly, sun shines and brother, I'm bad at hurting people (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1374639.html#msg1374639)
4 - Turn 10 (3.640 BC) - Turn 14 (3.480 BC): Requesting the impossible (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1374991.html#msg1374991)
5 - Turn 15 (3.440 BC) - Turn 19 (3.280 BC): They said Tokugawa Ieyasu was as wily as a Tanuki... (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1375416.html#msg1375416)
6 - Turn 20 (3.240 BC) - Turn 24 (3.080 BC): That's where Yosemite Sam lives, right? (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1375540.html#msg1375540)
7 - Turn 25 (3.040 BC) - Turn 30 (2.880 BC): World of Handcraft (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1375848.html#msg1375848)
8 - Turn 31 (2.840 BC) - Turn 35 (2.640 BC): We can call our scout Eric the Red (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1377734.html#msg1377734)
9 - Turn 36 (2.600 BC) - Turn 40 (2.440 BC): This land is my land, this land is my land... (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1377823.html#msg1377823)
10 - Turn 41 (2.400 BC) - Turn 46 (2.200 BC): Would you like to make a trade agreement with yourself? (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1378316.html#msg1378316)
11 - Turn 47 (2.160 BC) - Turn 52 (1.960 BC): I'm in the zone, baby! The zone of control unfortunately... (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1378503.html#msg1378503)
12 - Turn 53 (1.920 BC) - Turn 57 (1.760 BC): The Sword Coast's Iron Crisis (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1378806.html#msg1378806)
13 - Turn 58 (1.720 BC) - Turn 63 (1.520 BC): More embark than bite (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1378994.html#msg1378994)
14 - Turn 64 (1.480 BC) - Turn 69 (1.280 BC): Governments explained to you by someone who lives in a country currently without a government (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1379160.html#msg1379160)
15 - Turn 70 (1.240 BC) - Turn 75 (1.040 BC): Don't underestimate me just because I don't need resources to be built! (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1379623.html#msg1379623)
16 - Turn 76 (1.000 BC) - Turn 79 (925 BC): Those countries that lose soccer matches 0:10, but are always really excited to take part (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1379928.html#msg1379928)
17 - Turn 80 (900 BC) - Turn 84 (800 BC): Don't worry, it's just a drill! Ignore the army that's gathering there (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1380297.html#msg1380297)
18 - Turn 85 (775 BC) - Turn 91 (625 BC): All the swords we're carrying? Oh, those are just props (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1380766.html#msg1380766)
19 - Turn 91 (625 BC) - Turn 94 (550 BC): Ok, we lied in those last two updates (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1381498.html#msg1381498)
20 - Turn 95 (525 BC) - Turn 99 (425 BC): When did the Civilization 6 AI actually get somewhat decent? (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1381754.html#msg1381754)
21 - Turn 100 (400 BC) - Turn 104 (300 BC): Let's shake hands now so that I can destroy you at a later time (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1382159.html#msg1382159)
22 - Turn 105 (275 BC) - Turn 109 (175 BC): We're going medieval on their asses (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1382468.html#msg1382468)
23 - Turn 110 (150 BC) - Turn 115 (25 BC): That's us in the spot...light, gaining our religion (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1387389.html#msg1387389)
24 - Turn 116 (1 AD) - Turn 121 (125 AD): If at first you don't succeed... (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1388647.html#msg1388647)
25 - Turn 122 (150 AD) - Turn 126 (250 AD): Hear ye, hear ye: You have a new liege (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1389386.html#msg1389386)
26 - Turn 127 (275 AD) - Turn 131 (375 AD): When you've scrubbed all the floors of Lilliput, then we can talk about mercy (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1390268.html#msg1390268)
27 - Turn 132 (400 AD) - Turn 135 (475 AD): The stone tablet contained but one mysterious phrase: "Mamizou will return!" (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1391014.html#msg1391014)
28 - Turn 136 (500 AD) - Turn 142 (620 AD): Skull and crossbows (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1391538.html#msg1391538)
29 - Turn 143 (640 AD) - Turn 148 (740 AD): Help! I'm being repressed by Queen Shinmyoumaru! (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1392134.html#msg1392134)
30 - Turn 149 (760 AD) - Turn 154 (860 AD): The Seven-Coloured Se?orita (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1392575.html#msg1392575)
31 - Turn 155 (880 AD) - Turn 160 (980 AD): The power to create miracles (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1392787.html#msg1392787)
32 - Turn 161 (1.000 AD) - Turn 165 (1.040 AD): If ZUN was the Great Prophet, would Tasofro be our first apostle? (https://www.shrinemaiden.org/forum/index.php?topic=21177.msg1393074.html#msg1393074)
33 - Turn 166 (1.050 AD) - Turn 171 (1.100 AD): We know it definitely wasn't the Goa'uld that built those (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1393799.html#msg1393799)
34 - Turn 172 (1.110 AD) - Turn 177 (1.160 AD): If the first apostle was Tasofro, is the second PlayDoujin with their PS4 ports? (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1394336.html#msg1394336)
35 - Turn 178 (1.170 AD) - Turn 184 (1.230 AD): Legend of The Great Shinto-Buddhism War, fact or fiction? (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1394858.html#msg1394858)
36 - Turn 185 (1.240 AD) - Turn 189 (1.280 AD): Did you ever dance with the devil in the scarlet moonlight? (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1395167.html#msg1395167)
37 - Turn 190 (1.290 AD) - Turn 196 (1.350 AD): When unregulated child labour was accepted and encouraged (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1395708.html#msg1395708)
38 - Turn 197 (1.360 AD) - Turn 201 (1.400 AD): Oh don't worry, those are just trade ships. They're peacefully trading guns and cannons (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1396076.html#msg1396076)
39 - Turn 202 (1.410 AD) - Turn 206 (1.450 AD): We lied about those trade ships. You really shouldn't keep believing us! (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1396383.html#msg1396383)
40 - Turn 207 (1.460 AD) - Turn 212 (1.505 AD): The Little Shop of Magical Horrors (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1396810.html#msg1396810)
41 - Turn 213 (1.510 AD) - Turn 217 (1.530 AD): The invincible Spanish Armada of Alice II? (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1396975.html#msg1396975)
42 - Turn 218 (1.535 AD) - Turn 223 (1.560 AD): It was your weakness that provoked us into attacking. Now pay up! (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1397183.html#msg1397183)
43 - Turn 224 (1.565 AD) - Turn 229 (1.590 AD): Modern Peacefare (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1397398.html#msg1397398)
44 - Turn 230 (1.595 AD) - Turn 235 (1.620 AD): Finn MacCool's legendary spears he hands out for free to anyone who comes by (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1397554.html#msg1397554)
45 - Turn 236 (1.625 AD) - Turn 239 (1.640 AD): The deluxe suite? I'd rather sleep inside some kitchenware (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1397748.html#msg1397748)
46 - Turn 240 (1.645 AD) - Turn 244 (1.665 AD): Don't worry, those soldiers...oh. Okay. We're just going to invade then (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1398056.html#msg1398056)
47 - Turn 245 (1.670 AD) - Turn 248 (1.685 AD): Rose-killing the Carmilla (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1398389.html#msg1398389)
48 - Turn 249 (1.690 AD) - Turn 253 (1.710 AD): Septette for a Dead Princess. The one that's dead because we killed her (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1398864.html#msg1398864)
49 - Turn 254 (1.715 AD) - Turn 259 (1.740 AD): Rubbing it over your body will give you superpowers. You'll be Sickness Man! (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1399289.html#msg1399289)
50 - Turn 260 (1.745 AD) - Turn 265 (1.770 AD): I respect you as a person, but I need to let you know that all your views on the world are wrong and stupid (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1399571.html#msg1399571)
51 - Turn 266 (1.775 AD) - Turn 270 (1.795 AD): Totally Totalitarian! (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1399780.html#msg1399780)
52 - Turn 271 (1.800 AD) - Turn 275 (1.808 AD): Tanks from the bottom of my heart (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1400233.html#msg1400233)
53 - Turn 276 (1.810 AD) - Turn 280 (1.818 AD): Senator McCarthy would like to question you about what you think of Shinto... (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1400772.html#msg1400772)
54 - Turn 281 (1.820 AD) - Turn 286 (1.830 AD): Do worry, because those soldiers are not on a drill, nor are their guns props (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1401392.html#msg1401392)
55 - Turn 287 (1.832 AD) - Turn 290 (1.838 AD): Stop talking! That's too much information (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1401691.html#msg1401691)
56 - Turn 291 (1.840 AD) - Turn 294 (1.846 AD): An innocent saint, rescued from the depths of Makai (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1401978.html#msg1401978)
57 - Turn 295 (1.848 AD) - Turn 299 (1.856 AD): In Soviet Kobito, shrine maidens donate to you! (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1402376.html#msg1402376)
58 - Turn 300 (1.858 AD) - Turn 305 (1.868 AD): Better show some respect to our returning soldiers. You've seen Rambo 1, right? (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1402560.html#msg1402560)
59 - Turn 306 (1.870 AD) - Turn 310 (1.878 AD): Fat Man, Little Boy and Cruiserweight Toddler (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1402948.html#msg1402948)
60 - Turn 311 (1.880 AD) - Turn 314 (1.886 AD): At no point in history did a Japanese samurai cut down a Roman legionnaire (https://www.shrinemaiden.org/forum/index.php/topic,21177.msg1403178.html#msg1403178)
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Kaiserlucas on December 03, 2017, 04:18:46 PM
I'm definitely looking forward to this unusual type of let's play :)

Kaguya's impossible request gimmick sounds fun so my vote will be going to her.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: commandercool on December 03, 2017, 04:25:33 PM
I don't know anything about Civilization, but I vote Sanae because... I like her art?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Sophilia on December 03, 2017, 06:35:45 PM
Each of the other Civs seems to have a defined focus besides Mamizou who is RNG and Kaguya whose Impossible Requests each benefit a different field.  Remilia in particular seems like she would make an outstanding final boss due to her self-building military and development boosts.  So, to face the "blood-sucking oni", who else could you be but Shinmyoumaru?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Lt Colonel Summers on December 05, 2017, 10:54:11 AM
Aw, this isn't a Touhou game...  :(
But at least it has a Touhou mod pack in it.  :)

Alice Margatroid, I choose you!
Because doll army  :V
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Golbez on December 06, 2017, 08:05:35 PM
I vote Mamizou. She seems a bit underrated by fandom. Also I like the RNG.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on December 06, 2017, 09:01:23 PM
Remilia. Time for a Vampire Apocalypse!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: PX on December 07, 2017, 12:02:27 AM
Byakuren
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: O4rfish on December 07, 2017, 01:17:10 AM
Remi is OP, so let's play as her.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: the old guy on December 07, 2017, 01:49:37 AM
Byakuren, early Windows has enough recognition as it is.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Thata no Guykoro on December 09, 2017, 04:48:35 PM
alice alice full of malice
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on December 10, 2017, 09:40:48 AM
My subscribers were...not exactly very active voters, we have only 1 incoming from there:

Quote from: Bismuth
I'll put in a vote for the tiny 2hu since I love the early rush play-style and that UU and Civ ability seem perfect for it.

If we take a look at the scoreboard then:

Byakuren Hijiri: 2 (PX, the old guy)
Remilia Scarlet: 2 (CyberAngel, O4rfish)
Alice Margatroid: 2 (Lt. Colonel Summers, Thata no Guykoro)
Shinmyoumaru Sukuna: 2 (Sophilia, Bismuth)
Mamizou Futatsuiwa: 1 (Golbez)
Sanae Kochiya: 1 (commandercool)
Kaguya Houraisan: 1 (Kaiserlucas)

Well now, that's a lot of girls sharing that first place. I could make myself a tiebreak-voter but I'd hate to, seems so arbitrary. Any lurkers around who just couldn't make up their minds yet and would like to be a last minute decider?

If not, I'll declare a winner in perhaps an hour or so.

Edit: Nvm, someone voted on my video:

Quote from: crazyduplicate
I vote Sukuna. Always root for the underdog.

Voting closed, we'll be playing as Shinmyoumaru Sukuna
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on December 10, 2017, 02:59:30 PM
Before I forget, the fullscreen screenshots will be thumbnails. I compress them to 640x480, which will be smaller than they are intended to be viewed, making especially text very difficult to read. One click and you'll see them in 1280 x 960, just as I originally made them.

Alright, here we go! On starting up the game, you see the logos of Firaxis (the developer), 2K (the publisher) and AMD Gaming Evolved (I think they have something to do with how the game is run?). After those, you are treated to the trailer cutscene.

(https://i.imgur.com/jztZ6Uz.jpg)   (https://i.imgur.com/koyuoIg.jpg)
(https://i.imgur.com/LZ6RMoo.jpg)   (https://i.imgur.com/vCyis95.jpg)

The movie is about these two characters, father and daughter, living through the eras of history. I couldn't find information on who voiced The Daughter unfortunately (even in the game's credits roll! Maybe I missed it?) but when it comes to The Father, everyone either knows or instantly hears it, it's Sean Bean!
His character does not survive the intro cutscene...You are to assume that in the dogfight-scene, the bullets hit him through the cockpit
During the trailer for the upcoming Civ VI expansion "Rise and Fall" The Father is on his death bed. Obviously, he does not survive again! One does not simply kill off Sean Bean once!

Rather than just seeing a few screenshots of the intro cutscene, I'll direct you to the video itself (https://www.youtube.com/watch?v=5KdE0p2joJw). It's on the Sid Meier's Civilization channel. I think that is the best way to enjoy this, and I do like the intro movie a lot.

Now we get to the title screen:

(https://i.imgur.com/RehwnFc.jpg)

The background is a globe on which the landmasses are not quite accurate. This is intentional. It's supposed to refer to the age of discovery, when people were still charting their maps and even the best ones had "Here be Dragons" on them. The music playing during this menu screen is "Sogno di Volare" (The Dream of Flight), composed by Christopher Tin. It's based on a poem of the same name by Leonardo da Vinci. Since audio does not transfer well to this Let's Play, you can listen to it on Christopher Tin's channel, right here (https://www.youtube.com/watch?v=WQYN2P3E06s). I find it wonderful and have it saved under favourites...

We choose "Single Player" and "Create Game" to have a very specific configuration. Since very recently, you can load a configuration you have previously made for added convenience. What I have saved under "Touhou Party!" looks like this:

(https://i.imgur.com/qQ7hUOs.jpg)

As said in the opening post, what is called "Greatest Earth Map" is from the YNAMP mod. Civ 6 has a pre-included somewhat realistic Earth map, but it comes in only 1 underwhelming size and isn't all that great. Good, but not as good as it could be. We'll have more fun with this one. Difficulty is "King". I decided against "Emperor" because Shinmyoumaru is in my estimation a decent leader, but probably not overpowered. It's the first time I play a big campaign as her.
All victory conditions (Culture, Domination, Religion, Sciene and Score) are enabled. Who knows which we'll be going for?  :D

(https://i.imgur.com/e174wsW.jpg)

Before we can get into the action, there's loading. The game is creating the map, so that takes a while. Especially on a map of the size "Greatest Earth", I waited at least 3 minutes here. Good thing that doesn't transfer into the LP, right?
Sean Bean reads the era blurb on top out loud and there would be another one for the leader you've chosen, but of course that's only for unmodded civilizations. What we can also see are Shinmyoumaru's leader and civilization abilities in summary. "Power of the Miracle Mallet" is an ability not really linked to any particular playstyle. In Civ, you advance through eras sooner or later, so we'll get those gold and culture bonuses at some point, guaranteed. If we're not wiped out at least. "Descendant of Issun Boushi" is a more tricky thing. It will definitely help us if we're ever attacked, but if we can stick to having a humble, compact civilization, it could support us in offense, too. "The Shining Needle Swordsman" is a unit you can build instead of the standard classic-era Swordsman. Rice Bowl is a replacement for the neighborhood district, something that won't be relevant until roughly the second half of the campaign.

Update nr. 1 - Instant city, just add water

Turn 1 - 4.000 BC

(https://i.imgur.com/p8e6mhy.jpg)

It has begun for real. This is what you'll be looking at on a fresh, ancient era start campaign. There are 4 symbols in the top left:
- The blue flask is sort of a test tube, representing your science output per turn. It is 0 at the moment, perfectly normal when you do not have cities. You gather this to advance your technologies.
- The purple musical note represents culture output per turn. It is 0 at the moment, absolutely normal when you do not have cities. You gather this to advance your social policies.
- The white winged symbol represents faith. It is 0 at the moment and the smaller 0 next to it means that we are also accumulating 0 per turn. This is a resource to spend on units and buildings
- The yellow coin stack represents gold. We have a very tiny starting treasury of 10, so little you can't yet do anything with it. We are accumulating 0 per turn. This is a resource to spend on all kinds of things.

The first thing anyone should do is to select their settler...

(https://i.imgur.com/pvYACje.jpg)

And click this symbol in the unit pop up on the lower right...

(https://i.imgur.com/cM5qzpa.jpg)

(https://i.imgur.com/dhKl3eu.jpg)

As if it were magic, we have an impressive capital city called "Shining Needle Castle". The purple colouration around it is our cultural borders, marking spaces that we and we alone have influence over. And wouldn't you know it, now we have 2.8 units of science, 1.4 units of culture and 5.2 units of gold per turn. You can usually trust the game that the first settler it gives you starts on a space where it's very sensible to build a city on. I briefly thought about moving it one field to the lower right, onto the grassland next to the sea. It would have made the city coastal, but I'd rather have some more room on the land. That won't mean much to you. Yet...

(https://i.imgur.com/MK18SdK.jpg)

The lower right always displays matters where the game still awaits decisions of yours. "Shining Needle Castle" needs something in its build queue...

(https://i.imgur.com/P1L2LUO.jpg)

A list appears on the right with a couple of options. This list is comparatively small now to how large it can get later. The "monument" is a building constructed directly in the city center (most will be in so called "districts" instead). Under "units" we already have a lot of things. "Settler" is grayed out as these deduct population upon construction, population that we don't yet have. Everything else is possible. "Builder" is a civilian unit, "Scout", "Warrior" and "Slinger" are military units.
Next to each build option is the construction speed. The monument would take 10 turns to complete on our current production output for example. There's also  a picture of The Daughter next to some of them, meaning one of your AI advisors calculated it as recommendable. You may follow that advice, but you don't need to. For now we pick...

(https://i.imgur.com/nLKtYQB.jpg)

the scout! This is my typical turn 1 action that I don't even think about. See, I called it a military unit, but it's actually used almost exclusively for early exploration. More important than having an early monument or builder in my opinion, is getting to know the land around us.

(https://i.imgur.com/UxSMQ86.jpg)

The next decision the game prompts us to take is to set our research. This time, the selection appears on the left and we are left with 5 choices. "Animal Husbandry", "Astrology", "Mining", "Pottery" and "Sailing". This one is not as much a no-brainer as the previous. I always choose this depending on a few factors. On the map we have revealed so far, we see 2 spaces with sheep, not too far away from our initial city. This makes "Animal Husbandry" a sensible choice. If those resources were stone, "Mining" could be smarter. Were they wheat or rice, "Pottery" would be what I would pick.
But it's sheep, so animal husbandry it is.

(https://i.imgur.com/m9CX8CW.jpg)

Production and science are set (so is culture, since there are no other choices, "Code of Laws" is automatically selected). As the last mandatory prompt of the turn, we need to move units that still have movement points. As you may have noticed, we've had a warrior unit since the very start. It is a very basic military unit, some dudes with clubs. These warriors will not see combat for a while, so while we're waiting on our scout to finish, they will be our makeshift explorers.
We're moving them across a river, onto the hill our cursor is pointing at in the screenshot. This space to move them on is as good as many others, we can't know where something of importance could be, what matters is to spread out from what is already revealed.

(https://i.imgur.com/IuZr1V6.jpg)

The turn guide says "Next turn". Everything we could do we have done and that's how it looks after our first turn. And just one turn is what I want my first post to be because there's way, way more to explain to someone who possibly knows little about Civilization VI. I hope this doesn't go too fast for you. I feel that I could have gone into much more detail already. In fact, it's probably possible to get half of the LP's content into this first turn, but that would make everything way too slow and dry. We would never gain pace. As we are, there are probably many things that are still unclear, so just know that we will still cover more basics in these early turns and I'll do my best to make this game understandable.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on December 14, 2017, 08:17:14 PM
Update nr. 2 - Tribal tattoos

Turn 2 - 3.960 B.C.

Last time, we set down our first city. Historically, you can view this as around the time humans found out about the basics of agriculture. Hunting/gathering became not the only options of procuring food and communities generally grew in size substantially.
To say it simply, the Kobito stopped being cavemen. Cave...gnomes?

(https://i.imgur.com/r3RcvX8.jpg)

From this screenshot, we can learn when certain advancements will take place. "Animal Husbandry", should we decide not to switch our research focus, will be discovered in 8 turns. "Code of Laws" still takes another 14 turns. Shining Needle Castle has the number "1" to the left of its name, meaning it is but a size-1-city. The small green number above the 1 reads "13". That means it will have grown to a size 2 city within that many turns due to its food surplus. Not a very impressive growth rate, but at least it's not stagnant.
The dog symbol on the right of its name means this city is building a scout. A city's production can only be focused on one buildable object. Above the symbol is a "4", meaning the scout will be finished and appear in 4 turns.

(https://i.imgur.com/jwkC8cY.jpg)

We move our scouting warrior one tile from the hill to the west of our city to another hill towards the northeast. More landscape becomes visible due to the warrior's sight range. Since they are on a hill, they have an overview towards the valley and a slightly better sight range. Just to the east of our warrior is a tile with a luxury resource - tobacco. Further to the northwest, we see a strategic resource - horses. We cannot do anything with these right now, but it's good knowing they are around.

Turn 3 - 3.920 B.C.

Yup, our warriors have been combing the wilderness for 80 years now...don't think about these things too much. Ever since Civilization I, I've learned to suspend my disbelief for this series and so should anyone.

(https://i.imgur.com/txPbCaz.jpg)

We wander 2 spaces eastward. Why can we move 2 tiles instead of 1 now? It was because of the terrain. Climbing onto a hill costs 2 movement point, traversing grassland, plains, anything flat really, just 1. With 2 movement points to call their own, warriors are not especially mobile.
To the east of our unit is now a small cluster of a new luxury: Sugar. I mistook this symbol for fluffed-up cotton for a long time somehow, but if you look closely, it's a bowl filled with cubed sugar. This luxury however is the least interesting new discovery this turn. Much more exciting is...

(https://i.imgur.com/rIChQhF.jpg)

...this notification that appeared on the right side of the screen. It announced itself with the tune of a primitive flute and drums. What could it mean?

(https://i.imgur.com/BvZYday.jpg)

"Tribal Village Discovered" ; "You have found a village inhabited by a friendly tribe". This, in the jargon of this series, is a "goody hut". Move a unit onto it and something good for you will be gained. You cannot know what beforehand, and one example what it might be is money, another a boost in research...
In earlier Civilization games, there could have also been bad things in these villages. Namely, hostile units of barbarians would spawn that would likely rip the discoverer of the hut apart.
Finding many goody huts is a large part of the early game and has always been something invigorating to me. This is why you want the early scouts. If another civilization picks up a goody hut before you, it will be gone. Nonetheless, I have a feeling that we are not in a rush to grab one that is so close to our capital.
In the screenshot, the goody hut is somewhat obscured now by the way. That's because it only slipped into our warrior's vision briefly. Since we don't have any other unit monitoring this spot, it is now in the "fog of war". We have once discovered the tile itself, but what's currently happening on it, for example foreign units moving onto it, we wouldn't know.

Turn 4 - 3.880 B.C.

Very slowly we are building that scout. Our warrior treks another tile eastward to discover the unknown...

(https://i.imgur.com/ZUKLNTR.jpg)

The space he occupies now is an interesting one. Yes, it has sugar on it, but more importantly, it is a marsh! This is a terrain you want to avoid when in a conflict: Units that get attacked while in a marsh have a slight disadvantage in combat strength. Apart from that, this is also a slow tile: Our warrior used all his movement wading into it.
A marsh may not always be bad. A city can gather a lot of food from it, more than from grasslands. Being surrounded by marshes may also make a city more defensible, as enemies might have to approach it through the marsh.
 We've also uncovered another new luxury: Jade. If you squint your eyes, you'll make out that its picture shows a hand-crafted figurine of a dragon, a jade-green one. Can jade be in another colour but jade?

Turn 5 - 3.840 B.C.

Our next move may be very surprising for you, as it suddenly makes me look like a big wimp...

(https://i.imgur.com/VYIEdHb.jpg)

We are retreating our warrior back towards our city. Barbarians have a possibility of appearing once we hit turn 7, and I don't want him to stray too far from his home when we need to crack some skulls.
He's seen enough of the world for now. Do not fret, our scout will appear on the very next turn! He can pick up the slack.
I'll tell you all about what makes the scout much more suited for his job in the next update. Bye for now!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on December 16, 2017, 04:42:10 PM
Update nr. 3 - Grass grows, birds fly, sun shines and brother, I'm bad at hurting people

Turn 6 - 3.800 B.C.

Last time, we learned of the advantages of scouting and today we're reaping their possible spoils. A scout of ours has cropped up in our capital.

(https://i.imgur.com/aXHzSWr.jpg)

Let's take a closer look on his pop-up...

(https://i.imgur.com/VzeVDNw.jpg)

A melee strength of 10 is quite wimpy, but it's not what you build scouts for anyway. 3 movement points however is 1 quicker than a warrior. Doesn't sound like much, but there are nuances to Civilization 6's movement system that can make 1 point mean a world of difference.
Also, the scout has a German Shepherd with him. We're going to call it Momiji.

(https://i.imgur.com/prwV16N.jpg)

We move the duo onto the fields of wild tobacco. The goody hut has come back into view and it is what we're racing for. See, scouts gain unit experience from certain actions that other military units don't. Claiming goody huts is one of those. That's why we had our warriors ignore it before, it would have been a waste.

(https://i.imgur.com/FbKSzoG.jpg)

Speaking of warriors, we're moving them back into the city itself. You can have a unit in the same tile as a city, naturally, and it's no bad idea. Any attack onto the tile would be aimed at the health of the city, the unit would be perfectly safe.
Notice that the warrior has 1 movement point left, yet the adjacent hills are unavailable to move into. That's because this would cost 2 points and in Civ 6, any movement must be paid in full. This is a pretty severe shift from the system of Civ 5, where 1 movement point would still get you onto any tile. A 2-movement unit back then could have traversed a grassland first and ended their turn on a hill, but now the same unit needs to devote 1 full turn just to climb up that hill.

(https://i.imgur.com/efFSQeL.jpg)

The scout was finished, so Shining Needle Castle demands a new build plan from us. We could ponder over all the options we have, but out of past experiences: I always follow up my first scout with my first builder!

(https://i.imgur.com/HFoQE3I.jpg)

Most of these exciting things we cannot yet do, but improving tiles is something we can. I have those sheep in mind. Animal husbandry will be researched before this builder is ready, so the technology of making a pasture will be ours sooner than it first matters.

Turn 7 - 3.760 B.C.

(https://i.imgur.com/qTEFsDa.jpg)

We come so close, and yet we are so far. Notice again that we have 1 movement point left. Apart from the goody hut being on a hill, there's a river running between our tile and its. Crossing a river, no matter what's on the other side, costs either 3 movement points, or if a unit has a maximum of less than 3, that very maximum. Yikes, even our scout won't take that crossing with ease...

(https://i.imgur.com/FZW7DyC.jpg)

Rather than having him wait in our city uselessly, our warrior moves onto the forest-laden hill southwest of it, all still within our sphere of influence. This allows us to spot a copper resource behind the inland lake. It's symbolized by a 3-way pipe. I dare you to explain plumbing and running water to any of our primitive Kobito, but at least they would find other uses for copper. Unlike Civilzation 5, where copper counted as a luxury resource, it is like sheep, a bonus resource. This means that it won't become a tradable good if improved, and will instead make only for a slightly better mining site than your average hill.

Turn 8 - 3.720 B.C.

I just can't resist sending our warriors a little further west. We discover...

(https://i.imgur.com/3zkxYkR.jpg)

Hills. Lots of hills. While that's not so exciting, it's worth pondering where in the world we could be. Remember, this is a realistic world map. Hills, sheep and a couple of mountains makes me think Scotland, but that would clash with the tobacco and sugar we've seen. Perhaps somewhere in the new world?

(https://i.imgur.com/WpSxnwp.jpg)

Our scout finally says hello to the villagers. Will they sacrifice him to their vengeful god? (I already said they will never do that in Civ nowadays...)

(https://i.imgur.com/dHs0VJz.jpg)

Oh! They gave us one of the more valuable outcomes of their selection: A random inspiration. When an inspiration is triggered, a technology or a civic (the cultural equivalent of a technology) will fill up half of its cost so that you'll be able to discover them far quicker. The interesting part about inspirations is that to make them happen, some condition that has a logical link to that technology or civic will have to be fulfilled. This is a completely new gameplay mechanic Civ 6 has brought to the series and I like it a lot. Rather than just allocating your science or culture output to whatever tech, ticking towards discovery over the turns, you have to take active measures in your general planning to get what you want quicker.
What we got the inspiration for was "Craftsmanship". This is a civic that directly follows up „Code of Laws“ and its inspiration would usually require you to expends 3 builder charges for improvements. This is an easy boost to get and there would have probably been a few I would have rather liked to see, but no complaining! Inspirations are good and valuable.

Turn 9 - 3.680 B.C.

Southwest of our lands, our warriors find only more hills and generally not too enticing land. Our scout however...

(https://i.imgur.com/Cs5O8WG.jpg)

...reports to us that the north is teeming with wildlife! At this point in time, you should start analyzing the land towards its suitability for placing new cities. That area, particularly where our scout currently sits, would be pretty juicy I'd say.

Turn 10 - 3.640 B.C.

Before anything else happens this turn, great news loudly burst into our vision!

(https://i.imgur.com/eK1xepd.jpg)

Research completed! We can now marry animals!...That's not actually what "husbandry" means in this context.
All technologies and civics present you with a flavour-quote as they arrive. Sean Bean always reads these out loud to you. "Will Rogers" (https://en.wikipedia.org/wiki/Will_Rogers), founder of our quote here, was an American-Cherokee entertainer and humourist, apparently most active in the 1930s. While I know little about him, he seemed to like dogs a lot. That's an opinion I can respect!

So what does animal husbandry do for us? We'll hover over each of the 3 advancements it enables us:

(https://i.imgur.com/3mJX0se.jpg)

A pasture is what our builder of the near future is going to put on those surrounding sheep! They get more efficient with a bunch of later technologies. Yes, we can research robots at some point. Don't show one to the current Kobito, they would scream and fling rocks at it I'd imagine.

(https://i.imgur.com/gBlOVoZ.jpg)

Camps are not too different an improvement, only exchanging some of that production with gold. You put these on deer, elephants (ivory) and truffles for example. We have not found any resources that need camps, so this is not that much of a concern to us right now.

(https://i.imgur.com/MmUklB6.jpg)

"Harvesting" is an action that I rarely utilize, often forgetting that I have it. Let's say there are just too many bonus resources around your city and you don't even want to work all of them. When you expend a builder charge to harvest, a resource will be permanently destroyed and an immediate bonus will be gained, usually in food. Rather than domesticating those sheep for their cuddly wool, we'd be throwing them all on the grill.
This may be a good idea, it might also be very short-sighted. Like I said, I don't choose to do this very often.

What technology should we get next? Rather than just picking another one from the simplified menu, I want to give you a bigger overview:

(https://i.imgur.com/dJuY9SA.jpg)

This tab will show you the complete technology tree. I don't think it's necessary to present the entirety of it to you now. After all, the ancient Kobito can't know what an "Information Era" would even be. But what does our current ancient era look like?

(https://i.imgur.com/fCOD4cU.jpg)   (https://i.imgur.com/2hIDQe0.jpg)

The technology tree is a chart full of prerequisites. We must work our way through the simple advancements, only then will more intricate options open up to us. "Irrigation", the technology needed to put down any kind of plantation for example cannot be gained without the knowledge on how to make pots. The artwork in the background shows a residential area, with houses most likely made out of hardened clay. That's how you can imagine this era: It's supposed to last over most of the bronze age, one could argue that the classical era was reached before the collapse of said age (centuries of stagnation are never assumed in Civilization, for now at least)
The Pyramids, metal armor as you would know it e.g. from Spartans and Egyptian war charriots count among the most defining wonders and inventions the game has picked from this era.
We set "Pottery" as our next focus. I said it might be the choice one can start with and, since it's a technology you cannot earn an inspiration for, is best picked up sooner than later.

Next, we move our scout 2 of his 3 possible pieces northward. I didn't want to spend his last one yet because the respective tile had been out of our sight range. You know what, I think it was a good idea to take it slow and steady...

(https://i.imgur.com/HrvnpfF.jpg)

Here's something that is going to be very hard to make out for the uninitiated. Look closely to the northern edges of what we have revealed: There are very faint teal-coloured markings. This is someone's cultural border! Look even more closely and you can see the corner of an acre just barely peeking out. Someone has also used a builder to place a farm there. Most industrious of them.
This could be a city-state (an inititally neutral non-player) or one of the AI civilizations! Yes folks, first contact could be upon us. If it were a civilization, the resulting diplomacy screens would be much too big a chapter to still include into this update. Sorry to leave you on such a cliffhanger, but it has to be this way. Next time, the rest of a very eventful turn 10!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Golbez on December 18, 2017, 09:33:31 AM
With pottery, we will finally be able to get our leader a nice hat!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: O4rfish on December 18, 2017, 06:42:26 PM
Do city-states still have dotted borders?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on December 19, 2017, 08:20:52 PM
With pottery, we will finally be able to get our leader a nice hat!

And also the skyboat she'll be rowing through the air with and that anyone who defeats us will tell us to clean!

Do city-states still have dotted borders?

That's a good question ???. I can't say from the top of my head if player and city-state borders can be easily told apart, but I can tell you that a dotted border is one you can pass through without conflict. Once we've made a certain discovery, border lines will be continuous and off-limits unless agreements with the owner are made.

Update nr. 4 - Requesting the impossible

Still turn 10 - 3.640 B.C.

Last time, we were just about to spot a foreign city. Who does it belong to?

(https://i.imgur.com/NaLfZbj.jpg)

(https://i.imgur.com/dteXaP3.jpg)

It's Kaguya Houraisan! Good thing we're not playing as Fujiwara no Mokou. If someone did make a Mokou civ, I'd want one of her traits to be an automatic declaration of an eternal war when encountering Kaguya.

(https://i.imgur.com/NuVNNeS.jpg)

We're going to tell her "It is an honor to meet you". Whether we're going to get along or not in the future, there's no need to be unneccessarily rude at this moment.

(https://i.imgur.com/X0HOUdA.jpg)

"Welcom[e] to Eientei!" Since this is a modded civ, this little blurb does not tell us everything that's to know here. As it was, it was one of our units who discovered the immortal princess's lands, so she is inviting our scout to her capital. Accepting will reveal all tiles of around that city. Had Kaguya discovered Shining Needle Castle first, we could offer to show her the heart of our civilization. If it had been an encounter between two units in the open wilds, the game would calculate whose homeland is closer. That party would have then been the one to give or deny the invitation. Again, it's worth sending out your scouts faster than your potential rivals.
Of course, we want to keep making a good impression, so we accept once more.

(https://i.imgur.com/3M0ooxR.jpg)

First contact comes with the added benefit of triggering another inspiration, or "eureka-moment" as they are also called, for „Writing“. This is one that you're almost sure to get before researching towards the technology. Unless you're playing on an oversized map with like 1 rival, you're bound to meet a neighbor before too long.
Inspirations always fill 50% of the total research/culture required, unless your civilization or leader traits say that it's even more (Qin Shi Huang's China for example).

Let's go over the diplomacy screens, now that someone exists we could have diplomacy with. You contact someone by clicking on their small picture in the upper right:

(https://i.imgur.com/TxiAMkW.jpg)

From there, you can navigate between 4 intel reports. Here are the "overview" and the "gossip" screens:

(https://i.imgur.com/duBGaTO.jpg)   (https://i.imgur.com/xhJydBB.jpg)

"Overview" to the left gives you the most crucial pieces of information in summary. Among them are also their current government. We'll learn in time what governments do, but until you've finished the civic "Political Philosophy", you'll always be an insignificant little "Chiefdom".
"Agendas" are something Civ 6 is very proud to have introduced. "Neet Princess" makes Kaguya admire high culture and despise low faith. Every leader has certain things they respect and if you build your empire in accordance to these agendas, you'll gain a positive relationship with them. Then they'll give you better trades, be less likely to go to war against you and possibly become a long term ally instead.
Since we have just met, Kaguya is still neutral to us.
The screenshot on the right mentions "gossip". Those are little intelligence reports that pop up if you have the means to learn of them. Have trade caravans going towards another civilizations or a spy within one of their cities, and you may learn more of what they're doing, what they're building, perhaps even if the AI is setting their sights on a war.

Here's the other two pages:
(https://i.imgur.com/ZmCmw9m.jpg)   (https://i.imgur.com/Y0ZSimH.jpg)

To the left, we have "access level". This explains what kind of gossip you could currently be receiving. Yeah, if they were to shoot a nuclear missile, we would know that it happened and who did it. Apart from that and a few other minor things, we are not too aware of Eientei's activities at the moment.
The Daughter also gives a little tutorial on all the ways you can raise your access level.
The last of these diplomacy screenshots on the right finally gives us information on our relationship level. Again we have a tutorial on relationship, explaining what you can do to get on someone's good or bad side. Kaguya at the moment couldn't be more neutral. Let's change that...

(https://i.imgur.com/HM6QGfH.jpg)

Near the bottom of the diplomacy screen, we currently have 5 actions we could take. "Declare Friendship" guarantees not attacking each other formally for many turns and enables alliances. Kaguya would by no means accept that at the moment. We could "Denounce" her to prepare a formal war against her and perhaps butter up to a civilization that doesn't get along with her. We could naturally just "Declare [a] Surprise War" if we were to feel mean or "Make [a] Deal". We unfortunately only have gold to give each other, so that would be a waste of time.
A very effective way to start a cordial relationship with another power is to "Send [a] Delegation". This just means you're giving them a small monetary welcome gift, for which you receive a tour of their capital in return. If you do not know of its position yet, you will do so then. We do, but heck, let's bribe Kaguya a little.

(https://i.imgur.com/GJNHmRd.jpg)

(https://i.imgur.com/UpcdOyF.jpg)

Once you've sent a delegation, you can't repeat that action. If you do it on the first turn upon meeting an empire, they will always accept. It has often happened to me that I forgot to do that and when I remembered, they had already become so grumpy that they wouldn't accept my gift any more. My advice is to make a strong habit of always sending those polite 25 gold pieces straight away.
The AI may also offer you gifts in this manner. We'll see if our princess is grateful enough to do so.

That concludes a very long 10th turn. The only other action we took was moving our warrior back towards our city. I plan to just put him on guard duty there.

Turn 11 - 3.600 B.C.

We have our scout moving in 2 leaps:

(https://i.imgur.com/ze9LWSK.jpg)   (https://i.imgur.com/XrTdEBg.jpg)

Eientei with its fertile lands has reached size 2 before Shining Needle Castle did. I'm feeling my inner Parsee right now...

(https://i.imgur.com/khFPket.jpg)

To have our warrior guard the town as effective as they can, I'm giving them the "alert" order, marked with the red circle. The game will no longer ask us to move him, unless there's a hostile unit entering his sight range. Then, the garrisoned warrior will "wake up" so that we can attack if we so choose. It's a very handy function of convenience.

Turn 12 - 3.560 B.C.

(https://i.imgur.com/LbxuwiW.jpg)

Speak of the devil! It's barbaric barbarians trying to bring their barbarism to our country. This colour symbolizes not an AI player, but units that are permanently hostile to everyone and anyone. Their purpose is to annoy players and city-states, spicing up the early game in the process. Barbarian scouts in particular are special in that they bind themselves to a barbarian camp. When they spot a settlement, they will retreat back to that camp and report their findings. The barbarian camp will then build up units and send them to harass that very settlement.
Ideally, we would bash in this scout's head before he's able to talk, but in my experience, this will be difficulty, up to impossible.

(https://i.imgur.com/pPuetxV.jpg)

We'll have our warriors face him up close at least, but I know he will turn heel.

[img width=640 height= 480]https://i.imgur.com/5Erunwa.jpg[/img]

Not much to report on the scout front. Wherever this is in the world, it's a temperate region. Jungle, desert, tundra, snow and ice are all featured terrain with their own intricacies, but none of those are nearby.

Turn 13 - 3.520 B.C.

(https://i.imgur.com/DDvSQUP.jpg)

The chase is on and yet it's all to clear already that the scout is getting away untouched. I told you the difference between 2 and 3 movement points can be huge. Had a ranged unit been guarding our city or someone on a horse, chances would be looking better.

(https://i.imgur.com/fLIvFBX.jpg)

Our scout rushes 2 tiles eastward and finds little of importance. Although, I've not mentioned what the milk bottle resource means: Those are wild bovine. Like sheep, they are improvable through pastures and act as a bonus resource. The only difference is that they improve their tile with additional food instead of production.
A mountain has also become visible in the southeast. Those are impassable tiles. Because you would see a mountain stand out in real life, they're quicker to spot, just like here where all its surrounding lands are still invisible.

(https://i.imgur.com/KUPrueX.jpg)

We had already ended our turn when we received this sudden interruption (only in multiplayer do players move simultaneously, Kaguya only acts when we're done). Kaguya wants to pay back our good manners with her own delegation, which is already a sign of respect. Unless you fear that the computer wants to learn of your location for military reasons through this, it is safe to accept those 25 gold. We'll trust her and hold out our hand.

Turn 14 - 3.480 B.C.

(https://i.imgur.com/68fBTau.jpg)

Our builder is ready! Builders are what "Workers" were in Civilization 5, but with a lot of meaningful changes to them. Back then, the tile improvements they would make would be constructed over several turns. Now, builders instantly finish their jobs, but have a default of 3 improvement charges. Use these up, and the builder disappears, unlike the workers of olde who would stay with you indefinitely if not otherwise lost.
This is once more a change that Firaxis is proud of and I think it's justified. Workers would mostly make farms around your cities. Where you improved first was not a very involved decision. Heck, there was even an option to automate workers! With finite builder charges, you'll think hard which improvements are the most important to get and you'll be making builders all throughout the ages instead of mostly the early game until you had enough of them.

(https://i.imgur.com/kuiDfJb.jpg)

When making our builder, we had the sheep tiles in mind. We'll be able to make our first pasture next turn.
Next person we train in Shining Needle Castle is another scout and he'll take 5 turns. I don't always build a second scout, but "Greatest Earth" is a pretty big map and I'm still expecting a lot of unexplored land to the west and south of us.

(https://i.imgur.com/7aTKzeI.jpg)

Meanwhile, our already existing scout is about to meet someone other than Kaguya. This time, there's an orange-brownish border. We might take another turn or two to get close enough though and find out who it is.

I think that'll be it for this update. Next time, we'll learn about "social policies", or civic cards as I sometimes call them.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on December 23, 2017, 02:14:55 PM
Update nr. 5 - They said Tokugawa Ieyasu was as wily as a Tanuki...

Turn 15 - 3.440 B.C.

Last time, we not only received our first builder, we also put him into the perfect position to expend his first charge.

(https://i.imgur.com/1WxwYlD.jpg)

The pasture will make our city extract more production power from the sheep tile. We also get "0.5 Housing". Housing is a mechanic to limit city growth. In Civilization 6, it's not enough to have tiles with lots of food around you. You must take actions to increase the living space of your people. We'll learn more about housing when it becomes even remotely an issue. As early as the game is, it's not.

(https://i.imgur.com/YSBX6Ok.jpg)

As soon as we hammer in the pasture's poles, we're jumped by another eureka! Creating your first pasture is how you shorten the research time of "Horseback Riding", an early classical technology.
I...guess we're practicing riding on those sheep? Please call animal rights!

(https://i.imgur.com/1AoBdX1.jpg)

I wanted to show you how valuable the improved tile has become. This is best done in the "Manage Citizens" screen. When selecting a city, you get there by clicking the button that I've marked. We can see a little stone pen around the sheep now and that they have 2 green corn cobs (food) and 3 orange cogs (production) on them. It is easily the most efficient tile around Shining Needle Castle right now.

(https://i.imgur.com/ofHcHbj.jpg)

Since we want to keep that city and all of its tiles in good shape, we retreat our warrior. The barbarian scout escaped towards the south, we can expect an invasion force from that direction very soon.

Turn 16 - 3.400 B.C.

Before anything else, this message pops up:

(https://i.imgur.com/Zs7R9sZ.jpg)

Thomas Hobbes (https://en.wikipedia.org/wiki/Thomas_Hobbes) was an influencial English political philosopher of the 1600s. His ethical way of thinking had an impact that can still be felt today and he is a mainstay of history classes. While I couldn't give you a spontaneous essay on him, I do remember his name dropped in my school years.
Anyway, it took all the predicted 15 turns, but we have completed our first civic, a social and cultural advancement! We have laws now, meaning that one Kobito is no longer allowed to stab another with their needle for no reason. Now what are these weird shield and diamond things supposed to be?

(https://i.imgur.com/36ZHLiO.jpg)   (https://i.imgur.com/dzGEquo.jpg)

(https://i.imgur.com/9QcP31M.jpg)   (https://i.imgur.com/T01OlSG.jpg)

They are military and economic policies. Now these don't sound like units or buildings, more like passive bonuses. They are however, not automatically taking effect. We must equip them, and we do so in the "Government" screen.

(https://i.imgur.com/KPUXWib.jpg)

You get here by the button in the upper left that I've marked, the one with the little legal/judicial building on it. As a puny chiefdom, we can have 1 military and 1 economic policy active at the same time and we must choose from the ones we've just learned of. "Discipline" would be a good option, since we know those barbarians will soon be coming. I am always tempted however to grant my scouts additional experience with "Survey". "Urban Planning" stays helpful for an impressively long time and gets more useful the bigger your empire gets. "God King" despite the bombast name is considered somewhat of a weak policy. There is however reason to adopt it in the very early game, just to reach a certain miniscule threshold of faith, which we would have trouble otherwise collecting at the moment. In the end...

(https://i.imgur.com/SFhzzFp.jpg)

...our choices can be seen on the left. A very typical initial setup for me, but was it foolhardy to pass up "Discipline"?

(https://i.imgur.com/3JNeyZN.jpg)

The civic tree takes longer to split up as far as the technology tree. We take "Craftsmanship" next, simply because its inspiration is already received and it'll be done quicker. This is often an argument for picking a certain tech or civic.

(https://i.imgur.com/3Se0bIC.jpg)

Our scout is now in position to jump out of the shrubbery and into the sights of someone new. They are...

(https://i.imgur.com/O4dPPbC.jpg)

...Mamizou and the rest of her fuzzy kin! I honestly didn't think we would meet 2 other players so quickly. "Greatest Earth" with 7 contestants and 15 city states should have a lot of open space actually.
She's not royal, is she? No matter, we're going to treat her with the same respect as we did Kaguya. We offer a delegation and obviously, she accepts. What do her lands look like?

(https://i.imgur.com/EpeHu4n.jpg)

Very rich. Did we actually get the poorest starting position out of the three that we know of? I fear we might have. The symbol with the fox is the luxury of furs. They needn't specifically be of a fox I imagine, but Mamizou would totally wear the remains of Ran if she could. What looks so much like a dandelion and what we even passed on the way here is the cotton luxury. I'd much rather wear something made out of that than dead Ran  :(, but your population will still be happier if you can offer them both. West of the furs, not yet claimed by Mamizou, there's a purple sheet. That's another luxury, silk. You can see webbing in the trees on that tile. Not everyone may know that silk comes from little caterpillars, the silkworms.
Before we part ways with Mamizou, here's a look at her main agenda:

(https://i.imgur.com/CsC8EYJ.jpg)

That...is the name of Sanae's boss theme. Yes, Mamizou just copies one agenda of the other players. This one is not good news for us, as it favours strong religious play. I do not plan to heavily invest into religion. Some people say doing so is quite underpowered, unless you want to dedicatedly win through a religious victory.

(https://i.imgur.com/Ff4WvGB.jpg)

With his 2 remaining charges, we send our builder to the other flock of sheep. As you can see, you can pull up a route for your units to a tile further away than your movement allows. The game will (hopefully) calculate the fastest way to the destination and automatically move them along before the turn ends.

Turn 17 - 3.360 B.C.

(https://i.imgur.com/VxuGE1R.jpg)

A relatively uneventful turn. I'm moving our scout towards the southwest, in the direction of our capital, so that there are as few unexplored spaces in its shorter distance as possible. I do this in preparation of setting down our second city. I think it should be somewhat north or perhaps northeast of Shining Needle Castle, as that is all territory Kaguya and Mamizou would snatch away before too long. First come, first serve!

Upon ending our turn, a message box comes up:

(https://i.imgur.com/Z1I59cO.jpg)

This is one of the results of our delegation, part of the intelligence collection system Civilization 6 sports. A lot of people are a little annoyed by it, feeling it is too spammy with all kinds of information that you don't really need to know. I do get some of those concerns. That Mamizou defeated a bunch of barbarians is nice, but not much more than a sign that they're doing somewhat ok. Hardly something that will affect our approach towards her.

Turn 18 - 3.320 B.C.

We have a brand new secondary scout! Planning for what our cities should build will be getting more complex the further our game goes. I did have to ponder a little over our next project, but decided to make a monument over 7 turns. A monument wouldn't be considered a very powerful building in the late game. Right now however, we have a culture output of 1.7. Finishing the monument will more than double our cultural advancement! The early monument can matter a lot.

(https://i.imgur.com/Pn6yf0K.jpg)

The safest place to go for our scout should be westward and for good reason. There is already a barbarian warrior approaching from the south, barely visible above the unit tool tip. Were we to explore that way, the scout would meet those barbarians and probably wouldn't make it too far. Also, the second pasture has been made. The builder graphics now show only a lone man (there were 3 at the start, and 2 of these hardy craftsmen faded after completing their jobs)

Turn 19 - 3.280 B.C.

Technology discovered!

(https://i.imgur.com/ku3RAib.jpg)

One of our scientist Kobito, Harry, found out about this one. He is now known as Harry the Potter. He's had little luck with the ladies due to the huge, lightning bolt shaped scar on his forehead. With this on his resume, maybe things will get better for him.
The mentioned Janet Fitch (https://en.wikipedia.org/wiki/Janet_Fitch) here is a writer, still active nowadays it seems. The quote is from her work "White Oleander", a coming-of-age novel.

(https://i.imgur.com/A2DilAq.jpg)   (https://i.imgur.com/BZnl9Yd.jpg)

A granary is, like the monument, a city centre building. It overall boosts your cities' growth rate, with the +2 housing being usually more impactful than the +1 food. The passive ability on the right will not see much use any time soon. We don't have wheat or rice or even seen some anywhere.
Our next science focus will be "Irrigation", of which pottery was a prerequisite. The inspiration requirement for it is "farm a resource", something that we will likely be unable to fulfill. We still need "Irrigation" promptly, as it'll allow us to improve the tobacco fields with a plantation and gain our first luxury.

(https://i.imgur.com/RJ68hax.jpg)

Well now, the development between turns was not a pretty one for us. The long expected barbarians have brought 2 warriors. The one to the right we are sort of bottlenecking with our own warrior, but it would be bad news if the other squad circled around him. If you look at what our capital is producing, it is a slinger now. After analyzing our military situation, I decided to switch away from the monument. Progress on that building is not lost (I think some of the production diminishes if you don't continue a started build-option for long enough). Getting a slinger has just become so much more urgent.
I wish I could have kept building that monument, but this is all part of Civilization 6. You can't stubbornly keep doing what you do, you've got to react and adapt sometimes.
About what we're doing against those barbarians: We do not attack during this turn, and we refrain from doing so for good reason. It'll all become clear.

After ending our turn and dreading the actions of those barbarians, we get something more pleasant: A nice 25 gold from our good neighbor Mamizou:

(https://i.imgur.com/JZ5H2QZ.jpg)

A following gossiping message tells us that Mamizou also did the same with Kaguya. The Tanuki is quite amicable it seems. We also find out that our delegate's name is "Wakasagihime". One from a previous message was "Raiko". A cute little touch!

(https://i.imgur.com/JbsrUep.jpg)

First combat of the campaign was initiated! It was done from the barbarians' side and resulted into them taking 43 points of damage and us taking only 21. This is not because their unit was inherently weaker, but because defensive multipliers were at work. Our unit is sitting in a forest tile, which always grants juicy bonuses to the defender. This is why we just held our line this turn: The one who forces combat in such a situation with units of similar strength always picks the short straw. The barbarians are apparently so confident that they stomached this pretty bad combat outcome (you will always get a preview of the combat odds).

Thus ends turn 19 and this update. Things aren't looking as unpleasant as they did a minute ago, yet the siege of our homeland is only just beginning. See you then!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on December 24, 2017, 04:26:41 PM
Update nr. 6 - That's where Yosemite Sam lives, right?

Turn 20 - 3.240 B.C.

Last time, we met a kind Mamizou and not so kind barbarian bandits. While those are relatively unlikely to conquer your cities, they are very ready to kill your units, demolish improvements and enslave builders if they catch them. We'll see how far they'll succeed with that. Our older scout, roaming the northeast makes a discovery!

(https://i.imgur.com/i6RW8Ys.jpg)

Our second tribal village and unfortunately, a barbarian camp right next to it. These are the ones spawning the meddling scouts. Destroy them and the barbarians will not bother you any more. You'll also gain a small amount of gold for clearing them out. Our scout shouldn't be concerned with any of that though. Ideally, those spearmen in the camp won't attack and murder him. Let's hope it'll be like that.
Back on the battlefront...

(https://i.imgur.com/PvaXxQy.jpg)

...we are still sticking with a defensive strategy. We're going to use the action "fortify until healed", marked at the cursor, for our warrior. When damaged units refuse to do anything during a turn, not even use up their movement points, they will automatically heal a little. It should be 10 hitpoints in this case, as we're currently in the wilds so to say. Healing would be stronger were we within our cultural borders and even more so on the city tile itself. Rather than moving back now, I do want to hold this very narrow pass we're on, our own little Thermopylae.

(https://i.imgur.com/FWI13Pb.jpg)

When you're subject to such an invasion, it's smart to retreat civilian units to the city tile. Our builder does not have a combat strength. If a barbarian sets foot on the same tile as him, he will simply steal the builder, converting him into the barbarian faction. While they're in the city, they can't easily do that, as stepping onto a city centre counts as an attack against the city.
As soon as those brutes are taken care of, our culture has likely already claimed the tobacco fields in the north. When the irrigation technology is ours, we'll use up his last builder charge for that.

(https://i.imgur.com/ZbwebiC.jpg)

Look at those sfx! As foolish as it was last turn, the barbarians repeat the same attack. The outcome: 56 whopping damage on their unit, only 17 on ours. Their performance worsened as there was now also a difference in health for both units, with them being more wounded. The game does deduct up to 9 points of combat strength for damaged units, enticing you to keep your army fresh and rested for combat.

Turn 21 - 3.200 B.C.

(https://i.imgur.com/kx37gUE.jpg)

Our younger scouts learns that west of our capital, the land is even more barren! What we settled in can be considered somewhat of a not too fertile highland prairie, but these new tiles are outright desert. Flat desert has no natural yields of any kind. It's not even possible to put farms on it. Sounds like an awful area that you want to keep your cities far away from, right?
Yes and no. There are ways to make desert tiles worthwhile, so having some of them in your city radius may not be as damaging as it seems right now.
Meanwhile, the veteran scout in the northeast moves into the tribal village. The hostile spearmen spared him. I think the calculation for combat would have been pretty bad for our opponents actually, as they would have had high penalties for attacking over a river. Barbarians are also reluctant to move their camp garrison at all and give up their long-term fortification bonus.

(https://i.imgur.com/yi64LON.jpg)

The inspiration for "Foreign Trade" was given inside the goody hut. That is an absolutely excellent outcome! Normally, you would have to discover another continent for this. All land tiles belong to a certain one, and on all the ones we've seen, it said "America".
Yup, we are somewhere in America. This does not neccessarily mean the U.S. of A (as it has become a manner of speaking for so many), but the actual continent America. The "Greatest Earth" map unfortunately seems to make no distinction between North and South America, the pack-in Earth map does. Had we not received this inspiration as a gift, I don't think we could have earned it any time soon, probably not before completing the foreign trade civic itself.

(https://i.imgur.com/67ctIes.jpg)

Now here's something new! Collecting 2 goody huts, our scout from before has gathered over 15 experience points. This means he can take a promotion. This is more than a simple "level up". Let's look at his promotion tree...

(https://i.imgur.com/IQUbkQf.jpg)

Every level, you choose a helpful perk for a unit. What they can be depends on the type of unit, for a scout, it is the "Recon" promotion tree. The general idea is to go on one of two sides. The left in this case is more exploration based, the right makes our scout more formidable in combat. The first promotion however is only a choice between a ranger scout or an alpine scout. We are planning to send this scout further east and perhaps north. That area seems to be heavier on forests than mountains, so we pick "Ranger". That's the kind of thought process you're motivated to have here.

Between turns, the heavily injured barbarian squad finally suicides itself on our warrior. All units have a maximum of 100 hitpoints (this can never be increased), and I think they might have been on 1 HP. What a silly thing to do...

Turn 22 - 3.160 B.C.

(https://i.imgur.com/84NKqms.jpg)

Just as everything was looking a little rosier, the other pack of warriors has made it to our flank and new troops, this time slingers, are approaching. Now is the time where I think the pass between lake and sea should be abandoned and our warrior should utilize the improved healing of our cultural borders. We move him northeast onto the riverside grassland. Attacks suffered on there will hurt more than in the foresty pass, but we gain the option to retreat into the city should our warrior lose too much health.

(https://i.imgur.com/vkvTo9t.jpg)

Meanwhile, our first scout has mostly filled in the blank spots and is now east and not too far away from our capital. He revealed two new resource icons. Crabs have been a luxury item in Civ 5, but here they are but a bonus resource, useful for getting a lot of food but not too vital to have. Reminds me that at one time, shellfish were considered trashy meat fed to prisoners. Nowadays a lot of them are delicacies...
The whales in the southeast however are still a luxury. I imagine the main idea for them to be valuable is their blubber. To improve sea-resources in Civ 5, you specifically needed to build work boats. It's actually gotten easier here: If you've researched "Sailing", your builders can embark from the shore, get to the respective lake or shallow sea tile and expend a charge.

(https://i.imgur.com/oeDZSLS.jpg)

The barbarians are making their best move so far: 36 damage against us, only 22 damage thrown back at them. You can really see the difference of being rushed on flat land here. Still, I don't think it was a mistake to adjust our position. We can persevere, especially because...

Turn 23 - 3.120 B.C.

...Reinforcements have arrived!

(https://i.imgur.com/41X5TJF.jpg)

Our slinger is here and ready to mess up our enemies. This is our first unit classed as "ranged". Slingers can shoot onto an adjacent tile, the difference to a melee attack that the warriors and scouts do is that this ranged attack never provokes a retaliation.
Slingers have a ranged combat strength of 15, not especially much. It is nevertheless much better than their melee combat strength of only 5! This number is taken only into the equation when defending against a melee unit that has advanced onto their tile. Basically, most ranged units can dish out decently upon distance, but if someone closes the gap, their squishyness can be their downfall. Warriors, before any adjustments, have a combat strength of 20 in all situations.
Their rock-pelting deals 23 points of damage to the nearby barbarian to about 50% of their total health. Not bad overall.
With the slinger completed, we resume building the monument, this time without bad conscience. Two units are a capable defense force this early in the game.

The turn had almost passed without anything extraordinary happening. I love the phase of early exploration, the surprises it can bring...

(https://i.imgur.com/hYV6yMT.jpg)

This is a natural wonder, Yosemite Valley (https://en.wikipedia.org/wiki/Yosemite_Valley), nowadays the main point of appeal of the famous Yosemite National Park. Natural wonders are very unique tiles that either have an extraordinary amount of yields on them or adjacent to them, or some other effect that makes them noteworthy. Settling a city in range of these natural wonders is most recommended.
For this specific one, all adjacent tiles receive +1 gold and +1 science as yields. To have any kind of science gained from a tile is very rare, it mostly comes from city population and buildings.

(https://i.imgur.com/XoJ5UPC.jpg)

Most interestingly now, this gives us a clear idea of where we are in the world: Our younger scout discovered Yosemite, meaning that's California. Looking at the geography of the map, our capital is in Texas, possibly reaching a little into Mexico. Kaguya could be in Dakota, maybe southern Canada? It's hard to say as we haven't gone all the way to the north yet. Mamizou might be Pennsylvanian.

(https://i.imgur.com/YJjuJzq.jpg)

As an added bonus, we get another inspiration. "Astrology" is the most basic technology to start up any meaningful religious play. Although I've already said that this won't be our main focus, it would be nice to have at least some of it and this eureka should help.

Just before the next turn, the barbarians attack our warrior again and our decision to not take any actions and healing up to about our enemies health gives us a more favourable outcome: 35 damage on them, 29 on us.

Turn 24 - 3.080 B.C.

Taking so many hits has made our warrior more experienced. Here's their level up tree:

(https://i.imgur.com/mAkeuWn.jpg)

The right side has some perks that help in advancing on enemy cities, the left is more useful when using the unit as a hunter of other units. Unrelated to any of that, we have an enemy slinger nearby and "Tortoise" would help us in taking cover from his rocks. I do end up picking it. Plus, who said we wouldn't be advancing on a city at some point...?
There's one extremely important game mechanic to know about leveling up: When you do, all movement points of your current turn vanish. You can't attack and level up afterwards. Leveling up in itself however instantly heals a unit by 50 points! This could not have come at a more opportune time for our bruised and battered warrior.
We use our slinger again to land the final blow on the extremely weakened barbarian warrior...

(https://i.imgur.com/sTz8AzT.jpg)

Killing a unit with a slinger is prerequisite to the inspiration for "Archery". This might sound not hard to fulfill, but you'd be surprised. I am very happy we got this! Honestly, slingers are actually a very crappy unit. Just the chance of getting the boost for archery was my main motivation for building one instead of a second warrior. Archers are so much better and this technology allows you to transform slingers into them. More on that game mechanic when we're there.

(https://i.imgur.com/ugDVEvm.jpg)

Younger scout finds some rich silver deposits near Yosemite. You guessed it, this is a luxury that needs to be mined, just like jade in the other direction does. That region looks better and better for a potential settlement.
Finding the natural wonder also gave this scout a huge experience boost, enough for a level. There seem to be much fewer forests in the west and more hills and mountains (the Rockies, obviously), so we're making him "Alpine".

As the last event of turn 24, our warrior receives 17 damage from the barbarian slinger southwest of him. The "Tortoise" promotion already shows effectiveness. This will be it for today. Next time, we'll mop up the remaining barbarians. Unless 3 or 4 more start showing up. I don't know by what rules a barbarian camp aborts their targetting of a city. Let's keep our fingers crossed!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: O4rfish on December 25, 2017, 12:37:52 AM
What's SNC building now?  Back to the Monument?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on December 26, 2017, 08:45:50 PM
What's SNC building now?  Back to the Monument?

Yeah, it's the monument. I totally forgot to make a remark of that :P. At current production rate, it'll be ready on turn 28.

Update nr. 7 - World of Handcraft

Last time, we got our first taste of warfare and learned a few basics about units, both melee and ranged.

Turn 25 - 3.040 B.C.

Not much action in this one:

(https://i.imgur.com/013WFel.jpg)

While the combat odds for attacking the slinger with our warrior are expectedly good, I'd rather have him heal for one more turn, get our own slinger in position and put the squeeze on theirs with both units next round.

(https://i.imgur.com/o0d7e0H.jpg)

When it comes to scouting, this turn wasn't too exciting. We did uncover Florida a while ago, very easily identifiable on the screenshot due to its shape. I have not yet talked about the deer resource. They are a simple bonus resource that you improve with camps and Mamizou has some close to her. Deer can only be found on forest tiles, often also on tundra forest (forests can be placed on a couple of soils).

As much in a pickle as the enemy slinger is, he bravely shoots our slinger for 41 damage. That's the strength of the desperate I guess.

Turn 26 - 3.000 B.C.

We soften that naughty slinger up with some rocks for 28 damage, then immediately send our warrior in for another 50. Less than I expected, as he is burrowed in that same pass that helped us defend so well before.

Just out of curiosity, I was checking relationship levels with our neighbours. For Mamizou, I spotted a line that's worth writing about:

(https://i.imgur.com/L6RPqNd.jpg)

"First impressions of you" with its -4 here seems to be a factor that you can't control. I thought it might have to do with how well you are doing upon meeting an AI, but I couldn't ever see a system behind making a good or bad impression. It's not there for Kaguya for example. The first impression malus seems to diminish over time, and even though it's there right now, bringing us to a -1 total, Mamizou seems to still warm up to us. Possibly because KCucumber and Sa designed her leader personality to be easily befriendable.

(https://i.imgur.com/A2hgY67.jpg)

Our slinger takes another painful hit of 26 damage. I knew however that the badly damaged enemy slinger wouldn't do much more than that, not nearly as much as he did the previous round. As deep in the red as our unit is, there was never a need to worry.

Turn 27 - 2.960 B.C.

Slinger dude is going to set his weaponry aside for a turn so that he can take a promotion. Here's what the perk tree for "Ranged" looks like:

(https://i.imgur.com/Jv4jhCO.jpg)

Equivalent to the melee units, the right side is good for taking cities, the left for unit hunting. Often, I like to pick "Garrison" for defending my own cities. From experience though, I tend to not use slingers, archers or whatever ranged units come later against other players' cities. So called "siege units" are better suited for that. We might go hunting for the barbarian camp of the south at some point, so we get ourselves "Volley" for now.

Our warrior is the one who ends the barbarian slinger's suffering. It looks quite savage how they twirl their stone axes above their head for additional swing, then have them slam down on their enemy. This would probably be unimpressive in the screenshot-format, so please just take my word for it.

(https://i.imgur.com/AyvSeN7.jpg)

Eureka indeed! The slinger was the 3rd barbarian of the campaign that we killed, and that's exactly bronze working's prerequisite. It's a very combat centric technology that we should pick up soonish. I think we still need mining to get it though.

During his exploration, younger scout finds out why Kaguya's Moon People have been growing so well:

(https://i.imgur.com/nHnkfHl.jpg)

They had not one but two wheat fields! Making these into farms is what got them the inspiration for irrigation, the same technology we are currently gnawing at.
Somewhat obscured behind Eientei's name is a stone resource on the tile northeast of the city. They have not yet improved that one, you would do that with a quarry from the mining technology. Stone is a bonus resource, useful for increasing production. I wish we had some stone in our lands, as it allows you to construct a certain wonder. Said wonder would be very beneficial for our playstyle, but I see only a miniscule chance of securing it.

Turn 28 - 2.920 B.C.

Our second civic has been developed:

(https://i.imgur.com/8jhyAqm.jpg)

The Kobito can now call handymen, but don't have a phonebook yet to find out if any experts are in their region. Or a phone at all, even. They'll make due.
Tom Stoppard (https://en.wikipedia.org/wiki/Tom_Stoppard) is a Czech-born British play- and screenwrighter, still with us, knighted too. From his theatography/filmography, he might even be somewhat active in business, despite the age of 80. Looking closer at those, you're quite  likely seen at least something he was involved in.

(https://i.imgur.com/ZCqJ85w.jpg)   (https://i.imgur.com/zitYWDt.jpg)

These are the two policies we gain from craftsmanship. Both of them give build-bonuses, but only to very specific options. If you have multiple cities, a good plan is to equip them, set all production towards those projects and swap out the policy card as soon as you can when you're done.
That brings us to a very important game mechanic: Policy changing. You can not do this at will. We currently still have Survey and God King in our slots and had we tried to change that before, it would have cost us a lump sum of gold. However, whenever you complete a civic, you are prompted to readjust your policies and it will be free for just this one turn. So let's do that now.

(https://i.imgur.com/hmufB4f.jpg)

The only policy we exchanged was Survey for Agoge. I was thinking to go Discipline, but I really have the impression that those barbarians that have targeted us aren't coming back. If they are, it would be just as good to have more units to use against the barbarians as it is to do better in combat. God King stays, as we have not yet achieved what we took it for in the first place.

(https://i.imgur.com/E8dQ6e1.jpg)

Next civic to pick is "Foreign Trade", as it is the only one we have the inspiration for. Development times for these have shrunk quite noticably, as we have finished the monument I forgot to mention we continued after building that slinger this turn. With 3.9, our culture output has indeed more than doubled. What could we be building next? The answer is clear to me, some may even ask why we haven't already...

(https://i.imgur.com/hyKqnMT.jpg)

We absolutely need our second city. The earlier you have one, the longer you'll have it until the campaign ends and the longer it will be useful for. Simple logic. In Civ 5, building a settler halted your food production for the city for the whole build process, symbolizing that you're extracting people from the city to live somewhere else. In Civ 6, you grow normally, but 1 population point of the city is subtracted the very moment the settler unit is born. Practical difference in these methods is minimal. I think in Civ 5, the meta was to maximize production output just while building settlers, since your population could not starve during settler production. Now they technically can. Our settler will take 8 turns to complete.

We're ending the turn with military strategies: We retreat the slinger into our capital, where he can heal up. Our warrior does the same, but only in our cultural borders. Two military units cannot inhabit the same tile. It's nice that we're actually not being attacked any more between turns. Seems the barbarians have learned their lesson after suiciding most of their clan onto us!

Turn 29 - 2.880 B.C.

Relatively little to report in this turn. We're waiting on sciences, civics and production to finish until we can take a new strategic decision. Our scouts are snooping around, revealing the lands of Kaguya and Mamizou. Just as helpful to know as the wilds is insight into what your potential rivals have in stock. It won't get you any goody huts, but knowledge can be vital.
Knowledge can also come from this not as typically useless gossip:

(https://i.imgur.com/AJquf59.jpg)

I imagine Raiko is drumming those news to us in morse code! What is a "Pantheon of the Gods" in regards to this game? It's exactly what we've adopted God King for. The idea is that once you pass a certain faith threshold, you can choose a small permanent bonus for your civilization from a list. "Earth Goddess", which Mamizou picked, gives +1 faith on all tiles with "charming" or better appeal. Tile appeal is a gameplay factor that is barely relevant at this point. Our Kobito love to smash in the heads of their foes, they have little sense for the beauty of nature...
Interesting about pantheons is that you can snatch them from people. Every one of them can only be adopted by a single civilization. If we wanted "Earth Goddess", that's tough luck...
I can assure you, we did not need Earth Goddess  :D. Yet this is a sign that we better get a move on to our own pantheon. The next one someone else claims could be more attractive to us.

Turn 30 - 2.840 B.C.

We learn something else about Mamizou, this time not through gossip but through our scout's eyes:

(https://i.imgur.com/NY2oNWQ.jpg)

That is the Tanuki's settler, escorted by a slinger. Our own is still in production for another 6 turns. This should tell us that we are indeed pretty late when it comes to expansion.

Back at Shining Needle Castle, we're playing with laudable foresight in mind:

(https://i.imgur.com/kAlLDWg.jpg)

Our science says irrigation will be done in 2 turns. Our builder will also need 2 turns to travel onto those tobacco fields. Simply said, we are getting in position to start smoking as soon as possible. Our people better cherish it for the next 4000-something years, until we put pictures and text on their packages telling them they're killing themselves, harming their unborn children and risking their fertility.

Speaking of luxuries, our younger scout far in western Canada...

(https://i.imgur.com/J5eezKt.jpg)

...has not only met another barbarian tribe that will hopefully not gut him, but a resource. Everyone can see it, these are wild pigs. Right? That's extremely easy to identify!
Wrong. That luxury is truffles. The pigs in the picture and on the tile are truffle pigs sniffing out the rare and delicious fungi. You can indeed spot little mushrooms in the picture, too. You would not believe how many Civ players don't know those aren't just pigs for your people to eat on those tiles...

Just before ending the turn, I remembered that I never showed you the ancient era civic tree. We only ever took the next civic from the quick selection. Here it finally is:

(https://i.imgur.com/Ole0nHz.jpg)   (https://i.imgur.com/tQwaR5c.jpg)

"Early Empire" and "State Workforce" are the key civics to get up to that point, but the real big difference maker to our government, the one that will make us comparable to the old Romans, Macedonians, Spartans and Persians, won't come until the classical era...
The last notable event today was spotting a settler of Kaguya a little northwest of the truffles. She too is growing so much quicker than us, how disheartening. We've got to do our best to catch up, but that will be for next time!

I might pause this SSLP only for a week or two. A new Touhou fangame has announced itself and I really want to cover its current demo by Youtube video, spreading the word. After that I'll continue showing you the tiny Kobitos' way towards becoming a global power that even the Oni will respect! Either that, or becoming forgotten by history...
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 06, 2018, 11:56:28 AM
Update nr. 8 - We can call our scout Eric the Red

Turn 31 - 2.800 B.C.

Last time, we saved our citizens from the barbarian menace for good. We were also on the verge of a few new discoveries. The technology of irrigation is currently a single turn away, the civic of foreign trade merely two. Apart from being an opportunity for this recap, there was nothing else notable about turn 31.

Turn 32 - 2.760 B.C.

I already jumped the gun on this one:

(https://i.imgur.com/kgocNMi.jpg)

You could say the man lauded in that quote has True Grit. The quoted is Sir John Arthur Thomson (https://en.wikipedia.org/wiki/John_Arthur_Thomson), a naturalist/scientist. There are several knighted John Thomsons who were noteworthy enough to have wikipedia pages about them, but the link brings you to the one in question instead of a false one.

(https://i.imgur.com/3BaZ2pb.jpg)

Here we have the Hanging Gardens (https://en.wikipedia.org/wiki/Hanging_Gardens_of_Babylon), pride of ancient Babylon and one of the earliest Wonders one can unlock. A wonder is a building with a noticably high production cost that you can not just have in only one city, only a single one can exist of it among all civilizations! Were we to start building it and another leader were to complete it earlier, it would become unavailable for us and all our progress towards it would be discarded. When people speak of a "wonder race" in regards to any Civ game, that's what they mean. If you want these, better make them before anyone else does!
Wonders have an effect that tends to be nation-wide, not just strengthening the city that built it. People like to grade these wonders in effectiveness against each other and to my knowledge, the Hanging Gardens are considered worthwhile no matter your playstyle. You need to be cautious about wonders in Civ 6: A new feature is that a tile within your borders needs to be sacrificed to build a wonder onto. It can no longer be used to gain yields once the wonder has been completed and there is no option to get rid of a wonder, should you think you don't need it any more.

(https://i.imgur.com/1Rliz73.jpg)

This is mainly what we came for. The tobacco tile will not be especially useful for food production (keep an eye on the children, they'll try to put it in their mouth), but we need to "own" the luxury. More on what it does once we do.

(https://i.imgur.com/lTlPKf6.jpg)

Not much to this. Destroying a marsh through a builder will produce a lump sum of food. The terrain under it will always be grassland I believe, which has less yields but can be traversed so much easier.

(https://i.imgur.com/sNmilbX.jpg)

We have several sensible, boosted research options now that irrigation is no longer an issue. Mining, archery, writing,...astrology? No, astrology is of the least priority for sure. After almost a minute of thinking, we pick archery. Slingers are just too awful, they need to become archers who are such a valuable defensive and in a few cases even offensive unit.

(https://i.imgur.com/qiemeEi.jpg)

One click and our builder retires, but not before making a tobacco plantation. Tobacco creates 4 units of "amenities". Amenities are the equivalent of the happiness value of past Civ games. Whenever a city grows to certain sizes (3, 5, 7, 9, and always adding 2), their requirement for amenities increases. Have it too much in the negative, and not only will your yields of that city suffer, you'll be risking a rise of insurgents. Insurgents are a sudden crop up of barbarian troops, already within your city borders. A city with a surplus of amenities will be a little more productive than usual.
Of the 4 amenity units our tobacco provides, each city can only receive 1. Shining Needle Castle cannot get +4 amenities through smoking alone, but when we set up another city, it will automatically benefit from the tobacco, until we have too many cities to pass it around to all.

(https://i.imgur.com/QnkEAK2.jpg)

On the screen for managing citizens, we click on the tile where the plantation is, putting a secure little lock on the symbol. Usually, the tiles are worked that the computer calculates as the most sensible, but you can overwrite this, saying something specific has to be worked. Our plan here is that there is an additional point of faith tied to the tobacco. We want to reach the pantheon threshold soon. After that, we may remove the order to prioritize working the tobacco.

Turn 33 - 2.720 B.C.

Our third civic did not take long to get. The Kobito culture well (I guess we're making this a verb now):

(https://i.imgur.com/8p2tqG4.jpg)

We already heard about Thomas Hobbes, Adam Smith (https://en.wikipedia.org/wiki/Adam_Smith) is someone from a similar field of philosophy and often mentioned in succession, even though they lived more than a century apart. "The Wealth of Nations" is considered his greatest work, and although I haven't read it, we can assume the quote is from that piece.
Foreign trade introduces the mechanic of trade routes to the game, the advancements you gain from it mostly have to do with it.

(https://i.imgur.com/3SWV6FM.jpg)

Get many trade routes and you can get rich quick with this policy. Our current number is naturally 0 out of a possible 1. This card would do literally nothing at this moment and equipping it would be foolish. We shall still keep its existence in mind.

(https://i.imgur.com/KkaxzXc.jpg)

Warfare on sea rarely happens in the early game, but should you want to make it, this would be your ticket. We own no naval technologies so far and don't even have coastal cities or the ability to build harbors. Useless at the moment.

(https://i.imgur.com/GiiCy5j.jpg)

Ah, traders. They are a civilian unit like builders and a very good one to get. You don't move these around the map, instead, you define a starting city and destination to each. Depending on where it goes, it will create certain yields.
It's generally advisable to have as many or close to as many traders as your trade route limit allows.
"Automatically creates Roads while it travels" - Now this is an interesting quirk. In Civ 5, building roads was an order you would give to your workers. You'd like to assume Civ 6 builders do everything workers did, but here's another difference: Traders and their trade routes are the ones who make roads along their way. Military engineers can do it too, but it'll be a while until we have those.

(https://i.imgur.com/96fgPnz.jpg)

The Joint War. Oh, the Joint War  :barf: What were they thinking?
Anyone who's played this themselves knows what I'm getting at here. If you don't, I think I'll tell you when one is ever declared against us. What you need to know now is that this is a trade option that will appear in the diplomacy screen when we're in negotiations with another empire. Like gold and luxuries, this is effectively a tradeable item.

(https://i.imgur.com/jDrJq9H.jpg)

This advancement brings up your maximum trade route capacity from 0 to 1. Next to being able to build traders, it is but a formality, as it would be dumb if you could make a trader and then not have the ability to assign a single trade route.

We look at our policies afterwards and after some thinking, don't change anything. Agoge for military recruitment and God King for our faith gain are still in effect. I pondered whether we should get rid of the latter and instead rely on the faith from our tobacco fields. Was it the right choice? We will likely be stuck with it even after we've gotten our pantheon, as the next civic and therefore the next opportunity to change policies seems long off.
Our next choice when it comes to the focus of our culture can be one of these 4:

(https://i.imgur.com/6o8CLWt.jpg)

Mysticism and Military Tradition probably aren't super important. It's mostly a match between Early Empire and State Workforce. We end up going with the State Workforce, just like The Daughter says we should.

It's been quiet on the scout front. They've been roaming the frosty side of Canada with few discoveries. But what is this?

(https://i.imgur.com/StgU6Tw.jpg)

What? Europe!? Unless I'm stupid, this area should be either Newfoundland, Labrador or, even though I feel like more water should be between us and it, Greenland. Are any of these actually counted as European?
I did some research: As it turns out, Greenland is considered European by its ties to Denmark. You would never believe that from its location and this fact was completely new to me. Intriguing approach, Greatest Earth map makers. This also meant there was a realistic chance for us to gain the Foreign Trade inspiration even without the goody hut. It didn't matter the way everything ended up of course.

As we wrap up our own turn, we get an interesting news flash:

(https://i.imgur.com/1SMiRxp.jpg)

Gossip girl Wakasagihime confirms that Kaguya's settler has found a suitable location. We'll check on the next turn if it's somewhere we've already revealed.

Turn 34 - 2.680 B.C.

It is in fact! Partially at least:

(https://i.imgur.com/V8qJOPR.jpg)

For some reason, Kaguya wanted to settle in the northwestern territory of Canada. Not known to be the most fertile land early cultures could easily prosper in. I was wondering where her settler was heading, but didn't expect it would be even further north. This is an exclusively positive development and really surprised me. I would have bet she would actually go to her south and get into quarrel with me over land I would want as well.
We've seen tundra and snow terrain types in the last two screenshots. These are generally avoided when settling, as they naturally give very poor yields. Yet like the desert terrain, there are configurations where you can benefit from them more than you would think. The vanilla civilization Russia for example makes tundra tiles a little more feasible.

Delegate Raiko can't allow Wakasagihime to be more effective than herself! Her drums carry the following message and we react immediately:

(https://i.imgur.com/k0gXBXx.jpg)

Mamizou was just a single turn behind Kaguya. No other city names than Futatsuiwa of Sado are defined for her civilization, so it defaults to the pool from the American Empire. It makes sense that Mamizou would masquerade as someone else. This city placement is a lot more sensible to me. It is in very close proximity to her first city, but that is perfectly viable. There are advantages to a "cramped" empire. Again, this development is good for us. This is not land we were ever interested in taking for ourselves.

Turn 35 - 2.640 B.C.

This wasn't an especially interesting round, but there is an action that should be mentioned: Our settler is one turn away from being made. With this in mind, we lead our slinger out of our city tile, our warrior onto it in return. The reason for this will be made clear in the next update. A typical sentence to close our current one. Until then!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 07, 2018, 06:16:16 PM
Update nr. 9 - This land is my land, this land is my land...

Turn 36 - 2.600 B.C.

Last time, we learned that Kaguya and Mamizou got their second cities quicker than we did. Let's not give them this headstart for much longer! Our settler has finished, bringing Shining Needle Castle from 3 population points down to 2. It has a lot of improvements around it, so it should recover the neccessary food quickly. Anyway, we first need to select our settler and use a certain command on him...

(https://i.imgur.com/hayS9fO.jpg)

The marked symbol only appears if a civilian unit, like builders and settlers, is on the same tile as a military unit, like warriors and slingers. Clicking it will "lock" the units onto one another, meaning if you give one unit the order to go somewhere, the other will instantly follow. This is for the purpose of escorting vulnerable civilian units. We're going to send our settler somewhere and if we do not make sure he and the warrior end their turn on the same tile, he could fall victim to barbarian enslavement, or to that of an empire that declared war on us.
You practically never want to send out settlers unescorted. If you were to lose this settler, the first one you manually built over several turns, it would be a massive setback. In multiplayer or on an especially high difficulty, I'd say you'd be out of the game.

Now the big question is, where should we settle? It'll take us many turns to traverse the map, so we need to make up our mind now, rather than turning around half way. I've set my sights on 3 promising locations that I think I can best describe to you on the mini-map:

(https://i.imgur.com/Z9oCOxr.jpg)

About upsetting rival nations: If you settle too close to someone, it's always considered an affront and they will call you out on it. It's understandable, they consider nearby land attractive to settle themselves.
When playing with human players in multiplayer, settling intentionally close towards the direction of another empire is called a "forward settle" and will probably get you yelled at and a war declared to take that very land you claimed. If not more than that.
I want to have our second city be a powerful, productive one that is easy to link up with our capital and where it's quick to send troops to and fro. 1 and 3 feel too remote given our situation. Because of that, I mark position nr.2 by the map pin function. The other places will likely make for future cities.

(https://i.imgur.com/VOXD3Ih.jpg)

Using the third symbol from the left above the mini-map, you can set map pins. I put one where our city should go so that I don't need to think again where the ideal place was, should I forget. No chance to be scatter-brained!

(https://i.imgur.com/xNkAaqj.jpg)

The cattle and sheep make that area very fertile, the horses very productive, and the river will provide "fresh water", a status where a city will have the highest possible base threshold for housing. Seaside cities will have not as much, those without any water sources even less. The route says it'll take us 4 turns to get there.
Since the settler was created, we need a new build option in Shining Needle Castle. I have a rule of thumb for a defensive military: Having as many units as cities is an adequate defense, less is meager. Having 2 units per 1 city means having a strong defense, basically ready for any war. We know that we will very soon have a second city, so let's go from adequate to strong-ish. We're making a warrior, he'll be drafted in 4 turns.
I took a look on our treasury at that moment, and with 221 units of gold said to myself that we're quite wealthy. Wealthy enough to buy something. Apart from making units over several turns, there is the option to purchase them instantly if you have the funds.

(https://i.imgur.com/8HSmkos.jpg)

When choosing what to produce, there are three tabs on top. Next to the normal building process, there's the instant purchase by gold, next to that the instant purchase by faith. Gold purchase has mostly the same options as building over turns, with a few exceptions. Examples are protective walls (so better get those up before the hordes stand at your gates), and any kind of world wonder, obviously. Imagine if you could just buy out a wonder...
Since we have a respectable surplus and gain new gold every turn, we're instantly getting ourselves another builder for 215 gold.

One of our scout notices that something unusual has happened with Kaguya, near what has to be the city of Eirin:

(https://i.imgur.com/IKW7TvI.jpg)

Notice that her borders are no longer freckled, but that all lines are spaceless? This tells us that she has gained the Early Empire civic. Her borders are now closed to other nations by default. Were we to have our scout walk into her territory, the game would stop us and ask us if we want to declare war. Yup, unless we want to have an absolute political escalation, her borders are now off limits. The excuse that it's just a scout who wants to explore won't cut it either.
If this new distance between us and Kaguya makes you sad, don't worry. There's actually a green smiley under her diplomacy portrait now, telling us that she's generally benevolent towards us. We're on the road to friendship, but a war from her side would technically still be possible.

Upon ending our turn, we witness a scout from Mamizou getting attacked by a barbarian horse archer, suffering 40 points of damage a little northeast of our capital. Horse archers are a swift, ranged shock unit that is incredibly weak on defense. Only barbarians with a camp next to a horse resource can build them. A pretty insignificant event, but a good chance to tell you about that unit's existence.

Turn 37 - 2.560 B.C.

First off, we deactivate the order to work on the tobacco fields in our capital. We have 27 faith right now, we should very soon get our pantheon of gods. We want to get back to the population level 3 that we lost, and that order was keeping us down in that regard.

(https://i.imgur.com/0h0fQ83.jpg)

The builder we purchased heads one tile east and puts a simple farm onto the riverside grassland. This is now the only tile that creates 3 units of food in our lands if worked. That should help with Shining Needle Castle's generally mediocre growth. Yet the main incentive for buying the builder was our soon to be second city. The remaining two builder charges will be spared for it.

Having our younger scout sneak around the edge of Kaguya's city, we learn that it's indeed the one called Eirin, surrounded by some wheat, silver and lots of tundra. Really, what was the princess thinking putting it there...?

On our other neighbor's turn, Mamizou, we hear the sound of Raiko's thundering drums again:

(https://i.imgur.com/M3KGFoc.jpg)

While I've belittled the news of our rivals clearing barbarian camps in the past, this is one that concerns us in a way. See, the camp in question was right next to the horse archer we can currently spot. Mamizou actually thwarted a potential menace for us. As good as that is, it also means the horse archer is now homeless and may wreak havoc whereever he feels like. Hopefully not in our country?

Turn 38 - 2.520 B.C.

A new technology is ours!

(https://i.imgur.com/snMDMjz.jpg)

If you read the quote out loud and think Henry Longfellow (https://en.wikipedia.org/wiki/Henry_Wadsworth_Longfellow) might have been a poet and he didn't know it...he was a poet and I'm pretty sure he knew it. That, and a university professor.
Just one advancement for a tech is pretty scarce, but if that one is worth it alone...

(https://i.imgur.com/ndVhIhP.jpg)

It absolutely is. Not only are the combat stats of an archer superior to that of a slinger, they have a range of 2 instead of 1. A slinger when going on the offense always has to fear retaliation. Archers could hide behind a melee unit and shoot from there with little danger. The basics of battle formations, I guess.
Archers are the first unit to have a running maintenance cost of 1. Understandable, your soldiers want to be paid and need equipment. Have a too large and bloated army and they will bleed out your finances.
Our research options are largely the same as before we finished understanding archery, only horseback riding is now newly available to give us mounted units, should we want them. It's a close decision between mining and writing, and we pick writing in the end. Fun fact: In earlier builds of Civ 6, archery was a "dead end technology". No other techs required you to have it. Your empire could theoretically build rockets to travel into space, but be too stupid to gut animals for a bowstring.

We've been waiting for this:

(https://i.imgur.com/NxWnQO8.jpg)

We hit the mark of 25-30 faith (there's always a bit of a dice-roll to what it has to be) and I'm confident a lot of good ones are still available. When we click it, we get a pretty big selection:

(https://i.imgur.com/Ny1ByOg.jpg)   (https://i.imgur.com/FENuUnK.jpg)

Apart from these two pages, there's one more pantheon "City Patron Goddess - +25% production towards districts in cities without districts". If you analyze the many pantheons, you'll notice that many lead to the generation of more faith. These are generally uninteresting for us, again: We're not going to put much focus on religion. Some of these are a lot more practical, like "God of the Open Sky". We have many pastures in our lands, 2 of them already worked, and +1 culture for each is not to be underestimated, especially in the early game. It is a choice that I have ended up with many times in the past. But not today. We pick "God of the Forge - +25% production towards ancient and classical military units", a pantheon of which the benefits vanish very, very quickly, and the choosing of which could be seen as very short-sighted. It is also very telling of our intentions...
So that's our pantheon. Pantheon bonuses are not considered super powerful, but it is an exciting decision nonetheless. A single pick is all we get, all those ones we refused will never again become available to us.

(https://i.imgur.com/nVjVIiS.jpg)

The boost to the mysticism civic comes as sort of a byproduct to choosing your pantheon. It is not too vital a civic, so rather than getting all giddy, we give a low-key, dignified approval.

At the end of the turn, we move settler, warrior and builder closer to the map pin of our second city. Looking at it now, the builder is somewhat endangered by that horse archer. Let's hope he doesn't try anything funny. I think we're still out of his sight range?

(https://i.imgur.com/sfqDLDU.jpg)

Rather than getting on our nerves, he destroys Mamizou's severely injured warrior. She ravaged the barbarian camp, alright, but at these costs, it's safe to say that the AI is not as good a tactician as most human players.

Turn 39 - 2.480 B.C.

First thing's first, our newest warrior has finished his boot camp, our military power is much better now. There are many sensible build options now. Even more soldiers is a possibility. A granary could help with growth. Making the Hanging Gardens would be bold, but 29 turns? No thanks. Should we think long-term and maybe already start working on our next settler? He also would need a whole 18 turns (Settlers get more expensive the more you've made of them and the more you've advanced through the eras). Know what would be a boon? That trader we got from our last completed civic. I didn't emphasize how important traders were for nothing, so that will be it and it'll take 7 turns.

(https://i.imgur.com/pgvHRD2.jpg)

At the end of our movement phase, the escorted settler sits on the hill he is supposed to set down his city. We also refused to move the builder towards there. Instead, we sent the newly trained warrior after him and made another escort lock. That barbarian horse archer is just making me too nervous to leave my civilians unguarded. I think their movement is a swift 3? Our villainous foe simply waits during his turn, possibly because he can't see any city borders nor units from where he is. Campless barbarians can be this apathetic.

Turn 40 - 2.440 B.C.

We've reached our destination, and with a couple of more clicks...

(https://i.imgur.com/7TnWhhD.jpg)

Lilliput has been set up. The names of the Kobito civilization's settlements all refer to very tiny beings I believe. The second city you make as them needn't always be Lilliput, there's a random chance it'll be one of the next 10 names from the list that has been assigned to the civilization. This is to have it so that players don't see the same cities cropping up in the same order every time they play.
The escorting warrior now has no one to escort any more, as the settler has vanished with the founding of the city. He will however be given garrison duty in Lilliput. Our second, less experienced warrior will keep the builder company as he travels to Lilliput.

Now what shall we build in the new city? A monument is a decent first build order, not only for its inherent culture bonus, but because it will help the city claim tiles for its borders by cultural influence. However, I'm still not too happy about our military situation, and Shining Needle Castle is busy with a trader. Lilliput only needs 9 turns for an archer, so it'll teach its people how to handle the bow and arrow first.

As we end our turn, we get this angry reaction from Lady Kaguya:

(https://i.imgur.com/F11Oeuy.jpg)

Lilliput was too few tiles away from Eientei and the AI recognized it as the mentioned forward settle. This message appearing already cost us a little bit of Kaguya's respect, but what you do from here has a potentially much higher impact. The first option will make a promise to not build more cities close to Kaguya for I think at least 40, maybe 50 turns. Once the timer is up, the game will let you know that you've kept your promise and little damage has been done. If you ever break the promise during that time, the game will also let you know and that would really anger the princess from the moon in this case!
The second, very belligerent option is to kick Kaguya's concerns with your feet. This will annoy her a lot now, but at least you didn't make a promise you know you'll break. If you know you're going to keep forward settling, it is the best option.
The third option is a little bit of a mystery to me. If you pretend not to have heard Kaguya, you'll slightly annoy her now. If you do settle a city again in a way she disapproves of, she'll be miffed...but not as much as if you made a promise that you broke I think? But still more than if you had been straightforward to her? Something like that. We won't be picking it anyway, in fact, we will apologize. I think we can place future cities in a way that's not against her interests.

On the barbarians' turn, we witness this military blunder:

(https://i.imgur.com/eGlAnTw.jpg)

The horse archer discovered Lilliput and got very close to it, how threatening. He also wedged himself directly next to our two warriors who are going to have a good time pinballing him between their clubs in the next update. This one didn't cover especially many turns, but it did feel like a big one where a lot of stuff happened. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: niektory on January 09, 2018, 02:47:56 AM
Nice LP! It makes me want to start playing Civilization again. I... must... resist...
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: O4rfish on January 10, 2018, 06:22:36 AM
The expansion comes this Feburary. 
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 11, 2018, 09:53:04 PM
Nice LP! It makes me want to start playing Civilization again. I... must... resist...

Thank you!  :D
I know how it feels "Just...one...more...turn" is followed by "Just...one...more...full campaign" and that is followed by "Just...the rest...of those...impossible Steam achievements"

The expansion comes this Feburary. 

Sure does, February 8th is where I marked it on my calendar. I'm really looking forward to it, but I'm sad to say it'll have zero impact on this LP. Upon campaign creation, the chosen game rulesets are very rigidly a part of it. We unfortunately can't retroactively apply Rise & Fall rules to a vanilla game that's been running for a hundred-something turns  :D.

Update nr. 10 - Would you like to make a trade agreement with yourself?

Turn 41 - 2.400 B.C.

Last time, the Lilliputians got bored of Gulliver and founded the second city of our empire. We were also just about to punish a careless horse archer.

(https://i.imgur.com/hj83PtH.jpg)

Horse archers are indeed as weak as scouts when defending, but this one has a mild advantage for at least standing on a hill. Our first warrior deals 34 damage and suffers 27 himself, the one who follows delivers 39 while getting hurt for only 21. With 27 hitpoints left, the invader has no chance to survive another assault when it comes.

Turn 42 - 2.360 B.C.

The barbarian's reaction to the Kobito's clobbering turned out to be either a very headless or simply desperate move:

(https://i.imgur.com/zdoEnN7.jpg)

Rather than fighting back, the riders have traveled onto our tobacco fields. I see what they were trying to do: Pillaging this tile would have been very annoying to us. Yet the adjacent warrior crushes his dreams, taking but 19 damage in return for the total victory. We did cut the escort order with the builder first, otherwise the builder would have followed our warrior for no reason back towards our capital. A melee unit that defeats an enemy on offense automatically walks onto the tile of the beaten defender.
Barbarians rarely attack cities. Units are more likely, if the combat odds are at least somewhat favourable to them. But what they like to do at any opportunity they get is damaging your improvements. This explains why the horse archer acted as he did. If this happens, you'll have to repair the improvement with a builder. Repairing costs no builder charges at least.

Almost out of the blue, we swap to another civic:

(https://i.imgur.com/wyntbSv.jpg)

It ends up being Early Empire. This action may seem very random, but believe me, there's some good logic behind it. See, State Workforce has been developed to a little more than half its culture cost and we have not yet achieved its eureka. If we build the district required to trigger said eureka, we will instantly achieve the civic. Let's say we were to ignore this procedure and would just carelessly keep developing State Workforce. Were we to make that district within for example 4 turns, the culture we kept spending on the civic over those 4 turns would have been forfeit.
It is very clever and highly recommended that when you know you can get an inspiration for a technology or civic soon enough, you only complete them to 50% and then swap to something else.

That's the last really important action of this turn. Our scout in the northwest is witnessing that Kaguya is trying to destroy a barbarian camp near Eirin, but may not actually succeed with the single and very injured warrior she's using. I'm imagining she might win by a hair and wish her the best of luck. Our own warriors will heal within our borders over the next few turns, so that they'll be healthy when we next need them.

Turn 43 - 2.320 B.C.

As we notice our gold count recover back to 50, it's time to upgrade our first unit, the slinger guarding Shining Needle Castle:

(https://i.imgur.com/HiV1AMk.jpg)

This marked button will only appear if you have the technology that grants you a unit that's considered the evolution of the selected. For slingers, that is the archer. Upgrading always costs some money, so you have to ask yourself the question: Do I upgrade, or do I spend the turns to just build the superior unit? Very often, upgrading isn't too terribly expensive and is also worth it for another reason: Upgraded units keep all their experience and promotions.
Upgrading is only possible within your own borders. If you're planning a war, think whether you want to wait until every unit is up-to-date before you march. At the enemy's gates, you're stuck with the soldiers you have.

We are now poor again and have our first archer. Their stats (as a reminder) are 15 combat strength, 25 ranged strength, 2 movement point and an attack range of 2 tiles. Very formidable.

I've been yearning to show you an interesting result from our scouting of the north. Here's a decent one:

(https://i.imgur.com/3lLHyjm.jpg)

This is in the area of the Great Lakes and even with as much as is still obscured there, I'm pretty sure it's Lake Superior. It has the luxury of pearls in it! Like whales, this is a sea resource that you obtain through a builder after researching sailing (we still have not). The tile would give a not so insignificant amount of gold and food if worked, after all, you can also slurp up the clams around the pearl. If you want. I won't. Mollusks don't belong in my belly  ::).

Just as we're about to wrap up our turn, the younger scout makes an even better discovery than some sea-creature's residue to wear on our body:

(https://i.imgur.com/7q6bftS.jpg)

There is a goody hut in Alaska! Despite being so enamoured with the cold north, Kaguya seems to have missed it. Let's make a dash for it before she noticed. The AI does not take offense for snatched villages close to them, luckily.

Last but not least, our builder enters the influence of Lilliput and improves the sheep just to the southeast of it. One more turn for the cattle, and it'll be on its way into what soon should be a very productive city.

Turn 44 - 2.280 B.C.

Hearing Sean Bean's voice at the beginning of a turn means it's going to be a good one:

(https://i.imgur.com/EBmXsen.jpg)

I don't have to tell you who Mark Twain (https://en.wikipedia.org/wiki/Mark_Twain) is, but I will link him as always. Finally someone who I have in my bookcase! The quote seems to not be from a book of his, (I thought it might have been a smartypants thing Tom Sawyer said) but just a memorable line of Mark Twain himself. It refers to all the ideas you may discard and rephrase when writing something.

(https://i.imgur.com/r4b9oda.jpg)

A library is a quick ticket to increasing your science output. "Citizens" are sort of specialists, we may hear of them later. "Great Scientist" is a type of Great Person who we will also hear of later. The library itself requires a "campus". Now what's that? The next advancement tells us:

(https://i.imgur.com/ezthrYt.jpg)

The campus is a district. The district system is the one feature that Civ 6, more than anything else it did new or differently, is the most proud of. Similar to wonders, a tile must be sacrificed to construct any district, but the amount of specialization it will allow your city to have will be so much more impactful than making any simple building like a monument or granary. We want to build our first district soon and it will likely be such a campus.
All the listed science bonuses are so called "adjacency bonuses". We'll learn about those when we decide on a location for our first district.

A new technology means another one to choose:

(https://i.imgur.com/IBspcb9.jpg)

Currency is a new option unlocked by writing. What good would currency be if no one wrote price tags in the supermarket after all? What we really need to work on now though is a tech that has waited long enough, since the beginning of the game actually: Mining

Builders by the way slam down their hammer onto the ground so hard it creates a shining, almost divine effect when making an improvement:

(https://i.imgur.com/CD8AJQm.jpg)

That was the last charge of the builder at Lilliput, he disappears. The two pastures our young city now has should make it useful quickly, soon returning the investment of the settler to us.

Meanwhile, the goody hut previously sighted in the cold northwest is claimed:

(https://i.imgur.com/QApnJ6u.jpg)

A free scout is meant by this. This gift would in many situations be considered as just about the crappiest outcome of a goody hut. However, I actually planned to build a third scout in Shining Needle Castle once the trader was done, so this is quite fortunate. That's 2 or 3 turns of production saved! When you are gifted a scout in this way, it'll appear in the closest city, which is Lilliput. His mission will be to explore Central and South America for us.

As we wait for our next turn, a blunt, loud sound is heard that means nothing good in this game:

(https://i.imgur.com/SPR26Pn.jpg)

Someone must have beelined straight for the Hanging Gardens and it's neither Kaguya nor Mamizou. They were so quick, even if we had allocated all our production to building it after researching irrigation, I doubt we would have beaten them. So the wonder is lost to us...actually I'm not too sad. The Hanging Gardens are good, but not a game deciding wonder.

Turn 45 - 2.240 B.C.

We have control of our first trader! Here's what it looks like when you click on him:

(https://i.imgur.com/mWBks4k.jpg)

Traders do not have the movement point that we know from all the other units. You can invest a turn to "warp" them to a different origin city, but apart from that. you just select a destination and that's it. Yes, that destination needn't be our own city, we can send him to our neighbours as well. Such foreign trade routes tend to yield gold, internal trade routes usually buff food and production. The displayed bonuses are always exclusively gained by the city the trader starts in, but sometimes the targeted leader has an ability that makes them benefit from trade routes others make to them as well. Cleopatra of Egypt is an example.
We send our trader from Shining Needle Castle to Lilliput. I see it as a priority to make road connections between my own cities. I also want to start with this short route because traders can be destroyed by barbarians, and we should be able to protect him best if he just passes through our own territory. Know what else is great about having our very first trade route?

(https://i.imgur.com/t2SV0LD.jpg)

When choosing our technology in the previous turn, I smiled knowing that we would fulfill the condition for currency's inspiration in but a moment. I didn't want to say anything back then because I couldn't do it now if I did  :3.

What's next to build in Shining Needle Castle? I would really, really like to start making that campus, yet the problem is, the tile that I would like to place it on is not yet claimed by our cultural borders. There's a lot of strategy involved in where you place districts actually, so let's literally settle for the second best, another settler. 10 turns is how long he'll take.

Turn 46 - 2.200 B.C.

In the final turn of this update, not too much happened. We've gotten our newest, gifted scout to the south of Shining Needle Castle and I'm planning not just to send him further south, but to have a warrior and an archer follow him to the unknown. Unless another, currently unmet neighbor took care of it, the barbarian camp that harassed us earlier in the game is still in the vicinity. Hopefully we can reveal it soon and wipe it out as well. Marching hasn't really begun, but the positions of our units are the following:

(https://i.imgur.com/fsm1qSL.jpg)

Scout in front, archer still in city, warrior lagging a little behind. We'll work on getting those in a better formation soon. As we end our turn, Mamizou would like to adress her frustration with us:

(https://i.imgur.com/txBUTs1.jpg)

We have acted against what should be Mamizou's hidden agenda. Every AI controlled leader has hidden likes and dislikes that you'll only learn of in advance if your information access level to them is high enough. I forget the exact name of this one, but it seems Mamizou gets angry when you've uncovered more of the earth than she has. She is Parsee levels of jealous of our exploration prowess! We have indeed been very thorough in mapping almost all of North America, I doubt she's even close. Unfortunately, the green, friendly smiley next to Mamizou's symbol has disappeared, getting us back to neutral terms with her.
Had we purposefully or out of inability scouted very little, we would have gotten on her good side for "leaving the exploration of the world to her empire". Agendas that favour doing a poor job at something are always annoying, as, well, doing better is obviously punished. And you want to do as well as you can in anything.

That will be it for today. Next time, we'll cross the Rio Grande and see what dangers await us in Mexico. Not claiming real Mexico is dangerous! I have not even been there yet. In this fictional version of the world inhabited by Youkai and in savage 2.000 B.C., we should assume it will be...
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 13, 2018, 02:13:25 PM
Update nr. 11 - I'm in the zone, baby! The zone of control unfortunately...

Turn 47 - 2.160 B.C.

Last time, we learned to write and read. Some installments of the series were notorious for dividing the technology of the written word into writing and literacy, possibly allowing your people to be unable to read what they had learned to write down. Weird, I know.

The scout and warrior at Shining Needle Castle push ahead, leaving the archer at the end of their trail. That's how you want a war party to proceed, the warrior becoming the archer's shield and the scout as the expendable eyes in front. There's little else to report other than these and a few more minor troop movements. The two scouts in Canada are uncovering the last few spots on that map. They'll go on their way home at some point in the near future.

Turn 48 - 2.120 B.C.

The 5 turns we spent on this now finished technology means there was more to it than ramming pickaxes into rock:

(https://i.imgur.com/JcrxfCz.jpg)

We know Will Rogers (https://en.wikipedia.org/wiki/Will_Rogers) already. Firaxis, the developer of the newer Civ installments does clearly favour some of these wise speakers, it's not just one quote for each person. A group of British comedians comes to my mind who they seem to be especially fond of. I hope we'll hear them at some point.

(https://i.imgur.com/UjelmWr.jpg)

Like the farm, mines don't neccessarily need a ressource to be made, just any kind of hill will do. If you want your city to be a production powerhouse, you'll set down sufficiently many of them.
The word "appeal" drops here and mines do literally drop it by 1. Appeal is a numerical stat that any tile will have. Apart from when you're setting your sights on heavy cultural play, appeal has little relevance to your interests. Basically, if your lands are litttered with dusty, industrialized mine shafts with the nearby hot and smelly forges, they may be unattractive to the tourists. Let's also not forget about all the noise pollution...

(https://i.imgur.com/ebSHg0Z.jpg)

Quarries are very similar to mines, but bound to only be made on certain resources. Stone is one of them, and I think marble?

(https://i.imgur.com/7Sp4caE.jpg)

I don't think I've ever harvested copper for an instant return in production power, but chopping forests is actually an effective way of rushing your build options. To get the gain in production, the forest in question has to be within your cultural borders. In an earlier patch of the game, this was not so. Sending out lumberjack builders into the wilds and just ravaging nature was extremely lucrative, but ultimately unintended for the balance of the game, so they fixed it. I think you could even steal the lumber of other civilizations if you tricked them into opening their borders to you...

Rather than selecting the next technology from the typical shortlist, here's something else that you can do in the full technology tree:

(https://i.imgur.com/SI8NGlh.jpg)

Iron working is greyed out at the moment. It is a technology we still lack the prerequisite for, which is bronze working. If you click on it anyway, you'll do a research beeline: This means you will queue up all prerequisite technologies and end with the selected tech. If you want something asap, that's how you do it, you don't have to calculate the fastest route yourself. A "2" appears on iron working, meaning it's the 2nd in our queue. Our current research is therefore bronze working, boosted through a eureka and only 7 turns left to grab.

(https://i.imgur.com/nyTZ28V.jpg)

Lilliput has completed its first project, another archer. We set the monument as the next one. I already said that one is a typically good choice for a young city to make. Since we didn't pick it as the very first, we should be so reasonable as to at least make it now. It'll take 8 turns. A few turns ago when Lilliput was still on population level 1, it would have taken twice as long. My suspicion that this was a good place to put down a city seems to be proven true...
You can see here that the new archer and the garrisoned warrior inhabit the same tile. The warrior was already there, then the archer was built. This is not allowed in Civ 6, at least not longer than momentarily. The so called "doomstacking", as in having multiple military units gathered in the same place, has been thrown out with Civ 5. Unless we move one of those units away from the city tile, the game will not allow us to end the turn. We move the warrior to the south, temporarily guarding our trader.

The units on our southern borders are beginning their hunt for barbarians. We were worried last time that Mexico would be a bad place. It can't be as bad as we thought as it has something devilishly delicious:

(https://i.imgur.com/zUHkknw.jpg)

Trees that grow chocolate! No, it's actually the luxury of cocoa. Until we get the chocolate modern people can buy, you'll have to do some intricate processing of those cocoa beans. The Mesoamericans are indeed believed to be the earliest connoiseurs of cocoa products. To find it there is very accurate of Greatest Earth Map and could have been expected by someone with an overview of all luxuries.

Turn 49 - 2.080 B.C.

What better way to start a turn than to receive an inspiration?

(https://i.imgur.com/dcYwsN4.jpg)

You get early empire's boost when the sum of your population reaches 6 for the first time. Shining Needle Castle just grew to 4, Lilliput is at 2; 4 + 2 = 6. We're mathmagicians. We're currently on this very civic, its development time is now on a single turn.
By the way, a barbarian warrior has stepped on the hill next to the cocoa. This is a clear sign that the barbarian camp is truly still there, they were just taking a break after their horrendous defeat against us.

(https://i.imgur.com/aPREsqj.jpg)

And as we move closer, we finally find the hideout of those trouble makers. The barbarian camp is guarded by a spearman. Spearmen are a so called anti-cavalry units with a base combat strength of 25. It'll be higher than that due to them having a fortified position. At least we are not using cavalry which they are so anti against.

One of our older scouts happens to be near Kaguya's territory and has some less menacing news to spread to us first hand:

(https://i.imgur.com/CPo5gCI.jpg)

That Kaguya is still one step ahead of us! While we're only creating our next settler, she's already on her way to a third city. At least we know this: She's sending it northeast, most likely not colliding with our interests again. Maybe she doesn't know Yosemite is but a few tiles from her capital?

Turn 50 - 2.040 B.C.

We saw it coming a mile away, a new civic:

(https://i.imgur.com/CgHDlXM.jpg)

As fancy as that crown is, Shinmyomaru is not going to trade the lid of her rice bowl for it, I assure you. Gary Edward Keillor (https://en.wikipedia.org/wiki/Garrison_Keillor) has been active in several creative fields, but is most well known as a radio host. Interesting, he seems to have recently fallen from grace pretty severely if Wikipedia is to be believed. His quote at least is still one of my favourites in the game. Duh, the classical Romans did not have air-conditioning! Of course this is to be interpreted as the general complacency the empire had so notoriously developed just before its capital's conquering.

(https://i.imgur.com/EhBLRw3.jpg)

We have not yet covered what purchasing a tile is all about, but I already foresee an opportunity to do this in the not too distant future. With this card, you can do it at a better price.

(https://i.imgur.com/a4StBzQ.jpg)

Settlers are not a cheap unit to build. If well timed and carried over the duration of making one or more of them simultaneously, this policy can create a pretty substantial production margin for you.

(https://i.imgur.com/eVEmqC8.jpg)

Like the joint war, open borders is a tradeable item. You can have good reasons to move your army through someone's territory. Perhaps they're blocking your access to your actual enemy? Having open borders active also plays a role, like appeal, in attracting tourists. We don't have any so far. That's ok, people couldn't imagine the idea of vacations 4.000 years ago. It's not like we're backwards.

(https://i.imgur.com/SJpp1Iz.jpg)

The fourth advancement of early empire is really just the complement to the third. Now the AI will by default see our border lines as continuous and will have to respect them unless they want to start a war.

All that surveyed, we really need to change our policies. Agoge is of little use, we're not building any military units right now and there's no immediate need for more. God King...you bet we don't want to hang onto God King anymore! After some thinking, our setup ends up so:

(https://i.imgur.com/1s6t91r.jpg)

We know we're just about to have fierce battles with barbarians. We can literally see them. 5 combat strength in all situations can make a pretty big difference, believe me. As for Colonization's benefit, I've just explained it and we are indeed building a settler. I've weighted it against a few other cards, but it won the pot.
Lastly, we set our next most desirable civic to military tradition, available in 10 turns. It brings a lot of conflict-focused policies and is boosted by clearing a barbarian outpost. Where could we ever find one of those, hmm?  ::)

On the battlefront, the tension is rising...

(https://i.imgur.com/VD179u5.jpg)

Selecting our scout, we see that some tiles adjacent to the barbarian warrior have weird, red marking. This symbolizes tiles that have zone of control. Zone of control is a game mechanic to make even single units more meaningful and reward strategic placement. The idea is that the moment someone moves their unit onto a tile directly next to an enemy unit, zone of control is applied and the only movement option becomes attacking the tile of that enemy unit. This is so that units can't just ignore and swiftly walk around others, unless they are classified as light cavalry. Zone of control does not apply to those. On the flipside, ranged units do not excersize zone of control unless you've picked a promotion for them that says they do.
The only other military action we take this turn is to move the scout one tile to the southwest. Is it perhaps possible for our scout to distract and lead that barbarian? The brute moves west onto the jungle tile during his turn and that is actually a manuever we may be able to exploit soon.

Turn 51 - 2.000 B.C.

If the barbarians were controlled by a human, they'd know they're in a pickle now:

(https://i.imgur.com/AlU9iTi.jpg)

This is what the map looks like after all the troop movements of our frontline. Starting next turn, our archer will be able to rain arrows onto our foe from the elevated position he is on.
As a last action of this fairly uneventful turn, the warrior we had to reactivate from Lilliput has traveled to Shining Needle Castle and we put him on alert there. While its original protectors are on their expedition to the south, he will be the temporary garrison of our capital.
On the barbarians' turn, they obviously go for the weakest target, our scout that's pinned down in the west. They deal 34 damage, scout and his trusty dog only deal 23 in return. While in the words of the game, that's a "minor defeat", it's still not too bad considering the circumstances. You'll be used to your scouts taking more damage than that, no matter what combat situation they get in. Our Discipline policy is to be thanked for this.

Turn 52 - 1.960 B.C.

A new millenium has dawned! Except our people don't know as our calender can't possibly be Gregorian in this age. It's payback time for the attack against our scout:

(https://i.imgur.com/fZMDFOk.jpg)

Those are some delicious damage predictions. The archer shoots for 37 points of damage, but we're not satisfied. We send the warrior right after them for another 29. It reduces our opponent's health to but a sliver. Doing math, he has 11 hitpoints left. That's so little, a scout with a whack of his hiking stick could probably kill him now!...

(https://i.imgur.com/34yuTZG.jpg)

The not so hypothetical scout did, taking 37 damage in return. A scout can attack if he wants, it's just that he almost never should. Except here we were absolutely certain his attack would be enough to destroy the enemy. He is now in bad shape and should recover before charting our maps any further. Our continued exploration is just one of the things that will take place in the next update. If everything goes as planned, I'm predicting a third city of ours. See you then!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 16, 2018, 08:13:20 PM
Update nr. 12 - The Sword Coast's Iron Crisis

Turn 53 - 1.920 B.C.

Last time, a lot of things happened, but let's all agree that the most important of them was learning of the existence of chocolate. We also engaged a new barbarian threat, this time as the aggressors.
A new settler was born in Shining Needle Castle this turn. Still remember the minimap enlargement I showed you for the first? We're aiming for position nr. 3 this time:

(https://i.imgur.com/7ed5uEJ.jpg)

Florida. Don't worry, the alligators are not going to eat us. What I think is the Apalachicola river gives this very spot the best possible housing. We'll also have quick access to sugar, whales and a little later some jade. As a possible negative, I'm expecting the production output there to not be especially high, due to the many coastal tiles nearby. Coastal cities don't typically yield many of those orange gears.
The settler is being escorted by the warrior we stationed in our capital just 2 turns prior, and should arrive to settle in 5 turns if there are no unexpected hostiles blocking the path.
What's a logical option to build in Shining Needle Castle, knowing that we're about to claim land with several improvable resources? A builder, of course. We'll have him in 6 turns.

(https://i.imgur.com/BtBkErv.jpg)

The scout you're seeing there is not one we built anew. I think it's the first one we ever made. He's cartographed most of the America's northeast for us and naturally came back home. In such cases, you're always wondering what else to do with a scout. The west coast is actually still relatively unexplored. Once Yosemite had been discovered, we turned north instead. Let's send him back to California, it might still be worth it.
Meanwhile, our troops in the south are still advancing. Except for the scout. He shall rest where he sits and gain +10 hitpoints every turn until we have something better to do with him. Shielded by a warrior and an archer, he's very safe at the moment.

Turn 54 - 1.880 B.C.

The injured scout might not be allowed to stay idle as long as he would have hoped:

(https://i.imgur.com/fEHxuzL.jpg)

Stepping on a hill, our warrior revealed a goody hut. I'm suspecting no other player civilizations in South America with this one still unclaimed. Of course, we want the scout to pick it up for the experience bonus. Ideally, we should destroy the barbarian camp first.

Did I put Qin Shi Huang in the game by accident? Somebody is addicted to those wonders...

(https://i.imgur.com/XOLZZ0I.jpg)

Stonehenge is unlocked at astrology and is viewed as a wonder with religious purposes. Build it, and you will instantly gain a Great Prophet who can expend his charge at Stonehenge to found your state religion. I very rarely succeed in getting it, as you must have a tile with a stone resource next to it, otherwise you can't start construction. This was not the case for any of our cities. Kaguya could have done it, but she didn't.
Stonehenge is actually really great to pick up for civilizations who want to have a little bit of religion for boosting their worldly affairs, but not a lot of it. It's less vital for a dedicated religious play where all of your cities will build holy sites to gain your Great Prophet quickly and have a generally high faith output.

Turn 55 - 1.840 B.C.

At last, we can slip into that sexy Spartan breastplate with room for our six-pack already modelled into it:

(https://i.imgur.com/nFtDNuC.jpg)

Aeschylus (https://en.wikipedia.org/wiki/Aeschylus) was a Greek playwright and considered the father of the tragedy genre. Bronze, as evident from the quote, is an alloy easily moldable for blacksmiths. That's one of the reasons why the bronze age preceded the iron age. Another is how widely available it was.

(https://i.imgur.com/xkNtyF9.jpg)

Want your footsoldiers to be superior? You'll need barracks. In many earlier Civ installments, barracks were a building you could make without researching anything. Not only is this not the case anymore, you'll also need an...

(https://i.imgur.com/S1U33Hm.jpg)

This is a district for any city you want to be a production line for soldiers. Moreover, having an encampment somewhere allows you to lessen the amount of neccessary resources to build units. For example, to recruit horsemen, you need 2 improved horse resources in your empire. A city with an encampment can make them with just 1.
Encampments will also gain the ability to shoot enemy units with a ranged attack if the city it belongs to has walls. This ranged attack and reasons of balancing are also why an encampment always has to be built at least two tiles away from the city itself.

(https://i.imgur.com/N5cfoMF.jpg)

We can now build that same spearman the barbarians currently have. The evolutionary line of anti-cavalry units is unfortunately considered very unkind in the meta of the game. There's a rock-paper-scissors system involved here that makes it so that regular melee units beat anti-cavalry of a similar age. A spearman will actually lose to a warrior, despite a higher base combat strength. Anti-cavalry is not even considered that amazing against cavalry, as they are naturally on foot and therefore outrun in a chase. Most people will tell you that the best way to defend against a mounted assault in Civ 6 is to throw your own mounted units against it...

(https://i.imgur.com/Kwgj3uv.jpg)   (https://i.imgur.com/SrVGSeT.jpg)

Iron is now visible. Like horses, it is a strategic resource. You need to have some improved if you want certain build options unlocked. We're going to check the map in a moment and see if we have any available to us.
We can also chop away that rainforest now if we choose to. Remember those marketing initiatives that were like "every container of beer you buy from us saves one tree in the rainforest"? They should have sent the memo to ZUN and not an acre of it would have been touched.
No research selection prompt appeared this time, since we had iron working queued. 19 turns. That's a painfully high number to hear...

The only sources of iron somewhat nearby that I could find were west of Shining Needle Castle:

(https://i.imgur.com/4f4wpFU.jpg)

They're in the state of Sonora and that is very inconvenient. You've got to understand that any resource more than 3 tiles away from a city is considered out of reach. To claim that iron, we would have to build a city specifically for that purpose. The area is otherwise not very interesting, mostly desert, so we would have an otherwise very useless city. Getting any iron would have triggered the eureka for iron working, but I think that dream just popped like a bubble. We'll have to research it all by ourselves.

(https://i.imgur.com/4GyGiMX.jpg)

On the bright side, the barbarian AI did something very unusual and beneficial to us here. For some reason, the half-killed scout was so enticing that they pulled out their guarding spearman to go after him. I really didn't expect them to be this stupid. The unit stationed in the camp itself almost never leaves it or attacks anything next to it even. We first shoot him for a whole 42 points, and our warrior simply walks into their hideout.
Barbarian encampments are automatically destroyed and plundered the moment a non-barbarian unit touches them. We get an immediate 45 gold from this and...

(https://i.imgur.com/3UP7nAO.jpg)

This is the civic we were just developing, and we were a little past the half-way point, so...

(https://i.imgur.com/jf8kEMg.jpg)

we instantly get it, mid-turn. Colonel Hack (https://en.wikipedia.org/wiki/David_Hackworth) served in the Korean and Vietnam War. But Firaxis wouldn't be taking poignant quotes from but a simple soldier, as this man later became a military journalist and wrote about subjects like PTSD. The new policy cards are...

(https://i.imgur.com/Tpq1KHn.jpg)

The equivalent of Agoge, but for anything involving horses. We can't make any of those at the moment.

(https://i.imgur.com/gRZUSj1.jpg)

This is a "Wildcard policy". Our chieftain government does not have wildcard slots, so we cannot use it, even if we wanted to. All types of policies can go into wildcard slots, but wildcard policies themselves can go only there and nowhere else.

(https://i.imgur.com/C88ZWhS.jpg)

When you have several units stationed around an enemy and then attack with one of them, you'll get a small combat bonus called flanking. I'm not quite sure about support, I think it's the equivalent on defense. A defending unit adjacent to another friendly is a little harder to damage than if it were alone.
We are once again allowed to change our policies. It may be only useful until we've destroyed another damaged spearman, but we'll leave Discipline in for now. As for economic policies, our settler has been born, so we must change our card there. We pick Urban Planning to increase our production in every city by 1. We have 3 cities, so that's a total gain of 3 production no matter what we build. Urban Planning is a good go-to policy when you simply can't think of anything more clever. At worst, it won't be completely wrong to pick.
As our next civic focus, we'll be working on mysticism over the next 6 turns, a mostly religious civic, for better or worse. The other two options were "drama and poetry", a pick for the cultured, and state workforce. Again, we want to get state workforce by procuring its eureka through construction of a district and not waste any more culture output on it apart from that.

Next up, we want to put the lucky and free money we got from the barbarians to good use. We want to purchase a tile:

(https://i.imgur.com/EAbek0e.jpg)

Tile purchasing happens from the marked button on the city menu. Buying a tile means adding it to your cultural borders immediately, otherwise, the city claims the tiles it views as the most valuable over many turns. We pay the 70 gold for the circled tile. Price of tiles depends on how far away from a city they are and how far you've advanced into the game. They'll naturally be a little more expensive in the later eras.
Now here's where I want to tell you about a small metagame trick: Production cost for districts also rises the longer the game goes on, and quite substantially, too! For this reason, you can sacrifice a tile for a district in advance by briefly choosing the district in your build options. Once you've chosen the tile to make the district on, you don't have to build it, but now the production will be fixed to what it is at this very moment.
We're going to put this trick to use right now. We're swapping our builder production in Shining Needle Castle to a campus:

(https://i.imgur.com/y8JeBJp.jpg)

The marked tile is the one we just bought. A campus on that spot gains +1 science adjacency from the mountain to the west of it. This means that when the campus is done, we'll gain +1 science, so long as the campus stays intact. It doesn't need population assigned to it for this. We select it, "reserve" the tile and production cost for the campus and go back to making our builder. This trick is not considered an exploit from what I know, like lumberjacking in the wilds was.

Rather than attacking the scout, the barbarian spearman seems to have completely lost his mind and attacks our warrior to the southeast of him, where the camp used to be before we purged it. We take 15 damage, they 54. Scissors beats paper, just like I told you. That concludes this behemoth of a turn.

Turn 56 - 1.800 B.C.

First thing's first, we put the enemy spearman out of his misery, and we use our archer for this. With the path cleared, we move our scout closer to the goody hut we uncovered. Our last unit in the south, a warrior, gathered enough experience from getting attacked previously that he can pick the Tortoise promotion.

War and combat is one thing, but in civil regards, Lilliput has finished its monument. Our culture output is now at 7.3; not too bad I would say, but it didn't lessen the time for developing mysticism. Many build options sound tempting: A granary, a campus, maybe a builder to get access to horses? Some other time. In the end, we decide to bolster our defenses a little more with a spearman in 6 turns. I said spearmen weren't especially good, but I think getting a kill with them, no matter against what, triggers a eureka. It would be great if we could make that happen.

In the northwest, a pretty funny picture is painted:

(https://i.imgur.com/MOqwElj.jpg)

Our scout, a barbarian scout wedged in between and Kaguya's scout have gotten themselves into a weird traffic jam at the coast of British Columbia. We're going to beat up the poor barbarian during the next few rounds, if we can. It's not a very relevant happening, but a moment that's worth a chuckle to me. Hopefully Kaguya won't be stubborn and retreat out of the way afterwards.

Turn 57 - 1.760 B.C.

So close! It looked like our scout was going to be able to reach the goody hut, but the terrain was a little more costly than I anticipated. He's now sitting next to the villagers. In the same area, we're having some problems with pathfinding:

(https://i.imgur.com/ouvP7E7.jpg)

With the job done, we should retreat our combat parties back to our homeland, but Mamizou's scout is very annoyingly in the way. I've told you that military units can't inhabit the same tile, that also counts for units foreign to each other. We would need 3 movement points to get our archer to the hill north of that scout, but that's just not possible. Since we can't end our turn on the tile the scout is at, we can't even get closer to the hill this turn. Yeah, it's possible to troll other players with your units like this...hopefully she'll move out of the way. The AI usually does.

Canadian scout has nothing better to do than attacking the barbarian scout. 28 damage dealt, 30 in return. The scout who is now exploring California (I think he was the middle child) discovered another source of iron:

(https://i.imgur.com/vKcDosF.jpg)

This is right next to Yosemite Valley and therefore actually very eligible to settle close to. Our current settler is not going to turn heel and go all the way there though, because...

(https://i.imgur.com/lWx3GAr.jpg)   (https://i.imgur.com/ulZpeIU.jpg)

...we just cashed him in. The name is supposed to be "Blefuscu", Lilliput's rival tribe in the written work they come from. The guarding warrior's symbol is making it hard to read. The inspiration for sailing is gained by setting up your first coastal city, another reason why we chose that very location. Sailing isn't a very expensive technology, so the science yield from this idea isn't amazing. Still, every bit helps.
Blefuscu starts building a monument to help it possibly claim that jade resource soon. 30 turns, because of only two little cogs of production. Yuck.

One last message for today:

(https://i.imgur.com/g063kJV.jpg)

This means they either got their first tech or civic that is considered classical and are therefore also doing better on the science/culture front than we are. Iron working for example would be such a tech that would catapult you into a different age.

Only 5 turns passed, but this felt like an especially big update. Next time, we'll do what we can to modernize Blefuscu. See you around!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on January 16, 2018, 08:59:54 PM
Should you be wary of Kaguya or Mamizou getting upset at this point? How much would it matter if they did?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 19, 2018, 04:38:20 PM
Should you be wary of Kaguya or Mamizou getting upset at this point? How much would it matter if they did?

Kaguya likes us better than Mamizou, but hasn't offered friendship to us yet. Even Mamizou's opinion of us isn't exactly bad, just neutral. Were one of them to suddenly invade us, I'm fairly confident we could muster the defense to repel them.

Update nr. 13 - More embark than bite

Turn 58 - 1.720 B.C.

On miscellaneous news, a few more Touhou civs have cropped up on the Steam Workshop that will unfortunately not be a part of this Let's Play. For one, there's Cirno and her fairy empire (http://steamcommunity.com/sharedfiles/filedetails/?id=1270531767&searchtext=Touhou). And here's Remilia...other, slightly different Remilia (http://steamcommunity.com/sharedfiles/filedetails/?id=1261167549&searchtext=Touhou), I guess. Good for the creator of the mod, but I don't see myself making a campaign with double, not quite identical Remilias.

Shining Needle Castle has created the builder meant for Blefuscu. We send him on his way there and finally set production towards a campus. I'm really looking forward to finishing our first district. Like I said, they matter. Only 8 turns is what it will take from now.

We discover a potential danger this turn:

(https://i.imgur.com/RN4Cq8h.jpg)

Baja California is in the hands of barbarians. They might never scout our direction the way we are now, but should we indeed expand towards Yosemite, their camp is on our hitlist.

It was also at about this point that I doubted beelining for the iron working technology was a smart move. Beelining of course, tends to give your empire an unnatural, often unhealthy kind of one-sided growth. If we were to get iron working, we'd have a new, strong unit available, but our economy would not have the gold to afford them. Currency would help with that. Apart from that, we must pick up a few older, simpler technologies. For now and the next 4 turns, we switch to sailing. We wouldn't be able to improve the whales at Blefuscu if we didn't have it.

We move our war party closer to our capital again, whereas our scout stays down south and grabs the goody hut:

(https://i.imgur.com/NRg7rOT.jpg)

Not a bad result I'd say. Sometimes, the villagers will leave their rural lives behind and move to your civilization. If they do, the free population point will always be added to the closest of your cities, Shining Needle Castle in this case. It has a size of 5 now.

Turn 59 - 1.680 B.C.

The shrine maidens of Gensokyo would be interested in us now that we have a certain new civic:

(https://i.imgur.com/I2Fb5cE.jpg)

Robert Holmes Bell Jr. (https://en.wikipedia.org/wiki/Rob_Bell) is a former pastor and author. A religious civic deserves a quote from a religious person, and he seems to be a very successful and influential one among those.
Both policies gained from mysticism are Wildcards:

(https://i.imgur.com/NHkqb63.jpg)

Even ancient and classical folk had their scientific geniuses. Maybe this card will help us find our very own Archimedes?

(https://i.imgur.com/C7zQEvb.jpg)

This is a card I often put in as soon as I'm allowed to. There's a race among civilizations for Great Prophets especially, as they are limited. If we do too poor in religion, we may not even get our own state religion and will have to stay with just a pantheon forever.

(https://i.imgur.com/YoYgD4N.jpg)

The Oracle of Delphi (https://en.wikipedia.org/wiki/Pythia). This wonder I guess is less about the temple building and more about having a world-renowned divinator like the people of Delphi did. The wonder helps immensely with Great People generation, something we have yet to dive into. If you gain enough points of a certain Great Person kind, you can recruit a civilian unit with powerful abilities. These are game changers, and you are always competing with the other civilizations on who gets the next Great Person of a certain field. The general strategy to creating a lot of Great Person points consists of getting a lot of districts, getting them early and making the buildings that are situated in those districts.

We do a minor policy adjustment: There will be fewer battles with barbarians in the near future, so we swap Discipline for Agoge. It may lower the time to make our spearman in Lilliput. As for the next civic, there are but two choices: State workforce, which we still don't want to develop anymore and...

(https://i.imgur.com/Eky42Lp.jpg)

Oh the drama and the poetry! The tragedy! Woe is us! Not a civic I would prioritize over many otheres. But we'll take it for now.

(https://i.imgur.com/rb5Zi2l.jpg)

Mamizou's scout is still spectacularly in the way of our archer and he's getting on my nerves. Move it, girl! There are recordings of multiplayer games out there where this kind of trolling ended in declarations of war I tell you...

Yet this is not nearly as much of a problem as this:

(https://i.imgur.com/YEUnLVr.jpg)

It's hard to say what camp this barbarian archer belonged to, but he's bad news for our scout. When we uncovered his position, we already used up all our scout's movement point and now the turn ends with him in firing range. On the barbarians' turn, he therefore has to endure 40 points of damage. Phew, I wasn't sure he would even survive the attack.
Remember the scout sandwich in the northwest? Our scout destroyed the barbarian with 27 damage, took 34 in return and is now done with fighting. Also, praise be! Mamizou moves her troll scout past in the south. Finally, the path is clear. But do we even want to retreat, knowing there's a hostile archer endangering our scout?

Turn 60 - 1.640 B.C.

Let's get that very scout out of there before he turns into a pincushion! We move one tile to the northwest into a valley between hills. If the archer follows us, he won't be able to move and shoot us in the same turn. With the remaining movement points, we pick him a level 1 promotion, Ranger (for his future trip to the Brazilian rainforest), healing him through this to a condition where he will likely be able to take another barrage of arrows. Our other units, the warrior and archer, move closer to our capital again.

There were a few negligible tiles uncovered by our other scouts in the west. All in all, the 60th turn was nothing special despite its even number.

Turn 61 - 1.600 B.C.

Give a man a fish, and you'll feed him for a day. Make him research this technology, and you'll feed him for a lifetime:

(https://i.imgur.com/UicNZWm.jpg)

Sir Francis Drake (https://en.wikipedia.org/wiki/Francis_Drake), known for being a privateer (a nice way of calling someone a state-bought pirate), circumnavigator of the world and a fairly successfull vice admiral. Unlike Nathan Drake, he actually existed.

(https://i.imgur.com/bszCJk5.jpg)

A galley is the most primitive ship you can build in this game. I very rarely do and if ever, not too many of them. Maybe one so that I could technically conquer a damaged coastal city with it. Like it says, it attacks in melee and can't really defeat any ships that are more advanced than they are. It could make the life of embarked land units miserable though...
The sentence about being confined to shallow waters is pretty important: Even with ships, we could not sail the Atlantic or Pacific at the moment. Until the late medieval times, players can't discover the new, or in our case, old world.

(https://i.imgur.com/cBiAI8M.jpg)

We didn't need a navy actually, the fishing boats improvement is what we took sailing for. It will enable us to claim the riches of the sea. View it as a farm/plantation on water.

(https://i.imgur.com/7KUmvyC.jpg)

Embarkation. If this were not possible for us now, our builders couldn't actually reach the sea resources to put fishing boats on. You embark by simply sending a land unit onto a water tile. There they will turn into little transport boats. When embarking, a unit uses all of its remaining movement points. It also does this when disembarking, as in, returning to land.
Notice that we only gain this for builders. A later technology enables embarkation for all other civilian and military units. All of them will have to stay land-lubbers for now.

With such a large number of technologies to choose from, I'd much rather give you a screenshot than to just list them:

(https://i.imgur.com/cIMQKoL.jpg)

Shipbuilding is a new choice. The main idea with sea-centric technologies is that each is the prerequisite to the next and that they're a little more detached from the more standard scientific discoveries. The oceans of the world are not too interesting for us right now. I was tempted to return to iron working for a moment, but what we're taking is the already boosted currency. It allows us to make a new district, and it's one considered to be among the most vital in the game's meta...

(https://i.imgur.com/EkVx55A.jpg)

How easily my mind is swayed. This is about the time where I decided to only send the warrior back to Shining Needle Castle and have our archer aid our scout against this single barbarian unit. Central America is so thin that you just can't avoid an enemy unit well, let alone one that can shoot you. If we don't take out that barbarian, we will never get around to exploring South America. And we do want to know what's there. For now, the scout retreats further northwest, to the safe embrace of an actual combat unit.

(https://i.imgur.com/YBZbKor.jpg)

I was wondering: It was so long ago that we discovered Kaguya's second settler, I thought she had somehow lost it to barbarians. It was unescorted, after all. In early patches, the AI was notorious for having their settlers stolen out of their own hubris. Supposedly, that has been improved.
Every one of the three North American empires has 3 cities now. The city "Kaguya" makes a bridge between Eientei and the remote, icy city of Eirin. Mamizou's New York is west of her capital Futatsuiwa of Sado. In my opinion, both are probably the most sensible places they could have expanded to.

Turn 62 - 1.560 B.C.

On training our spearman in Lilliput, we receive an instant eureka:

(https://i.imgur.com/CisHdaV.jpg)

"Mercenaries" is boosted when you have at least 8 military units on the field. I believe scouts are viable for this count. This is a combat focused civic from I believe the medieval era, so it won't be relevant too soon. What it does prove is that our army isn't too shabby.
The very spearman that was just born is moved towards Shining Needle Castle. Lilliput should now do something for its infrastructure and starts making a builder. 7 turns to pack their toolboxes and make their sandwiches.

Firaxis seems to love the natural sights of the U.S.'s west. We reveal this landmark on our scouting turn and it's only 3 tiles from Yosemite:

(https://i.imgur.com/NB0LxmH.jpg)

Crater Lake (https://en.wikipedia.org/wiki/Crater_Lake) I could not have told you much about on the fly, but apparently, this is one of the purest, least polluted lakes in the world. It's this way mainly because no rivers connect to it. Knowing this, it's easy to see why John Griffith London (https://en.wikipedia.org/wiki/Jack_London), novelist and journalist from the 19th and 20th century was so enamoured with it.
Crater Lake, when talking game mechanics, is an especially valuable lake tile, with a science bonus of 1 and a faith bonus of 4. The high faith bonus is easily explained, as it's a place of legend for the Klamath people of Oregon. Lake tiles are already quite juicy in their yields, so having Crater Lake within your borders can be very helpful.

In the south, we shuffle our units around like this:

(https://i.imgur.com/QYRmMJK.jpg)

Looks like the two archers are going to have a ranged duel, with the barbarians getting the first hail of arrows off. Such a situation is a little unpleasant, as usually the first shooter wins. Maybe being on a hill and the volley promotion are going to have enough impact to turn the odds for us? Our archer takes 41 points of damage on the barbarians turn. I don't like that number. Not at all.

Turn 63 - 1.520 B.C.

We can't let that go unpunished. We return fire with our archer for exactly 41 points as well. Cute coincidence. By the way, there's always a small random adjustment to the damage you deal of +-10%, compared to the combat outcome prediction. This is still so predictable that dice will never be a factor in the long run, which I think is good. Earlier installments than Civ 5 felt very random.

Our builder starts his turn on the tile with the whales he made his way to:

(https://i.imgur.com/KE6TdF9.jpg)

Blubber for everyone! The tiny boats represent that the tile has been improved by fishing boats. The large boat is the embarked builder himself. That's the second amenity in our possession. Our empire should be very happy, given how small and few our cities still are.

After our discovery of Crater Lake, the two scouts in North America have uncovered the continent very thoroughly. It's not worth going all around to check out a few straggler spaces I'd say. We're going to pull them back to Lilliput and think from there on what to do with them. It's pretty common to think after a while: "What am I going to do with these scouts now?"

(https://i.imgur.com/d0Tslgx.jpg)

Our archer suffers another 41 points of damage. What is it with that number? Anyway, he will certainly die on the next attack, so we shouldn't just shoot again out of stubborness. This is looking pretty bad...
Know what, we shall stop on such a cliffhanger. Find out next time if our unit will survive and what that so very awesome district is we're about to finish research on. Seeya!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 21, 2018, 11:39:57 AM
Update nr. 14 - Governments explained to you by someone who lives in a country currently without a government

Turn 64 - 1.480 B.C.

Last time, we learned how to make sailboats that would tip over at the slightest breeze. The oceans are still an age or three away from us. We were also in the middle of losing a unit:

(https://i.imgur.com/vo7gU8l.jpg)

The tobacco being highlighted has no relevance here, that's just because the tooltip timer can't be set any higher. We are retreating to a spot out of our enemy's reach. The barbarian can neither get to our scout nor that wounded archer in a single turn. Not all is lost yet!

As expected, the barbarian archer steps on the hill to the northwest of him, hoping to pursue the enemy he thinks he's almost defeated. All our other units are following their set routes: The 2 scouts in North America are approaching Lilliput, the builder at Blefuscu seeks the sugar fields next to the city, and Lilliput's spearman and the warrior of the south are now within Shining Needle Castle's borders. It's a turn where little is absolutely achieved, but it's a good step towards getting something done.

Turn 65 - 1.440 B.C.

And out of the blue, we turn the whole thing around:

(https://i.imgur.com/QjUNb4q.jpg)   (https://i.imgur.com/dzPs4tX.jpg)

Only 37 damage from our archer, but that's enough to soften him up for our scout to destroy him. He takes 32 damage in return. Archers when on defense are not that much more powerful than scouts themselves. Disaster has been averted. The road to South America should be open to us now.

We had the choice of making either the warrior or the spearman our garrison for our capital. We give the most boring job to the warrior. Since all other cities have units in them as well, the spearman stays on standby close to Shining Needle Castle. On demand, he will travel to wherever he's needed.

Turn 66 - 1.400 B.C.

The campus district in Shining Needle Castle is finished. The inhabitants can now matriculate and stay eternal students if they want to avoid growing up. Despite these people, our science output still increases from 10.9 to a flat 12. We also get something else that's pleasant for this:

(https://i.imgur.com/e3M6XNx.jpg)

(https://i.imgur.com/ZFzpRQ6.jpg)

Vern Dosch does not seem to have a wikipedia page. He either was or still is CEO and President of the National Information Solutions Cooperative, Inc. (NISC). Through his quote he tells us how important employee satisfaction is. A good thing to say that I don't think as many businessmen follow as would be ideal.

(https://i.imgur.com/4oUNNUq.jpg)

Making a wonder or two that you don't want to get snatched in the last few turns before completion? You definitely need this. Corv?e is a form of unpaid, octruated labor of olden times, typical for such monumental building projects.

(https://i.imgur.com/ZKlkR4T.jpg)

We need this. At our current level of technology, no unit costs more than 1 gold of maintenance. Selecting Conscription makes any army right now completely free. And we do have an army of formidable size...

With what I just said, is it any surprise we're swapping Conscription in for Agoge? We're not building a military unit at the moment anyway. As soon as we confirm the policy change, gold per turn rises from 3.3 to 6.3; we're actually having some kind of income now.

Shining Needle Castle needs a new construction plan. Here I was undecided for a good while. We could make an encampment district, but I feel it's too early. The oracle would take 22 turns, but I don't think it's the most important ingredient to our playstyle. Plus, I fear someone could beat us half-way. We could also continue making more science by adding a library onto the campus so that our students could, you know, actually study for something. But that too costs maintenance in gold. In the end, we pick a granary. The city has always had a mediocre growth, and it'll be done in 5 turns. It's a conservative plan, but those can be good plans.

Also, for the sake of immersion, here's a close-up of the campus:

(https://i.imgur.com/peDP1lV.jpg)

It looks very barren right now. Districts fill up with their specific buildings when you construct them and will be much more bustling then. A cute detail that made it in here by coincidence: The trade caravan dude on the right has a carrot on a fishing rod, to steer and motivate his camel/dromedar.

As for our next civic, this one is part of the selection now:

(https://i.imgur.com/X7FKNPw.jpg)

Its prerequisites are state workforce and early empire. When you see this civic, shoot for it! It unbinds a huge potential your empire didn't use before. We have no chance to get the inspiration, we've somehow not met a single city-state, let alone three. But who cares. Political philosophy it is.

One of our scouts recovers hitpoints at Lilliput (it's not the one who knocked out the archer in the south). But the most important deed our units do this turn should be this one:

(https://i.imgur.com/KjwRFUd.jpg)

The third luxury we spoil our citizens with is sugar! Blefuscu is really benefitting the Kobito empire as a whole.

(https://i.imgur.com/T6R6w7r.jpg)

No news escape our fishy friend. This means Kaguya has just developed that very civic of political philosophy we're also striving for. Her empire is now comparable to classical Carthage and pre-dictatorial Rome.

Turn 67 - 1.360 B.C.

(https://i.imgur.com/oMTQqzz.jpg)

That's our first era transition. It happened because the just finished technology of currency counts as the first to be considered classical instead of ancient. In the upcoming expansion, era transitions are supposed to not happen for each civilization individually, but globally and depending what everyone does I guess. Just a rumor I heard, wonder if it'll be so in practice.
Anyway, I've already hinted at it: Currency.

(https://i.imgur.com/9rnqXU4.jpg)

Slave-born Epictetus (https://en.wikipedia.org/wiki/Epictetus) probably had a tough time making his stoic philosophy heard, but he did in the end. Assuming he meant his quote in earnest, he was more content than you would have thought him to be. It makes sense that your own wealth and poverty are to a degree, very subjective. You're only as rich and happy as you allow yourself to be.

(https://i.imgur.com/daYAGEO.jpg)

Markets get you money. Notice that unlike most buildings, there is no maintenance cost for this, as it would be silly to have it on something that is really just supposed to make more gold for you. It requires a "commercial hub" and that would be...

(https://i.imgur.com/vn7oqNp.jpg)

...this district. Building these on a river tile, especially one that curves around several sides of the space, is very lucrative. Huh, I never knew it had increased synergy with harbor districts. Got to keep that in mind for the future. Anyway, apart from the flat gold bonus and the buildings you can make in a commercial hub, the real kicker is an increase in trade route capacity. Commercial districts are considered among the most valuable to build and I think it's because traders are so good. Build commercial hubs, and you'll get more of those.

During play, I was utterly confused on what happened here by the way:

(https://i.imgur.com/R81kABp.jpg)

Somehow, political philosophy shrunk from being developed in 13 turns to a single one! Only after I was done recording did I remember this had to do with the Kobito's civ ability: "Gain gold and culture on transitioning to a new era". BoringDuck did not specify a sum, but it's apparently buttloads. Gold did increase by 400! We do not want to spend all of that in one place.

At last, we switch our technology focus back to iron working. Only 8 turns are left now for our scientists.

I thought of something else at this point: We should do something about the barbarian camp in Baja California while there's still no other and more pressing conflict around. We move our spearman near Shining Needle Castle and the archer in Lilliput in the general direction of that menacing outpost. It's a decent distance, so we won't hear from them for a few turns.

(https://i.imgur.com/4tA9KvA.jpg)

Well, this is really frustrating. We discovered a goody hut, but guess what: Unless he's totally stupid, Mamizou's scout, yes, that same troll of a scout, is going to snatch it before we do. Nothing we can do about that. What happened here was
instigated while we took care of that barbarian archer earlier. Mamizou somehow snuck past the conflict and gained a lead. She let us do all the work and stole the spoils for herself. That wily bake-danuki! All we can do is try to take a different route than her through South America so that this doesn't repeat. Mamizou by the way has also gained the political philosophy civic in her turn (Raiko again drummed this message to us).

Turn 68 - 1.320 B.C.

(https://i.imgur.com/yxt3fMI.jpg)

Otto Eduard Leopold (https://en.wikipedia.org/wiki/Otto_von_Bismarck) was the very first German chancellor and counts as a legend among statesmen. Of course I heard about him in my history classes, but because those were never at all interesting, I forgot most about him until I recently saw Extra History's season on him. What I always remembered about Bismarck was that he was the earliest uniter of Germany. Before 1871, that what is nowadays Germany consisted of many sovereign states. The area could almost be considered an amassment of squabbling, feudal mini-states. Bismarck led an incredibly successful campaign against the French with the other German states as Prussia's allies and afterwards pretty much everyone said: "This alliance worked so well, let's just become one country."

(https://i.imgur.com/GdHiXwz.jpg)   (https://i.imgur.com/0YvVALA.jpg)   (https://i.imgur.com/OkFM5Zu.jpg)

What exactly are these "governments" and how do you use them? We'll find out in a moment.

(https://i.imgur.com/MVNLVFD.jpg)   (https://i.imgur.com/4lbfHHs.jpg)

These are our first two diplomatic policies. This type of policy typically has something to do with getting in the good graces of city-states or gaining more from those already on your side. These policies are generally considered the weakest in meta-gaming, but if we had to pick one now, Diplomatic League would likely be more useful.

(https://i.imgur.com/65SKMYy.jpg)

The Apadana of Persepolis (https://en.wikipedia.org/wiki/Apadana) was the audience hall for the emperor of old Persia and has been kept somewhat intact even today from what I heard. It is an excellent wonder to build for a generally wonder-centric and city-state-centric play and only then really. We will likely not make it. Not sure I've ever bothered getting it to be honest.

Now the button to switch policy cards reads "Government Unlocked" this time. Once we click it...

(https://i.imgur.com/cVQR4s8.jpg)

Those three governments (the "Tier 1 governments") we saw in the civic have now appeared in this menu. Like policy cards, governments can be switched for free whenever a new civic is developed, and for some money at all other times. We need to make our choice between those 3 we unlocked, as everything is better than being a chiefdom. All of them have more card slots, four to be exact. "Classical Republic" is a great choice during times of peace, but we wouldn't get as much use out of it as we could the way we are now. "Oligarchy" can be considered the opposite of it: Great when you're in a conflict due to having stronger units. "Autocracy" is somewhat balanced between those two, but poor at dealing with city-states. This disadvantage towards those city-states we haven't even met needn't worry us, so I guess we're now a bunch of inhumane autocrats.

Our card collection, after adding a few, looks like this:

(https://i.imgur.com/erCJ43D.jpg)

We combine the benefits of Conscription and Agoge. Our slot of economic policies stays untouched and we set our first wildcard policy: Revelation. Some could say we shouldn't bother with getting a religion at all. But it would be nice to have one...some day at least. So let's accumulate a few Great Prophet points.

Our next civic to pick is games and recreation, something that political philosophy just unlocked. I guess in a crummy chiefdom, you're not allowed to have fun. Soon we can. In 10 turns in case we don't get the inspiration for it.

The troops we have deployed do very little this turn. Our bruised and battered archer in the south has reached Shining Needle Castle's borders and he's going to heal back to full over the next few turns. Otherwise, he'd be incredibly useless in an emergency. Our builder uses his last charge to make a plantation on another sugar field at Blefuscu. We now have 2 copies of the same luxury. More sugar doesn't make your people any happier, you need different resources, not more of the same. But what you can do with these duplicates is you could trade them to someone...

(https://i.imgur.com/seJgshf.jpg)

Don't misunderstand: We did not end up finalizing this trade! I basically just checked if Kaguya would agree to this kind of deal. Indeed, the princess of the moon would start a joint war against Mamizou with us at this very moment if we just gave her some sweet, sweet sugar and a small amount of gold on top of that. Yes, she actually gets along really well with Mamizou. Interesting how small this bribe needs to be to change that.

Turn 69 - 1.280 B.C.

(https://i.imgur.com/Rl1DHfm.jpg)

Before we forget about it, we pre-placed two commercial hubs, one a turn ago in Lilliput and one right now in Shining Needle Castle. Both of them will create +2 gold through adjacency bonuses, partially because of rivers but also for being next to a campus in Shining Needle Castle. By the way, we had to buy the tile in the south for 80 gold. For increasing adjacency bonuses, this is very much worth it. Shining Needle Castle continues building its granary, but Lilliput works towards that commercial hub starting now. It's no small undertaking, 12 turns.
The reason we're even making that hub in Lilliput is because our next builder is ready for the job. Lilliput has two unimproved horse resources, so that should be his most urgent focus:

(https://i.imgur.com/KEuX5dl.jpg)

I think it was in both Civ 4 and Civ 5 where animal husbandry had to be researched to simply reveal horses. People often joke about how until then, your people wouldn't know what a horse is or be unable to see them. The idea was of course that they simply didn't know their special relevance and saw them as mostly just another type of hunting game in the wilds.

Turn 69 passes with little else that is interesting, and that will be it for this update. Next time, a unit brave enough to kill an oni and save a princess. Not Kaguya, a different princess.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Golbez on January 23, 2018, 02:00:52 PM
Is Classical Republic like the Roman Republic? I feel it should be a higher tier then Monarchy.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 24, 2018, 08:18:56 PM
Is Classical Republic like the Roman Republic? I feel it should be a higher tier then Monarchy.

I'd say that's what they had in mind. Monarchy here I think is supposed to be the less centralized medieval type of monarchy with a feudal system of lordships under the highest ranking ruler. It's indeed debatable whether that's more advanced than the republic the Romans had, but for Civ 6, I suppose it is.

Update nr. 15 - Don't underestimate me just because I don't need resources to be built!

Turn 70 - 1.240 B.C.

Last time, we threw out the chief and praised the new emperor! It's still the same person though, immortal and already over 2.500 year old Shinmyoumaru.
Our builder at Lilliput has reached the resource and tries his hand at horse whispering. The result is us getting a hold on our first strategic resource:

(https://i.imgur.com/EDzkucK.jpg)

Up on top is where materials like horses and iron will appear. With 1 horse, we could make the respective units so long as the producing city had an encampment district. If we got 2 horses, we wouldn't even need that. Breeding our own little ponies at last, we send the builder towards Shining Needle Castle, see if there's anything he needs to put some muscle into.

It's important in this game to always keep an eye on what is going on next to your borders. I spotted a hint of danger that could have been much bigger than it was:

(https://i.imgur.com/ht4MfFz.jpg)

Mamizou's archer was visible to us, as anything right next to your cultural borders is. We happened to have a scout in the area, so I peeked if there were other units next to it. Had there been maybe three or four foreign units there, an invasion would have been imminent. As it was: False alarm. That archer simply lost his way.

As we end our turn, a message pops up to inform us of something we can pat us on our backs for:

(https://i.imgur.com/Y7ykC2r.jpg)

How honest we were! I think we got our second city 30 turns ago? That's how long these promises last apparently. Through sincerity, the respect we've gained from Kaguya negates settling too close to her in the first place.

Turn 71 - 1.200 B.C.

The granary in Shining Needle Castle was built very quickly and got made this turn. We had already pre-placed a commercial hub, so let's imitate Lilliput and work on that for 9 turns. If their production stays the same, both commercial hubs will finish on the same turn. That is pretty unlikely however, they might speed up from natural city growth during that time.

We've got some combat again! Out of the blue? You might have forgotten about these guys:

(https://i.imgur.com/CgwAQS6.jpg)

These were the archers we sent westward from Lilliput a while ago. They're meant to be in a war party with the spearman to the east, with the mission to destroy that very barbarian outpost. The inhabitants of it get substantial defensive bonuses from guarding their tile for several turns, that's why the combat odds aren't too great. 27 points of damage are calculated.
What is pretty funny about this situation is that we are sniping from the coast over the ocean onto the Californian peninsula. I'd estimate the body of water in between to be at least a hundred miles wide. Those are some powerful bowstrings and some powerful arms pulling them...

Like last turn, we scout our northern border...

(https://i.imgur.com/31DeaHp.jpg)

Two archers of Kaguya and one archer and warrior each of Mamizou. Worrisome. Yet it needn't mean anything. It most likely doesn't. If they all belonged to a single leader like Kaguya for example, then it's a sign of a siege. Mamizou might also get ready to attack Kaguya and not us, who can tell? Just to be safe, we order the warrior garrisoned in Shining Needle Castle up towards Lilliput now, rather than when it's sure to be too late.

As our neighbours make their turn, we see no other troops arriving at least, and a gossip message we can be jealous of:

(https://i.imgur.com/HmarTWL.jpg)

This tells us that Mamizou puts decent effort into her religious game and reached the threshold of 60 Great Prophet points. I can see the outlines of a holy site near her capital, that's how she must have gotten those. With the founding of Zoroastrianism, Mamizou can pick perks to give those cities of her with a religious majority some advantages. Her quickness in this matter has also made the next Great Prophet costlier for all other players unfortunately.
The name "Zoroastrianism" is that of a real-life religion from classical Persia. The AI will always pick one of the default names, it could have also been Catholicism or Islam for example. In terms of the game though, this is really just the name which you can pick freely. Since Civilization introduced religious play in its 4th installment, it made sure not to give stats, attributes and specializations to specific real religions.

Turn 72 - 1.160 B.C.

We begin by reading a friendly warning the game is giving us:

(https://i.imgur.com/C9Uddtx.jpg)

Blefuscu is nearing its housing cap. This is not something we need to be exceptionally concerned about. I can't imagine playing Civ 6 in a way that you would never have housing problems, it is just so hard to raise it without neglecting so many other building possibilities. If the housing in use is too close to the limit of a city, you'll make less food. If you don't take care of the housing problem by for example making farms and granaries, growth may stagnate completely. Stagnate, yes, but your people won't starve from this.

It seems Mamizou's and Kaguya's units in the north are dispersing. What a relief. No longer needing to monitor the situation, it was at this point where I got an idea on what to do with the two scouts that have little other function at the moment: One will go to South America, joining the one that is already exploring in the region. It will take him long to get there, but I'm sure there will be enough left to uncover. The second scout will go to Florida, to the coast of the Atlantic and park himself there until we reach a certain milestone in our research.

Our archer in the west shoots the confused and helpless barbarians again, this time for 29 points of damage. The pressure on them is rising...

Turn 73 - 1.120 B.C.

We garrison a warrior in Lilliput and an archer in Shining Needle Castle this turn. With a warrior already present in Blefuscu, all of our cities are at least protected by a unit. I like that, gives us a feeling of security!

(https://i.imgur.com/atRnZV7.jpg)

The screenshot shows how we deal with the barbarians we've been softening up for the last few turns. We have the option to keep shooting them from the shore until the spearman can clean up the camp itself (destroying the unit protecting the camp isn't enough, someone needs to walk in). There would usually be no reason not to do this, but we'll be keeping the bows still this turn and for the next two. I have an idea.

(https://i.imgur.com/zKQjj3Q.jpg)

What a pleasant sight that is. It seems Mamizou's scout made a wrong turn and went up to the Yucatan peninsula instead of going through Guatemala. That means we're further ahead now. Otherwise he could have monopolized on all the goody huts along the way.

Turn 74 - 1.080 B.C.

We've been waiting on this discovery for a while. It's finally here:

(https://i.imgur.com/UsgeBMp.jpg)

Olive Marie Osmond (https://en.wikipedia.org/wiki/Marie_Osmond) gets to speak about a classical technology and is no long-passed philosopher or economist, but a singer of recent (among taking part in other creative professions). I made double sure I linked you the right Marie Osmond because of how peculiar that choice is...

(https://i.imgur.com/VD6OoEK.jpg)

The Jebel Barkal (https://en.wikipedia.org/wiki/Jebel_Barkal) would seem more like a natural wonder to you, being actually the name of a mountain in what is now Sudan. The wonder you build however refers to the old Nubian temple city around that mountain. This wonder will only be available if you've purchased the Nubian DLC. It comes with a decent scenario, so I don't regret getting it.
We do not have any iron, but this wonder would provide it. However, we are not obligated to get iron because instead of the swordsman unit we get...

(https://i.imgur.com/8b8QQoY.jpg)

...the Shining Needle Swordsman. Shinmyoumaru's special variant of a swordsman needs no iron to be built. Oh, we're going to get some of those! They're not actually too much weaker than normal swordsmen and the combat bonus from coming in groups more than neutralizes the difference.
I've had the idea on this occasion to introduce the civilopedia to you:

(https://i.imgur.com/qkC3PEn.jpg)   (https://i.imgur.com/WaxEoOu.jpg)

By clicking on the question mark in the top right, you've got an instruction and lore booklet always available to you if you need to know something. Even modders usually put entries of their special units, leaders and buildings in there as you can see. Because of the civilopedia, this game is not actually too confusing and overbearing to learn. Perhaps the size of our Let's Play might make you think it's complicated now, but Civilization is even considered to be "the strategy game your dad could play" among fans, believe it or not.

(https://i.imgur.com/Q38OHxa.jpg)

Many of these techs could be helpful. Mathematics is new I believe, and shipbuilding became available after sailing. What I think would be best now is masonry, a means to bolster your empire's defense and offense. I don't see any way we could be making a quarry anywhere, so we'll live with ignoring its eureka bonus.

Argh, it'll take several turns to make ourselves a little Shining Needle swordsman. I can't wait that long. Let's just do this instead with both of our warriors:

(https://i.imgur.com/1NkTts0.jpg)   (https://i.imgur.com/9yomWWy.jpg)

We spend 200 of our 474 gold on this, but if anything, the icon artwork is very cute...anyway, I forgot to zoom in on the unit graphics themselves. I'm sure we'll get around to that at some point. For now, we've got two really powerful units under our command.
After this spending spree, we gain 40 gold from the goody hut we discovered last turn. Some coinage is a common gift of the villagers and while it won't make you squeal from joy, more money is always welcome.

As the last thing we do on this most eventful turn, we decide to put another farm near Shining Needle Castle. It is our prime city after all:

(https://i.imgur.com/zkRuiF4.jpg)

The builder just happened to be in that spot and will go further on his way towards Blefuscu, where the earth is full of jade.

Oh wow, something scary happens on the AI's turn...

(https://i.imgur.com/dBLQSes.jpg)

It says an "unmet player" was defeated. This might not mean a full-fledged civilization, but possibly a puny city-state. If it was indeed a competing player, oh boy. It is very untypical of the computer to be this murderous this early. Out of all the Touhous in play, my money is on Remilia being the culprit.

Turn 75 - 1.040 B.C.

A unit we haven't heard from for a long time wants a prompt:

(https://i.imgur.com/KOroDU1.jpg)

When a trader survives two trips and return trips to and from its destination, it becomes possible to reassign him to somewhere else. Not only that, but on route completion, he constructs "trading posts" at both cities which will work as waypoints to refresh his range and that of all other traders that pass the location. If you make sure to get trading posts in as many cities as you can, you'll be able to weave even very distant cities into your trade network. I've emphasized the importance of roads already, so let's make the next route Shining Needle Castle -> Blefuscu.

Little else of interest happens this turn, but you'll be happy to hear our spearman is now in attack range of the barbarian camp. Its days are so numbered! In fact, I think the next update will be the death of it. Apart from that, we'll learn what a true friend is. See you then!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 26, 2018, 05:11:17 PM
Update nr. 16 - Those countries that lose soccer matches 0:10, but are always really excited to take part

Turn 76 - 1.000 B.C.

I think this is about the time where historians place the bronze age collapse? No such collapse is in sight for us. Last time, we received the military unit the Kobito are famous for. Our battle plan for them: We're going to have our foes eat us and poke them with needles from inside their belly.

Blefuscu has finally managed to make a monument, just about one of the cheapest buildings you can make. Even nowadays, their production doesn't look too great with 4.2 cogs a turn. Hoping that some tile improvements may change that, we pick a builder, ready in 16 turns. The disappointing build times motivate us to pre-place a campus district with +1 adjacency one tile to the southeast of the city, but not before purchasing the rainforest tile next to that one for 80 gold. We somewhat had to do that: We would have lost some more of our already low production had we just sacrificed one of the few tiles with production yields for the district without getting a replacement for it into our borders.

I promised you some action for this update and here it is:

(https://i.imgur.com/Bk0Upb6.jpg)   (https://i.imgur.com/1EN5qga.jpg)

The already displayed 32 damage from our archer is followed by a final blow from our spearman. He takes a respectable 30 damage in return, our foes didn't die without a fight it seems. For our effort, we get not only 45 gold, but...

(https://i.imgur.com/2mjAqMJ.jpg)

a eureka for this technology! The condition was to kill at least one enemy with a spearman. That's why we waited for him and not our archer to destroy the barbarian. Military tactics is a medieval technology and will give us access to the unit spearmen upgrade into. Let's leave it a surprise what that unit is.

Turn 77 - 975 B.C.

That's right, we've reached the point where the sands of time dwindle slower. 25 years instead of 40 years from now on. Upon this weird temporal distortion, we finish a helpful little civic:

(https://i.imgur.com/P6fhQlt.jpg)

Ever played Mahjongg on MS-DOS? Then you know those play pieces well. They were of course not invented only in the 80s, but have a much older history to them.
Do you know those people who say that any game of any kind is for children and a waste of time and you should only do productive things? Postmaster General John Wanamaker (https://en.wikipedia.org/wiki/John_Wanamaker) didn't like these killjoys either. He was a merchant earlier and eventually broadened his horizon with his entry into politics.

(https://i.imgur.com/pAAZMtk.jpg)

Policy cards are another good way to deal with housing problems. At the moment, none of our 3 cities fulfill the condition of having two districts, but in the later game, this is by all means a relevant bonus.

(https://i.imgur.com/AT2F8o0.jpg)

Civics don't just get you cards, but sometimes buildings as well. Arena's are built fairly quickly and the bread and games will keep your folk a little happier in times of hardship. We'll learn what the neccessary entertainment complex is in a moment.

(https://i.imgur.com/RHoF0ir.jpg)

If the arena won't cut it and you have a really bad lack of amenities, the Flavian Amphitheatre (https://en.wikipedia.org/wiki/Colosseum) is for you. That's the most famous of old Roman circuses and what is meant to be constructable here. But before that you need...

(https://i.imgur.com/9QikDcO.jpg)

...the district for anything amenities. This is one of the few that gets no adjacency bonuses for what it does. If you think this means you can be rather mindless in its placement, it's not so simple. Try to set it up in a way that as many cities as possible are in a 6 tile range of it. There are buildings for it later that can spread happiness over to cities that don't own the district itself.

Policy cards are kept mostly as they were, with Conscription, Urban Planning and Revelation untouched. Just temporarily, we want to swap Survey in for Agoge. I get a feeling there will be a bunch of goody huts in South America and the extra experience for the scouts would be nice. As for the next civic to take, we continue working towards drama and poetry again. It's more than half way done and has 4 turns left. We will not be building a wonder for its eureka any time soon.

It's been driving me mad that we haven't met any city-states for such a long time. Today's the day, it finally happened:

(https://i.imgur.com/mJFotLh.jpg)

The foreign archer fell into our sight range. Spot but one of its units and you'll learn of the location of the city-state itself. These are initially neutral settlements that can't compete for any victory conditions or use settlers to further expand themselves. On the Greatest Earth map, city-states needn't spawn where they are located in the real world. Hattusa would be in Columbia, possibly Venezuela, on our map, but it was historically a city of the Hittites, now in modern day Turkey. City-states have certain specializations and Hattusa will always be a scientific type.
It's telling us to "send envoys". If we click on the lower right, we discover the city-state menu:

(https://i.imgur.com/TTWRiFc.jpg)

Over turns, you'll earn influence points. With more advanced governments, you'll gain them quicker. Once you have enough, you'll gather envoys that you can assign to whatever city-states you've met by clicking on the arrow to the right of the current envoy number. The more envoys you've placed, the more bonuses you get from a city-state. If you have at least 3 envoys somewhere and no other civilization has as many envoys than you in the same city-state, you become their "suzerain". This effectively means you'll be allies. What are the benefits of that? Let's have the game tell us:

(https://i.imgur.com/v1ldC2i.jpg)

That's a pretty big list of priviliges. You can also just conquer city-states if you want their land, but in most cases, I'd rather buddy-up with them and have them strengthen my empire. There are of course times where somebody else is on much better terms than you with a city-state, and destroying said city-state would weaken your rival. You have to weigh what is the most sensible in your approach to these tiniest of countries.
We get our first envoy with Hattusa simply because we're the first civilization they have met. We do not put any more envoys there right now, as 1 or 2 envoys have the exact same bonuses. Never forget that even if the game prompts you, you don't have to spend available envoys. Hoarding them is an option.

As our last action of the turn, we exploit the treasures of the earth with a final builder charge:

(https://i.imgur.com/JFp2qGl.jpg)

With our fourth luxury item, we have become a Jade Empire. Our Kobito are ready to kung-fu fight ghosts, ogres and elephant demons. At that moment where we put down a mine, an inspiration hits at least me by complete surprise:

(https://i.imgur.com/iOZ6r6K.jpg)

I didn't have that in the back of my head at all. I do like the explanation here: An axle, as a part of a wheel. I would not have thought of that connection. Maybe we'll soon start research on that very tech.

(https://i.imgur.com/kYPU86H.jpg)

Kaguya tells us on her turn that we are fulfilling her main agenda "Neet Princess". Our culture gain isn't too bad at the moment, so we earn even more reputation with the lunarians. Pleasant, but seeing this also gave me an idea that we'll jump on next turn.

Turn 78 - 950 B.C.

We get right back to contacting a very cordial Kaguya:

(https://i.imgur.com/Fr7IhqM.jpg)

"Erm...would you...maybe...go to the p-p-p-prom with me...? I mean...only if you've got nothing better to do! You probably have, how silly of me to ask, hahaha! But...would you?"

(https://i.imgur.com/7G5D19l.jpg)

KCucumber's first language isn't English, so some of the civilizations can have somewhat odd diplomatic responses. But nonetheless, "it's the best!" means YES! we are now in Kaguya's friendzone. A declaration of friendship is basically a non-aggression pact. Formal wars are no longer possible against us from her side, neither from ours. Surprise wars still are I believe, but try not to do those. Having a history of declaring those doesn't sit well in international affairs with the other empires.
Overall, this was a great achievement: The chance of Mamizou and Kaguya teaming up against us at the same time is practically zero now.

Our diplomatic success cushions the disappointment of this discovery:

(https://i.imgur.com/1OsIUCk.jpg)

A goody hut inhabits a tiny island just off the coast. Our scout cannot embark yet, we should think of picking up the shipbuilding technology sometime soon. We could also walk a builder down there and pick it up with him, but that takes too long and is too unsafe. I'm all in all fairly confident that this goody hut will still be available for us until a later time. We know where it is, our rivals probably don't. I actually put a map pin on it, just so we don't forget.

(https://i.imgur.com/9g1Yrd1.jpg)

Huh? Would this be a Deja v? according to Keanu Reeves? I think what happened here was no bug or anything, but Kaguya's hidden agenda may be Neet Princess as well, meaning she's double impressed by a high culture output. We sure got a friend in her.

Turn 79 - 925 B.C.

We now have what it takes to build a great wall, a terrific wall:

(https://i.imgur.com/uzoW4CN.jpg)

Adrienne Louise Clarkson (https://en.wikipedia.org/wiki/Adrienne_Clarkson) is a Hong Kong-born Canadian, fleeing to there during World War II. She worked as a journalist and even became the 26th Governor General of Canada. I'm sure she didn't have much to do with masonry herself, her quote is not to be taken too literally. Let's take it to heart and have our Kobito carve figurative and literal stones to become taller than they are...I mean bigger.

(https://i.imgur.com/6H9eix3.jpg)

Any city that constructs walls will get a second, blue healthbar above the green one that stands for their hitpoints. This "defense layer" will pull most of the dealt damage onto itself and also reduce it greatly if the attack is not made by a siege unit or supported by a battering ram. The ranged strike is also nice, it's what all cities had in Civ 5 by default. While building walls in that game was a nice-to-have, the difference between cities with and without walls in Civ 6 is immense. Get these if you're feeling threatened or just if you don't want to fall to your own hubris. I've hinted at it before: Walls are one of the very few buildings you can't instantly buyout with gold.

(https://i.imgur.com/2qlLS4X.jpg)

There are several ancient Egyptian and Nubian pyramids (https://en.wikipedia.org/wiki/Great_Pyramid_of_Giza), but it's safe to assume the Cheops pyramid in Giza is meant here. The instant gratification of a single builder may seem meager, but with how many builders you are likely to make in a campaign, the additional charges should pay off. It's also not a too costly wonder to make, but right now, we're lacking any desert or floodplain tiles.

(https://i.imgur.com/RqVKuxU.jpg)

Battering rams are the earliest way to counter an opponent that has had the foresight to build walls. A support unit is a special subtype of civilian unit that has no inherent combat strength, will simply be destroyed upon getting into an encounter and can sit on the same tile as your military units. Their purpose unlike builders and settlers is not at all civilian: They will give special abilities to military units if escorted with them.

(https://i.imgur.com/YMfumvD.jpg)

Not much to say about this one. If you feel you don't need a quarry, just cash in all the production from a stone resource immediately and make something better on that tile.

Masonry is pre-requisite to a few technologies, but not on its own it seems. Nothing new is unlocked in our science tree, but if anything, we get the confirmation how much better our research potential has become:

(https://i.imgur.com/EsLmWFF.jpg)

We've been ignoring astrology for a long time, it was never too urgent to pick up, but the remaining science of it would be produced in a single turn. You know, if it's just one puny, measly turn, we might as well get it now. Astrology it is.

Both Lilliput and Shining Needle Castle finished their commercial hub, raising our gold per turn to 13.8 and our trade route maximum to 3. We'll soon get the traders to fill this potential. Now that our commerce is established and stable, we will make Shining Needle Swordsmen in both cities. Trust me when I say we absolutely need more of those little guys. 7 turns in Lilliput, 6 in Shining Needle Castle.

We also raised our free envoy count from 1 to 2 this turn. Apart from a few key civics that award them, you will just get these over time through the accumulation of points with your government. We stick both of envoys into Hattusa, become their suzerain and the shared sight range with them makes our camera zoom south:

(https://i.imgur.com/VBS0m58.jpg)

That's one way to discover a natural wonder far away from your scouts...the pantanal (https://en.wikipedia.org/wiki/Pantanal) comes from the Portuguese word for swamp and wetland, and there's one in southern Brazil that is so large and brimming with life under its waters that Civilization 6 justly categorized it as wonderous. The tiles of it are very valuable with the base yields of a marsh +2 food and culture, yet due to how far away it is and how low I'm estimating the strategic worth of South America for us right now, it's unlikely we'll ever settle there.
Aziz Ab'S?ber (https://en.wikipedia.org/wiki/Aziz_Ab%27S%C3%A1ber) is a prize-winning Brazilian scientist. Ecology being one of his fields, it's no wonder he was all over what the pantanal had to offer.

(https://i.imgur.com/VzkkmyO.jpg)

Suddenly, we can see a huge chunk more of South America, with two goody huts revealed and more visible on unmonitored portions of the map. We also automatically made first contact with another city-state, Granada, located in southern Brazil. We'll take a look at what type it is in the next update, I forgot for this one.

As we are shuffling our units around, our spearman has landed in a sort of traffic jam:

(https://i.imgur.com/1QGKLVA.jpg)

Tsk, tsk. Always Mamizou trolling around with her units. On that hill, the warrior is an impassable object. I guess we're just going to have the spearman rest for a turn. He's slightly injured, so healing 10 hitpoints will be good for him. Hopefully Mamizou won't be too stubborn and move away from there this century.

Today's update has reached a decent size I think, so we'll stop upon reaching turn 80 here. Next time, we get a small army. So small and stealthy, nobody will see them before it's too late!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 28, 2018, 11:01:59 AM
Update nr. 17 - Don't worry, it's just a drill! Ignore the army that's gathering there

Turn 80 - 900 B.C.

Last time, we met Hattusa and quickly became their sworn friend. We also shook hands with Kaguya on not getting at each others' throats any time soon.
The Kobito have just figured out how the stars worked in record speed. Apparently, all it took was a quick look up into the night sky:

(https://i.imgur.com/huhyi8x.jpg)

Hippocrates of Kos (https://en.wikipedia.org/wiki/Hippocrates) is considered the Father of Western Medicine. From his name is where the "hippocratic oath" comes from. You know, I think he'd be grateful never learning that  astrology is considered a pseudo-science nowadays, he'd spin in his grave. For an unbelievably long time, the signs of the stars were highly respected. In fact, Hippocrates was renowned for dismissing common superstitions and never believed in the idea of illnesses being the work of the gods. But astrology was true and cool in his book it seems.

(https://i.imgur.com/mOIdohH.jpg)

Shrines are the cheapest faith buildings made in your holy sites and missionaries are the weakest of religious units, simply meant to spread your religion to a target city.

(https://i.imgur.com/LOTQsUo.jpg)

Somebody already built this wonder, so this will not even appear in our build options. I've said most about what the mystical and mysterious Stonehenge (https://en.wikipedia.org/wiki/Stonehenge) does in this game back then. To recap: The idea is getting your religion through it without the need of building any holy sites. What's a holy site you ask?

(https://i.imgur.com/dJObDQO.jpg)

A district of course. If you're working for a religious victory, you're going to want as many of them as you can, so that you produce lots of faith for the purpose of making many religious units and making your state religion dominant in the world. This districts has something in common with the campus: They are great to build next to mountain ranges for big adjacency bonuses.

What's next on the research list? A few promising ideas:

(https://i.imgur.com/n30pChp.jpg)

Shipbuilding would be good for the embarkation of every unit. Horseback riding might also be valuable, but we'd still need another horse resource to build cavalry. In the end, we pick the wheel, not just because it will get us a decent city center building, but mostly because it's quick to snatch. 2 turns is something we can spare.

We learned there was another city-state we uncovered last time. Here's Granada:

(https://i.imgur.com/Mgt7KZb.jpg)

The Spanish are a playable vanilla civilization, but Granada (https://en.wikipedia.org/wiki/Granada) is considered independent in Civilization 6. That's because as Andalusians, they have a lot of autonomy from Madrid. The red-brownish text means this is a militaristic city-state. Placing envoys here increases your production, but solely while you make military units. With encampments, this production bonus will rise even more.
The unique suzerain bonus of Granada is the ability to have your builders put down Alc?zar improvements. This is a fort in the style of the Moorish Muslims, dominant in that region for a very long time.
I think it's neccessary to have the Vikings DLC to have Granada appear in any game. We obviously have it.

For the rest of the turn, we have a couple of unspectacular troop movements, but we also pre-place a holy site for our capital. Yes, we haven't yet given up on that tiny bit of religion we want:

(https://i.imgur.com/2rLNFsZ.jpg)

125 gold to buy that tile is no small amount of money, but we gladly pay it for a +3 faith adjacency. Since districts can also give each other adjacency, know that this will strengthen our campus and commercial hub once the holy site is finished. Of course, that will be for the future: We return to building a Shining Needle Swordsman as we have been.

Turn 81 - 875 B.C.

We're just racing towards discovery after discovery today:

(https://i.imgur.com/GIGFbCK.jpg)

Do I really have to tell you who William Shakespeare (https://en.wikipedia.org/wiki/William_Shakespeare) is? When you think of the playwright before all other medieval playwrights, the one who made it popular, you think of him. I do like that there are theories and speculations that someone as important as him might have just been a made-up personality, an alias for possibly even a queen. For such, it would have been viewed as "improper" to do something such as writing plays. Who can say 100% sure who he was so long after his life ended? The quote here was already used in Civilization 4 by the way. Back then, the late Leonard Nimoy read it to you.

(https://i.imgur.com/k3JxiDS.jpg)

Another wildcard policy. Great Writers are an important ingredient for a cultural victory, if you are going for that. I can guarantee to you now that this card is never going to occupy a slot of ours.

(https://i.imgur.com/djeAsBj.jpg)

"Amphi" in amphitheatre simply describes the enveloping, half-circle shape of the audience range and stage of these classical theatres. Like the card we just had, you need these to attract Great Writers, but also to travel through the culture tree quicker. To build an amphitheatre you must first construct...

(https://i.imgur.com/tniZSXG.jpg)

...the theatre square. Probably the one district that we will mostly neglect in favour of others. Cultural play goes well with building many world wonders, as it's otherwise difficult to gain adjacency bonuses for these. Great Artists and Great Musicians are important for raising your tourism, but you likely won't see them until the later eras. It takes long to get the buildings unlocked that can really attract these types of Great People.

For our culture cards, we basically revert what we changed on the previous civic completion: Survey gets thrown out, Agoge back in. We didn't make any other changes. We've actually got a decent amount of possibilities for the further development of our culture:

(https://i.imgur.com/1j1gwAd.jpg)

Warrior culture is a kind of culture, that's what I'm getting from this. Defensive tactics and military training look very tempting, so does recorded history. Due to it having a lower time to finish with 7 turns, we pick military training.

One of our units in the west, the archer, has arrived back at his homeland. We decide to reposition him to Blefuscu, which only takes 4 turns, thanks to our network of roads. His brother in arms, the spearman, is still blockaded by Mamizou's warrior.

Turn 82 - 850 B.C.

Stop...please stop. My inner granpa can't take all these new-fangled technologies. "The wheel?" Who ever heard of something like a round object being better at gaining speed?

(https://i.imgur.com/fucgNuM.jpg)

Lorne David Lipowitz (https://en.wikipedia.org/wiki/Lorne_Michaels) is the producer of Saturday Night Life. Can you imagine a world without people randomly shooting each other in ?Dear Sister? or Sean Connery roasting Alex Trebek? I can't.

(https://i.imgur.com/UroS0Dt.jpg)

The generally high base housing isn't the only reason why riverside settling is ideal. You need to do it just so that a water mill is available. The urgency in building one depends on how much wheat and rice is around a city, but even without them, the flat food and production bonuses aren't exactly bad to get for a relatively low build cost.

(https://i.imgur.com/uFRdUfp.jpg)

Heavy cavalry units tend to be more powerful but not as speedy as light cavalry. Chariots are not too shabby to rush out for an early-game war, for which you would try to research the wheel as quick as you can. By now they'd probably be pretty mediocre, not able to match our unique swordsmen in power.
Although these chariots were usually pulled by horses, you do not require the horse resource to make them. This is another funny little oddity of this game. What pulls the cart if you don't have horses? The variant unique unit of the Sumerians actually uses donkeys instead, so maybe those?

As our next technology, we pick something very unusual that seems like it only solves a small problem: Shipbuilding, for the next 9 turns. We do not have a use for a navy right now, but I really want our units to be able to embark. One reason is the unreachable goody hut in South America, another is that Mamizou is still pinning our spearman in the west and I'd like him to return and defend our lands. If he could embark, it would be possible to go around her unit.

By sheer chance, we learn of something slightly disappointing:

(https://i.imgur.com/yNBgv7q.jpg)

We are able to see this goody hut thanks to Hattusa's allegiance to us. We do not have any units near it, but Mamizou's formerly lost scout has undoubtedly spotted it. Seems like she has it secured and there's nothing we can do about it. There will be others meant for us, I'm sure.

Turn 83 ? 825 B.C.

Shining Needle Castle has trained a Shining Needle Swordsman, the third in our possession. As we let him leave town, we do a close-up. As close as the pixelation allows to not make it look completely horrible at least...

(https://i.imgur.com/3XdCKWl.jpg)

They look like Samurai and the each soldier wears a different helmet. I like the cone-shaped one of the southernmost. Torii Mototada's fanatic set from Nioh looks like that.
The Japanese are a playable vanilla civ in this game, but I think their Samurai unit uses a different graphic. I heard that the ones used for the Shining Needle Swordsman are an asset made by the modding community of Civilization, but I can't say for certain.
For variety's sake, Shining Needle Castle should go for a building or a district next, but I think not. We will construct a battering ram over the next 3 turns. There's a chance we may not need it anytime soon, but if we do and we end up not having one, that could be a wrench in our plans. What are those plans? Well, let's just say such a battering ram has little worth when you just think about defending...

Our bravest, probably most homesick scout approaches another goody hut:

(https://i.imgur.com/LOJsWhn.jpg)

Inside is something that doesn't really benefit our empire, but only its discoverer: "Your unit has earned experience". Expecting maybe gold or a technology, our scout got a free trip to an army boot camp I guess. The additional 20 EXP level him up to rank 2. We cash in the promotion this very turn. We have the choices of "Sentry" (Can see through woods and jungle) and "Guerilla" (Can move after attacking). We could also take Alpine if we don't value heading further down the promotion tree, but let's not. We don't plan to use our scout as a fighter, so the improved sight of Sentry it is.
When you reach rank 2 for any military unit, a special symbol appears:

(https://i.imgur.com/8CyuQet.jpg)

You can give more experienced units a more prestigious name. The game will give you a random combination from one of its pre-set pool. "The Revolutionary Watch" is what they suggest to us. If you think these names are too silly or missing individuality, you can also just type in one of your own. A scout, finder of truths and his faithful canine companion can only have one name in my opinion:

(https://i.imgur.com/Ei9HXGk.jpg)

By far the best name! That will be the one permanently displayed for them, or until someone kills them. Scouts often don't live too long.

Turn 84 - 800 B.C.

Lilliput can do everything our capital can do as well! Its very own Shining Needle Swordsman is finished and we move him east past our border...

(https://i.imgur.com/m2w4OPG.jpg)

Hmm what could be there that I would want to send a powerful military unit? What or who could it possibly be?  :3 Anyway, new build option for Lilliput. Being a very productive city, I see its future as somewhat of a military provider. We pre-place an encampment district on a hill 2 tiles northwest of it, but we make another archer for the next 3 turns now. Here's a screenshot to show exactly where we put the camp:

(https://i.imgur.com/yeWrmpU.jpg)

While we have little to fear from our dear friend Kaguya, we don't know what the future holds. The encampment will create sort of a buffer zone telling her not to amass troops next to Lilliput. That would be the city of ours she could attack with the least difficulties after all. About the need of a third archer: While our defenses aren't too terrible and it's not too much of an emergency to improve, there's an inspiration for owning exactly three archers. You'll learn which one it is once we do.
We also send the Shining Needle Swordsman that was already stationed in Lilliput eastward, the one down south from Shining Needle Castle also follows our eastern road towards Blefuscu. Lots of tiny Samurai on the march, aren't there?

On the calculation of someone else's turn, this message pops up:

(https://i.imgur.com/wXNe3T1.jpg)

Drat, this means someone either has more envoys there or just as many as we do. When multiple civilizations are tied for first place on a city-state, no one gets a suzerain status. The higher-ups are just too undecided on who to cuddle with, so they stay neutral to everyone. The screen for city-states says that Hattusa currently has no suzerain, so I'm thinking Mamizou must have tied with us for 3 envoys each.

As for where those swordsmen are marching to: You will find out in the next update, although I won't guarantee that they'll do more than just get into the right formation for what we're planning. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on January 30, 2018, 07:59:50 PM
Update nr. 18 - All the swords we're carrying? Oh, those are just props

Turn 85 - 775 B.C.

Last time, we bolstered our military might considerably. We continue with that in so far that we set up the archer we sent to Blefuscu as a defender and dismiss the swordsman that was already there towards the north. Marked on the screenshot are the positions of all our little fighters at the end of this turn:

(https://i.imgur.com/AZGLmVE.jpg)

All four of them have been deployed out of their cities and seem to be ready to meet up somewhere. Where? Hmm...well, we'll see later.

Turn 86 - 750 B.C.

The battering ram has been constructed in our capital. Like the majority of units, it has 2 movement points, which it will use to go in pursuit of our two swordsmen east of Lilliput. It should catch up soon if we let it. Before we choose a new build option, I got really uncertain about further researching the military training civic. It currently has two turns worth of culture left. It is still unboosted, we've unfortunately developed it a little past the halfway point. Rather than losing all chances to get this eureka, we switch our focus to recorded history and the 12 turns that one will take.
Enough getting sidetracked. We need a new build option in Shining Needle Castle. Many things would be helpful at this point, but most of all, I feel like we're behind with the number of cities we have. It feels like it's been a long time since Blefuscu was made and I see two spots where a city would be vital: One next to Yosemite and another to the south where there's cocoa and truffles. The settler will be born in 9 turns.

During this turn, I was very impressed by what Mamizou was doing, but only briefly before I double-checked:

(https://i.imgur.com/DBLMp8r.jpg)

I assumed Mamizou had made a horseman, a classical era cavalry unit that is only slightly weaker than a swordsman. When we hovered over, it said "Barbarian Horseman". See, barbarians can get riders much earlier than the players do and these will actually be much weaker than the player-built horsemen unlocked at the horseback riding technology. The barbarian horseman is about equal in his strength as a warrior.
Mamizou and the Tanuki have a special ability that allows them to build barbarian units and even other civilizations' unique units. Which of these they get is determined by a random chance. But oh, why would we care what units our fuzzy neighbour has? We won't get into a conflict, right?...Right?  :3

Turn 87 - 725 B.C.

We haven't had an inspiration for a while, have we? This turn greets us with one:

(https://i.imgur.com/aei9iQ4.jpg)

We get this from having three archers in the field, I've already foreshadowed towards it in the last update. You'll likely wonder: "What does machinery have to do with archers?" Simple, it's about modernizing bows. What is the evolution of a bow and requires a more intricate construction? The crossbow of course. Machinery is a medieval technology and mostly grants you the ability to make the next more powerful ranged unit: The crossbowman. I'm already looking forward to upgrading into those.

Lilliput sends the newly trained archer south to our currently unprotected capital. I would have loved to start work on its encampment, but alas, I noticed the housing problem it had. 5 out of 6 housing used means it's creating considerably less food than it could. A builder to make farms could be an idea, but we're taking a quicker route: 5 turns to make a granary. That would raise the housing cap to 8 and normalize it for a while there.

It is looking just as grim with Blefuscu when it comes to housing. They use up all 6 of their current limit. It would be logical to also make a granary here, but the difference is that this city just finished a builder. He's going to put some farms down in the vicinity, raising the available housing that way. He immediately starts by expending his first charge one tile west of the city. All the while, Blefuscu tries to get its first district, a campus. It'll be finished in 17 turns, but will also give a boost to the recorded history civic as a nice bonus. We needed at least one city to build another campus some time soon, and it's this one.

Turn 88 - 700 B.C.

I'll definitely give you another status report of our troops when everyone has moved this turn. Aya and Momiji (yeah, that's what we will address our most experienced scout as now) are currently wading through the swampy pantanal. I don't think they can appreciate its biotope as much as Ab'S?ber did. But they make the trek anyway to get to a goody hut:

(https://i.imgur.com/kqAKxZu.jpg)

They won't be able to reach it this turn unfortunately, but its collection is still somewhat imminent. The newest builder puts down a second farm on the tile northwest of Blefuscu. With his last charge, I think we might be sending him to Lilliput to improve the other horse resource. Soooo...about our soldiers:

(https://i.imgur.com/J9JasG3.jpg)

At the Mississippi, our swordsmen are already forming a three-division-line. If you remember the Shining Needle Swordsman's ability, vicinity to each other gives them huge bonuses. The one further east is still a bit of a loner, but I'm sure we'll be able to remedy that at some point and link him up. This screenshot also shows us that Mamizou hasn't been lazy in recruiting soldiers: 2 budget horsemen and an archer are within sight range. It's good to be informed about the minimum of strength your neighbours have. You know, for reasons. It's not visible here, but another archer of hers is overlooking the western flank of Lilliput and a warrior is still not budging for our spearman in Baja California. A troll until the end, that Mamizou.

Also a trader by profession it seems. Mamizou makes us an offer as her turn comes:

(https://i.imgur.com/VfoFjJT.jpg)

Our excess sugar and the right for her armies to walk through our lands in exchange for cotton and 1 coin per turn (30 coins over the duration of the trade in total). This would not be a bad deal. I might negotiate the opening of our borders for somewhat more than a small amount of gold, but generally, trading one luxury for another luxury is considered a very fair offer. It is possible to take away items and add others when the AI approaches you with a deal, you don't have to take it the way they first put it on the table. However, I have the feeling that we don't want to give Mamizou anything at all momentarily. I've got a hunch that events will take place that would nullify any agreements we have, so we kindly refuse Ms. Futatsuiwa. She responds: "I must say, I'm a bit disappointed." Were it Kaguya, we might be interested.

Turn 89 - 675 B.C.

We received another message that someone was defeated. Perhaps a city-state again? Actually, let's check the score table for the "Domination Victory":

(https://i.imgur.com/amtvxYa.jpg)

It turns out, someone has conquered a foreign capital and not just that. One of the seven Touhous taking part in our campaign has indeed been wiped out completely before we ever got to meet them. I'm glad we're not sharing a continent with that warmonger. Who says we wouldn't have been the target?

Oh Hattusa, why do you do this to me?

(https://i.imgur.com/SrTHYM9.jpg)

Just so you know, city-state units cannot collect goody huts for their motherland, but they sure can thoughtlessly step on them to keep others from claiming the spoils. Ignore the combat prediction, of course we're not going to do anything against them. We're just going to wait another turn until they've hopefully moved.
None of our military units in North America change their position, we're waiting for the battering ram to catch up to the swordsman-trio. That should happen on the next turn.

Turn 90 - 650 B.C.

Our battering ram moves on the same tile as the central swordsman of the trio and is linked up with a click on the escort command. Like settlers and builder, you don't want support units to ever be unprotected when danger's afoot. In the south...

(https://i.imgur.com/FsTXvXA.jpg)

The currently unnamed scout has made his way down to the lonely island with a goody hut. Notice that shipbuilding is but a single turn away, that's when he'll be able to embark. He should reach his prize in exactly 2 turns then. Interestingly, I couldn't find this tiny island anywhere on my globe and therefore don't know what to really call it. I wish I knew. As for the more experienced scout:

(https://i.imgur.com/gUHTfEN.jpg)

Aya and Momiji teleport villagers all the way across the continent to their new homes, where they'll help our cause. The closer city in this case was actually Blefuscu, which isn't the most positive as it already had housing troubles. Shining Needle Castle would have had more space. Blefuscu is at 7 population points now.
I never mentioned that Brazil has a lot of bananas. Bananas have been luxuries in Civ 4, but became a bonus resource in 5 and stayed that way. They help a lot with growing food, but overall they're not quite as effective as wheat and rice. The biggest difference should be that they do not have any synergies with water mills, but they also need plantations to be improved rather than farms. Real bananas I can't stand nowadays. It's so often that you freshly open them and they have black spots on the inside. Supposedly a wide-spreading banana fungus. Maybe that's why they lost their luxury-status?

Turn 91 - 625 B.C.

We get a new technology. During the last turn, some of Mamizou's units started embarking, so I think they just got it as well:

(https://i.imgur.com/IMtimBD.jpg)

There are several Thomas Gibbonses this quote could be attributed to, but I think the one it belongs to must have been the 19th century politician and steamboat owner who has no wikipedia page. A search got me no certainty.

(https://i.imgur.com/nOVQTmS.jpg)

The long destroyed Colossus (https://en.wikipedia.org/wiki/Colossus_of_Rhodes) has been a returning wonder in Civilization and has always had something to do with trade, seafaring and/or money. It is a good wonder to make, but we would need to make a harbor. We do not even know how to make harbors right now!

(https://i.imgur.com/Ugi6NC6.jpg)

A quadrireme describes a warship with four oars on each flank, the way I understand it. This is a ranged ship attacking with a reach of 1 tile, view it like a slinger on water. The problem with quadriremes and early naval warfare in this game is that when shooting a coastal city with them, you can only damage it with as many ships simultaneously as the city has coastal openings next to it. In the worst case, this may even just be a single tile. The issue lessens in the later era thanks to ships gaining a longer shooting range.
Like galleys, the quadrireme does not yet allow us to sail the oceans of the world and discover Europe, Africa, Australia or East Asia. That will have to wait.

(https://i.imgur.com/ezsH6Bz.jpg)

This is what we really wanted. Embarkation can be risky, but could help us travel quicker if the terrain on land is unfavourable. Maybe it'll finally enable us to rescue our spearman in the west?

I only wanted to cover the new technology of turn 91 this update, the rest of it has to be in the next one. My reasoning: This is going to be the one, most important turn of the Let's Play yet I assure you. A lot of you could see miles away what was coming, for the rest it's going to be quite a shock. Look forward to it!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: niektory on January 31, 2018, 03:53:24 PM
Looking forward to the
tea party at Mamizou's
!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on January 31, 2018, 06:39:16 PM
Looks like our brave little swordsmen
will be wearing coonskin caps real soon!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: AzyWng on February 01, 2018, 06:58:50 PM
While I'm not too big into 4X games, I'm gonna give this LP a read...

Sometime...
Soon... I promise.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on February 02, 2018, 11:51:38 AM
Looking forward to the
tea party at Mamizou's
!

Looks like our brave little swordsmen
will be wearing coonskin caps real soon!

No way the just and true Kobito would ever disturb the peace. Our evil twins have taken control and are responsible for eveything that happens at this point  ;)

While I'm not too big into 4X games, I'm gonna give this LP a read...

Sometime...
Soon... I promise.

I get you. SSLPs are very daunting, even just for the consumer. I've read far less to the end than I wish I had.

Update nr. 19 - Ok, we lied in those last two updates

Turn 91 - 625 B.C.

Last time, we did not stop at the end of a turn, but at its very beginning. We had not even chosen a new tech, so we start thinking now. There are a bunch of good options, among them cartography. We could indeed start the age of discovery and venture onto the oceans, but as scientifically underdeveloped as we are, it would take 23 turns. Let's not do that for now. Horseback riding is a leftover we should be picking up. It'll only take 3 turns.

At this moment, it suddenly hit me that a change of government is going to be appropriate. We switch our civic development from recorded history to military training, which has been mostly finished except for its final 2 turns. This wasn't planned ahead by me, but it was quite fortunate for us. If you want to be flexible for all eventualities, it's smart to keep a civic lying around you can pick up in a few or even one turn. That way, you can change governments and civic cards on short notice if you need to.

I mentioned something big was going to happen and it's finally here. First we contact Kaguya, and suggest the most despicable of all trade items:

(https://i.imgur.com/6ZKxNyX.jpg)

I hate when Joint Wars are declared against me. It happens a lot. But there are times where I'm the one declaring and that is a lot more pleasant. When you click the Joint War, the game forces you to pick a target both you and the addressed know. "Mamizou Futatsuiwa" is the only option. We negotiate a little back and forth with Kaguya and here's a setup that she would agree to:

(https://i.imgur.com/oi8XmXY.jpg)

Just asking her out to a war wouldn't have worked. She wanted something on top, so we gave her sweet tooth some sugar and she gave out the pocket change of 35 gold. We accept the deal...

(https://i.imgur.com/P9jmM5T.jpg)

This is the obligatory "are you sure you want to be an asshole?" warning message. A joint war counts as a formal war and is seen as less heinous by other powers than a surprise war. The difference between a regular formal war is that the target needn't have been denounced by or have denounced you from their side at least five turns ago. It's not uncommon that people declare joint wars that have good opinions of each other and the ensuing diplomatic randomness is a typical point of critique against Civ 6. We click to confirm and Kaguya responds "excited!" A sound effect like a sword pulled quickly from its sheath is heard. Know what this means?

This means War!

You know, our army was already too big to use only for defense. There's little sense in just having our soldiers standing around, waiting and getting paid for nothing. Besides, when your unique unit is the most advanced to use, your civilization tends to be at its strongest military-wise. We don't want to waste such an opportunity.

(https://i.imgur.com/uYNJnG6.jpg)

As always, Wakasagihime has some sharp fish ears. Mamizou's relationship symbol has changed to red with two swords crossed on top. This means all of her units are now hostile. Once started, a war must run at least 10 turns until a peace treaty is even possible to negotiate. Let's begin:

(https://i.imgur.com/oypjjzO.jpg)

All of Mamizou's units that were roaming around our borders believing they were next to someone docile are now in a predicament. Since we have ranged units in all cities, none of them are defenseless. The embarked horseman takes 43 damage, the embarkation made him a good deal more vulnerable.

(https://i.imgur.com/SlpQnJF.jpg)

Each of our three west-wing swordsmen advanced 1 tile northeast onto the plains. Their goal is New York, which will take a little longer to reach due to the region being full of forests. We had the option of attacking the marked archer to the south, but I think it was more important to get a move on. He can't both give chase and fire in the next turn, so I'm not too worried about having him in the back of our army.

(https://i.imgur.com/nMGtBwj.jpg)

Our spearman in the west will try to slip back into the lands owned by us. Poor guy, it was disadvantagous that he was stuck in no man's land for so long. Yet it would have been ridiculous to delay the war just for him. The embarked warrior of Mamizou could move onto his tile and attack, but the fact that he would do this from the sea onto land would cost him a lot of combat strength.
A few troops move, but Mamizou initiates no combat in her action phase.

Turn 92 - 600 B.C.

We start this one with what might be the first "misclick" of the campaign:

(https://i.imgur.com/3UM6Khv.jpg)

I sent the archer on the tile with the sugar thinking we'd still have a movement point left to fire at the barbarian horseman, but I was wrong. I think the tile might have still counted as marsh, taking 2 movement points. Or was it on a hill? Can the sugar resources even appear on a hill? No matter, the lesson to learn is that when in doubt, it helps to hover over a tile, wait for the tool tip to appear and see what the terrain is. Hopefully the horseman won't use this opportunity to retaliate.

In this time of war, the battles are what counts. We're going to keep information about our build options to a slim, pragmatic minimum.. Lilliput's granary was finished, making lots of room for housing. We start working on the pre-placed encampment, 11 turns.

Someone's in trouble:

(https://i.imgur.com/jamTnke.jpg)

This is a situation where any bravery would be foolhardy. Our isolated spearman is facing a warrior backed up by an archer. The confrontation, if accepted, would even be hopeless if he were just up against the warrior. Remember, rock beats scissors. There's the idea of trying to stall these two units through the spearman's sacrifice, but no thank you. Everyone's far away from the main battlefield, these two units of Mamizou will likely not play a factor in the war.
Saying it simply: The spearman will FLEE FOR HIS LIFE! We move him onto the hill in the southwest. The most promising idea should be to embark into the pacific and somehow lose our enemies.

(https://i.imgur.com/3fTC022.jpg)

That's how everyone's supposed to march: The west-wing of our swordsmen advanced again and the single, eastmost one moves northwest to build a complete chain with his companions. The fake New York the Tanuki have made at the place where there's not even real New York has a population of 5 and strength value of 22. That's relatively low. The typical strength of your cities depends on the most powerful unit you've ever constructed in your empire. Mamizou doesn't seem to have anything too powerful, but a larger amount of her units have been revealed in our sight range than I had expected: 2 barbarian horsemen and an archer. It is some kind of defense at the very least...

One of our scouts throws himself onto the lonely goody hut of the unknown South American island. It was 40 gold, some pocket money isn't too bad.
During Mamizou's turn, our spearman gets fired at by her archer for 31 damage. It was to be expected, I could see him still being in firing range. Funny that it was a barrage from the mainland over water, just in the same manner as we softened up the barbarian camp of that corner many turns ago.

Turn 93 - 575 B.C.

Yes, please let us modify our culture. It's not even important what we got:

(https://i.imgur.com/S3xhNsO.jpg)

John Gay (https://en.wikipedia.org/wiki/John_Gay) has a name that I would make fun of and feel oh so clever and proud about it, were I ten years old. I'm not. He was an English poet and playwright of the 18th century. I've seen the quote also being attributed to Benjamin Franklin. From the looks of it, that last one is a misconception.

(https://i.imgur.com/eoEkdTw.jpg)

Flat-out conquest isn't the only reason you might want to fight a war. Assume yourselves more as bandits and pillage a plantation for example, you'll generate a considerable amount of gold.

(https://i.imgur.com/znorXQc.jpg)

This card would help Lilliput right now, but I'd say it's only really worth equipping if you time it so that several cities create encampment-related projects at the same time. It can be a boon a good while before a war starts, if you want the units you build later to not just be plentiful, but of good quality.

Anyway, here's why we wanted to be able to change civics early in our conflict:

(https://i.imgur.com/Xl3Seei.jpg)

We're throwing out our Roman emperor and replacing him with a Spartan council. That, or perhaps the Japanese Samurai caste could be considered an oligarchy, a "reign of the few". While we are losing a military policy slot, the +4 combat strength and the quicker experience gain makes this government much more suited for being at war than autocracy.
Our units will be stronger now. Mamizou I think also reigns in a oligarchy right now as Wakasagihime once told us, so our bonuses cancel each other out. Going equal is still better than being at a natural disadvantage.
Our policy cards have to change due to the different layout of slots. Conscription, Urban Planning and Revelation stay, but Agoge has to move for the arguably less valuable Charismatic Leader. We set our civic to Defensive Tactics, unboosted and an expensive one with 11 turns.

Perfecting our military tactics has earned us an envoy to send to Hattusa, and once we do...

(https://i.imgur.com/a6v6xnW.jpg)

We become suerain and automatically pull them into the war. It's technically a 3 on 1 now. The Hattusans will not turn any tides, but I think I saw a scout of Mamizou bumbling about down there. He's now up to be hunted by them.

Our archer at Blefuscu was approached by a barbarian horseman of Mamizou, but not attacked. We retreat him back to the safety of the city and shoot from there: 45 points of damage, the enemy is in the red now:

(https://i.imgur.com/3KqP4pG.jpg)

More important than anything else: We're in attack range against New York now:

(https://i.imgur.com/u6sQ6fq.jpg)

The calculation pits a combat strength of 23 to 44 in our favour. While the barbarian horseman inside the city will not take part in the fight itself, his presence gives the city itself a considerable passive bonus. I like that the game lists all those modifying factors, it makes the battle system very logical and understandable. We commence the siege and deal 61 damage to the city while taking only 15 in return. That's the power of the Shining Needle Swordsman for you!

At the very end of the turn, my eyes darted to our treasury and I thought it was time to take out 260 of those 456 gold we have and quick-purchase a trader in Shining Needle Castle. It was annoying me that we were still using only 1 of our 3 trade route slots, just not finding the time to build those traders anywhere. When we eventually set a route, we have to be careful of Mamizou's units: She may be able to destroy the caravan.

On the bake-danuki's turn, she did attack again: A greatly injured barbarian horseman was thrown onto our northermost swordsman. The horseman was completely crushed of course, but did deal 8 points of damage to us for his sacrifice.

Turn 94 - 550 B.C.

We can also get on horses now, and we don't even have to be called "barbarians" for it:

(https://i.imgur.com/Gbf3KL2.jpg)

John Steinbeck (https://en.wikipedia.org/wiki/John_Steinbeck) was an American author and also a winner of Nobel- and Pulitzer prizes. I get a feeling the quote might be from his novella "The Red Pony".

(https://i.imgur.com/ROFokjr.jpg)

The stable has much in common with the barracks, but only one of them can be built in an encampment. You will have to decide if that city owning the encampment should specialize in building infantry or cavalry and, unless you want to waste potential, stick to that specialization.

(https://i.imgur.com/HM1CTib.jpg)

Horsemen are not only very powerful (almost as strong as our unique swordsmen) but also very swift with a movement score of 4. Churning these out is a strategy for dominating the classical era. They do get a lot worse in the following eras, as it takes very long to reach their next evolution.
We set our technology focus to the 23-turn-taking cartography, but before this one even ends, I spoil that we reconsider to the much quicker mathematics (8 turns).

Blefuscu's guarding archer has no one to shoot at this time and uses this short break to pick his promotion, Garrison, for +10 strength in a city center.

Shining Needle Castle has finished its settler and we now discover our pious side and start making the pre-placed holy site. 9 turns. While it might be smart during wartime to keep building units, they would take a long time to get into Mamizou's turf. Hopefully, the four swordsmen will be alright without further backup. I also feel like it's a little too dangerous right now to send out our settler anywhere, even if escorted. We're going to leave him in town until the coast is clear.
Meanwhile, Aya's and Momiji's heightened senses see another goody hut in South America. We should find out what was inside in another 2 turns. The trader we bought last turn gets a destination by the way, Shining Needle Castle -> Eientei, raking in 6 gold per turn. This trade route runs northward over the Great Plains and should be difficult to reach and destroy for Mamizou.

So finally, what's new at the siege?

(https://i.imgur.com/rXXr73f.jpg)

Unit 2 advances on New York, dealing 83 damage and suffering 13. City hitpoints always start at 200 by the way and regenerate 20 each turn unless the city in question is completely surrounded by enemy units. Then a symbol will appear on it signifying that its cut off from outward supplies. Unit 3 follows up with their own attack for 73 damage and 11 onto themselves. Now New York has but a tiny sliver of resistance left and is looking as if struck by a natural disaster:

(https://i.imgur.com/ee8Kwag.jpg)

We could call ourselves a natural disaster if we want to. Unit 1 goes in, takes 12 points of damage and puts the city in our grasp. Cities will only be conquered if a melee unit reduces the hitpoints to 0. Archers, catapults or other ranged units can only reduce them to 1.

(https://i.imgur.com/OIb9jKt.jpg)

3 different districts needed to be in our empire to trigger this eureka, our commercial hubs didn't count double. Apart from already having a campus as well, the reason this happened now is because there was a holy site in false New York. We're currently its owner. Emphasis on "currently":

(https://i.imgur.com/cg5dYFZ.jpg)

This window demands a decision whenever you take over a city. "Keep City" will make it one of your own, but the city will be in occupation mode as long as your war lasts. Occupied cities are in a state of martial law and will not grow. Furthermore, if you don't negotiate a so called "ceding" of the city when the war ends, it will still feel as a foreign city and create additional war weariness should you ever go to war with the original owner again.
"Raze City" is a very nuclear option. Pick this, and the conquered city will be immediately deleted, as if it never existed in the first place. In Civ 5, cities were only gradually razed and the razing process could be aborted at any point before the city vanished. Your opponent also had the chance to conquer it back before this happened. Capital cities cannot be raised, neither can city-states.
In this case, we raze bootleg New York to ashes! The idea behind this is that any city you keep, you kind of have to take responsibity for. It'll want some of our amenities shared and getting too large and bloated is bad for your whole empire. I don't think the placement of this one is too beneficial and while it would be decent as a base of operations for the current war, we shouldn't commit to keeping it. With a click, it is gone.
Razing a city will count as cruel and will create additional warmonger penalties, tarnishing your international reputation. Since Kaguya is our ally in this war, she should tolerate anything we do. I hope. We'll see.

No longer needing to help with city conquest, unit 4 steps on the tile to his northeast where the enemy builder is. He gets enslaved and is now under our control. He has but one charge left, yet that's better than nothing.

(https://i.imgur.com/hhRTAOk.jpg)

Ah, forgot to mention: City-states hand out one quest per era. You check on the city-state overview what they want you to do and if you comply, you gain a free envoy fixed to the respective city. Granada wanted us to build a holy site. Temporarily stealing the one from Mamizou was close enough to "building" I guess...

Within Mamizou's turn, our offense takes a bunch of chip damage. Unit 4 is first shot by an archer for 9 damage, then charged by horsemen for another 9. Those horsemen are punished with 84 points of damage by our automatic retaliation. Unit 1 also gets pelted by arrows from the north for 14 damage. Everyone's still fairly healthy after all that.
As you can see, the game gets really intricate when a conflict breaks out. There's so much micromanagement when you're commanding your troops and choosing your attacks. That's why we're stopping for today after only 4 very eventful turns. Next time, more of this carnage. Will Mamizou's capital hold?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on February 02, 2018, 05:20:07 PM
No way the just and true Kobito would ever disturb the peace. Our evil twins have taken control and are responsible for eveything that happens at this point  ;)

So... Little Green Men, huh? Ancient Kobito myths will be interesting :D
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on February 03, 2018, 03:08:28 PM
So... Little Green Men, huh? Ancient Kobito myths will be interesting :D

Already developed through the civic of mysticism. Our scholars know they are totally real!  :3

Update nr. 20 - When did the Civilization 6 AI actually get somewhat decent?

Turn 95 - 525 B.C.

Last time, we dealt Mamizou a huge blow: It's a huge setback to completely lose a 5 population point city when you only have 3 in total and none of them are that much bigger. The frontline now looks like this:

(https://i.imgur.com/kazkOE1.jpg)

Know that for the duration of this war, I will always keep referring to the numbers given to our Shining Needle Swordsmen in the most recent screenshot. It would otherwise be too difficult to describe what unit I mean at what time. Anyway, that's a lot more archers defending the Tanuki lands than I was ever expecting. This campaign might not be so one-sided as we thought. Unit 3 is the only one of ours able to promote this turn. We do, taking the Tortoise perk for additional cover from arrows, but only after having units 3 and 2 swap places. That is indeed possible to do in the same turn. Just tell one unit to move on the spot of the other. Both need enough movement points for it to work. That way, unit 3 won't be in the way with 0 movement points.
Unit 1 attacks the archer adjacent to it, who loses 76 hitpoints and only defends himself for 13 damage. Had we not needed to cross the river between those units, the result would have been even more in our favour. Next up, the builder we stole leaves the care of unit 4 and goes on the tile of unit 2. We do this because 2 is much less threatened than 4 and it would be a shame if Mamizou somehow regained her kidnapped builder. Unit 4 then goes onto the tile northwest of itself. We should rather deal with the enemies up north first, as there's too many in the east to quickly break through.

That's all the attacks we instigated this turn. Two minor things happened: At South America's eastern coast, we uncovere a tile with a new luxury resource, citrus:

(https://i.imgur.com/DmXHwvg.jpg)

Citrus is symbolized by an orange. You can imagine that it also encompasses other tropical fruits that are neither bananas nor oranges. Lemons, limes, grapefruits...I think I'm the only person in the world who somewhat likes grapefruits. It's unlikely we'll settle there anytime soon, but a city there could potentially get ships or units to Africa fairly quickly...

(https://i.imgur.com/z1CHtR0.jpg)

Our own, self-recruited builder did not run into trouble and can expend his last charge on another horse resource. Now any city could make horsemen, should we want some. That's however not the greatest significance of that screenshot: For Kaguya, the call to war came pretty suddenly, she did not have a force in the right place as we did. It's reassuring to see that she mustered at least something and is sending it east as our backup.

Damage we took during Mamizou's round was:

- Unit 1 was bombarded by an archer 2 tiles northeast of it for 10 damage, then charged at by the adjacent horseman for 11 damage, dealing a whopping 91 back to him.
- Unit 4 was bombarded by an archer 2 tiles east for 9 damage.

I think it's the least confusing if I summarize our enemy's actions in this format, as they might not always happen in a unit by unit order.

Turn 96 - 500 B.C.

Goddamn, when did that wily tanuki make this plethora of units? That is more than untypical...

(https://i.imgur.com/RJLhbea.jpg)

Granted, her units are so much wimpier than ours, but still. This will not actually be the easy war I would have bet it would be. Destroying archers should be a priority, as horsemen are likely to shatter themselves onto us on their own for embarrassing combat results. Unit 1 destroys the damaged archer next to him and crosses the river. This only cost the little swordsman 9 hitpoints. He's at roughly 50% health now. Unit 4 leaps at the archer inhabiting the tile with the cotton, 60 damage for 14 in retaliation. Unit 3 has nothing better to do than targeting the horseman to its east for 64 damage and 16 in return. Unit 2 just treks 1 tile to the east, as not enough movement points are left to go after the third archer on the screenshot.

That's it for our offense again. Our experienced scout, Aya and Momiji, opens another goody hut so that another flock of villagers gets teleported to Blefuscu. The housing space is so low there now, a symbol indicating the city's crampedness has appeared on it.

The phase where we're the ones getting clobbered goes somewhat like this:

- Unit 1 endures ranged fire for 12 damage
- Unit 3 is shot by an archer for 15 damage, then some more join in for 14. Lastly, the horseman on the tile east of him charges and dies easily, but not without 12 points of damage dealt. This swordsman of ours was an attractive target, as the flat land he was on didn't give him any defensive bonuses.
- Unit 4 suffers some arrows for 9 damage, then is attacked over the river by a mostly intact horseman. The numbers are so against said horseman that he is instantly destroyed, hitting only for 9 damage.

Turn 97 - 475 B.C.

Oh boy, this is looking bad, really bad...

(https://i.imgur.com/rYmGQi8.jpg)

Many units are close to death, but we needn't despair just yet. Unit 2 for example is eligible for a promotion, taking Tortoise and feeling so much better after healing those 50 hitpoints. The rest will have to hold out a little longer and gain some more experience so that they can gain their own level ups. Unit 1 finishes off the injured archer to the northeast, it does so with 11 damage to itself. The very healthy Unit 3 takes the fight to the archer hiding in the silken woods. The damage dealt is 59 and 14 gets thrown back at it. Unit 4 simply holds its position, as always, it'll regenerate a little for keeping all his movements points.

(https://i.imgur.com/LC0o0XQ.jpg)

Rather than helping with fending off our front, another enemy horseman has lost his way and ended up at Blefuscu. We shoot him for 38 damage, just a few hitpoints short of destroying him.

(https://i.imgur.com/RWvDREX.jpg)

Our stalwart little spearman has made it: He sailed around Mexico and has left his pursuers behind. It's fairly certain he'll make it to the safety of Shining Needle Castle and unless you'll hear from me otherwise in the next few turns, you can assume he did.

Here comes the part we like least about these turns. What casualties did that sneaky Mamizou cause this time?

- See the archer behind Lake Erie? He shoots unit 1 for 15 damage, almost killing it. Ouch!
- Unit 2 gets punctured for 10 points of damage by the archer playing with the silkworms. The horseman just next to it enters the fray and is happy to deal 12 damage to our unit in exchange for 68 on himself.
- Unit 4 is shot somewhere from the east for 13 points of damage. After that, it also has to fend off the horseman to its immediate east. It inflict 66 points of damage to that attacker and suffers 13. A little later still, our swordsman is shot by another archer within Mamizou's border for 13 damage, bringing him extremely close to death, just like unit 1.

Turn 98 - 450 B.C.

Our troops are in absolutely dreadful shape now...

(https://i.imgur.com/GYNZiZJ.jpg)

Luckily, the devotion of units 1 and 2 pays off: They are both allowed to take promotions and heal up through this. They already made it to the second rank so they can both take:

(https://i.imgur.com/lfC6PPk.jpg)

The pre-requisite of this promotion is Tortoise and it's not a bad one to pick. It's especially good in this case, as Mamizou indeed has a river at her capital that gives its southern flank additional cover. Not against those two anymore!

Unit 4 easily slays the archer to its east, taking only 9 damage in the process. Unit 3 makes similarly short work with the horseman right in front of it. Now the map looks more like this:

(https://i.imgur.com/N3jrcHm.jpg)

It's not looking so grim at all anymore! There are still some more enemy units we revealed, but if that is all that stands between us and conquering the capital, we might manage.

The opposing horseman that Blefuscu's archer attacked last turn used his own promotion to heal up. It helped him only a little, as he is still where he was last turn and is now shot again for 35 damage. He still healed for a net gain of 15, but it won't be enough to take another attack like that.

In her own action phase, Mamizou advances more archers into our sight range at her capital. Where did she get all of these?

- Unit 1 again gets a barrage from the other side of Lake Erie. Again, they sure have strong arms and bowstrings. These ones hurt for 12 damage.
- Unit 3 is shot by a whole three nearby archers! First goes for 11, then again for another 11 points of damage, and lastly, another 12. Have mercy!
- Unit 4 has it a little easier with only a horseman attacking it. We lose but 9 hitpoints, the horseman took a whole 79.

Turn 99 - 425 B.C.

Distracting us from the somewhat disastrous progression of our campaign is this technology:

(https://i.imgur.com/JTqOXYV.jpg)

"The human computer? Shakuntala Devi (https://en.wikipedia.org/wiki/Shakuntala_Devi) was from India and a mathematical genius, Guinness World Record holder and also an author. There's a lot of merit to her quote: Even in this very game, you've got numbers and decimals to our science, culture and gold gains. You may not think about it, but so much in life is indeed numbers.

(https://i.imgur.com/rTIxSu7.jpg)

The last act of The Last Crusade requires Indiana Jones to visit the Petra (https://en.wikipedia.org/wiki/Petra) in Jordan. This is potentially a very powerful wonder. Cities that have the misfortune of having many desert tiles around them can end up pretty mediocre, if not bad. If they're the one getting the Petra, they'll be a powerhouse! You know, if we make a city near Yosemite, we should indeed blitz for the Petra if we can.

(https://i.imgur.com/ULpNCtG.jpg)

Embarked units and also ships get additional movement points at key technologies. Here's the first of these we encounter.

Understanding mathematics unlocks a lot of new technologies. Here's the shortlist:

(https://i.imgur.com/U7ARDkI.jpg)

We're nearing the end of the classical era. Some of those are medieval technologies, like cartography, military tactics and stirrups. I think apprenticeship might be as well? I'll have to double check. That very technology is what we're setting for now, likely not for its whole duration, as the inspiration should be obtainable.

Before we think about what to do with our swordsmen in foreign lands, another symbol has appeared above Blefuscu:

(https://i.imgur.com/S59iFjP.jpg)

The red house shows our housing troubles, that's understandable, but the red circus tent means that we're also in negative amenities. The cause for this isn't primarily a lack of luxuries, but the accumulating war weariness. The Kobito's ability reduces the war weariness we receive, but it's still starting to show with currently a -3 to happiness, all concentrated on Blefuscu. However, we needn't expect insurgents unless this goes on for many more turns and war weariness heightens further.

So...the following screenshot made me quite annoyed, as I realized here we had to change our plans:

(https://i.imgur.com/qV7cOHx.jpg)

I thought four Shining Needle Swordsmen would surely be able to overrun a completely unprepared Mamizou. I really did. Looking at the 4 archers and 2 horsemen in front of us, as well as the poor condition our elite warriors have been reduced to, this cannot possibly work. If we continue to ram our units into the enemy, we're going to lose at least one each turn. We simply have to retreat and rather than keeping the war going, make a truce as soon as we're allowed. Turn 101 should be when the 10-turn countdown is up to make peace.

After our movement points are used up, the situation looks like this:

(https://i.imgur.com/zbuK8zo.jpg)

I'm foreseeing that unit 3 will be destroyed. Even if Mamizou's units from the east don't catch up, the archer to the west should deal the final blow. The AI has a mostly sensible bias to making moves with the best combat predictions, and attacking this highly wounded unit stationed in flat terrain should be a magnet to their attacks.

Knowing that the war should end soon, we link the settler in Shining Needle Castle to the garrisoned archer and move both westward. Maybe we'll be in time to settle at Yosemite before Kaguya does?

Mamizou has the stealthiest warrior under her command:

(https://i.imgur.com/GQ7JrF9.jpg)

This enemy somehow made it past the borders of Lilliput without me noticing. Did I accidentally order the archer to fortify instead of setting him on alert? Better late than never, we shoot him for a mediocre 26 damage. Apparently, the oligarchy combat bonus doesn't take effect for ranged units, only for melee, anti-cavalry and both types of cavalry. Who knew?

And we knew it would happen: Mamizou sicks a barbarian horseman onto unit 3 and destroys it. Rest in peace...they depart with 57 damage to their killer.

That should do it for today. This must have been the least uplifting update yet. Our original plans have mostly failed. I think we should make peace, lick our wounds, build up very dedicatedly to a much more formidable army and try again soon. If so, that will be for another day. Until next time!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on February 03, 2018, 07:38:14 PM
Tortoise? Amphibian troops? Did you just hire Nitori and co into your army?

Also, holy crap, that amount of enemy units! What do you think, was Mami building them up all her turns, or spent all of her gold buying them, or what?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on February 05, 2018, 08:33:27 PM
Tortoise? Amphibian troops? Did you just hire Nitori and co into your army?

Also, holy crap, that amount of enemy units! What do you think, was Mami building them up all her turns, or spent all of her gold buying them, or what?

You know, if we get another melee unit with exactly that constellation of perks to level 2, it will be named Nitori  :3. (The ones in this update had already gotten their titles before you posted)
The archer spam is likely a combination of both. They aren't too expensive to buy, and the average capital city should be able to produce archers in 3 turns each before the clock hits turn 100. Units of the mid- and end-game will never be this quick to build.

Update nr. 21 - Let's shake hands now so that I can destroy you at a later time

Turn 100 - 400 B.C.

Last time, we had to admit to the futility of this war. How is it looking over there now?

(https://i.imgur.com/o29Ezw2.jpg)

Unit 3 can hopefully lose the archer and horseman right behind it through the hills and forests. We can also see that Kaguya's archers have arrived. Or at least one of them. He's not unlikely to take care of the greatly damaged horseman two tiles east of himself. After we move each unit one tile southwest...

(https://i.imgur.com/cR3S0mE.jpg)

...the marked archer is revealed. Our forces may have been too bruised and battered to continue their siege, but that doesn't mean we can't inflict some more casualties on the way back. We may be able to overrun such an isolated unit.

The hostile warrior at Lilliput did not decide to pillage the pasture he was standing on last turn, as I would have bet he'd do. He instead decided to move onto the cattle pasture in the northeast of the sheep. This time, we hit him a little harder for 39 damage. If he's so stubborn to stay, the next turn could be his last.

Between turns, we see more units of Kaguya arriving and taking action in this war. Our ally and foe hit each other equally often through ranged attacks, but no units are destroyed. Mamizou's archer and horseman around unit 1 and 2 take promotions to heal up. Our own soldiers are not assaulted at all this round.

Turn 101 - 375 B.C.

This is the turn where Mamizou is technically open for talks. But first, how's the overall situation?

(https://i.imgur.com/qkOAmbl.jpg)

The warrior you see in the west apparently hoped to reach and destroy the pastures we made around our horses. We fire at him for a third time and completely wipe him out.
Before we do any more fighting, I noticed that two of our swordsmen, unit 1 and 2, were eligible for custom names. Remember, level 2 is when you can whip out your creativity.

(https://i.imgur.com/W8ZXaqs.jpg)   (https://i.imgur.com/k2DphLT.jpg)

I think these two names are appropriate for tiny swordsmen. I have heard that Youmu is supposed to be somewhat challenged in her height, the only thing tall about her would be her pride. And wasn't it just through Antinomy of Common Flowers that we're supposed to think of Tenshi as much, much younger? If she has the physique of a grade schooler, she should fit right in with the little Kobito.

The combat predictions of unit 1 against the adjacent archer foresees a major victory, but it might not be enough to destroy them completely. We still take the gamble and it was one worth taking: The archer is gone. Our swordsman takes 13 damage in return. Unit 2 and 3 head another tile southwest, the latter is now right next to another horseman. He is, until...

(https://i.imgur.com/xDy9lxI.jpg)

...we get rid of that one by a bombardment from within our city. The archer's Garrison promotion makes for really amazing combat odds here.
So we have used this turn to mop up three more units of Mamizou. We have in total lost 1, she on the other hand had to say goodbye to 10 or so. She will likely lose a few more due to Kaguya. With a razed city on her side as well, this would be a successful war on paper, but it doesn't feel like it to me. I actually hoped to also take her capital, then raze Washington and completely kick the bake-danuki out of the game. It just wasn't meant to be. Let's finally contact her for peace negotiations. You do this like you would make any other trade, except that the option to make peace is now a mandatory trade item:

(https://i.imgur.com/SyLKrVl.jpg)

This default deal would be a "white peace". If both sides were human players, this would probably be something sensible to agree upon. After all, the player on Mamizou's side would have understood that we're evacuating our troops. Unless the underdog defender mustered a strong offense in the meantime, both parties wouldn't be interested in keeping this war going. The computer however is a little more...gullible. Just because we have done so much better statistics-wise, Mamizou will be happy to agree to a somewhat unfair deal, to paying reparations on top. We barter a little, hoping for a moment that she would just give us control of Washington if threatened maybe, but that would be too bold. In the end, here's something that she's willing to part with:

(https://i.imgur.com/RJjeZFN.jpg)

Our bluffing is worth 104 gold, the total number of coins Mamizou currently has in her still growing treasury, and more importantly: The warm, fluffy furs of Ran Yakumo to cuddle ourselves into. We tried to extort furs as well as cotton, but she wouldn't have that. All in all, we haggled out some good riches here, our swordsman did not die in vain. Yet I still would have loved this war to be more successful. It might also be because more than even in my own games, I wanted to do well in this very first war of the Let's Play. But what's done is done. I'm confident we'll get our revenge in the future.
Mamizou says to the peace deal "Thank you, I think this will benefit each of us". Uh-huh. Don't any of you tell her that we totally ripped her off!

Turn 102 - 350 B.C.

Before we do anything of the usual sort, I want to show you the Great People tab:

(https://i.imgur.com/779uGKd.jpg)   (https://i.imgur.com/5TxzuK3.jpg)

The marked icon will open some statistics about how well everyone is doing in their recruitment of Great People. Remember, you're competing for these with all other civilizations! To make this race more interesting, notice that there are buyout options with gold and faith for all Great People. Don't assume you will get one of these just because you're far in the lead: Someone with a lower recruitment progress might have bunkered enough cash or prayers to take them from you at the last second. You can of course do the very same yourself.
Out of all of these, the Great Prophet is still the most interesting one right now. We are in the lead, and with the displayed 3 points per turn, we would snatch O No Yasumaro in a mere 18 turns. This might be a little too long, as our unknown competitor makes 3.5 points per turn now. Perhaps building a shrine in Shining Needle Castle's holy site would be an idea. Alternatively, we need to keep an eye on the possibility of a buyout. The fee for this gets cheaper the closer you are to recruitment.

Next up, the thought came to me that we will hit the medieval era very soon. Let's give ourselves a preview of its technologies:

(https://i.imgur.com/LYTRdW8.jpg)

We will most likely make the shift to the medieval times through the technology of military tactics. In fact, let's switch our technology focus from apprenticeship to just that right now! We should time the era transition so that we can achieve the culture bonus from Kobito's ability while on a very expensive civic, but more on that later. Machinery is one of the most attractive technologies to get at the moment, but we still need construction and engineering before it gets unlocked.

It would be unfair to look at medieval technologies and completely forget about the medieval civics:

(https://i.imgur.com/TXzS20S.jpg)

I botched giving you a good overview at that point in time, this screenshot is actually from a later recording. Feudalism is one of the key civics of that era and will increase the effectiveness of your farms, leading to somewhat of a snowballing effect in your growth if you play it right. Divine Right is equally important, as it holds the quickest to reach of the Tier 2 governments.

Onto our build options: Shining Needle Castle and Lilliput have finished their last projects (a holy site and an encampment). I mentioned that a shrine would be good but honestly, we need to take care of Mamizou. The longer the game goes on, the more likely she is to recover from the strike we last delivered. We need to work on building that army and we need to do it now. Both cities will create a Shining Needle Swordsman, our capital can do it in 4 turns, Lilliput takes 5.

While adventuring in Argentina, Aya and Momiji spot a tall, breathtakingly imposing structure:

(https://i.imgur.com/1Dn20J1.jpg)

Torres del Paine (https://en.wikipedia.org/wiki/Torres_del_Paine_National_Park) I believe means something along the lines of "comb of towers". The national park of the same name in Chile has indeed almost comical mountains that shoot up from the ground like the teeth of a comb. This natural wonder is among the strongest in the game, as it doubles yields of adjacent tiles. This can lead to a truly mighty city if built nearby.
Howard Hillman (https://en.wikipedia.org/wiki/Howard_Hillman) writes books on travelling, wine and cooking. The Torres del Paine is a big magnet for tourists, it's no wonder he'd have featured it.

Ah, the first turn where out swordsmen are not getting beaten up. All of them stay where they are, regenerating the high amount of hitpoints they've lost. We let the captured builder out of the swordsman's escort formation and send him into the borders of Blefuscu.

Turn 103 - 325 B.C.

Aya and Momiji are on a roll today! They discover another goody hut, nestled between the icy mountains of southern Chile, as remote as you can be. Closer towards home, one of our traders has made his laps and would like new orders:

(https://i.imgur.com/PUG3IAU.jpg)

We were in a way waiting for this, but it would have been ever better if it came in, say, 5 turns or so. One of the available trade routes is highlighted: That's the previous one. It's a nice function of convenience: If you tend to priorize trade routes with a lot of yields, it enables you to quickly repeat the same ones you have been using. Although, in this case we don't want to copy the same plan for our trader, nor pick the one with the better yields to Lilliput. Nope, we want to make a route to a place that at this moment doesn't exist. Just like all other units, traders have the option to wait and do nothing on their turn. That's what we pick. It will ask us for a route each turn, and I'll get back to you when we don't postpone sending out our trader anymore.

Just like on the previous turn, our swordsmen needn't do anything else but treat their injured. They also have no reason to fully retreat back to our borders, as I've got a feeling they'll be needed at roughly the same place they once fought at.
Our builder at Blefuscu embarks onto the tile with the whales. Now why would he do that. You'll see in a bit.

(https://i.imgur.com/kiIlHoE.jpg)

In the north, we see several archer regiments of Kaguya blasting a barbarian horseman of Mamizou, eventually destroying him. That puts a smile on my face. Any units destroyed on her side we will not have to deal with in the future. People have criticized Joint Wars in so far as that the allies called in never have an army in place and tend to stay passive until they make peace, but Kaguya here is actually helping. It was absolutely worth bribing the princess.

Turn 104 - 300 B.C.

We're in about that age where classical cultures like the Persians, the Macedonians and the Romans really became relevant and powerful. Given how our campaign has gone so far, we shouldn't be so bold as to say we're on their level, but we're getting there.
What none of these mighty civilizations did was getting to a point so far south on the globe:

(https://i.imgur.com/YhYLXN3.jpg)

The dwellers of that village were likely happy to leave their life in the tundra behind. They settled in Shining Needle Castle, which is fine by me. It's up to 9 population points now, not a bad score. Reaching 10 will trigger a eureka, but because of suboptimal housing it's currently 42 turns off from there.

Over the last few turns, we've also been sending our newest settler towards Yosemite. It's really looking like we're going to be the first ones to make a city there...

(https://i.imgur.com/cbpoLoW.jpg)

...if we can navigate around Kaguya's many troops that is. We have no reason to believe she will become hostile of course, it's just that they're blocking our path a little. Hopefully this won't be too bad of a traffic jam.

The turn ends without any AI combat. In fact, we can assume the next few turns will be some of peace and quiet:

(https://i.imgur.com/ZYKtt8I.jpg)

Yeah, this was to be expected at some point. The AI doesn't like to have wars drag on. Those two would've just uselessly shattered units against one another and produced war weariness without anyone coming out as a real victor. With all evidence of this brutal war disappearing, we shall stop for today. Next time, we will make a flying island and rule over the realm below. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on February 05, 2018, 10:55:30 PM
Sheesh, even Kagu has a boatload of archers. Did Eirin give Tewi's bunnies some express ranged combat lessons?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on February 07, 2018, 10:13:00 PM
Sheesh, even Kagu has a boatload of archers. Did Eirin give Tewi's bunnies some express ranged combat lessons?

They learn from the best  :3. There's something called a "leader bias" in Civ, which makes the AI more likely to build certain things. You cannot learn of them in the game regularly, but modders can fiddle with them. KCucumber probably gave those leaders a very high bias for ranged units.

Update nr. 22 - We're going medieval on their asses

Turn 105 - 275 B.C.

Last time, we buried the hatchet so that we can one day dig it back out and throw it at our neighbour when she isn't looking. This turn is off to a great start:

(https://i.imgur.com/60ue6N2.jpg)

We've already developed this civic a little and the eureka gets most of it done. It was awarded for having two campus districts in our empire, the second being the one Blefuscu just finished. But the good news don't stop coming...

(https://i.imgur.com/9zzqBnX.jpg)

We had Adam Smith (https://en.wikipedia.org/wiki/Adam_Smith) already. By all means a man clever enough to use for several quotes. Civ players who have neglected defense to get a wonder, the next wonder, and also the one over there and have paid for these decisions will agree with his wisdom.

(https://i.imgur.com/5XsoP3X.jpg)

A ranged city strike is only possible if you have built walls, but even without them this policy will make your cities a little tougher to crack.

(https://i.imgur.com/rZ41MOH.jpg)

"Limes" is latin and means "border", typically used to describe the extent of the Roman empire's conquest. I really like this card. I usually wait for a good opportunity to switch it in and once I do, put the production of every single city on ancient walls. Maybe such a chance will happen soon?

(https://i.imgur.com/ti42KXz.jpg)

Halicarnassus (https://en.wikipedia.org/wiki/Mausoleum_at_Halicarnassus) was a city of the old greeks at what is today the southwest of Turkey. It is another of the seven wonders of the world and was already featured in Civilization 5 where it had a completely different effect: You would gain gold through it whenever you used a Great Person's ability. This time, it's more about utilizing the Great Persons themselves, Great Admirals in particular. We are a harborless empire, it's therefore not very interesting so far, but can be decent.

No changes are made to our policies, we see no particular need at the moment. As for the next civic, the recently boosted Recorded History needs just one turn of investment. Yes, please.

As for who boosted that civic: Blefuscu has been clamoring over their housing problems for long enough. They need to have a granary and they'll get it in 9 turns. Hopefully they won't feed themselves plump so that even less Kobito can fit into their houses...
Something else is up at Blefuscu. We sent our enslaved Tanuki builder down there and he's now on a very specific, unclaimed tile:

(https://i.imgur.com/p6k7g36.jpg)

We purchase said tile for 140 of our 522 gold pieces and expend his last charge to send fishing boats after those yummy, yummy crabs...

(https://i.imgur.com/SDsiOUS.jpg)

You get inspired on how to achieve celestial navigation by improving your second sea-resource. As a reminder, our first were the whales, also at Blefuscu. This isn't an especially expensive tech, but it's still nice to get it a little quicker.

In case you forgot about city-states: We've also gained another freely distributable envoy this turn. We decide to send it to Granada and become its suzerain as well. Now both city-states of South America have become our lapdog-I mean respected friends! Dearest of friends of course...

Turn 106 - 250 B.C.

(https://i.imgur.com/rn5GL4h.jpg)

I think one day, people will decide to agree upon that the Tanuki were villains and that it was just of us to kick them out of North America.
There shouldn't be anyone who hasn't yet heard of Napoleon Bonaparte. (https://en.wikipedia.org/wiki/Napoleon) Despite causing something barely short of a world war, he is mostly considered positive nowadays, as he did reform and not just subjugate those he conquered. Napoleon was also a playable leader for the French in most of the Civilization games. Our sixth installment here instead chose Catherine de' Medici for them, possibly one of the...least appreciated decisions of Firaxis to say it carefully.

(https://i.imgur.com/LWH0Y2i.jpg)

This is a worthwhile policy for science powerhouses with many campuses. At our current situation, I would estimate an increase of 3 or 4 points of science per turn, were we to equip it. I don't think it's quite worth it, but we should at least keep it in mind.

(https://i.imgur.com/18G9zJd.jpg)

The Great Library of Alexandria (https://en.wikipedia.org/wiki/Library_of_Alexandria) was the first really large storage of the world's knowledge and a powerful world wonder especially in Civilization 5. It was the absolute meta behaviour to rush towards building it. And I mean as fast as you can, squeezing every turn to the maximum. In Civilization 6, it's become an almost shockingly weak wonder. At the time you can build it, you should be deep into the classical era, meaning you won't be getting many eurekas from it once it's completed. The secondary effects are also very meager.

As before, we still have no real reason to change policies. Replacing Urban Planning through Natural Philosophy is an option, but we're setting production over science for now. The next civic we pick is Feudalism with a total time of 17 turns, but this is a very temporary one. We won't develop it to the end yet.

Hardworking Shining Needle Castle has finished a Shining Needle Swordsman and he gets sent on the road to Blefuscu. If the one being drilled in Lilliput finishes, we'd have five of them on the field. Quite a few...and not nearly enough. We make another one in our capital right away, 4 turns.

There's little else to say about this turn, except that all the units damaged in the war are now at full health again. Like I once said, they will not return home, but stay in the unpopulated wilderness between our lands and Mamizou's.

Turn 107 - 225 B.C.

The boot camp at Lilliput is also over, the resulting Shining Needle Swordsman is sent east. In a city with an encampment, new units appear in that district unless it's occupied by a unit already, which it is by our garrisoned archer. The new unit appearing in the city center saves us a turn of walking. I think we are about to have enough swordsmen. Should we make a building instead now? Nope, just a different unit that is a little more versatile: A horseman! They're also a little quicker to produce, 4 turns.

I've got to admit, I was very worried for the last few turns that an Eientei city would crop up at Yosemite:

(https://i.imgur.com/K69Zmuy.jpg)

I do not see a settler of Kaguya anywhere, no one will take this away from us! I've marked the desired settling spot with a map pin. It is within 3 tiles of all silver resources, Crater Lake, Yosemite of course and even some iron. Not of the cotton on the west coast unfortunately, but I think we'll take that resource from someone else sooner or later.

Just before we end the turn, we switch our civic development from Feudalism to the 13 turns of Naval Tradition. It might be confusing how often we're changing our focus here, but we have a plan. And you're about to see what it is.

Turn 108 - 200 B.C.

(https://i.imgur.com/RhXpMay.jpg)   (https://i.imgur.com/KlRl9DM.jpg)

The first medieval technology is in our possession and transfers to an era some will say was worse to live in than the classical one. We won't have such a dark age, as we do not play with the expansion releasing in a day or so. The quote here could be from another military man, couldn't it? Machgielis Euwe (https://en.wikipedia.org/wiki/Max_Euwe) was not that, but a chess grandmaster and in his own way, a general for his pieces. Notice that the symbol for this technology is also a chesspiece.

(https://i.imgur.com/rg5bPFB.jpg)

The Huey Teocalli (https://en.wikipedia.org/wiki/Templo_Mayor) was the main temple building of the Aztec City of Tenochtitlan. The Aztecs under Montezuma are by the way playable in this game. What we have here is the one wonder to immensely power up lakeside cities. If we were to put down a settler at the Great Lakes, we would need to build it there, definitely. The requirement of being built in both a lake and on coast just means you can't have it in the center of a lake with no land access.

(https://i.imgur.com/UZnOqXR.jpg)

The pikeman is the next evolution of the spearman and would be the unit with the highest combat strength we could make right now. Know that these will still be weaker than swordsmen due to their vulnerability to them, but anything on horse will shatter against these guys. Unfortunately, the pikeman will take ages to evolve into the next tier of anti-cavalry unit, which is why this type of unit is so ungrateful to produce in large numbers.

Would you look at that...

(https://i.imgur.com/yE4NiSs.jpg)

The era transition we just had gave Naval Tradition 7 turns worth of culture thanks to the Kobitos' ability. I didn't want to have a civic in development that was too close to being finished, so that none of that culture bomb would go to waste. Well timed, I would say.
Our treasury also shot up by 420 gold to now 843 for the same reason. We should buy something with all that money. Maybe as the turn goes on. For now, a new scientific focus is needed. Military Tactics was a dead-end technology, so nothing really new has appeared. We switch back to the already started apprenticeship, 7 turns are left. We will likely change again soon and get the technology through its eureka when it's done halfway. We also take our culture focus off from Naval Tradition later in the turn and put it to a very religious civic: Theology for 8 turns.

All that aside, the most long-awaited event of this turn must have been the settling of our new city in Nevada/Utah. We click the usual button and there appears...

(https://i.imgur.com/axEEFU0.jpg)

...Laputa. A very naughty word in Spanish, but it doesn't have anything to do with that! Once again, BoringDuck references Gulliver's Travels. Laputa is the name of a flying island soaring above the realm of Balnibarbi. The king there considers himself the ruler of the lands below. The spot we chose doesn't look too fertile at first, but know that the tile east of the city center is floodplains, giving +3 to food. The very first thing we do in Laputa is quick-purchasing a builder for 280 gold. This is something I do very often. When I don't find the time to produce a builder to quickly send to a fresh city shortly after it's placed, I tend to get one in the new city itself. It's very recommended to get a few basic tile improvements done for a city as soon as you can. Laputa's production is then set to the typically first build option: A monument for 15 turns. We've got to expand onto those natural wonders as soon as we can!

(https://i.imgur.com/vYvVOUu.jpg)   (https://i.imgur.com/RSPSEA1.jpg)

We did have a spearman sitting in Shining Needle Castle and through our newest technology, have transformed him into a pikeman. Apart from a gain of 16 combat strength, he also instantly grew a rugged beard. Boys become men...

(https://i.imgur.com/XkL9z0u.jpg)

Training (or just upgrading into a pikeman) was also a city-state quest for Granada. You can check which ones you have, but I didn't and it was another pleasant surprise. We have 4 envoys at Granada now and are even more distinctly fortified as its suzerain. The upgrading brought us down to 353 gold by the way.

I think Laputa needs a little more done for it than just that instant builder. We need a road connection to it and we need it fast:

(https://i.imgur.com/ozd39Tv.jpg)

That's what we were saving that trader for. Our young city is somewhat isolated from the rest of our empire due to mountains, hills and rivers now, but that will change quickly.

Last but not least: Troop movement. More Shining Needle Swordsmen are on their way to the original surviving three at the eastern front. I'll show you what it looks like once everyone's properly gathered there. Aya and Momiji...

(https://i.imgur.com/Z8peZpZ.jpg)

...are at the coast of Brazil. I think that's roughly where Rio de Janeiro would be! We set the Tengu duo on "Alert" on that very spot. They'll actually stay idle right there from now on, distracting themselves with the Carnival I guess. When the time is right and we have a certain technology, we'll wake them up for a new adventure.

Turn 109 - 175 B.C.

What a sad day. We've lost a friend:

(https://i.imgur.com/jg39mB2.jpg)

Our declaration of friendship to Kaguya happened exactly 30 turns ago and that's how long they will always last. No worries, it is possible to renew them and we shall try now. It should work, looking at this:

(https://i.imgur.com/OL7a7In.jpg)

The +5 relationship was the main reason I invited her into the previous war by the way. If we hadn't, there would also be negatives for declaring the war on Mamizou and razing fake New York. Because Kaguya was an accomplice in that war, she completely forgave us our sins. That's how you make war without diplomatic repercussions in this game.
We ask the big question of friendship again. Do you like us, princess? (Purely platonically of course)

(https://i.imgur.com/SEe1JLl.jpg)

Rejected! The prom queen laughs at us. KCucumber uses "haha" as negative responses or generally negative diplomatic events. Another example would be denunciations. I think it might actually be a bug that declarations of friendship are never accepted on the turn the old one expires. In my experience, it is not unlikely Kaguya will ask us for friendship on her turn.

There's but a small amount of relevant unit movement in turn 109. Rather than having our new and mighty pikeman stay in Shining Needle Castle as a garrison, we also send him east to fight at some point. The new builder walks onto the tile with sheep northwest of Laputa. A pasture is always a great early choice. He'll put it down next turn.

It's as if I predicted it. Kaguya must have been in a strange mood. Now she tells us that she likes us:

(https://i.imgur.com/99toqLz.jpg)

"I agree"...so to what do you agree to?
The answers give us context to this very confusing diplomacy line. Kaguya is asking from her side to make a declaration of friendship with us. The first option accepts, the second and third don't. I'm honestly unsure if there is any difference between option 2 and 3. The second sounds a little as if to add a "please don't ask me again anytime soon". We are very grateful to accept of course and become friendzoned once again. She replies "Wonderful".

Just like Kaguya came to us in delight, we have a very grumpy Mamizou knocking on our door:

(https://i.imgur.com/ic2asox.jpg)   (https://i.imgur.com/q0LY9DO.jpg)

Argh, we've been found out. How careless. The screenshot on the right is for context: We positioned the three veteran swordsmen two tiles away from Mamizou's borders. This was supposed to be their position to wait for the rest of our army. When enough of your units are in the sight range of another civilization's borders, they might call you out on it and demand an explanation. The first option "my troops are merely passing by" is to actually make a binding promise to move your units away. This promise will be broken either by following with a declaration of war or simple inaction: Don't actually move the units for a few turns like you said you would and you will also be seen as a liar. The second option is self-explanatory: You'll instantly have that war you were likely wanting to go to. As mean as it sounds, this is actually considered the "honest" option. Your opponent will be the least mad at you for not trying to deceive them with false promises. After you've had the war and they're still alive I mean. There's also the possibility to not care and ignore this admonition. It's the best option for those who are undecided, but doesn't exactly sit well with the other leader no matter if you end up going to war or not.
In our case, we do want to go to war but not at this very moment. We also know it will happen before any promises would be considered kept. Therefore, we simply ignore what the bake-danuki had to say to us.

The post has inflated to a pretty big size, so we will stop here for today. Next time, we'll learn to believe in something greater than ourselves (if everything goes right).
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Golbez on February 09, 2018, 07:37:58 AM
Could Mamizou have copied Kaguya's love for archers?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on February 10, 2018, 09:24:10 AM
Could Mamizou have copied Kaguya's love for archers?

I'd like to think that she copies biases, but nah, it's supposedly only agendas, unique units/buildings/improvements and country- and leader-abilities.

I have some very bad news: The update files Firaxis sent to everyone on the 8th of February have made some mods incompatible. I'm affected, so the save (all saves I've ever made in this campaign, really) is corrupted at the moment. It needn't stay like this. If the maker of the mod edits it to work again, the Let's Play should be able to continue, but as it is, the campaign is currently on ice and somewhat jeopardized. I'm extremely hesitant to declare it cancelled, but this might happen, too.
There's unfortunately no easy way to load the game with outdated patches. I've seen that function for games by Paradox (those frequently break mods), it isn't there for Civ 6. I've written to the creator of the incompatible mod, but I can't know how active he is and if he'll work on it again.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on February 10, 2018, 02:36:24 PM
Oh well. Not gonna hold my breath, but would be cool if things got fixed before long.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on February 11, 2018, 11:44:48 AM
Oh well. Not gonna hold my breath, but would be cool if things got fixed before long.

The modder responded and he was pretty confident about knowing what the problem is and what to do about it. He's currently in military service and will only be able to address the issue starting March.
The LP is therefore on hiatus, but chances are now very high that it can continue  :].
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (On hiatus)
Post by: Golbez on February 13, 2018, 07:35:55 AM
Nice, I have been enjoying this a lot.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Resumed!)
Post by: Gesh86 on March 05, 2018, 09:03:40 PM
Update nr. 23 - That's us in the spot...light, gaining our religion

Turn 110 - 150 B.C.

I'm detecting vital signs...it lives. IT LIVES! We are back, and last time...what did we do last time? It's been so long, I actually had to skim the previous update myself to know.
It seems we entered the early middle ages, renewed our friendship with Kaguya and showed off some cold war behaviour towards Mamizou. The turn starts with the setting of a new build option in our capital. We have a lot of choices, so many of them very sensible, but the one we're setting our eyes on is among the least expected. If we scroll very far down the list, we get to the "city projects".

(https://i.imgur.com/XLSA1Pn.jpg)

These projects will appear whenever you have the respective district present in your city. They are somewhat of an emergency plan to quickly recruit the Great People associated with the district. Very rarely do I even remember that I have them as an option, but this time I did! We are currently leading the race to the next Great Prophet 92 to 81.1, but our pursuer has a slightly higher output than us. I fear we might get caught and the next Great Prophet will be more expensive. So let's look at the project "Holy Site Prayers":

(https://i.imgur.com/ap3rxBM.jpg)

The project takes 5 turns to complete for Shining Needle Castle. The faith bonuses are nothing too valuable, but we should get enough Great Prophet points to instantly recruit one afterwards. I think you get around 30? It might increase the further you've advanced in the game. Anyway, this is our plan to "rush" the last stretch towards a religion. Fingers crossed that our unknown rival doesn't have a similar idea or buys out the prophet.

A lot less daring of a move is our next: We expend a builder charge northwest of newly built Laputa to construct a pasture on some sheep. It'll need this to get anywhere with its relatively barren but strategically viable lands.

Like the capital, Lilliput had also finished construction on a unit before the hiatus. It had trained a horseman we're now sending east.  We octruate the city to make another horseman right after. Only 4 turns. It makes little sense to make anything other than riders at this point, as slower units would just postpone the start of our planned war with how long it would take them to reach the frontlines. Before we're done with our second, so very proud city in the Great Plains, we pre-place its next district, which will be a campus:

(https://i.imgur.com/4y52RxN.jpg)

Before I forget: We had to quick-purchase the tile for 100 gold. No worry, we have the money. 291 pieces are still in our coffers. Naturally, production is again switched to that horseman who we are in dire need of.

(https://i.imgur.com/mtF9Ob8.jpg)

Between turns, something very strange happens. We get a leader scene with Mamizou where the text box is completely empty. This has to be an oversight in the mod. Did we go against one of her agendas? I don't know. Did we make a good impression by acting within her interests? I don't know. Did she denounce us? I checked afterwards and she did not. It will have to stay a mystery.

Turn 111 - 125 B.C.

Laputa's hard-working builder is sent in the direction of the valuable silver deposits just northeast of the city. We do not yet have that luxury in our empire, but the baubles we could make with it would go well with the confidence we're displaying towards our rivals. We shall pay Mamizou a most arrogant visit:

(https://i.imgur.com/9ftWVnG.jpg)   (https://i.imgur.com/u0Y6825.jpg)

"I denounceth thee, wretch, thee and thine detestably fluffy tail!" We do this in wise preparation: If we cannot call Kaguya into another Joint War, we would fight Mamizou on our own in a few turns. Being able to declare a formal war instead of a surprise war would remove a not too small amount of warmonger penalty. Do not forget to denounce the victims of your conquests on time, it is an easy oversight to make.
What I don't like is how well Kaguya and Mamizou are getting along again despite the past war. There's a smiling green face between the two. Hopefully the two won't get any more cordial in the next few turns.

Between turns, the only noteworthy news are that we are once again at an envoy-draw with Mamizou for Hattusa, losing us the suzerain status. She is as determined a paramour for their favour as we are, isn't she?

Turn 112 - 100 B.C.

A not too costly tech is discovered, one that will help us find opportunities in the seas:

(https://i.imgur.com/o8Y3xbS.jpg)

John Masefield (https://en.wikipedia.org/wiki/John_Masefield) was an English poet and writer. The quote here is the second line in "Sea-fever" included in the collection "Salt-Water Poems and Ballads". The overhanging subject of these should be obvious.

(https://i.imgur.com/V9Lxa50.jpg)

Lighthouses are a pleasant hybrid between population growth, naval veterancy and monetary income source and make the placing of coastal cities more viable. But why stop at thinking small when you could follow up with...?

(https://i.imgur.com/IX8FA2o.jpg)

Oh, those posh Alexandrians. If having the best library in the world wasn't enough, they also made one of the tallest building in the world, their Great Lighthouse (https://en.wikipedia.org/wiki/Lighthouse_of_Alexandria). It doesn't stand anymore, but must have been a sight to behold at the time. It is a recurring wonder of the Civ-series. In the 5th installment, it would count as a no-maintenance lighthouse on construction if you didn't have one in the city yet. This time, you need to already have a lighthouse to even start working on it. It would then become the second, tiny lighthouse no one cares about next to the new, big and cool one. Very strange.
The biggest boon of this wonder is by all means the additional naval movement. Very valuable if you are a fighter at sea.

(https://i.imgur.com/vovyPOM.jpg)

Before you can dream of getting any lighthouse, let alone an admirable one, you need to make this district. The harbor district fulfils roughly the same role as your commercial hub: Making money and increasing trade route capacity. It is of course also useful for giving a non-coastal city the ability to build any ships at all. Usually, you're not motivated to get both of these districts in the same city, as the one you build second does not give you another trade route slot. We might do so, at least in our capital, at some point.

(https://i.imgur.com/l66IflC.jpg)

Having traders embark at all is a great convenience of Civ 6. In 5, you had to decide whether to build land caravans or trade boats, and they stayed confined to their element.
I don't think I've ever harvested fish for an emergency feast. You want to be especially careful about this because sea-resources do grant adjacency bonuses to harbors. Unless you know you won't build a harbor next to that fish, better refrain.

The next technology we'll be working towards is Construction, a remnant of the few classical ones we have not yet discovered. Therefore, it's not too expensive with an unboosted 7 turns. It's also one that we'll need for the very juicy knowledge of machinery later.
We also switch up our cultural focus from Theology to Feudalism, 16 turns. I'm confident we'll get Theology boosted and this is another one of those swaps that'll avoid any culture unneccessarily spent after developing a civic to the 50% mark.

Whenever you get access to a new district as we just did, you should ask yourself: "Can I pre-place it somewhere?"

(https://i.imgur.com/H1wJXin.jpg)

Blefuscu needs such a harbor and being already so poor in its construction speed, should really avoid any rising build costs. We gladly spend the 100 gold of tile-purchasing for a potential +2 adjacency and further adjacency for our campus. For now, it goes back to making the granary it has almost finished anyway.

Here's the most exciting thing to happen between turns and that's not saying a lot:

(https://i.imgur.com/GJZmxaV.jpg)

Eientei had been an oligarchy before. Should we pull them into war against Mamizou, they will not be quite as effective, but that's ok. They seem to be interested in getting defenses up for their cities. If Kaguya's smart, she'll follow the switch to "Limes" with an all-out construction of ancient walls. We do not need to be worried about a fortified Kaguya, we don't plan to go against her. I'd be happy to share the continent with one other civilization for the remainder of the campaign, so long as the relationship from her side stays as well as it has so far. It's just Mamizou who will have to go.

Turn 113 - 75 B.C.

Previously, we backed our troops off of Mamizou's borders. With our warband assembling in the east over the last few turns, I think it is time we established our frontline once again. After all movement of turn 113, it's looking like this:

(https://i.imgur.com/yhbV3eZ.jpg)

We have 7 combat units gathered in the large circle. One little Shining Needle Swordsman is still somewhat left behind in the south, catching up to the rest. In the northwest, one horseman is at our flank. Fast units like him are good at taking these positions and flying to whereever they are needed. 4 swordsmen make up the centerpiece. The battering ram is being escorted by the one furthest back of these. The eastmost flank is protected by another swordsman and our only pikeman right behind it. It's an already good formation that will be expanded and shuffled to be ideal before we declare any war.

In Laputa, we need to once again spend some gold to get what we want. No profit without investment:

(https://i.imgur.com/0YsnKQF.jpg)

For 100 gold of our 238, we make the marked silver deposit part of our cultural borders. The builder who needs to improve it is already on site, so he promptly puts a mine where it's needed. Once again, we have a new luxury. Additional amenities that will keep our citizens content against any war weariness they may soon have to go through.

Mamizou seems scared by what she must have noticed at her borders, and while she does not contact us again, retreats some of her units towards her capital. This is actually not so bad for us: We'll have more room for us to arrange our final troop formation.

Turn 114 - 50 B.C.

We've arrived at the time of which the Asterix comics are set in. Mamizou could be like the small Gaul village resisting the Roman Empire. Let's hope she doesn't have any potions that'll give her troops super-human powers.

Lilliput has produced another horseman. We will not be waiting for him specifically before starting any campaigns. After all, that horsemen are fast enough to quickly make it to where combat is taking place is one of their greatest appeals. Our next building plan should not be war-focused any more, Lilliput at least has done its share of the effort. There are so many good things we could be making at our second most important city. Traders, builders, a market or a water mill. Due to the eureka of our current research being tied to having at least one water mill in your empire, our decision goes for the latest. 5 turns.

The issue even more pressing on my mind than a war with Mamizou is our Great Prophet. The Holy Site Prayers at our capital will finish next turn. What does the Great People chart say?

(https://i.imgur.com/hUSpZ9b.jpg)

It's looking like we have this in the bag. Unless the unmet zealot behind us has a lot of money, faith, or a similar project just about to finish, prophet O no Yasumaro (https://en.wikipedia.org/wiki/%C5%8C_no_Yasumaro) should become a Kobito. Said historical person wrote the Kojiki, making him the founding father of Shinto.

Laputa's single-charge builder moves northwest right onto the next silver deposit. Between turns, Kaguya once again fawns over our cultural output as she has done several times.

Turn 115 - 25 B.C.

Welcome to what may be the most bloated turn of the Let's Play yet. I hope you brought enough time. But first of all: Ta-da!

(https://i.imgur.com/VY4juul.jpg)

We've done it. For comparison, we got our religion earlier than even Christianity formed. Actually, O No Yasumaro himself is about 700 years too early. The finished project put us at 135 of the 120 Great Prophet points. On the Great People screen, we have a button to "recruit" and one to "pass". There's no reason you would ever pass on a Great Prophet. For other types, this might be a sensible thing to do if the specific ability of a Great Person is so useless to you that you would rather have your points preserved and have another player pick the undesirable one.

O No Yasumaro is born in Shining Needle Castle, where we use 3 of his 4 movement points to send him to our holy site. That's where Great Prophets must use their ability. It's a good thing we have such a fine road network, or he would have used additional turns getting where he's needed:

(https://i.imgur.com/4dZMAG1.jpg)

All Great Prophets will have the appearence of a robed, long-bearded senior citizen equipped with a staff. Anyway, the prophet disappears, whereas a new button appears:

(https://i.imgur.com/nU6auTm.jpg)

As we click there...

(https://i.imgur.com/MYT223H.jpg)   (https://i.imgur.com/zGjBNi5.jpg)

We're prompted to pick a symbol from a list. Many of these you will recognize as the emblems of real world religions. Starting from the top left, we have Buddhism, Confuscianism, Hinduism, Islam, Judaism, Eastern Orthodoxy, Protestantism. Then in the next line Sikhism and Taoism. Huh, Tengrism is not in an unmodded list? It was in Civ 5. The symbols beyond that are miscellaneous, I think they simply reference the Zodiac. At the top of the whole list, we see that Shinto, Catholicism and Zoroastrianism were already picked by other civilizations. There can be no duplicate symbols.
Anyway, we select one of the Zodiac symbols, as those are the only ones where you can also pick a custom name. Our choice is the one marked in the screenshot on the right, Libra I think. The reason to pick this? I thought it looked the closest to Aya's fan. Looking at it now, I missed opportunities: There's also leo which would have literally been Aunn Komano. Pisces is Wakasagihime. There's a butterfly (virgo maybe?) like Etarnity Larva. And capricorn looks far too much like a cow, that would be Keine Kamishirasawa!
I was thinking long and hard at what the custom name of our religion would be. I considered taking suggestions from you folks, but that would have delayed the update for a purpose of extremely little consequence. After already taking such a long, involuntary break from this project, I couldn't have stomached that. Instead, I think I have something that all of you will be A-OK with...

(https://i.imgur.com/5dPCTMF.jpg)

Fun fact: With this very, most sympathetic name, I once somewhat tricked a friend into not stopping my religious spreading in multiplayer when he could still do something about it and ended up winning that way  :D.
Upon creating your religion, you must pick religious perks for 2 slots. Here's the selection for the first of them:

(https://i.imgur.com/zRclAEq.jpg)

For these beliefs to be applied to a city of yours, the city must have it as a majority religion. Other players may overwrite it if they spread their faith to you. This can be a difficult choice, as many of these are quite potent. "Work Ethic" could be fitting for our devices. "Religious Community" helps with growth and "Zen Meditation" keeps your civilization a little happier. "Warrior Monks" is something introduced relatively recently, in the last content patch before the Rise & Fall launch. I'd be tempted to try it one day, but it's completely non-sensical to pick for a civilization with an overall meager faith output. I actually told myself beforehand that we would pick Jesuit Education if it is still available at the time we get a religion. Yes, you do also compete for these beliefs, again, there can be no duplicates. Said perk was still left alone and it can greatly help in the later game when you are able to faith-buy these buildings.

(https://i.imgur.com/aeiv2pU.jpg)   (https://i.imgur.com/u0UjeSw.jpg)

(https://i.imgur.com/BvacWVE.jpg)

That's...a lot of options. We have to also pick one of these. Yes, just one. Notice that the perks are divided into three subgroups: Folded hands, open book and burning candle. This may be important later, for now it means only a loose common theme. Folded hands are special religious buildings. Due to their high faith cost, these are not too interesting right now. The book has to do with a passive gain of ressources. The candle is mostly about religious units or religious spread. Many of these perks are quite delicious. I was thinking of picking either Tithe, Holy Order or Church Property. While Holy Order might have been a choice for longevity and efficiency, the lure of swift income won, so we picked Church Property. It's on the first screenshot, left column, fourth from top, and it's all about the money.

"The Touhou Fandom" gives education like the Jesuits and has property belonging to its church. So that's our religion, currently only present with 7 religious citizens in Shining Needle Castle. There are ways to unlock more perks for it and spread its influence to other cities. How? You'll see when we get there some day. Just having a religion triggers...

(https://i.imgur.com/93mJYpf.jpg)

And that's all the inspiration our pious wannabe theologists needed to become bonafied theologist:

(https://i.imgur.com/ChbLuiQ.jpg)

Alan Wilson Watts (https://en.wikipedia.org/wiki/Alan_Watts) wrote and spoke about eastern philosophies, for example, Zen and Taoism. He brought these subjects closer to his western readers and listeners at a time when they were considered extremely obscure.

(https://i.imgur.com/8oAgLYo.jpg)

A card mostly for religious play that we will likely never need to draw. Right now, this would maybe give us a meager +2 faith per turn?

(https://i.imgur.com/e26IIhF.jpg)

The temple is the next religious building following the shrine. While not the most urgent of our needs, we do want a temple or two at some point because of apostles. Apostles are a big deal, even for our playstyle, believe me.

(https://i.imgur.com/XsUj4iS.jpg)

One of the most important sites for all of Buddhism, Mahabodhi Temple (https://en.wikipedia.org/wiki/Mahabodhi_Temple) has been kept in shape to this day and stands in India. For game purposes, one could easily dismiss it as a religious wonder, only important for religious play. But that is a little hasty. In fact, it is quite a challenge for someone with our faith output to scrape together two apostles and this would be a comfy shortcut to just that. From that angle, you can view it somewhat like Stonehenge, a "mediumish-religious wonder". Maybe we'll get around to this one before someone robs it?

Phew, we're done with religion for now. Back to worldly matters: Shining Needle Castle sets its production to making one last horseman. 3 turns, I swear this is the last we'll need. Enough is enough at some point, but who knows, maybe he will be the one to make a difference.
Blefuscu needs to do something about its lack of districts, and works on the pre-placed harbor. If you think this will be a quick job to finish, you have not paid close enough attention to Blefuscu's performance. 25 turns.
We've also gained another envoy through the Theology civic, putting him into Hattusa and taking back indirect control. What an annoying back and forth...
Finally, we spend, for a fourth time, 100 gold on a new tile. We're down to a poor 70 coins now. Who are we? Shion? But nevertheless, this gets us a hold of the second silver deposit at Laputa. The builder digs up his mine and with his final charge spent, disappears.

(https://i.imgur.com/PIP2Ily.jpg)

This inspiration was not achieved by getting more silver, but by constructing mines, 3 in total were needed. And now we have the respective technology as well:

(https://i.imgur.com/Xr1E61o.jpg)

You might have thought Lemony Snicket was just the narrator of a novel that Jude Law later played in a movie. But it is also the pen name of Daniel Handler (https://en.wikipedia.org/wiki/Lemony_Snicket) who wrote that novel. I can't say for sure if that quote is attributed to the narrator or Mr. Handler, but we can say that it came out of the latter's mind.

(https://i.imgur.com/XlaiVlU.jpg)

The workshop is a building you spend production on so that you'll have a net gain of production once the production bonuses pay for themselves. How productive!

(https://i.imgur.com/ewRSbXV.jpg)

Here we have the last of the eight basic districts, which are all the ones counting towards your district limit. There's an 9th one coming in the modern era, but that's still so far away. What I said about the previous building also applies here: You make industrial zones so that later endeavors will be quicker to construct. The district it rivals most should be the encampment, although that one helps you most with making units, not as much with anything else. The industrial zone's use is more broad you could say.

(https://i.imgur.com/vr6waxq.jpg)

An excellent passive bonus comes with researching apprenticeship. We have three mines within our empire, that's potentially three bonus cogs.

It's now time to switch policy cards. We have to get rid of "Revelation". No, we really have to. In fact, the game would throw this card out automatically on the next turn, as you cannot make any more Great Prophet points once you have a religion. For now, we put the economic card Caravanseries into the open wildcard slot, giving us 2 gold, times our 2 trade-routes, 4 gold per turn in total. Interesting to know: Don't feel obligated to always put wildcard-exclusive cards into the wildcard slots. Most of them are not actually considered that useful.

We set our next cultural focus back onto the already started civic of Feudalism, taking 12 turns from now. That decision finally ends a monumentally long and eventful 115th turn, as well as an update much bigger than planned. Boy, this one has to be my biggest forum post so far. I think it's only fair though, this project has been paused for far too long. Next time, the third Punic War. We're hoping to skip the second one that was still very arduous.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Resumed!)
Post by: Gesh86 on March 09, 2018, 11:34:01 AM
Update nr. 24 - If at first you don't succeed...

Turn 116 - 1 A.D.

Year of the Lord. Somewhere, there must have been a Jesus, who is, by the way, not a recruitable Great Prophet in this game. Reasons of sensitivity I assume. Simon Peter is the one who comes closest.

Last time, someone poorly drew girls in funny hats and we turned it into a religion. Right as the turn starts, we receive a warning icon that one of our cities is supposedly starving. It is Laputa it seems and the cause is simply the city automation getting a little greedy: The rich silver mines were so beautiful and tempting that the game calculated it as too lucrative to ignore, despite Laputa only having 2 citizens who can work for yields. We set things right by locking work on the only two plots for food our settlement has:

(https://i.imgur.com/wT6GNdj.jpg)

The city is now forced to always use those tiles with the padlocks and that should solve the supposed starvation until population grows too big. It's very rare that the automation for cities gets so silly that you need to correct it manually.

Next up: Our current research for Construction has made it past 50% completion and is still missing its active boost. You know the drill by now, we switch to something else so as to not waste any science output. Engineering it is, also a slightly outdated classical technology we've refused to get until now. 7 turns.

There is also some minor unit shuffling at our frontline, so that less experienced units will go ahead and get their battle-hardening. Time is running our for Mamizou.

Showing Laputans that they can't eat jewelry isn't the only thing we should do for them this turn. I remembered, Turn 115 got us a brand new type of district. Let's pre-place one in that remote desert refuge...

(https://i.imgur.com/Ldrv6Ys.jpg)

Industrial zone adjacency comes from mines, mostly. Such a cluster of ores is predestined to have one on site. We won't say no to those 2 additional production cogs. For now we're finishing the monument, though.

One of our trade routes needs new orders again. The one going from Shining Needle Castle to Eientei expired. The next one we'll make from Shining Needle Castle to Kaguya. The city Kaguya, not the person Kaguya. The person that also happens to rule that city Kaguya, so both ways to understand that sentence are true, really.
With +9 gold, that trade route is a little less lucrative than the previous of +11 gold, but it'll also construct us a new trading post over there.

(https://i.imgur.com/vQu3ZmU.jpg)

Speaking of Kaguya, she is incredibly lazy when it comes to religion, even worse than we are. She's only just made it to her own pantheon. "Dance of the Aurora" helps any tundra-dwellers in gaining faith. A good choice for our Canadian Moon Princess I'd say.

Turn 117 - 25 A.D.

All this turn was good for is giving you an update on the situation for our army:

(https://i.imgur.com/127eqW3.jpg)

Looks fierce and organized, doesn't it? That straggler horseman will catch up with this turn. It is almost the time to strike. One of Mamizou's units, the northwestern-most, has a strange symbol. That means it's a war cart that our bake-danuki has copied from the Sumerians. Their leader Gilgamesh has this unit at his disposal at the very start of the game, no technologies or resources needed (it runs on donkeys, not horses). It is a slightly stronger heavy chariot and one of the best units one could use in an ancient era Blitzkrieg. Since we are not in that earliest of eras any more, it is now a solid, but not overwhelmingly mighty unit. Our swordsmen can more than match it.

Except for a few more shuffling of units, nothing else happens. I was tempted to declare war already, but it might be better to wait just a tiny bit. Maybe Mamizou will move the war cart and the archer back a little, as I'd like to win ground as the war starts. And wouldn't you know it, she does.

We do unfortunately lose the favour of Hattusa again due to a reinforcement of foreign envoys. Oh well, it's not like they would have helped with the war all the way down there in Brazil. Suzerains do formally call city-states into any war, even the ones they declare.

Turn 118 - 50 A.D.

Ok, let's start with something that we would definitely lose track of once combat starts:

(https://i.imgur.com/RlnqRFh.jpg)

We switch our cultural development from Feudalism to this. Why? Well, it will take a while to reach Civil Service's midpoint. Less damage will be done if we don't switch again in time. We will get the boost for this, no problem. Feudalism's as well, which is making 6 farms.

Shining Needle Castle spits out the horseman we told it to make and he immediately races east. As promised, that will be all the units for now. A market for 6 turns is what we need in our capital next. The bonus gold it produces should counter the maintenance our impressive standing army costs. Our income is 19.5 coins per turn at the moment.

Now we could do the formal war against the Tanuki, that's what we denounced them a few turns ago, after all. But let's first speak to our most dearest of friends:

(https://i.imgur.com/jgRKl0h.jpg)

My first suggestion was to just give her the silver for Eientei's participation in our second Joint War, but she insisted on those few coins of pocket change. It is nonetheless, a deal we want to make.

This means war! Again!

We move all of our footsoldiers one tile northeast. It is only the horseman on our western flank that we allow to make the first engagement:

(https://i.imgur.com/IL4C7ot.jpg)

With a base strength of 30, those war-carts really are respectable. Imagine if all they're up against are warriors and slingers, and you know why people play Sumeria. We deal 37 damage and receive about half of that, 18.

For Mamizou's counter-attack, we're going to need those unit numbers again:

(https://i.imgur.com/qMiUXmg.jpg)

- Horseman unit 1 has a bad time: It's shot by an archer for 20 damage, then for another 24 by the archer in the back of our troops you can see all the way west!
- One archer shoots unit 2 for 14 damage, then another for 16. It is only that much thanks to the forest we're in.
- A second war-cart rides from the fog of war onto the enemy holy site and charges into unit 4. 11 damage for us, 78 for them.
- Finally unit 8 gets pricked by some arrows for 13 damage.

The war cart we attacked ourselves by the way goes after some units of Kaguya instead. She is already helping in the very beginning of the siege this time. Thanks, your highness!

Turn 119 - 75 A.D.

Upon reaching this turn, the water mill in Lilliput was constructed. This means...

(https://i.imgur.com/5mImyxR.jpg)

and in conclusion...

(https://i.imgur.com/xoCJ092.jpg)

There are too many well known Dave Barrys! After looking around I'm very sure it's Dave McAlister Barry (https://en.wikipedia.org/wiki/Dave_Barry), an author and humor columnist. He won a Pulitzer of the category Commentary in 1988 and gave the Talk-Like-a-Pirate-Day a lot of publicity. I'd say the latter is more important, Yargh!

(https://i.imgur.com/lxSUqjS.jpg)

The Terracotta Army (https://en.wikipedia.org/wiki/Terracotta_Army) was issued by Chinese Emperor Qin Shi Huangdi as a sort of funeral gift for himself. They were symbolic for his military forces and meant to protect his spirit even after death. It is very fitting that this is a world wonder for mostly militaristic use. While perhaps not as big a deal as it was with its effect in Civ 5 (a free copy of any unit you have at the time of completion), free promotions for as many units as we have would be quite helpful. Perhaps Lilliput can come around to making it one day, seeing as it has the neccessary encampment.

(https://i.imgur.com/HLpAWpI.jpg)

The siege tower is another support unit and a strategic alternative to the battering ram. While the ram is meant to multiply damage done to walls to tear them down with ease, the tower will make it possible to swiftly take the city itself by just bypassing the defensive layer. It can be helpful to destroy the wall to take a city's ability to shoot at you, but if you have a large enough army to take the town in a single turn, the tower may be the wiser choice. It's hard to say which I prefer. Uhm...both? The negative maintenance by the way is likely a typo.

Our current research of Engineering is getting too close to the 50% mark. We switch to Cartography. Oh would I love to explore the oceans after this war. 17 turns is what it takes from now unfortunately.

But enough about that nerdy science. How badly did Mamizou wound us?

(https://i.imgur.com/MvYXcas.jpg)

In most places, not very. Only the horseman on the western flank had to endure a lot of pain. Looks like our armies are properly clashing now. So let's bash into them with all we have!
The slightly wounded unit 2 starts the assault by attacking the archer east of him. As expected from engaging with a ranged unit, the results are wonderful: 10 damage to us, 66 to them.
Next up, we're having a very reckless move. So reckless, I'm in hindsight surprised I did it. Horseman unit 1 attacks the war cart next to it again for 34 damage, 22 to itself. Both are close to death after this, but if nothing were to attack unit 1, it could heal through a promotion on the next turn.
Unit 4, nicknamed Tenshi Hinanawi after reaching rank 2, brings the wrath of the heavens to the same archers unit 2 attacked. Needless to say, they are no more, only 8 damage on the Eldest Daughter, who automatically advances onto the hill the archers were occupying.
Unit 6 is next and naturally goes for the heavily injured war cart next to it. Rest assured that at least the donkeys ran away from that carnage. We only took 12 damage for that total victory.
Unit 8 may have drawn the hardest lot this turn. The combat predictions were not as positive against the barbarian horseman northeast of it, mainly due to a river crossing that cuts our combat power severely. I was hesitant to take the attack, but did in the end for 44 damage on them, 22 on us.
That's it for what we did. All units in the second row moved ahead if they could. You'll see the new formation next turn.

Last but not least, Lilliput sets a new production after the water mill, and it's the campus we pre-placed in the previous update. 10 turns from now, relatively fast for any district, I'd say.
Laputa also got done with its monument and for it as well, we work on a pre-placed district, the industrial zone for...oh dang, 34 turns. No matter, as the city is growing rapidly and increasing its yields, I'm sure build time will correct itself to a much lower number throughout. We're sticking with it.

How will that mean Mamizou punish us this time?

- Unit 2 is taking arrow fire for 16 damage, then once more for 14. Their condition is in the red, but fret not, a pop-up says they're ready for promotion.
- Pikeman unit 7 somehow becomes a target for 13 damage. Yeah, we moved them further ahead, where unit 6 was originally.
- Remember how unit 8 wasn't doing so well? Their bad luck continues, as they take arrows for 23 damage. Strange how high that is.

That's it this time, not too bad. Several of Mamizou's units attacked Kaguya's instead of us. How good it is to have allies.

Turn 120 - 100 A.D.

Soldiers! Report!

(https://i.imgur.com/yOKXzU3.jpg)

Ah, that's why the war cart didn't massacre our horseman in the northwest, he took his own promotion. I guess that means we haven't really won any ground against him. That's alright. It's more important that units 3 and 6 have put a dent in the enemy lines.

(https://i.imgur.com/s7Zh9fS.jpg)

Here we see the promotion tree for light cavalry units. Unit 1 is taking its right now. Both sides can be useful, but I usually take the right one, mainly for the reason that if you attack anti-cavalry units with cavalry or allow them to hit you, you didn't strategize as well as you could have. Since Mamizou doesn't even seem to build anti-cavalry, we take Coursers.
Unit 2 also takes a promotion to regain their strength. For them, like many of our swordsmen, it's Tortoise for that additional defense against arrows. There's just too many cowards with bows and arrows here...
You know, pikeman unit 7 has a barbarian horseman next to it. Let's play on our advantages and take the attack. Combat strengths are 23 for them against 58 of us. A difference of 35 points in performance is about the threshold where the weaker unit will be killed even if at full health, that's how uneven that matchup is. You guessed it, the pikeman skewers the enemy rider and he is no more. His own damage? A measly 8.
We're keeping up the offense. The vanguard unit 6 goes after the archer east of it and hits for a devastating 99 damage. So close! 9 damage goes to itself.
Unit 3 (Tenshi) tries to do the same for their own victim archer. 91 damage to the enemy, 12 to us. Hopefully we can follow up on that soon.

Good numbers, but since only one enemy fell, not much progress is made towards the gates of Futatsuiwa of Sado. Between turns, we see that Kaguya loosens two arrow barrages against a Tanuki archer far west of our armies. That's too much for him. Had she not done the work for us, our youngest horseman in the area would have had to mop him up.

We do of course need to take some hits again, whether we like it or not. Of course we don't:

- It's a good thing horseman unit 1 got most of its health back this turn, as it gets 22 damage by an archer next to it.
- Unit 5, protector of our battering ram is shot for 9 damage, the first excitement he's having in this war.
- Horseman unit 8 is a tempting arrow target and takes 19 damage. Overall, they're a little more vulnerable than our unique swordsmen, as you must have noticed.
- The most punished swordsman unit 9 is taking 17 damage. He's in the red for hitpoints without a promotion in sight. Maybe he should hold back and rest a little?

Turn 121 - 125 A.D.

(https://i.imgur.com/exMxxg6.jpg)

I would say neither we nor Mamizou are coming out on top yet. There's still a never-ending slew of defenders around the Tanuki capital. Let's change that.

Unit 2 is the one leading the offense this round with a very secure win over the injured archer northeast of it. We take only 11 damage despite a river-crossing from that. The archer gets destroyed of course. Unit 4 fills the vacant sport 2 just had. Unit 1 attacks the archer northeast of it for 75 damage against them and 9 damage upon itself. It is another bold move for that horseman who has been close to death just a few turns ago. Hopefully he won't be killed off in response. We next demand unit 3 (Tenshi) to fight, and she does so against the barbarian horseman just east of hert. 54 damage is dealt, 16 received, a solid outcome. Solid enough for unit 6 to attack that very same horseman and destroy it! It takes 15 damage for this and has a vitality-restoring promotion ready now. Due to easily accessible terrain, unit 5 can attack the archer 2 tiles east of itself. The difference in combat strength is a whopping 32 in this encounter, dealing 94 damage and taking only 7 in the process.
Now pikeman unit 8 is an interesting case: He has a promotion available that, if cashed in, would lose us all movement points. We do not want that, instead we just throw ourselves onto the near-dead archer just east, he is gone for a measly 6 damage on us. If you decide not to take a promotion when available, know that you discard any experience points you would get until you finally take the promotion. It needn't be a mistake however to keep such a unit fighting, if you think taking a proper action is more urgent. It might also be smart to keep passing if the +50 hp on choosing a promotion would overheal you. That's what would have happened here.
Horseman unit 7 has enough room to mingle in the action now. He attacks the same archer unit 6 did so effectively and removes it from life.
All other units either pass to heal (unit 9 for example) or advance to close formation gaps. We actually have two units, 3 and 7, directly next to Futatsuiwado of Sado. The heat is on! That is, if Mamizou doesn't kill any of them...

- Mamizou can smell the danger unit 3 poses and intervenes with a barbarian horseman. The result is poor, with the horseman instantly killed despite full health and only 9 damage on us. Was that sacrifice worth it?
- Unit 7 needn't be surprised that it invoked the ire of an archer for 19 damage with how threatening it is. That's luckily all that happens to it.
- All unit 9 wanted to do is catch its breath, but the horseman south of it leads a charge, 15 damage on us, 52 on them. This was not as smart a move of Mamizou as you would think. Now that swordsman has enough experience to promote.

I would have expected more this time. No idea why at least two of the archers didn't decide to fire. They also didn't take promotions or anything. You'll see the condition of our armies and theirs' in the next update. I can tell you one thing about the overall situation: If Futatsuiwa no Sado doesn't fall in the next few turns, it would be considered an even greater failure for the Kobito than their last campaign against the Tanuki. Will we wipe away that shameful memory? See you then when we find out!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Resumed!)
Post by: Gesh86 on March 11, 2018, 10:26:17 AM
Update nr. 25 - Hear ye, hear ye: You have a new liege

Turn 122 - 150 A.D.

Last time, the second Kobito/Eientei - Tanuki war broke out and it's starting to pick up speed:

(https://i.imgur.com/tBmaR8u.jpg)

Through a graphical glitch, the battering ram is actually displayed at the false position: In reality, it sits where unit 7 is. This sometimes happens with escorted support units, don't ask me why. We start by promoting unit 0 with Tortoise and restoring much of its lost health. There are also more ways to quickly heal units apart from just promoting them, as unit 8 is going to show us:

(https://i.imgur.com/uFAo3dr.jpg)

When you're sitting on a tile improvement that belongs to someone hostile, you can pillage it just like barbarians can. You will need to have either full movement points or at least 3 to do this. The horseman here is standing on a farm, which will always heal the pillager. Other tile improvements or districts may award different spoils, such as science, culture, faith or money. An important tip: Before you pillage overenthusiastically, always highlight what you are pillaging. Notice that there is another symbol to pillage next to the one our cursor is on: That one is for pillaging the road. Pillaging road grants you nothing, it only destroys the road.

(https://i.imgur.com/EIFLkYu.jpg)

Pillaged improvements will appear blackened and smoking. Having a lot of prosperous farmland around your city may actually help your invader against you. Try to protect your improvements. It's a lesson that Mamizou has learned too late.

After recently refusing, we promote our pikeman: Here's the anti-cavalry promotion tree:

(https://i.imgur.com/Ctsy8CX.jpg)

Both branches can be very helpful. "Echelon" increases your effectiveness against those you should be poking and goes further down to grant you a stronger offense. "Thrust" makes you less vulnerable to those you shouldn't try to poke and bolsters your defense later. Mamizou uses no melee units, but she does have her occasional rider and cart, so Echelon it is.
We need to promote even more people, they are just too valiant. Unit 5 is next, who has previously selected Tortoise, now picks Amphibious and, as suggested by CyberAngel, will be called...

(https://i.imgur.com/KOUnLIv.jpg)

...from now on! On to our attacks for this round. The terror of the Tanuki peasantry, horseman unit 8, uses its last movement point after pillaging to go after the archer east of it. 64 damage to them, 11 to us. And to top it off, he's now eligible for promotion. Next up, unit 4 (Tenshi) storms at the archer northeast of her for 76 damage dealt, 12 on us. It's solid for the fact that our foes are on a hill with forest to hide in. Softened up, unit 1 utterly overruns that same archer. They take but 10 points of damage in return. Finally, horseman unit 2 cleans up the injured archer next to it, inhabiting the cotton fields. This attack cost it another 12 hitpoints.

Mamizou utilizes her right to defend in the following fashion:

- Unit 1 gets opposed by barbarian horsemen coming from the east. 9 damage to us, 87 to them. They're standing strong.
- Unit 5, now known as the crafty Nitori, gets some free arrows for another 9 damage.
- Unit 8 gets shot from the most unlikely of places: It's the archer sitting on the peninsula with the sheep in the southeast. He deals 18 damage. After that, it's horseman versus barbarian horseman, as Mamizou sends them in from the northeast. 13 damage to us, 71 to them. Not bad. Much worse is another barrage of arrows. 31 damage on us. Yikes! They're in the red again.
- The lonesome unit 0 is attacked by a suicidally stubborn barbarian horseman south of it. For only 10 damage on us, it was fine with completely destroying itself through its attack.

Turn 123 - 175 A.D.

Can I say how glad I am that Mamizou still hasn't gotten around to building city walls? That would make this so much harder. Their ranks are also lessening by now I'd say...

(https://i.imgur.com/kXVqce8.jpg)

The screenshot foreshadows it, unit 8 beginst by taking its promotion, it is once again, Coursers. Afterwards, unit 9 shows no mercy to the injured riders northeast of it. Only 5 damage to our pikeman. That's another unit we now have adjacent to the besieged city.
Unit 5, which is Nitori, shows that defeating the severely hurt horseman northeast of her is well within her Kappabilities. She too takes very little damage from this manuever, 8. Nitori's previous position is then taken by the very inexperienced unit 7 and our battering ram. The battering ram that still has no relevance for this campaign because like I said, no walls to tear down.
You probably wouldn't have thought that unit 6 would see a fight this turn, would you? With its 4 movement points, it can get all the way to unit 9's earlier position and rush at the archer on the peninsula with the sheep. 14 damage to us, 72 to them. They didn't see that coming!

Can Mamizou dispatch at least one of the units encircling her capital? I highly doubt it:

- Unit 6 has only entered the battle, but learns that the front is dangerous: 15 damage by an archer in the north.
- Unit 7, with its extremely opportunous position, has some arrows flying at it. They fall from the sky for 13 damage.
- Unit 8 proves once again that horses are like magnets for arrows: The peninsulan archer shoots for 14 damage, then a second, more capable one from the northeast for 29 damage. If this keeps up, he'll have to pillage some more of the common folks' lands.

Turn 124 - 200 A.D.

I really like the look of this:

(https://i.imgur.com/BOw2VKn.jpg)

Yeah, some of our forces are a little bruised, but most of them can still fight. We begin with our pikeman, unit nr. 8. He is the one to first lay hands on the Tanuki capital itself. Above it, a combat strength of 25 is shown for it. That is not much by this point of the game, it is overall a very vulnerable city...

(https://i.imgur.com/MDwNow0.jpg)

Its defenders are only symbolicly shown as swordsmen. This changes depending on the era they're in. The city takes 41 points of damage, we lose 22 hitpoints. Just as a reminder, we need to deplete 200 hitpoints of any city.
It's not an attack, but units 7 and 0 switch positions, as the latter has enough health to survive his own assault on the city. 27 damage on the city, 29 on our horseman. Actually an exchange where we didn't do better than our enemies for once. But what matters most is to take the capital as quickly as we can.
Unit 7, now next to the archer guarding the peninsula, chases towards them. It's not an attack like any other, as we see a strange sight:

(https://i.imgur.com/7qbDRuI.jpg)

That sure is a sea-worthy horse he's riding there. This is less of a bug and more of a quirk: Battle animations don't neccessarily keep to the tiles. Especially cavalry likes to give itself a little room to gallop and may overshoot into terrain not actually involved. That a combat is taking place on such a peninsulan tile where this can happen is very rare and all in all, just a funny little oddity. Anyway, the archer is toast, horseman is back on dry land having lost only 11 hitpoints.
Futatsuiwa no Sado has more coming its way. Unit 4 (Nitori) has all kinds of bonuses, like adjacency to other Shining Needle Swordsmen, dealing a colossal 69 damage and only taking 13 in return. Fires are raging across the city to show how damaged it is.
You thought Nitori was doing well? Unit 6 is up next with even better combat predictions. We do the fateful click...

(https://i.imgur.com/NBTpX5o.jpg)

Only 14 damage to our own unit. The tiles around the city and the city itself change colour to a very soft purple...

(https://i.imgur.com/ufxGT3B.jpg)

How did we get that inspiration? To boost Feudalism, 6 farms have to be within your empire. Since we just took a city that had farms around it, we got a few more. Nobody said a builder had to make them! Uhm...swords to ploughshares?

(https://i.imgur.com/9y81aE0.jpg)

There's a special pop-up for capturing a player's original capital. This is significant as it's the object of the Domination victory to hold all players' capitals. Do that, you win. Unless you specifically turned that victory type off.

(https://i.imgur.com/OxPPHap.jpg)

Capitals can never be razed, you must keep them. The button is a little obscured by a tooltip, but you can see that "Raze City" is blackened out. We get a small amount of warmonger penalty now and Futatsuiwa of Sado will not grow in population while we're oppressing its people. Obviously, the residents won't greet us with open arms, it's logical that they'd see us as invaders and not be very cooperative. Once you make peace and negotiate to keep the city, it will grow normally. Will we make peace? Depends on whether there will be someone left to make peace with.

Back home, Shining Needle Castle created a market, making us some future dough. Yes, our civilization operates normally over the war, it's just that there have been bigger projects with longer construction times everywhere so we didn't notice much of them. What should be emphasized is that especially our science output has been declining, mostly due to accumulating war weariness. Don't worry, we can keep going like this for a lot longer without terrible consequences. Let's do something for said neglected science: Next building to make in our capital is a library, 5 turns.
Futatsuiwa no Sado may not grow, but we can also tell the Tanuki there to make something. They'll do it, probably reluctantly...

(https://i.imgur.com/68w4kqT.jpg)

When a city changes owner by force, the city center buildings it had may come in a damaged state. Repairing them is a process much quicker than the building's construction from scratch, as the low repair times for the monument and granary make clear. Repairing the monument is also what we'll do.

With the new city came a few new luxuries, 2 copies of cotton and 1 load of fox-furs. Ran is finally in our care!...And I guess we're skinning her just like she always has been  :blush:. Kaguya notices the abundance of cotton and asks for it in exchange for 33 gold and a right of passage through her borders. We deny that trade for now, as I honestly didn't have the nerve to go into trade negotiations with the war still so hot. We'll do that once we have less to be worried about. Who says the Tanuki won't conquer the city and all its luxuries back? Mamizou's forces are still at its gates!

- Unit 0 gets some arrows with 20 damage attached to them. They're pretty drained now after losing a lot of health from their attack on the city, too. No attacks other than that. I guess Mamizou is busy being shocked by how poorly everything's developing.

Turn 125 - 225 A.D.

Our main objective of making Mamizou's most valuable city our own may have been achieved, but our war is far from over:

(https://i.imgur.com/bGsUSst.jpg)

Know that it's our own borders we are in now, meaning that healing is accelerated. We should have some of the more injured units rest over the next few turns. The ones that are still fresh however can continue the fight: Unit 8 targets the archer northeast of it and defeats it with a couple of pokes. 10 damage is what it gets for that action.
Unit 6, the little big hero who took Futatsuiwa of Sado last turn has a promotion. We've got enough swordsmen with Tortoise, so this one is getting Battlecry to have a better offense against units.
We have too many soldiers too far up north I'd say. They won't attack this round, instead, unit 4 climbs on the hill southwest of it, and unit 1 takes unit 4's previous position. Rather than making exclusively those units a target, this should provoke Mamizou's archers to advance further south where it'll be easier to fight them. I was hoping unit 1 might have enough movement points left to attack the archer northeast of the city, but they are on a hill themselves. That's alright.
Unit 7 desperately needed the promotion it can now take. It is the third of our horsemen who decides to pick Coursers. There's really no reason right now to go down the other lane.
Anyone who hasn't been mentioned either waited and healed or moved closer to the core of our troops.

The bake-danuki is eager to conduct vengeance on us:
- Unit 1 is first shot from the north for 8 damage, then confronted by a barbarian horseman. 11 more damage on us, 99 on them. Come on, couldn't it have been just a teeny-tiny bit more? It's good we retreated this unit, I don't want to imagine how much more fire it would have concentrated on itself if we didn't.
- Unit 7 is shot for 27 by the surviving archer on the hill 2 tiles northeast. Too bad, he only just healed up, now his health is in the yellow again.
- Pikeman unit 8 is attacked by the only heavy chariot you can see on the screenshot. Really, Mamizou? You're really going to use that against a pikeman? 8 damage to us, 95 to them. It is so deserved! A much smarter approach follows: The same pikeman is hit by the archer two tiles up north for 23 damage. That's actually respectable in contrast.

Turn 126 - 250 A.D.

She's not giving up. No, not at all:

(https://i.imgur.com/SMx4PAp.jpg)

Before we do anything hasty, we set our cultural development from Civil Service to Feudalism. Due to the recent eureka, it has exactly 1 turn left.
On to our units: We switch positions of units 7 and 0. There's no reason to lose that pikeman out of sloppiness, and we certainly would this turn if we didn't push it out of the action. We analyze how well unit 6 would do against the archer next to Futatsuiwa of Sado: 36 points of difference in combat strength, a decisive victory is foretold. Thank you very much, Battlecry promotion! We take the action and the archer is crushed, as expected.
Unit 3 (a very short Youmu) didn't have much to do in this war yet it seems. She goes after the single-hitpoint horseman northeast of her and takes its misery away. We now see Washington is surrounded by archers. Despite having just one more city, Mamizou still seems able to churn them out at record speed. For the sake of regaining health for the rest of our forces, we pick no more skirmishes this time around.

The same can't be said for the Tanuki. They're raging:

- A very short Youmu unit 3 is bombarded for 10 damage, a while later for another 12 points.
- Having forfeited their cover of the city, unit 6 is first hit for 13 damage, then once more for 20. That last one packed a punch. Don't exactly know how, but could it have something to do with the improvement the archer was standing on?

(https://i.imgur.com/4Uc0rhl.jpg)

It looks like a French Ch?teau, actually. Didn't think those had any military value. Am I wrong and is it an Alc?zar? This might be a mystery we'll solve next time. For today, that will be it. This was an update the Kobito can rejoice over. We have gained a 6-population city and our biggest rival will likely never be relevant for the campaign as a whole, even if the war ended like it is now. Next time, will we go home or go broke? Or maybe we'll hit the jackpot? Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Resumed!)
Post by: CyberAngel on March 11, 2018, 11:27:37 AM
(https://i.imgur.com/7qbDRuI.jpg)

That sure is a sea-worthy horse he's riding there. This is less of a bug and more of a quirk: Battle animations don't neccessarily keep to the tiles. Especially cavalry likes to give itself a little room to gallop and may overshoot into terrain not actually involved. That a combat is taking place on such a peninsulan tile where this can happen is very rare and all in all, just a funny little oddity. Anyway, the archer is toast, horseman is back on dry land having lost only 11 hitpoints.

Or Kobito managed to breed a Pegasus.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Resumed!)
Post by: Gesh86 on March 13, 2018, 08:36:35 PM
Or Kobito managed to breed a Pegasus.

(https://i.imgur.com/06XcvVP.jpg)

I must inform you that only the Bakusen Nyan Nyan civilization lead by Seiga and Kasen can train the unique unit, Pegasus Snatchers. Now if only that mod actually existed...

Updtae nr. 26 - When you've scrubbed all the floors of Lilliput, then we can talk about mercy

Turn 127 - 275 A.D.

Last time, we tried out a different way of getting a new city other than making a settler. Why set down a new one when you can just grab what's already there? Before our regularly scheduled violent content, we welcome a new civic we have just finished:

(https://i.imgur.com/DQS1AQD.jpg)

Mogens Jallberg has no wikipedia page, but seems to be a Danish entrepreneur. I like his quote very much. Oh those naughty counts and dukes! It does however shed a somewhat negative light on the cultural advancement we just earned for ourselves. Many believe that feudal systems have no place in our current times and are often looked back at with distate. Yet here in Civ 6, the moment you get it, it will be a great triumph for your empire. Let's see why:

(https://i.imgur.com/ZBBvqFM.jpg)

I have to emphasize "Medieval and Renaissance era" for this card. The only unit we can make that is encompassed here is the Pikemen. Future ones that fit the category will be musketmen and crossbowmen.

(https://i.imgur.com/hDNfOU1.jpg)

With this policy, you can have depressing inequality in your lands where personal merit will only keep the low-born alive and never really improve their situation. When you decide to put the card in, try to set many cities to the production of builders so that you can get the most out of it. 5 charges are so much better than 3. The moment you get feudalism, an older policy card that gave you 30% to all builder construction is permanently removed. Serfdom is its upgrade so to say.

(https://i.imgur.com/jMO0uzp.jpg)

The always-applicable passive bonus of feudalism is the grand winner here. Basically, it wants you to build your farms in triangles to make even more food. Make a habit of this in general! Just like you try to have district bulks in this game, think in farmland clusters. This can of course be difficult, since you can't put them on tundra, desert and only on hills if you've reached later eras.

New cards often means changing what we have. We swap Caravanseries with Limes. To avoid confusion, let's see what our setup is. We haven't looked at it in a long time:

(https://i.imgur.com/pJNgktE.jpg)

An unexpected boost also happened in this turn:

(https://i.imgur.com/y5A8Fg1.jpg)

What do you associate with barons, counts, dukes and kings? Valiant knights of course. Just having Feudalism boosts Stirrups. A freebie among eurekas I argue.

(https://i.imgur.com/onv0hHe.jpg)

We currently have a choice of four helpful civics. All of them are quite helpful, but the old rule of thumb helps us decide quickly: When in doubt, pick the one where you already have the inspiration, and that only applies to Mercenaries. Remember how we got that ages ago? 8 units, pah! I think we have 13 or so now.

In reaction to putting Limes in our policy card setup, we switch the production of several of our cities to ancient walls. The ones who will be working on the protection of their residents are Laputa (8 turns), Blefuscu (5 turns) and Futatsuiwa of Sado (8 turns). I imagine the Tanuki there would rather wall in their captors than themselves right now. Tough luck!

Finally, on to our battle plans:

(https://i.imgur.com/oT0xVLb.jpg)

Between turns, the heavy chariot next to unit 7 pillaged the farm it's standing on. However, if it thinks that the 50 hitpoints from that will avoid getting wiped out by that very unit this turn, they are absolutely wrong. 16 damage on us.
Unit 4 goes next. With a 32 point difference in power, there was a chance for it to eliminate the archer to the northeast. In the end, it was but 90 damage and 10 to us.
I thought of giving pikeman unit 0 a well deserved break this turn. But the barbarian horseman that disembarked next to it was just asking for it. We might have been heavily injured, but the incredibly uneven matchup still made it an instant death for the riders. The pikeman took 8 damage.
Unit 2 is determined to finish what unit 4 started and stomps the archer east of it. 9 damage for the swordsman.
Unit 1 is utilizing the fact that archers don't exert zone of control: Without a care in the world, they walk onto the spot where unit 2 previously was and attack the archer northeast from there. That one has a very low defensive strength, due to sitting on flat farmland. The result is 79 damage to them, 8 to us in return.
Finally, unit 9 does something against the barbarian horseman 2 tiles to the east of the city. We ride into them for 51 damage and only 15 on our own. More important than the attack itself is that we closed a defensive gap this way: That rider could have raided the farmlands in the area, we don't want that. Not now that they belong to us!

Mamizou is losing units fast, but she does what she can with those she has:

- Unit 1 takes the first hail of arrows for 10 damage.
- Unit 4 is getting into dangerously poor condition after being shot for 17 damage first, then again for 18 damage. This one's done for if it doesn't retreat next round.
- The barbarian horseman that unit 9 had battled with is of the stubborn sort. He attacks the very same and suicides himself that way, dealing 14 damage to us. This is another funny occasion where much of the combat takes place in the water.

Turn 128 - 300 A.D.

In contrast to last round, there's no real administrative work to do this turn, so let's go straight to the frontlines:

(https://i.imgur.com/msuzRV8.jpg)

Unit 2 (a very short Youmu) isn't exactly in the best condition. Here we go still risking her life and 2 promotion ranks by sending her northeast to mop up the injured archer. On the very same tile, there is a civilian unit of the Tanuki with an unknown symbol: It's a Great Writer. In Civ 5, you could kill hostile Great People through military means. This is no longer possible in this installment. The Great Writer is teleported into the nearest city (Washington) on his contact with us.
Unit 5 retreats into Futatsuiwa no Sado, where it will be safe from further harm. That's really all it needs to do for now. Let's hope the angry Tanuki in there don't rebel and take it out their anger on it (that's not a mechanic in the game, don't worry).
Unit 1 still has archers to the northeast of it, not the same ones it attacked there last time, but fit and fresh ones. This doesn't help them at all. Combat strength difference is 30 points, and through benevolent variance, an instant kill against them succeeds.
Unit 3 utilizes its many movement points, rides onto the cotton fields and attacks the archer northwest of it, the one manning the Alc?zar. I do think that is it, as there is a bonus the unit receives "+7 static fortifications". Because of that advantage, the result isn't the greatest, but good enough to take: 46 damage on them, 16 to our horseman.

As always, the rest of the units advance or heal when they're too injured. Before we go to the mean things Mamizou does to us, let's choose a different research:

(https://i.imgur.com/ezQxFQb.jpg)

We do this as Cartography is over the 50% mark. I'm unsure at this moment if we should actually work towards the inspiration for this tech (2 harbors) or if it's just too much of a hassle and we'll finish it soon without the boost. We'll see, it's not superbly urgent. Parents and teachers have been telling you and me for so long how important Education is, so let's make that available to the Kobito populace as well as the annexed Tanuki.

(https://i.imgur.com/NjTSc3n.jpg)

Just wanted to show you that piece of gossip so you know that some of the modded leaders, for example Kaguya and Remilia, even have custom categories of Great People. I'm unsure what Reisen will do for Kaguya, I think she might be a Great General.

So what are the Tanukis' actions now that they're dangerously close to destruction? With only 2 archers visible, it can't be many:

Unit 3 is not subject to just one, but two ranged attacks: First for 23, second for a mystery amount. How could I not know how much that second one did? Well, Mamizou interrupted with a diplomatic message and I never saw the numbers. All you need to know is that unit 3 is now incredibly close to death, we must extract it.

Here's what Mamizou contacted us for:

(https://i.imgur.com/1QIIlTO.jpg)

She proposes a peace-deal. The Great Work of Iliad was also included, just so you know. It's not exactly ideal. First of all, she doesn't seem to suggest a ceding of her capital. "Ceding" is a trade item that allows possession of a conquered city to be viewed as just and right. You do not need to have a city ceded to you to keep it, but it's better as they will not create additional war weariness in future wars against the original owner. Nonetheless, this deal would not be bad to take. We'd get rid of our war weariness. And do we really need false Washington? We somewhat don't, we would just raze it. At this point though, I had already set my mind on kicking Mamizou out of the game. North America is too small for 3 civilizations. We reject her peace and stay at war.

Turn 129 - 325 A.D.

I didn't zoom all the way out while recording, so we're only seeing the area north of Futatsuiwa of Sado:

(https://i.imgur.com/BArJ61q.jpg)

Only 8 of our usually 10 unit-strong attack squad are easily visible, but all you need to know about the two hidden ones is that they're regenerating further south. Unit 3 begins by storming towards the archer defending the Alc?zar. Luckily, he had been attacked before, or else it wouldn't have been enough to beat him like we did. 9 damage to our own. I do not believe this Alc?zar will give us the fortification bonus while the cultural borders still belong to Washington. Yet it is good that no Tanuki unit can inhabit it now that we're standing on it.
Only a single archer in the screenshot is alive now, and that one just west of Washington gets attacked by unit 1. 63 damage to our enemy, 12 to us. I was expecting a bit more, but he won't survive a similar attack.
Those were all offensive actions we are taking this turn, but that doesn't mean all units stayed idle: The horseman of the number 4 retreats to the destroyed farm southwest of Futatsuiwa of Sado. There he should be safe for the next few turns. Also, since unit 2 is at such poor health, they swiftly swap positions with unit 5.

Our two largest cities are reporting in that they're in need of new construction plans: Shining Needle Castle has opened up a library, not the great one in Alexandria, more like a high school library. Lilliput on the other hand has a campus district now. Both cities now work on the same building and will need the same amount of time for it: Ancient walls in but 2 turns. We're really squeezing the most out of our "Limes" policy card (Every single city is now making ancient walls).

Mamizou gets her turn and decides to have just a single unit attack us: Barbarian horsemen are racing towards unit 5 and deal only 10 damage for the price of 77 on themselves. As we are about to gain control again, another message informs us of something not too positive:

(https://i.imgur.com/NhVKkU2.jpg)

The Oracle was something that I was tempted to try and build. It wouldn't have taken terribly long in Shining Needle Castle for example, but the danger was too high that someone would beat us to it. I have a feeling that it's Alice Margatroid building many of those wonders, whereever she may be. Alice is good at that due to her unique industrial zone.

Turn 130 - 350 A.D.

Same as before: Units missing in that screenshot are too far away from the action to be relevant and will spend their turn licking their wounds.

(https://i.imgur.com/ltnaHDD.jpg)

With a squeezed frontline, we'll need to be careful what attacks we pick. Unit 2 begins by taking a promotion, it becomes another one of the Tortoise-Amphibious archetypes. At rank 2, it was formidable enough to deserve a name:

(https://i.imgur.com/MPqQUDw.jpg)

You know, I was pretty nervous while typing out this one. Two reasons:
- I wasn't sure if I'd made a mistake in her name. Once you hit "confirm" the name's set and can't ever be edited. It would have been embarassing if that swordsman had to carry a botched name til the day it died.
- I don't know the manga-only characters too well. Was Yorihime the one with the sword, or was it the moon sister with the hat? Shining Needle Swordsmen should be named after Touhous with swords. Nitori could probably craft a lightsaber...
All was well in the end, I was anxious for nothing.

Unit 1 was considering several options: Attacking the adjacent war cart, pillaging the Alc?zar for 25 culture points, or slaying the injured archer to the northwest. It ended up being option 3, for only 8 damage suffered. Unit 4 doesn't attack anyone, instead it takes unit 1's previous position on the enemy Alc?zar. Unit 3, even though you wouldn't think so, simply heals. There's little sense in going after the adjacent horseman, I've got a hunch he'll suicide himself on us anyway.

Mamizou makes two attacks, one semi-smart, one not so smart, both probably futile in the end:

- Unit 1 has to deal with the war cart to the east. It takes away 14 of our hitpoints, while losing 53 itself. That's why you shouldn't attack onto hills over rivers.
- I was absolutely right that the barbarian horseman east of Washington would choose a warrior's death by going after unit 3. He did, dealing only 10 points of damage.

Turn 131 - 375 A.D.

Upon entering this turn, one of our cities was the first to hit 10 population points. Think it was Shining Needle Castle? Nope, it's Blefuscu, the city growing almost too quickly for its own good. This means...

(https://i.imgur.com/R3diXJE.jpg)

And in conclusion...

(https://i.imgur.com/PP1S78r.jpg)

No matter what you do, you can't avoid working for the federal government, unless you don't work at all. Most of you will know more about the 40th President of the United States, Ronald Reagan, (https://en.wikipedia.org/wiki/Ronald_Reagan) than I do. I know he was Republican and a former film actor. According to the Wikipedia article, he seemed to do a somewhat good job over his presidency with high approval ratings at its end? Then again, it's Wikipedia. Just to be safe: Please do not discuss whether Reagan was a good president in response to this post  :3.

(https://i.imgur.com/tVQsO9j.jpg)

Civ 5 had a similar cultural perk in the specialization "honor" to keep cities happy that had a garrison. This policy card can get you some use out of units while they don't need to fight a war, rather than just siphoning your money for maintenance. I have used this one in the past, we most likely will at some point.

(https://i.imgur.com/1hFusDS.jpg)

While that would be no insubstantial gain in culture, this is rather a card for heavy cultural play, not the medium amount we're making. The medium amount that makes us Kaguya's worshipped hero.

(https://i.imgur.com/0hDTsmQ.jpg)

An Alliance is what you'll form when a Declaration of Friendship just isn't committing enough. Even the surprise war during a friendship gets removed here. This generic alliance of the base game supposedly doesn't exist with Rise & Fall any more. There are several types of alliance introduced there. I still haven't tried out the expansion, so I can't say how it's looking exactly. I just know that Firaxis felt it neccessary to review the relatively under-utilized function of forming alliances.

After a quick review, there was no need to change any policy cards. Still profiting from Limes, still profiting from everything, really.

At least one of the many walls the Kobito are laying bricks for has been finished this turn. The following inspiration proves this:

(https://i.imgur.com/LOIP8NS.jpg)

We'll check what city needs new orders, but first, we're taking care of our soldiers:

(https://i.imgur.com/wybAGwD.jpg)

I think the time has come to aim a few attacks towards the city, all the while we should aim at arranging even more units around it. So unit 2 does what needs to be done and destroys the war cart to the northeast. War carts are no joke, even this injured one sent 14 damage back to us.
Unit 3 (Yorihime) on the other hand could either take no action at all, or direct its strength at Washington. Fake Washington that is too far north to be real Washington D.C., let alone in the state of Washington at the west coast, takes 41 damage from the raid, gives 20 back to the attackers.
Unit 4 is up next, and while it might have been an option to go northeast and make room for unit 6 to advance, this squad of swordsmen also takes a shot at the city itself. 38 damage to the target, 27 to us. Looking back at this plan of action, it was a somewhat arrogant plan.
Unit 1 (Nitori) could either heal or take care of the barbarian horseman northeast of it. I don't like them blocking our way, so we take the confrontation, deal 56 damage for 13. The hills are to blame for the outcome, not the river crossing. Remember, she's amphibious.

That will do it for our military. The cities that are no longer building walls are the two most ancient of the Kobito. Shining Needle Castle is in a pious mood today and chooses to erect a shrine for the next 3 turns. We really should get a small amount of religious structures going these days. Lilliput on the other hand teaches a new builder his craft for 3 turns. There are still no farms in the Great Plains, we can't have that.

How much longer will we even talk about what Mamizou does?

- The just wounded barbarian horseman dies for his losing homeland by crashing into unit 1, causing only 8 damage.
- On the screenshot showing our frontlines, you may have noticed a single archer sneaking in sight, just behind Washington. This lone survivor shoots unit 3 for 11 damage.

(https://i.imgur.com/CMD80mI.jpg)   (https://i.imgur.com/P1PN0jN.jpg)

I'm suddenly feeling very bad for Mamizou. This peace-deal she's proposing again is really just a plea for mercy now. Who voted for us to play Mamizou again?...Golbez. I'm really sorry, dude. I hope you can forgive me for wiping out your pick and won't boycott reading the LP. Really, we must do this, for the sake of pragmatism. We've invested too much into the war to stop here and again, reject all offers.

That should be enough for today. Washington is turning out to be quite resilient. Will it be enough? Hopefully not. I mean, why would we want to root for our opponents? Until next time!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Resumed!)
Post by: Golbez on March 14, 2018, 01:01:44 PM
Oh well. At least she put up a good fight.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Resumed!)
Post by: Gesh86 on March 15, 2018, 08:59:01 PM
Update nr. 27 - The stone tablet contained but one mysterious phrase: "Mamizou will return!"

Turn 132 - 400 A.D.

Last time, we said no to a lucrative peace. Our cruelty knows no bounds. Someone else showed more kindness:

(https://i.imgur.com/Asnynuq.jpg)

We'll have to go the home stretch of this conflict alone. The AI rarely fights wars much longer than the minimum runtime of 10 turns. It's been 14 since we declared, how are we holding up after such a long time?

(https://i.imgur.com/0LxHXo1.jpg)

There are no more units left that would be sensible to attack, so let's concentrate everything on the city center. It has a combat strength of 35 thanks to a war cart acting as a garrison. That is much more impressive than what the capital had. Tenshi Hinanawi as unit 2 makes the first charge for an impressive 49 damage, taking 25 on the flipside. The recently named Watatsuki no Yorihime is unit 4 and continues for a strong 46 damage and 21 on herself. The city is in the red now. Finally, we have a heavily injured rank 1 swordsman in range, unit 5...

(https://i.imgur.com/FPYdwif.jpg)

The combat predictions show that we would survive, whereas Washington's healthbar is getting darkened out completely. But I've said it before, the predictions are never 100% accurate. In my experience, this could be a close call. If the dice are with us, the city will be gone, if not, we may even lose our swordsman due to the last archer taking point behind the city. Should we take the risk? I say we shall...

(https://i.imgur.com/nVnyYJQ.jpg)

Drat! You can tell a raid wasn't a total conquest beforehand when the symbolic city units are left standing. 38 damage dealt, we were off by what must be but a puny amount of hitpoints. Our unsuccessful unit takes 17 damage. We are pretty certain to lose it, as there is no one else with enough movement points to finish off the city this round.

At this high point of thrills, one of our cities needs building instructions:

(https://i.imgur.com/5YGWO9i.jpg)

There's a second blue bar above a green one over Blefuscu. That symbolizes wall durability and shows that a city has walls to begin with. To the right, the harbor is marked to have already been worked on before, so we select it once more. Amenities in this settlement are at negative 1 by the way, undoubtedly because of the long conflict. We need to wrap it up as soon as we can!

Control goes over to Mamizou and I was right, the archer knows who he is most likely to kill. Unit 5 takes a hail of arrows and...

(https://i.imgur.com/eJCeRUn.jpg)

...our precious swordsman survives by a hair! 13 damage, and I don't understand why Mamizou didn't grab the war cart in her city and go in for the kill. I guess that's what I would do, an attack out of spite, but not our emotionless computer with his bits and bytes.

Turn 133 - 425 A.D.

I think at this point, it is no longer really neccessary to mark units for you. The war is decided, pretty much. But wait, we notice a Tanuki trade unit:

(https://i.imgur.com/Q946uMx.jpg)

This is another thing barbarians can do and so can we when we are at war with the target. Plundering a trade route will deplete all movement points of that unit, but can be done so long as you have at least one left. "+140 gold" pops up and floats to the sky as we click, that's how much we enriched ourselves. It may seem odd, but this never gets deducted from the victim civilization. All plundered wealth is newly created for the brigand. I guess it was the private belongings of the trade unit, not state property, that we stole.
Tenshi Hinanawi draws her Sword of Hisou, steps in front of Washington and...

(https://i.imgur.com/fI471NL.jpg)

It was to be expected. Just as the scene ends, Mamizou appears in a diplomatic message:

(https://i.imgur.com/1cl8bEZ.jpg)

This tells us that Washington was her final city and that the Tanuki are officially eliminated as a player! This should be the last time we hear of our fuzzy nemesis. For all of you who are sad over the loss, know that the Tanuki as a people are now integrated into Kobito society and live on as equal citizens.
All Tanuki units disappear with the elimination and Futatsuiwa of Sado loses its oppression status. As for bootleg Washington...

(https://i.imgur.com/0wXGr2k.jpg)

I thought briefly whether we should keep it. Then again, it has a little too much tundra nearby, no luxuries we don't already have, is generally squished in a little too close towards Futatsuiwa of Sado and is overall far away from the core of our empire. No, we raze it until no one can see it had ever been there!

Thus, the war is over. Not a single Kobito unit was lost, I am very happy how it went. Had it been as disastrous as the first war, that would have marked the Let's Play as the probably worst, most inept Civilization 6 campaign I've ever played. Now that this load is off our shoulders, the future of the Kobito is looking much brighter. As our next action, we promote the Shining Needle Swordsman who almost died last round. Honestly, he probably should have died, just to punish us for our hubris of trying to take the city with him. He, like many of his kind, becomes Amphibious. We do not yet give him a custom name, I couldn't think of a good one.

The soldiers who are now out of enemies gradually move back home. It'll take no small amount of time. We will try and divide them up equally on our cities, now 5 in total, for guard duty.

As our last action for this historical turn, we set our research from the fairly far advanced Education to Engineering. That one has exactly 1 turn left, it'd be a sin not to grab it.

Turn 134 - 450 A.D.

It'd have been weird if I wrote that last sentence and this didn't pop up:

(https://i.imgur.com/TZGelbd.jpg)

Robert Anson Heinlein (https://en.wikipedia.org/wiki/Robert_A._Heinlein) is one of America's most prominent science-fiction authors. For example, he wrote Starship Troopers. An influential work: The concept of a "space marine" was apparently not thought of until then.

(https://i.imgur.com/2pIFy59.jpg)

The aqueduct is something the Romans were famous for, a sort of bridge to direct water away from its natural flow and over obstacles. Funny about this it that the Romans in Civilization 6 cannot build aqueducts. No, you did not misread that. They instead construct a unique aqueduct, called the bathhouse.
This district is the first to not count towards your district limit. While it does take considerable time to make, it isn't a direct competitor to other districts. If you ever decide to set down a city where there's no water access: Build an aqueduct before anything else! Your dusty and dry city will be absolutely worthless and stay tiny if you don't.
I catch myself very rarely building aqueducts. Most of the time I only settle where there's fresh water access, and the flat +2 housing you'd then get for it is very meager, hardly worth the build time or the sacrificed tile.

(https://i.imgur.com/vo2qqBa.jpg)

The catapult is the very first siege unit, a subtype of ranged units. If you attack a city with a standard ranged unit like an archer, it will get a harsh malus in combat strength. The siege unit will not. In perfect contrast, the malus will be against attacking other units.
Escorting a few regiments of catapults is an alternative to bringing battering rams or siege towers. In the late game, siege units become far more effective and will become the intended way of taking enemy cities. We'll probably not make catapults too soon, not after our recent, successful war. Their evolutions may become more attractive to us.
The -1 gold maintenance seems to be a lasting bug stuck to this campaign. Most likely, the real cost is still applied. I've checked, it's supposed to be 2 gold.

Not just our science, but our culture also made a step forward this turn! We invent a trade that a lot of people will tell you is most deplorable:

(https://i.imgur.com/4vmtUH4.jpg)

Those mercenaries will be a lot of trouble if you don't give them a war to fight. Niccol? Bernardo dei Machiavelli (https://en.wikipedia.org/wiki/Niccol%C3%B2_Machiavelli) is often called the father of political science. He is somewhat controversial though, as "Machiavellianism" describes a very ruthless but arguably effective style of politics.

(https://i.imgur.com/U8dgph6.jpg)

This card is only applied to the pillaging of districts, not farms, mines, plantations or pastures. When districts get pillaged, the lowest ranking building constructed in it will always be disabled first. If you keep pillaging until none are left, the district itself will become ineffective until repaired.

(https://i.imgur.com/RBDSpMc.jpg)

My tip: If you get an evolution for a unit you have especially many of, don't upgrade. Wait until you get a new civic, swap in this card and upgrade every single one of them. You will save loads of gold, especially in the late game! Just don't forget to throw the card out as soon as you can afterwards.

(https://i.imgur.com/U3wsULk.jpg)

Helpful if you have a significant number of foreign trade routes. I tend to have more internal than international ones and with just one neighbour, this should stay true for this game as well.

With just a single city still building walls, the Limes policy has done its due and is mostly a dead weight now. We swap the economic policy Insulae in our wildcard slot. To remind you, this card gives +1 housing to all cities with at least 2 districts. Two of our cities do and those that don't soon will. With us always so close to our housing limits, I think this is a great choice.

Time to set up a new research as well as cultural development. We have loads of options:

(https://i.imgur.com/zWqTFXX.jpg)   (https://i.imgur.com/3ngslnB.jpg)

On the science side, the choice is easy. We've recently worked on Engineering and Construction, both of which were prerequisites for Machinery. See the crossbow among its two advancements? We absolutely need those. The low time of only 3 turns is excellent news. When it comes to culture, our pick follows a different logic than usual: We're not going to get the inspiration for Divine Right too soon. 2 temples is just too much to ask. Know what? That doesn't matter at all. One of the advancements is a new form of government and we need to switch to that as soon as we can. We will spend those 12 turns crowning ourselves a god king, and we're not going to switch away from it. Every turn we can leave our soon-to-be-outdated Oligarchy behind earlier will strengthen us.

We are then alerted to pick a Great Person. Is it a Great Scientist? I really hope so. Let's check:

(https://i.imgur.com/zF2LcmU.jpg)

Aww, well a Great Merchant is still decent enough. Irene Sarantapechaina (https://en.wikipedia.org/wiki/Irene_of_Athens) was a Byzantine empress. Not really a merchant, is she? At least not literally. She restored the worship of Christian icons, making her an enemy of the "iconoclasts" of the time. Wonder what she would think about the video game Iconoclasts...
As we recruit her, the following happens...

(https://i.imgur.com/MokBlWm.jpg)

It will be a while until we unlock Mercantilism. I believe that is a cultural civic from the Renaissance. Irene spawned in Shining Needle Castle and we will give her an order later on in the turn. First, let's set production. A shrine is ready for worship in our capital, and Lilliput prepared a builder.
I would love to set down a harbor in Shining Needle Castle as soon as possible. Unfortunately, we are at our district limit there. The maximum amount of districts in a city increases by 1 each at 1, 4, 7 and 10 population. From there, it keeps increasing by 1 every 3 population. Our capital is currently at 9 population with 3 turns left until it reaches 10. We should pick a very short, uncommitting project until then. A trader is exactly what that is, we need only 4 turns for one.
Lilliput is also at its district limit of 3. It still has the ability to make buildings in its campus, encampment or commercial hub. My tendency was to make stables at first, but somehow, the market for 6 turns seemed wiser in the end. We're not poor, but more cash is always healthy. Furthermore, having a second market is tied to an inspiration.

(https://i.imgur.com/JWEYDPb.jpg)

I wanted to give you a close-up of our youngest, non-annexed city, Laputa, mostly because it's growing surprisingly well now! It seemed to have completely gotten over its food shortages and is expanding its borders onto some very delicious tiles. It was still the last one to finish its ancient walls, but that's ok. The most obvious plan of action would be to continue the half-built industrial zone. Here's what we'll do instead: A scout over the next 2 turns. That may seem odd. We already have 3 scouts, all of them idle. Why a fourth? There's something coming up in perhaps a dozen turns that'll make exploration relevant again. I'm so looking forward to it!
Before we forget, Laputa also quick-purchases another builder for 310 gold. The fields of sugar, the second flock of sheep nearby...we can't leave those uncultivated.

Last but not least, Futatsuiwa of Sado, now as loyal as any other city of the Kobito Empire, also needs an order. I don't like that it has but a single district, so let's change that. We want our first Entertainment Complex and we want it here:

(https://i.imgur.com/Rc5wvc2.jpg)

12 turns. Entertainment complexes, I think I said it before, have no adjacency mechanics for themselves. Instead, you should ask yourselves: "Is there another city within the range of 6 tiles?" Entertainment complexes will receive something later that influences your cities positively when they're within that radius. Right now, the answer would be "no" for that spot, but I'm already planning to make a city somewhere that will be in said vicinity.

Finally, we have some units to take care of. Not one of those overwhelming siege-screenshots we've had over the war, just a few loose ends. Tenshi Hinanawi is the first unit to make it to rank 3! The promotion tree opens up a little more then: She could learn Battlecry, Commando, but also the two newcomers...

(https://i.imgur.com/CrdPE9u.jpg)

"Zweih?nder" is German for "two-hander". I guess Greatswords and the like are something spear- and pikeman have to fear especially. Urban Wafare sounds very niche, until you remember that city centers are also considered a district. Units with that promotion will be significantly better at conquering cities. We do want that. Tenshi is now a Tortoise-Amphibious-Urban Warfarer archetype.
Moving on, there's also a rank 2 swordsman we refused to name last turn. Since this was a new play session for me on turn 134, I had time to think of a good one...

(https://i.imgur.com/4dJ9sQM.jpg)

Sakuya's knives may be short, but so are the Shining Needle Swordsmens' needle swords. The warband from our Kobito/Eientei-Tanuki war will soon rest to heal and after that, hike home. Expect to not hear much of them for a while, as their indiviual treks are really not going to be exciting at all. Barbarians are very unlikely to be encountered, the U.S./Canadian region is too populated by players.

It's empress Irene's turn. What exactly can she do?

(https://i.imgur.com/jjtsXjq.jpg)

The good lady is special in that unlike most Great People, you do not cash her in at the respective district. In fact, you don't send her to any district whatsoever, but onto a luxury. The luxury you trigger her on will create a duplicate of itself permanently in your capital. This requires more thought than you would think. What would be a bad spot, and what would be a good place for this? Bad and lazy would be something you already have cultivated in your borders, say sugar in our case. The absolute ideal would be a resource that is somewhat far away, at a place too unstrategic to make a city nearby. I think I've got what we're looking for:

(https://i.imgur.com/1LDY4zK.jpg)

Eastern Brazil is far away from our other settlements. A city there would be confined to making trade routes with Hattusa and Granada. The citrus would be this spot's main appeal. Let's decide to not ever send a settler there and just copy the citrus. A great plan of action. Irene needs 20 turns to get there. A lot, but what can you do? Runner up to the citrus were the pearls located in the Great Lakes, but we could theoretically make a city there with decent value.

Turn 135 - 475 A.D.

This shouldn't be nearly as much an over-bloated super-turn as the last. No input is required for city production, but I do want to say hello to our best friend forever, Kaguya. Is the feeling still mutual?

(https://i.imgur.com/6W4au7l.jpg)

If you do the math, the positives far outway the negatives. However, I'm a little worried that a warmonger penalty is visible at all. Since Kaguya had already withdrawn her combat effort before Untrue Washington fell, she no longer viewed the razing of the city as something she had a part in, hence she saw us warmongering. Any player of Civ 6 who has ever razed a city knows that it can forever tarnish a reputation. I think we'll be ok in this case, we are on extremely good terms with Kaguya. Still, it won't be a given for her to take our next Declaration of Friendship. We can only hope.
Actually, we can do a little more: We can make trade deals to her that are more generous on our part than a greedy barterer would normally be. Here's one of them:

(https://i.imgur.com/7ypnEI6.jpg)

On the question what she was willing to spend, she originally added another coin per turn as well as right of passage through her borders. We took those away.

(https://i.imgur.com/WDg2CZN.jpg)

It seems that was very effective. We shouldn't let a couple atrocities come between Kobito and Eientei, should we?

Lilliput has had its newest builder assess its surroundings. Here's where we want a farm. It was about time...

(https://i.imgur.com/WeZlEvP.jpg)

The improvement the AI highlights for recommendation is an Alc?zar. Yup, we are still Granada's suzerain, so we could make one. While I briefly thought about having a snazzy Moorish fort (they also give +2 culture apart from defensive bonuses), it would disrupt any posibility of getting farm-triangles here. Only a most strategic position should be used for them, somewhere that enemy units could be not too unlikely to invade from. This is not such a position. A farm it is.

Speaking of builders and farms:

(https://i.imgur.com/qUFSgg8.jpg)

The quick-bought Laputan builder from last turn also tends to the soils at the adjacent floodplains. With the improvement, the respective tile is worth +4 food. That's extremely fertile, yes please!

The turn concludes for us after this, but not for those we're sharing the continent with. Eientei seems to be in dire need of amenities and asks for a replenishment of their sugar reserves:

(https://i.imgur.com/xu1A32B.jpg)

I do not actuall like this deal. But what have we learned? We don't have to take or reject it as it is. First off, we completely take the open borders out of the equation. I don't actually want Kaguya to park her over-abundance of archers in our lands. She would totally do that I tell you. After asking the princess's new opinion, her offer becomes sugar for 4 gold a turn. We proceed to give her a super-special friend discount of 25%, cutting it to 3 gold a turn. Again, this should keep cementing the relationship.

After only 4 turns, I think we should call this an update. They were turns of great contrasts, after all. A new era of peace is upon us after so much intrigue and strife. I think the consolidatory efforts we'll be having soon should make our empire so much more prosperous. We'll see how everything keeps developing. Next time: Bolts that nobody needs to fire. Yet.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on March 17, 2018, 03:14:55 PM
Update nr. 28 - Skull and crossbows

Turn 136 - 500 A.D.

Last time, the bake-danuki of Sado was banished from the world. Maybe she'll find the place where she belongs in a mystical, isolated land of fantasy.
A scout was born in Laputa. A revolutionary event! Nah, not really. It is literally the unit with the least value, but what matters is what you do with that value. We send him towards the west-coast and let Laputa resume construction of its industrial zone. 14 turns.
The builder of Lilliput moves closer to Shining Needle Castle, the one from Laputa aims towards the sugar fields. That's basically all I can report to you on this turn of relatively little significance. One more thing maybe:

(https://i.imgur.com/JBv0ptE.jpg)

I can confirm that the Great Bunny Reisen that has recently joined Kaguya is indeed a military general. She is travelling in the sight radius of our trade unit within the borders of Eientei.

Turn 137 - 520 A.D.

Well, what do you know?Time is advancing only 20 years per turn since the calendar turned to 500 A.D. Expect the years to keep passing slower and slower.
Primitive machinery did exist in the middle ages. We're not talking engines and pistons here, but more like a castle's drawbridge:

(https://i.imgur.com/eRiKXiw.jpg)

That's the second science-fiction author in a short amount of time. Gregory Benford (https://en.wikipedia.org/wiki/Gregory_Benford) is also an astrophysicist. Most well known is his Galactic Center Saga. While Heinlein thought of the concept of a space marine, this fellow was the first to predict the possibility of a computer virus.

(https://i.imgur.com/QfYfpAm.jpg)

Going from an archer to crossbowman, melee combat strength gets doubled! The ranged combat strength is not quite doubled, but still tremendously increased. Just so you know: If a swordsman clashed with this unit, 1 on 1 without interference, even if our melee enthusiast were to get the first strike, the crossbowman would win after a few turns. We want to upgrade the archers that we have soon, just to show some more muscle.
Between this and the last update, a patch was applied in early March, and that fixed the erroneously displayed maintenance costs. Apparently, the February patch not only meddled with our save file, it was a really crappy patch in other regards as well.

(https://i.imgur.com/DITwNRD.jpg)

Lumber mills do not destroy the forests they are built on and are especially helpful near rivers. Perhaps cities with few hills, like Blefuscu, could profit from them in the future. Try to build at least one lumber mill somewhat soon upon learning to make them, as they are tied to a eureka.

Machinery was a prerequisite for the technology of Printing, which we do not need too urgently. Instead, let's start figuring out how Stirrups function. 4 turns. You'd think something like a stirrup would be an incredibly simple invention, but it took humanity surprisingly long to perfect.

(https://i.imgur.com/ms5gZEj.jpg)

Lilliput's builder does not belong to its city of birth exclusively. That kind of selfishness wouldn't be in the interest of our empire, so he sets down another farm for Shining Needle Castle. Oh, how I wish we could stomp the hill on the tile southwest of the builder so that it's flat and smooth. We could then complete our first farm-triangle, but for now it's sticking out like a sore thumb. Some day, when we can make farms on uneven land, we'll do that.

Huh, the game didn't remind us of our envoys when it should have. I wonder what went wrong...

(https://i.imgur.com/V29dcSC.jpg)

I noticed only then that we had two of them free and idle. Even worse: Kaguya is rivaling us as suzerain of Hattusa now. Let's send one envoy there for a total of 6. Thus, the alliance with Hattusa is restored and another +2 science for each of our three campuses is gained.

Last but not least, we're getting ourselves some of these new-fashioned crossbowmen...

(https://i.imgur.com/sQVeEZ1.jpg)   (https://i.imgur.com/gCvKOEd.jpg)

Somewhere between the two must have been the technology of wearing coats. This was the archer garrisoned in Lilliput's encampment. 190 per unit, yikes, that's a lot. In fact, it is so much, we cannot even upgrade all three archers that we have. We modernize two of them and are left with a measly 70 coins. But...

(https://i.imgur.com/A3BJfBf.jpg)

Just like you're rewarded for having three archers in your empire, you also get an extra treat for the second crossbowman you own. Metal Casting is a technology from the Renaissance, semi-far away from where we are.

(https://i.imgur.com/pK4QZGT.jpg)

Another builder made it to his destination this turn. We have him set down a plantation for our third copy of sugar. That's too much sugar even for us as and Kaguya to sprinkle on our cakes. Should we ever find one of the other outer-continental players, we could present it to them as a welcoming gift.
The tile itself has unbelievably good yields by the way: 5 food and 2 gold (post-cultivation). That must be why Laputa is growing so fast now.

Turn 137 - 540 A.D.

Our third trader was completed, he's awaiting orders at Shining Needle Castle. As foreshadowed on the last update, our capital needs a harbor. But upon choosing a place for it, I'm spotting some difficulties:

(https://i.imgur.com/8WTdxZJ.jpg)

The marked tile has the highest adjacency thanks to some fish and crabs. Darn it though, our cultural borders have not yet claimed it. Worse still, we only have 108 coins and therefore cannot buy the tile. It's all my fault of going for those really expensive crossbowman upgrades.
Tell you what, Shining Needle Castle will not make a harbor yet. Instead, we'll start working on a temple. 5 turns, but I can already tell you that we won't do it in one go. The moment our treasury reaches 170, we'll give the harbor priority. Hopefully we won't forget to do so in the heat of the game.

The builder that was helping out Shining Needle Castle is being sent en route to Blefuscu. Looks like he'll be donating 1 builder charge each to our oldest, most venerable cities.

The newest trader of ours is asking us to give him a lucrative or otherwise productive route, but he is not getting one yet. Instead, we use the order to transfer him to another city. The city in question is our acquired province, Futatsuiwa of Sado. Next turn I'll tell you why we chose to do this and what options we have from there.

The turn ends with new orders for Laputa's builder. Unlike his brother at Lilliput, this one keeps focusing on his home town: He'll make his way to a newly annexed sheep resource northwest of our desert city.

Turn 139 - 560 A.D.

Our knowledge about Stirrups and Divine Right keeps advancing. So do all the building projects. The highlight for this turn would probably be the assigning of a new trade route:

(https://i.imgur.com/LITn54C.jpg)

Futatsuiwa of Sado is not at all connected to our main empire. Neither we nor Mamizou were ever interested to send traders to each other, so no roads have ever been constructed. That is our main goal here: We should start by creating a way westward, a route from Futatsuiwa of Sado -> Lilliput. Notice the following:

(https://i.imgur.com/M4TCsA7.jpg)

That symbol stands for Mamizou's old religion, Zoroastrianism. The traders starting from Futatsuiwa of Sado will do word of mouth on it at their destination. Religion is indeed carried by trade routes, although only marginally ("+1" is a very weak amount of influence). This is good, as Zoroastrianism is something we don't want our people to adopt too strongly. The Touhou Fandom shall stay the one true faith for us, we will likely spread it actively at some point and thwart Zoroastrianism through inquisitors later on.

(https://i.imgur.com/Mfm2h6j.jpg)

It's nothing world-shaking, but this spot right here is where we'll put our fourth scout on alert for perhaps 10 or so turns. We'll know when to reactivate him. Until then, he'll be sun-bathing at the Californian beaches.

Turn 140 - 580 A.D.

(https://i.imgur.com/kG0ZL6s.jpg)

If something works, why should it expire? Doesn't make any sense to me! I hope we can renew our peaceful togetherness with Kaguya. We know it won't work to ask now, but we will approach her again soon.

(https://i.imgur.com/ygFqGi9.jpg)

Before anything else, we switch Shining Needle Castle's production from the unfinished foundations of a temple to the promised harbor. The tile is bought, leaving us with a pitiful 18 coins. Don't worry, the district will be paying for itself in due time. It will be finished in only 6 turns! That's faster than I would have imagined. Since our capital didn't have a natural access to the sea, the harbor tile is where any constructed warships will spawn at.

Blefuscu has apparently also just completed such a harbor. Our settlement at Florida has always been growing a little faster than I would have liked. It's practically impossible to keep it well below the housing limit. You know what? It's going to make a settler for us. 17 turns. A settler always deducts a population point, which we're going to cry over much less here than if it were at Lilliput or Shining Needle Castle.

Turn 141 - 600 A.D.

Many people do not want to get off their high horse. At least for us, it'll be easier to get on a horse, be it high or low:

(https://i.imgur.com/gAyBWtv.jpg)

We're going far into the past with William Camden. (https://en.wikipedia.org/wiki/William_Camden) He was an English topographer and historian of the 16th century. In a time where last rites were considered extremely important to the faithful, the quote actually describes the general fear of one's sudden death and is not just about falling off a horse like a dummy. Which can still be lethal or have lasting effects...

(https://i.imgur.com/1rZxoMP.jpg)

If we were to gear up for a war now, the knight would be the most effective unit to mass-produce. The combat strength of 48 exceeds even that of a Shining Needle Swordsman supported by multiple companions. Do however know that the knight will have pretty bad combat predictions against pikemen. Better ride around those if you can.
Horsemen DO NOT upgrade into knights as you would expect, heavy chariots do instead. We don't have any, so at least we needn't open our wallets to upgrade.

(https://i.imgur.com/5yH8OKt.jpg)

Neat. This has nothing to do with the technology of Stirrups, it popped up because Lilliput constructed a market, the second one within our empire.

So what is next after armored people on horses? First of all, we should view how far we've come to recruiting a Great Scientist...

(https://i.imgur.com/CnbLtOh.jpg)

We're leading, but it is still many turns from now. I'm undecided if we should go for Education as the next technology now, or wait for its eureka (which would trigger upon getting Mr. Gallilei as a Kobito). In the end, we settle for research on Military Engineering. 7 turns. Completing that one would reveal all sources of niter on the map, a strategic resource needed for some units. It would be good to know where any niter is as soon as possible.

Lilliput bolsters our commerce, having completed a market. You know, I'm really interested in finally making a wonder, and one I've set my eyes on is the Terracotta Army. To start on it, barracks or stables are a prerequisite. Let's get this obstacle out of the way and make the latter. 6 turns will be needed for it.

(https://i.imgur.com/4xYPjHM.jpg)

The last charge of Lilliput's builder is spent in a way we have not yet employed: We must make mother nature cry and just chop down a forest. For the sake of getting a farm-triangle done at some point, the trees would have had to make room there anyway. Removing features is smart in such cases, as you can really speed up production on a short notice. With all the extra lumber, building time for Blefuscu's settler shrinks from 16 turns to a mere 8.

Turn 142 - 620 A.D.

We're making such satisfying progress now, let's pack another turn into this update.

(https://i.imgur.com/LOxCe1V.jpg)

I said it wasn't too important what our recent warband was doing, but I simply needed to point out that archer queen Kaguya is causing a traffic jam. It's annoying, but I assure you that we will not conduct vengeance on her for such a trifle. My plan is to instead settle the area roughly where Fake New York once was, then our borders will keep her troops out automatically.

(https://i.imgur.com/lvrp1Hk.jpg)

Say goodbye to Laputa's builder: He disappears after making the suggested pasture.  I can't stress it enough: It makes me happy how well Laputa's doing. It has an amazing infrastructure now with respectable growth and production.

(https://i.imgur.com/L9KsNDJ.jpg)

I'm feeling daring now. Let's ask Kaguya for friendship once more. The relationship table now says that she completely forgave the destruction of Mamizou. That's already a good sign. We're also getting many points for having been her friend in the past. First time's always the hardest.
Will this work? Fingers crossed!

(https://i.imgur.com/vbLB1cT.jpg)

Excellent. That's another 30 turns of harmony between the Kobito and Eientei.

Alright. Turn 142 ends without spectacle and so does this update. After all the military commandeering, I'm greatly enjoying these current times of peace. A lot of Civ-players love the economic side of the game and hate waging war, saying that it slows the pace of the game and battles consist of too much micro-management. My own opinion is somewhat in the, there's good in both and I appreciate what I haven't had in a long time. Next time, the ocean roars again!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on March 19, 2018, 08:28:22 PM
Update nr. 29 - Help! I'm being repressed by Queen Shinmyoumaru!

Turn 143 - 640 A.D.

Last time, we learned how to properly equip a horse's saddle and started connecting Futatsuiwa of Sado to the rest of our empire. With a new settler in production at Blefuscu, we should direct our thoughts onto where to put the future city. I think I've found a spot...

(https://i.imgur.com/ccULsYi.jpg)

In hindsight, it was a strange decision to raze a city that is only 2 tiles away from where we're making the new one. Especially when it already had additional population and a district. Still, the ideal positioning of a city is incredibly important, and the one we'll soon have will make us proud, I'm sure. Definitely prouder than the one we could have robbed from Mamizou. The Shining Needle Swordsman and the battering ram will guard the position, just so that it won't be occupied by one of Kaguya's when our settler arrives in about a dozen turns.

While we're already at it, how about another map pin?

(https://i.imgur.com/a8HHRTi.jpg)

We're going to have a Mexican settlement, right where that lake is. I believe that is Lake Texcoco? Then again, it might be smarter to make it coastal right upon the Pacific Ocean. Still not 100% sure, we'll see what we'll do. Whatever the exact placement will be, the city will get us permanent access to cocoa and truffles.

As the last relevant actions of the turn, we have Shining Needle Castle working one more turn on the temple instead of the harbor. This is only for reasons of timing the era transition towards the Renaissance. We want to get the Divine Right civic done first, then get a culture boost from the Kobito's special ability to be awarded while on a different civic. Complicated stuff, I know.

Turn 144 - 660 A.D.

Futatsuiwa of Sado has finished the first entertainment complex within our empire:

(https://i.imgur.com/SLnbJgU.jpg)

Who knew it would go from a captured city to the Kobito's Disneyland? The district looks like a circus. Buildings like the arena will add a jousting lane for example, giving it more diverse attractions. Even without any extras, the circus provides +1 amenities to the respective city.
Repairing a building generally has more priority than building new ones, so we will restore Futatsuiwa of Sado's granary next. Only 2 turns.

That is basically all that's happened upon reaching turn 144. Just as a swift reminder: We are now 2 turns away from finishing development of Divine Right. Also if you're wondering: Kaguya so far has only three cities. I don't exactly know what's up with her. Three cities is by no means the ideal end amount in this game. Is she just too dead-set on making archers? Does she not identify any other places in Canada as worthwhile enough? I definitely would have expanded if I had her starting position. If I ever notice another Eientei city appearing, you'll hear the news.

Turn 145 - 680 A.D.

Through influence, we have gained another envoy and this time, it actually prompts us. Thank you, game. Was that so hard?

(https://i.imgur.com/JtItscB.jpg)

The two emissaries that we have are going into Granada, bringing us up to six and awarding us the final bonus: +2 production for all unit training in cities with encampments. That's only Lilliput at the moment, but who says more cities won't be specializing in warfare in the future?
We've now reached the point where we should save envoys and only put them in those city-states others are contesting us for. Perhaps soon, we'll find more of these one-city-civilizations so that choices in this regard become more meaningful and involving again.

Since we have a very healthy income of money (+44.5 coins per turn) and have again saved up more than 200, we upgrade the final archer we have garrisoned in Laputa into a crossbowman. That city is very, very secure now. Too bad we are back to 55 coins. I wonder if we should have utilized the policy card with the 50% upgrade discount already. I can tell you for certain that we will when our swordsmen are getting the next evolution.

As the computer calculates its moves...

(https://i.imgur.com/58Hjo3o.jpg)

That's really a shame. The Petra would have done well in Laputa. Even without it, it has enough fertile tiles in the northwest to be sustainable. Our plan will now be to use most of the desert landscape for districts.

Turn 146 - 700 A.D.

Shinmyoumaru Sukuna has achieved divinity! She would have appreciated it if God made her a little taller...

(https://i.imgur.com/8eExBbo.jpg)

If you are too young to know what the comedy group of Monty Python (https://en.wikipedia.org/wiki/Monty_Python) is, you have some catching up to do. If you think, "oh, they're from the 70's, that won't be funny any more today", think again. Their absurd humor has aged so well, it's really not aged at all. I claim their sketches will always be hilarious and never outdated.
The quote is from the movie "Monty Python and the Holy Grail", a parody on the saga of King Arthur, and it takes place during a scene called "Constitutional Peasants". Monty Python has uploaded it themselves, so just watch that here at your own leisure. (https://www.youtube.com/watch?v=JvKIWjnEPNY)

(https://i.imgur.com/Xjc0o1j.jpg)

Monarchy is one of the tier 2 governments. While I don't think its perks nor policy card setup are too ideal, any tier 2 government is better than those of tier 1. This is also due to quicker influence gain for city-states. I'm not spoiling anything when I say we're going to switch to it.

(https://i.imgur.com/KUW70cu.jpg)

This policy takes effect when producing knights and cavalry (horsemen with swords and rifles), as well as any unique riders your civilizations may have in the span of those two. If we ever need to increase our ranks with those, we should produce them in bulk after setting the card.

(https://i.imgur.com/eQwIH0C.jpg)

Upon receiving this card, the one giving bonuses to ancient and classical wonders is thrown out. When building a wonder and you plan to speed it up through policies, make sure that the age classification actually applies to it. For the Terracotta Army, for example, it wouldn't.

(https://i.imgur.com/hUJ9Eyu.jpg)

For this one, it would. The religious commune of Mont Saint-Michel (https://en.wikipedia.org/wiki/Mont_Saint-Michel) lies in the Normandy region of northern France and is very popular with tourists and the pious, even today. In the game, the wonder probably fits best for a religious-cultural playstyle, a very odd combination that I'm not sure is too viable. The idea within that playstyle is to get apostles and pretty much suicide them on other players' religious units for creating relics. Yeah, you read that right. We absolutely do not need this wonder.

(https://i.imgur.com/SWqY6cN.jpg)

Down here we choose our new government. We are then faced with reassessing our card layout pretty substantially:

(https://i.imgur.com/Tz5a0yT.jpg)

Economic, diplomatic and wildcard policies seem fine as they are. But a whole three military policies? Do we even have that many that are sensible? Conscription stays, that's a given, it saves us about 15 gold per turn or so. A safe choice for one of the open slots is of course Retainers. More happiness, yes please. What should we do with the third slot? I really hesitated a lot with this one, my mind zipping from Feudal Contract, Survey, Limes and Veterancy. It ended up being the last of these, but then again, I'm seeing now that it didn't really help us. Too bad.

(https://i.imgur.com/Mc6DHlD.jpg)

This eureka comes from the switch to Monarchy, but not Monarchy specifically. The two other tier 2 governments would have also done the trick, but they're not yet in reach.

Our cultural development needs a new direction. People like to party, so let's choose Medieval Faires for now. It is (so far) not boosted and will take 14 turns.

Futatsuiwa of Sado has repaired its granary. Our silos are now no longer on fire as they have been for several turns while our administration decided it was more important to set up circus tents. Several farms are still ravaged from our conquest, so we're making a local builder to repair them as well. 6 turns.

As we get ready for the next turn, Kaguya contacts us with a trade proposition to provide her horses. This is something we decline. We only have 2 copies of the horse resource. Overall, any deal that we could have with our good friend Kaguya we have already sealed.

Turn 147 - 720 A.D.

The second harbor in our empire finishes in Shining Needle Castle. The resulting boost completes a key technology:

(https://i.imgur.com/mXtg5A9.jpg)

This is the day where so much more of the map opens up to us. The age of discovery begins!

(https://i.imgur.com/jxyhfEK.jpg)

There aren't many who have never heard of John Ronald Reuel Tolkien. (https://en.wikipedia.org/wiki/J._R._R._Tolkien) What may however be a common misconception is that he didn't invent the kind of High Fantasy he wrote (much of it was influenced by mythology), instead, he just made it extremely popular. The quote is from a poem about Aragorn, "All That Is Gold Does Not Glitter", which recurrs a few times in the Lord of the Rings novels.

(https://i.imgur.com/MmyDqm5.jpg)

The caravel is the evolution of the galley, therefore it fights by directly approaching other vessels, embarked units or coastal cities. I think I said it before when we got the galley: You don't need many units of the naval melee class. Ranged ships are generally more useful in sea-fighting. I usually just bring one or two of such caravals along my navy so that they can conquer a city that I've damaged from afar.

(https://i.imgur.com/EKIuaB2.jpg)

More income from our fishermen is always good, but the first sentence of this passive completely pales because of the second: Any ship and any embarked unit can now voyage through the ocean. We can start our quest to find Europe, Africa, Asia, Australia, all the other continents really. We'll finally meet new leaders!

Let's switch our cultural focus from Medieval Faires to Naval Tradition. Strange, I thought getting that last technology would have already advanced us to the Renaissance...

As said, Shining Needle Castle is to thank that we got that amazing technology. After the harbor, it now needs a new building project. We are getting the temple we've been building sporadically. Somehow, it is only a single turn away from completion now.
Lilliput also erected a stable. The horses will have it much cozier now. Our choice here is one of the more adventurous: The Terracotta Army. Wonders need a tile sacrificed for them. The one we can spare is...

(https://i.imgur.com/XcKSdKW.jpg)

...that one. The hex for the Terracotta Army must be adjacent to the encampment district and it also must be on flat land (that disqualifies the hills with the sheep). Wonders are obviously very costly projects, so the 20 turns shouldn't be a big surprise. Even a powerhouse such as Lilliput needs some effort for that.

Time for the meat of this turn: Where are our four fearless explorers? We've parked them conveniently in America's four corners:

(https://i.imgur.com/jwXLSLL.jpg)   (https://i.imgur.com/UUgse9U.jpg)

(https://i.imgur.com/yZfRp3g.jpg)   (https://i.imgur.com/PjJmdlO.jpg)

Top left will be heading to where East Asia is, with a not so small chance of hitting Japan. Top right is en route to Europe, ideally to the Iberian Peninsula. Bottom left is going to Australia . Finally, Aya and Momiji will be going to the southern tip of Africa. You'll read it when one of them shouts "land ho!"

By the way, this is how you find dormant units like those scouts:

(https://i.imgur.com/FFPpOJk.jpg)

One click on a unit's name brings up a scrollable chart of everyone you control. A lot of players of Civ 6 do not know of this function, now you do, whether you play or just read. Order is alphabetical, but ascending from the bottom. Units that you've given custom names (like Aya and Momiji) will still be found under what they actually are.

Turn 148 - 740 A.D.

(https://i.imgur.com/jS6ApZ2.jpg)

There we go. Wonder why it was a turn late. Was it maybe because we gained Cartography through a eureka? Anyway, we pocket 400 coins and get a culture boost. Brace yourselves, this is another turn where we are awarded a million goodies:

(https://i.imgur.com/0bxHxMl.jpg)

"Monty" Bernard Law Montgomery (https://en.wikipedia.org/wiki/Bernard_Montgomery) was a British Army officer. I cannot tell you which war he is talking about in the quote here, as he was active in both the First and Second World War. Perhaps it applies to both?

(https://i.imgur.com/JiFWxsw.jpg)

The armory is the second building in an encampment. A barracks or stable must have been built before, and the armory's effect is much more universal compared to those.

(https://i.imgur.com/eOoDWHk.jpg)

Here's a support unit that is tied to having such an armory: The military engineer is a little bit like a builder, with special improvements that only he can make. He can for example set down a road on demand, if your traders can't make them where you'd like them to be. I believe there is another engineer improvement that the tooltip fails to mention: Missile silos. Yes, these guys can construct you some sites to store your ICBMs. They can't right now of course! But potentially they will.
Believe it or not, I relatively rarely build military engineers. I often forget that I have them and because of pretty strict prerequisites, very few of my cities can build them. Furthermore, except for the missile silo, the improvements they make are very niche in their usefulness.

(https://i.imgur.com/kmjeDqt.jpg)

Niter, also called saltpeter, is something very combustible and a strategic resource that only becomes visible with this technology. Upon such a reveal, you're always on edge if the resource is somewhere you can even reach with your current cities. I can take your worries away: The niter spawn is pretty opportune for us. First of all, we gain a free copy outright for being the suzerain of Hattusa. But we also have some that'll be easy to collect:

(https://i.imgur.com/wAeLyBh.jpg)   (https://i.imgur.com/TgmYpoZ.jpg)

I'm also seeing one next to the city we're about to settle. So much for the scientific discovery. Our civilization ability "Power of the Miracle Mallet" gave us so many culture points upon reaching the Renaissance, that we are also getting this:

(https://i.imgur.com/IX5hoZ8.jpg)

Theodore "Teddy" Roosevelt Jr. (https://en.wikipedia.org/wiki/Theodore_Roosevelt) was the 26th President of the United States. Again, I'm the wrong person to tell you about politicians from a country that isn't my own, but I know that this guy finished a campaigning speech in 1912 after being shot in a failed assassination attempt. No need to hurry, the hospital was still there after he was done. Teddy is also the leader you play as if you select America as a civilization in this very game.

(https://i.imgur.com/Gcc7py9.jpg)

This card can produce a lot of cash if your civilization is specialized in sea-trading. We probably have better alternatives.

(https://i.imgur.com/PoMhnci.jpg)

Great Admirals are the equivalent of the Great General, supporting your ships if you escort them. We will likely never equip this wildcard, as even if it had some use, the + Great People generation ones are not as powerful as you would think.

On to said cards: We only exchange Veterancy for Survey this turn. Now that our scouts have been activated, they may actually find goody huts or natural wonders again and gain experience that way. Who knew we would ever use that ancient policy card again?

(https://i.imgur.com/cEPees3.jpg)

We got this inspiration for having 7 unique districts in our lands. With "unique" is meant that they need to be different types of districts, not just the same ones several times. I believe it was an industrial zone in Laputa that made the jump.
Also: Sometimes I call the boosts "eureka", sometimes "inspiration". Apparently, "eureka" is for technologies, "inspiration" for civics. I think I've messed up the terminology several times in the past. Sorry! Now you know what's the difference.

(https://i.imgur.com/6j07VNj.jpg)   (https://i.imgur.com/3OcHn8D.jpg)

What do we need our busy inventors and reformers to do next? A lot of new options have popped up on the science side. Education is enticing, but we're picking Castles for now, as it's boosted. Civics are so much less complicated with but two options. We're again settling on the already boosted one, Guilds.

(https://i.imgur.com/1omUg6w.jpg)

Just to give you some additional overview, here are all the technologies that are attributed to the Renaissance Era. Banking is something that would get us rich and yes, the earliest concepts of financial institutions are indeed that old. We can also see some crossed muskets under Gunpowder and what could be a cannon at Metal Casting. Warfare will soon have a new face.
If you look closely to the bottom of the screenshot, it shows how modernized we are compared to other players: We're ahead of Kaguya by a good distance, who in turn is ahead of where Mamizou was...when she stopped existing in this world.

As another action for this lengthy turn, we're setting production for 2 cities: Shining Needle Castle has done its religious duty making that temple, now I believe it should make another settler. Our population could fall back to 9 points because of this. It's nothing to be worried about, as we have already made the district we needed 10 for. Just because the district limit lowers won't mean you'll be losing the districts you have! 7 turns to extract the homesteaders.

Laputa on the other hand has made an industrial zone and is on its way to further chase for the district limit:

(https://i.imgur.com/40iwXpB.jpg)

A theatre square will be placed on the desert hill and it takes only 10 turns. While we're not going heavy on culture, we should at least have a few of them. Don't worry about the missing adjacency, as theatre squares get theirs mainly from wonders. We're just going to live with the fact that the Kobito don't make many wonders.

Some more good news: The trader going from Shining Needle Castle to Laputa has finished his rounds, we have a functional road between the two. This gives me an idea: We quick-purchase another trader in our capital for 335 gold (remember, the Kobito's ability made it rain gold again this turn). The route that just finished gets adjusted: Shining Needle Castle -> Lilliput. This is currently the most powerful internal trade route we have with +2 food and +3 production for the capital and +1 religious spread of the Touhou Fandom to Lilliput.

Huh? We've got "land ho!" already:

(https://i.imgur.com/iV0lRKv.jpg)

The militaristic city-state of Carthage was just a little ways off from America's western shore. I'm unsure what this island could be...is it Japan? That is unlikely, there's a lot of the Pacific east of Japan. It might be the peninsula of Kamtschatka in north-eastern Russia. It's hard to say at the moment, but hey, we have found foreign lands at least! We get a free envoy for Carthage, as no one else has yet found them.

That last turn was much thicker in events than I would have thought. Rather than further expanding this post, I'll give you a break for today. Next time: How to legally ruin the business of your rival handyworkers. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on March 19, 2018, 09:58:43 PM
The quote is from the movie "Monty Python and the Holy Grail", a parody on the saga of King Arthur, and it takes place during a scene called "Constitutional Peasants". Monty Python has uploaded it themselves, so just watch that here at your own leisure. (https://www.youtube.com/watch?v=JvKIWjnEPNY)

I bet Kaguya has the beast of Caerbannog as a pet. And half of the tanuki army ran into it during the last war.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on March 22, 2018, 09:17:18 PM
I bet Kaguya has the beast of Caerbannog as a pet. And half of the tanuki army ran into it during the last war.

That's what Tewi and Reisen become when you forget to feed them carrots for a day  ::).
Kaguya does in fact get her own combat rabbits. "Moon Force" is her unique version of the musketman.

Update nr. 30 - The Seven-Coloured Se?orita

Turn 149 ? 760 A.D.

Last time, we started sailing out into the great unknown. Will we fall off the end of the world? Some of our wise men said we might be living on a globe, round like an orange. Who ever heard of that?

Blefuscu has expelled a group of adventurous settlers this turn, shrinking from 11 population back to 10. They'll be heading to the point we've marked, west of Futatsuiwa of Sado, east of Lilliput. I think that's about where Illinois is. I'm expecting the site of the new city to be reached in about 5 turns, perhaps a little more. You'll hear of it. Next up, Blefuscu deserves to get another district constructed. I think we should do something about its old ailment: The city's mediocre construction speed. An industrial zone will remedy that a little. Here's where we'll have it:

(https://i.imgur.com/5Q3TdUu.jpg)

We purchase the marked tile, adjacency is +1 cog thanks to the jade mine next to it. Remember what I told you about the entertainment complex, that it's sensible to have cities within 6 tiles of it to get bonuses? The same goes for industrial zones. The radius of this one will incorporate Shining Needle Castle, Lilliput and even the city we are about to settle. 14 turns is the time until the district stands.

(https://i.imgur.com/ZYVViaL.jpg)

As the settlers leave the safety of their home city, the pikeman we have parked nearby links up to them to become their bodyguard. I can only keep preaching: Don't move settlers around unescorted. Not in singleplayer and by all that is decent: Not in multiplayer.

Last turn, we also quick-purchased a new trader in Shining Needle Caslte. Most units aren't ready for action the turn they're bought out, such was the case here. Now he is getting his order, and that is to be moved to Blefuscu. You know, I should have had the foresight to buy him in Blefuscu in the first place, but I didn't. A single turn of losing trade unit income is not the apocalypse. You'll see why he's needed there.

Turn 150 - 780 A.D.

We keep our concentration on said trader:

(https://i.imgur.com/XYrJxpQ.jpg)

We may have linked up our eastern province with Lilliput, but that infrastructure is still far too inadequate. With a road leading from Blefuscu to Futatsuiwa of Sado, we can move units to and fro even quicker. The yields aren't bad, I wish we wouldn't be importing Zoroastrianism though...

(https://i.imgur.com/LFF34mx.jpg)

A look through the religious lens, available from a menu in the lower left, shows that we needn't be worried. The influence of our holy city for The Touhou Fandom is so strong that trade route gossip about Zoroaster is not going to shake it. This is a source of information we won't we using much, but it is good to have in stock for religious campaigns.

Sticking to trade routes: Our international one with the moon folk needs to be reassigned. Strange, I thought we had set it not too long ago. A trading post was constructed in Kaguya. The city, not the person. I think it's appropriate that we now pick the third city of our neighbour's and assigning Shining Needle Castle -> Eirin, worth 7 gold a turn. This one goes far north, but should be safe. I'm pretty sure Kaguya can protect her borders from barbarians with her overabundance of archers.

(https://i.imgur.com/nK3A3Fi.jpg)

The inspiration for Medieval Faires is awarded for having 4 trade routes simultaneously active. The one we quick-purchased made the difference. We can pat ourselves on the back for this: Such an expanded and healthy trade system is not a given at this point of the game. Do remember that routes can be plundered and destroyed.

While relaxedly sailing with our scouts, I had the thought of showing you the global scores:

(https://i.imgur.com/6ISdn2M.jpg)

I often look at these, but haven't done so in the Let's Play so far. Score is awarded for technologies, civics, population, really all things you can think of that mean you're doing well. One civilization is 2 points ahead of us. Can you believe someone out there is more amazing than the Kobito. I think that's something we need to change. Kaguya is embarassing herself a little on that list: Last place. But who cares?! She's our friend and we don't choose our friends just by prestige!
The screenshot can also serve as a reminder that we are still mapping around Carthage. We didn't find out much about them other than that they are decently defended and have pearls nearby, unfortunately 4 tiles away and therefore out of claiming range. Wars against city-states are possible, but looking at this one, I'd say not at all worth it. We'll most likely coexist peacefully.

I've just noticed, we discovered Carthage (https://en.wikipedia.org/wiki/Carthage) last episode, but I didn't give you any information on it. When most people hear about it, they think of the Carthaginian Empire, but the capital city was for the longest time indeed a city-state, one among many others of the Phoenician region. Nowadays, the country it was in is Tunisia. The historical Carthage fell to the Romans after the Third Punic war. Had they actually won that series of wars, culture in the rest of Europe would likely be very different today, as the Romans wouldn't have been the dominating force on the continent for centuries as they were.
Carthage was a playable empire in several Civ games, but not yet in this one.

Turn 151 - 800 A.D.

A fancier name for our newest technology would be "domestic security measures":

(https://i.imgur.com/ePbrc7i.jpg)

Mehmet Murat Ildan does not seem to have a wikipedia page, but I found out he's a Turkish novelist and playwright. One of his works is "Mohandas Karamchand Gandhi", the life story of the famous Indian freedom fighter and politician (who is also one of the two leaders for India in this game).

(https://i.imgur.com/7lCurVB.jpg)

If you want your walls to be more difficult to crack, you can upgrade ancient walls to medieval walls. I'm somewhat surprised to not see any maintenance cost for these. I thought they charged extra. Maybe that's something Firaxis removed to make them more attractive to build? Maybe we'll actually do that soon.

(https://i.imgur.com/PSH9rs8.jpg)

The Alc?zars have made it into our Let's Play already. The Alhambra (https://en.wikipedia.org/wiki/Alhambra) is basically another Moorish fort, one of the most impressive and also situated in Granada. Later, it became remodelled into a palace. It's a UNESCO World Heritage Site and, naturally, still stands. The Alhambra for the sake of this game helps out with military and amenity matters and wouldn't be too bad for our devices.

(https://i.imgur.com/TRlzlVc.jpg)

These passives take effect exclusively when you are playing as China or France. Irrelevant. Well, not completely: You now know there's something such as espionage in this game.

The next scientific discovery we're striving for is going to be...

(https://i.imgur.com/xdgakcM.jpg)

What our smart advisor says: Education! I first checked how long we're going to need until we would get the eureka for it: We're getting the Great Scientist in about 17 turns if no one snatches him from us. That's too long for such a vital technology. We're researching this one in full.

I noticed something very funny after moving all of our units this turn:

(https://i.imgur.com/sx7aMCo.jpg)

This Eientei archer in the middle has been completely trapped by our borders between Shining Needle Castle and Lilliput. Poor guy, he was on the tile when our culture happened to reach for an adjacent piece, his only passage out. If that isolated hex is eventually claimed, it will automatically expell him further away from the cities. Until then, he is sad and stranded, unable to do anything, go anywhere. A human player would probably pressure us to give them open borders to get the unit back, but Kaguya is too polite for that.

Turn 152 - 820 A.D.

The 9th century. This and the next one were supposedly part of an era where little to no scientific change was achieved in the world. The story of humanity that is being told here is nothing like the real one, so I'm pretty sure that the Kobitos' science and culture will keep going with record speed!

There is very little else of note to say about this turn, units are travelling. Production, science and culture are advancing. How about I give you a close-up of the mini-map on that occasion? We haven't looked at it directly for ages:

(https://i.imgur.com/hjmuhE2.jpg)

The scouts are making very visible trails out of the tiles they have unveiled. The air-line distance between North America and Europe should be shortest, so the scout heading that way is the most likely to hit another shore next. But we'll see. If you have little land uncovered, the mini-map will be centered on your capital. Those times are long gone for us. As soon as your perspective of the world grows too big, the map becomes static, which explains why our home continent is pushed all the way west, as it would be on real world maps.

Turn 153 - 840 A.D.

One thing that bugs me about Civ 6 in general is that you don't really notice when certain trade deals run out. Unless there's an option for this that I'm oblivious to, you're not reminded and you'll just have to keep track of them in your head. Kaguya is already no longer receiving silver from us, which we used to buy her into the second war with Mamizou. Let's reactivate that, shall we?

(https://i.imgur.com/q7MEdYr.jpg)

Kaguya would have been willing to spend a little more than that, but we once more told her to just keep the change. It's still a pretty lucrative affair for us and we know after all that Kaguya needs all the help she can get to climb the score ladder she's at the bottom of.

A builder was just born in Futatsuiwa of Sado, ready to put those muscles to work. What's next? The city is technically big enough to set down another district, and we do in the form of a commercial hub...

(https://i.imgur.com/IHjq88A.jpg)

+3 is some excellent adjacency. However, we only pre-place it. For now, production will go towards a shrine. We need some more religious output going, and we only have 2 holy sites where we could do that. We'd only have the one in Shining Needle Castle if Mamizou hadn't been so kind to make one for us here before we claimed the city by force. 5 turns for the shrine.

Huh, what do we have here?

(https://i.imgur.com/BH15Krr.jpg)

It seems that the scout soon to arrive at Europe has spotted the baby-blue outline of some borders. We're finally going to meet a new Touhou character and it should already happen next turn!

For now, let's get back to life on land in the old world. Our new builder of Sado can immediately secure the closely situated source niter for us. He does so with a mine:

(https://i.imgur.com/RymoBpt.jpg)

(https://i.imgur.com/IhH54Ok.jpg)

The eureka for Rifling is an easy one to get, as all you have to do is create a single niter mine. The technology itself is actually still fairly far away, deep within the industrial era.
We now have 2 copies of niter and are therefore able to make any unit that requires it. The first one apparently spawned somewhere directly under one of our cities, meaning we just get it by default.

Turn 154 - 860 A.D.

The upcoming civic has been a blessing for some in the past, a curse for others:

(https://i.imgur.com/oH7ZPLU.jpg)

I remember a high school teacher once explaining to our class what a medieval guild was. Basically, it was a club for independant craftsmen of which the main purpose was to badmouth anyone of the same trade who wasn't a member. They'd try their best to give the non-payers the reputation of botchers so that their own businesses thrived. Is this really something we wanted to develop? Too bad, now we have it. It's actually all positive in this game.
Phineas Taylor Barnum (https://en.wikipedia.org/wiki/P._T._Barnum) is someone who went through professions that you wouldn't associate much with each other: He was a showman and later a politician. He even owned a circus. The recent end of 2017 movie "The Greatest Showman" is actually about the very same guy. Hugh Jackman portrayed him in it.

(https://i.imgur.com/8FedSyV.jpg)

If you concentrate strongly on industrial zones and place them with good adjacency, this can be a truly mighty card. With a single one, we're unfortunately not in a spot where it's sensible.

(https://i.imgur.com/BRkZfvf.jpg)

I can say the same on this one as I did on the last card, except that our circumstances would already make it quite attractive. I do however think that the alternative policy of +2 gold per trade route would still make us richer. We could also use both if we reeeally needed the money...

(https://i.imgur.com/E5oPJT5.jpg)

We know first-hand what a Great Merchant is. Our point generation is already quite high for them, the +2 wouldn't make much of a difference and isn't really worth a wildcard slot.

(https://i.imgur.com/1rBFW9C.jpg)

The Chichen Itza (https://en.wikipedia.org/wiki/Chichen_Itza) was a famous Mayan City in Yucat?n, Mexico. Today, it is an archeological site. The wonder was present in Civ 4 and 5, but had more defensive uses if I recall correctly. Here, it boosts culture and production and is most sensibly built in cities nestled between a lot of jungle. Apart from the canonical Mesoamerica, you could get a lot of use out of it in Brazil, South-East Asia and Central Africa.

We are, as always after receiving a civic, prompted to overthink our policy cards. I try to, but come up with no better alternative to Survey or anything else. The old setup stays.

(https://i.imgur.com/fQKeN6b.jpg)

Finishing Guilds puts banks within closer reach. Some would say both are equal rogues...
This eureka is difficult to miss so long as your science doesn't tremendously outpace your culture. For us, both are doing quite well and are still somewhat balanced. Speaking of culture, I'd like to give you an overview of what the Renaissance offers in this regard:

(https://i.imgur.com/4MWmQWx.jpg)

Two new government types become available at Reformed Church and Exploration. Both are dead-end civics by the way. Diplomatic Service is also interesting, as the passive introduces espionage. For now, we clean up the last medieval civic, Medieval Faires, for 5 turns.

Meanwhile, in Brazil: It's just me, myself...and Irene of Athens:

(https://i.imgur.com/MlLqmdx.jpg)

Yeah, she was fetching Citrus over many turns for us. We just click the Great Person symbol above her and voila, the luxury is forever ours. That is the 8th in our collection. Trade route capacity also gets upped by 1, to 5. You know, the area really would be an amazing site for a city, but only if you had all your other cities also in South America.

Next, the builder at Futatsuiwa of Sado gets no lunch break yet. He's got fires to extinguish at a farm:

(https://i.imgur.com/vipMc1g.jpg)

Repairing, I've said it a long time ago, costs no builder charges. The action looks pleasantly comical, with the men at work zipping about very quickly and hammering the ground, but that is unfortunately lost in the screenshot format. The farm, at least, is looking much better afterwards. The builder's next destination will be the silken forest in the southwest.

Greetings! We come from beyond the ocean, Ms...?

(https://i.imgur.com/NesfbsK.jpg)   (https://i.imgur.com/Cz2v7nW.jpg)

Alice! My third-favourite character in all of Touhou (and the highest ranking among the modded leaders)! Alice and her civilization of the magic forest have a unique industrial zone and are very good at recruiting Great Writers and Great Musicians. We are once again very polite to the new acquaintance, following her into the city and gifting a delegation to her for 25 gold.
Uhm...

(https://i.imgur.com/N1JABBy.jpg)

See folks, this is why you don't pre-emptively deny something. Now we can't help but think that Fanonical Slasher-Villain Alice has Marisa hanging on a meathook in her dungeon.

(https://i.imgur.com/gFBuRWL.jpg)

The nearby city she shows us is likely a very new one. With only 3 population, it must be, but it does at least have walls for protection. Despite the mentioning of French Dolls, I'm pretty sure this is Spain/Portugal.
The majority religion there is Catholicism. I didn't check if Alice had founded it herself or if it's been converted by a foreign power. Maybe I will in the next update.
Score-wise, Alice is doing second worst, only exceeding Kaguya. Maybe some sugar for a decent price could help her situation? She is very stingy it seems and doesn't even make suggestions on what she would give. In the end, we hand over the sweet goods for a flat 50 gold. Hey, at least it financed the delegation.

(https://i.imgur.com/uvdkKAi.jpg)

So is Gesh86, Ms. Margatroid, a fellow third-person self-addresser!
During her turn, Alice opens up a diplomacy window without any text. We've had a similar bug or oversight happen with Mamizou. It's so far unclear if we worked in compliance with the puppeteer's agenda, or against it. Mysterious! We'll have to check what that agenda even is next turn, then we'll likely be able to connect the dots.

(https://i.imgur.com/vKPk6zF.jpg)

Unlike Kaguya, who makes the impression of having already given up the game with her three cities, Alice still seems very willing to compete and expand. City names for her are not about people associated with lonesome Alice, but her spell cards.

Alright. We've been going for a while and a lot has happened, so let's take a break. Next time, we'll find out if the new girl is more friend or foe. Be seeing you!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on March 23, 2018, 11:06:20 AM
Alice in Europe, huh? How fitting, considering her spellcard names. How did they go, again? FranceHollandTibetKyotoLondonRussiaOrleans? ...Looks like some will definitely be misplaced, though. Oh well, looking forward to discovering them!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on March 24, 2018, 12:44:41 PM
Alice in Europe, huh? How fitting, considering her spellcard names. How did they go, again? FranceHollandTibetKyotoLondonRussiaOrleans? ...Looks like some will definitely be misplaced, though. Oh well, looking forward to discovering them!

I'd laugh if I noticed colonies of her all the way in Tibet or Japan  :D. The AI is not that adventurous.

Update nr. 31 - The power to create miracles

Turn 155 - 880 A.D.

Last time, we discovered the new world and called it Europe. The inhabitants were less like humans and more like life-sized, self-moving mannequins. I think we need to add that to our Kobito schoolbooks. Oh right, we do have schoolbooks now:

(https://i.imgur.com/sNGtaiP.jpg)

Your first instinct about this one is right: Malcolm Stevenson Forbes (https://en.wikipedia.org/wiki/Malcolm_Forbes) has to do with Forbes Magazine. He was not the one to start the magazine, that was his father. Nevertheless, the company undoubtedly flourished under his leadership.

(https://i.imgur.com/T44J92m.jpg)

Universities make your campuses far more effective. The flat +4 science is no small sum, and the bonus housing for the students is also very helpful. We want to make one very soon in at least one of our cities. Among its worth as a building, universities are tied to getting two eurekas.

(https://i.imgur.com/aGi9NNl.jpg)

The Hagia Sophia (https://en.wikipedia.org/wiki/Hagia_Sophia) was built by the Orthodox in Constantinople. This city, as many know, changed ownership between many civilizations. The Hagia Sophia belonged briefly to Christians in the 13th century, from the 16th century onwards, it was used as a Mosque. Nowadays, the building is secularized as a museum, but is still viewed as a place that many faiths have shaped and that in a way, connects all of them peacefully.
The additional spread-charges for religious units will help you greatly in achieving a religious victory. It's easily one of the best wonders to make when you're going heavy on religion.

I'd like to set a new science focus, but Alice is just too new and exciting. Let's check what her agenda reaction was about in the previous turn. Alice sports a yellow, frowning smiley now, so it likely wasn't too positive. A look at the relationship chart will tell us all we need to know:

(https://i.imgur.com/2nduCcg.jpg)

I'm sorry, Gandhi?

(https://i.imgur.com/eyASQei.jpg)   (https://i.imgur.com/OaUUuC9.jpg)

Like identical twins, am I right?...Let me explain what this is about. Alice's main agenda is called "Solitary" and is essentially a copy of Gandhi's "Peacekeeper". If one has ever actively declared a war, Gandhi/Alice will know and not approve, handing the warmonger harsh negatives in relationship. What the team of modders did not see was that a tooltip refers to Gandhi specifically by name. This is pretty rare in Civilization 6's flavour texts.
This is not good at all. With such a trait, I see it as fairly unlikely that we will ever become much of a friend to Alice. It may even go so far that we'll get denounced by her. We'll see how it plays out.

(https://i.imgur.com/C0JbfBb.jpg)

Ho boy, that is quite the catalogue. And so many of these technologies are really, really good! Yet with how many aren't boosted, I think we'll be going with one that already is. That condition disqualifies everything but Banking. After all, banking establishments are more dangerous than standing armies...

(https://i.imgur.com/Ha62EL3.jpg)

Shining Needle Castle has readied a settler, who'll be sent down to Mexico and all its riches. He'll be escorted by the garrisoned horseman. I didn't get hyped about the university for nothing: Of course we're making one of those, giving the Kobito many of the smarts and less of the dumbs.

Ready for a new city? What weird, tongue-twisting name will this one have?

(https://i.imgur.com/u03sGEQ.jpg)   (https://i.imgur.com/eYTDSXM.jpg)

Brobdingnag (https://en.wikipedia.org/wiki/Brobdingnag) is again a place from Gulliver's Travels. This one, however, is inhabited by giants, at least 10 times the size of humans. Can we make them our invincible soldiers? I hope we can. Brobdingnag is going the good old conservative route of making a monument. 20 turns. But wait! We also pre-place a commercial hub with +2 adjacency one tile west of the city, because why not?
I can tell you why not: Looking back at the footage, I think an industrial zone would have had much better adjacency on that hex. Dang it! Mistakes like these can happen. Try not to rush your thoughts like that.

I think I can tell you something new about the area around Carthage:

(https://i.imgur.com/2hwIPHg.jpg)

This cluster could indeed be Japan. That small center island would then be Shikoku. I do remember that a previous game I played on "Greatest Earth" made the Nippon almost unrealistically large. Perhaps the mappers thought that the Pacific was too big and uninteresting and cut some of it away? Maybe they were also a little japanophile. I can feel them, so can you I'm certain. I think on a Touhou fan forum, you can spend a long time looking for someone who doesn't like Japan at all.

On Kaguya's turn, she admonishes how close we put Brobdingnag to her borders. Really? It's not that close in my opinion. And no, a Declaration of Friendship does not protect from such a transgression. Anyway, it's the same as a certain incident of the early game: We promise our good princess that we won't be settling too close once again. This guarantee is one that should be extremely easy to fulfill, we likely won't need any other cities in North America. Only the one in Mexico, and surely, Kaguya won't consider that her territory, right?

Turn 156 - 900 A.D.

We have our first theatre square:

(https://i.imgur.com/txvPCwo.jpg)

Without any additional buildings, this district is simply an idyllic little garden. It's looking rather paradox here, since we built it onto a desert tile. The city to make this jewel of our empire, Laputa, needs to build something else. There are a lot of good options, but I'm noticing it doesn't have a granary yet. We can't have that! 4 turns.

Good news! Our third scout shouts "land ho!". It's the one in the southern Pacific, aiming for Australia:

(https://i.imgur.com/NBdLKec.jpg)

The tooltip still speaks of "Asia". Did we drift too far north perhaps? It could be the Phillipines. Or Papua New Guinea. No matter, land is land. We'll get ashore in a few turns. On the other side of the world, we have the following situation:

(https://i.imgur.com/L0zBqkn.jpg)

Geez, Alice is another one of those leaders who just can't have enough archers. Is this some kind of competition that only we're not partaking in? Our scout is destined to get into some traffic jams.
I promised to tell you whether Alice was the one who founded Catholicism and indeed, she is. Our magician is pretty much the Pope. Nah, more likely, she has a Pope to crown her emperor, like the Holy Roman Empire once did.

(https://i.imgur.com/vPKF0w3.jpg)

This is a good piece of gossip to hear: Not only is Kaguya making progress, she adopted the same form of government we did. This generally increases reputation, I guess queens respect other queens.

Turn 157 - 920 A.D.

A shrine was constructed in Futatsuiwa of Sado, raising our faith per turn to 13.1. We're at 369.3 right now, 400 is when we can purchase an apostle. While doubling down on this with another temple would be nice, we're going to go ahead with the commercial hub we pre-placed. It's only 14 turns for our proud province.

(https://i.imgur.com/6iUhHdM.jpg)

Just around the corner, we've got a builder at the silken woods, about to groom some caterpillars. The plantation grants us our 9th luxury. The exact spot here should be in Kentucky. Does Kentucky have a renowned silk industry, or did the map take some liberties there? I always thought you had to go to China for the best silk. Anyway, the builder now has only a single charge left, and we're sending him west to Brobdingnag.

The scout in the northern pacific keeps exploring Japan, he should be in Kyushu now. I'm surprised we haven't hit Africa yet: Aya and Momiji, our most experienced scouts are still only seeing ocean all around. That's all there is to this turn. Just before the new one begins, Kaguya asks us to share her some niter. However, she's not willing to give us all that much in exchange (147 gold and open borders) and this would cost us our 2nd copy of that strategic resource. We politely decline.

Turn 158 - 940 A.D.

(https://i.imgur.com/S3Bsypj.jpg)

When was it that we hit the Renaissance era ourselves? 10 turns ago, maybe 15? This puts Alice at a respectable pace. Meanwhile, our scout of the South Pacific disembarks onto an unknown continent and finds...

(https://i.imgur.com/GDRNwEW.jpg)

Friendly villagers! It's been a long time since we last claimed a goody hut. They are the reason we did our best to get Cartography and begin our age of discovery, so that ideally no one else had gotten to these helpful folk. We'll be able to say hello to them next turn. Also on that island is an unknown luxury, spices. Not being specific which spice, but I can see peppers and curry on the symbol. Salt is not considered a spice here. I can tell you that much, as salt is its own luxury altogether in this game.

The European scout sees the outline of another city belonging to Alice at southern France. It's still too far away to identify a name. Much more exciting is what African scout is able to report:

(https://i.imgur.com/wcAv8rw.jpg)

Fellow explorers, we've finally made out a feint shoreline. Even if it wasn't visible, the fish would give it away. Sea resources have to spawn in a place that could theoretically be claimed by a city, so you'll never just see them in the wide-open ocean. The North Pacific scout is the next to give us an update: He runs into a galley belonging to a city-state, which is...

(https://i.imgur.com/gUIOHly.jpg)

Kabul. (https://en.wikipedia.org/wiki/Kabul) This one still has that name today and is the capital of Afghanistan. It is a very ancient and strategically placed city, located at the silk road. For this game, it is a militaristic city-state, which is in so far sensible that the people of Afghanistan see themselves as a "graveyard of empires", successfully defending themselves against many invaders despite seeming like an underdog. Alexander the Great is such an example, he tried and failed and I think directed his campaign more towards India afterwards.
We do not get a free envoy for them, someone else had contact to Kabul before we did. We refrain from sending envoys there for now. The suzerain bonus of double experience for all attacks sounds enticing, but isn't overly urgent to fetch right now.

Turn 159 - 960 A.D.

Hope you are ready for a turn with a double feature. A new technology and a civic. Let's start with the first:

(https://i.imgur.com/zGriaD0.jpg)

He didn't have 24 hours of time to wait at the bank, huh? I can respect anyone with such a hand for dad-jokes, and wouldn't you know it, Steven Alexander Wright (https://en.wikipedia.org/wiki/Steven_Wright) is a stand-up comedian, actor as well as a Oscar-winning film-producer.

(https://i.imgur.com/k9zAhSR.jpg)

Banks have to be constructed in commercial hubs and are a real moneymaker. Like all buildings there, they don't have a maintenance cost. We'll make some of them, sooner or later, I'm sure.

(https://i.imgur.com/ji5CSXp.jpg)

Found in the country of Zimbabwe, The Great Zimbabwe (https://en.wikipedia.org/wiki/Great_Zimbabwe) was a medieval city that is now in ruins. There are other smaller ruins around it, but this one is the most interesting and valued. Very little seems known about the Great Zimbabwe, making the site extremely attractive for archeology and research. Much points towards it as having been a seat of power.
Having the wonder in your city will probably make it the mightiest trading hub in the world. I believe the wonder is notorious for having pretty harsh conditions that aren't easy to plan for. Did we ever look to leave a spot open between a commercial hub and some cattle? Unless you keep this in mind from the very start of the game, you most likely won't have.

(https://i.imgur.com/8Nqo1ty.jpg)

As good as this passive is, it stumps me. What does banking have to do with quarries? Do you typically need to take huge loans to start one? Is it because banking capital is backed by gold? Can't be, since you build mines on gold in this game, not quarries.

On to the civic. The knaves and wenches of the peasantry have learned how to have jolly feasts:

(https://i.imgur.com/yog7rfY.jpg)

We've had William Shakespeare (https://en.wikipedia.org/wiki/William_Shakespeare) already, but just for good measure, I'm linking him again. The quote is from the play "The Merchant of Venice."

(https://i.imgur.com/kdttTjK.jpg)

A diplomatic policy card that is actually very good!? No way! Equipping it creates a lot of gold now and it only gets better the longer you go on. Do know however that if we exchange it for Charismatic Leader, we will gain less envoys and be less competitive for suzerain statuses. If you can live with giving up some of those, it will make the card an even better choice. We'll stick with the old for now.

(https://i.imgur.com/zd7gJaD.jpg)

Aesthetics is another one of the adjacency boosting cards. We don't need it at all with our playstyle.

(https://i.imgur.com/dTmp0pL.jpg)

Medina Quarter, a term applied to certain narrow-streeted districts of North Africa, is the upgrade to the card Insulae that we were using until now. The effect is improved from +1 to +2, but cost for it taking effect is raised from 2 districts to 3. If you think that it's a strategic choice which one to pick, Insulae is unfortunately obsoleted and discarded upon developing Medieval Faires.

(https://i.imgur.com/YLC2rMw.jpg)

Angkor Wat (https://en.wikipedia.org/wiki/Angkor_Wat) is a huge Hindu temple dedicated to Vishnu, created by the Khmer long ago in present-day Cambodia. It is the pride of the country and a tourist attraction, well-known throughout the world. I remember first hearing of it when I played Illusion of Gaia, where it is a dungeon. A very big dungeon that unfortunately lacks a bossfight and is therefore one of the less memorable of that game.
Angkor Wat has also appeared in many of the earlier Civ games with varying effects. Here, it can be summed up as a population booster. The +1 instant population balances itself out with the global increase of housing. I unfortunately don't get around to building it often, as I don't make many aqueducts.

For policy cards, Insulae has disappeared, leaving our wildcard slot empty. Medina Quarter takes the place of its predecessor, no other changes are made beyond that.

Research gets set to Mass Production, taking 8 turns in case we can't get its eureka (which is making a lumber mill). When it comes to civics, we have the alternatives of Diplomatic Service, Exploration, Humanism and Reformed Church. We take the very first of these and it will take 18 turns. Darn, these are getting expensive. The inspiration for it would be to have an alliance. Hmm, should we make one with Kaguya, just for the sake of boosting this? It would get us ahead by quite a lot. We've got plenty time to decide on that.

Aya and Momiji reach the African mainland, where a diplomatic contact immediately pops up:

(https://i.imgur.com/WAZ7FKm.jpg)

We've met Gangnam Style Psy's favourite Touhou, SANA-EH Kochiya. She leads a faith-based civilization that profits from peace-time, but has the means to fight if neccessary. We do the usual procedure of friendly hellos and getting a look at her nearby city. We're also so courteous to hand her the appropriate welcoming present worth 25 gold.

(https://i.imgur.com/ECUKf4X.jpg)

The city has a remarkably high combat strength, meaning Sanae has built at least some powerful units. Double-checking the scores reveals that she is the AI currently doing best. With 208 points, she's only 10 behind us. Could she have actually been the one to wipe out one of the other players? We cannot yet say that, but we do learn that Alice and her have denounced each other.
Sanae is also the founder of Shinto in this campaign. Can't think of one that would be more fitting, nor a modded civilization that would deserve it more.
As we end our turn, the southern Pacific scout collects the villagers we discovered. They award us 20 points of faith. In the early game, this could have been very impactful, but now it's one of the more mediocre gifts. Not too bad however, as we shall use some of that faith shortly.

Turn 160 ? 980 A.D.

This will be the last turn for today. As a positive surprise, there's already a green smiley face next to Sanae's symbol, meaning we're already gathering a positive relation with her. In the past, I've witnessed the wind priestess being another easily befriendable leader, so it must come from that trait alone.

We've accumulated a faith value of over 400. For that reason, we must take a look at the faith-purchase menu in Shining Needle Castle:

(https://i.imgur.com/luhBNzB.jpg)

The ability to buy a university for faith comes from one of our religious perks. Missionaries have charges to spread faith and Gurus are a healing unit for the purposes of religious combat. We don't need any of them right now, anyone's priority at this point should be an Apostle. 400 faith are used up, upon which the Apostle appears at our Holy Site. From there he'll be able to take an action next turn. And what an action that will be...

Our desert oasis Laputa has finished its granary. It's at its district limit and doing well. So well that it's really not in dire need to get anything right now. It's times like these when you should train your brain to think about wonder-building. It's well within Laputa's abilities to construct one of the cheaper wonders, and I think I know just the one...

(https://i.imgur.com/670uTbQ.jpg)

The Pyramids must be built on desert tiles, and we have a lot of those around. Since we can't make the Petra anymore, they're all throwaway tiles that we really can't do much with but use them for wonders or districts. We quickly purchase the tile southeast of the theatre square for 130 gold and start pulling those endless rows of stones. We're sure going to make those ancient pyramids!...in the high middle ages I guess? Weird that no one else wanted them until now.

Beyond the Rio Grande, a new, proud settlement is ready to form:

(https://i.imgur.com/yHJ8SZV.jpg)   (https://i.imgur.com/XFPqWRy.jpg)

We've heard of Balnibarbi (https://en.wikipedia.org/wiki/Balnibarbi) before when we set up Laputa: It is the land below the king's flying island and is a somewhat pitiful, ruinous and impoverished place in Gulliver's Travels. Tell you what, we won't have that. I'm sure it'll develop into a really cool metropolis, on par with the rest of our empire. We're going to make the first step for that and immediately pre-place a campus on the tile southwest of the new city. Like charity commercials tell you: Education means everything. Adjacency for the campus is +1, thanks to some jungle tiles.
After that procedure, we set production to, as so often before, a monument. 15 turns. But we don't stop there! Like Laputa got one, we quick-purchase a builder at Balnibarbi to give it that initial edge. 340 coins are deducted, bringing us down to 225. There are many valuable resources around he can grab for us, namely cocoa, tobacco, truffles and copper.

We are currently making some fruitful reconnaisance through Alice's lands:

(https://i.imgur.com/Y74GxJX.jpg)

That's the city we recently heard about in a piece of gossip. It's Alice's latest, and with another very small one in the west, I'm fairy certain Alice's starting position and capital will be in southern Spain. You usual spread out around your starting city relatively closely and only build cities further away later on.

Another scout lands in what I think could be Korea or Wladiwostok:

(https://i.imgur.com/YsXy8XX.jpg)

Yikes, barbarians! You have to take these guys seriously, as they can make any unit players can make. A crossbowman would be bad news for our explorers. We're going to try and navigate around the barbarian camp with some distance and hope no other units are nearby.

(https://i.imgur.com/FumkiRC.jpg)

Here's our last point of interest in this turn and update. Just like Alice, Sanae keeps expanding. This is not something we should look at with a too jealous eye. In fact, I'm already liking the African shrine maiden and am confident we'll get along, better than with Alice. Just like the latter, city names are spell cards for the Moriya Shrine / Youkai Mountain civilization.
Well then, that's it for today. Next time, the first of the twelve apostles. We'll actually never get that many in our game. Anyway, I sure hope he's not going to be our Judas. Hope to see you soon!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on March 24, 2018, 02:14:11 PM
Hm, this leaves Remi or Byaku for the last surviving slot. I'd expect the scarlet devil to wipe the floor with anyone, but the peace-loving buddhist seems to be quite a militant zealot, from her mod description. Maybe both clashed somewhere in Asia.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on March 26, 2018, 06:02:15 AM
Hm, this leaves Remi or Byaku for the last surviving slot. I'd expect the scarlet devil to wipe the floor with anyone, but the peace-loving buddhist seems to be quite a militant zealot, from her mod description. Maybe both clashed somewhere in Asia.

I'd like to be proven wrong, but I'm expecting Byakuren to be the eliminated player. The reason is that, while she is strong if you play as her, I fear the AI isn't permanently aware of her playstyle. You never build units, you just faith-purchase them. If you break that rule, you'll have horrendously bad production times.

Update nr. 32 - If ZUN was the Great Prophet, would Tasofro be our first apostle?

Turn 161 - 1.000 A.D.

With a new update comes a new millenium in game time. From here, time advances only 10 years per turn. Last time, we discovered a new, foreign continent ruled by a human turned god. We also made a most impactful unit, this one:

(https://i.imgur.com/MCPBz5k.jpg)

The apostle. Having any religious unit selected automatically switches to the religious viewing lens. That's why the screen is all grey and depressing here. The first few apostles you make have two special buttons, namely "evangelize belief" and "launch inquisition". Both of these will destroy the apostle, in exchange for something helpful and permanent. Unless you immediately find yourself under religious assault, it's best to choose "evangelize belief", so we do. We thereby return to the same screen we saw when we founded our religion:

(https://i.imgur.com/oaD0E3K.jpg)   (https://i.imgur.com/JHrwDrD.jpg)

Yup, evangelizing grants you your third religious perk. And the fourth, if you do it once more. The selected perk can't be of a subtype we already picked. The subtype of the folded hands is called a "Worship Belief" according to the wiki. We do not yet need the special buildings that they grant, so we'll take one of those symbolized by a burning candle instead (They are apparently called "Enhancer Beliefs"). Many of these would be very good. "Defender of the Faith" would keep us safe, "Itinerant Preachers" would help our religion spread through our empire by natural means. Our cities are indeed not too close to one another. "Scripture" would also help in passively converting our own cities faster.
I'm unsure if this was really the best course of action, but in the end, we pick Holy Order: Missionaries and Apostles are 30% cheaper to purchase. This is a very strong belief, but only if you build enough religious units. Will we do that in order to get a satisfying return on invest? Hopefully. Thus, The Touhou Fandom becomes a religion where Jesuits educate, where the church owns things and they form holy orders. Nice!

With that chapter out of the way, we turn to our scouts again, and the one in the southern Pacific makes a great discovery:

(https://i.imgur.com/zflu6dF.jpg)

This answers the question where that scout even is: New Zealand, where they shot all the Lord of the Rings movies. Piopiotahi, or Milford Sound, (https://en.wikipedia.org/wiki/Milford_Sound) is a breathtaking fjord there, an incredibly popular location. The man fawning over it, Darroch Donald, does not have a wikipedia page, but is a Scottish-born New Zealander, active in photography, art and writing about wildlife and travel subjects.
The scout who stumbled upon it was also awed, so much that he gained a promotion. He still has a movement point left, so we make him a Ranger-Sentry-archetype, great at making it through woods and jungles. He's also the second scout we can name. He and his doggy will be dubbed:

(https://i.imgur.com/QTg790J.jpg)

Floating, remote-controlled heads as their many eyes, and a hairy werewolve's nose to sniff out danger. Good choice, wouldn't you say?

At Brobdingnag, we purchase a tile just north of the city for 130 coins and send our builder onto it. Next turn, you'll see why we needed to do this. Meanwhile, something horrific scares one of our scouts, the one in Asia, out of his pajamas:

(https://i.imgur.com/SZHtEn2.jpg)

A swordsman? Let's not meddle with him. We are making a run for it towards Kabul. It should be safer there.
Last but not least, our African scout reports on some exotic luxuries:

(https://i.imgur.com/7k3fIRU.jpg)

We now know what an elephant is. When the Romans first saw the Carthaginians use them in war, they thought the world's largest land mammal was a demon or monster. The luxury isn't actually elephants, but their ivory, once again a somewhat controversial good to have in a videogame. But that's how it is. Real humans liked, and in some places still like, real ivory taken from real elephants.
The other luxury we see two copies of there is a sack with brown clumps and a hand shovel in it. This is, of course, coffee. I think you can cultivate coffee in many regions, but for the sake of the game, we've only just found it for the first time here in Africa.

Turn 162 - 1.010 A.D.

First of all, an industrial zone has finished in Blefuscu. It's the second one we made, but we never gave the other one a close-up:

(https://i.imgur.com/FLGBPmz.jpg)

Sure looks like a building site, with shacks, material and a large transporting cart. It's not too much unlike the mine improvement next to it. Blefuscu's next task will be to make a library. We could do better on science and on points for recruiting the respective Great Person of it. 7 turns.

Sekibanki and Kagerou are being great subordinates. Last turn, they found us a natural wonder. Now it's a city-state:

(https://i.imgur.com/OWYX1GC.jpg)

Toronto (https://en.wikipedia.org/wiki/Toronto) should be known to most, but for those who don't, it's in Ontario, Canada. It's also the most populated city in the country and on top, the 4th largest on the continent. In the Kobito's reality, it seems to be in Australia instead. We have our first industrial city-state of the game here. They will provide cogs to you and your industrial zones if you behave well to them. The suzerain effect of Toronto wouldn't do much for us now, we haven't made buildings with regional effects yet. Once you do, this does become a very valuable perk. As the first visitor to Down-Under, we get a free envoy with them, but don't yet send another to them.

Balnibarbi and its builder complete their first service for the wellbeing of the empire:

(https://i.imgur.com/3PuSPZl.jpg)

I believe we were already receiving cocoa through our suzerainship of Granada or Hattusa, but having a domestic source that no one can easily take away is of course the much safer option. The tile now grants 2 food, 1 production and a whopping 5 gold! Who knew chocolate would sell? Everyone did, absolutely everyone.
The day belongs to the builders. Here's the one at Brobdingnag, originally recruited by Futatsuiwa of Sado:

(https://i.imgur.com/NMeMOSf.jpg)

This is the place I was all foreshadowing about last turn, the tile we purchased. We want to make a lumber mill there. As we know, they will become more valuable along rivers, so that's a checkmark we can set. We click, and...

(https://i.imgur.com/KyhyfDg.jpg)

...get the eureka to the technology we're currently researching. The new timer to get it is now down to a single turn! Worth it, definitely. The builder has now used his last charge and retires.
The scouts who haven't moved do so and draw their maps, but don't find anything that's neccessary to write about. That concludes another turn.

Turn 163 - 1.020 A.D.

Did they really have cardboard boxes in the Renaissance? Seems somewhat uncanny:

(https://i.imgur.com/GLJ27GS.jpg)

Modern mass production does lack a certain romance and soul. Marty Rubin, the wikipedia-pageless author of "Boiled Frog Syndrome" seems to think strongly so.

(https://i.imgur.com/8PnYw7z.jpg)

The shipyard is the harbor's second building. Unlike the lighthouse, it's all about production, not food or gold. The special effect is why it's so important to have a harbor with good adjacency.

(https://i.imgur.com/c8vC4FW.jpg)

The Merchant Republic Venice was famous for its shipyards and armories, and the Arsenale di Venezia (https://en.wikipedia.org/wiki/Venetian_Arsenal) is the amassment of these. Generally, people were a little disappointed with how little impact the wonders of Civilization 6 have and how much less than in Civ 5 there seemed to be a "wonder race". However, the Venetian Arsenal is seen as a god-tier wonder, provided there is any need to have a navy. The two ships for one deal effectively makes it that you can take on two enemies in a war at sea and still be competitive. A single foe you can expect to just sweep over. We might want to grab this. Blefuscu for example has its industrial zone beached and could work on it.

What should we work on next? A few things would be clever ideas:

(https://i.imgur.com/Vz3Hk02.jpg)

Astronomy and Printing can expect their boost sometime soon. Square Rigging is what I would love to have very soon, but I have a plan on how to achieve it very unconventionally. We do not actually want to get Gunpowder's eureka. Lilliput has other things than an armory to make once it finishes the Terracotta Army. Besides, that boost is only worth 4 turns of science, within which we're well ahead of our rivals. Gunpowder it is and all the way.

Part of me reeeally didn't want to do this, but the inspiration is just worth too much culture. There's few lucky setups where you can even get it, so we need to clutch the opportunity:

(https://i.imgur.com/gbkbK5L.jpg)

(https://i.imgur.com/1DPhZc4.jpg)

The alliance with Kaguya will last 30 turns according to the tooltip, but from my experience, that is false. If the pre-requisite Declaration of Friendship ends, so will the alliance that needs it. I think this will happen in maybe 10 turns or so. During this pact, we have open borders with one another. We also have special casus belli to defend each other from another aggressor, and, this I did not know: You trade your maps. Kaguya now sees everything we do and therefore meets Alice and Sanae. That's one way to broaden your horizon.

Kaguya's maps also benefit us somewhat. Here's a city-state she knows of and we somehow didn't:

(https://i.imgur.com/Buo7idJ.jpg)

Nan Madol (https://en.wikipedia.org/wiki/Nan_Madol) is in Micronesia and consists only of ruins nowadays. It is one of those places called a "lost continent", its mysticalness being compared to Atlantis and Mu. Unlike Atlantis, you can at least go to Nan Madol and see the remains. The city also inspired "R'lyeh" from the Cthulhu Mythos. There's an achievement in Civilization 6 referrencing Lovecraft, and it's about levying their military as suzerain.
In the game, Nan Madol is a cultural city-state, benefitting those civilizations with loads of theatre squares. Suzerainship grants +2 culture to all coastal districts. We do not yet put any envoys there, but since it made me inspect the tab for city-states, we put 2 envoys to Toronto and become their suzerain. Always good to have an ally who shares their production power.

Since Toronto shares maps with us, unveiling much of Australia, we instantly find another natural wonder that Down-Under wouldn't be complete without:

(https://i.imgur.com/vUSMG0k.jpg)

Uluru or Ayer's Rock (https://en.wikipedia.org/wiki/Uluru) is a mountain range near the center of Australia. Supposedly, it's obscenely hot there in the (Australian) summer, blazingly so. Nonetheless, Uluru is considered sacred to the Aboriginals. Uluru was first introduced to Civilization 6 through the Australia DLC. You can play as them under the leader John Curtin.
There are several William Gosse (https://en.wikipedia.org/wiki/William_Gosse_(explorer))s, but I'm 100% sure it is the one being a famous explorer, since he is indeed the man to give Uluru its secondary name, Ayer's Rock.
Toronto also reveals three goody huts on top of that. Looks like Sekibanki and Kagerou will continue with their productive scouting in the near future.

A trader situated in Futatsuiwa of Sado needs new orders. He just completed the route to Lilliput. I'd like Brobdingnag to reap benefits of a trade route, so we teleport the trader there. Next turns, we'll give him a good route.

Just as the turn ends, we notice that we found not just Uluru this turn, but two more natural wonders, thanks to Kaguya and Toronto. They did not give us a fancy scene or quote for some reason, but a tooltip stealthily tells us where they are:

(https://i.imgur.com/XoFaJ3m.jpg)   (https://i.imgur.com/hUqD2F7.jpg)

The Gal?pagos Islands (https://en.wikipedia.org/wiki/Gal%C3%A1pagos_Islands) are found west of South America and are famous for having isolated fauna, meaning animals developed there that you really don't find anywhere else.
The largest coral reef in the world, even so that it's visible from space, The Great Barrier Reef (https://en.wikipedia.org/wiki/Great_Barrier_Reef) has all the right to be called a natural wonder. It's located just off the coast of Australia, near Queensland. We definitely uncovered the area because of Toronto, Kaguya can't have found this.

Turn 164 - 1.030 A.D.

The turn begins with the acquisition of a luxury we already have. Getting another copy of it couldn't come at a better time:

(https://i.imgur.com/33qL1RM.jpg)

Smoking tobacco was the first passtime the Kobito ever took up if you remember. We're finally getting some more from our newest city. You know, since smoking is knowingly spread through peer pressure, what do you saw we push someone into accepting some pulls from the pipe?

(https://i.imgur.com/3KIHsoo.jpg)

What would Kanako and Suwako say if they caught their teenage protege inhaling? It would end with shouting, tears and door-slamming. Quick, girl, hide it before they return home!
We're giving Sanae a special discount here. She would have accepted 3 gold per turn. Much more important than making a quick buck is getting to consistently good terms with the wind priestess and generous trading, as you know, helps with that. We can't say yet what impact her agenda "Faith is for the transient people" will have. She respects civilizations with high faith, scorning those who neglect it. We are not playing with a religious focus, but our output is still decent. It might be enough to be recognized as pious by her.

We need to give orders to the trader we warped to Brobdingnag. As often before, we're prioritizing roads over yields and set Brobdingnag -> Blefuscu. This will reduce the travelling distance between those two and get the young city 2 food and 3 production per turn.

The European scout did not discover more cities set down by Alice. It seems she hasn't really put France under her control. I've sent him all the way up to the Normandy, knowing that we would find a unique place:

(https://i.imgur.com/q4RpvwL.jpg)

The White Cliffs of Dover (https://en.wikipedia.org/wiki/White_Cliffs_of_Dover) have their signature colour through a high amount of chalk in their composition. They overlook the Dover-Calais straight and have been used as a landmark by sailors. The two tile wonder, like all cliffs, can't easily be disembarked upon, but they do provide lots of culture and gold if worked. Doesn't look like there's a player inhabiting Britain, though...
William Wordsworth (https://en.wikipedia.org/wiki/William_Wordsworth) was an English romantic poet. He honored his name well, undoubtedly writing words that were worth reading.

(https://i.imgur.com/fMnLwLQ.jpg)

...otherwise they must have gone for that source of marble there. Symbolized by a modelled bust, this is another luxury you would expect to find in Italy and Greece for example, but over here as well I guess. In some Civilization installments, having marble sped up construction of some wonders. This is no longer the case. Perhaps getting rid of that rule was actually better when it comes to balancing. Marble in this game is the only luxury claimed by making a quarry.

Looking towards Sanae, we're learning much quicker where the core of her empire is located:

(https://i.imgur.com/oOAraIR.jpg)

The star next to the name of Moriya Shrine proves this is her oldest city. Seems like Sanae has settled the northern area quite thoroughly. We might need to negotiate open borders with her to proceed, but let's not be too hasty.
There is another unknown luxury on this screenshot: The unidentifiable plates southwest of the double ivory is mercury. This is often also called quicksilver or cinnabar and can be very poisoneous if in liquid form. Still, it's considered a luxury, apparently because cinnabar can be used for facepaint and rouge. Naturally, mercury is won by having your builder make a mine.

Just before the turn ends, we experience a moment that makes us roll our eyes:

(https://i.imgur.com/MCOvFQs.jpg)

Marked in the south is one of the three goody huts Toronto was so nice to tell us about. Just as we're about to grab it, they just had to park a unit on there. Let's hope they move it from there in the next turn and not troll us as thoroughly as Mamizou did.
The other marking in the north is another new luxury. Man, those foreign continents all have such exciting new treasures. The one here is a filled bowl letting off some kind of gas. It is in fact, incense, something often used in religious ceremonies. Any kind of plant that releases aromatic smoke when burned can be called so. Typical are myrrh and frankincense.

(https://i.imgur.com/qhrZ1qv.jpg)

Seems the whole world is trying to go monarchist. I however doubt this will be enough to get on better terms with the elusive Alice.

Turn 165 - 1.040 A.D.

As control comes back to us, we're shown a video of a structure assembling itself in a timelapse:

(https://i.imgur.com/XXWLVde.jpg)   (https://i.imgur.com/a56f7HU.jpg)

The quoted Jacques Chirac (https://en.wikipedia.org/wiki/Jacques_Chirac) is not primarily someone who has to do with world wonders. He was prime minister of France from 1986 to 1988 and later president from 1995 to 2007, but also suffered a personal and political fall when he was sentenced in 2011 for diverting funds. Why is he the choice to be quoted here? He has connections to preserving culture in the form of the Chirac Foundation.
Folks, we have done it! We have our first world wonder, the Terracotta Army in Lilliput. We've finally proven that we are not just brutes that are specist to raccoon dogs, but more sophisticated creators of lasting value. Expect a lot of unit promoting in the next few turns, as that's what the wonder enables us to do. Let's also hope that the Pyramids in Laputa will be the next wonder to follow. 6 turns for that from now.

(https://i.imgur.com/fJXOFBC.jpg)

This eureka had nothing to do with that. Our university in Shining Needle Castle stands now, and the district it's in happened to be next to a mountain. The students there have the best conditions for examining the stars.

Our Asian scout was approached by the swordsmen of an unknown city-state:

(https://i.imgur.com/wjA9cck.jpg)

Do I really need to link Jerusalem? (https://en.wikipedia.org/wiki/Jerusalem) I think this might be the least obscure city-state yet. It is the first religious city-state we find, boosting faith output if you bolster it with envoys. The city is a melting pot of many faiths, and the suzerain bonus has to do with that: It will always adopt your religion as a majority religion, so long as you are allied with it. The scout who discovered Jerusalem uses his promotion from the Terracotta Army to become Alpine. Yes, even scouts gain a bonus rank from that.

I already mentioned Shining Needle Castle got done with their university. We should soon think about making ships. For that purpose, let's first make a lighthouse there. 5 turns. As for Lilliput, which can look proudly upon its new wonder like no other city of ours, should finally get a library. 4 turns for that.

Sekibanki and Kagerou are at last allowed to step into the small village at what I think is Tasmania. Will they be claimed by the red-eyed, tornado-spinning devils there?

(https://i.imgur.com/qyyNSbU.jpg)

No, they encounter nothing but good faith. Lots of it. I didn't know you could find such a high amount in a goody hut. Quite the contrast to the 20 faith we got from the previous. I guess rewards can somewhat scale with how far you are in the game.

We end the turn, but not before promoting a couple more units. There's going to be so much promoting today and in the next update. That's what you get when you build the Terracotta Army with a 20 unit strong army...
A crossbowman in Laputa picks the Garrison trait. The next one at Lilliput takes...

(https://i.imgur.com/oRUTyfH.jpg)

...Arrow Storm. He's a real unit killer with that and Volley. He's also allowed to pick a custom name, and who else should it be but Gensoukyo's ace archer, Eirin Yagokoro. Still sticking to the crossbowmen, we have another one guarding Blefuscu...

(https://i.imgur.com/GphLLZ7.jpg)

...Incendiaries, following the Garrison promotion. Perhaps not too effective, because we don't plan for him to shoot at cities in the near future, but I'm sure it will lead to better perks. This one gets the rank 2 name Reisen Udongein Inaba. The moon rabbit does have a ranged weapon starting from 14.5, a cartoony space gun, so I do think she's appropriate.
It takes me until the next turn to understand that in order to promote horsemen, swordsmen and the pikeman, we must wake them from alert and move them at least one tile. I can't explain why this is like that, a bug/oversight most likely. After five very eventful turns, we leave it at that for today. Is it just me or was this update particularly educational? I don't think we've had one with this many trivia links. I wasn't initially planning this to be a teaching Let's Play, but it's not a bad byproduct, is it? I hope not.
Next time, we'll be taking part in a military promoting marathon and master the art of saying very little with extremely many words. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on March 26, 2018, 06:53:29 AM
Honestly, if I could draw anything more than a straight line I'd make some comics out of the stuff that happens here!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: AzyWng on March 28, 2018, 03:57:38 AM
Honestly, if I could draw anything more than a straight line I'd make some comics out of the stuff that happens here!

Maybe you could make short stories out of some of it?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on March 28, 2018, 09:23:13 PM
Honestly, if I could draw anything more than a straight line I'd make some comics out of the stuff that happens here!

Maybe you could make short stories out of some of it?

It makes me glad to hear you're getting into our campaign so much to even think about these things  :D. Even if they were cheap doodles, I wouldn't mind. I'd also read the tragedy of Sanae estranging herself from her foster mothers.

Update nr. 33 - We know it definitely wasn't the Goa'uld that built those

Turn 166 - 1.050 A.D.

Last time, we sold cigarettes to underage shrine maidens. We also made The Touhou Fandom more potent as a religion and finished our first world wonder. Said wonder is leading to a whole wave of promotions that is now continued by our scout Sekibanki and Kagerou, who are at rank 3:

(https://i.imgur.com/ZCkIQRd.jpg)

Isn't it weird that a tool like a spyglass, you know, something you can have and hold and feel in your hands, is a promotion? Are they so rare that only the best scouts deserve one?
The right side of the perk tree turns your scout into a mediocre fighter. We instead make the duo of Youkai into a Ranger-Sentry-Spyglass archetype. The European scout becomes an Alpine-Sentry and shall from now on be known as:

(https://i.imgur.com/yH2wqtb.jpg)

Choju Gigaku. Mystia, like all birds, has sharp eyes and echodog Kyouko probably has a sensitive nose, apart from speaking far too loudly.
Continuing with Aya and Momiji in Africa, they too become a Ranger-Sentry-Spyglass scout just like Sekibanki and Kagerou are.
Thought that was all the promotions this round? Nah, I think we'll do this in subsections:

- Nitori Kawashiro, a swordsman, reaches rank 3 and adds Urban Warfare to Tortoise-Amphibious.
- Watatsuki no Yorihime, another swordsman, becomes exactly the same archetype as the previous.
- A horseman reaches rank 2 and can choose the following:

(https://i.imgur.com/Ilypq52.jpg)

That was our first cavalry unit to get to rank 2. Hmm, since riders are inherently majestic, let's pick the names of leaders among Touhous for them. This horseman is now known as Kaguya Houraisan
- The swordsman "A very short Youmu" was guarding Laputa when she became another uninspiring Tortoise-Amphibious-Urban Warfare type. What can I say? It's such a good combination.
- Right now Tenshi Hinanawi is our most experienced swordsman. She has reached rank 4! This means she can and will pick the very bottom of the promotion tree:

(https://i.imgur.com/5plLwps.jpg)

If this perk sounds obscenely powerful to you, that's because it is. The bratty celestial has the right to call herself elite now.
- Another swordsman, I think the second to last we have, picks Battlecry-Commando. The unit could scale the Cliffs of Dover now. As for the rank 2 name, we give the Jason Voorhees of Gensoukyo some love, Nemuno Sakata
- Sakuya Izayoi becomes another Tortoise-Amphibious-Urban Warfarer. You can't ever have enough of those.
- The promotions just keep coming: Our sole pikeman reaches rank 2 and on top of his Echelon promotion, picks:

(https://i.imgur.com/kbgUr9c.jpg)

Excellent for our tightly marching armies. Most appropriate for someone with a long weapon would be a Touhou with a spear. There's a certain vampire wielding the Gungnir, so this is now Remilia Scarlet.
- Another horseman becomes Coursers-Double Envelopment and is named Byakuren Hijiri. As a buddhist, she may be living humbly, but that can be majestic in its own right.
- And one final horseman in Balnibarbi takes the same promotions as the last. How about two rivals in our army? Toyosatomimi no Miko it is. Finally, we've promoted everyone!

Turn 167 - 1.060 A.D.

We are but a single turn away from our next civic. But more importantly:

(https://i.imgur.com/u7nieVI.jpg)

Last time we were hoping for a Great Scientist, now our dreams are coming true. And oh boy, is it a good one:

(https://i.imgur.com/uOClJem.jpg)

If you choose a good enough spot, that can literally be mountains of science points. Galileo Galilei (https://en.wikipedia.org/wiki/Galileo_Galilei) was an Italian scientist of many fields. Astronomy, physics and mathematics were among his talents. He was extremely influential, some call him "the father of the scientific method." He didn't always have it easy with his passion though: Harsh conflicts with the church and the pope erupted, as Galilei denied "heliocentricism", the belief that the sun circled the earth and not the other way around. While he wasn't executed for this, he had to live his last years in condemnation, which was a heavy branding back then.

(https://i.imgur.com/cyvt0gA.jpg)

The third Great Person you win the favour of boosts this civic. We had the prophet O No Yasumaro, merchantess Irene of Athens and now scientist Galileo Galilei.

Brobdingnag has already grown into a 3-population city and owns a monument from this turn onward. I was thinking of heading for the commercial hub, but no, the giants living there need some ancient walls to huddle behind. Only 5 turns. Thanks to living in a monarchy, any kind of wall is constructed noticably quicker, I believe 50%. Plus, they provide housing.

Our very youngest city isn't doing as well, but still respectably. Balnibarbi is about to use up its builder:

(https://i.imgur.com/IUY0eeJ.jpg)

Just as a reminder, the copper there is just a bonus resource, meaning no increase in amenities. We're basically just making a mine that is slightly better than the mine you could make on your average hill. Oh well, it'll still be a productive tile.

Now, back to Mr. Galilei. The Kobito will treat him much better than the peers of his time by sending him to a mountain far outside our borders!...Are we also being a jerk to him? Don't tell me we are...

(https://i.imgur.com/ntAn3Vc.jpg)

Cashing him in at the marked tile would give us 4 * 250 science = 1.000! Hexes with this many mountains adjacent to them are rare to find. Thank you for existing, Coast Mountains of Canada! The route-planer tells us our genius needs 8 turns to get there (Great Scientists are as fast on their feet as they are in their head). It might turn out to be a bit longer than that, as Kaguya could be jamming the road with her archers. I think that's worth the risk though.

Turn 168 - 1.070 A.D.

The units we woke and promoted at the beginning of the update have all gone back to alert, guarding their old positions. Now we gain control of weapons that can be sharper than any swords and pikes, if honed over a lifetime:

(https://i.imgur.com/NKvqScb.jpg)

A diplomat is a man who would always just assume Yukari is 17, got it! Robert Lee Frost (https://en.wikipedia.org/wiki/Robert_Frost) was an American poet with a focus on the subject of rural life. He was also a winner of the Pulitzer for poetry, due to undoubtedly many more such witty lines as the one we just read.

(https://i.imgur.com/N1Ohsdo.jpg)

Those naughty Machiavellians and their spying spies! We most likely want to do it just like them and get some of those deceitful liers working for us. I'm unsure if we'll equip this card for those purposes, but we'll see.

(https://i.imgur.com/9VxtGeM.jpg)

I believe this is a function that obsoletes sending a diplomatic delegation. Instead of the past 25 gold, this one costs 50. The old option should no longer be available from now on and we might need to try and re-negotiate this with Kaguya, Sanae and Alice. I'll check in due time.

(https://i.imgur.com/n0JgbK2.jpg)   (https://i.imgur.com/yk5tKx4.jpg)

(https://i.imgur.com/aGuG3wT.jpg)   (https://i.imgur.com/5jPKzFe.jpg)

We have gained four new casus belli from the civic, which can be very helpful if they apply. At the moment, I'm pretty sure none of them would. But you never know what the future holds.

(https://i.imgur.com/cfrt7KL.jpg)

Spies are very expensive to make and you have a maximum, depending on how far you are in the game. Right now, we can have a single one at most. Spies can be assigned to foreign cities and cause various hazardous effects to the owner, each attributed to the districts the target city has. This is possible even if you are not at war with the civilization. Heck, you can spy on your friends and allies if you want. Even if you don't have nefarious intentions, it's worth having a spy, as they can also protect your cities from the actions of enemy spies. This actually makes a lack of own spies a gross oversight. We don't need one of them super-urgently, but somewhat soon would be good and wise.

We need to do a minor change to policy cards: Our scouts have gotten enough use out of Survey, we're putting the trusty Limes back in. We did already start building walls in Brobdingnag again and we should do so in other places. I think we're getting +150% production to walls with our current setup. This demands to have some use squeezed out of it.

(https://i.imgur.com/3doyh7b.jpg)

Those development times are just not getting any prettier. It may be a dead-end civic, but we should put some work into Exploration, at least until we get to the half-way mark. Then we might switch to Humanism.

Blefuscu has done a good job completing a library for its campus. Only here and Shining Needle Castle are where we could currently be making any ships, so let's prepare for doing that in the near future. A lighthouse will help our vessels and their captains gain experience quicker, so we're setting one up here as well. 9 turns.

On the scouting front, it's fairly quiet actually. Kagerou and Sekibanki leave Tasmania, the scout in Asia is taking a route westwards. Mystia and Kyouko are uncovering more forests in France. The most interesting, yet not too hot report comes from Aya and Momiji:

(https://i.imgur.com/gtcXIIO.jpg)

Sanae must have expanded mostly northward of her capital. That's where I initially thought of exploring, too, but we would have to negotiate passage through the borders of the Moriya Shrine first. We're going to adapt to this by simply heading south first. This part of Africa didn't interest her all that much. Maybe when we've reached the Cape of Good Hope, we can get back to the sea and circle the continent eastward. Seems like the best plan right now.

Turn 169 - 1.080 A.D.

While we have the chance, I want to emphasize that in only 6 turns, we've raised our science output from 65 to 80. Universities and libraries are really helping us out there!

Blefuscu is a city that will be very busy for the next few turns. I had the idea to pre-place an encampment for it, to keep those district costs from ever increasing:

(https://i.imgur.com/NV58GNl.jpg)

The placement will destroy the jungle on the tile, which is too bad. That will slightly decrease adjacency bonuses to the campus, but once finished, the encampment will then increase adjacency of both the campus and harbor again. I did this with a lot of doubt, but I do think this is better in the end. Production is returned to the lighthouse, as expected.

I've checked something else: Discovering Diplomatic Service did indeed outdate the old delegation of gift-bringers we had with Kaguya, Alice and Sanae. Under the guise of those presents, they were also bringing news to us. To regain our chances to hear gossip, we beg Kaguya and Sanae to have an embassy in their lands. This costs 50 gold each, 100 in total, provided they like us well enough to accept. In the end, both do!

It's a good day for pre-placement. Lilliput has just hit 10 population and thereby increased its district limit, so we pick this empty spot for an entertainment complex:

(https://i.imgur.com/yyW0fXC.jpg)

While it doesn't need any itself, it'll provide some adjacency to the campus and the commercial hub. For now, we'll have a different project for our second oldest city: Medieval walls. Shouldn't hurt to get stronger defenses and the small housing bonus monarchy provides. 5 turns, thanks to the Limes card.

Our scouts continue their journeys through the fierce wilds. Three of them don't run into trouble, but one does:

(https://i.imgur.com/93Vcbgz.jpg)

Marked in the south is another goody hut, tastily waiting for us. Somehow, Sanae has never gone for it, despite it being curiously close to her territory. The other marking isn't good news at all: A barbarian swordsman, and he's technically in attacking range. The question is if he'll actually approach us. It's likely, but not certain. Interestingly, this barbarian swordsman has an old Egyptian design, complete with hooked sword. I believe what continent barbarian units spawn has an effect on their ethnicity and style. A fine detail to add for some extra immersion.

We end the turn and for some moments, everything seems to be going smoothly, including this message:

(https://i.imgur.com/dJgWIA6.jpg)

Huh, apparently we are worse at recruiting Great People than Sanae is and she appreciates that. Are we actually not rivals in this matter? Maybe she just collects Great People of very different types than we do? This hidden agenda of the wind priestess is comparable to that of Pedro II, who leads Brazil in the vanilla game. It's a slightly problematic trait as you fulfill it by being not as good at something as its holder. Anyway, something has come true that we weren't hoping for:

(https://i.imgur.com/IYfPHTm.jpg)

Aya and Momiji really were attacked by the Swordsman, 86 damage to us, 13 to them. We are no match and even worse, another barbarian unit, a horseman, is approaching from the south. If we do not flee northwest next round, the scout is as good as dead.
I know there's bloodshed happening here and all, but we can also see a new luxury on that screenshot: Gems. I remember seeing them in this region in past games I played. Wait, we have a bunch of villains who happen to be jealously protecting them? I guess those are blood diamonds (https://en.wikipedia.org/wiki/Blood_diamond), alright.

Turn 170 - 1.090 A.D.

Retreating the African scout as described previously is the very first thing we do once we have control back. You don't want to give something so terrifying and dangerous a low priority. Now Aya and Momiji have slipped into a jungle their pursuers can't reach in a single turn.

Shining Needle Castle has completed a lighthouse this turn. We could double down and make the Great Lighthouse wonder after it, but we have something more urgent and that is getting an actual navy. We will be getting a use out of some vessels now, I assure you. We begin with a caravel, 10 turns. Sturdy, quality boats take their time.

Brobdingnag has intact city walls now. That leaves only the city of Balnibarbi without the capabilities of a ranged attack, but that should resolve itself soon as well. Keeping to the city of giants for now, they turn their attention to their pre-placed commercial hub. 23 turns is pretty daunting, but it's to be expected for a relatively small town tackling a district at this advanced stage of the game.

You know what the Kobito can't do, despite their scientific and military achievements? Cook. We make great sweets and chocolate, but when it comes to something savory, our kitchen is a nightmare. This could help:

(https://i.imgur.com/PvtySWO.jpg)

Salt! This luxury is gained by setting down a mine, Civilization does not consider ocean salt. This is our nameless Asian scout, by the way. Geographically, this might be right at the Gobi Desert in China.

Turn 171 - 1.100 A.D.

At last, we complete a wonder that really nobody else wanted for thousands of years.

(https://i.imgur.com/xLa7wU5.jpg)   (https://i.imgur.com/Afgp3rO.jpg)

We already had Emperor Napoleon Bonaparte. (https://en.wikipedia.org/wiki/Napoleon) In our reality, he won't be too impressed and instead say: "Hey, these aren't really that old!" A builder with four charges will instantly be born in Laputa. All our future builders will also have that additional charge.

What a great turn this is becoming:

(https://i.imgur.com/WU65NuW.jpg)

This was not said by the singer Philip Irving Bailey, but the poet Philip James Bailey (https://en.wikipedia.org/wiki/Philip_James_Bailey), the author of "Festus". The context of the quote is Memorial Day.

(https://i.imgur.com/MRU0BJe.jpg)

This may be all that comes with gunpowder, but oh am I looking forward to our first, primitive, horribly unreliable firearms! You wouldn't think so, but they are still classified as a melee unit and our Shining Needle Swordsmen can be upgraded to them. Comparing base strengths, the musketman is 22 points stronger, which is loads. The condition of having Niter is more than fulfilled by us, but we will hold back the costly modernization until we can put in the policy card with the upgrade discount, Professional Army.

(https://i.imgur.com/ziK1FJa.jpg)

The strongest contenders for the next scientific choice are the already boosted Astronomy and Metal Casting. We do not need cannons too quickly right now, so let's go for the less explosive option, Astronomy.

The Laputans are still shaking off the awe from seeing their precious pyramids, as we're already giving them new orders. Yeah, you guys did a good job, but there's no time to rest. Our desert oasis is one of our more isolated cities. Even with the existing road network, stronger defenses could make the difference of an unexpected assault ever happened there. We're going for medieval walls, and they're a puny 4 turns away.
The builder that rose up from those pyramids by the way should go here:

(https://i.imgur.com/2GhZebO.jpg)

Too bad he can't climb over Yosemite Valley. The target iron resource is outside our borders, so we're giving our builder the crossbowman as an escort, just for the most unlikely and unpleasant eventualities.

We're continuing to make medieval walls in other places, namely Futatsuiwa of Sado. That city is also a little remote and close to the ocean. Oversea invaders would likely strike there first, but they'd have it harder in 6 turns. The project the province just finished by the way was a commercial hub, raising our trade route limit to 6. We just keep rolling in the dough.

And finally, it's Balnibarbi's turn. They have made their monument, and mimicking Brobdingnag like a copycat, are moving to ancient walls. 4 swift turns. The Limes policy card in combination with Monarchy is just heavenly.

People keep going on about how dangerous Australia is with its wildlife and all. To us, it just keeps on giving:

(https://i.imgur.com/5Uol6Ck.jpg)

That's the second of three goody huts we know of, another you can see a little northeast of Uluru. The one we grab now gifts us 20 points of faith. Not too bad, we're 3 points short of the next apostle. Asian scout finds only more salt in the Gobi Desert, while in Europe, Mystia and Kyouko's plan to embark into the Mediterranean Sea is thwarted by a whole line of Alice's archers. They're not letting anyone through. Aya and Momiji just keep finding trouble:

(https://i.imgur.com/2eVhPHc.jpg)

Alright, that's another direction we're not heading into. How do all those barbarians survive so close to Sanae? Shame on you, girl, for not keeping your territory secure and orderly. As if she heard her name, she has a proposition for a deal during her turn. The deal really isn't good, it was something along the lines of several of our luxuries for a single one of hers. But the whole transaction gave me an idea, so we change it to this:

(https://i.imgur.com/1n1LBi8.jpg)

Screw those barbarians in the south and east, we're going back to the original plan: We'll be parking Aya and Momiji in the lands of Moriya, bandaging their wounds. After that, we'll just explore towards the north.

Will Aya and Momiji survive? We're going to find out shortly. Next time, persecution! And yes, typical for Civilization 6, it will be presented to us as a purely advantageous thing. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Lt Colonel Summers on March 29, 2018, 12:56:57 AM
Wow, Gesh. Didn't know you were into the Stargate franchise. I certainly was surprised by you referencing the Goa'uld.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on March 30, 2018, 11:27:06 AM
Wow, Gesh. Didn't know you were into the Stargate franchise. I certainly was surprised by you referencing the Goa'uld.

I greatly enjoyed the show during my teenage years. A Let's Play of (movie) Stargate on the SNES was also my 2nd ever. Don't look it up, it's absolutely horrible  :3.

Update nr. 34 - If the first apostle was Tasofro, is the second PlayDoujin with their PS4 ports?

Turn 172 - 1.110 A.D.

Last time, we revolutionized warfare by inventing a weapon traditionalists will call the tool of a coward. We don't yet have anyone using muskets, but that will come.

(https://i.imgur.com/BqX0lsn.jpg)

You will receive automatic reminders when you hit certain faith thresholds, I like that. It would really be annoying if you accumulated a couple thousand points and forgot to purchase the apostle just out of being scatterbrained. We cash in ours and have 300 of our 312 faith deducted.

(https://i.imgur.com/YBisoPr.jpg)   (https://i.imgur.com/jPvx2SH.jpg)

To the left, we have desert and tundra tiles right next to each other. It must be the Himalayan region, one of the few places in the world where that is somewhat realistic. To the right, we're sailing onto the Mediterranean Sea. We should try going west from there, maybe we can uncover a few more cities of Alice, just out of curiosity. Besides that, this was a fairly uneventful turn. On to the next one!

Turn 173 - 1.120 A.D.

So we got ourselves an apostle on the previous turn. A good, virtuous apostle who believes strongly in Touhou. I'm sure he will shape our faith and worship in ways that will greatly benefit the well-being of the Kobito. You know what would be crazy? If he set something radical in motion. Absurd, I know. I couldn't imagine that fine fellow doing something extremely political like launching an inquisition...

(https://i.imgur.com/Y6nxaGi.jpg)

(https://i.imgur.com/3jrJ7CY.jpg)

There is indeed a Steam achievement for doing this as the Spanish Empire. You'd think this action would cause a ruckus, screams of agony torture and all, but no. The apostle disappears and all that happens is the adding of a new religious unit in Shining Needle Castle, or any place that owns a temple:

(https://i.imgur.com/0twDrAv.jpg)

The inquisitor is a defensive religious unit, meant to stop other civilizations in overruning your people with their faith. Unless you've sacrificed an apostle just like we did, you can't make any. We also can't make any now because we scraped all our faith reserves just to get the apostle. 150 points should however be quickly reached, so we'll be able to recruit this scourge of the infidels.
Who would 12th century fundamentalists of the Touhou Fandom put on the stake? Enthusiasts of Kancolle, maybe?  Len'en? :3

(https://i.imgur.com/gMeRppv.jpg)

That's the final aboriginial village to help our cause. They hand us 75 gold, bringing us up to 882 pieces. We should think about buying something with that. An iron reserve is prudent and all, yet you don't want to hoard your finances.

There isn't much to say about our other scouts. The European one has come into range of idyllic Corsica. Doesn't look like too great a place to settle, though. Small islands generally aren't recommended to cultivate in this game.
We notice that our development of the Exploration civic is at roughly 50%, so we switch to Humanism. 14 turns is what that will take. I think that's 2 less than the last time we decided, so our culture output is getting slightly better.

Turn 174 - 1.130 A.D.

Our mexican city of Balnibarbi is almost finished with its city walls. Just then, I get the urge to do a little more for it. It is not connected by road yet, and we are two below our trade route capacity. Thus, we quick-purchase a trader in said city for 365 gold. That'll link it up over the next turn, and we slimmed our money reserves to a still very commendable 587 coins. Our income rate is 69.9 per turn, which is very wealthy at this point of the game. Thanks to a pretty dedicated focus on commercial hubs and harbors, Shinmyoumaru and her followers are living the good life. It is undoubtedly one of our strengths.

Lilliput has improved its walls to a level that makes them of medieval ingenuity. There's a lot of stuff it could now work on. I'm feeling that we've neglected our heartland's infrastructure a little, and Shining Needle Castle, now busy making our navy, can't provide anything. I think it's best if we make a pyramid-strengthened builder here. 2 turns.

Not many unknown luxuries remain. And one less when we've covered this one at northwest China/Kasachstan:

(https://i.imgur.com/pNqPBEe.jpg)

That is gypsum, another resource to be mined and it does look as crystaline as portrayed here. Gypsum can be used as fertilizer, but fits the description of a luxury more when you look at a variety of it called alabaster, used for sculpturing. Apart from that, you apparently have gypsum even in tofu.

(https://i.imgur.com/yvkehBw.jpg)

Good for Sanae. We did not really need the Jebel Barkal. There are many wonders we could build instead, when we actually get around to making any. On that note, African scout is currently hiding inside her borders and there is a construction site visible near Moriya Shrine that will become a wonder. It's still at an early stage, but it might be either the Mahabodhi Temple or Angkor Wat from the looks of it.

Turn 175 - 1.140 A.D.

We've had Astrology, now it's Astronomy. Don't mix them up, this one is not considered pseudo-science:

(https://i.imgur.com/Rrsdchq.jpg)

Brian Harold May (https://en.wikipedia.org/wiki/Brian_May) is an astrophysicist. If he weren't, he couldn't have really sounded believable giving us that quote, could he? Interestingly, May got famous in something much less scientific long before that: He was the lead guitarist of Queen.

(https://i.imgur.com/wi2pKSB.jpg)

Only a single advancement comes with Astronomy: The world wonder of the Potala Palace. (https://en.wikipedia.org/wiki/Potala_Palace) This was the seat of the Dalai Lama from when it was built during the lifetime of the 5th, until the current, 14th one had to flee the region. A typical source the average person has heard from it is from the book "Seven Years in Tibet: My Life Before, During and After", which has also been adapted to film. The wonder is a decent, although not great one, as diplomatic policy cards tend to be the weakest of the four subtypes.

(https://i.imgur.com/sIz6MxG.jpg)

Once again, advancing quicker in science than culture gets us an effortless boost for a later civic. Astronomy benefits the coming of the colonial age.

We took Astronomy over Metal Casting the last time we picked a science focus, but only barely. A new technology that was unlocked is Scientific Theory, but I feel that would be jumping too far ahead. Metal Casting and the cannons that come with it is what we'll have, 4 turns.

It's the turn of Laputa, that begins by purchasing a tile with some iron in the southwest for 210 gold. We have that kind of money, no problem, 447 is left. Why did we do it to begin with?

(https://i.imgur.com/NH89qVA.jpg)

It was so that our newest builder can immediately secure it for us. We now have one copy of iron in our empire, enough that Lilliput could train knights, if it needed to. We had some iron before, but only due to the special trait that comes with the suzerainship of Hattusa. Other civilizations could contest our relationship with that city-state, so it's better to have some iron no matter what happens.
Laputa has also become the second city to modernize their walls to medieval quality this turn. At first, I had the thought to create a new district, but none seemed too urgent. Let's make something untypical here: A siege tower. We still have a battering ram lying around, but you never know: It might get captured and destroyed during a campaign. Then walls would become a problem. 3 turns to make this emergency plan.

Balnibarbi is another city that needs new plans now that it has put up a set of ancient walls around it. With that, no settlement in our realm is defenseless on its own anymore. We did pre-place a campus there, so that's what we're tackling now. 28 turns. Yeah, Balnibarbi only has 2 population points and as expected, will spend some time on districts. Not much we can do but help it grow. Actually, we're doing that right away: We've made a trader there, remember? We set the route Balnibarbi -> Shining Needle Castle and from those yields alone, construction time lowers to 20 turns. Trade routes to support young, underperforming cities is always a good idea.

(https://i.imgur.com/PMmHRmv.jpg)

While getting a good look at how Alice is doing, we notice she has a Great Engineer running around. This is a type of Great Person that usually has production-centric purposes. I'm unsure right now what Isidore of Miletus can do, but it might be one of those that can rush the construction of wonders. We will likely not be good at recruiting any engineers, as industrial zones aren't exactly a district we put a high focus on.

The following screenshot will stay the last for Aya and Momiji in Africa for a good while:

(https://i.imgur.com/cKsHwDr.jpg)

We're going to spend almost 10 turns there simply regenerating hitpoints. When we're done, the unit will automatically awaken. We're trusting Sanae to not be overrun by barbarians in the meantime. She actually doesn't seem to be in on the whole archer spamming tradition. I can see only a swordsman there and a turn or so ago, I noticed a knight. The wind priestess is actually putting quality over quantity, which comes close to our own approach to military matters. Out of the blue, the very same leader approaches us:

(https://i.imgur.com/F1rhUpc.jpg)

It's usually a good sign when the AI asks you for an embassy within your empire. We accept. Our relationship might be cordial enough that Sanae becomes our friend. There's a realistic chance. Let's ask next turn.

Turn 176 - 1.150 A.D.

Well, what do you know? We have encountered actual pirates!

(https://i.imgur.com/2B3D7kd.jpg)

I heard them attacking someone, probably someone's embarked unit. They can't really harm Futatsuiwa of Sado, as it's not reaping any sea-resources at all. Maybe when we get a navy, we should hunt these crooks.

As foreshadowed, we ask Sanae for a Declaration of Friendship:

(https://i.imgur.com/OfJLfQ4.jpg)

"I'm sorry, but I don't feel the same way. I can't see you becoming as close as a brother to me"

Being rejected has no negative consequences aside from that you can't ask again for a while. This is to prevent you and others to just keep asking for friendship over and over. There's however still a chance that Sanae approaches us with the same idea in a bunch of turns. That would be grand.

Before regaining control this turn, a city-state has found us. That's just as good as us finding them:

(https://i.imgur.com/AdYdoI8.jpg)   (https://i.imgur.com/uvt9VwJ.jpg)

Real Zanzibar (https://en.wikipedia.org/wiki/Zanzibar) lies off the coast of Tanzania. It is counted towards that country, but somewhat loosely with a lot of autonomy. This leads to it being called the "African Hong Kong". You might have heard of "Zanzibar Land" in the Metal Gear franchise. It is strange that they called it that, as it has nothing to do with real Zanzibar and not even remotely in the same place.
In our campaign, Zanzibar was placed in what I think is Kasachstan. Its yellow colour signifies a commercial city state. Allying with them fills your pockets. With that, I think we've encountered at least one city-state of every type. We do not commit the only envoy we currently have to there or anywhere right now.

Fast-producing Lilliput has taught a builder his craft, now they move on to a pre-placed entertainment complex. Got to keep those amenities up before problems arise. With 7 turns to construct, they're making everyone jealous again...

(https://i.imgur.com/3cTbA5P.jpg)

The very same builder uses one of his charges to combat the lack of farmland on the spot he's on. We really need to make some more.

Sekibanki and Kagerou have finished their scouting in Australia. Where could they be going next? The Phillipines and Indonesia would be close and sensible.

Oh, now here comes the undoubtedly best part of this turn! Galileo Galilei has reached his research spot of choice!

(https://i.imgur.com/zdtCLP8.jpg)

Effectively, the 1.000 points of science are a full technology plus a little more. Let's just grab a very expensive one that we've saved for this very occasion: Square Rigging. We set our science to it before we click the Great Person's ability.

(https://i.imgur.com/xxah8EY.jpg)

Alan John Villiers (https://en.wikipedia.org/wiki/Alan_Villiers) was an Australian author, adventurer, photographer and most important for us, mariner. He loved sailing since his teenage days and possibly before. The term "rigging" refers to the technique of using a system of cables, ropes and chains to secure the masts of sailboats.

(https://i.imgur.com/SHSxYxP.jpg)

Man, do I love frigates and their evolutions. These are ships fighting on distance like quadriremes, but range has increased from 1 to 2. This means several frigates can surround a coastal city and just blast it in unison. Ranged ships receive neither maluses nor bonuses against cities, but their high combat strength makes them generally effective. You bet we're going to make some of these!

(https://i.imgur.com/bB20eeC.jpg)

Embarked movement points are now at 3, as opposed to 2. This will help immensely with scouting or any troops that are needed on a different continent. Remember, 3 out of 4 tiles on Earth are water.

Research is set back to Metal Casting. The excess science from Mr. Galilei and his amazingly heretical teachings has put it down to a time of 1 turn. Sweet!

Turn 177 - 1.160 A.D.

I remember this technology came much earlier in Civilization 5's tree. Maybe experts are unsure when exactly it became common place, so the timespan is very large:

(https://i.imgur.com/Bu6snV4.jpg)

It's the second syllable of Homer (https://en.wikipedia.org/wiki/Homer) you stretch, otherwise you're speaking of Homer Simpson. He was the author of the Illiad and Odyssey, two of the most influential and important epics of the greek classical antiquity. He defined classical heroes and their traits and purposes in literature, which is no simple subject when you have no real guidelines to go by.

(https://i.imgur.com/yC7Y5lV.jpg)

We abstained from building any catapults, which the bombard is the evolution of. At least this means we won't need to upgrade any. Think of this as large Renaissance artillery that needs to be pulled by multiple men. It wasn't actually that widespread, but the Ottomans for example were famous for it. We might make some of these. They can prevail where even battering rams and siege towers aren't enough.

(https://i.imgur.com/OSbFGSu.jpg)

Hmm, we haven't boosted any of those technologies. Among them, we have the first few industrial ones: Ballistics, Industrialization and Scientific Method. We're going to start working on Industrialization for now, but it's very likely we'll switch at halfway.

Blefuscu has received an intact lighthouse this turn. Our procedure with this city is going to be similar to Shining Needle Castle, in that it will become our secondary shipbuilder. The city at Florida is going to make us a Frigate. 23 turns. Is this really a good idea with such a massive timer? Yes, yes it is. Frigates are just too good.

Futatsuiwa of Sado is up next. They have imposing medieval walls now and should get another district going. For being so proud of our army, we have very few encampments. Let's change that and have one here:

(https://i.imgur.com/wSq4HcJ.jpg)

At first, I almost put the encampment two tiles east of the city. This would have made it a coastal fortress of sorts, good at fending off the landfall of an army or a naval invasion. I refrained from this however, as it would have severely tampered with our farm-triangles. The actual place isn't the best for defense, but can still shoot at some tiles next to Futatsuiwa of Sado.
Oh, we also just pre-place the district. We instead make a builder for the next 4 turns, as there are still farms on fire there, memories of our last glorious war.

Speaking of farms, we place another in our heartland:

(https://i.imgur.com/Pf6mq0s.jpg)

The tile of the builder is one that can be worked by both Shining Needle Castle and Lilliput. However, only one can claim it for itself at a time. Under the citizen menu of a city, you can set which city such a tile should belong to, if you're willing to do the micro-management. For now, we just leave the decision to the game. I didn't actually check who called dibbs on it.

Our previously European scout, Mystia and Kyouko, are at least temporarily becoming the "North African scout":

(https://i.imgur.com/gALYtjO.jpg)

This news wouldn't be all that interesting, but I'm noticing something: Those are Sanae's dotted borders to the east there. I find that really curious and I have a dark hunch. Did she really build a city that far north? We're going to make a short detour towards it, find out what city that is, then we'll go back to scouting around Alice.

With nothing to report on the AI's turn, we close another update. Next time, pack some fruits and veggies and seal them airtight. They'll keep the scurvey away. Until then!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on March 30, 2018, 01:15:42 PM
Who would 12th century fundamentalists of the Touhou Fandom put on the stake? Enthusiasts of Kancolle, maybe?  Len'en? :3

PC-98 pagans
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Lt Colonel Summers on March 31, 2018, 01:39:17 AM
Once again, you've managed to surprise me with your reference to Len'En.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 01, 2018, 09:40:07 AM
PC-98 pagans

Or maybe those would be the old fundamelists, who just couldn't accept that any programing would be done on that new-fangled windows system.

Once again, you've managed to surprise me with your reference to Len'En.

When we have Len'en threads on our very forum, it's hard to stay ignorant of it  :D.
By the way, Len'en mods exist for Civilization 5.

Update nr. 35 - Legend of The Great Shinto-Buddhism War, fact or fiction?

Turn 178 - 1.170 A.D.

Last time, we sent smart Mr. Galilei to a mountain and he told us: "This is how you make a real warship." I think the church would have been fine with that.

Upon reaching this turn, we have a siege tower ready to be pushed out of Laputa. We're sending it towards the east coast of North America. Laputa sure has become a productive city without too many immediate needs, so we make a unit there that you should never be without: A spy. I told you they were expensive. 10 turns is how long this one will take until he's got the skills of Charlize Theron.
Laputa's builder who has used a charge to secure us our first own source of iron is heading on the road towards Shining Needle Castle. Doing the same is the 2-charge builder who's been making farms at Lilliput.

We're getting a prompt on what to do with the Shining Needle Castle -> Lilliput trade route. It's run its course again, producing 2 food and 3 cogs for our capital. There's no immediate need to make roads to anywhere, so we simply use the "repeat route" function. If you don't hear about me mentioning certain trade routes anymore, you can from now on assume that we just repeated existing ones.

(https://i.imgur.com/tTm3Zyb.jpg)

Kaguya is good at recruiting Great Touhous. She indeed has her unique commercial hub in all three of her cities. Yes, still three. I've given up hope that she'll ever make a fourth.

Turn 179 - 1.180 A.D.

It's official, Sekibanki and Kagerou are my favourite scout and dog combination:

(https://i.imgur.com/tReHxf6.jpg)

Another goody hut for those who aren't afraid to see the world. This should be one of Indonesia's numerous islands and we'll reach it in two more turns.
Just because I like that the mentioned girls best doesn't mean another scout won't make a commendable discovery. This one was tracked down by Asian scout:

(https://i.imgur.com/CSIx27L.jpg)

After Jerusalem, this is the next city-state that everyone must have heard of. Seoul (https://en.wikipedia.org/wiki/Seoul) is located in South Korea and officially called nowadays "The Seoul Special Metropolitan City". Its global importance is sky-rocketing currently. It has an almost futuristic image, but you might not know that the city itself is actually ancient. It's been where it is for about two millenia.
The suzerain bonus is very powerful, but unfortunately, Sanae has it fairly secured with 5 envoys. This is a number high enough that we don't actually want to challenge her for control of it at all. The very same goes for Zanzibar, who she has met much earlier than we did and became their undisputed sweetheart.

Speaking of Sanae, the pleasant shrine maiden we turned into a fellow smoker is only amicable under the right circumstances. My fears have turned out to be true:

(https://i.imgur.com/oDmUWZ4.jpg)

Ichirin is a member of the buddhist crew. This city originally belonged to Byakuren, who I'm very certain has been murdered. Possibly by Sanae alone, perhaps by an alliance of several aggressors. When I saw Sanae's colours in North Africa, I immediately thought this was fishy. Why would she ever settle that far from her capital?
Oh well, we now know why Alice denounced Not So Good Girl. Silent waters are deep. Not being a hypocrite here, it was the same with us and Mamizou. Maybe that's why we're getting along!

Turn 180 - 1.190 A.D.

We've researched Industrialization far enough. We make the switch to Printing, a slightly earlier technology. 7 turns, we will likely switch again after it slips over the typical 50%. The boost of building two universities, of which we already have one, is fairly achievable.

(https://i.imgur.com/rkMKbaY.jpg)

This builder, originally from Lilliput, stands on a juicy bit of grassland we've had right next to our capital all game and that we never had the chance to improve until now. Those days are gone, a farm occupies it now. With his single charge left, we will send that builder towards Balnibarbi, where I am seeing something we want, just along the very edge of that screenshot...

Nothing else extraordinary happens this turn, but a production we've been looking forward to is about to finish.

Turn 181 - 1.200 A.D.

Shining Needle Castle has made our first naval unit, a caravel. A single one will not suffice, so we make another in the same place. 11 turns. We're going to take a look at the beauty we tinkered together in a minute.
Before that, we set another new production at Futatsuiwa of Sado. Previously, it's made another hardy builder. I'm jumping between beginning the pre-placed encampment and a temple here, but in the end, piety wins out barely. We have holy sites in few places, the ones we have deserve some extra attention and care.

Next up, 150 city-state influence points have been accumulated. Under the tier 2 government tarif, that creates two new envoys, bringing us up to three in our stock. Rather than bolstering the tiny countries we're strong with, we branch out a little for the sake of collecting some quick and easy bonuses. Jerusalem and Nan Madol are getting one envoy each. The very first envoy there gives +2 faith and +2 culture in our capital respectively. That doesn't sound like much, but if you consider that our gains per round are only 15.3 and 41.4 for these resources, it will make a difference. There's little sense in aiming for more favour with these two, but a basic presence among their council is worth it I think. One envoy we still have is kept as an iron reserve, in case we suddenly lose suzerainship somewhere.

We have another reminder for faith purchasing on the right side. This time, it tells us we have enough for an inquisitor. 150 faith is deducted after the purchase in Shining Needle Castle. Now we have a raging fanatic under our control. We're going to send it towards Futatsuiwa of Sado and you'll understand why he goes there once he arrives. One important tip here: Always make sure to buy missionaries, apostles and inquisitors only in those cities where your state religion is the majority religion. If we were to, for example, buy a Zoroastrian missionary in Futatsuiwa of Sado right now, it wouldn't help us at all.

Now let's look at what's anchored at Shining Needle Castle's harbor:

(https://i.imgur.com/1IJuLDc.jpg)

Sleek, efficient design. With its five movement points, we're driving it east into the Atlantic where it will do some additional reconnaisance. Embarked units are very vulnerable, but a ship made for actual combat shouldn't have to fear pirates.

During scouting, we find an industrial zone of Alice in Spain and I just wanted to show you the tool-tip for it:

(https://i.imgur.com/PcY7MlP.jpg)

It's actually called a "Doll Factory" for her, is built with a lower cost and gets adjacency a little easier I think. I wish we had those as well. The city it belongs to "Scarlet Sign Red-Haired Dutch Dolls" we cannot see, it probably lies further inland.

As we grab the goody hut in Indonesia, we get possibly the best reward imaginable:

(https://i.imgur.com/nlBZIkG.jpg)

That's the technology we're researching right now. What luck, we won't actually have to switch away from it now. The new time to complete Printing is at only 3 turns.

Turn 182 - 1.210 A.D.

Time to do some pre-placing in Laputa which has the neccessary population to do so. It will continue working on a spy as it currently is, of course. Our district of choice is the campus:

(https://i.imgur.com/Ni4fqS6.jpg)

You might be asking: "Why pick the +2 adjacency when there's also two +3 hexes available?" Sometimes, it's worth checking adjacency for more districts than the one you're immediately interested in. The desert tile southwest of Laputa also has +3 adjacency for a commercial hub, something that no other tile has. Meanwhile, the tile further southeast that has +3 campus adjacency also has +3 holy site adjacency, so we can use it for that later and not buy it with the 215 gold right now. Hence. the marked tile is perfectly suitable for said campus. If you ever discover that a spot is especially good for a certain district and you don't want to accidentally use it for another, remember that you can put a map pin there.

There's some very suspicious terrain at Seoul. When Koreans say it, that's pronounced "Soul" apparently:

(https://i.imgur.com/vKQCokZ.jpg)

I'm very certain this is a natural wonder, but it's still too early to say which. I'm estimating an answer to this question in about one or two turns.

Back home, the trade route of Blefuscu -> Futatsuiwa of Sado is exchanged for Blefuscu -> Shining Needle Castle, simply because it has slightly better yields and imports The Touhou Fandom instead of Zoroastrianism. All roads this would make for us are already constructed.

Let's not sugar-coat anything here: Our fire-fighting builders at Futatsuiwa of Sado are centuries too late. The families that inhabited these farmhouses saw their livelyhood burn to ash and have long packed and left with what little they had left:

(https://i.imgur.com/dThVpcj.jpg)

A click on the repair command at least makes it so that new peasants can move in. Let's do our best so that this tragedy never repeats.

As another turn ends, Wakasagihime echolocates some news over the Atlantic:

(https://i.imgur.com/MXJN0AE.jpg)

After some decoding, "Blub blub Buu Klubben" means that Sanae is continuing her rapid expanse. Very impressive, Ms. Kochiya.

Turn 183 - 1.220 A.D.

We have accumulated over a thousand gold, so we really must think of a way to spend it. Let's look at our weakest cities: Balnibarbi is still only at 3 population points and doesn't have many buildings yet. Therefore, we quick-purchase a granary there for 260 gold. I often get them this way, as they stay very cheap throughout the whole game.

Lilliput now has an entertainment complex. We can also deduce making one was a city-state quest, as we see this...

(https://i.imgur.com/dtWcmxG.jpg)

Our suzerainship of Granada is further bolstered. It's just too bad that in most cases, setting down farms is much smarter than Alc?zars. I'm struggling hard whether to have Lilliput work on a university or a crossbowman. The university isn't as urgent to build anymore, as we got the eureka for Printing by chance rather than effort. A crossbowman would increase our homeland security, but I don't feel like an invasion will be coming any time soon. In the end, the university wins, because those are just really good, eureka or none. 11 turns until our professors can start teaching.

We're waking up all of our Shining Needle Swordsmen this turn and one by one, we lead them en route to the East Coast. Now why would we do that? Well, I'm pretty sure they'd be happy to see the Atlantic for once. Maybe they'll go on a nice cruise. It'll take even the closest of them multiple turns until they can go to sea. On that note, we can see the upgrade cost to a musketman is currently 220 gold per unit. That'll be quite a sum for all of them. Let's not evolve them at this point in time.

As our caravel explores the Carribean, it spots a ship of similar size, yet already with some damage:

(https://i.imgur.com/YwdnArE.jpg)

Alice has also made it to the vast sea. I think she might have had an encounter with the pirates we saw at Futatsuiwa of Sado earlier.

As the last deed of the turn but not the day, a builder at Futatsuiwa of Sado makes a pasture:

(https://i.imgur.com/E3ixzml.jpg)

Additional horse resources won't do anything for us other than becoming a tradeable good. Once improved though, they stay pretty valuable tiles to be worked by the city. 3 builder charges remain.

Turn 184 - 1.230 A.D.

Don't forget to always read the fine print:

(https://i.imgur.com/po9IVDK.jpg)

That one-liner would not have qualified for a quote read by Sean Bean. Wendell Phillips (https://en.wikipedia.org/wiki/Wendell_Phillips) was an American abolitionist, meaning someone who advocated equal rights for all. In his case, he fought for the rights of women, (former) slaves and Native Americans. The Civil War did happen during the time he was active and Phillips did his due in the "Reconstruction Era", a post-war process that many believe went messier than it should have, unfortunately.

(https://i.imgur.com/34RGwoQ.jpg)

The Forbidden City (https://en.wikipedia.org/wiki/Forbidden_City) describes the governmental district in Beijing from the time China had an emperor of the Ming dynasty, until the monarchy ended. It was not "forbidden" in a most literal sense, you would have still seen lots of people there. It's only that you needed the emperor's permission to be there, it wasn't a residential or commercial area at all.
Within Civilization 6, the Forbidden City is one of the better wonders. The wildcard slot is beneficial to every imaginable playstyle and the conditions to make the wonder aren't particularly harsh.

(https://i.imgur.com/wwpxEKI.jpg)

Through international reporting and newspapers, it becomes easier to learn what the other nations are doing. Literary geniuses also have an easier time mass-copying their work for interested foreigners. We don't have Great Works of Writing in our empire, the trait for tourism gain isn't really irrelevant to us.

We still have the same scientific options as we had before, minus Printing of course. We dabble a little into Scientific Theory, learning what testing and empirical evidence is all about. 9 turns.

As our formerly Australian scout reaches the western edge of Indonesia:

(https://i.imgur.com/gDgKW51.jpg)

We find more lonesome villagers. We can disembark and greet them next turn already.

The previous turn was pretty barren when it came to discoveries. Not so this one:

(https://i.imgur.com/oTG8UZZ.jpg)

This is at Seoul, where the edges of the unveiled hexes already had suspicious markings. Now we know that it was indeed a natural wonder, and that we've scouted further west than I would have guessed, namely into the Middle East: The Dead Sea (https://en.wikipedia.org/wiki/Dead_Sea) steps over the borders of Israel, Jordan and Palestine and isn't at all creepy or cursed as you would think from the name. It is an extremely popular vacation spot and a salt lake. Most lakes are of the sweet water variety, but this one happens to be several times saltier than even the ocean. Please refrain from drinking the water. Apart from giving faith and culture if worked, the Dead Sea lets units regenerate fully if they wait adjacent to it.
George Gordon Byron (https://en.wikipedia.org/wiki/Lord_Byron) was one of the most influential Romantic poets and authors, even though he died very young. Most well known is his poem "Don Juan".

About Alice possibly having pirate troubles:

(https://i.imgur.com/3CfnfCB.jpg)   (https://i.imgur.com/q3y7Frw.jpg)

We do notice some rogues who were about to sink near Iberia and decide to give the puppeteer a hand. We take 23 damage for their destruction. This wasn't done out of selflessness alone, our recruits on the cannons gather 7 experience points for their shooting. This kind of military aid is something the AI generally doesn't actually take note of, but something else is:

(https://i.imgur.com/jZr2oZg.jpg)

We impress Alice with our advanced science. Printing, Square Rigging and Metal Casting, I doubt that's anything she can do right now. It would have been sad if our heavy science play didn't fulfill such an agenda, an agenda that's like it was made for us.

That was only one of the events to happen between turns, coming up is the next. This time, it's one that thoroughly sucks and annoys me:

(https://i.imgur.com/XXgJO5I.jpg)

Sanae greatly disappoints us here. See all those units she has? Crossbowmen, knights, swordsmen, catapults, even generals to help them? And there she lets a barbarian unit step on a tile right next to her capital and attack us while we were regenerating Aya and Momiji. They take 57 damage, deal 14 in return and survive by only a hair. We're going to have the scouting duo flee further north. Remember how Sanae rejected our friendship? Now I'm feeling as if she didn't deserve it to begin with.

This desperate retreat will however be spared for another day, as we've reached a fairly sizeable post again. Next time, are we human...or are we dancers? Actually, we're Kobito. Our Kobito sometimes dance, probably.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on April 01, 2018, 10:45:48 AM
Ichirin is a member of the buddhist crew. This city originally belonged to Byakuren, who I'm very certain has been murdered. Possibly by Sanae alone, perhaps by an alliance of several aggressors. When I saw Sanae's colours in North Africa, I immediately thought this was fishy. Why would she ever settle that far from her capital?

Guess she followed a UFO in the sky and discovered it was a treasure ship... without any treasure. So she took it out on those who built it. Or something.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 03, 2018, 06:47:11 AM
Guess she followed a UFO in the sky and discovered it was a treasure ship... without any treasure. So she took it out on those who built it. Or something.

So this Sanae 1CC'd Touhou 12. I could not do that on any difficulty above easy. Then again, I played maybe three sessions of that game.

Update nr. 36 - Did you ever dance with the devil in the scarlet moonlight?

Turn 185 - 1.240 A.D.

Last time, we discovered that Sanae had blood on her hands. We resume in the middle of her country, where Aya and Momiji had to flee from the imminent single unit barbarian invasion:

(https://i.imgur.com/OpbmejE.jpg)

The enemy is left in the dust. Further inland, it should be much safer to rest. It's too bad how long this is pinning down our scout. The two tengu are probably not going to explore for at least this update.

Old trade deals seem to have expired, as we have a few duplicate resources in our possession. Let's share them for a price. A very friendly and most of, equal price for everyone:

(https://i.imgur.com/Wginwy4.jpg)   (https://i.imgur.com/QoLsDfE.jpg)

Economical matters aside, we land at the goody hut in Indonesia and get:

(https://i.imgur.com/c7rBIuC.jpg)

Apart from eurekas and inspirations, you can apparently also get complete technologies and civics from the villagers. I did not remember that until now. The quote here reminds me of "Do you think love can bloom on the battlefield?". Christian Gordon Cameron (https://en.wikipedia.org/wiki/Christian_Cameron#As_Miles_Cameron) is the one who writes novels under the shown pen name. He's a former historian and was part of the Navy. His works are often about fantasy, war and espionage.

(https://i.imgur.com/fcRdRRO.jpg)

To be honest, I'm certain I've never, in all of my games, built Renaissance. Most of them took place in Civilization 6's earlier life-cycle, when additional levels of walls increased maintenance costs. That made them even less attractive. Now that they are free, there's at least a tiny chance that we'll make one somewhere. When you do, your city will have 150 defense points.

(https://i.imgur.com/gcAN4zZ.jpg)

Forts if you recall are made by military engineers, who I so rarely build. I think I might have also never built a fort ever in Civilization 6. This fact might make Siege Tactics the most forgetable technology in the game. In my opinion, at least.

The still nameless Asian scout has meanwhile reached the Arabian peninsula. It holds the very last luxury in the game, if I counted right:

(https://i.imgur.com/uEJBkh7.jpg)

2 tiles south you can see some grapes. Those are delicious, but if it were about them and stilling your hunger, they'd only be a bonus resource. No, this luxury is wine. There actually is a wine bottle mostly concealed by the grapes. I'm just noticing it for the first time. The very same scout keeps moving and finds a city-state at where should be Egypt:

(https://i.imgur.com/kekLDAR.jpg)

Palenque (https://en.wikipedia.org/wiki/Palenque) was a Mayan city and it is your capital in Civilization 5 if you play as the Mayans there. Long before Europeans found it, it had already become abandoned, but the ruins were preserved. Byakuren's "Palanquin Ship" refers to it, I believe it's a mythology that the Mayans from there created a ship that could take them to the heavens.
Currently, the city-state has no suzerain. It's displayed that 4 envoys are needed, meaning at least two civilizations are tied at 3. The bonus is pretty good, especially with our many campuses. I'm not saying we'll do it, but it might be an idea to contest this one.

Let's give a mention to a luxury that we can not only see, but newly claim:

(https://i.imgur.com/8WBhJzG.jpg)

At Balnibarbi, we get some pigs, err...truffles of course with this builder's final charge. Camps will keep the forest and jungles they are made on perfectly intact, which is good, as we'll be getting science adjacency from that tile once the campus next to it stands.
It's finally happened by the way: We have our first farm-triangle I've been going on and on about:

(https://i.imgur.com/YIek8Sa.jpg)

The location is at Blefuscu and you can see it says +2 food now. A nice side-effect of this screenshot that I didn't plan for was the close-up of our siege tower. What a massive construct. With this, we'll be storming whatever castle stands in our way.

This turn just isn't ending, is it? We have a precendent next: Our inquisitor is standing next to Futatsuiwa of Sado. He has a certain button available:

(https://i.imgur.com/Kzg13wQ.jpg)   (https://i.imgur.com/iJ86zWV.jpg)

Notice that the inquisitor has a "religious strength" of 75. That is actually very low. However, if combat happens within your borders, they will get a bonus of 35 points. Then they are actually really strong. Don't ever have them hunt for infidels outside your borders, or else they'll be crushed. "Remove heresy" can only be done on one of your cities and it will take away one of your inquisitors religious spreads. We do just that and thus, Zoroastrianism vanishes from Futatsuiwa of Sado. Mamizou's old religion is now extinct more or less. I hope any Zoroastrians reading this aren't taking it personally, but your faith must make way for The Touhou Fandom. It's a common misconception that real Zoroastrianism is a dead, no longer practiced religion. Not true. Wasn't it Snoop Dogg/Lion that offended Zoroastrians a while ago by sitting on a Fire Altar?

As the AI takes its turn, we suddenly encounter a ghastly, yet also strangely charismatic being...

(https://i.imgur.com/SdGW3pq.jpg)

All the players have shown their faces. The artwork you see here is from the exquisite Touhou fangame "Koumajou Densetsu 2: Stranger's Requiem" made by Frontier Aja. You would estimate Remilia to be one of the more aggressive Touhou leaders, but we will still treat her like the lady that she is. We greet her amicably, then learn that the meeting apparently took place in no-man's land. The option becomes available to tell each other the location of our capital cities, which we agree upon.

(https://i.imgur.com/8NdNIw0.jpg)

From its position, this is western Russia, most likely not too far from Moscow. Also, Ms. Scarlet has Hinduism as her state-religion. A strange combination, but I won't judge her taste.

Turn 186 - 1.250 A.D.

The only civic to currently advance the tree is ours. The game is arguing that everything cultural today is based on...

(https://i.imgur.com/eyU2sv9.jpg)

Humanism (https://en.wikipedia.org/wiki/Humanism) is an amalgamation of ethics and the belief that a human, any human has a high value. This subject did get most of its coverage in the Renaissance. Edward Morgan Forster (https://en.wikipedia.org/wiki/E._M._Forster) was an English novelist and President of the Cambridge Humanists from 1959 until his passing. There's also the E.M. Forster award, a 20.000 $ prize money given annually to promising English and Irish writers so that they can travel to the United States.

(https://i.imgur.com/BC9ACLZ.jpg)

If there isn't an Alice around stealing all your Great Engineers away no matter what you do, this card can help you.

(https://i.imgur.com/3mGsRWM.jpg)

Great Artists benefit cultural play and tourism. Recruiting them is balanced so that it typically doesn't happen before the Renaissance. Most of their Great People points come from...

(https://i.imgur.com/wqxiykw.jpg)   (https://i.imgur.com/XmOMriz.jpg)

...these two buildings. The Great Works those artists make are stored in the Art Museum. You can instead make an Archaeological Museum, but if you do, you must then recruit archeologist and have them hunt for antiquity sites around the map. Archeological museums therefore need more active work put into them, but tend to be worth a higher value in tourism. You can only have one or the other in a theatre district, see them like the stables and barracks of the encampment.
We won't be making many, if any museums, as they only matter much for a cultural victory.

We change our policy cards only slightly: Limes goes out, Professional Army with its unit-upgrade discount of 50% goes in.

(https://i.imgur.com/thznQaH.jpg)

Mercantilism and The Enlightenment are newcomers. We will try to get enlightened next, as there's a eureka tied to completing that civic.

It's barely worth mentioning, but our promise to Kaguya not to expand anymore close to her has been fulfilled again, just like it has when our civilizations were still fledgelings. Staying on the subject of diplomacy, we remember to instantly approach Remilia with the request of an embassy for 50 gold. You already know this always works within one turn of meeting someone. On the diplomacy screen, we learn that Remilia has the agendas "The Dignity of Remilia", which rewards high culture, and "Money Grubber" which grants respect to those who can make a lot of money per turn. These aren't the worst conditions for getting along.
To make an even better impression on the young vampiress, we make her one of our typical welcoming offers:

(https://i.imgur.com/Mv4CvTW.jpg)

For being so obsessed about finances, she's actually quite poor herself. The fact that "gold per turn" is not a tradeable item probably means Remilia has a negative income. We wish her luck with resolving that.

Not much can be reported by our scouts this round. Our caravel that was recently damaged in a fight with pirates will float back to its home shore to heal up. One thing to know about your ships: Unless they have a special promotion, naval units can never heal in neutral or hostile waters. Land units can rest anywhere, if they have to. You must regenerate all ships within your cultural borders.

Just this turn, we set up the card Professional Army. Let's put it to good use and spend some money, so that we can feel like we saved a lot. It's how Steam sales are so lucrative:

(https://i.imgur.com/swvP1v9.jpg)

(https://i.imgur.com/0TiS8Sc.jpg)

We do the same for Sakuya Izayoi at Futatsuiwa of Sado. She also trades her knives for a musket. Or better, she now loads her musket with knives. We have 773 coins left after these two deductions. This turn, we can't upgrade any other swordsmen, as the rest is currently travelling and not within our cultural borders. Equipping a regiment with brand-new muskets can't happen in the middle of the untamed wilds.

(https://i.imgur.com/35xeYr3.jpg)

Sometimes, gossip can also reveal AI intentions. Really, Kaguya? You want to go from Canada to Egypt and invade there, when putting down a fourth city is already too adventurous for you?

Turn 187 - 1.260 A.D.

Our current faith has increased to 109, so we spend 105 on a missionary in Shining Needle Castle.

(https://i.imgur.com/X7UFH44.jpg)

This missionary will simply go on a domestic mission to make The Touhou Fandom the majority religion in more than just our capital. When you send them into foreign territory, it's best to escort them with apostles. Against other religious units, missionaries are generally easy prey.

Future religious units should come out a little quicker, as Futatsuiwa of Sado has finished its temple. Faith output per turn is now an impressive 23. That city puts down the books with gospel and takes up arms now, working on the pre-placed encampment for 16 turns. A satisfying time for any district.

Sekibanki and Kagerou arrive at southern India and reveal two items worth noting:

(https://i.imgur.com/iIE4bVv.jpg)

Marked is another goody hut, but also new is the religious city-state of Kandy (https://en.wikipedia.org/wiki/Kandy). This is a very large city in Sri Lanka. Hey, a city-state is not actually that far off their real life location! The Temple of the Tooth lies in Kandy, making it one of the most holy places for Buddhists.
The suzerain ability awards a relic (basically a Great Work of religion) upon discovering any natural wonder, and also increases the faith bonuses of those relics. We will not be giving much attention to Kandy, as this doesn't really suit our playstyle. Also, we probably know of most natural wonders by now anyway.

Futatsuiwa of Sado has located some work for himself and is already rubbing his hands together:

(https://i.imgur.com/L1njCVs.jpg)

I remember archers sniping us from that peninsula. I looked it up and this place actually belongs to Virginia and is called the Eastern Shore, despite being seperated from the rest of that state. Now it serves as a productive little pasture.

Like I previously announced, we must evolve more swordsmen into musketmen. Our elite rank 4 Tenshi Hinanawi gets some guns, upon which...

(https://i.imgur.com/hEItHG0.jpg)

...we get the eureka for the modern technology of Replaceable Parts. Three musketmen in the field is what this requires. Three musketeers? Actually, I've heard that if you say "musketeers" you refer specifically to French musketmen. That's why Civ 6 uses the term that sounds a lot less cool.
Replaceable Parts will include the unit musketmen evolve into. It makes sense if you look at the eureka's blub.

Another builder has reached a key destination, but this action requires some thought:

(https://i.imgur.com/rZsBY4q.jpg)

If we were to completely chop that forest, the farm we could follow up with would also become part of a farm triangle. The problem is, Blefuscu has always had trouble with constructing items. We should instead make that a lumber mill. If we change our mind, we could use another builder later to destroy the improvement.

Turn 188 - 1.270 A.D.

Laputa has done it and made us our very own James Bond. In Civilization 5 by the way, spies were not something you actively had to build: They were automatically awarded upon every era transition starting with the Renaissance. Before that spy, we pre-placed a campus, which we'll be setting up now. 11 turns is what it takes, record time as always.
Control over a spy functions a little like that of a trader. You don't manually move them over the map. Instead, a new menu pops up upon a click:

(https://i.imgur.com/RLhM3Kh.jpg)

"Select a city to target for espionage". This spy, "Sukunabikona" (they do have ethnical and modded names), will have to spend several turns travelling to his destination. Except if that were Laputa, as he's already there. We select Shining Needle Castle with its travelling time of two turns and we are given a preview:

(https://i.imgur.com/6MoyQiA.jpg)

The missions refer to all districts that are present there, as I've explained a good while ago when we only just learned what espionage was. We press a button to confirm the placement in our capital. In the jargon of this game, a spy in your own cities is called a "counter-spy". His job is to capture or kill foreign spies that are meddling with our success. Know that the AI, even if on friendly terms with you, are pretty eager to do hazardous espionage. My own experiences have confirmed this.

Through a gut feeling, we ask Sanae for friendship once more, but it's still a no. Most likely, we should stop bugging her and actually wait until she approaches us.

The missionary from last turn is ready to move and thanks to proximity between our capital and Lilliput, we approach our second oldest city and start converting:

(https://i.imgur.com/wMyEuGe.jpg)

With 5 followers, The Touhou Fandom is now the majority religion there. This gets us +2 gold per turn, thanks to the Church Property perk.

We continue our army modernization. Upgraded swordsmen in this round were Nemuno Sakata, A Very Short Youmu, and Nitori Kawashiro. We are left with 470 gold at the end of the turn.

The builder at Blefuscu uses up his last charge for a farm and goes into retirement:

(https://i.imgur.com/od5U78T.jpg)

Sending him up to Brobdingnag to the niter would have been an alternative, but there will be others who can do that.

As the computer does its turns, someone has a moment of triumph:

(https://i.imgur.com/fa321HD.jpg)

I was wrong. The wonder we saw near Sanae's capital was the Chichen Itza all along. She can be glad the barbarians there couldn't sabotague the construction. The only way wonders can be plundered is through a nuclear strike.

(https://i.imgur.com/T81QtO9.jpg)

Kaguya's ideas just keep getting wackier. Even if she were to get units to Russia, she'd completely embarass herself against the Scarlet Devil I'd wager.

Turn 189 - 1.280 A.D.

Alice is currently scouting the Gulf of Mexico with her only battered caravel. I'm pretty sure this is just the puppeteer satisfying her own curiosity. Since we found her first, she never actually learned of where our capital was.
The missionary keeps on roaming through our lands, telling everyone how great The Touhou Fandom is. He sets a new course for the city of Brobdingnag. Meanwhile, the formerly European scout, Mystia and Kyouko, has circled to Africa's west coast. They will chart the land there, which is still completely unexplored. That encompasses the Sahara desert. I wouldn't want to be in Choju Gigaku's shoes...

We're actually having a very uneventful turn for once, and it would be even less interesting (and more advantageous, actually), if we didn't have to hear of this:

(https://i.imgur.com/Ihj8W1e.jpg)

Too bad, Sanae isn't happy with our faith output. 23 per turn is not something I would objectively be ashamed of, but you have to know that Sanae also compares it with her own. I'm pretty sure the wind priestess leads the most zealous civilization out there and can probably sport much more than we do. Decent isn't going to be good enough. I think this pretty much throws a wrench in our desperate plans to lastingly befriend Sanae. She won't exactly hate us, but we're not popular enough with her for it to be meaningful.

Since many of these last turns had a lot of meat and even completely new subjects to cover, we're going to leave it at five turns for today. Next time: An age of steam, ash and soot.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 05, 2018, 09:15:56 PM
Update nr. 37 - When unregulated child labour was accepted and encouraged

Turn 190 - 1.290 A.D.

Last time, we found out where in the world Remilia Scarlet was hiding. We also established a secret service for our empire.

Brobdingnag can proudly call a commercial hub its own, bringing our trade route capacity up to 7. We immediately reward this with an investment there: For 260 coins, we rush-build a granary. The city was very close to its housing cap, so good timing on that. As for the regular construction plan, we place an industrial zone...

(https://i.imgur.com/5EOf84J.jpg)

...right there. I'm still a little unsure if it's alright to go from one district to the next. Oh well, it's 23 turns.
We're only starting this session and there's even more good news: Our first spy Sukunabikona has arrived in our capital and is ready for duty there. For this, we must once again confirm in the menu that Shining Needle Castle is the location of the operation. After that, it asks us to "Choose Mission":

(https://i.imgur.com/k1tbxEH.jpg)

We decide to have our agent protect the commercial hub. Spies who operate in commercial hubs will steal money from you and they do it in such a quantity that it can actually bankrupt you if you don't keep an impressive reserve. If you get in debt in Civilization 6, military units will disband over time.
There's one thing to know about counter-spies and it's what the triangle is signifying: They will also protect any adjacent district to the one they're stationed in. By choosing the commercial hub, the campus and the holy site are also safe from any covert activity. Hopefully at least. There is a chance to fail, even on defense.

I really hope our other scouts aren't feeling like stepchildren. Sekibanki and Kagerou have visited the goody hut in India and inside was:

(https://i.imgur.com/OlZ6uNT.jpg)

To regularly get this eureka, you would have had to build two shipyards in your harbors. Excellent, as we didn't plan to do that any time soon. But yes, this is another industrial technology that are starting to approach on the horizon of our research. Oh no! That reminds me of something. Dang it, we overslept our switch. Our current research of Scientific Theory has slipped over the 50% mark and I didn't notice in time. Currently 3 turns are left, and I think it was 9 or 10 when we started. We've missed maybe one or two turns of science because of this. How annoying, but worse mistakes have been made. Like that time this poser went to war with Mamizou with only four swordsmen...
We're now figuring out Ballistics. 10 turns.

As the final action of the 13th century, our missionary brings the truest of faiths to Brobdingnag. That's the second city we have converted, not counting our capital. The missionary has but a single religious spread left. We'll send him to Futatsuiwa of Sado to use it.

(https://i.imgur.com/yMgw3aG.jpg)

Lysefjord sound Scandinavian. We should check that corner at some point as well. Thanks, Remi!

Turn 191 - 1.300 A.D.

The jingle of a Great Person being born greets us at the dawn of the thirteenhundreds. Is he of a type we haven't had yet?

(https://i.imgur.com/OTQ1O04.jpg)

Nope, it's another Great Merchant. We have loads of commercial hubs, so this should not surprise. It was a close call, we only beat Kaguya by a small amount.
Todar Mal (https://en.wikipedia.org/wiki/Todar_Mal) was an Indian king ("Raja" means king). However, since the Mughal Emperor reigned there, he was still considered a vassal, although a high-ranking one. He served very successfully as a financial minister, installing efficient systems of land surveys and making settling plans. His ability in this game is a permanent, empire-wide one that you can activate in any of your commercial hubs. We use the good Raja this very turn and make our trade routes forever more worthwhile. The effect is instantly visible: Gold per turn goes up from 68.1 to 76.4.

Aya and Momiji have finally stepped out of their makeshift hospital and continue to explore in Africa. We keep within Sanae's borders for now and discover another new city with the name "Miracle: Daytime Guest Stars". Sanae has a lot of cities bunched together, much closer than we build ours. I better show you the picture:

(https://i.imgur.com/iozt132.jpg)

There's a lot, yes, but they're all quite tiny. That one crossbowman conceals a "4" as the number of population.
We still have a two-charge builder left, who is currently at a tobacco resource situated just between Brobdingnag and Futatsuiwa of Sado. We immediately claim it. I will probably put a little less emphasis on builders from now on. Not every farm or pasture needs a screenshot. We've made so many improvements over the course of the game already, you get the idea. Nonetheless, know that we can share our smoking habit with another leader now.

We're then reminded that our Great Merchant has also brought us the side benefit of another city-state envoy. We put this one in Carthage to become their suzerain. To remind you of their special ability, it was that encampments also increase trade route capacity, bringing it up to 8 for us now. Not only that, but we can also see with their eyes while allied and they reveal two more goody huts in Indonesia for us:

(https://i.imgur.com/n5NIR5A.jpg)   (https://i.imgur.com/NvDDFx6.jpg)

Sekibanki and Kagerou are still the closest to this, so they will turn heel and venture back east. We've got to grab them before anyone else does.

Shortly before everything was settled for this turn, I'm getting second thoughts about Brobdingnag's production. We set it from the industrial zone to a trader, since we have so many open slots now, waiting to be filled. 8 turns.

Turn 192 - 1.310 A.D.

We get a new civic. But wait, The Enlightenment still had 3 turns of development left! That's because it's something different entirely:

(https://i.imgur.com/N1c3igx.jpg)

(https://i.imgur.com/kgj6gBd.jpg)

We got the inspiration from the second caravel that was just finished in Shining Needle Castle. If it weren't for the boost, we would have likely just made one. Thomas Stearns Eliot (https://en.wikipedia.org/wiki/T._S._Eliot) was an American-born British playwright, poet and essayist. His subject was Modernism and he won the Nobel Prize in Literature in 1948.

(https://i.imgur.com/Hi5qFUr.jpg)

A merchant republic is another type of the tier 2 governments. In reality, there were quite a lot of these in Europe, usually very rich city-states run by several houses of noblemen. There was to my knowledge no hereditary rule, councilmen would instead elect a leader among themselves . In the most prominent example, Venice, this title was called "The Serene Doge..."

(https://i.imgur.com/V7HUcQs.jpg)

No, not that kind of doge. It's Italian I think? One of the most successful Serene Doges was Enrico Dandolo (https://en.wikipedia.org/wiki/Enrico_Dandolo), who you could play as in Civilization 5. Because Venice was a gimmicky and weak civilization in that game, he is a bit of a laughing stock among the community unfortunately.
Merchant Republics here have a relatively low military focus, but are economically very strong. The two additional trade routes are only so helpful. My tip: When you're a Merchant Republic, don't exert your trade route limit to the maximum. If you switch to a tier 3 government later, you'll drop to a lower limit and you'll have more traders than you can support. On the bright side, the discount for quick-purchasing here is great.

(https://i.imgur.com/nCNKG4f.jpg)

If you need to get a navy and you need it fast, this card is extremely helpful. In detail, it applies to caravals, frigates, privateers and ironclads. You'll hear what some of these are in due time.

(https://i.imgur.com/MdiZhGE.jpg)

All of our cities lie in North America at the moment, so this card wouldn't help us right now. Still, having colonies wouldn't be bad, would it?

(https://i.imgur.com/M4NZIeh.jpg)

We have lambs and bovines and ponies aplenty. No idea what this passive bonus has to do with Exploration, but I'll take it.

During this turn, I noticed that the transition to the next era is coming closer and closer. To time everything well for the gold and culture bonus of our leader ability, we switch science and culture focuses: Industrialization (4 turns) and Mercantilism (8 turns). This means we are ignoring Industrialization's eureka of making three workshops. We don't even have enough industrial zones right now, let alone any workshops in them.

Before we forget, we also switch governments. Here's Merchant Republic's card layout:

(https://i.imgur.com/IAGdGGX.jpg)

While I said that it may not be the best for warfare, I meant only relatively in comparison to a monarchy. You can use those two wildcard policies for military doctrines if you need to. Here's what our new setup looks like:

(https://i.imgur.com/vvbrRYj.jpg)

A few cards stayed, namely Urban Planning, Medina Quarters and Charismatic Leader. The two in the wildcard slots, Press Gangs and Town Charters have been put in for Limes and Retainers. We don't need walls, but we do need to speed up the forming of a navy. That Professional Army is still in there is actually an oversight. I didn't look close enough and left it in there, Conscription is what I would have liked. Damn it, we're unintentionally paying more on unit maintenance for the next few turns. Beware of this when changing governments: The game may throw out cards that you didn't expect it to. Better double-check. I've recorded until turn 197 currently so this blunder won't be noticed for a while.

Shining Needle Castle goes from churning out a caravel to a frigate next. The Press Gangs card is really working wonders here: 6 measly little turns.

While mapping the Atlantic, our caravel notices that Alice has more than one ship:

(https://i.imgur.com/vU246CC.jpg)

This one is in mint condition, how commendable. The shore we can spy onto is that of Ireland. We'll see if there's something on the green isle other than many four-leaf clovers.

Our missionary uses his last charge on Futatsuiwa of Sado and disappears. With 6 converts, it now has The Touhou Fandom as a majority. Lovely! To think it was once a holy city of a different faith...

Turn 193 - 1.320 A.D.

A campus is now ready to be populated by eager students in Balnibarbi. That is the fourth one we have right now, with a fifth in the making at Laputa. Our youngest city will make us another trader next. A city can't always work for its own benefit. It's the empire that counts!

(https://i.imgur.com/ncAEuU6.jpg)

This is something that happens rarely. It took the game another turn to notice that Exploration made Urban Planning obsolete. Aww, I liked that one a lot. In such a case, you can edit your cards for free once more despite not completing a civic that turn. We put Town Charters in the open economic slot and fill the second wildcard slot with a diplomatic policy out of all things: Merchant Confederation. This one gives us +1 gold for every envoy we have no matter where they sit. No I did not notice Conscription missing that time either :blush: . Perhaps because our income is still 100.4 gold per turn even without it. Geez, we're getting filthy rich here.

The nameless Eurasian scout lands near Remilia's lands to find out what riches our dear undead lady bunkers:

(https://i.imgur.com/EfBQMao.jpg)

Look at that, we're still finding luxuries we didn't know of: These colourful jars represent dyes. Before synthetic dyes, the majority of clothes were coloured through liquid solutions made out of plant sources: berries, wood, fungi and many more. With how many possibilities there are, it's strange that dyes are such a rare resource in this game. I've noticed by the way that the Black Sea is just south of Remilia's capital. This makes her home geographically not actually near Moscow, but more akin to the Ukraine than Russia.

Turn 194 - 1.330 A.D.

This round brings the end of an era of cooperation:

(https://i.imgur.com/6VEI90K.jpg)

We no longer have open borders with our princess and don't explore in unison anymore. I really gritted my teeth at the thought of that alliance, but it caused no harm, did it? The declaration of friendship has expired with it, but I'm sure with Kaguya, renewing this is a given.

Lilliput has a big, majestic university now, bringing us to over a 100 points of science per turn for the very first time. The runner-up of my last decision for that city was a crossbowman, so we're making one now. 6 turns.

Deep within the Sahara Desert, Mystia and Kyouko spot a world wonder. Is it real, or just a "Fata Morgana?" More commonly, you call them a mirage.

(https://i.imgur.com/DWBfZlI.jpg)

Checking the tooltips of tiles can sometimes tell you what city a cultural border belongs to even if you can't see the city itself. Byakuren belonged to, well, Byakuren. Now Sanae occupies it like Ichirin. I'm pretty sure she did not have help in her war back then.

Two turns ago, I mentioned Ireland. We find something there. It's not the legendary Gae Bolg, but another, more realistic sight to impress us:

(https://i.imgur.com/fTMYBpr.jpg)

The Giant's Causeway (https://en.wikipedia.org/wiki/Giant%27s_Causeway) consists of thousands of basalt columns. They do look as comical as the game's graphics suggest, and they were formed in this peculiar manner due to a volcanic fissure eruption in ancient times. Old legends don't care about such sciency mumbo-jumbo and claim that giants built them.
The Dublin Penny Journal (https://en.wikipedia.org/wiki/Dublin_Penny_Journal) was a newspaper in the 19th century that may have been mostly concerned about all things Irish, but was internationally available. I cannot tell you why it was ceased after only four years, despite sounding incredibly popular.

Our currently only builder throws out his last charge on a stone resource at Brobdingnag. The quarry should give the industrial zone that will one day be next to it some extra adjacency, and obviously the stone itself will raise production.

Kaguya is quick to react: She instantly noticed on her turn that her bestest friend forever was no longer her bestest friend forever and consequently asked for a renewal. We agree without hesitation.

Turn 195 - 1.340 A.D.

In Blefuscu, we've been very, very slowly building our frigate. It's finally done!

(https://i.imgur.com/UDkbngp.jpg)

This fair lady is going to rule the seas! Like all of our vessels, we're sending her to the Atlantic. Making such a frigate was also a city-state quest for Palenque, so we're getting an unexpected envoy there.
Come to think of it, the musketmen we've had on the East Coast are also in position to embark. All except one at least, who is lagging behind a little. Who knows where we're going to have them land? They aren't needed anywhere, right?

Only after that kind of troop movement do we set a new production for Blefuscu. The pre-placed encampment is the best course of action I'd say. 10 turns.

The same caravel that found the Giant's Causeway is riding the waves to the northwest where there should be Iceland. Once we are in reach of that...

(https://i.imgur.com/rJokvC7.jpg)

I think we have one or two Icelanders on our forum, so please ask them on how to pronounce Eyjafjallaj?kull. (https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull) This is a volcano covered completely by an ice-cap. It's still active as well and last erupted 8 years ago.
The Liverpool Mercury (https://en.wikipedia.org/wiki/Liverpool_Mercury) is another international paper like the Dublin Penny Journal, but from England of course. Unlike the latter, it is over 200 years old and ongoing to this day.

We discover a few more cities of Sanae. Now we know that she has at least eight. That's actually more than our seven. Impressive! And so is this:

(https://i.imgur.com/ZPgMEfR.jpg)

Wow, the shrine maiden actually beat us to it. Her headstart won't last for long, I swear!

Turn 196 - 1.350 A.D.

And that oath was justly sworn:

(https://i.imgur.com/y2jYZ9w.jpg)

(https://i.imgur.com/xsWNvUG.jpg)

Alice Mary Norton (https://en.wikipedia.org/wiki/Andre_Norton) wrote science-fiction and fantasy under this pen name. She won several awards in these genres and was active for what seems to be almost 60 years. Her longest running series was "Witch World".

(https://i.imgur.com/WA97ls4.jpg)

Factories are the second building you make in industrial zones. They are also the first building to have a "radius", supporting nearby cities that the respective industrial zone doesn't even belong to. The restriction that these radiuses don't stack was introduced through a relatively early patch. Exploiting this passive effect multiple times proved to be too powerful.
In early games of the franchise, too many factories caused pollution, an effect that could prove to be very negative for your empire. This is not the case in Civilization 6 anymore.

(https://i.imgur.com/s2XW0a0.jpg)

The Ruhrgebiet (https://en.wikipedia.org/wiki/Ruhr) is the region of Germany with the highest population density and makes Nordrhein-Westfalen the state with the highest overall population in the country. Major cities like Dortmund, Bochum, K?ln (Cologne) and D?sseldorf are all part of it. The reason why this represents a world wonder themed for the dawn of the Industrial Era is because the Ruhrgebiet had incredibly rich coal deposits. That's why so many people settled there of all places. Requirements for building this wonder are steep, but the city that makes it will become a production powerhouse, possibly without compare. The reason why you must build it on a river is because the "Ruhr" is one.

(https://i.imgur.com/UbaEvQN.jpg)

Coal is needed to construct certain steamboats I believe. I can see a deposit of it near Blefuscu, so we'll be able to claim a minimum of it if we need to.

(https://i.imgur.com/9fIgKbI.jpg)

We don't have too many mines, but the ones we have will be more valuable now. Maybe we should get some more.

(https://i.imgur.com/gaSMRTQ.jpg)

All of these are industrial technologies, and Steam Power as well as Military Science are even brand new. We pick Ballistics now. The culure bonus from the era transition sped up Mercantilism from 5 turns to a single one. We do however change it back to The Englightenment. A look at the eurekas of those four technologies will tell you why. 2 turns.

Reaching the industrial times has another special benefit: The roads that we have in our empire have become more efficient. Any of our units that traverse them only use three-quarters of a movement point. This symbolizes the arrival of the railroad, which was a seperate technology in Civilization 5 but not in this one.

It's nothing alarming, but, we notice Alice has a very strange ship in the Atlantic:

(https://i.imgur.com/Akf3rW6.jpg)

I briefly mentioned what a Great Admiral was, this is one of them. This tells us the puppeteer must have a lot of harbors.

The scout we had mapping around Remilia's lands encounters a lone builder weirdly far away from his home city-state. He tells us all about it:

(https://i.imgur.com/j3UIPr8.jpg)

Yerevan (https://en.wikipedia.org/wiki/Yerevan) is the capital of modern Armenia, but is also a very old city. "Erebuni" is what it was called in ancient times. Like Jerusalem, this is another city where many religions come together: Christianity, Russian Orthodoxy and Islam are the most major ones.
The suzerain bonus is extremely helpful when persuing a religious victory. Freely picking powerful perks like Translator, Debater and Proselytizer is delicious for your invading apostles. Remilia has this currently and she is free to keep it: We won't be paying much mind to Yerevan.

Alright, that should be it for today. I made the update a little longer than I wanted, as I hinted on reaching the industrial era in the previous update. How uncool would it have been if we didn't actually get there? Next time, the Sunset Invasion appears on the horizon. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: O4rfish on April 07, 2018, 08:09:12 PM
Getting someone's current vision is often not as useful as getting someone's past maps.  I think in either Civ 4 or Civ 5 you could buy and sell maps. 
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 08, 2018, 09:35:42 AM
Getting someone's current vision is often not as useful as getting someone's past maps.  I think in either Civ 4 or Civ 5 you could buy and sell maps. 

In Civ5 I don't think you could, but in Civ 4, I distinctly remember that "World Map" was a tradeable object.

Update nr. 38 - Oh don't worry, those are just trade ships. They're peacefully trading guns and cannons

Turn 197 ? 1.360 A.D.

Last time, we ditched the crown and became a state ruled by money and influence, not heritage. I like the setup of the Merchant Republic, so we'll likely stay as it for quite a while.

It's high time we talked to Alice. We have a very one-sided matter that we shouldn't postpone any further. Among Touhou characters, I'm very fond of the Seven-Coloured Puppeteer. But let's, just for the sake of this Let's Play, pretend she wasn't my third favourite. Let's imagine that she is a despicable, unworthy rival that can't be trusted and is a great danger to the Kobito's way of life...

(https://i.imgur.com/FEESIRV.jpg)   (https://i.imgur.com/wKkRu7G.jpg)

The Magician has been denounced! Now you know why I've been avoiding any kind of trading with her over the last few turns.

We reached the Industrial Era only two turns ago. On arriving in such revolutionary times, I wanted to give you another more detailed overview over the coming technologies:

(https://i.imgur.com/OZlKuqP.jpg)

A eureka we can see here that should be easy to achieve is that of Economics. We can see four new units in total. One of them, the one at Steam Power, is a boat. The one found at Rifling is looking especially peculiar. Is that a coonskin-hat? In our case, it would be a hat made out of tanuki. But not the ones who are now equal citizens of Kobito!
The gauge at the bottom tells us that only Sanae is keeping up with our level of research.

By the way, our gold reserves stand at 1,334 coins. We received a huge bonus due to reaching a new era and we haven't gotten around to spending it. We can't have that much money gathering dust, so let's make that two purchases: We get a builder at Shining Needle Castle for 345 gold, and a crossbowman at Lilliput for 610. This leaves us with a healthy 379.
The reason why we needed that crossbowman so badly is because finishing Ballistics obsoletes them and aborts production of those that are still currently building. It's not worth starting another crossbowman somewhere else and delaying Ballistics. With our income, it's better to have another crossbowman immediately and upgrade it to its evolution than to build the more expensive evolution from scratch.

Turn 198 ? 1.370 A.D.

The science we have gotten this turn is, literally, science. The principle of just everything you could call a science:

(https://i.imgur.com/VyVjkmL.jpg)

Carl Edward Sagan (https://en.wikipedia.org/wiki/Carl_Sagan) was an American astrophysicist, cosmologist and astronomer. The quote tells me he wasn't afraid to say something that could offend certain people. You know what those ?assertions immune to disproof? are. He has received countless awards and several that were formed later were named after him. One big subject he thought of bringing closer to people was the possibility of extraterrestrial life. Despite saying it's worth discussing, he actually believed that chances are very slim that aliens have visited, are visiting or will ever visit our planet.
Carl Sagan is also a recruitable Great Scientist in this very game. He can benefit you in the space race and the connected science victory if I recall correctly.

(https://i.imgur.com/8MgvmFt.jpg)

It's not exactly known when the University of Oxford (https://en.wikipedia.org/wiki/University_of_Oxford) opened up its campus, but it's believed to be one of the oldest there is. It's also one of the most prestigious, even today. Apart from teaching, research itself is also practiced there. I think this was once a very weak wonder, but it seems to have gotten buffed at some point. Building it somewhere is a realistic option. Maybe even just so that no one else gets it instead!

(https://i.imgur.com/Vqp9he0.jpg)

Research agreements are a two-sided tradeable good so to say, like an alliance. The difference between Civilization 5's research agreements, which were about research in general, is that you set a specific target technology. I utilize them very rarely and I wonder if we could do this with Kaguya for example, or if we eclipse her science by too much.
I don't quite know what "at the duration of the agreement" means. I think when it's completed most likely.

(https://i.imgur.com/TTqQalq.jpg)

The repetition of the former advancement is somewhat redundant, but I do like the food bonus. We have lots of plantations in our empire. Does this mean our tobacco is now more edible? Please don't do that no matter what...

(https://i.imgur.com/KjJaB4k.jpg)

See, we weren't actually researching Scientific Theory. We got it because we got this civic:

(https://i.imgur.com/CPSVue2.jpg)

Baruch Spinoza (https://en.wikipedia.org/wiki/Baruch_Spinoza) was a Portugese-born Dutch philosopher. He was one of the biggest shapers of The Enlightenment, a movement that advocated reason, personal liberty and secularism among others. Spinoza's magnum opus was called ?Ethics?, published after his death.

(https://i.imgur.com/wuWHXHP.jpg)

In our case, this would greatly increase our science output. With three libraries and two universities, I'm imagining a plus of at least 14 points. However, we should value production just as much as science at this point in time. After all, what do more advanced units and buildings help us if we take too long making them?

(https://i.imgur.com/MDtRixx.jpg)

The moneybag's equivalent of Rationalism. We have two markets at the moment I think, so the gain wouldn't be too great yet. There are better alternatives right now.

(https://i.imgur.com/UTUL8wR.jpg)

Liberalism is a good alternative  to the military policy Retainers for the purpose of raising amenities. I believe that one will become obsolete somewhat soon, so the question which is better won't even come up.

(https://i.imgur.com/eIZDyau.jpg)

Relics stored in temples do create tourism, but they are meant to be less effective in the late game. This passive that sooner or later everyone gets, is meant to make this so. The Kobito would already no longer be too impressed if you showed them someone's holy sandals.

We get the chance to switch our cards and oh what a relief: We're putting Conscription in for Professional Army. This mistake really irked me to no end when I noticed it last update. No other changes to cards were made. Our current income is 106.6 coins per turn.

The civic we are now developing is Mercantilism. We worked hard on it before, so it is but a single turn away now.

Shining Needle Castle has made the second frigate, cannons loaded. Part of me wanted to work on a district there next, but we still have the Press Gangs card in our policy deck. This was no mistake, so our course is clear: We're getting another frigate. Like the last one, it's 6 turns.

Another city needs orders, it's Laputa. They have erected a campus, and while it's tempting to follow up with a library, we make our first workshop to further boost production power in what may already be our most hard-working city. 7 turns.

In the middle of the Atlantic Ocean, we are packing some big guns:

(https://i.imgur.com/JHwcgEc.jpg)

Know that these valiant musketmen and the siege equipment they're carrying is still very vulnerable at sea. The embarked melee strength is reduced from 55 to 35. That's why our caravels and frigates are loosely guarding them against potential pirates. We're also activating our pikeman, who was still at the mainland. He's sent out into the same direction. The crossbowman we quick-purchased last turn will be garrisoned in our capital.

What a nice surprise we're getting at the very end of the turn:

(https://i.imgur.com/qmakeKZ.jpg)

This is from one of the Indonesian goody huts Sekibanki and Kagerou have just said hello too. We set them to head right for the next one we have learned of, about five turns away.
Normally, the inspiration for Reformed Church is to have your state religion in six cities. We were at four when the matter became irrelevant for us just now.

Turn 199 ? 1.380 A.D.

Hooray for discovering something that is again seen as exclusively negative nowadays:

(https://i.imgur.com/SNWr6Hv.jpg)

Mercantilism is the principle of maintaining as positive a trade-balance as possible. It was wide-spread in the European Renaissance, where empires tried to export a lot and import very little, so as to keep their neighbours wealth down. Somewhat dirty tactics were part of this, like empires forcing their colonies to trade with no one but themselves. It's kind of what we as the Kobito are doing...have we ever imported anything? In modern global politics, mercantile behaviour is often admonished.
I could be wrong about it, as its unfortunately a very common name, but the quoter is probably Peter Ludwig Berger, (https://en.wikipedia.org/wiki/Peter_L._Berger) an Austrian sociologist and theologist. He also taught in sociology at several universities.

(https://i.imgur.com/yprV1ou.jpg)

This card may sound a little forgettable, but it's not half bad. Know that despite this being a military doctrine, it applies to civilian units like builders, who usually don't have to leave your borders.

(https://i.imgur.com/9hnhupu.jpg)

With our current number of traders, this policy would add up to 20 gold and 5 faith per turn. We might actually put it in.

(https://i.imgur.com/YpnP7fS.jpg)

It's very rare that a civic leads to a unit, but here we have the first one of the Naval Raider subtype. These are ranged ships like frigates, but they trade a bit of power for a component of stealthiness. Their promotion tree has a theme of creating gold through combat to it.
A privateer is somewhat similar to a pirate, with the difference that they have loose allegiance to a country, more like a mercenary of the seas. In some of the past Civilization games, like Civilization 4 Colonization, you could not tell who a foreign privateer belonged to and they could iniate combat with someone the owner wasn't even at war with. The point was that you would mistake these covert soldiers as bandits. This isn't the case here.

(https://i.imgur.com/L4UuD3I.jpg)

I think we have two camps: One for the furs of Ran Yakumo, another for truffles. Nice to have, but not too impactful.

We're throwing out the policy Merchant Confederation for the new Triangular Trade. I thought it might be a little more lucrative, but just to check this is a commitment. Was I right? Somewhat. Gold income reduces from 107.7 to 106.7. But we do also get additional faith now, so I think it was a good idea.

To decide on our next civic to work on, we might as well get a detailed look on those of the industrial era:

(https://i.imgur.com/UxagInF.jpg)

Sanae is unfortunately beating us in this discipline. Opera and Ballet is a dead-end civic, dancing and singing isn't the basis of much cultural change. The most important ones here are Civil Engineering, which we will pick, and Urbanization. Civil Engineering is the one technology that allows farms on hills, whereas Urbanization gets us a new type of district, one that the Kobito of all people have a unique version of.

I've finally written Brobdingnag so often that I don't need to have it on screen while writing anymore. After recruiting a new trader that we are relocating to Laputa this turn, they go back to the shallowly started industrial zone. 20 turns for that.

My, my, Alice. You are not handling your pirates well. Do we have to clean up after her?

(https://i.imgur.com/7B8D6tQ.jpg)

This is exactly what we didn't need right now. Such a barbarian caravel is a danger to our embarked units. Attacking it is also a problem: I do not want our caravels to get damaged at this point in time, they couldn't heal unless they went back to America. You've probably figured out why we want them at the best possible amount of hitpoints...
We take an unusual course of action: We do not attack the pirates, instead, we bring in one of our caravels (the one selected here) and enter their zone of control. Even for naval units, there is zone of control. This will make it difficult for them to get around our ships and threaten the musketmen. We'll see how it turns out.

I'm getting a bad conscience for letting our capital work on nothing but frigates. That's why we're at least pre-placing an encampment at the following hex we needed to buy first:

(https://i.imgur.com/MOF7gnc.jpg)

Of course, we we still be finishing that frigate first.
Between turns, Kaguya asks to have an embassy with us. Gossip tells us that she has only developed the Diplomatic Service civic on this very turn. Naturally we trust our friend and gladly accept the 50 coins that come with this. Her response is ?Oh happy day!?
The barbarian caravel acts in a way that I would not have foreseen: The blockade of our ship and another adjacent caravel belonging to Alice must have scared the living daylights out of it. It promptly flees south, away from the Iberian peninsula. If it doesn't come back immediately, we could not have wished for a better outcome.

This again. You know, I think they really gave the AI a much better sense of smell when it comes to learning of an imminent invasion:

(https://i.imgur.com/DMLfwYC.jpg)

The fact that such a big part of our force is on the water doesn't give us the confidence to admit to anything here. We're going to play a game of deception just a little while longer and ignore this request.

Turn 200 ? 1.390 A.D.

Two fifths of a standard-speed campaign's runtime will be over once we take our actions for this round.

We have shown a man how to properly use a crossbow in Lilliput. He will be heading to the currently unprotected city of Brobdingnag. There's little else Lilliput needs, so we have it make a bank next. 13 turns. Getting banks is tied to a eureka, so that was easily the most urgent project there.

A trader was completed in Balnibarbi, that will be our seventh. He gets transported to Futatsuiwa of Sado. Back to Balnibarbi, we have too few theatre squares for my liking. While we're not playing specifically for culture, you shouldn't underestimate its worth too much. I have been moaning about how long our civics take to develop, after all. 10 turns, the placement is right here:

(https://i.imgur.com/53MKBEN.jpg)

We have once again hit 150 influence points and have three free envoys. We only spend one now, however, and he goes to Toronto. We're at four envoys with the industrial city-state now. Just a little more and we can get the 6-envoy-bonus to make our industrial zones a little stronger. We could do that right now, but I don't want to use up all of our reserve envoys.

Mystia and Kyouko have left the Sahara northward and entered the Mediterranean Sea. They spot something interesting at Italy:

(https://i.imgur.com/fU0aDTE.jpg)

Those are Alice's colours. Somehow, she identified France as unattractive to settle and went to the big shoe instead. Not something that I would have done, but to each their own.

Our Atlantic force moves further eastward. Two of the musketmen, Tenshi and Sakuya, travel a little further south than the rest, aiming for Portugal instead of the northern flank of Iberia.

With a trader we have at Laputa, we define a new trade route:

(https://i.imgur.com/Dt4oSoL.jpg)

It includes all bonuses from triangular trade, as well as those Raja Todar Mal is giving us. New roads to combat Laputa's remoteness will also be built through this.

Turn 201 ? 1.400 A.D.

This will be the last turn for today, let's make it an important one. In Shining Needle Castle, we spend 320 of our 342 faith on our third apostle of The Touhou Fandom. If PlayDoujin was the second one, this could be Steam and Gaben! He can receive orders in the next update.
We reveal more of Alice's italian city, the name is "Darkness Sign "Foggy London Dolls"". I know it's redundant to say, but no, London isn't in Italy.

Thanks to her promotions, Tenshi can land in Portugal on this very turn already:

(https://i.imgur.com/8PLrgLR.jpg)

The screenshot should also give you a good view on our army's and navy's positioning.

We create the new trade route of Futatsuiwa of Sado to Lilliput. The yields of it are once again 3 food, 3 cogs, 6 coins, 1 faith and a little bit of Touhou Fandom religious pressure. If you ever have trouble keeping track of where you already have traders and where you could need some, check out this button in the top right:

(https://i.imgur.com/MpjDqvx.jpg)

It'll provide you a list. The one we have tells us that every city of ours except Lilliput has an internal trade route. We also have an international one with Eientei.

The newest builder we quick-purchased at the beginning of this update has reached a copper resource that he improves with a mine. The resource is in range of both Shining Needle Castle and Balnibarbi, either one could profit from it.

Ok, we're stopping here, right at a cliff-hanger. If you think that's cruel, know that I'm just as eager to see how our next operation goes as you are. Next time, Saving Private Shinmyoumaru.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on April 08, 2018, 01:37:53 PM
Will cleaning Alice's clock help relations with Sanae (or anyone else she might be at odds with)?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 10, 2018, 06:10:49 PM
Will cleaning Alice's clock help relations with Sanae (or anyone else she might be at odds with)?

Generally, stirring up any kind of aggressive war will not be appreciated in Civilization 6's global politics. The later era you're in, the lower the tolerance will be. There are however ways to justify your cause to select parties and we have done it before. Maybe we can do it again in this case? You're going to read about it in a minute :D.

Update nr. 39 - We lied about those trade ships. You really shouldn't keep believing us!

Turn 202 ? 1.410 A.D.

Last time, we gave enough of an indication that peace was over. We also made another apostle and have just completed the last turn of a new technology.
I've also got a quote for this one! "I see that the president has equipped his daughter with...ballistics too." - Luis Sera

(https://i.imgur.com/UpyFmh5.jpg)

Adam Whitney Savage (https://en.wikipedia.org/wiki/Adam_Savage) is an industrial and special effects designer and a television personality. He was a co-host of MythBusters and has also worked on some big movie blockbusters.

(https://i.imgur.com/GhagHNJ.jpg)

So this is basically a smaller version of the bombard, but its use is a different one: The field cannon is the evolution of a crossbowman and therefore makes for a ranged unit useful in the hunting of other units, not so much cities.

Even before setting a new scientific focus, we cash in the apostle we have purchased and evangelize our final belief. Here are the options:

(https://i.imgur.com/BmzvUHn.jpg)

These are all about which building to have in our holy sites. They can be built regularly or purchased with faith so long as your religion stays the majority. Cathedral, Mosque and Dar-E Mehr have purposes that are generally not well-aligned with our playstyle. They're out of the race. Now what could be better? The Gurdwara or the Pagoda? I wasn't a hundred percent sure, but it's generally tougher to get a decent amount of housing than enough hexes with food. The Pagoda wins by a hair. The Touhou Fandom now has Jesuits educating, with a church that owns property, is made up of holy orders that are staying in pagodas. I think that's awesome!

Now then, on to science:

(https://i.imgur.com/kpS91xV.jpg)

Yes, we could make Leonardo Da Vinci happy and learn to fly. Other things are much more important though. We'll pick Military Science next

Futatsuiwa of Sado has made the second encampment within our empire. I was thinking long and hard on what to do next there. It's not a city with immediate needs and is even at its district limit. So why not make a wonder? I was thinking either the Colosseum or the Alhambra. The first may be much quicker to build, but I think the Alhambra should be much more impactful. So let's do that. 30 turns, which is not too bad for a somewhat recent wonder. The position we place it on is this one:

(https://i.imgur.com/WUDZISs.jpg)

The Alhambra must be made next to an encampment and on a hill. This tile is the only one to fit those requirements. Hopefully, nobody else snatches it...

What's this? A tribal village that Sanae has ignored for no discernable reason?

(https://i.imgur.com/fd62T14.jpg)

We are just in time as well to grab this just before Alice's scout would have been able to. That's got to sting for her.

Next, we have a dangerous proposition to Sanae that despite everything, she is perfectly willing to take:

(https://i.imgur.com/D5gMixN.jpg)

Sure, we could have asked our good friend Kaguya, but she wouldn't really get any useful units to Spain. Remilia was also an option, but she too is pretty far away. We want to stay on good terms with Sanae and I think this is the perfect way. Sanae's response to accepting the deal is: ?Yeah, that's right, that's power.? The two most sinful civilizations do understand each other well, don't they?

This means war one more time!

We're going to once again put less emphasis on domestic matters while subjugating Alice. Coming up is the battlefield. Red numbers are land units, orange ones ships:

(https://i.imgur.com/3sEP2h3.jpg)

Frigate nr. 1 begins by floating onto the whales, capturing Alice's builder there. She is in range to shoot at the city of Benevolent French Dolls. Combat calculations are 56 to 55 in favour of the city, but this will still deal a lot of damage, namely 14 points to the walls and 1 to the city center. A zoom-in reveals that these are just ancient walls with their 50 hitpoints.
Next up, frigate nr. 2 zips next to the first and lifts her cannons: Another 14 damage to the wall, 8 to the city center. Land unit 2 rows onto the same tile as frigate 1. Ships are always attacked with priority when they're on the same space as an embarked unit, so the musketman will be safe. Land unit 3 takes the same refuge with frigate 2. Land unit 1 goes southeast as much as it can, unit 4 only a little so that they're west of the pearls. Unit 5 positions itself west of the whales. It's crucial that we get no unprotected embarked units within two tiles of the city until the walls have fully crumbled. Otherwise, the ranged city strike will likely one-shot them. Unit 6 steps onto the hill east of it, nr. 7 takes the old position of 6.
The fog of war west of the deer resource happens to have concealed an archer. Our troop movement has caught it and ship nr. 4 moves in to attack: 69 damage to the archer. Embarked units do not ever counter-attack. Ship nr. 3 moves to where land unit nr. 1 is to protect it. That's all the combat from our side.

As we end our turn, Sekibanki and Kagerou grab our first relic from the last Indonesian goody hut:

(https://i.imgur.com/LwMDbPH.jpg)

Whatever you do, don't transmute a human with that thing! Relics are some of the rarest finds for tribal villages. Let's take note that we have it and concentrate on what Alice is doing. The pop-up almost made me miss it!

- Benevolent French Dolls ranged strike is used against frigate number 1. 9 damage. Laughable.
- Land unit 6 is shot by the previously embarked and heavily damaged archer. 8 damage. Pathetic.
- Less embarrassing is the assault of a knight onto land unit 7. 17 damage to us, 51 to them. Still advantageous. A knights base combat strength is 7 points below that of a musketman, making them at least a threat.

Turn 203 ? 1.420 A.D.

Back off, Alice! We saw that goody hut at Somalia first!

(https://i.imgur.com/vXoG79F.jpg)

(https://i.imgur.com/1Rvx0Ls.jpg)

That is the technology we're currently researching and it's an amazing turn of events. The eureka was recruiting two knights, which we refused to spend production on. A free eureka of one that you wouldn't have gotten is the best kind.

Back to the frontlines! It's looking a little messy, but that's to be expected from the sheer scope of the war:

(https://i.imgur.com/DHckvkq.jpg)

The frigates lead the attack: Boat nr. 2 continues shooting the city. It's once again 14 damage to the crumbling walls and 13 to the city center. Ship nr. 3 takes aim and destroys the last 8 hitpoints of the walls and deals 26 to the city itself. Benevolent French Dolls has lost its capability to attack approaching units through this.
Now let's do some blockading: Ship nr. 4 takes the tile to the west of Alice's caravel in the north of the screenshot. Unit nr. 5 moves next to the northwestern shore of the peninsula. Unit 6 pushes onto the stone resource next to itself. All other units take no action. The enemy caravel is pinned down by zone of control and shouldn't be able to reach any of the embarked units. The combat odds against Alice's knights are not so good that we'd want to take the attack. Let's bide for time instead and have her act.

We have a somewhat interesting builder action back home: We chop a forest near Shining Needle Castle, which rushes its frigate to completion. No more frigates for now, we're working on a bank there. 5 turns, thanks to the overflowing cogs from the chopping. The frigate will be heading to the front, but it'll take at least three turns until it arrives.

Alice is getting a lot of attacks on us this time:

- Unit 5 is shot by an archer from the shore. That's only 17 damage, despite embarkation. Archers are slightly outdated, just by a thousand years or so.
- Unit 6 must persevere through a charge of a knight. Even after gunpowder was discovered, the stampeding of armored riders was something fierce. 21 damage to us, 42 to our enemy.
- Alice's scout in Somalia is so frustrated from having the goody hut snatched away that he engages in a stickfight with Aya and Momiji. 28 damage to us, 24 to them.

Turn 204 - 1.430 A.D.

We're beginning with our battle plans. The blockading of the caravel was successful: It sailed off north

(https://i.imgur.com/KZy2vmu.jpg)

As before, we want to begin with the bombarding of the city. Ship 4 shoots for 35 hitpoints, nr. 3 follows with 39. Both ships will be eligible for promotion next turn. Unit nr. 5 does an amphibious attack onto the shore next to it, effortlessly stomping over the archer that is there. They take only 7 points of damage for this. The almost dead knight is picked off by unit 6, who suffers 13 damage. Unit 7 takes the old position of 6, then goes after the knight east of there, as the combat odds are pretty good. 37 damage to them, 23 to us. The archer of Alice that is currently embarked entices ship nr. 2 to attack, 53 damage to them. Ship nr. 1 repositions one tile southeast. Land unit 2 stays on water but moves northwest of the stone resource, ready to fall on shore next turn.

Laputa got done making a workshop, a library is up next there in a negligible 3 turns. The builder at Shining Needle Castle who chopped the forest there last turn puts down a farm.

Alice is pulling her defense together. She does have an impressive amount of knights. What do her units do this time?

- The embarked pikeman unit 2 suffers arrows for an impressive 27 damage.
- The elite unit 7 (Tenshi) defends against a knight from the southeast. 46 damage to them, 22 to us.
- Our scout in Somalia is running for the shore, but is once again threatened by Alice's scout. These two are having their very own silly little war that pales compared to the real one. 29 damage to us, 22 to them.

Turn 205 - 1.440 A.D.

We begin with a domestic matter: Blefuscu now has an encampment at the most strategic southern tip of Florida. We'll make it even better through barracks. 5 turns.

On to turning up the heat for Benevolent French Dolls:

(https://i.imgur.com/2eJYBkL.jpg)

We're in a hurry to capture the city, so the two frigates delay promoting in favour of blasting it. Ship 3 opens fire for 30 damage on the city. Ship 2 goes in for a whole 40 points, dipping the healthbar into the red.
We're taking the gamble of having our caravels make melee attacks on it. It just might be enough. Ship 1 holds course and hits for 27 damage, taking 26 in return. We take control of ship 4, steer it in and...

(https://i.imgur.com/O4hvikB.jpg)

(https://i.imgur.com/OT9oH5J.jpg)

We're actually keeping this city, even though it's not a capital. The reason is because a beachhead like this, where our units will have accelerated healing, is going to be invaluable for the campaign against Alice. If we were to raze and forfeit all this friendly territory, I think this operation would go just as wrong as the first war against Mamizou did. Alice's knight that garrisoned the city was, as the rules go, destroyed during the takeover. The city begins production under us by repairing its monument. 2 turns.

Unit 5 and 7 swap positions, as I think the three adjacent knights would destroy Tenshi (unit 7) if we didn't do this. The pikeman is more expendable and, as anti-cavalry, the scissors to the knight's paper. Land unit 1 disembarks onto the now collaborating city-tile. Unit 7 goes one more tile southwest on the water, as the northern caravel won't reach it there. All other units that you haven't heard of defend and heal.
The exception to that would be scout Aya and Momiji, who have taken two beatings by a rival of the same trade. They flee Africa by disembarking east. Ideally, they won't have anything else to do with this war from now on.

We end our turn and receive a rather shocking message:

(https://i.imgur.com/rtIdfpX.jpg)

This is a denunciation of us. Remilia sees us as the villain of this conflict and has us feel the consequences. Can't say she's wrong, but I hope she realizes that she is applying to be next after Alice through this action. The game always gives a reason for denunciations. Apart from warmongering like here, having different governments is also a common one. Agenda conflicts may also make enough of an impact, if there's nothing else salvaging your reputation.

Alice is rubbing her hands in anticipation. There will be several hits we're going to have to swallow this time:

- Pikeman unit 5 (Remilia Scarlet) first takes a barrage of arrows for 21 damage. I was thinking of crushing that archer during our turn, but decided not too. It might have been a mistake. Then the knights go in to hit hard: The first deals 23 to us, takes 37. The second already utilizes Remi's exhaustion: 27 to us, 41 to them. Finally, she breaks from the third. 30 damage to them.
- A caravel of Alice comes out of the fog of war from the southwest and surprises our poor disembarked and already damaged unit 7 (Tenshi). And just like that, she is gone. Yeah, our best land unit with her four promotions was lost in a gamble, sunken in the Atlantic because no naval unit covered her. This annoyed me. The pikeman from before I could have seen as somewhat of a neccessary sacrifice, but not Tenshi. Damn it!

Turn 206 - 1.450 A.D.

Still shaken from the loss of two units, we learn to improve our overall warfare through brains:

(https://i.imgur.com/JMpxKCa.jpg)

Sir Winston Leonard Spencer-Churchill (https://en.wikipedia.org/wiki/Winston_Churchill) was Prime Minister of the United Kingdom for two terms. Within the first of which, he led the country through World War II. Very successfully, as most agree. A few months ago, the oscar-winning movie "Darkest Hour" about him and the mentioned time period came out.

(https://i.imgur.com/E3RfEVZ.jpg)

Military academies are the third building you can have in your encampments. They make building the previous two very much worth it, due to the ability referring to Corps and Armies. When we get the ability to form those, you'll learn what they're all about.

(https://i.imgur.com/G7GtF1Y.jpg)

After so very long, this is what the classical horseman evolves into. Did you notice we didn't even bring those to our current campaign? That's because they are simply too outdated. Once upgraded, these riders will be able to take knights with ease. Their symbol is that of crossed sabers, but in some situations, I do believe they use muskets.

Deciding on our next scientific focus, we choose the one that is quickest to achieve: Steam Power, already boosted with only 4 turns remaining.

With an accumulated 189 faith, we use 160 to purchase another inquisitor at Futatsuiwa of Sado. We send the one we already had to Shining Needle Castle, so that we have religious defense at both corners of our home continent.

We're almost ready to concentrate on our war again when I get a splendid idea: Let's look at what our sister in arms Sanae thinks of buddying up with Shinmyoumaru and the Kobito...

(https://i.imgur.com/nkHYeDe.jpg)

With a +18 in reputation, this might just work. With the help of the current war, will we be able to make a diplomatic sensation and negotiate friendship:

(https://i.imgur.com/LSMkMQ9.jpg)

Yes! Now we have two bestest friends. You can call it a posse. With such a turn of events to boost our previously damaged morale, we head to our strategy board:

(https://i.imgur.com/JatejRX.jpg)

For staying dormant the last turn, some of our units have healed substantially. Land unit 4 iniates the first combat by overruning the archer just southeast of the city. The combat strength comparison is 59 to 19 in our favour, so to nobody's surprise, the archer gets flattened. They deal 7 points of damage in return.
Next to strike is musketman nr. 5. We pick the most damaged knight to the southwest as our opponent. He was the killer of our pikeman Remilia and we're taking vengeance now. He falls off his high horse, we take 17 damage in response.
Thanks to being the most amphibious Touhou, Nitori (unit 1) can go through the city and step on the tile unit 5 was previously on. That still leaves room in the city for unit 2.
Frigate nr. 2 advances on the caravel in the west and stops exactly 2 tiles north of it. Then it does what you wouldn't expect: It promotes instead of attacking. The caravel isn't especially dangerous and now that the first city has fallen, we can take the timeout. Here's the promotion tree for ranged ships:

(https://i.imgur.com/HEq92zb.jpg)

The old idea applies: Left side is more for fighting units, right is more for assaulting cities. A bane of cities is indeed what we want this one to be, so Bombardment it is. The AI barely ever builds aircrafts, so you can bet we'll switch sides to the left when we get to Proximity Fuses...
Frigate nr. 1 positions itself just west of nr. 2 and can also promote. Once again, we take Bombardment.
The heroic caravel nr. 4 that took the city of Benevolent French Dolls does something similar: It enters the zone of control of the enemy caravel and, even though it could attack with its final movement point, promotes like the rest. The promotion tree for melee ships looks a little different:

(https://i.imgur.com/6q1T7R6.jpg)

The left side here is that of a unit hunter, whereas the right one is that of an explorer. It might surprise you, but even the latter of these I like a lot. Nonetheless, we pick Embolon in this case.

We also bring the captured builder on land. With that, there are now no more land units embarked in the warzone. The tragedy of Tenshi won't repeat anymore, I swear.

I think the tables have turned, Alice. What will you do now? At least she's not giving up:

- Unit 5 is in the most provocative position, so it naturally has to deal with the knight. 23 damage to us, 34 to them. If that wasn't enough, the other knight also tests their aim. 19 damage to us, 33 to them. The hitpoints of all three combatants is in the red after this.
- The enemy caravel we thought we had pinned down steers west and attacks the third frigate we only just finished making this episode! Cannons roar, and the melee ship obviously does a little better, with 32 damage to us, 22 to them.

Alright, we'll leave it here for today. This invasion from the ocean was a risky idea, but with Spain's geography, we had little other choice. Despite early losses, I think we're on our way to winning. Will it stay like this, or turn unexpectedly sour? Find out in the next update!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on April 10, 2018, 08:23:04 PM
The field cannon is the evolution of a crossbowman

Reminds me of a quote, to paraphrase: "Behind the infantry we see English archers. They don't look too worried because they're good at shooting their cannons."

Also, it hit me just now how hilarious it is that you came FROM America and been offering Sanae the pipe of peace all this time. Guess it paid off!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 15, 2018, 09:54:16 AM
Reminds me of a quote, to paraphrase: "Behind the infantry we see English archers. They don't look too worried because they're good at shooting their cannons."

Also, it hit me just now how hilarious it is that you came FROM America and been offering Sanae the pipe of peace all this time. Guess it paid off!

Unlike Europa Universalis, you don't need mods to make a "What if Native Americans discovered Europe?" scenario in Civilization. We did use loads of mods, but we wouldn't have had to :3.

Update nr. 40 - The Little Shop of Magical Horrors

Turn 207 - 1.460 A.D.

Last time, Sanae and us declared a joint war against Alice. Saying it like that sounds like it was the shrine maiden's idea and we only tagged along. Of course we are the main culprit.
Before we go back to the center of inhumanity, we have more than one production order to assign. Let's start with Laputa. Powerful as ever, they have made a library. I wish I could let them make more districts, but it's another 8 turns until they can raise their limit. Let's pick smaller projects until then. A builder it is, 3 turns.

Next up is the city of Benevolent French Dolls. Being threatened by proximity to our enemy, ancient walls is the only sensible option here. All walls but those of the fourth level are destroyed from takeover and will always have to be rebuilt from scratch. 8 turns. Now back to where all the mayhem is happening:

(https://i.imgur.com/VX5sjIC.jpg)

The enemy caravel that is slightly off from the screenshot is shot by ship nr. 2 first. 37 damage. also going for some payback is Ship 5, just west of the target. The enemy sinks to the bottom of the ocean from this. This was the same caravel that eliminated proud and mighty Tenshi. She was rightly avenged and won't be forgotten.
Ship nr. 3 heads in a completely different direction: She goes north towards the plainly visible caravel and after a great shot, deals 37 damage to that one. Our own caravel nr. 1 doubles down on her and deals 26 while taking 22. Promoting our ship and healing will be possible next turn.
I foresee a good round for our land units. Southwest of unit 4 are warriors. Yes, Alice somehow still has club-wielding cavemen in her army, refusing to upgrade them. Take a guess: Do you think they can survive unit 4 and its muskets?
No, they can't. 6 damage to us.
Unit 5 will not attack, by all means! Instead, they swap positions with unit 3. And now the knights face a fresh and ready unit all over again. Unit 5 must hide and heal over the next few turns. Unit 3 on the other hand still has a movement point left after the swap, which it uses to topple the knight in the southwest. 15 damage to us.
Unit 2 takes the position unit 4 had at the start of the turn. From that moment, the city itself is without a defender. Let's change that: We quick-purchase a musketman in Benevolent French Dolls for 805 gold. See, that's another advantage of having such a beachhead: The possibility of buying emergency reinforcements.
Ship nr. 4 just sails further south, searching for other enemy ships. None are found this round.

Mystia and Kyouko discover a new revelation that could greatly affect this war:

(https://i.imgur.com/wQEDVHU.jpg)

Sanae is leading a respectable army through North Africa and on top of all, it's in a somewhat orderly formation. You know, ever since Civilization 6 came out, people have been moaning about how bad the AI was. Has it actually gotten noticably better? Has Sanae actually realized that she is part of a conflict and is sending units to Spain, where the hottest battles are taking place? Time will tell.

Another one of our scouts, en route as far away from Alice as possible, discovers a city-state deep within northern Russia, close to Remilia:

(https://i.imgur.com/pT6zFl5.jpg)

Mohenjo-daro (https://en.wikipedia.org/wiki/Mohenjo-daro) is in modern Pakistan and is an extremely old ruined site. With over 4.000 years of age, it's so old with so little knowledge preserved of it that Mohenjo-daro is actually just a code name for a place of ancient mystery. There's indication that the real name was Kukkutarma, but even that can't be said for certain. It's a cultural city-state that will provide fresh water connections and the respective housing bonuses to all your cities if you're allied with it. Current suzerain is Remilia. That's no big surprise, given the proximity.

Alice takes some very foolish actions during her turn. As if she was even in a place to make good ones:

- The last surviving knight of the screenshot chooses a chivalrous death, charges unit 3 and deals only 19 damage in return.
- But in truth there are still more knights: A brand new one comes out of the fog of war in the southeast and attacks unit 4: 18 damage to us, 46 to them.

Turn 208 - 1.470 A.D.

Once again, we save the action scenes for later. Shining Needle Castle has completed a bank. Now our people can experience the pleasures of loans and buying with money you don't possess. Just consolidate so you can afford to go and spend some more when you get bored! Our capital will work on the pre-placed encampment. 21 turns. I'm surprised it takes that long. Got to check the tiles it's working when I next get a chance...
The builder that is also in the vicinity makes a sugar plantation on a tile recently claimed by culture. That should be the fourth copy of that resource we have. The Kobitos' diet must be way too sugary. It's a problem.

One of our scouts (Sekibanki and Kagerou) discovers what I'm sure is Hawaii. Not to sound mean, but it's not of great importance. There are some furs and whales there, resources that we already have in our homeland, but that's it. Sorry to any Hawaiians reading this: We won't be settling near you.

Once again, we go from the unharmed regions to a bloody battlefield:

(https://i.imgur.com/jJTMitS.jpg)

Frigate nr. 4 is slightly damaged, so she travels 3 tiles east into our cultural borders. She will wait there until the repairs are finished. Carvael nr. 1 has it easier: She heads 4 hexes southwest and simply uses the promotion that is available to her from the last seafight. This one takes Helmsman for the extra mobility. All the other ships also circumvent the Iberian peninsula southward until we make a fateful discovery:

(https://i.imgur.com/b9rTwer.jpg)

Not only is that shoreline being harrassed by another group of swashbuckling pirates, but a new city is revealed. The star on the name says it all: Kirisame Magic Shop is Alice's capital and the grand prize of this campaign. It's not our goal to wipe Alice out, but this town is one we must grab. What luck: It has been erected in a way that it can be fired at from two tiles at sea. This will make the navy we put so much effort into building be as effective as we hoped it would be.
We can also see that Alice built Stonehenge and the Hanging Gardens near her capital. So I was right. She was indeed securing those early wonders!

Very little brawling is done from our side this turn: Units 1 and 3 switch places, so that our most injured musketman is far away from all danger. Unit 4 climbs the hill southeast of it. Unit 1, the recently purchased musketman that has not yet seen battle, goes onto the copper resource southeast of him. Everyone else just waits and heals. Patience is key...

...Alice on the other hand is reckless: As her offensive action this turn, she bashes the only visible knight on the screenshot into unit 5. The result is even worse for her this time: 18 damage to us, 49 to her. Most of that damage to us we heal up through preserving our movement points. She then brings several more units to the front, so the next overview will look way more cramped.

Turn 209 - 1.480 A.D.

Other Civilization games described this as architecture. It's a civic instead of a technology this time:

(https://i.imgur.com/d1RvE3z.jpg)

William Blake (https://en.wikipedia.org/wiki/William_Blake) was a Romantic poet as well as a painter and printmaker. At his time, he was a "hopeless romantic" with views that few shared. Nowadays he is much more recognized for his impact on the genre.

(https://i.imgur.com/1E8V3Cf.jpg)

This policy combines the effects of Ilkum and Serfdom. It also obsoletes the second one of those.

(https://i.imgur.com/pUEwEsR.jpg)

With the neccessary knowledge, it became feasible in the industrial era to have supertall buildings. Before then, they proved to be too vulnerable to natural disasters like earthquakes for example. Make sure this card applies to the wonders you're currently building. Otherwise, it's a waste.

(https://i.imgur.com/JbvPK7I.jpg)

This is going to make getting farm-triangles so much easier. I can already think of a few hills in our lands that were sabotagueing this. Not anymore!

On the menu for selecting policy cards, we remove Press Gangs and Town Charters. For those, we are putting in Liberalism for extra amenities and Professional Army to reduce upgrade costs. There are a lot of units we can modernize. Here's what our setup looks like now:

(https://i.imgur.com/PInzhhl.jpg)

Nicely balanced I'd say. We instantly go on to modernizing some of those units in our homeland with the cash we have on hand. One horseman (Kaguya Houraisan) is transformed into a cavalry for 190 gold. Four crossbowmen (among them Reisen Udongein Inaba and Eirin Yagokoro) are given command of field cannons for 115 gold each. After evolving the second of these crossbowmen we get...

(https://i.imgur.com/9IEKCXj.jpg)

This is an easy inspiration to get if you value your ranged units. It's also time to choose the next civic. Nationalism is tempting, but I feel it takes too long. Colonialism it is instead, boosted for only 8 turns.

Balnibarbi has made our second theatre district. Because it's quick and cheap with only 3 turns, we're making a library there next.

After much work was done in America, we take a look at Spain and quickly understand that more trials lie ahead:

(https://i.imgur.com/3ZMXhmA.jpg)

Land unit 5 advances southeast, but does not initiate any combat. Unit 2 takes the old position of 5. I think on what to do with the rest of the musketmen, but then delay the decision, so the ships are up next:
Frigate nr. 4 advances semi-closely to Kirisame Magic Shop in the south, but halts with some distance and fires at the southernmost knight we can see. Frigates are not just great for sieges, but also as supporting artillery on the coast. 38 damage was dealt.
Frigate 3 heads south as far as it can but can't fire at anyone. Caravel 1 only advances slightly further south, still on standby to defend Benevolent French Dolls if needed. It might seem hard to understand, but no other offensive actions are taken this round. I'm hoping Alice bashes her units into ours, as that should give her much worse combat odds.

And that is partially what she does:

- Unit 3 is attacked by the club-wielding savages southeast of them. With a primal warcry, the warriors approach them, not caring how out of touch with the times their equipment is. They should have cared. Total victory for us. We take 6 damage in the process. A little while later, archers also use their ancient weapons on the same target. Another negligible 6 damage on us.
- The two knights you can see at the front do something I did not expect: They completely retreat! Apparently, Sanae has landed units in the south of Spain! For some reason that I cannot fathom, Alice prioritizes the shrine maiden's forces over ours. I think that was a grave mistake, girl.

Turn 210 - 1.490 A.D.

We've been working on the raaaaailroooooad...

(https://i.imgur.com/rrO8DIk.jpg)

It would be an insult to your memory if I linked Winston Churchill again. We only had him in the update before! Plus, I think he's among the less obscure personalities to have made it into the Let's Play. I believe the quote points at the new and uglier face of war that technology has given it.

(https://i.imgur.com/XnepNIN.jpg)

Ironclad is the name of some B-movie set in the middle ages, but can also describe the earliest steel ships. Their combat strength is only 10 points higher than that of the caravel, which evolves into the ironclad. I don't think it's too urgent to have them, as our frigates should be the more decisive factor of this war.

(https://i.imgur.com/zAcpXR5.jpg)

The oceans become smaller yet again. With 5 movement points, embarked units are now roughly as fast as our ships. This should benefit our scouts especially, who are travelling the longest distances.

With a technology finished, it's time to switch to the next we regard as most valuable: We pick Rifling for the next 4 turns. We'll soon find out what that unit wearing the tanuki-skin hat is.

I don't really know what to do with Laputa until it reaches 10 population points in 4 turns. After initial confusion, we pick a water mill. Those give a small amount of food and production for little investment. 2 turns.

Back to fighting our skirmishes: The path is open for our musketmen. To top it off, several of our ships can soften up Kirisame Magic Shop:

(https://i.imgur.com/2mmfhB3.jpg)

Frigate 1 stops her repairs and spontaneously fires onto Alice's caravel two tiles away from her, destroying the enemy with ease. She's rewarded with enough experience points to promote at the next chance she gets.
Frigate 5 is the first to open fire on the enemy's capital: 19 damage to its walls, 1 to the city center. This one clearly has medieval walls with 100 points they can absorb. Frigate 4 makes the same attempt, but does a little worse: 13 damage to the wall, 6 city hitpoints depleted.
The land units move next: Musketman 6 crosses the river and steps on the wheat fields southeast of it. Unit 5 does a parallel motion and enters the forest to its southeast. Our line keeps shifting itself, unit 3 steps onto the stones southeast of it. Only unit 2 breaks formation to smash that meddlesome archer to the east of it. The victory is complete, 6 damage is taken in return. Unfortunately, this reveals a new city, "Blue Sign: Benevolent Orl?ans Dolls". Unit 2 has unintentionally stepped into the city strike range. I'm sure it'll pull through with ease, though.
The barbarian caravel in the south is a thorn in my side: Our own caravel 3 rushes in and attacks that one for 40 damage, taking 17 back. I thought this would sink the pirates, but they barely make it with a single hitpoint. Their banditry ends when caravel 2 zips next to them and finishes the job. 21 damage to us.
Land unit 4 advances one hex southeast, to 6's original position. No other troop movement was made by us this round.

Alice's units do little to us this turn, but I can see her knights charging some of Sanae's units. Some Tengu, the Moriya Shrine's variant to the swordsmen, are killed in southern Spain. Kirisame Magic Shop's city strike hits frigate 5 for an unimpressive 10 damage. Benevolent Orl?ans Dolls does an even worse job and deals 9 damage to musketman 2. I knew it wasn't going to be too bad. I feel city strikes have become much weaker going from Civ 5 to 6.

Turn 211 - 1.500 A.D.

The passing of time reduces further on getting to the 16th century, to just 5 years a turn. Upon getting control back, we're given a small gift to feel good about:

(https://i.imgur.com/GuaQJFm.jpg)

Very good, Urbanization is going to be a very important civic to pick up. The inspiration is given at reaching a population of 15 points in whatever city. It was Shining Needle Castle in this case, but Blefuscu would have also been but a few turns off. Achieving this inspiration can actually be pretty hard when you play heavy for culture: You'll reach Urbanization earlier than we did and might not have grown your cities large enough when you get the ability to pick the civic.

We noticed earlier that Shining Needle Castle's production was very poor. We remedy that by going into the citizen control panel and making sure the mine at the copper resource is counted towards its territory. It actually wasn't, Balnibarbi claimed it, even though it already had another copper mine. With one click, this injustice is removed and Shining Needle Castle produces 30+ cogs again. While in that very menu, we lock one of our citizens as a specialist:

(https://i.imgur.com/Xbd3e8l.jpg)

He will now produce about 2 extra points of science for us. Specialist slots appear in districts as you make buildings in them. While specialists can be helpful in the mid- and late-game, try not to overdo it with them: Citizens who are assigned these jobs will not create food, so a city's growth may slow down through them.

We contact Kaguya and sell her tobacco for the usual rate of 3 gold a turn. Sanae got a lot of attention from us recently, but you also have to keep those older friendships warm. The princess's stance on Alice is "unfriendly" by the way. We really isolated the puppeteer, didn't we?

Blefuscu now has barracks to make any future soldiers tougher and more professional. The source of coal we have near the city reminds me on what we need the most urgently there: A builder to claim it. 5 turns.

We also spend a 110 points of faith from our 192 to get a new missionary in Shining Needle Castle. With him, we should soon unify our home continent in our state religion.

Finally, let's give the Magicians in Spain one heck of a bold turn:

(https://i.imgur.com/qadweA9.jpg)

We start with the one thing everyone is most eager for: City bombardment. Frigate 3 hits the wall for 16 damage and the center for 12. Frigate 2 gets a similar result for 16 on the wall and 13 on the center. Alice's capital is now down to about one third of its wall's durability. Land unit 5 pushes forward, 2 tiles southeast, so that it is just next to Kirisame Magic Shop. Unit 4 takes their previous position. Unit 6 does not advance and instead pillages the wheat field it's standing on to heal up to full. I often refuse to pillage tiles of cities I intend to keep, but in this case, I said better safe than sorry! Musketman 3 also goes 2 tiles southeast, standing point blank to the city. The two caravels you can see advance a little further east, with relatively little purpose in the current situation. We do learn through them that Sanae has clogged the Mediterranean with troops! Frigate 1 voyages south for 4 movement points and on its very last one, promotes to rank 1. We take Line of Battle for this one, just so that we have a frigate that's especially good against other boats. Land unit 2 goes west so that it's all out of Benevolent Orl?ans Dolls' shooting range.

We give the turn over to Alice, who mostly bashes her units into Sanae's. But not exclusively. We're also somewhat at the receiving end:

- An almost dead knight stomps onto the tile with the Hanging Gardens and dares to fight musketman 3. His roaring guns overpower the foolish rider. 15 damage to us.
- Oh boy...I was just hoping to ship our scout Mystia and Kyouko from Africa back to America, but Alice's caravel thinks otherwise. We're ambushed while embarked for 59 damage and we're immediately going to retreat them to shore and probably have them wait out the war there.

Turn 212 - 1.505 A.D.

We're giving it one more turn for today...and one more...and one more. No, this is actually the last.

It's driving me nuts that Laputa still hasn't increased its district limit. To pass even more time for it, we're making a trader. 4 turns.

Going down to business once again. Got to say, I'm very impressed by Sanae's enthusiasm and devotion. Look at all those units she's sparing for our cause:

(https://i.imgur.com/7IpTfYo.jpg)

Musketman 2 and his siege tower pull themselves 2 tiles south. Nr. 6 heads one tile southeast so that another unit (3) can take their old position and surround the city further.
Now to the good part: Frigate 4 keeps pelting the city, it takes 18 points of wall damage and 24 to its center. Frigate 2 also makes an effort for 16 wall damage and 32 to the actual hitpoints. Wall strength has been reduced to but a sliver!
Musketmen 4 and 5 head one tile east each. We briefly contemplate if we should have some of them attack the city, but I think it's still too early.
Frigate 1 slips next to the rest of the ships in the south.

In the AI phase, Alice and Sanae decimate themselves about equally. We only have to suffer a wimpy city strike on frigate 4. 11 damage. I do however see some very fearsome ships of our adversary arriving in the north. They actually shocked me a little and you'll understand why in the next episode. Will Kirisame Magic Shop fall? Will this turn out to have been a war worth fighting?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 16, 2018, 05:20:04 PM
Update nr. 41 - The invincible Spanish Armada of Alice II?

Turn 213 - 1.510 A.D.

Last time, we put the squeeze on Alice's capital and, due to the intervention of Sanae, actually got musketmen into besieging range. We could take it were we to just deal some more damage to the city.

But let's not jump the gun, building orders come first. I'd have loved for Balnibarbi to pre-place a harbor, but we lacked the funds earlier. The tile we needed to buy for it was this:

(https://i.imgur.com/uuqqrgI.jpg)

I had originally made Balnibarbi with the intention to have at least one harbor into the Pacific. I drew the conclusion though that there really isn't any need to: There's no one we could invade better from that direction, and the port would be more vulnerable against pillaging from pirates. So another harbor to the Atlantic it is. The 165 gold is paid, 10 turns.

We ended last time with the hint that something worrying was coming up. Apart from the regular unit positions, check the green circle:

(https://i.imgur.com/jsGzaBC.jpg)

What do those three stars above that one caravel of Alice mean? It means this is a caravel armada!. A fleet would have 2 stars and is two ships of the same type fused into a more powerful version of it. An armada however is 3 ships fused into an even stronger one! This caravel armada actually has a combat strength of 67 as opposed to the standard 50. With Alice's level of culture she should have no deliberate, typcial way to form fleets or armada. I'm pretty sure she got this one by retiring one or more Great Admirals. These two ships that have appeared could be a genuine threat to Benevolent French Dolls. We cannot yet afford to intercept them though. Let's hope they decide against a siege from the sea.

The slightly beaten up frigate 3 lights up the cannons once more: The walls are finally destroyed, 41 city damage. Frigate 1 doesn't hesitate to do the same, and it's a whopping 63 damage. Kirisame Magic Shop is actually in the red now!
This is when duty calls for the land units. Unit 5 (Nemuno Sakata) rushes into the city, but because the mountain hag is more geared towards hunting soldiers, it's not quite enough: 46 damage to the city, 22 to her.
Unit 4 (A very short Youmu) is up and she proves that size doesn't matter:

(https://i.imgur.com/QokL4dm.jpg)

(https://i.imgur.com/DUC8iH8.jpg)

Glory to us! Unless we promptly lose the spoils of our war, we have fulfilled what we had in mind. The Kobito now control 3 of the 7 capitals in the world. Kirisame Magic Shop is a real treasure: Apart from what the conquest screen shows, it also calls Stonehenge and the Hanging Gardens its property. There's a funny phrase among avid Civilization players: „Why build world wonders when you can have other players do all the building, then just steal them through conquest?“ It applies perfectly to what we did here. Kirisame Magic Shop gets the order to repair its monument. 1 turn. It also pre-places a theatre square on the tile northwest of it. The adjacency is greatly increased to +3 due to the surrounding wonders. The resourceless mine that was on the tile before is automatically overwritten.

The takeover doesn't stop the fighting of course. It would be great if we could eliminate surrounding cities of Alice. It'll give us more tiles to work in Spain and a footpath into Europe. Banishing the Magician from the area should be our secondary objective.
Unit 6 needn't attack any cities, but there is a petty little archer next to it. This nuisance is quickly wiped off the earth, 6 damage to us. Unit 3 has missed its role in the siege and just heads one tile east.
Caravel nr. 2 does something that the turn of events has made neccessary: It sits on our cultural border now and we allow it to modernize it into an ironclad for 110 gold. With the new combat strength of 60, it will still be weaker than the armada, but at least an opponent to be taken seriously. Because I'm justly intimidated by Alice's navy, we spend another 110 to do the same with caravel 5. Now we have 49 coins left. We've spent all we could.

A builder at Laputa makes a pasture around cattle to round off this turbulent turn. Our missionary at Balnibarbi joins him in fairly serene actions, as he converts the city with one of his charges. Only Laputa and Blefuscu stay without a majority religion now.

There's considerable brawling between Alice and Sanae, but no offensive action against us. The enemy caravels ignore Benevolent French Dolls and drive in the direction of our ships instead.

Turn 214 – 1.515 A.D.

This technology has a really good quote, one of the funniest you can roll:

(https://i.imgur.com/yRRpcos.jpg)

Advocate of footwear thievery, the 2nd Target Company Inc. does not have a wikipedia page, but seems to be a business in Denton, North Carolina. They manufacture target plates in all kinds of shapes for shooting practice.

(https://i.imgur.com/W01wkvz.jpg)

There are only 2 recon units in the game and the Ranger is the better one. Yup, our meek little scouts can upgrade into a unit that in the current time would actually be quite formidable. So formidable that a musketman would probably lose to it in a 1on1-ambush. Notice that this evolution now has a range of 1, like a slinger. It's actually an option to attack with them now, as you do not need to fear immediate retaliation.

This also happened to be the moment where our second bank in Lilliput opened its counter:

(https://i.imgur.com/waaBoK1.jpg)

Economics also happens to be the technology we work on next. 4 turns. The first few modern techs like Electricity, Flight and Steel are also becoming available, but let's not jump ahead.

Lilliput may have booming commerce, but it could use more farms. Can't eat cold hard cash, your teeth will break. We're making a builder there next. 4 turns.
Kirisame Magic Shop may still have a couple of fire-blackened buildings, but it too needs a new plan. Given the hostile territory it's in, we want at least ancient walls. 5 turns.

I think our land units will mostly heal their wounds this round, but our ships will have to do some work:

(https://i.imgur.com/oWnJz9b.jpg)

Frigate 3 is eligible for her rank 2 promotion. What we pick is...

(https://i.imgur.com/J1WE1ve.jpg)

A perk with a pretty badass name! It's essentially like Bombardment, but even more powerful. City damage of this ship should be fierce. Let's not call her just a ship: We type in the custom name “The Palanquin Ship“.
Combat odds on the enemy hyper caravel are not looking great. Nonetheless, ship 1 does what she can and hits for 21 damage. She too will be able to promote once she has movement points again.
Ship 4 also tries as best as she can and lands 31 points of damage. Ship 2 is a compact little ironclad. Here's their symbol by the way:

(https://i.imgur.com/E7v5VTW.jpg)

Looks almost impenetrable. But like I said, this unit is actually weaker than the melee ship we're currently up against. We move said ship nr. 2 in front of our enemy to hopefully bind them with zone of control.
Land unit 1 will approach Benevolent Orl?ans Dolls over the next few turns. Unit 3 (Nitori) however is in such good shape, we have her engage the enemy knight next to her. But not before unit 6 advances next to the Kappa to give her a flanking bonus. The result is 44 damage, 16 on us. We could defeat the knight with unit 2, but we only advance that one a little. I don't want to have anyone land in city strike range and I estimate those knights are probably going to suicide themselves on us anyway.

Alice uses her turn to bring in a set of fresh and new knights from the north:

Those very knights go after unit 6, but for pretty poor effect: 13 damage on us, 60 to them.
I was right about the knight we had quarreled with: They race towards unit 2 and solve the problem that they themselves were. I unfortunately couldn't catch how much damage we took (the camera blitzed to the next encounter), but it couldn't have been over 15 or so.
Drat, the zone of control wasn't good enough! The caravel armada sails around our ironclad and beats up frigate 4! 48 damage to us, 17 to them. At least they're in bad shape now, too.

Turn 215 – 1.520 A.D.

Not much happened in America this turn, so we get right back to where we left off:

(https://i.imgur.com/36NeuXH.jpg)

Land unit 2 is our youngest musketman, but he has enough experience to promote. We take Battlecry, as I feel we have few good hunting units.
Naval unit 4 (The Palanquin Ship) shows what she's made of and aims at the weaker, escorting caravel. That one takes 30 damage and is now also in the red, like the armada. We decide to have ironclad unit 1 take care off the big one:

(https://i.imgur.com/s92OQJk.jpg)

The armada, terror of our seas, sinks! We take 25 damage in the process. Worth it. Afterwards, the previously attacked ship nr. 3 fires at the single, leftover caravel and sends it to the bottom of the ocean. That'll take care of everything. I thought the navy we had formed might have been overkill at first, but it really ended up paying off.
Ship nr. 2 takes her second promotion (Rolling Barrage) and the well-deserved custom name. I'm thinking of naming ships after Gensokyan transportation, so she will be “Remilia's Rocket.“
Meanwhile, ship nr. 5 advances far east, along the North African coastline, until it reveals the city "Scarlet Sign: "Red Haired Dutch Dolls.""

(https://i.imgur.com/Ytn7f3c.jpg)

Once again, the naming is pretty far off from the actual location. It's more where Valencia is than anywhere near the Netherlands. As a truly coastal city, it's very vulnerable to our navy, but we have to be cautious of the caravel that's anchored there.
Our land units mostly regenerate. The heavily injured knight isn't really worth going after right now. Again, I think he'll just shatter against us in his false heroism. Only unit 1 (Sakuya) travels further east.

Back home, our missionary tries to convert Blefuscu, but the 15-population metropolis is too large to be won over in a single turn. Maybe next time.

(https://i.imgur.com/V4eiFyW.jpg)

It's nice and all that we were able to awe Remilia, but take it from my own experience: Once you're denounced for warmongering by someone, agenda fulfillment is basically just a band-aid on a severed limb. The eternally-young vampiress will likely never truly like us again.

Alice retreats the knight that I thought she was going to waste on our defenses. But I have to hand it to her: Ironclad 5 does get attacked by the caravel from Red Haired Dutch Dolls: 21 damage to us, 38 to them.

Turn 216 – 1.525 A.D.

The current conflict has been going on for about 15 turns and I'm sure a lot of war weariness has accumulated despite the Kobito's natural resistance to this. If you ever want to check how severe the effects on your civilization's happiness are, a certain table can help you:

(https://i.imgur.com/LEguyiZ.jpg)

There's a total of 11 negative amenities through war weariness spread out over 3 of our cities. That's overall very sustainable. The button for these reports is the small circle marked at the top. This to me is the most interesting and well-organized information sheet of the three available. We might go over the others at some point in time.

Blefuscu has taught a builder and needs something that benefits our troop output. An armory it is, the very first that we are making. 12 turns. The city is also converted to The Touhou Fandom with the local missionary's final religious charge.

Laputa desperately needs more districts and there's a really good one available. We put a commercial hub right here on this otherwise fairly useless tile:

(https://i.imgur.com/SpLdDOq.jpg)

This will also provide some more cultural adjacency to the theatre square. 9 turns. We happen to have a builder in the area, who puts a farm on a hill on the northwest. So glad we have the civic to do that now!

Benevolent French Dolls has been satisfyingly secured through walls. Now they can move on to simpler things like a granary. 6 turns.

Sekibanki and Kagerou have been brought all the way back to America. One click and the sum of 265 gold spent turns them into this expert of survival:

(https://i.imgur.com/rPc7E3H.jpg)

Sekibanki has become Davy Crockett, Kagerou has stayed the same. They will venture out again, but at much lower personal risk this time.

Our invasion force is in much better shape now. Where will it go next?

(https://i.imgur.com/TGPCrKg.jpg)

Land unit 4 (Watatsuki no Yorihime) advances northeast onto the marble. We learn that Benevolent Orl?ans Dolls has a garrisoned knight. Unit 1 (Sakuya) goes southeast and is now also in range of the city. Musketman 2 crosses the river between him and the tile northeast. Unit 3 (Nitori) steps upon the rice resource we're farming. That's a bonus resource very similar to wheat by the way. Unit 5 (Nemuno) travels two tiles east to block Alice's caveman warrior. He is no real threat, but he could pillage improvements if we let him.
Our two undamaged frigates 3 and 4 float further east, the battered ships 1 and 2 will heal up in the bay of Kirisame Magic Shop. Ironclad nr. 5 simply holds its position, waiting for other ships to help it against the blockading caravel.

There are a bunch of things to report from the phase between turns: Sanae actually kills the warrior in our lands and damages the caravel at our ironclad with a crossbowman. Said caravel unfortunately promotes and is now in a better state than she was previously in. Remilia also laudes our economy, as we're fulfilling her „money grubber“ agenda. If our warmongering didn't stand between us, Remilia might have become a great friend...
There are however also some expected and unexpected aggressions against us:

- Musketman unit 2 draws the short straw and endures a city strike. 10 damage.
- A caravel comes out of the fog of war and ambushes the damaged frigate nr. 2. She survives by only a hair after taking 45 damage and dealing 18 back. That's too close for my comfort.

After this cheeky manuever, Alice has the audacity to ask for peace. I see now that she did promise us 306 gold and 28 per turn, but when it happened, I didn't even look at the numbers: The outcome of this war is satisfying, but not yet ideal. We must keep fighting, no matter what the puppeteer offers.

Turn 217 – 1.530 A.D.

Last one for today. Got to warn you, the industrial era brings us ALL of the controversial civics. Difficult times:

(https://i.imgur.com/UCQRJYA.jpg)

A very cynical quote by John Anthony Burgess Wilson, (https://en.wikipedia.org/wiki/Anthony_Burgess) but the kind of cynicism that I like to hear. He was the author of the dystopian novel "A Clockwork Orange". He was also a composer, but less people know that side of him.

(https://i.imgur.com/gAUUCC4.jpg)

Give it up for the 1.000th screenshot of the Let's Play!...If I didn't misnumber anything that is. This card would have been lucrative had we gotten it when the war against Alice was still young. She seems to be running out of units now. Maybe we'll pick it on another day.

(https://i.imgur.com/AqxEDxT.jpg)

Only Benevolent French Dolls and Kirisame Magic Shop would be paying these right now, so I don't think it's worth it at all.

(https://i.imgur.com/IelEA79.jpg)

You might have heard of the "British Raj", somewhat autonomous, but also highly influenced by the holder of the Raj. So heavily influenced that it wasn't acceptable at some point anymore. Here, it applies only to city-states and is actually a pretty formidable policy card. Right now, we are suzerain of Toronto, Granada, Hattusa and Carthage, adding up to +8.

We do want to change our setup considerably: We've spent a lot of money on upgrading units, now we are almost broke. Until we have some dough again, it's no use to keep Professional Army, so we throw it out of the wildcard slot and put in Veterancy. We're planning to put emphasis on our encampment districts in the near future. Finally, Charismatic Leader is given a break in the diplomacy slot, Raj goes in. Conscription, Liberalism, Medina Quarter and Triangular Trade stay.

From one divisive civic to the next: We're establishing Nationalism over the next 15 turns. Our culture output is 59.5 now, so the time for it has reduced itself significantly.

We have a Great Person to claim and one look will tell you that we're not passing this one up:

(https://i.imgur.com/zTL8RHq.jpg)

Naturalist, geologist and biologist Charles Robert Darwin (https://en.wikipedia.org/wiki/Charles_Darwin) is best known for his theory on evolution and "survival of the fittest." You might think he too got in trouble with the church like Galilei for example. It actually wasn't all that problematic! Most clergymen just said "evolution is a tool of God."
This Great Scientist unit is basically an even more powerful Galilei. It would probably be best to cash him in on the Pantanal in South America. That'll give us 4 * 500 = 2.000 points of science. 13 turns until he gets there. Great People don't need escorts. If he gets attacked he'll just get forcefully teleported.

There are lots of domestic matters this time, aren't there? Understanding Colonialism got us 2 extra envoys. We have 4 and I'm willing to spend 3 and keep one in reserve: We put 2 in Toronto to get their 6-envoy bonus, strengthening our industrial zones. We're also putting a single one into Zanzibar, as that alone gives a flat gold bonus of +4.

With a healthy haste, we go to the battlefield once more:

(https://i.imgur.com/I2yX6Xj.jpg)

The assault previewed on the screenshot is also the first action taken: The enemy caravel takes 36 damage from unit 3's barrage. Afterwards, the rickety planks of wood that are currently frigate 2 still have enough life in them to sink the fool that almost ended them! If she survives until next turn, she can heal through promoting. Ship 4 and 5 decide to switch positions, so that the frigate can fire at the caravel blockading Red Haired Dutch Dolls. Only 23 damage. No wonder, that enemy has picked the Embolon promotion out of all things! Hopefully, Sanae's crossbowmen will support us against it.
Land unit 6 decides to keep our borders clean from the knight in the east. Not a spot remains of him. 20 damage to us.
Unit 4 can only go one tile northeast, pressuring the city. Unit 1 goes one hex east to make our grip even tighter. Unit 2 goes one tile northeast and this one is especially important: The siege tower we have goes with it, meaning most of anyone's damage will be directed straight to city hitpoints instead of the walls. We curiously check the combat odds for unit 2:

(https://i.imgur.com/OhfOpf6.jpg)

Not actually that great, aren't they? However, we will take this and I'll tell you why: There's a crossed-out heart in the name of Benevolent Orl?ans Dolls. This signifies a status that the city is surrounded and cut off from supplies. It will not regenerate any hitpoints between turns. How exactly did we achieve this? When hostile zones of control encompass a city center tile as well as all 6 surrounding tiles, that's when the city is facing a siege and getting hungered out so to say. Any units we bash into it may take wounds, but all inflicted damage is there to stay, unless Alice can kill at least one unit and break the siege.

Like I said, we take the attack: 23 damage to the city center, only 3 to its walls, and a whopping 37 to our musketman. Unit 3 goes on the offensive next: 38 damage to the city, a puny 4 to the walls and 29 to us. We then lead unit 5 out of Kirisame Magic Shop and northeastward to aid the siege.

As our final action this turn, we assign a trade route to a brand new trader (made in Laputa) between our 2 new Spanish cities. I think the path is defended enough that no stray enemies should make it there.

Anything Alice still wants to add to this war? There is:
- Musketman 2 takes the city strike for 11 damage and is now deep within the yellow hitpoints.
- The caravel blockading Red Haired Dutch Dolls is shot by Sanae's crossbowmen and flees back into the city.
- Remember Aya and Momiji's daring escape from Africa? They were currently on their way home when tragedy strikes on the eastern coast of Australia. A stealthy barbarian privateer (I guess that's actually a pirate and not a privateer then) shoots and sends our two Tengu to Higan! Unfortunately, scouts live dangerously and are technically cannon-fodder. That they have survived until now was already impressive. Hopefully, we can make the remaining two into rangers before something similar happens.

That'll do it for today. Next time, will we set a price for peace? Or will we have to wipe out Alice completely? She still has colonies in Italy and Britain actually, so who knows how long this will go on?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 18, 2018, 12:14:34 PM
Update nr. 42 - It was your weakness that provoked us into attacking. Now pay up!

Turn 218 ? 1.535 A.D.

Last time, we fulfilled what we set out to do by taking over Kirisame Magic Shop! Two more of Alice's cities are immediately threatened by us. In more peaceful matters, we learn the science that I graduated in:

(https://i.imgur.com/WijvUGo.jpg)

Nikita Sergeyevich Khrushchev (https://en.wikipedia.org/wiki/Nikita_Khrushchev) was the First Secretary of the Soviet Union from 1953 to 1964. During the Cuban Missile Crisis, he was the opponent of John F. Kennedy. Despite this antagonism, the west does not see him as the villainous figurehead of the Red Scare anymore. After all, it would have only taken one of the two sides to be less prudent than it was for a nuclear escalation.

(https://i.imgur.com/3nDlWAH.jpg)

The stock exchange is the third building for a commercial hub and makes you even more money than a bank does. It's understandable that these are so lucrative. If they weren't, Electronic Arts would actually value their customers more than their shareholders.

(https://i.imgur.com/881viUL.jpg)

You typically call the Great Bell of the public clock at Westminster Palace in London "Big Ben." (https://en.wikipedia.org/wiki/Big_Ben) It is over 150 years old, but relatively recently, it's been in the news for its longest scheduled period of silence ever. It won't be consistently used for around 4 years due to renovations.
Big Ben is a costly wonder, yet it's among the most worthwhile. The economic policy slot is great on its own, but you'll get the most out of it if you precede the construction by a lengthy period of money-hoarding. You can make thousands of extra coins in return if you save up.

We're now going to aim for what I think is the first technology of the Modern Era: Steel. It's unboosted and takes 9 turns. We would need to set down a coal mine to speed it up. I've got a feeling that can be arranged...

Lilliput has made a builder that can hopefully provide some food for it. 12 population points will not do! We're saving ourselves the bonus from the Veterancy policy card and go for an armory there. 7 turns.

I really struggled on what to make in Brobdingnag. The industrial zone there finished and it wouldn't hurt to pre-place the next district. After almost two minutes of choosing one type over the other, I settled on a campus, right here:

(https://i.imgur.com/tStEfiW.jpg)

The whole process got me so bamboozled that we actually started working on it instead pre-placing it. In a calmer state I would have octruated a smaller project, possibly a market. 17 turns. Maybe I'll think about changing the build order at some point.

Last but not least, Kirisame Magic Shop will make the pre-placed theatre square for its new masters. 10 turns.
Since we're now in the region, on to the war that's as good as won:

(https://i.imgur.com/X78wQ27.jpg)

In the north, the enemy city is still heavily surrounded. Land Unit 2 will keep off their triggers this round and instead nourish themselves by plundering the farm they're standing on. They heal 50 hitpoints, nearly back to peak condition. Unit 1 has no time for grub, it assaults the city: 31 city center damage, 4 against its walls. Unit 3 gives the Magicians and Dolls no quarter and deals 39 city damage and 6 on the walls. Benevolent Orl?ans Dolls' walls hold strong, but thanks to the siege tower, we mostly just climb over them. That's why they're already in the red. I don't like the condition unit 4 is in, so it simply swaps with the uninjured unit 5. That one (A very short Youmu) goes on the offense, deals a brutal 44 points to the city and another 6 to the walls. It's almost ours!
On to our navy and their target, Red-Haired Dutch Dolls. Frigate 5 closes in, stops 2 tiles northeast and gives the city one nice blast from the sea. 34 wall damage, 1 to the city. Frigate 3 can only get closer and take the position southwest to ship 5, movement won't allow for more. Ironclad 4 cruises to the bay of the city, shielding the two frigates from the harbored caravel.
Frigate 2 gladly takes the promotion it has, if anything, they did it just to get the 50 hitpoints back. We pick the second option from the left side for it:

(https://i.imgur.com/fVIHbal.jpg)

This ship will now do well as a coastal guard and harrasser of embarked units. Oh, and it will from now on be known as Marisa's Broom. Yes, I know she doesn't need it to fly, that it's just a kitchen broom she uses because she's into Harry Potter...

Before we end the turn, we purchase a tile at Blefuscu for 255 gold. A tile on which a builder is already standing. A tile on which you can find black clumps that you can use to fuel and sustain fire. We now have a coal mine!

(https://i.imgur.com/2cVogP4.jpg)

This eureka had two conditions: You also needed an ironclad apart from coal. I believe this wasn't always so. Having the ironclad was added to make it a little harder to achieve, possibly in one of the more recent patches. Didn't stop us.

We're getting more resistance than I thought we would:

- Alice finishes a knight in Benevolent Orl?ans Dolls that she promptly uses to attack musketman 1! 12 damage to us, 59 to them.
- The city strike of the very same city is aimed at unit 2 who can only laugh at those 8 points of damage.
- Frigate 3 takes the other city strike. It's 15 damage in that case. Not too bad.

Turn 219 ? 1.540 A.D.

It was about time our capital of all places made an encampment. One of those in their barest of states is not actually that useful, so let's follow up with a stable. 3 turns. Shining Needle Castle and Lilliput will now be our specialized makers of cavalry units.

I believe Benevolent Orl?ans Dolls' days are numbered:

(https://i.imgur.com/lB92Llj.jpg)

Our approach with the siege tower was a clever one. Wall defense needn't be used up for a takeover. There's still so much left of it, but it doesn't matter, as hitpoints are about to drop to 0. We check musketman 2's combat odds against the town: The estimation is that a single attack will be enough to take it. Is this true?

(https://i.imgur.com/AFqwCCl.jpg)

It sure was. We took 36 damage for this, a good price to pay. The decision to take the city or raze it is not an easy one. 5 starting population isn't too bad, neither are the 2 districts. The city also happens to be the one that built the Oracle, a wonder that's not to be underestimated. But I fear that if we keep more cities than we originally planned to have, we'll do something that's called growing "too wide." That would be really bad for our amenities. Many would probably disagree here and I get their opinion, but we raze this unwanted city!
I think now that the Oracle has been trashed, it should be possible to reconstruct it somewhere else. I'd have to check to confirm (addendum: Yes, the Oracle has reappeared among the buildable wonders).

Unit 4 has an unprotected builder unit with two charges next to him. That's just screaming to be punished: We step on their tile and put those worker dolls in chains. They'll make improvements for us now. The only trace of our enemy where the razed city stood is another knight, the last survivor. He does have a lot of grit, as he barely makes it through unit 1's (Sakuya's) attack. 21 damage to us, 37 to them.
There's still the second city we need to take care of, and that is a matter of our navy: Frigate 4 begins with a devastating 28 damage to Red Haired Dutch Dolls' walls and 21 to the center. Frigate 5 puts just as much spirit into it and achieves 26 wall damage and 31 to the city. The defenses are just barely standing now. Ironclad 3 moves one tile northeast to better shield the frigates from a caravel.
All other land and sea units retreat to friendly territory or heal up when they're already in it.

There was this wheat field we messed up at Kirisame Magic Shop. A builder on site swiftly repairs the destruction there. We're now officially no longer the worst of warlords: We actually fix our damage.

At home, another builder makes a mine at a source of niter near Brobdingnag. He's pretty overdue there and he'll continue to improve the mediocre infrastructure at the city of giants.

You're probably surprised that Alice still has relevant things to add to the campaign from her side:

- The knight we attacked acts in despair against unit 1 and is no longer the last survivor that he was. I couldn't see the damage we took as the camera zipped away too quickly, but it couldn't have been much.
- That dastardly caravel at Dutch Dolls! It has circled all the way around the vacation paradise of Mallorca. That way, she got around our ironclad and in the back of our frigate 4. 31 damage to us, 26 to them.
- The city strike is given to frigate 3 again. 11 damage.

Turn 220 - 1.545 A.D.

Our current faith stands at 419. Time to get rid of some of that, but to a positive effect:

(https://i.imgur.com/mCAxgLT.jpg)

This building comes from the last belief we evangelized for the Touhou Fandom. We buy it in Shining Needle Castle. The fact that it's a holy site building with its very own faith output will mean it'll pay for itself over time. Apart from that, the housing in our capital slightly increases.

The area for the relevant battles this turn has gotten a lot smaller:

(https://i.imgur.com/uTwSB9G.jpg)

I can already tell you that all those land units won't be doing anything that's noteworthy. Except 4, it'll move closer to the distressed enemy city. A city that, thanks to Sanae, is now completely under siege and was unable to heal. Frigate 3's (The Palanquin Ship) attack brings down the walls completely and deals 37 damage on top of that. The other frigate 2 does not direct its cannons at the city, but at that meddling caravel east of it. It was the last we ever saw of it. It was actually very deliberate to not deal too much damage to Red-Haired Dutch Dolls this turn. Sanae shouldn't actually be the one to conquer the city and as things are, she actually might if we push it too far.

A builder at Lilliput successfully completes a farm-triangle, once again thanks to our ability to put them onto hills. There's a tech later that'll make farm-duos as worthwhile as farm-triangles, but we're not there yet.

Turn 221 - 1.550 A.D.

Benevolent French Dolls has made a granary and has therefore outfitted itself with the typical basic buildings. It's unfortunately still too small to work on a district, so it picks a trader instead. 10 turns.

Abandon all hope, ye residents of Red-Haired Dutch Dolls:

(https://i.imgur.com/DoKFYhT.jpg)

Frigate 2 starts off the carnage with 59 points of damage, depleting roughly half of the hitpoints you can see on the screenshot. Frigate 3 makes it even worse for the town with 61 damage. Ironclad 1 becomes the final act of this whole tragedy, taking only 19 damage in the process.

(https://i.imgur.com/L0uZx7g.jpg)

If even the superior, previously conquered city didn't make the cut, how could this one? We raze it, no contest. Our ironclad that did the conquering looks like it got stranded ashore now...

(https://i.imgur.com/F4cGTOX.jpg)

In no other turn of events than when it razes a city can a naval melee unit get beached on a land tile. Apart from looking funny, this has little consequence: We can have it return to the waters next turn.

At about the height of Barcelona would be Alice's next city "White Sign "Chalk White Russian Dolls"". We could probably demolish it as well with little effort, but honestly, it's enough. Our victory was devastating for Alice and we would gain so little from further warfare. I think it's time to enter negotations.

(https://i.imgur.com/DWikxgh.jpg)

Since the war had such a one-sided outcome, you can bet we can be rather demanding when it comes to reparations for peace. When you grab cities you want to keep, the marked objects should be your main item to request. I think I mentioned briefly what city-ceding was before, but now we're actually experiencing it. If we don't push Alice towards ceding Benevolent French Dolls and Kirisame Magic Shop to us, we won't be the truly rightful owners of them and the occupied state would resume in a future war. The AI can be especially uncooperative when it comes to ceding their capital, but not this time: Alice agrees to forever part with the cities she lost to us.
But that's not where we need to stop. How much more can we squeeze out of the puppeteer? We tell her that we also want her religious relic, the "Bones of the Magi." She's alright with it. "How about you part with some of that gypsum? You can keep the other copy." Still fine with it. "The flat 149 gold coins in your treasury: Hand 'em over." She naturally does. "Finally, the 26 gold you make per turn, we're siphoning all of that, too." And still it's ok from her side. As you can see, you can push your opponents really, really far after a successful war. There's little that speaks against stripping them bare like that, so think big. With that, the war between the Kobito and Magicians has ended in a historical victory from our perspective. What will Alice do about Sanae who's still in the war? Well, that is her problem, not ours.

The people of Brobdingnag get their first farm from a builder just east of the city center. It should help them grow above their current, somewhat mediocre size of 7 points. The improvement of its infrastructure also reminded me that the city shouldn't actually be building a campus right now. We switch production to a market. It's but 5 turns away.

During the movement of scouts, I notice a luxury we've never talked about: A copy of it is in Kabul, at real-life North Korea:

(https://i.imgur.com/uHbDj6m.jpg)

It's greyed out, but that is supposed to be tea, symbolized by a teabag. Many people nowadays learn through Halo what a teabag is. Herbs to make tea with may be common, cheap items nowadays, but in some countries, namely England, there have been such tea-drinking crazes, so much demand, they were genuinely willing to trade silver for tea. I think that alone makes it well-deserved for tea to be a luxury in Civilization. You improve it with plantations.
I believe we now know of all the game's luxuries. I can't think of any in the base game we might have missed right now. We still have considerable landmasses to scout, so maybe that'll bring something up.

Turn 222 - 1.555 A.D.

We're receiving two additional whale luxuries from possessing Spain. Time to share a little blubber: Sanae takes it for 3 gold per turn. I was hoping she would trade one of her own luxuries like coffee or wine for it, but we'd have to pay too much extra for her to agree.

Shining Needle Castle has a stable to keep our horses warm and cozy. We're jumping straight to the next encampment building there, an armory. 5 turns.

While looking around with the navy we have in western Europe, we notice that trouble is brewing in Brittany:

(https://i.imgur.com/lvVp3ux.jpg)

A duo of a frigate and a land unit could easily clear that barbarian camp. We should do that sooner than later. The spearman that's guarding is not even remotely a threat, but barbarians can theoretically create any unit that players have built. This was also most likely the birthplace of the pirates we saw during the war.

For the second time in this campaign, we greedily chop a forest at Laputa. Even without it, the production speed there is excellent, and we were going to put a farm on the tile anyway. Due to the sudden burst of usable lumber, the commercial hub with +3 adjacency there finishes instantly. We will outfit it with a market next. 2 turns.

Speaking of farms, we make another one at Brobdingnag, right next to the one we already had. The builder who was responsible has unfortunately used up his charges and leaves.

Turn 223 - 1.560 A.D.

Our output of science is just too damn good. The industrial era went by in a flash, the one to follow is...

(https://i.imgur.com/gjanpPX.jpg)

This time period lasted from the later 1800s to about the Second World War. The transition got us the usual 400 gold and unfortunately only a single turn worth of culture. The technology that allowed us to enter this age was...

(https://i.imgur.com/JNneANt.jpg)

I believe a very advanced use of Steel is meant with this. In Civ 5, the Steel technology of the medieval era got you longswordsmen! We can assume those are not to be compared with this modern type of steelworking. Some may know Benjamin Franklin (https://en.wikipedia.org/wiki/Benjamin_Franklin) from looking at a 100$ bill. Through his signature on the Declaration of Independence, he became a Founding Father. Even beyond that he was an extremely influential politician, yet did not ever become President. Well, of the United States that is. He indeed was of Pennsylvania.

(https://i.imgur.com/bH6Ldkt.jpg)

There is no clearer symbol of Paris and perhaps all of France than the Eiffel Tower, (https://en.wikipedia.org/wiki/Eiffel_Tower) the lifework of Gustave Eiffel, who was in his own words jealous of the wrought iron lattice tower: She was more famous than he was. The meager description of this wonder may fool you: For cultural play, this is the most important one there is! Perhaps it's tied on first place only with the Christo Redentor. We will learn of which when the time comes. Appeal is incredibly important if you want to raise your tourism through seaside resorts.

(https://i.imgur.com/crXswBU.jpg)

It's too bad we never got around to making any bombards. We could now upgrade them into this if we had. 80 ranged strength without any maluses on cities will lead to massive damage numbers. I swear we will make artillery, they're too good to pass up. In fact, Blefuscu has finished its armory this very turn, so I'm already telling you now and completely out of line that it's going to construct this siege unit for us. 13 turns.

(https://i.imgur.com/jRsGAwl.jpg)

You won't sink our battleship. If you thought frigates were great (a fact that this campaign has proven without doubt), battleships are a dream. Range is even further increased to 3! The catch would be that most ships don't have a natural sight range of 3, so you need another unit to reveal your target if you want to take full advantage of these long barrels. What's especially mean and overpowered is that ideally, you can shoot from outside of city strike range.
As amazing as they are, there isn't much immediate need to transform our frigates into one of these metal leviathans. I don't see another war with coastal operations approaching too soon.

(https://i.imgur.com/1xaO0nC.jpg)

Oil is a strategic and globally valued resource indeed and boy, it is our lucky day. I can see three copies in range of Blefuscu alone! Oil is used for airplanes and tanks.

(https://i.imgur.com/qslQiTv.jpg)

We should really set up more lumber mills. But that's such an irrelevant point compared to what else it says in that passive: Urban Freaking Walls! I was misremembering about this and thought you got them at the Urbanization civic, but it's at Steel instead. What this means is that all cities from now on will have maintenance free 200-point walls. And with all cities I really mean all, as in, if we settle a new one with 1 population point, it'll still have fully functional urban walls. Hmm, I don't like that part about obsoleting battering rams and siege towers though. It would be a bit silly if tanks could roll onto siege towers and drop themselves over medieval walls. I think in an earlier patch, they technically could.
It's not perfectly phrased so I'm a little confused about the exact effect here: Are all wall-centric support units becoming useless that we have now? Or are they only useless against opponents that also have urban walls? I can't say for sure, so we won't delete them just yet.

Rather than giving you a shortlist of technologies, we honor our tradition of looking at the complete tree upon an era transition:

(https://i.imgur.com/tROeL4r.jpg)

Flight is quite a revolutionary one, but the symbol for tanks is visible at Combustion. I'd like some of those! Radio is not as important for us, but it can be absolutely vital for other playstyles. By the way, there's still something of the industrial era we haven't picked up: Sanitation. Nonetheless, the poop in our streets can wait. We're picking up Replaceable Parts next.

The seas are no hinderance for Balnibarbi anymore. They constructed our third harbor district just now and will make it a little more useful than it currently is by installing a lighthouse. 5 turns.

It isn't a construction plan or will lead to anything before some turns have passed, but at Futatsuiwa of Sado, we're embarking an inquisitor eastward. His nose is bred to sniff out infidels and he thinks there are some new ones that have cropped up in our empire. The Touhou Fandom must be protected! You'll see soon where they are.

At Kirisame Magic Shop, we're having a builder repair a pillaged cotton plantation. I think it was Sanae's fault that one got set on fire. Oh well, all is fixed and pretty again, we won't let such little things come between us. Also, the capital of Alice that we stole is having some trouble with producing enough food. People are actually starving there! I think I know what the issue is: Alice has put down so many mines that the AI citizen assigning is getting all greedy for production again. We had that same problem with Laputa ages ago, remember? We're setting yield focus to food and everything is fine and orderly.

A builder at Shining Needle Castle makes a farm on a hill just next to our best city and wouldn't you know it, for the first time ever it has farm-triangles.

(https://i.imgur.com/WyAmYxA.jpg)

It's actually a farm-diamond, even. All four farms have amplified yields, but the effect is still the same as it would be for a trio of farms.
Laputa is also getting another farm from a builder, the one that destroyed the forest there last turn and who, now that he's retired, will probably become the hero of Ferngully.

Another 6 turns are over. I think that's a good timespan to split updates. It's probably around the average, or perhaps a little above it. Next time, nuts and boltz and the realization that agriculture can be so much easier. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on April 18, 2018, 02:20:09 PM
"Bones of the Magi."

RIP Marisa
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: AzyWng on April 19, 2018, 05:02:44 AM
RIP Marisa

That is... honestly a little unsettling, yes.

What does that do again?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 21, 2018, 09:05:52 AM
RIP Marisa

Oh no...Alice was a Yandere after all! That, or Marisa got exploded by some stray fire of our frigates.

What does that do again?

Religious relics occupy a Great Work slot in a temple and give a flat 8 faith and 4 tourism bonus so long as you keep them. The effect of this tourism is weakened against anyone who has the Englightenment civic, which should be the whole world by now.

Update nr. 43 - Modern Peacefare

Turn 224 - 1.565 A.D.

Last time, we dealt such a nasty blow to Alice, you can expect her to not be an earnest contender for the campaign victory anymore. She gave us a lot of resistance, but it proved to not be enough. We have more relaxing gameplay ahead of us now that this bloody chapter has concluded.

In Laputa, a market has been completed, getting us up to 149 gold per turn. This might be the most income we've had all game. For a moment, I was thinking of making a bank next. It would have taken only 7 turns. Know what also takes only 7 turns? The new and improved Oracle of Delphi.

(https://i.imgur.com/0ddGDO7.jpg)

It may seem very uneven to have two world wonders in one city when we have even larger cities without any, but balanced build plans aren't always good build plans. Besides, that is a desert hill we're sacrificing for it, a tile that is virtually worthless otherwise.

We further increase our wealth by starting a new deal with Kaguya: Cotton for 3 gold a turn. Not actually a new deal, more the revival of an old, expired one.

On the subject of resources, we send a builder near our capital to the 5th and last unimproved resource of sugar we have in our lands. After a click, that one belongs to us as well. This would be enough sugar to share a copy with every civilization that hasn't been wiped out yet, but let's face it, Alice and Remilia wouldn't take it even if we gave it to them for free. They'd assume we have poisoned the sugar.

As our ranger-duo Sekibanki and Kagerou make it back to East Asia, they find a natural wonder that had been uncovered before but came without a scene or quote. At least I can show it to you now:

(https://i.imgur.com/rXXfBkg.jpg)

I did not know of this natural wonder's existence and it's not even on the Civilization wiki. I've just found out that it was added as part of the Khmer & Indonesia civilization pack and is therefore still relatively new.Ha Long Bay (https://en.wikipedia.org/wiki/H%E1%BA%A1_Long_Bay) is a UNESCO world heritage site in Vietnam. Apparently, they successfully stopped chinese armies from landing there three times, so that explains the massive defensive bonuses you get on the tiles.

Just as the turn ends, an enslaved builder, previously belonging to Alice, stops at a source of pearls northeast of Benevolent French Dolls. We spend 260 gold for the cultural takeover of the tile, then...

(https://i.imgur.com/Kk5Cx5v.jpg)

...we claim it. According to trade screens, this is the 12th luxury currently in our possession. The Kobito are living the high life.

Turn 225 - 1.570 A.D.

We learn that there's some trade activity according to gossip:

(https://i.imgur.com/lfjwK0z.jpg)

That this appears also means that some sort of agreement has taken place and by the rules, any trading between warring empires involves a peace deal or a truce. A further check confirms: Alice is no longer getting mangled by Sanae.

Our friendship with Kaguya has lasted the typical 30 turns and needs to be renegotiated. We'll ask her again shortly.

It's high time we did some pre-placing for the more developed of our cities: Lilliput sets a theatre square on the tile bordering the encampment and the Terracotta Army. It'll have +1 adjacency this way. For now however, our second oldest city will make a powerful and mobile cavalry unit. 11 turns.
Shining Needle Castle pre-places an entertainment complex on a hilltop just west of it. This featureless theme park will be in range of both Lilliput and Balnibarbi. Our capital goes back to making the armory it has been.

Finally, Blefuscu has to think of the future. It's a bit hard to describe where it'll have an entertainment complex, so the screenshot will tell you:

(https://i.imgur.com/nfn1Mbb.jpg)

Yes, it does cost us extra money up front, but we're willing to pay. It's also interesting to know that Blefuscu's borders will be claiming the source of oil next.

I'm foreseeing Kirisame Magic Shop to become a mighty multi-million people metropolis one day. It just finished its theatre square, so it'll be able to cultivate the arts, if anything. What it needs sooner than later is a better growth rate. We make a granary there. Alice never thought it was neccessary to make one in her capital. Can you believe that? 3 turns.
Another builder that wasn't originally ours is toiling there as well. He just removed a mine, as I disagree with the multitude of the ones Alice has made there. To transform a mine into a farm, you have to remove the mine first (you do so by clicking a symbol that shows a bulldozer), then you spend another turn making a farm. Apparently though, improvement removal does not cost a builder charge. I was not aware of that. Nice!

We're starting to relocate the musketman-army from the Kobito-Magician War to Benevolent French Dolls. We plan to send them to Ireland. Why Ireland, even though there are no enemies nor a city of our own? You'll see in a few rounds.

Since I happened to land on it and lingered there a little, I wanted to show you the table for the cultural victory:

(https://i.imgur.com/VdmyPiw.jpg)

The most detailed explanation of how to achieve a cultural victory is given here. If it's still too complicated for you (I can't blame you, it is), here's a crash course: Tourism output gets you closer to a cultural victory. Increasing your own culture and population defends the cultural victory from someone. Currently, Sanae does best in this category. If we didn't have the second highest domestic tourism, she would have 6 of only 49 required tourists, which would already be a little scary. I'm confident we can improve the Kobito's culture and keep the shrine maiden from this winning strategy.

Turn 226 - 1.575 A.D.

Alright, I think we should approach Kaguya now and ask her to restore our friendsh...

(https://i.imgur.com/N9GgHiw.jpg)

Minus 141 relationship for warmongering Alice. You've got to be kidding...no, nobody's kidding. When you have negatives going into the triple digits here, there's little you can do. You know what that brings to my mind? In an upcoming patch, the spring update 2018, they're making an overhaul of Joint Wars. Not only will there be denunciations necessary to declare them (like formal wars), but you will be able to call civilizations into wars that are already running. Had this already been possible, we could have asked both Sanae and Kaguya for aid, not just one of the two. I'm pretty sure this would have not made us look like a demon in front of the Moon Princess.
Expect a denunciation to come from our former friend soon. The relationship has already fallen down to neutral and I don't see it getting better.

Brobdingnag has swiftly made us a lucrative marketplace, now we finally allow it to work on the campus consistently. 11 turns are left on it.

The builder that closed off a mine at Kirisame Magic Shop prepares the ground on the same tile for farming. When the granary in Alice's former capital is done, we can probably return back to a balanced citizen assignment, not prioritizing food.

While waging what to do with a builder between Shining Needle Castle and Blefuscu, I notice something about the oil we have:

(https://i.imgur.com/4REVFAS.jpg)

See, we did get the ability to locate the black gold with the technology of steel. To our dismay, extracting it is still impossible. To make offshore oil rigs, we need the technology of Plastics, which is only learnt in the Atomic Era. It'll be a good while longer until we can call this resource our own.

Turn 227 - 1.580 A.D.

We learn through gossip that Sanae is planning to build the Mahabodhi Temple. She can do that if she wants, it fits her character. If it were the Oracle or the Alhambra she was aiming for I'd be more begrudging. Those belong to us! A much more important message than this gossip pops up almost immediately:

(https://i.imgur.com/aPuXMjG.jpg)

Bartlett Joshua Palmer (https://en.wikipedia.org/wiki/B._J._Palmer) is called the "Developer" of chiropractic, as he was a pioneer in it when the subject was still young. The quote is one of many clever ones he had to offer about his craft.

(https://i.imgur.com/Ftnd5pU.jpg)

Can you believe that the musketmen who were kicking so much butt in the recent war have just become outdated? Infantry has a difference in combat strength of 15 compared to them. Civilization 5 and its expansions differentiated between Great War Infantry and Infantry, the latter being more of a WW2 technology. Here, we just have infantry for the whole timeblock.

(https://i.imgur.com/Xgs093K.jpg)

No more ploughing by hand, we have high-tech tractors now! I can't stress enough how important it is to farm in clusters. Apart from farm-triangles, farm-pairs already have an increased output now.

(https://i.imgur.com/8R8KpSy.jpg)

Replaceable Parts leads to the first technology of the following era: Advanced Ballistics. Let's not aim for the stars though. Let's aim for the skies instead: Flight is our next focus.

Shining Needle Castle has an armory as well now and proceeds to make a cavalry, just like the little brother Lilliput. Except with 8 turns, it'll be done even quicker.

Oh! Look at the adjacency Benevolent French Dolls will have for its harbor:

(https://i.imgur.com/R9IHj36.jpg)

Yes, please. We'll have it ready in a mere 8 turns. The project the city previously finished was a trader. I got very confused at this point that I couldn't send it from Benevolent French Dolls to Kirisame Magic Shop. The reason was that we already had that same trade route running. Trade routes must be unique, we couldn't have 10 traders going from Shining Needle Castle to Lilliput out of laziness for example. This one will instead be Benevolent French Dolls -> Shining Needle Castle for 3 food, 4 cogs, 6.5 gold, 1 faith and 0.5 pressure from The Touhou Fandom. Impressive bonuses!

It was only a few turns ago that we had enough faith to purchase a pagoda in Shining Needle Castle. Now we already have enough again to do the same in Futatsuiwa of Sado. The city is having severe housing problems and really needed that kind of relief. By the way, our province has 5 turns left until it has constructed the Alhambra. I so hope no one snatches it on the final stretch!

There's some payback Sekibanki and Kagerou could give to some arrogant barbarians in South East Asia:

(https://i.imgur.com/w9IBQDQ.jpg)

As you can see from the combat predictions, the swordsman wouldn't stand a chance. Even if the nearby crossbowman supported, I'm sure the ranger could handle them both. But does he need to? Actually, we'd have little to gain from seeking an active confrontation here. Experience points from fighting barbarians severely drop after rank 2. I think we're smarter to just keep exploring west, leaving those hostiles in the dust.

And it's happened. I regret having to show you this:

(https://i.imgur.com/fXcbwWd.jpg)

"Like, we are never getting back together, like, ever!" The war with Alice and the resulting 141 negative warmonger points truly were a friendship-ender. I've considered whether we should war with Kaguya next after this denunciation. She is still by far the weakest AI player and wouldn't be able to do anything with her hordes of archers against the cavalry and field cannons we're sporting on our home continent. But I decided against it. Yes, she hates us now, but I don't want to hold it against her. We'll stay neutral. After all, we're still making money off of the Eientei through trade routes.

Turn 228 - 1.585 A.D.

In Mesoamerica, Balnibarbi has made a lighthouse at its harbor. We lack the population to have more districts at this point and looking at the city, what it most desperately needs is some farmland. That's why they're getting a builder next. 5 turns.

Kirisame Magic Shop is one of three cities in our empire with a holy site, constructed by Alice at who knows what point in time. Since they're so scarce and this one is still bare, we're making a shrine there. 3 turns.

Also in Spain, a builder at Benevolent French Dolls improves a source of iron. Only now with 2 copies would we be able to recruit a knight in a city without an encampment. Not like we'd want to when we can have cavalry instead. At the very same location, an inquisitor from North America has landed and wipes out the Catholicism Alice had established there. Now you know why we've had him travel the oceans. Just like Zoroastrianism, we can't tolerate this religion, or anything that isn't The Touhou Fandom! That is now the new majority religion in Benevolent French Dolls by the way. Only Kirisame Magic Shop is still of the false faith.

Guess who's made it all the way to the swampy Pantanal:

(https://i.imgur.com/JZkpF4o.jpg)

Charles Darwin slashed his way throught the Brazilian rainforest. The tile he's now on is a natural wonder with 3 more tiles of the same natural wonder adjacent to it. That's perfect, he can cash in 2,000 points of science for us. The technologies of the Modern Era go for a little over 1,000 each, so it's effectively a free one and more. I've reconsidered on getting Flight, so we first switch away onto Combustion...

(https://i.imgur.com/W8oygIM.jpg)

Man, is it just me or is this game is painting Sir Churchill as a greater enemy of technology with every quote? I don't want to know what he'd have thought about video games, had he lived long enough to learn of them.

(https://i.imgur.com/Nu69m4k.jpg)

Yes, your eyes are not deceiving you: A battletank is classified as "heavy cavalry." Therefore, it's knights that evolve into them. Uhm...horsepower, maybe? Actually, they're probably the most appropriate as they're used to having armor around them...
Anyway, they're the most powerful unit we have researched currently, trumping infantry by another 10 points. I'm surprised they're ignoring zone of control. I thought only the light cavalry did.

(https://i.imgur.com/b8298y8.jpg)

Steel only revealed oil, now we can actually bore it out of the earth. And only from there, unfortunately. There's a distinction between land oil and submerged sea oil. I see a source of it we could settle onto in Brazil, but I'd rather not. A South American city, like I once said, would be very isolated and serve little other strategic purpose.

(https://i.imgur.com/swW4Td3.jpg)

Our embarked units are now faster than our frigates. I think this will be the swiftest they'll ever be, but I could be wrong.

The technology we choose next will receive the science overflow that Charles Darwin caused and instantly gain some progress. My thoughts jump from Flight to Electricity and back. In the end, we decide that we'd like to have lightbulbs and whatever comes after. It's 4 turns away from now on.

Turn 229 ? 1.590 A.D.

From this moment, we decide that the Kobito are the very best in the world and all other nations are smelly, lazy and dumb:

(https://i.imgur.com/j1iWd4Y.jpg)

Ernest Andr? Gellner (https://en.wikipedia.org/wiki/Ernest_Gellner) was a British-Czech philosopher, social anthropologist and critical rationalist. Despite feeling the negative side of several nationalist movements, namely fascist and communist, he did argue that nationalism was a neccessity in modern times for modern rulers due to the process of homogenizing and standardizing of their subjects. I was unsure whether this quote was pro or contra the respective civic, but reading about Mr. Gellner, it's all pro.

(https://i.imgur.com/VXbrAys.jpg)

This effect extends to infantry, a.t. crew and field cannons, as well as some unique units we cannot make.

(https://i.imgur.com/MwmB1PZ.jpg)

Combat strength maluses from diminishing health can stack up to 10 points. If you're using this card against civilizations that don't have it, you can expect to just perform noticably better in a lasting conflict.

(https://i.imgur.com/whZRrml.jpg)

This is a casus belli working on the principle that might makes right. Interestingly, a pop-up on the side tells us that we could use it against Kaguya at this very moment. It got me thinking again whether we should invade her, but my recent decision stands strong: She deserves more respectful treatment, honouring the good times we had together.

(https://i.imgur.com/kR1iymH.jpg)

A second spy would be useful. We'd probably use this one in a more aggressive fashion if we get around to training him. Now Corps and Fleets are an interesting game mechanic, adressing something that could become an issue especially in Civ 5. Expect us to make some of them soon. Once we do, I'll explain to you the ideas behind them.

We are in great need to change our policy cards. This is the new set-up we're sporting:

(https://i.imgur.com/aQUaB43.jpg)

Liberalism and its amenity bonuses has temporarily gone out, as did Veterancy: Encampments and their buildings have sufficiently profited from it. Professional Army and Grand Arme? have gone in. We're about to throw a lot of our 1,598 gold coins out for upgrading. Grand Arme? was actually a bit of a thinking error here: I thought it applied to artillery, counting them towards ranged units, but it actually does not. In a few turns, we'll get a chance to correct that.

Nationalism was the prerequisite for Urbanization, which we need to persue next. It's already boosted and will be developed in 8 turns.

Through a scouting caravel of Toronto, we've learned that there is a tribal village we overlooked in Papua-Newguinea:

(https://i.imgur.com/iovhwih.jpg)

Closest scout to fetch it for us should be our youngest and currently nameless one. But only after he's become a ranger.

The inquisitor we have in Spain continues removing heresies. His next target is Kirisame Magic Shop, which is now also rid of its Catholicism. The Touhou Fandom does not establish itself as a majority religion there yet, we're going to have to send a missionary. A missionary that we purchase immediately at Futatsuiwa of Sado

We're about to rid Brittany of the banditry that has sprouted from it:

(https://i.imgur.com/kTiQZro.jpg)

The Palanquin Ship is escorting a musketman (A very short Youmu) for a landfall operation. First, we soften the guarding spearman with some cannon fire: He miraculously survives, taking only 77 points of damage. Through fortification over several rounds, he actually severely boosted his combat strength. In the end though, his crude weaponry is just too outdated. Next, A very short Youmu moves in. She can attack amphibiously through a promotion and has overwhelmingly positive combat odds. The result is a routine victory with only 5 damage in return. 45 shiny coins land in our wallet for the destruction of the barbarian camp. Not much, but it's nice when units pay for their own maintenance from time to time.

A builder at Kirisame Magic Shop digs a mineshaft at a source of coal. Now we have two copies to create all dependant units no matter the circumstances.

It's time to wrap up this round with the big troop modernization. We still have some embarrassingly outdated horsemen at home: Two of them (Byakuren Hijiri and Toyosatomimi no Miko) are made into cavalry for 190 gold a piece. The symbol for cavalry looks like this by the way:

(https://i.imgur.com/OjPzo4I.jpg)

Preppy uniform. Next up, we tell the last crossbowmen in our lands to get with the times. The oldtimer with rank 1 gets outfitted into a field cannon for 115 gold.
We're not done by a long shot. Mystia and Kyouko have stopped in Spain to become a ranger for 265 gold. The scout that we'll be sending to Papua-Newguinea does the same, only in California, for the same amount. Finally, all the musketmen we have need weapons with actual rifling, so that they'll be able to hit barns at point blank, let alone further away. Watatsuki no Yorihime, Nitori Kawashiro, Sakuya Izayoi and a nameless musketman all get equipped. Price: 4 * 145 gold. Now we've run out of money: A puny pocket-change of 38 bucks remains. On the upside, we're more powerful now than we've ever been.

We learn that piracy in the Atlantic still exist. We have an ironclad coming to the rescue:

(https://i.imgur.com/92y6tHO.jpg)
This scum needs to go if we want to send the recently upgraded units and the missionary towards Europe. And we do want that. The assault costs them 40 hitpoints, on us, it's 22.

That'll be it for today. We gave our soldiers the guns, but what can they do without guts? Next time, we'll imbue them with some Celtic mysticism and make them warriors by heart. See you then!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on April 21, 2018, 10:51:54 AM
Kaguya: "A new empire overseas? Gee, it will be so cool to declare a war on it-- WAIT WHAT YOU JUST DID THE SAME THING HOW DARE YOU"
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: niektory on April 21, 2018, 10:44:58 PM
(https://i.imgur.com/VdmyPiw.jpg)

The most detailed explanation of how to achieve a cultural victory is given here. If it's still too complicated for you (I can't blame you, it is), here's a crash course: Tourism output gets you closer to a cultural victory. Increasing your own culture and population defends the cultural victory from someone. Currently, Sanae does best in this category. If we didn't have the second highest domestic tourism, she would have 6 of only 49 required tourists, which would already be a little scary. I'm confident we can improve the Kobito's culture and keep the shrine maiden from this winning strategy.
I think you meant 99, not 49?

Also, hurray for a new page! The 3rd one was already crashing my phone browser.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 23, 2018, 06:37:04 AM
Kaguya: "A new empire overseas? Gee, it will be so cool to declare a war on it-- WAIT WHAT YOU JUST DID THE SAME THING HOW DARE YOU"

Oh, the wacky, reality-detached AI of Civ 6. Kaguya's problem isn't exactly our cruel deeds, but more the fact that we didn't ask her to be our accomplice.

I think you meant 99, not 49?

Also, hurray for a new page! The 3rd one was already crashing my phone browser.

I did make some of those updates a little long, sorry  :blush:. The paragraph about the cultural victory I made is not only a little confusing but there is indeed a mistake in it. The formula for victory is having one more visiting tourist than the player with the most domestic tourists (excluding yourself). For Sanae, that number is 99, as we are the cultural bulwark she's competing against. Were we doing really poorly in culture, the next best player would be Remilia and the necessary score would be 75. I wrote the number 49 because I actually overlooked our vampiric rival. In the end, Sanae is still miles from winning through this route.

Update nr. 44 - Finn MacCool's legendary spears he hands out for free to anyone who comes by

Turn 230 ? 1.595 A.D.

Last time, we swapped horses for horsepower and got ourselves a national anthem. Let's say it's Kobito of the Shining Needle ~ Little Princess.
We also put the Grande Arme? into our card deck, more by accident. Let's make it an intended accident and change Kirisame Magic Shop's production to a field cannon. 10 turns. We're going to ship our whole army away from Iberia northward and I don't like the thought that no one will be there to defend our provinces, should the need arise.

Nemuno Sakata was one of the musketman we just didn't have the funds to upgrade. A turn has passed so now we do. The mountain hag has the full mission gear of a modern G.I. now. Now we only have a single musketman left. The one in quesion is at Brittany, where there's a comeback of the local barbarians:

(https://i.imgur.com/PYdour7.jpg)

These crossbowmen have not been in the area when we leveled their home. Now they're out for vengeance, but their fury won't help them: The Palanquin Ship can handle them with ease. 64 damage, a little below predictions it seemed.

The horsemen we upgraded into cavalry at home are bound for the Atlantic, but they shouldn't enter it while there are still pirates abound. The ironclad keeps the pressure on them and...

(https://i.imgur.com/k4E3pM0.jpg)

...turns them into thriftwood! That attack was actually above predictions. I wouldn't want it the other way around.

During the barbarians' turn, the crossbowman in Brittany returns fire upon the Palanquin Ship for 21 damage. That's all just a desperate effort that won't lead anywhere, of course.

Turn 231 ? 1.600 A.D.

17th century and the very year the Sengoku Jidai ended. If you don't count the Siege of Osaka. Most people don't. To us, it is also a historical year where we've made a wonder that is probably about 2.000 years late, if not more:

(https://i.imgur.com/SkNExBS.jpg)   (https://i.imgur.com/Cp3RsTa.jpg)

There is this heinous rumor that the Oracle was built at Benevolent Orl?ans Dolls long ago when Alice was still in power. Don't believe that, it was but a phony and the mentioned city never existed. This Oracle is far better and will make the districts in Laputa produce more Great People points.
Another big achievement by Laputa was making our first spy. Let's make a tradition out of that and have them train the second one as well. 9 turns.

The infantry at Spain is slowly embarking one by one, with a course that seems to be going to Ireland. With another mighty blast from The Palanquin Ship, the enemy crossbowman falls. Brittany is now pacified and will likely stay that way for a long time. A very short Youmu finally evolves into an infantry and will join the rest of her kind on their voyage.

Sekibanki and Kagerou are always making the best discoveries among our recon units. Today was no exception:

(https://i.imgur.com/zEROG9m.jpg)

Mount Everest (https://en.wikipedia.org/wiki/Mount_Everest) lies in the Himalayas and is the very tallest peak on our planet. Climbing it is undoubtedly one of the greatest tests of grit a human can give oneself, but it is very dangerous. Many people have died trying and the terrain is so harsh and hostile, their bodies can usually not even be recovered.
Sir Edmund Percival Hillary (https://en.wikipedia.org/wiki/Edmund_Hillary) and Tenzing Norgay (https://en.wikipedia.org/wiki/Tenzing_Norgay) were the first team to make it to the top and back alive.

(https://i.imgur.com/9SX4oM8.jpg)

The natural wonder benefits religion and religious units that pass it, so it's not something we'll concern ourselves much with.

A builder that's still roaming around Kirisame Magic Shop with plenty of charges cultivates a source of marble northeast of town with a quarry. This awards us our 13th luxury resource, all thanks to conquering the area.

I don't think it would have felt right if Alice out of all people didn't denounce us as well:

(https://i.imgur.com/WsRDOLp.jpg)

We weren't too young, too simple and at that point in time too naive to throw you out of your home country, were we?

(https://i.imgur.com/O31NaXt.jpg)

Dangerous. National parks are a tool to create a lot of tourism through the use of faith. I get the feeling Sanae is indeed aiming for a cultural victory. We currently lack the civics to do anything similar.

Turn 232 ? 1.605 A.D.

For 30 long turns did Futatsuiwa of Sado toil. Now it has finally paid off:

(https://i.imgur.com/kOOJcIx.jpg)   (https://i.imgur.com/cCQkW1F.jpg)

Washington Irving (https://en.wikipedia.org/wiki/Washington_Irving) was an American writer of short stories and a historian. His most well-known written work is undoubtedly "The Legend of Sleepy Hollow." Furthermore, he became the U.S. ambassador in Spain. During this time is when he learned of the Alhambra and said what you can read here.

We discover the technology that allows you to view this Let's Play. One of the ones required at least:

(https://i.imgur.com/yCr7QHh.jpg)

A common name, but I'm pretty sure this witty quote is by journalist and columnist Harvey Earl Wilson. (https://en.wikipedia.org/wiki/Earl_Wilson_(columnist)) He worked for the Washington Post.

(https://i.imgur.com/SxedlqB.jpg)

The seaport is the third building in a harbor and has more in common with the lighthouse than the shipyard. Great for that extra boost in money, food and housing. I don't often build shipyards. How I'd wish this was only the second building in the district.

(https://i.imgur.com/oPvNHh5.jpg)

The power plant is the third building in a workshop and is really nothing too different from a factory. Even the effect that it spreads to other cities is the same. We really should get around to building at least some factories sometime, but you know how it is: So much to build, so little time.

(https://i.imgur.com/5pUQ1hv.jpg)

Submarines are a much older part of warfare than a lot of people realize. Their usefulness reached its peak in World War 2. Privateers evolve into them. I think the stealth-component makes even more sense for a sub, which were genuinely hard to locate for a long time. For the privateer, it was a bit of a logical stretch.

(https://i.imgur.com/HdjTRaq.jpg)

Combined Arms and Plastics have joined our selection. Hmm, plastics seems exceptionally tempting, but let's finish Flight. The eureka is something we are not getting, unfortunately.

Thanks to the Alhambra, we have gained an extra slot for military policies, which allows us to change cards for free. Professional Army goes out, Chivalry and Retainers go in. Looking at it now, Liberalism would have been the superior choice to Retainers. Grand Arme? will actually stay, since we're making that field cannon in Kirisame Magic Shop and profitting from it. Our cavalry in progress at Shining Needle Castle and Lilliput should also saddle up a little sooner now.

Futatsuiwa of Sado can act again after such a long time. While the housing there isn't too great and I'd like more districts, I couldn't think of a sensible one to place. Let's make a simple decision and have it build a market. More money is always good.

The builder at Kirisame Magic Shop we've been hearing about often lately destroys another unneccessary mine. He'll put a farm on that tile just east of the city next turn. It'll make a delicious, plentiful triangle.

The majority of our army is currently embarked on the west coast of Ireland. Next turn is going to be a big reveal on why.

Turn 233 ? 1.610 A.D.

So since Sanae is now the only friend we have and will have, I was wondering how secure this friendship was...

(https://i.imgur.com/NiqgZ5v.jpg)

Semi-secure I would say. Razing cities in as late an era as we did even goes through the cracks of a joint war it seems. The total sum of relationship points is still positive, but what worries me is that she rejected the typically generous deal of sugar for 3 gold a turn I wanted to give her. For the duration of the declaration of friendship, we are safe from any denunciations, but it may not stay like that.

Balnibarbi has a builder, who I think will be cultivating farmland in the southeast. We could set a new production now, but I'm reminded of something. We have 334 faith in our pockets, so we quick-purchase something in the youngest of our self-settled cities:

(https://i.imgur.com/iz5sOcg.jpg)

So how exactly can we buy an amphitheatre through faith? This ability comes from the very first religious perk we picked, Jesuit Education. We have not gotten around to doing anything with it until now, as our faith output has only been slowly stacking up. Apostles, missionaries, inquisitors and pagodas had always had a higher priority. Expect us to keep buying campus and theatre square buildings at this advanced stage of the game. Now that the first Kobito can watch sophisticated stage plays, Balnibarbi constructs a university the old-fashioned way.

Benevolent French Dolls is a naturally coastal city and does this status justice with the harbor it now has. We could follow up with a lighthouse, but...let's do something weird. Let's place the freaking Colossus of Rhodes, 2,000 years late. The city's not too deep in a rush to do anything else. How did absolutely no one pick up the Colossus over all this time? It's a good wonder that only takes 11 turns for our wimpiest city. This is where we'll put it:

(https://i.imgur.com/Pzt9FQZ.jpg)

I said wimpiest, but 30+ cogs per turn is pretty impressive actually.

So the infantrymen we've been shipping over the Atlantic are all bundled up near the Giant's Causeway. Once we pass it, we see something peculiar popping up:

(https://i.imgur.com/wY3Oynz.jpg)

"Spear of Fionn", huh? Turns out, every land unit that passes along this natural wonder gets a buff for +5 combat strength. I believe this power is permanent. At least I hope so. It reads like it is. Now you know why our whole army is doing this pilgrimage to Ireland. I'm sure the old Celtic legends will help us smite our enemies with gusto.
The next plan for these soldiers, once they've all picked up the perk, is passing over Britain and entering the North Sea towards the east. But just as we are about to do so, one of our embarked units uncovers a barbarian quadrireme! We retreat a little and wait until one of our naval units catches up. We have kept an ironclad tailing our infantrymen, so this shouldn't delay us for long.

A builder at Kirisame Magic Shop uses his second-to-last charge to set down a farm. The city that just recently joined our empire can feel proud about its first farm-triangle.

Turn 234 - 1.615 A.D.

Another turn grants us a new Great Person. They're coming rapidly now it seems. Who is it this time?

(https://i.imgur.com/QyzRNVH.jpg)

A Great General! For these, you will always have the option to have your units escort them to benefit from their buffs or retire the general for a special effect. Unlike Civ 5, the bonus to combat strength for being near a general only applies if the units are from the right era. Hannibal Barca for example doesn't know how a tank works, so you are better off giving him a pension than letting him ride next to your battalions.
Lakshmibai, Rani of Jhansi (https://en.wikipedia.org/wiki/Rani_of_Jhansi) was the queen of the Jhansi area in northern India and fought the British when they were establishing their Raj. She is viewed as a just revolutionary and you can find many statues showing her on horseback, as riding had a strong tradition for the leaders of her region. The good queen benefits industrial and modern units, which is indeed the composition of our current army! We'll be recruiting her and sending her to Europe as soon as we can.

(https://i.imgur.com/SiM3pmi.jpg)

Amusingly, the unit graphics at this era of the game show her in a military truck instead of riding, as would be appropriate. Saying it again: Horsepower over actual horses!

Shining Needle Castle finished a cavalry, the third under our command and one of many going straight towards Europe. Wouldn't our capital of all places deserve a wonder? Unfortunately, we can't rest, we need more units and we need them now. An artillery it is. 10 turns

We're putting an end to another case of piracy, the one I mentioned last turn:

(https://i.imgur.com/nEuaMSQ.jpg)

The people of the classical mediterranean would have feared such a quadrireme, but our mighty ironclad smashes the feeble wooden ship to bits. 6 damage on us. The way is clear for all the embarked units to proceed and pick up their very own Spear of Fionn. The name of this item comes from Fionn Mc Cumhail, (https://en.wikipedia.org/wiki/Fionn_mac_Cumhaill) by the way. The musical "Finn MacCool" is based upon this mythology and a Steam achievement references it.

Turn 235 ? 1.620 A.D.

Last turn for today. As the first action for it, we quick-purchase a builder in Futatsuiwa of Sado for 405 of our 577 coins. Building the Alhambra over many dozen turns there made the city lag behind in many of its needs, so that'll help.

It's Great Person time again and this one is another brand new type. One that I would have never expected to get...

(https://i.imgur.com/V5ACz2k.jpg)

Apparently, none of the AI was even remotely interested in making theatre squares. Except Mamizou, who is no longer with us. Despite our mediocre cultural play, we've secured ourselves the Great Writer Li Bai, (https://en.wikipedia.org/wiki/Li_Bai) a poet during the time of the Chinese Tang dynasty. If you cash in Great Writers at a place that has an empty slot for a Great Work of Writing, you'll create such a piece and gain bonuses for holding onto it. We're sending Li Bai to the amphitheatre in Balnibarbi to do just that. It'll take the poet with a mind of fantasy, nostalgia and drink a couple of turns to get there, as he unfortunately spawned in Laputa.

Something happened right after this recruitment that was a lot more negative. It really annoyed me when I realized there was something amiss:

(https://i.imgur.com/QOkRF7o.jpg)

These two are the cavalrymen we recently finished in Shining Needle Castle and Lilliput. We placed them next to each other and, thanks to having the Nationalism civic, should be able to fuse them into a corps. A corps will be a more powerful unit, but not as powerful as two non-corps units of the same type. The idea is that quality goes over quantity: A smaller army is easier to navigate through terrain than an oversized one. Units will block each other if you bring too many. Reducing the frontline width through corps- and army-fusing has benefits.
Too bad we can't do that because it's apparently bugged. Believe me, I'm not quick to call out a game on being faulty, but I have often formed corps and armies in the past and I know I'm not doing anything wrong here. So long as one unit still has movement points, and both cavalries have, they can form a corps. This function doesn't even require to be done within your cultural borders, but even if it did, this would be the case. I really don't get why the button to form corps does not appear, but I'm pretty sure it has to do with the game taking place over several patches. If you recall, about a hundred turns ago, Firaxis nearly killed our Let's Play...

One of the two cavalry came from Lilliput, freshly made on this very turn. I was thinking of making another artillery, but no, with the two already in production, it's enough for now I think. The pre-placed theatre square will be made next. 8 turns.

A builder at Balnibarbi makes the first farm for that city on a hill southeast of it. I can see two adjacent tiles that could also do with one. The town is already benefitting from the additional food: Growth to 9 population swiftened from 10 turns to 7.

While trying to cross over Scotland, our many infantrymen once again find themselves annoyed by greedy pirates:

(https://i.imgur.com/pCPJDN7.jpg)

With our ironclad, we're well prepared, of course. The bandit camp you can see is probably what spawned many of the hostile ships we found. We should be able to waltz right over it with our military might.

A missionary in Spain spreads The Touhou Fandom one more time in Kirisame Magic Shop and we're finally religiously unified for good. Let's hope it stays that way and there'll be no foreign proselytizers.

One of our rangers reaches the goody hut in Papua New Guinea. Our prize: Another recon unit appears at Laputa, which at this point will be a ranger. Hooray? Not really. But now that we have him, we won't disband him. He'll probably go to the southern tip of Africa, where we haven't been at all due to barbarian raiders.
Suddenly, I miss Aya and Momiji  :(.

Pirates with a quadrireme surprise and shoot the same ranger that picked up that goody hut. 10 damage. They're going to learn that you don't mess with the evolution of a scout...
The ironclad at Scotland is swarmed by not one but two pirates! A quadrireme shoots arrows at it for 6 damage. It's quite funny how ineffective they sound colliding with the metal. After that, a caravel approaches, deals 16 damage and takes 46.

Alright, we'll give those cheeky pirates what they've got coming for them. But not today. Next time, we'll flip through an urban dictionary and roll our eyes at all the words you can't casually use anymore. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 25, 2018, 08:55:46 PM
Update nr. 45 - The deluxe suite? I'd rather sleep inside some kitchenware

Turn 236 - 1.625 A.D.

Last time, dark rooms turned to light when someone invented the light switch. Wallets also turned from full to empty when someone else invented the meter. This update is just in time for a new civic, a very vital one, too:

(https://i.imgur.com/eIOIuKs.jpg)

Iosif Aleksandrovich Brodsky (https://en.wikipedia.org/wiki/Joseph_Brodsky) is another winner of the Nobel Prize in Literature. This Let's Play proves those people are good with words. He was a poet and essayist from Soviet Russia, but had quarrels with the regime. After serving a prison sentence, he emigrated to the United States.

(https://i.imgur.com/hLVf9q9.jpg)

What is a neighborhood district? Apparently something so good you would demolish a farm you spent a builder charge on for it. I don't think I've ever used this card, as I usually leave at least some room for said districts.

(https://i.imgur.com/3Y1Gcyo.jpg)

A strange card to unlock with "Urbanization". Generally, there are better ones to boost your scientific output, as you will likely have few of these two costly buildings. We actually have none at all.

(https://i.imgur.com/0GBrJKf.jpg)

Oh, how I have been looking forward to these. Contrary to all other civilizations, the Kobito are happy enough living inside rice bowls rather than neighborhoods. In the standard type of this district, bonus housing is entirely dependant on tile appeal and usually goes up to around +6. Locked at +3, the rice bowl doesn't help as much in achieving the big housing bonuses for your civilization, but the extra amenity and yields should make up for it. Plus, it is cheaper to build!
We should make rice bowls in our cities as soon as we can. This district and the neighborhood do not use up your district limits. In fact, they are also the only districts you can have multiple times in the same city!

Among our policy cards, Retainers and Chivalry make way for Liberalism and another one that we haven't had yet: Meritocracy. Meritocracy gives a flat +1 culture for every district you have. What sounds pretty unimpressive actually boils down to a lot in an empire as developed as ours! With a rise from 81,1 culture a turn to 115, the difference is huge!
Completely ignoring culture is not actually that smart in Civ 6. Yes, there's a science race, but you shouldn't put science over everything. With this new, very high output we should be catching up on civics soon. The one we pick now is the already boosted Scorched Earth. 5 turns.

We have our very first artillery in Blefuscu. Should we make a rice bowl there? Tempting, but no, not quite. The pre-placed entertainment complex deserves to finally be worked upon. It's only 6 turns anyway.

Now we're going to apply some trickery at Futatsuiwa of Sado. We first set a barracks as our production focus. 4 turns, but you know what? Let's make that 0 turns! We move the builder we quick-purchased last turn over here:

(https://i.imgur.com/r7vS8v2.jpg)

Then, we chop the forest. The barracks instantly stand in all their glory. After that, we select a rice bowl and put it on that very tile we chopped the forest. Usually, having some forests around doesn't hurt, they provide consistent production and even more if you use lumber mills. But when you want to use a hex up for a district anyway (districts always remove any yields from a tile), it's best to collect all the lumber beforehand. The rice bowl for all the little Kobito will be done in 10 turns.

In the untamed Scotland, we had some barbarian quarrels. How are those going?

(https://i.imgur.com/c1OYgnK.jpg)

It shouldn't take us more than two rounds to be rid of these pests. We start by taking care of the root of the problem: The selected, nameless infantryman disembarks into the enemy's camp. This is not an amphibious unit, so you can see we're getting a 10 point malus for disembarking straight into combat. Yet the odds are so uneven that we are not really feeling much of that. The battle is over as soon as it begins, we only take 4 damage in return.
As for our ironclad and its two foes, a good principle in RPGs and strategy games is to dispose of the weakest enemies first:

(https://i.imgur.com/IoQLRb0.jpg)

Quadriremes are dead meat against any melee ship beyond the galley. We again take a forgettable 4 damage. Good news: All embarked land units have saved themselves onto Scottish shores. The remaining caravel has no way to harm them.

We have enough faith for a minor quick-purchase: An inquisitor at Futatsuiwa of Sado for 170 points. I like to have at least one inquisitor at each holy site I own. It's the typical minimum of defense.

I feel like I'm copying this line all the time: A builder at Kirisame Magic Shop removes a mine at the southern coast. I do however have an idea for a special improvement there next turn. It's not going to be a farm. The very same city pre-places a harbor that will have +2 gold from adjacency, then returns to making a field cannon.

Our ranger in Papua New Guinea takes out his carbine and shoots a quadrireme with pirates. The outcome is that of an action-B-movie:

(https://i.imgur.com/z6M0dg7.jpg)

Yup, a single bullet sent them to join the whales under the tile they were floating on. That's just all kinds of badass.

Huh. Wasn't seeing this one coming:

(https://i.imgur.com/gG1CPxM.jpg)

That's a pretty far away crusade Sanae is planning there. I wonder if she already has troops in place or if she's only relocating them now. If I were to attack Remilia, I'd probably ship mine around Europe in a suspicious manner and only declare when I'm at the gates.
The pirates of Scotland were very cooperate. They sunk their remaining caravel on our ironclad. The damage they dealt with this was 15 points.

Turn 237 - 1.630 A.D.

The friendship between us and Sanae that the last joint war forged is no more. It's no use trying to renew it now and I'd be surprised if it even worked later. To reduce the possibility of a denunciation by her, we give her the special super steal offer of sugar for a flat 40 gold. She accepts it.

Brobdingnag is another city that became one of learning. A campus stands ready for all students. Before we help them study with additional installations, we make a rice bowl, right here:

(https://i.imgur.com/Sg58N92.jpg)

Neighborhoods and rice bowls don't receive adjacency, but they can provide, in this case for the campus next to it. 12 turns.

So about that special improvement we wanted to make in Spain last turn:

(https://i.imgur.com/rSk0LUK.jpg)   (https://i.imgur.com/xHJOwf2.jpg)

We've been the suzerain of Granada all this time and never got around to placing even a single Alc?zar. Shame on us, let's rectify. You know what's appropriate? This very tile is probably the one the real-life Granada and many moorish forts would be on. I didn't even plan that, but I'm seeing it now! This was the last project our builder could do for us. We're going to need to make more in the region at some point.

I don't have any sensible uses for the missionary we currently have in Spain anymore. We had him sprint up to Alice's city Chalk-White Russian Dolls, the one we spared in the big war. We use one of our two religious spreads to weaken the Catholicism there, but the effect is minimal. No change in majority religion.

The builder at Futatsuiwa of Sado that chopped the forest there has no grudge towards nature. The next few trees he'll be preserving, to a degree at least: A riverside forest tile in the southwest of the city gets a lumber mill, making it a very productive tile meant to last. Thanks to the quality of our road-network, he got there in a single turn.

Balnibarbi's builder grants his home its second farm, once again on a hilltop. I can't think of anything to do with his remaining charges, so he'll probably hold his position for a while.

The badass ranger at Papua New Guinea is still enraged by the hostile treatment of the barbarians there. He just wanted to grab the goody hut and leave. It didn't have to go this way:

(https://i.imgur.com/PK6228b.jpg)

The garrisoned spearmen of the camp take a hefty 93 damage. I just love the fact that our recon squads are as strong as musketmen now.

Li Bai stands on the theatre square in Balnibarbi and with a click, he leaves his poems to be preserved for the ages:

(https://i.imgur.com/J1K318U.jpg)   (https://i.imgur.com/jOA0l4V.jpg)

Sean Bean also reads us the Great Work of Writing quotes. To the right you can see the Great Work overview, accessible through the marked button. There's a relic sitting in each of our temples and the palace Great Work slot is a universal one. No matter what it is, you can always display something there. Great Works can be moved around on this screen, but watch out: Any shipped object will have a 10-turn cooldown until it's transportable again.
Li Bai and all other Great Writers have two charges. He will make another Great Work for the second slot in Balnibarbi next turn.

Turn 238 - 1.635 A.D.

The quote from the following technology is part of the lyrics (in its Italian original) of Civilization 6's title song "Sogno di Volare:"

(https://i.imgur.com/7yrCM4Y.jpg)

Leonardo di Ser Piero da Vinci (https://en.wikipedia.org/wiki/Leonardo_da_Vinci) was the definition of a genius in all crafts. He painted the Mona Lisa, was a scientist, an inventor and countless other professions you'd usually have to dedicate a lifetime to even get remotely good at. From self-portraits and self-sculpting, he's also described to be very handsome and with great physique. That last one may however be self-diagnosed and therefore shouldn't carry as much weight...

(https://i.imgur.com/05GQEMZ.jpg)

Here is the first building to make in an aerodrome. What's an aerodrome?

(https://i.imgur.com/iLGiLMR.jpg)

It is this, your key to having an airforce. I've got to be honest: In Civ 6, I've barely ever made aircrafts and couldn't even tell you much about the worth of air combat. Supposedly it's very good if you get a decent number of planes and sites to store them in? But yes, the entry fee for this approach to war has greatly increased compared to Civ 5 where you could just make planes when you had the technology and resources, in whatever city you liked. This district does count towards the district limit, by the way.

(https://i.imgur.com/rNGgwUv.jpg)

You do not need an aerodrome for this support unit and it's a really great one to have. Artillery with a range of three is a very cowardly but effective way to decrease a city's defenses. Like battleships, the artillery will be safe from the city strikes. In Civ 5, all artillery had this range by its very nature. Here, you have to work for it, but it's something worth working for.

(https://i.imgur.com/Rh1ebgJ.jpg)

This is the best what pilots had during World War 1 and classifies as a fighter. There are more subtypes for planes. To my knowledge, biplanes can harass land units on respectable distance without any damage to themselves. There are ways to defend against them in the form of special support units. We'll learn of those at some point.

(https://i.imgur.com/8TGfzsP.jpg)

There are several options on how to store planes. One is the aerodrome itself, another this tile improvement. I also believe we get aircraft carriers at some point?

(https://i.imgur.com/95HCrfq.jpg)

Step right up, everyone! See the alc?zar we made last turn from the skies in an unforgettable balloon ride! What a view!

I would really like to get some oil in the near future. We have so many sources of it, but they're all at see, so we'll be researching Plastics. 8 turns.

This is an outrage! We've fallen victim to covert action for the first time:

(https://i.imgur.com/z0MkehT.jpg)

Kirisame Magic Shop did not have a counter-spy present, so this naughty agent got away alive and without even having his affiliation revealed. The workshop will need to be repaired over one turn, the factory over two. Overall, industrial zone sabotague is a typical choice of the AI and one of the less harmful ones.

Kirisame Magic Shop by the way has a field cannon ready and loaded. The city will first spend another turn making a shrine that was mostly complete, then it'll fix the bombing in its industrial zone.

Li Bai gives the world his second and last piece of poetry, viewable only if you're in the lands of the Kobito, of course:

(https://i.imgur.com/vtbAHdm.jpg)

East of Britain, we have our ranger Mystia and Kyouko leading the way for our big pack of infantrymen. As they get in range of Norway, they confirm what a piece of gossip from long ago told us had to be there:

(https://i.imgur.com/fyHTXT9.jpg)

Lysefjorden (https://en.wikipedia.org/wiki/Lysefjord) is an extremely popular spot for tourists in southwestern Norway. The fjord is long and narrow and drops down very far from the cliffsides around it. The quote here is from the French romantic Victor Marie Hugo's (https://en.wikipedia.org/wiki/Victor_Hugo) novel "Toilers of the Sea" and does revolve around this natural wonder. The effect in the game is a free promotion for all naval units that go adjacent to the wonder. I guess they're "racing the trench." We should make gradual use of that.

Our counter-spy in Shining Needle Castle has the chance to relocate and start a new mission somewhere. With espionage in Civ 6, lightning is not unlikely to strike the same place twice. We send agent Sukunabikona to Kirisame Magic Shop. The travelling time will be 4 turns.

The ranger at Papua New Guinea takes another attack and wipes out the spearmen. Ranged units never move after an assault, so he must wait a little longer until he can snuff out the bandits' campsite.

Turn 239 - 1.640 A.D.

Come on, pirates in the Baltic Sea as well?  ::)

(https://i.imgur.com/MottXB3.jpg)

Ironclad to the rescue! I was about to retreat it and it's lagging behind a little, but it should be more than enough to handle the enemy privateer. Let's hope he won't cause too much damage until then. As our ship passes Lysefjord, we level up and get a rank 2 promotion:

(https://i.imgur.com/XNQt6z4.jpg)

As privateers are ranged attackers, this could become imminently useful. Among our train of embarked units, as many as possible quickly go ashore. They should be much safer from the new threat there.

Laputa got us another spy. He has a custom name, but until we learn of it, he'll be Austin Powers. Rice bowls have a very high priority, so we'll make one in 8 turns and buy an extra tile for it. It's one deep in the desert, perfect for a district:

(https://i.imgur.com/EKQv4QU.jpg)

Kirisame Magic Shop made a shrine for ZUN and should clean up the mess that is its broken workshop. A single turn for that.

By pure chance, we notice some shady folks at Yucatan. They are not welcome so close to our mainland:

(https://i.imgur.com/PIrzxuv.jpg)

The barbarian scout briefly popping up while exploring made me notice the outline of a camp, marked in the south and very difficult to notice because of the fog of war. I think we'll send a field cannon from Balnibarbi there. Unless the hideout is occupied by something technologically advanced, it should be able to handle it. Meanwhile, the badass ranger of Oceania destroys his barbarian camp of choice, netting us 45 gold.

Since we sent our original spy to Kirisame Magic Shop, the commercial hub in our capital and all the riches it holds are currently unprotected. This will stay that way for two more turns, until Laputa's newest spy, Issunboshi, has travelled there. I sure hope this won't come back to bite us.

The enemy privateer shoots the ranger unit (Mystia and Kyouko) that previously discovered him for 32 damage. They were unfortunately still embarked and might have taken less if they weren't.

For a change, we'll be having not too bloated of an update and leave it at a mere four turns of this one. Next time, a civic with a really cool name. You'd like it less if you've become a victim of it...
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on April 25, 2018, 09:58:47 PM
Looks like you managed to hire Chuck Norris.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 27, 2018, 03:10:36 PM
Looks like you managed to hire Chuck Norris.

Walker Texas Ranger. We populate Texas and the unit is a ranger. I see what you did there  :D. Although this won't be the custom rank 2 name we'll pick: We still have too many Touhou dogs and their masters to consider.

Update nr. 46 - Don't worry, those soldiers...oh. Okay. We're just going to invade then

Turn 240 ? 1.645 A.D.

Last time, we learned that the only real way to live is under a kitchen dish, when we aren't visiting fjords in Norway, that is. We're starting to have a real inflation when it comes to Great People:

(https://i.imgur.com/wT86bdf.jpg)

A Great Merchant, the category we continue proving we're best at recruiting. John Spilsbury (https://en.wikipedia.org/wiki/John_Spilsbury_(cartographer)) was the inventor of the jigsaw puzzle. The original idea behind this puzzle was educational, with the earliest models being themed around maps and geography.
We cash Spilsbury in right away and let the little children of Kobito (even littler than their parents) have fun with their toys until they break or are too drenched by drool. We always have the option to trade them to other civilizations, but most likely we'll hold onto them jealously.

The workshop at Kirisame Magic Shop was repaired, now we also renovate the ruined factory there. This one takes 3 turns, unfortunately.

There was a privateer in the Baltic getting on our nerves in the previous update. The ironclad to save the day has arrived and with a difference in combat strength of 31, ends their days of sea-banditry in an inglorious fashion. The heroic ironclad that took only 7 damage qualifies for a custom name. It's...

(https://i.imgur.com/UJfmSNi.jpg)

No more skipping out on math problems for Cirno. Now that the Baltic is calm again, we have our units  in the area embark once again.

A builder at Futatsuiwa of Sado completes a farm-triangle east of the city. He has a single charge left now and I think he'll save it for an oil-drilling platform We should be able to get one in 6 turns. That's the current counter for discovering Plastics.

Turn 241 ? 1.650 A.D.

I first heard the following term in the game "Command and Conquer: Red Alert 2", where the Desolator used it, but more as a pun. Obviously, I didn't get it for the longest time:

(https://i.imgur.com/TlPz0wy.jpg)

The concept of Scorched Earth (https://en.wikipedia.org/wiki/Scorched_earth) is one of warfare: An army wages destruction on a countryside, so that an opposing one has a harder time nourishing its soldiers. Often, this destruction goes even against one's own civilians. Even though it is an industrial era civic in Civ 6, historical accounts of Scorched Earth go back as far as the ancient wars between Persia and Scythia.
Roger Eugene Ailes (https://en.wikipedia.org/wiki/Roger_Ailes) was the former CEO of Fox News and media consultant for several Republican presidents. He passed away less than a year ago.

(https://i.imgur.com/cBqMPqo.jpg)

Most will agree that this card is better than Total War: Rome II. It combines the policies Sack and Raid, so that you don't have to differentiate anymore what you're pillaging.

(https://i.imgur.com/uTsa8Y5.jpg)

Expropriation means taking someone's home and belongings away through power of state. Through it, you can extract settlers faster and tell them to buzz off sooner.

(https://i.imgur.com/jMvIEOr.jpg)

Another wildcard policy for Great People points. The old, discarded one only gave +2.

(https://i.imgur.com/YktNJ2R.jpg)

These are our options when it comes to culture. Opera and Ballet is a dead-end civic and not at all important now. So would Reformed Church be, but the fact that we can get it in a single turn is interesting and possibly strategic. We're working on Mobilization for now. It greatly annoys me that we cannot get the inspiration for it due to a bug, when it would be so easy otherwise!
Due to my negligence, we unfortunately do not change policy cards for free this turn, even though there would have been some advantage from it. Do not fret, we'll be able to again soon enough.

Scorched Earth brought 2 free envoys with it, getting us up to 5. We simply have to spend some of those and I know just the city-states who would want them. None of our old suzerain statuses are contested, so we're building up some new blood. Scientific Palenque gets 2, giving +2 science in all of our campus districts. Hard to imagine from our playstyle, but the next one is 2 envoys to cultural Nan Madol, securing us +2 culture in all theatre squares and even the suzerain status! That one brings +2 culture to all districts we have at the coast. I do believe we have quite a few of them.

(https://i.imgur.com/0F1DssM.jpg)

Suzerainship for the city known from the C'thulu mythos reveals a lot of tiles around the African coast. They must have sent a scouting ship there at some point. Overall, four goody huts are revealed that the lazy Sanae has never bothered with. We're sending our youngest rangers in that direction. By the way, there's a natural wonder at Madagaskar we didn't see a graphic for:

(https://i.imgur.com/Lc28l32.jpg)

Tsingy de Bemeraha (https://en.wikipedia.org/wiki/Tsingy_de_Bemaraha_National_Park) is a far-reaching array of karst rocks. A giant tiger trap. And yes, it will cut your pretty face (That's part of the quote you would get).

At Yucatan, we have identified who is guarding the barbarian camp and I am confident we can take him on:

(https://i.imgur.com/nlwqhmi.jpg)

The field cannon takes the shot and deals 52 points of damage. One more should destroy those pikemen, who for some reason left the safety of their base of operations.

The trade route Benevolent French Dolls → Kirisame Magic Shop is discontinued. The trader gets transported to start at Kirisame Magic Shop in the future.

Turn 242 ? 1.655 A.D.

Blefuscu has set down another Disneyland for us, an entertainment complex. This also happened to be a city-state quest, putting our envoys at Hattusa up to 8. Like with so many other cities, we want our third-oldest to have a rice bowl in 10 turns. The question is where. After some pondering, we decide to buy this remote tile:

(https://i.imgur.com/MLUmdf0.jpg)

This is also the turn where we manage to land most of our soldiers on the Polish coast:

(https://i.imgur.com/9iPq3jA.jpg)

The swordsman of Remilia may not have modded graphics, but it is her unique unit: The vampire. Vampires are a little stronger than non-unique swordsmen and have a special trait: If they land the killing blow on an enemy unit, they will create another vampire unit out of it you can control. This makes them very powerful within their era, probably moreso than our already very formidable Shining Needle Swordsmen were. Remilia has a respectable military presence in the area, in numbers at least. That all her units are outdated trash is a different story.

Our field cannon at Yucatan is aiming at a vulnerable, injured barbarian pikeman that is seeking shelter in his camp. It did not save him. If we're lucky, we can march in before a new unit is readied there. Ranged units are not ideal at destroying barbarian hotspots, but it's all we had nearby.

Kirisame Magic Shop builds up a new trade route that Alice would probably not approve of if she had a say. Assignment of trade routes is not something foreign civilizations actively agree with or deny:

(https://i.imgur.com/ra1eHKY.jpg)

The fog of war does not hide city hitpoints. We can tell Sanae is doing somewhat well in her campaign against Remilia:

(https://i.imgur.com/uNojvVz.jpg)

I would like the Scarlet Devil to not fall victim to Moriya's shrine maiden. Sure, I like the attacker better in a diplomatic context, but the already strong shouldn't get stronger through conquered capitals. Ideally, Remilia's defense will hold.

Turn 243 - 1.660 A.D.

First things first, we need to spend some accumulated faith. I feel like Blefuscu has too little time to construct all the buildings it could, so let's mobilize those Jesuits and purchase them a university. The student dormitories help with the poor housing there, too.

Lilliput has done its due to the arts with a theatre square. We do not have enough rice bowls. We need more and we're getting one here as well! 12 turns on the following tile:

(https://i.imgur.com/iH6W3er.jpg)

Kirisame Magic Shop does not yet need to be concerned with remedying housing issues. So they make a temple to the gods. 3 turns.

After all units were given their orders, the picture painted of Poland is as thus:

(https://i.imgur.com/Y6KSuMx.jpg)

Experiencing Lysefjord, Remilia's Rocket goes up to rank 3. Frigates have the following choices at such a threshold:

(https://i.imgur.com/Gmueql7.jpg)

I've mocked Proximity Fuses before on how extremely situational it is, so left side it is.
Just as we were hoping to throw the barbarians out of Yucatan, a new swordsman takes the garrison. Oh well, guess we'll be fighting there for a little longer.

Just at this moment, I notice how clever it would be to swap our cultural focus so that we can change cards for free as soon as possible. We are now developing Reformed Church. An otherwise not really important dead-end civic, but we'll have it in 2 turns.

Upon ending our turn, the mentioned Yucatanian swordsman engages our field cannon for 16 damage on us, 58 on himself. I see he is fine with dying even sooner.
Not expecting anything less from her, Remilia notices our expeditionary forces and has a clear hunch on what they're aiming for. She puts us on the spot about what our intentions are. We just arrogantly ignore this callout.

Turn 244 - 1.665 A.D.

Shining Needle Castle has made an artillery, the last we'll need in the near future. Another rice-bowl is tempting, but we first finish the pre-placed entertainment complex. It's only 6 turns anyway.

At Balnibarbi, I was somewhat at a loss at what to make next. A university was constructed there and not only is the town at its district limit, but all the most attractive buildings have already been made. Since I had no better ideas, we're starting on a builder there. 6 turns. Also within Balnibarbi's perimeter was a sneaky little barbarian scout that has just spotted the city and will relay the news to his home camp. Too bad for him, scouts are very easy to stop from spilling the beans when you have urban walls. After a well-aimed city strike, nothing remains of the troublemaker.
The same goes for the swordsman at Yucatan against our field cannon. Can we demolish the camp next turn? Please?

More of our units are landing at Poland. While we're numerous there, we're still somewhat disorganized. We're going to spend the next few turns arranging a somewhat orderly formation. There isn't any rush ton this operation. After all, we're not in a war right now, nothing can hurt us yet...

(https://i.imgur.com/YrEdVpR.jpg)   (https://i.imgur.com/5cWMsDL.jpg)

This means not one war but two if you want!

Well, well, what do you know? During their turns, Remilia and Alice have declared a joint war against us. It might seem unintuitive, but our advance on Remilia's lands had probably nothing to do with this. To my knowledge, only our poor diplomatic stance with both powers led to this event. Honestly, I'm not worried, but this does mean we need to adapt: Our expeditionary force at Poland is going to go all in, as fast as it can. No more strategic line-building, we're all on the offense now.
I enjoy sudden moments like these. When this declaration of war happened, it really shook and surprised me at first. No actions against our troops were made this round, though some of them are pinned down from zone of control now and will have to fight their way out. Interestingly, Shinmyoumaru's special ability kicked in, as this was a war declared against us: All units are healed to full and receive 10 experience points.

Had there been peace, maybe we could have put another turn into this update. But since that's not the case I want to divide it up here. Next time, a war where we should be more afraid of our mutual ally than our opponent.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on April 27, 2018, 09:47:53 PM
SCAAARLEEET SKYYY IS FAAALIIING DOOOWN
BUUURYYY MEEE SIX FEEEET UUUNDEEER

(She just HAD TO declare a war in that exact year, the showoff...)
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on April 29, 2018, 03:54:24 PM
SCAAARLEEET SKYYY IS FAAALIIING DOOOWN
BUUURYYY MEEE SIX FEEEET UUUNDEEER

See the update title on what I made with this remark  :D.

Update nr. 47 - Rose-killing the Carmilla

Turn 245 - 1.670 A.D.

Last time, we had a war declared on us for the very first time and It's not like we didn't deserve it. We start with something much more pleasant:

(https://i.imgur.com/Ygp5RSk.jpg)   (https://i.imgur.com/1dy6GnG.jpg)

Philo ho Byzantios (https://en.wikipedia.org/wiki/Philo_of_Byzantium) was a greek engineer and physicist of the classical era. We have another late-blooming wonder now that awarded us an extra trade route slot and a free trader. We've also finished another civic:

(https://i.imgur.com/uOTSh0R.jpg)

It's the last one attributed to the Renaissance era and is placed in this way in reference to Martin Luther and the forming of Protestantism as the Reformation. Thomas Carlyle (https://en.wikipedia.org/wiki/Thomas_Carlyle) was a Scottish philosopher, satirical writer, essayist, translator, historian, mathematician, and teacher during the Victorian era. His most famous written work was "On Heroes, Hero-worship and the Heroic in History."

(https://i.imgur.com/lT7fpli.jpg)

Theocracy translates to "rule of God", with religious leaders getting their authority from God. The best real-life example is undoubtedly the Vatican. This is the last tier 2 government and it can be a very powerful one. Civilizations that favour a religious playstyle often lag behind in science, culture and military and could be recognized as easy prey for aggressors. With the faith purchases Theocracy allows, they can muster a strong defense even as an underdog. The +5 strength in theological combat also makes a much bigger difference than you would think. Theocracy may be the only tier 2 government I value over any tier 3 governments when aiming for a religious victory. Yet for our purposes in this campaign, it is utterly inappropriate. We are not ever going to become a Theocracy.

(https://i.imgur.com/RbGMnHX.jpg)

Deus vult! This may actually be a really good card for us. Among the AI players, only Kaguya has no state-religion. +4 in all combat situations is not to be underestimated.

(https://i.imgur.com/KEQ2KBd.jpg)

You want this if you're sending missionaries and apostles to have magical faith battles in foreign lands.

(https://i.imgur.com/g7LLmIQ.jpg)

A large amount of your faith output will come from your shrines, temples and the third building you chose from perks.

(https://i.imgur.com/uCyzwiW.jpg)

This special mod-exclusive city project concerns only Sanae and nobody else.

(https://i.imgur.com/5HBXC8S.jpg)

Grande Arm?e and Meritocracy go out, National identity and Wars of Religion in. We've got the upcoming war as our greatest concern and our cards should give us as much punching power as possible. The following turns will once again put less emphasis on domestic matters. There are still some to report on, like this one:

(https://i.imgur.com/lNsNbv1.jpg)

One of the rice bowls was constructed this turn and happened to be on a tile with very high natural appeal. This is quite lucky, as I did not check at all what the tile appeal was: Rice bowls always have the same value no matter where you place them. Our civic development switches back to Mobilization by the way. 7 turns are left on that.

Futatsuiwa of Sado was the one who made the rice bowl with "breathtaking appeal". They will make an armory for the next 6 turns. Benevolent French Dolls smiles at its awe-inspiring Colossus and makes a much less impressive lighthouse next. 3 turns.

We have a total of 13 units ready for action at Remilia's gates: 6 infantry, 5 cavalry, 1 artillery and 1 ranger. We're using orange for numbers exclusively, it's the more noticable colour than red because Remilia is already using that:

(https://i.imgur.com/ueLB1lY.jpg)

Unit 10 rides onto the cattle resource northeast of it and reveals the city of Flandre. It has an embarrassingly low combat strength of 32 and no walls. For the sin of having such laughable defenses for this late stage of the game, Remilia deserves everything she's got coming to her. Unit 2, the artillery, lands on the northern coast claimed by the very edge of the enemy borders. It is not quite in shooting range of Flandre. Unit 9 picks a fight with the crossbowman east of it:

(https://i.imgur.com/0U8oMFJ.jpg)

These are about the combat odds you can expect for all encounters here. Even the vampires will be only about 10 points stronger and not really close the gap of a full-health instant kill. We mow 'em down and take 3 damage, the least I'm sure we've ever taken. Unit 7 faces vampires on 3 sides, but is utterly unimpressed and avalanches over the one in the east. 5 damage to us. Unit 5 (Sakuya Izayoi, betraying her lady) moves a little to the east and then promotes to rank 4, grabbing Elite Guard, like the late Tenshi once did. Unit 3 rides land-inward and when only on 1 movement point remains, also promotes. They pick the Coursers perk. Unit 11 advances pretty far east to give us a look on Sanae's side of the campaign:

(https://i.imgur.com/cJaLXYE.jpg)

Yikes! The shrine maiden has her opponent on the ropes. Remilia's capital here could fall at any point. It would be great if we could conquer it instead and I have a sneaky little plan on how we could do that. For now, we'll only send the selected cavalry into the forest adjacent to Koumakan.
Ranger unit 12 shoots the vampire west of it for 63 damage. All other units that didn't get a specific mention advance east as far as they can.

Marisa's Broom, a frigate anchored at Kirisame Magic Shop, is converted into a modern Battleship for 230 gold. I usually wait to get the Professional Army card before evolving anything, but we're making an exception. A young ranger heading to Africa can promote and picks the, well, Ranger perk. He's now a ranger specialized in rangery things. Unbelievable, I know...
The field cannon that's fighting barbarians in Yucatan also takes a promotion, Volley.

(https://i.imgur.com/gTa7adh.jpg)

I can't stress enough how important it is to have a counter-spy in your capital's commercial hub. We just escaped a financial catastrophy there.
There's another ranger we've had in our services for a long time. He can finally promote to rank 2 due to the declaration of war on us and picks the Guerilla perk to be able to attack and move afterwards. The custom name we give him is Reimu and Aunn. Yes, I know Aunn is more a lion than a dog, but I see so many people calling her a "good doggo", we might as well jump on the bandwagon.

This super-turn concludes with a message about Sanae completing the Mahabodhi Temple and a few feeble attacks on us by Remilia:

- Unit 7 is challenged by a vampire who they dispose of as if he were nothing. 5 damage to us
- Unit 9 gets vampiric company from the west, but must have garlic-tipped bullets. The enemy is no more, 5 damage to us.
- Ranger unit 12 proves that they too can stand their ground despite being a recon unit. Another vampire becomes dust. 13 damage on our side.
- Yucatanian field cannon trades attacks with a barbarian swordsman, 15 damage on us, 56 on them.

Turn 246 - 1.675 A.D.

What's the most prominent aspect about the era from World War 2 over the duration of the Cold War to name it after?

(https://i.imgur.com/Pm3hDui.jpg)

(https://i.imgur.com/Hadfqpr.jpg)

The extremely useful but also environmentally criticized material of plastic came around in this period. Roland G?rard Barthes (https://en.wikipedia.org/wiki/Roland_Barthes) was a French philosopher, linguist and literature critic. His subjects were for example structuralism, post-structualism and semiotics. Excuse me if I can't say more on him, I think you must be an expert and enthusiast in his fields to appreciate them, or even understand them.

(https://i.imgur.com/GkTYvB8.jpg)

At this point, I will already mention that we have builders in position at Futatsuiwa of Sado, Blefuscu and Balnibarbi to put some of these down. By the end of the turn, we'll have enough oil to make whatever we needed it for.

(https://i.imgur.com/LnTJXrL.jpg)

Perhaps plastics help substantially in the fisherman's craft? Or maybe it helps with preventing fish from going bad, which they do ever so quickly.

(https://i.imgur.com/onyc3pz.jpg)

Above is your overview of the Atomic Era. Nuclear Fission has another radioactive symbol and a bulbous bomb. This era is also that of Rocketry and the space race. Look forward to those! We will however pick none of these, and instead do a literal cleanup with the last of the Industrial Era technologies, Sanitation. In the end, there was just too much poop in the streets. 5 turns, unboosted.

Kirisame Magic Shop has a temple now and will make a pre-placed harbor for the next 8 turns.

On to our extremely one-sided military operations in Eastern Europe:

(https://i.imgur.com/kb9yybk.jpg)

The artillery nr. 1 will not attack this turn and will instead give us an overview of what the promotion tree of bombard units looks like. Yes, we've never seen this one before:

(https://i.imgur.com/JrEaIRZ.jpg)

Rule of thumb applies, right side is for destroying cities, left is more about unit hunting. Although I wouldn't say you should use the bombard class as unit hunters. For this specimen, we pick Crew Weapons. Unit 10 can also promote, becomes a Commando so that he can disembark even unto cliffs. The custom name of this unit will be a Touhou with a melee weapon, as is tradition. It's Komachi Onozuka. Unit 6 (A very short Youmu) becomes another rank 4 Elite Guard. Unit 9 pillages a pasture and the stolen cows net us 50 gold pieces.
Most soldiers just advance a little forward, but as we check unit 4's (Nitori Kawashiro) combat odds on the city of Flandre, we get a screenshot for the ages:

(https://i.imgur.com/rOrC9Wp.jpg)

Yup, the ingenious Kappa will single-handedly make this city ours, if the numbers are to be trusted. Many factors play into the ridiculous combat bonuses we're getting: General Rani Lakshmibai is nearby, Fionn's Spear is helping us out, we have the right promotions and the Religious Warfare policy card has been put to use.

(https://i.imgur.com/rqnRyit.jpg)

And thus the town of Flandre falls and is razed. We do not need an outpost city besides Remilia's capital.
When infantry destroys a unit, they do this a jump with a pirouette followed by a mid-air rifle shot. I love how comical that is! I hope you're not one of those people who expects their civilization games to be the most earnest and believable. Civilization 6 does not fit into that category.

Reimu and Aunn find a goody hut on an unassuming island east of Africa. I think it might be Mauritius, an extremely popular vacation spot. My sister and brother-in-law went there a short while ago. Our ranger will be able to go there and grab it on the next turn.

We are done with the troop commandeering, but won't end the turn before one more district pre-placement: Balnibarbi is still making a builder, but puts an industrial zone between two copper mines in the northwest. It'll have an impressive +2 adjacency there.
An artillery we currently have in the Atlantic can promote. Just like its brother far east, it takes Crew Weapons. The Yucatanian field cannon destroys a barbarian swordsman. Can this please, please have been the last one that camp makes? I'd like to be done on that front before the century ends.

Will any of the moves Remilia makes be anything but desperate? I wouldn't make the bet in her favour:

- Unit 6 is chased down by a swift vampire from the west. Swift, but far too weak to survive the attack he chose to do. 4 damage to A very short Youmu.
- I can see another vampire succumbing to Sanae's forces, who in turn also deal a small amount of damage to the city of Koumakan.

Turn 247 - 1.680 A.D.

We have two rice bowls in our empire now, which means we get a eureka. This one is essentially the Kobito figuring out that there is something such as germs and that water can be infested, rather than their earlier theories of miasma causing sickness:

(https://i.imgur.com/akZQZkx.jpg)

The time to develop the technology has been reduced to a single turn with this.

The phase of the war is such a exciting one, we're beginning with troop orders:

(https://i.imgur.com/LjCIDOa.jpg)

Unit 4 both advances and picks its rank 1 promotion. We're actually giving this cavalry the Caparison perk. Remilia doesn't seem to be using anti-cavalry, but we should have some variety. Unit 3 decides that the poor crossbowman northwest of it needs to go: He's wiped off the map, giving only 3 points of damage back to us. All other units simply advance further. We could bash the two cavalry units we have at Koumakan into the city to great effect, but I think the time is not right yet. Unless we're confident we can take it in a single turn, we should hold our horses, otherwise Sanae might capture it on her own turn.
See that builder in white and black colours near ranger unit 13 (Mystia and Kyouko)? That belongs to Yerevan. Remilia happens to be the suzerain of Yerevan, making them our enemy as well. We profit from this fact by having Choju Gigaku kidnap and enslave that builder. He has 3 charges. The same ranger also picks a rank 3 promotion, Spyglass.

Laputa was the city whose rice bowl boosted Sanitation. Next up, we want it to make an amphitheatre. 3 turns. This may also have to do with getting eurekas and inspirations, but you'll see.

In case you forgot, Alice is also in this war. If she thinks about relaxing and only being our enemy on paper, here's her wake-up call:

(https://i.imgur.com/5IrjjMU.jpg)

We still had ships around Spain. The only reason not to continue bombarding Alice's cities like we did in the previous war against her would have been laziness. And we're not getting lazy in this Let's Play, absolutely not! Marisa's Broom deals 27 points of wall damage, 1 to the city itself. That's only the start of it, though. Down at Kirisame Magic Shop, we spend another 230 gold to transform the Palanquin Ship from a frigate to a shiny battleship.
That barbarian camp at Yucatan has to be cheating. They've made ANOTHER swordsman. The field cannon shoots it for 58 points of damage.
Reimu and Aunn introduce themselves to the goody hut villagers. 20 faith is awarded. Not great, but not bad.

I'm worried at how bad Remilia will do on the AI's turn. Not because I'm expecting much from her, but from Sanae. I'm praying she doesn't conquer Koumakan. In the end, the city falls to under half health and doesn't regenerate anything due to the status of being under siege. Do we fall victim to anything at all? Yes:

- Chalk-White Russian Dolls uses its city-strike on Marisa's Broom. It's of extremely little use against the steel fortress. 6 damage.
- The newly recruited swordsmen of Yucatan suicide themselves on the field cannon. The camp simply has to be empty in the next turn. Those should be the game's rules!

Turn 248 - 1.685 A.D.

I was really hoping we would get this quote on this technology:

(https://i.imgur.com/XdRk3Xa.jpg)

Graham Arthur Chapman (https://en.wikipedia.org/wiki/Graham_Chapman) was a comedian and member of Monty Python. His quote is from another one of their satirical movies, Life of Brian, more specifically the "What have the Romans..." sketch. Like the "Constitutional peasants", they've uploaded this iconic clip on Youtube. Click to watch. (https://www.youtube.com/watch?v=Qc7HmhrgTuQ) It proves that it's not a good idea to keep a professional objectivity or start a debate when trying to rally angry masses...

(https://i.imgur.com/tJ8TfMV.jpg)

We haven't had a new city center building for ages: You don't need any districts to make a sewage system. However, it's not all that great. I barely ever build sewers, as neighborhoods generally create more housing and have a lower maintenance. If you absolutely can't spare any more tiles in a city, a sewer may be worth building. Otherwise not.

(https://i.imgur.com/o5FEz8v.jpg)

Medics are another helpful support unit. I sometimes make them, even though I don't feel they're as essential as observation balloons. Interestingly, the now obsoleted battering rams and siege towers can be evolved into them for cash. We might do that at some point.

(https://i.imgur.com/NNoUdGy.jpg)

Irrelevant for us. Only the Indian civilization can make stepwells.

The next research we decide to grab for ourselves is Combined Arms. We want to find out what the nuclear symbol is that comes with it. It's currently unboosted (we'd need to make an airstrip through a military engineer) and takes 7 turns.

We can congratulate ourselves on another Great Scientist. However, a look at this one made me frown a little...

(https://i.imgur.com/ZxvYYFI.jpg)

The one James Young (https://en.wikipedia.org/wiki/James_Young_(chemist)) that had anything to do with oil was a Scottish chemist. He created a method to win paraffin from coal and oil shales. He then opened the Young's Paraffin Light and Mineral Oil Company Ltd.
As much credit as Mr. Young deserves, his abilities are not actually very valuable for us. We have already revealed oil, so that part is moot. We have also researched all industrial era technologies and some of the modern ones. There's a high chance the game would roll eurekas we already have and cannot get, so he might be totally worthless. I'm not taking that risk. We pass on this Great Person.
This option will make it so that someone else has to recruit Mr. Young for a lower price. We lose some Great Scientist points (84), but not so many that getting the following one before anyone else wouldn't be a certainty. Yes, passing was actually very strategic here. The next Great Scientist is bound to be much better.

Huh. We also have a completely different Great Person in the same turn. Go figure:

(https://i.imgur.com/pZZRkbV.jpg)

If you think of a pirate queen, you'll probably be thinking Hollywood camp and "there wouldn't be one in real life." Wrong. Cheng I Sao (https://en.wikipedia.org/wiki/Ching_Shih) was arguably the most successful practitioner of the trade of piracy that ever lived. She commanded thousands of men and established a sort of pirate culture among her following with strict laws. She defeated fleets made out of the Chinese and European powers and became so notorious that she was able to extort full amnesty for her crimes from the Chinese government. You know, if it weren't so long ago, so long that you could apply romance to it all, they'd probably brand a similar person nowadays a terrorist...
Cheng I Sao will not be passed upon: Her bonuses do apply to the ships we have. Recruiting her completes a quest for Hattusa, giving us the 9th envoy there.

We spend 380 of our 418.7 faith for a pagoda at Kirisame Magic Shop. You know the drill: Spend faith to make more faith in the future. Benevolent French Dolls has a lighthouse now and enough population for a new district. It ends up being a commercial hub with +2 adjacency and 11 turns to make. Argh, I somewhat feel like I should have made an aerodrome there instead. But nothing we can do now.

Oh, Remilia. I hope your fate-manipulating powers work. Yours looks somewhat sealed:

(https://i.imgur.com/UOW06fw.jpg)

It was very important to let Sanae do most of the work of softening up the city. Now it should be easy to capture. Cavalry unit 12 (Kaguya Houraisan) is the first to attack Koumakan: 74 damage dealt to the city. Just after that, Sanae admonishes us for recruiting too many Great People. Random, isn't it? That's why I couldn't see how much damage our cavalry took, but it must have been a pretty tiny amount. Cavalry nr. 11 follows up:

(https://i.imgur.com/o84BkhB.jpg)

Koumakan is ours! The cavalry called Byakuren Hijiri takes 6 damage. Since it's the capital, we must keep the city and its two districts that were plundered into charred remains by Sanae. They are a campus and a holy site. Remilia to my knowledge only has a single city left in the northeast. Yes, we will put her out of her misery. Koumakan does what all conquered cities do: It repairs its monument for the next 2 turns.
Cavalry 6 reveals that the mentioned final city in the northeast is also called Remilia like its owner. It has a strength of 44 and apart from a garrisoned vampire no other units around it. Most units that can move do that and come closer towards this target. Not all though: Unit 7 (A very short Youmu) burns the vampire west of it better than the sun would. We take only 8 damage for that.

Back at Barcelona, our battleship shoots Alice's coastal city for 27 wall damage and 15 city center damage. This beast of a ship can probably cripple the town by itself, but we do have the rest of our fleet approaching.
After all this time, we feel great satisfaction destroying the barbarian camp at Yucatan and taking their 45 gold pieces. The field cannon will return to Balnibarbi and garrison the town.

(https://i.imgur.com/Q6i9Qvz.jpg)

Just suspend your disbelief: Despite the happy smile in the artwork, Sanae is very angry at us. And so we lose the very last civilization that was still on speaking terms with us. Despite all diplomatic prowess, we were just too cruel and too successful at being so cruel for anyone to tolerate us. You know, I saw it coming. I saw it coming earlier than it did come, which I'm happy for.

Two more vampires, one of them newly built, arrive near Remilia's final city. She cannot take any actions against us though. The only damage we suffer is a city strike on the battleship at Chalk-White Russian Dolls. 5 damage.

We're already at the epilog of this war against Remilia it seems. Next time, we'll see if the eternally young Scarlet Devil still has something up her sleeve or if this will be her greatest Charisma Break. See you then!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on April 29, 2018, 09:30:28 PM
Sanae: "You're fighting my enemy? And it wasn't you who declared war? And you're winning? HOW DARE YOU"

I sure wonder if AI can keep alliances even among themselves with a penalty system like that.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 02, 2018, 07:29:50 PM
Sanae: "You're fighting my enemy? And it wasn't you who declared war? And you're winning? HOW DARE YOU"

I sure wonder if AI can keep alliances even among themselves with a penalty system like that.

Part of her must be frustrated that we snatched away Koumakan after letting her do all the work. That's the real reason for the denunciation if you ask me  :3.
Somehow they can get along, even in this campaign. You've got to understand that most of the warmonger penalty comes from razing cities, which the AI almost never does. They tend to keep what they conquer.

Update nr. 48 - Septette for a Dead Princess. The one that's dead because we killed her

Turn 249 - 1.690 A.D.

Last time, Remilia lost two of her three cities to us, among them the big mansion itself. The war is still so young, nobody could propose peace even if they wanted to. We'll first go through build plans, then we'll look at the battlefield.

Brobdingnag has made a rice bowl and should grow rapidly now. To increase its already decent production power, we make a workshop there for the next 7 turns.

Balnibarbi did well making us a builder when we were running out of them on our home continent. For the next 15 turns, they'll make a pre-placed industrial zone.

Here, have the image of Remilia's soon-to-end nightmare now:

(https://i.imgur.com/O9SFBco.jpg)

Koumakan could strike the enemy two tiles north of it, but since cities don't gather experience, we're letting unit 6 do the honours. They suffer only 7 damage against the expired vampire. Unit 10 moves onto the horse pasture next to the last enemy stronghold, putting it into a besieged status. The three cavalry units we now have threatening it could possibly conquer if they worked together, but we shouldn't risk such a reckless move yet.
Unit nr. 11 is Sekibanki and Kagerou. The duo moves next to the city and promotes to rank 4! The ultimate perk recon units can pick is this one:

(https://i.imgur.com/cC2iyf7.jpg)

Unless we do foolish mistakes, little can harm our best explorers now. Artillery unit 1 moves two tiles east onto the holy site. It is out of movement points now, but could fire onto Remilia next turn. Other units marked on the screenshot don't do much of special relevance.

Meanwhile, we have both Marisa's Broom and the Palanquin Ship in firing range of Chalk-White Russian Dolls. The latter demolishes the walls with 57 points of damage and the city with 65. Marisa's Broom then deals a brutal 92 damage. All we would need now is an ironclad to capture Alice's last Spanish city. There's one that should get there in about two turns.

Hoping to collect a goody hut in Namibia for us, a ranger learns that it won't be as easy as he hoped:

(https://i.imgur.com/QykQpHr.jpg)

One of these seems to be a weak special barbarian horseman like Mamizou used to build them, but the other two are apparently full-powered classical horsemen. We shoot the one adjacent to us for 80 points of damage.

A single-charge builder, the only one we had before the newest was born, makes a tobacco plantation near Lilliput.

We do receive some damage this round, but as usual, not from Remilia:

- Chalk-White Russian Dolls' walls may have toppled, but an archer inside the city shoots arrows at the armor surrounding Marisa's Broom for little effect. 7 tiny points of damage.
- The Namibian Ranger does not have a good time: A barbarian horseman (the weak version) attacks for 11 damage, taking 70 in return. Next is a strong horseman who is actually a worthy match: 28 damage to us, 29 to himself.

Turn 250 - 1.695 A.D.

Are you ready to have a sports league? Complete with crazy, crime-committing hooligans, steroid-abuse and overinflated player-trading prices between clubs? The Kobito already know that's what they want:

(https://i.imgur.com/0hQRqRu.jpg)

I think this is an atomic era civic. The fourth entertainment complex was made in Shining Needle Castle.

Before anything else this turn, we purchase an inquisitor at Kirisame Magic Shop for 185 faith. We were just in time to do this as the following screenshot will show you:

(https://i.imgur.com/Mp6HubR.jpg)

While we were busy fighting a war in the northeast, Sanae has stealthily launched a missionary force to Spain that she probably hoped we wouldn't notice. For the first time in the Let's Play, we're having religious combat. Civilizations do not need to have a war between one another to engage in these fights, as religious units of rival faiths are constantly hostile to one another. We can see two relatively helpless missionaries who cannot initiate religious combat themselves and who will try to convert cities of ours. There's also an apostle of Shinto sailing to our peninsula who may be the greater danger.
As you can see, our inquisitor will gain a great combat bonus thanks to being within any cultural borders where The Touhou Fandom is established. We take the previewed attack:

(https://i.imgur.com/Jr4Z1BO.jpg)

Religious combat is illustrated by the calling of divine lightning strikes! Think of this as symbolism. In reality, it's more like they're having debates and trying to discredit each others beliefs in front of listeners. Since that is too dry, Firaxis settled for a more fantastical imagery. Anyway, the unwanted missionary takes 50 damage, the Spanish inquisition only 21.

Shining Needle Castle was already mentioned: The city buys a piece of land three tiles directly west of the center for 290 gold. This is where they'll be making a rice bowl for the next 10 turns.

Laputa successfully constructed an amphitheatre. Next, they'll have a smelly factory there. As smelly as they are, we don't have enough of them. 9 turns.

Koumakan, the newest addition to our thriving empire, pre-places an aerodrome next to its currently demolished holy site. What they'll be doing for now is repairing their granary. 2 turns. And so, we've naturally arrived in the region where all the warfare is going on:

(https://i.imgur.com/7MWdiGC.jpg)

Unit 10, Sekibanki and Kagerou, gets the privilige of the first attack. With 23 damage dealt to the city, it's not too amazing, but still respectable for a unit type that isn't meant for the job. I would love for the artillery nr. 1 to bombard the enemy city. The attack would have depleted most of its hitpoints. But sadly, there's a tall hill in our line of fire that I'm only seeing now. In disappointment, the artillery blasts the vampire east of it to smithereens. At least that's some kind of contribution to the war they can now claim they've made.
We're going to follow this up by three cavalry-assaults upon our target: Unit 2 begins with 71 damage on the city, 15 on itself. Good, but you can tell they suffered from the river crossing. Unit 9 is next and gives us a much better result: 85 damage with only 11 on itself. The city is almost destroyed, perhaps 10% of its hitpoints remain. Unit 5 is the Taoist Hermit Toyosatomimi no Miko and she's delivering a most fabulous death blow:

(https://i.imgur.com/G2oBMjM.jpg)   (https://i.imgur.com/q0iV9H8.jpg)

Now we finally know what Remilia died from in Setz's comic. Yes, another civilization has been thrown out of the game! With Mamizou and Byakuren, that makes three. The war is immediately over on that front and only Alice remains as an opponent. Despite decent possessions, this newly conquered city is razed without mercy. We really have no need for more cities in that remote corner, Koumakan is enough.
Since there are no more threats in Russia, our army will probably sail over the Baltic once more towards home. If we leave some units behind as a defensive force, I'll let you know. But for now, the urban walls as well as a field cannon we quick-purchase in Koumakan for 1,080 gold will be the only peacekeepers this new province receives. Don't let our enemies know! Our new balance is 148 gold coins.

The Palanquin Ship in Spain blasts Chalk-White Russian Dolls for 63 damage. Health is reduced to 0, all that needs to happen now is for an ironclad to arrive and occupy the city. Some other ships we have are heading from Iberia to Britain:

(https://i.imgur.com/5TL15xJ.jpg)

It's not hard to guess what they'll be trying to do there. None of the mentioned conflicts this turn are as threatening in their odds as the one we're having in Namibia, though:

(https://i.imgur.com/1LNN7hS.jpg)

The unnamed ranger masterfully shoots the targeted horsemen off their steeds. There's more where that one came from unfortunately.

We have some attacks we must defend from on the AI's turn:
- The inquisitor we freshly purchased this round is assaulted from Sanae's apostle. I'd imagine her unit would be more powerful, but we're getting a religious combat bonus by standing on our holy site. 22 to us, 40 to them.
- The Palanquin Ship is getting shot at by archers, who are perfectly fine with embarrassing themselves. 7 damage to us.
- The brave ranger in Namibia must first fend off a crappy barbarian horseman: We deal 59 damage, taking 12. Another comes and suicides himself on us for the greater bad. 12 damage to the ranger.

Turn 251 - 1.700 A.D.

We're officially halfway through the maximum duration of the campaign. If that doesn't mobilize our people to do well, this new civic will:

(https://i.imgur.com/Pr9cDEg.jpg)

The appreciatedly cynical quote for our first modern era civic comes from Th?ch Nhất Hạnh. (https://en.wikipedia.org/wiki/Th%C3%ADch_Nh%E1%BA%A5t_H%E1%BA%A1nh) He is a Vietnamese Buddhist monk, writer and peace activist. He was abroad when the Vietnam War broke out and was not allowed to return home once the Vietkong emerged victorious. Only about 30 years later was this wish granted.

(https://i.imgur.com/MxBoYmi.jpg)

This card obsoletes Conscription and is simply a better version of it. 2 coins saved instead of 1. You can expect this one to have a permanent stay in our deck.

(https://i.imgur.com/MdNoOaE.jpg)

The prerequisite for this trade object to become available is having an alliance. Man...do you remember the times when Kaguya liked us and we could have negotitated this? It's really too bad that will never be possible again.

(https://i.imgur.com/Rnqep3e.jpg)

On crowded maps, this is a very common casus belli to justify a war. Neighbors have the strongest motive for invasion in Civilization 6 and should only trust the other as far as they can throw them.

(https://i.imgur.com/9Xj1kqq.jpg)

Apart from summarizing the previous effects, we learn here that Mobilization introduces the forming of armies and armadas. These mega-units, as you may remember from the caravel that Alice had when she was still competitive, are made up of three regular units of the same kind. We unfortunately had to experience that the forming of corps was bugged for us. I guess that means we also can't have armies, right? Well, just wait and see...

For our policy cards, we throw out National Identity and Wars of Religion. We bring in the new Lev?e en Masse, Veterancy, for making encampment buildings faster, and the proud and proven Meritocracy to massively increase our culture output again. Speaking of culture, our next civic focus will be on Natural History. 5 turns. We could boost it by making an archaeological museum.

Blefuscu has completed a rice bowl for its numerous people and will now put the previously equipped Veterancy card to use: They're making a military academy. We want loads of those at this stage of the game. 8 turns.

Futatsuiwa of Sado first pre-places an aerodrome district three tiles west of itself. It does not need to purchase the culture for this specific tile, but the forest on it unfortunately had to be demolished by the placement. Apart from that, they do exactly what Blefuscu did: A military academy, made in 8 turns.

Huh? What is this? Did a bug magically fix itself for once?

(https://i.imgur.com/ZVyWCrI.jpg)

When does that ever happen but now? See, I told you I knew how to make corps and armies. There's nothing special or complicated about it: 2 units of the same kind next to each other. It can happen even in no man's land as proven here. Was this perhaps an error in the description of Nationalism? Is Mobilization the actual civic that makes this possible? It might be. The Corps that we make this turn are:
- Toyosatomimi no Miko eats a rank 1 cavalry. The promotions the corps will have are always those of the more experienced unit.
- Rank 4 Sakuya Izayoi swallows what I think was Komachi Onozuka. Too bad, she only just got her name a while ago.

We dabble some more in religious intolerance and use our inquisitor against the same missionary we had debated with last turn. The Touhou Fandom's lightning hits for 49 damage, we take only 17.

Just barely, Chalk-White Russian Dolls is in range of our nearest ironclad:

(https://i.imgur.com/FktGYBE.jpg)

The already severely weakened city falls, we obviously raze it. Had it been important enough for us to keep, we would have prolonged the previous war with Alice to get it sooner.

Our ranger duo of Reimu and Aunn land on the East African coast, at the country of Mosambique directly onto a goody hut. The spoils it had really impressed me. I didn't know you could find multiple inspirations in the same village:

(https://i.imgur.com/ypoSwZI.jpg)   (https://i.imgur.com/HgHFeze.jpg)

Wow, what a haul! Especially if you consider that for those inspirations, we would have had to buy an archaeological and an art museum for 500 faith each. Our new completion time for Natural History is at 3 turns. The ranger at Namibia can also open his goody hut this turn: Inside were 20 points of faith. That's...somewhat insulting in comparison. He might die for it, too! All he can do is continue sniping at a nearby horseman for 74 points of damage. Even after that, the situation looks fairly grim for our survivalist:

(https://i.imgur.com/0jMjNAl.jpg)

Will he survive? The AI's turn will tell. Before it begins, a builder we have at Shining Needle Castle creates some fishing boats at a new swarm of fish we claimed for ourselves through natural culture growth. While my attention was at our capital, I thought it was appropriate for it to pause production of a rice bowl and make a military academy there now that we have the respective card equipped. 10 turns for the new project.

So on to the attacks we suffer:

- It's not an attack on our units, but on our interests: Sanae completes the Potala Palace in one of her cities. Correction: Our extremely low-priority interests.
- The apostle that was so zealous for religious combat last turn does it again: 42 damage on himself, 24 to us. Since that inquisitor of ours didn't act at all and is standing on a holy site, most of that damage gets healed anyway. The missionary in the region that we softened up so well unfortunately flees where our inquisitors won't be able to follow him.
- Not one but two severely injured horsemen give their lives to assault our likewise severely injured ranger for 10 and 23 damage. Ouch! He's on his last leg and has to get out of there if he can.

Turn 252 - 1.705 A.D.

Koumakan still has two districts to repair, but I'd rather like to construct that pre-placed aerodrome. As so often: Eureka-reasons. The city is slowly normalizing its production capabilities and will be done with the new district in 15 turns.

The ironclad that wiped out Chalk-White Russian Dolls last turn is eligible for promotion. This one went down the exploration path of naval melee units and can now go for this perk:

(https://i.imgur.com/WjhexQh.jpg)

The custom name we're giving the ironclad is "Shinmyoumaru's Bedroom." With that I mean the little puppet house our favourite Kobito has at Hakurei Shrine. I recently read Forbidden Scrollery Vol. 2, that's what brought it to my mind.

We make another corps of infantrymen, now that we finally can: Rank 3 Nitori Kawashiro absorbs rank 2 Nemuno Sakata. I'm still unsure if we should leave some of the units we used to invade the area back at Koumakan for additional defense. Maybe one of the rangers?

The war against Alice is still hot, but at a different location:

(https://i.imgur.com/w08HRHg.jpg)

The walls of this Welsh town take 39 points of damage and must only be of ancient era quality: They are almost destroyed from the frigate's barrage already.

Only one horseman remains near our African ranger that was previously in distress. We cannot flee back to sea in a single turn, so we must take him out. Thanks to our ranged attacking capabilities, we do so with ease. If no other units arrive, he might actually make it home alive!

Sanae's mad apostle who she thought could religiously conquer all of Spain on his own has not lost any of his fervor. He keeps attacking the same inquisitor he has the last two turns. This is the result:

(https://i.imgur.com/CPRCymZ.jpg)

The three apostles debated so hard with us, they fell over and died. Admirable how feverishly these religious units practice their craft, but there can be too much of a good thing. Interestingly, two pop-ups appear over Kirisame Magic Shop: "-250 Shinto" and "+250 The Touhou Fandom."
Cities will witness religious victories and losses happening in their vicinities and shift their interest towards the winner's side. This is why you should be very conservative with your units during religious invasions, moreso than military ones. Suicidal use of missionaries and apostles will undo your proselytizing efforts quickly.
I am suddenly strongly reminded of Hopeless Masquerade's religious wars...

The frigate (Remilia's Rocket) we used to attack Spring Kyoto Dolls gets a city-strike in return. It's only 10 damage though and therefore not much to worry about.

Turn 253 ? 1.710 A.D.

Another Great Scientist is knocking on our door. Is he more skilled than Mr. Young?

(https://i.imgur.com/CbsaPW9.jpg)

Slightly. Dmitri Ivanovich Mendeleev (https://en.wikipedia.org/wiki/Dmitri_Mendeleev) was a Russian inventor, teacher and chemist. He is the "Father of the Periodic Table". This title was not for making the first periodic tables there were, but by adding and predicting so many elements to the ones already in use that he revolutionized his science of choice.
This is not an especially powerful Great Scientist, but the fact that we have not yet researched or boosted chemistry makes him good enough to recruit.

(https://i.imgur.com/7ShkGy2.jpg)

 The secondary effect of the random eureka does not get triggered: There's nothing from the industrial era our scientists have not already mastered.

The completion of a harbor at Kirisame Magic Shop solves a city-state quest for Toronto, getting us an additional envoy there. It would be typical to follow up with a lighthouse there, but instead, I think we'll set our eyes on a wonder, a really good one. Let's make the Venetian Arsenal in our province. The production power of Alice's former capital is absolutely superb: We'll be done in 18 turns. Before we start that, we at least pre-place an encampment district though:

(https://i.imgur.com/L1kdWm6.jpg)

Koumakan may not be the most useful city, so far away from our mainland. But it does give us access to a new luxury this turn:

(https://i.imgur.com/1uOnYHj.jpg)

Now we have dyes. They're something that should be all over the world, but isn't and that makes them so valuable. You can also see that the new province already has a mine improvement on gypsum, a resource we only had temporarily before when we extorted it from Alice. I think we have 15 luxuries or so now? The happiness within our empire is by all means superb.

Remilia's Rocket puts the squeeze on Spring Kyoto Dolls once more. We should have waited for Cheng I Sao to come closer and support the frigate, then damage would have been even higher. Nonetheless, the walls are incapacitated and the city center takes 57 damage.

Reimu and Aunn are carefully voyaging around the eastern shores of Africa when they discover the highest peak of the continent:

(https://i.imgur.com/1q5e01k.jpg)

Kilimanjaro (https://en.wikipedia.org/wiki/Mount_Kilimanjaro) is a dormant volcano and the 4th highest mountain in the world. While losing to the Everest by almost three kilometers, it's still difficult and possibly lethal to trek to its top. The natural altitude training that comes with growing up in the region is cited as the reason why Tanzanians and Kenyans are so world-renowned at running marathons. In game, all tiles adjacent to the natural wonder receive +2 food.
Nancy Bonds does not have a wikipedia page and doesn't seem to be anyone particularly famous like our usually quoted personalities. Nonetheless, she wrote a popular blog (http://blogs.mccombs.utexas.edu/bba-news/2013/08/05/the-five-things-i-learned-climbing-kilimanjaro/) on the University of Texas at Austin's BBA, "The five things I learned from climbing Kilimanjaro."

Absolutely nothing can be reported about the AI's turn, which isn't the worst. This update is already stretching quite long again. Next time, we'll learn of a useless, poisonous rock that can't possibly be the prime ingredient of the mightiest weapon humanity has ever created. Right?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 04, 2018, 04:32:40 PM
Update nr. 49 - Rubbing it over your body will give you superpowers. You'll be Sickness Man!

Turn 254 ? 1.715 A.D.

Last time, we usurped Remilia as the new lords and ladies of the Scarlet Devil Mansion. We also got our first taste of theological combat. It wasn't too different from regular warfare, but maybe it'll come up again so that we can get into its intricacies a little more.

We lay the stepping stone for the profession of archaeology this turn. It's probably the only step we'll ever take in that direction:

(https://i.imgur.com/Xohz1pZ.jpg)

Alfred Russel Wallace (https://en.wikipedia.org/wiki/Alfred_Russel_Wallace) was a naturalist, biologist and a colleague to Charles Darwin: He too pushed the theory of evolution. For the purposes of his research on biogeography, he also took on several expeditions into exotic countries, at a time when this was uncommon.

(https://i.imgur.com/63xkPvK.jpg)

So far into the game, and zoos only introduce themselves now as the second building in entertainment complexes. They have a regional effect similar to that of factories and power plants. Currently, we have little use for them, as our amenities are still excellent.

(https://i.imgur.com/gDTkaUL.jpg)

"Hermitage" is a broad term used in many countries for many institutions. The wonder in question should be The State Hermitage Museum (https://en.wikipedia.org/wiki/Hermitage_Museum) in Saint Petersburg, Russia. Catherine the Great was the one who arranged for its founding. Nowadays, it's the second largest museum in the world, losing only to the Louvre in Paris.
The use of this wonder is purely one for a cultural victory.

(https://i.imgur.com/3zdebCU.jpg)

It has been possible for a while to make archaeological museums, but only now could we recruit the archaeologists to fill their slots with artifacts. It's very important to know that archeologists can't ever be quick-purchased. A good strategy for a cultural victory is to have art museums in those cities of yours with lower production power and archeological museums in those with higher.

(https://i.imgur.com/IBv6NSR.jpg)

We can now see antiquity sites. These are where you send your archaeologists to create artifacts. An antiquity site vanishes once excavated, so there's a sort of race to secure sites for yourself apart from the overall tourism race that already exists between players. We do have a few antiquity sites nearby. There's one nestled between Blefuscu, Brobdingnag and Shining Needle Castle. We will unfortunately leave them alone: Making archaeologists is too much work when you're not aiming for a cultural victory.

We check our policy cards, but don't end up changing anything. Veterancy is still serving us well, with all those military academies we have in production.
I want to show you some of the modern era civics in a more detailed view:

(https://i.imgur.com/oBJxVlY.jpg)

Dang, it annoys me how much better Sanae is doing with civics. She's already in the atomic era! Anyway, we already have Mobilization and I think we can get the inspiration for Mass Media. The most important civic of this era is Ideology. It might not look like much and it's very quick to develop with only 3 turns time. However, you can see that it is a bottleneck that some unknown civics follow. Which ones will those be? I'll show you when the time comes. For now, we get started on establishing a Media for the Masses!

We find a new city belonging to our opponent Alice, where Croatia would be:

(https://i.imgur.com/CJpnBhI.jpg)

If we were to throw the puppeteer out of Britain, the two towns you see would be all that's left of her empire. You know what? We won't go after them. I briefly thought of doing so, but they're just too insignificant.

We lead our newest artillery to the Giant's Causeway, grabbing the Spear of Fionn buff for it. Always helpful. In the area is also where we're besieging Spring Kyoto Dolls by boat. Our trusty frigate fires again, dealing 63 points of damage, this time with the guidance of Cheng I Sao. The city falls to slightly under half of its hitpoints. The ironclad we have at its port could not deal that much damage, so we refuse the attack for it.

There is an old rainforest at Blefuscu that has served us well in the past. It will unfortunately have to go for the sake of our expanse:

(https://i.imgur.com/oVkc7Kc.jpg)

When you chop a rainforest, they will produce an equal amount of food and cogs, 74 in this case. Removing it slightly lowers adjacency for our campus, but it's an egg worth breaking I think. We then pre-place an aerodrome on the tile. The military academy that we're still making fell from 5 to 3 turns of production because of the chopping. The town also grew from 17 to 18 population.

The AI does a few things we do not appreciate this turn: Alice proposes a peace deal that we do not take. She needs to lose a little more than she did until we let her off the hook.
The really bad news was that another enemy spy succeeded in exploding Kirisame Magic Shop's industrial zone. We had a counter-spy there, but our opponent just had the superior dice roll unfortunately. We will fix the damage in time, but for now production there stays on the Venetian Arsenal.

Turn 255 ? 1.720 A.D.

If using tactical synergies between jets and boats is enough to warrant a seperate technology, so be it:

(https://i.imgur.com/kH48TEp.jpg)

Sir Basil Henry Liddel Hart (https://en.wikipedia.org/wiki/B._H._Liddell_Hart) was a British soldier and military theorist. He served active in World War 1 and interviewed many German prisoners of war post World War 2 to better understand life under the National Socialist regime. The "Rommel Myth" emerged due to his research, creating the possibility that the infamous Desert Fox Erwin Rommel was an apolitical general, rather than an enthusiast of Hitler. Whether that myth is true still can't be said without a doubt.

(https://i.imgur.com/l7wTQae.jpg)

It is difficulty to deploy air units where you need them, as they can only act from within storage units like aerodromes and airstrips. The aircraft carrier is the most mobile of these. I believe the naval subclass of carriers cannot initiate any attacks, but I could be wrong. I don't have a history of extensively using them.

(https://i.imgur.com/HdHxa1z.jpg)

Ironclads evolve into destroyers. Apart from getting a substantial boost in power, they also become the natural enemy of submarines and nuclear submarines.

(https://i.imgur.com/GEtpQT3.jpg)

Uranium is a resource that I think is needed to make the strongest heavy cavalry unit: The modern armor. But that is only half of it: More importantly, you need uranium to produce the Atomic Bomb! Yes, you can nuke in Civilization 6. Actually, you could nuke in Civilization 1, 2, 3, 4 and 5 as well. If you couldn't nuke in a new, numbered and non era-centric Civilization game, it would be reason to boycott!

Here are the options we have for our technological focuses:

(https://i.imgur.com/gsUsXnp.jpg)

Advanced Ballistics and Synthetic Materials do not have an exceptionally high priority. Chemistry would be quick to research as it's already boosted. Yet we need to recall that Radio must be established in order to get the inspiration for the Mass Media civic. That makes the biggest difference, so we're going to get ourselves some radio stars until video kills them.

The great question is: Do we have uranium in our lands? Will the atomic bomb even become an option for us? Let's toggle the pop-up:

(https://i.imgur.com/pIkomux.jpg)   (https://i.imgur.com/sTPFKp2.jpg)

This truly is our lucky day. I've had games in the past where I had no access to uranium. Had this been the case, we would have had to make a new settler exclusively to claim some. That's how important uranium is. What we need to do now is to fetch builders and remove the farms where the uranium deposits are. Then those builders will place mines on those hexes instead and we'll be all good. A builder with two charges remaining is at Blefuscu right now. We're redirecting him to the source at Shining Needle Castle. 3 turns until he gets there.

We're also switching production of Benevolent French Dolls from the 4 remaining turns of their not too urgent commercial hub to a builder. This one is meant for the source at Kirisame Magic Shop. 5 turns.

Lilliput joins the club of cities that have a rice bowl. With housing issues solved, it is now time for a military academy there. 11 turns.

Brobdingnag pre-places a holy site right here:

(https://i.imgur.com/LQaIuxQ.jpg)

But goes on to make a factory in 13 turns. I think we still need some of those for a later civic inspiration. But even outside of that motive, factories are just great to have.

I think time and luck have run out for Spring Kyoto Dolls:

(https://i.imgur.com/o7mFEAd.jpg)

Our cannons roar again for 86 damage. After that, the ironclad is up for order, and it's a satisfying one to give: They conquer the city for only 10 points of damage taken. Unlike Alice who took a liking to an isolated island colony, we do not need one, so we raze it like so many before! I think the Seven-Coloured Puppeteer has learned her lesson with that. We enter negotiations and grab from Alice what we can. I would have liked the Great Work of Writing, Sun Tzu's Art of War to be among the reparations, but Alice wouldn't give it up. Is this reason enough to continue the war? No, I don't think so. In the end, all Alice does is pay us 18 gold per turn for the next 30 turns. It's at least something. Peace reigns once more now.

Reimu and Aunn open a goody hut we've located in Kenya and secure nothing for us, but something for themselves: Extra experience points. This qualifies them for rank 3, upon which they become our very first battle ranger:

(https://i.imgur.com/yehK9XL.jpg)

I said rangers were about as strong as musketmen. This one's stronger.

Turn 256 - 1.725 A.D.

I've got to say, it feels good again not to have battles immediately ahead of ourselves. Somewhere around Norway, two cavalrymen of our expeditionary force happen to be next to each other. No reason not to turn them into a corps! Byakuren Hijiri devours a rank 1 unit of the same kind, slimming down our army structure. Contrary to what you might think, corps and armies do not save maintenance. It's just easier to move less units around.

(https://i.imgur.com/GltQ2B6.jpg)

We have 5 envoys at the ready just waiting to make some diplomacy. One of them goes to Carthage, bringing us up to 4 there. Nothing special happens at 4 envoys, but it's closer to 6 than 3. 2 more of our cronies are then sent to Kabul, giving us suzerainship of the Afghan capital. Bonus from this is double experience to all military units. It's funny that this city-state is now our lackey, as they were actually the ally of Remilia in the previous war and could have possibly harrassed us. Since the Scarlet Devil is gone and extinct, all their envoys have just vanished. That's one way to win someone over!

A builder once belonging to Yerevan cultivates a wheat resource at Koumakan. The nourishment is pretty good over there and it will get even better with this.

Just before clicking to end turn, another strategic decision comes to mind: The Mass Media civic is about to slip over the halfway point. To profit as much as we can from an inspiration we know we can secure, we switch over to Conservation. 3 turns.

Turn 257 - 1.730 A.D.

(https://i.imgur.com/0fjTjwR.jpg)

I'm expecting that we will at some point get a Great Artist in this campaign. To have room for that talented fellow's paintings when he joins us, our Jesuits quick-purchase an art museum in Balnibarbi. That should also speed up the process of recruiting that artist. We have only 9.3 points of faith left after this, but who cares? It's gathering fast enough by now.

Blefuscu has made our very first military academy. Next up, they work on the aerodrome we were clever enough to pre-place. 6 turns. How many times you have made a certain districts is another factor that affects their build time. Since we have no aerodrome yet, they're among the cheapest to make.

A builder in our homeland arrives at where he's needed most:

(https://i.imgur.com/Gpei8x1.jpg)

As foreshadowed earlier, we remove the farm. This takes away the builder's action, but doesn't deplete a charge. Next turn, that uranium will be ours!

Turn 258 - 1.735 A.D.

As uninteresting as moving an army is outside of war, it helps to keep your eyes open even during such busywork:

(https://i.imgur.com/fDBvK6p.jpg)

A barbarian builder. They once belonged to either a city-state or a player that left it unescorted. My bet is on Alice. Usually, barbarians will escort these back to their home camp and keep them captive there. You are then able to rescue them from there, but whoever should have didn't manage to. I think the camp this builder was meant to go to was the one we demolished in Brittany. Without it, he's just standing there all confused. Our cavalry corps we currently have under control is going to try to catch him and make it a builder of the Kobito. Shouldn't be hard, with the superior movement points we have.

We've also got a genuine barbarian alert going on again. Nothing horrible, but we should strike now before it becomes a situation:

(https://i.imgur.com/pkSQ7af.jpg)

It seems the combined forces of Kabul and Nan Madol are already trying to get rid of this camp on our behalf. Nonetheless, we're activating Laputa's field cannon and heading there ourselves.

As promised, we now have our own source of uranium. Hattusa's suzerainship was already providing a copy, but we have this one truly and forever secured. Now if only another builder could fetch the second uranium at Kirisame Magic Shop. There will be one in a couple of turns I think.

Either Raiko's drums are heard in Dolby Atmos, or she's in more than one place at the same time:

(https://i.imgur.com/6UdlEaq.jpg)

CyberAngel was wondering how the AI can get along with how sensitive they are with warmonger penalties. We know Sanae has blood on her hands, but not as much as we have. And not so much that she can't become bestest of friends forever with Kaguya. Hmm, a joint war of those two against us would be very inconvenient. We need to be prepared.

Turn 259 - 1.740 A.D.

We may be chopping down many forests. We're sorry. From now on at least, we'll be saving the animals:

(https://i.imgur.com/YWXTfhW.jpg)

Jacques-Yves Cousteau (https://en.wikipedia.org/wiki/Jacques_Cousteau) had many interests, among them was conservation. He did a lot of underwater research and wrote an incredibly successful book: "The Silent World: A Story of Undersea Discovery and Adventure". He also really boosted the popularity of television documentaries about marine biology with the many he made.

(https://i.imgur.com/xfVdXB5.jpg)

If you're having difficulties securing certain strategic resources (a problem not uncommon on more crowded maps), this card can really help you out of a pinch.

(https://i.imgur.com/jiiUdQx.jpg)

Naturalists are what you can spend overflowing faith on (about 1.600 per recruitment) if you're aiming for a cultural victory. Placing their national park actually takes a lot of foresight: The four tiles need to be arranged in a diamond, with a high enough appeal score for each. The catch is: The tiles you want for this need to be within your cultural borders AND not be tarnished by any other tile improvements. If you do abide by these picky rules, national parks will greatly add to your tourism score. We will not bother.

(https://i.imgur.com/UuBFA2x.jpg)

We'll gladly take more envoys. Planting artificial forests can be useful if you equip them with a lumber mill, but if you think you can chop these for production bursts: Unfortunately they won't give any. That's probably why I rarely plant them. Our tourism did increase from 94 to 109 I just noticed. Neat.

There is no change we're making to our policy cards on this occassion. While the time for Veterancy is running short, it's still serving us well for now.

The next cultural focus will be Opera and Ballet, but only for a single turn! We do not actually want our Kobito to dance and sing around yet, but we do want to reduce the development time of it from 2 turns to 1. Civics in reserve that can be finished in a single turn are very handy, we've already had that before.

After some consideration, we evolve the last frigate we had (Remilia's Rocket) into a battleship for 230 gold. We still have an impressive 1.477 in our pockets. I've got a hunch our strong navy will still serve us well in the future. That's why we're making the Venetian Arsenal, after all.

So what city-state can we spend the 3 free envoys that came with Conservation on? 2 of them join those we have in Carthage, giving us another +2 production bonus whenever we train military units. The rest will stay as an iron reserve for now. I think it's not worth trying to become the suzerain of more than we have right now. At some point, it becomes too difficult to contest that status against the other players. As much as we'd want to, we can't win over all of them. Some like Zanzibar for example will always belong to Sanae.

It's Laputa's turn. They have their factory up and running and so many other good options. A university, a bank, pre-placing a holy site perhaps? I'm unsure if we actually need another holy site, so let's not. When in doubt, make a builder. 2 measly little turns. I can see that the city still has an unimproved source of silver nearby.

Futatsuiwa of Sado makes our people proud by opening the second military academy of our empire. Next, they will help us fly: The pre-placed aerodrome will stand in 6 turns.

What's that builder doing in the wilderness without anyone caring for it?

(https://i.imgur.com/LKKhmmK.jpg)

Yoink! He's ours now. And I believe he still has many charges remaining. The trek is a little dangerous and we have no one to spare as an escort, but I think he's most needed at Koumakan. You'll learn of it when he arrives.

The builder that's already at Koumakan chops down a forest. Eastern Europe is full of them, one less won't hurt. The rush in production makes it so that the aerodrome that was being worked on is immediately finished. What happened then surprised me:

(https://i.imgur.com/rUa7Wui.jpg)

Apparently, this is awarded not just for having an aerodrome, but one on a continent that isn't your historical home. An airstrip made by a military engineer also would have worked.
Koumakan's next project will be extinguishing the flames that are still consuming their campus. 5 turns.

(https://i.imgur.com/DFFMocv.jpg)

No way! Will Eientei finally make a fourth city? Can't be, must be fake news!
On such an unbelievable piece of gossip, I think we'll stop for today. Next time, we'll make Hollywoodland. Only when the four last letters get into disrepair will it become Hollywood. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 06, 2018, 02:47:12 PM
Update nr. 50 - I respect you as a person, but I need to let you know that all your views on the world are wrong and stupid

Turn 260 - 1.745 A.D.

Last time, we told our enemy to stand down and now Alice is even paying us tribute. For a while, at least. On reaching the current turn, we're greeted by a valuable inspiration:

(https://i.imgur.com/tLoQUGp.jpg)

Totalitarianism? That sounds awful! Who would want to live in such a society? Well, maybe we would. In the context of this video game of course. The necessary count of military academies for this to trigger is 3.

The first thing we do today is setting our cultural focus from Opera and Ballet back to Mass Media. Good thing we didn't forget. It would have cost us.

Before Shining Needle Castle made its military academy, it did a minimum of work on a rice bowl. We resume this, as we're on the housing cap and need to raise it fast! 7 turns.

Benevolent French Dolls has made a builder who will do various jobs around Iberia. This city too has a started and unfinished construction plan that it resumes: A commercial hub. 4 turns.

A builder at our homeland uses his last charge to create fishing boats at a fish resource. These fish are at such a position that both Shining Needle Castle and Balnibarbi could nurture themselves on them. We check who they're automatically assigned to and...it's the wrong one. We make sure they become the property of the smaller city, Balnibarbi:

(https://i.imgur.com/Ii4fAzv.jpg)

Turn 261 - 1.750 A.D.

The Kobito get their very own Howard Stern. They also won't be as bored when driving to work anymore:

(https://i.imgur.com/xagFijj.jpg)

Ernest Agyemang Yeboah doesn't seem big enough for a wikipedia page, but I can confirm for you that he is a Ghanaian writer and teacher.

(https://i.imgur.com/pczrDQX.jpg)

A broadcast center is the third and last building you can make in a theater square. While the culture bonus is nice, working for a Great Musician is not too sensible in our situation. They're generally worth less than Great Artists in their tourism output.

(https://i.imgur.com/L6okzNu.jpg)

Seaside resorts make coastal cities very attractive when you're playing culturally. Their tourism output is highly respectable. It's even worth creating new coastal cities in the late game simply as "vacation cities". For our science/military approach, it's not too likely we'll be making any new settlers.

(https://i.imgur.com/IeUfJ2a.jpg)

With aluminum, we've made the final resource of the game visible. I forget what exactly you use it for. For Civilization 5, it was crucial for the space race. Here it seems to only be for futuristic planes of the final era.

Tuning in to the radio also lead to this inspiration...

(https://i.imgur.com/tM7tHHc.jpg)

and in combination with accumulating culture like we do every turn we see...

(https://i.imgur.com/iMeDWYb.jpg)

We already heard Mark Twain, author of The Adventures of Tom Sawyer and Huckleberry Finn, in a very early technology. It was for "Writing". "Writing is easy. All you've got to do, is cross out the wrong words." I like the quote we're getting now even better. He's right. It happens too often that news outlets are caught spreading misinformation. Let's not have specific accusations darken this Let's Play though.

(https://i.imgur.com/47CXIgy.jpg)

Are those worthless citizens getting too tired of your wars? This card will trick them into feeling less sad than they should be feeling. In the late game, policies will tend to reduce negative amenities from war rather than outright giving you positive amenities like Liberalism and Retainers did.

(https://i.imgur.com/WsVghQx.jpg)

The Broadway (https://en.wikipedia.org/wiki/Broadway_(Manhattan)) is not a building but a street in New York. The avenue is viewed as the Mekka of musicals and theatre plays. It runs through Lower Manhattan, Midtown Manhattan, Upper West Side, Northern Manhattan, the Bronx and Westchester County. It's indeed a long and important road.
In our game, the Broadway is once again a purely cultural wonder and one of medium importance, roughly on par with the Hermitage. It will help you in getting more of the cultural Great People, but it's less vital than...

(https://i.imgur.com/djfjcMX.jpg)

...the Cristo Redentor. (https://en.wikipedia.org/wiki/Christ_the_Redeemer_(statue)) The 98 foot tall statue of Jesus Christ is the next thing you associate with Rio de Janeiro right after the Carnival. The monument was completed in 1931 and counts as one of the "New Seven Wonders of the World".
Building this wonder together with the Eiffel Tower is the cultural victory meta in my opinion. Said tower will greatly raise appeal of all coastal tiles, making more of them eligible for seaside resorts. The Cristo Redentor will then double the output of those many seaside resorts you'll be making.

Thought is given to switching policy cards, but no change is made. We're leaving Veterancy in for how long it takes to develop one more civic.

(https://i.imgur.com/bi2HAog.jpg)   (https://i.imgur.com/ebTKsZa.jpg)

We have many options, but the decisions this time are easy ones. Only 2 turns for Chemistry? Yes, please. Out of all modern era civics, nothing has greater importance than the bottlenecking Ideology.

Do we have the newly revealed aluminium in our lands? Yes and no: There is some in the northwestern desert of Mexico we could put down an otherwise useless city for:

(https://i.imgur.com/7jORh8a.jpg)

I think we'll make do with the source Hattusa is providing to us. Or maybe Laputa will grab the nearest one? It's very rare that cities claim resources that are more than three hexes away, but it could happen.

On military matters, we are currently assembling our expeditionary force at Spain. This province will be their standby point for a while. We do have some plans for them...

Turn 262 - 1.755 A.D.

A turn starting with a eureka is never a bad turn:

(https://i.imgur.com/LElGdjO.jpg)

Synthetic Materials has a fairly high priority for us to grab, as it will give us a new unit we will evolve many of our current ones into. We can also get a new Great Person and it wasn't at all the one I was expecting:

(https://i.imgur.com/Clf9Bp5.jpg)

Sim?n Jos? Antonio de la Sant?sima Trinidad Bol?var Palacios Ponte y Blanco (https://en.wikipedia.org/wiki/Sim%C3%B3n_Bol%C3%ADvar) was a Venezuelan president known for not only achieving the independence of his home country, but for most of the Spanish colonies of South America. Though he proved very successful in these fights for freedom, his true ultimate goal to have a lasting union of the former colonies called Gran Colombia failed. Nevertheless, he is viewed as one of the most iconic historical figures on the continent.
We will recruit Mr. Bolivar, although I can see a time coming where he will not benefit our units anymore. He will be outdated at about the same time as Rani Lakshmibai, which is when field cannons, cavalry, infantry and artillery have evolved into their next version. For now, he'll be heading to Spain like the bulk of our army is.

Blefuscu was the one to give us the eureka of this round. They now have the second aerodrome of our empire. What we really need pronto is an observation balloon. We can't have our artilleries unsupported any longer. 5 turns.

Laputa has made a builder and has historically been more of an empire-supporting city rather than a military one. They continue that tradition by making a bank over the next 6 turns. The field cannon they have sent out to hunt the nearby barbarian camp blasts a scout out of his boots by the way. That outpost shouldn't last long. Hopefully not as long as the one in Yucatan did.

Benevolent French Dolls has too little farmland, so its recently produced builder chops a forest to make some room. The burst of lumber instantly finishes the commercial hub there. Next plan is one to make all future ones go faster: A factory. 8 turns thanks to the overflow.

Mystia and Kyouko are spying on what Sanae is doing on the northern edge of her empire. We see something that should make us a little envious. And cautious:

(https://i.imgur.com/sum7biD.jpg)

The shrine maiden has caught up with us on science it seems: That's a World War 2 fighter, something based on a technology we haven't even researched yet! We could only make cheap little biplanes at this point. I'm really surprised how well this opponent in particular is doing, when practically no other AI did. Somehow she must have really snowballed ahead like even we weren't able to.

Reimu and Aunn meet some ill-mannered folk around Lake Tanganyika:

(https://i.imgur.com/18BGsO4.jpg)

I'm surprised we're getting such great combat odds against these rogue musketmen. I was especially surprised when we one-shotted them! Woah, I really need to make more alpine-guerilla-ambush rangers in the future.

On Sanae's turn, we learn that she made the Oxford University. Unfortunately, we never got around to it ourselves, just too many military operations to take care of and build up for. I don't like this at all! Now she's doing ever better at science than she already was!

Turn 263 - 1.760 A.D.

I congratulate Sean Bean for correctly pronouncing "methylethylamylophenylium":

(https://i.imgur.com/i0NyTu3.jpg)

Sir William Crookes (https://en.wikipedia.org/wiki/William_Crookes) was a chemist and physicist. He invented the Crookes tube, the Crookes radiometer and discovered Thalium, the chemical element with the atom number 81. I looked if he was perhaps a victim of stuttering, but it doesn't seem so. Must have just been a random lead-in for the joke.

(https://i.imgur.com/rpygpn0.jpg)

The research lab is the third building for the campus district. It is slightly more effective than a university but does have a higher construction time. I see it unlikely that we'll find the time to construct one, but maybe that's where our Jesuits can help out? Yes, we can purchase these with faith as well and we should.

(https://i.imgur.com/N34pfa3.jpg)

So spearmen and pikemen were exceptionally good at dealing with riders. I suppose a bazooka is as well? But yeah, the new cavalry a civilization on an equal technological level as you will use are tanks and helicopters. To combat those, AT crew is helpful.

Next technology to work on is definitely Synthetic Materials. Since we had the foresight to boost it, it's 4 turns away.

Benevolent French Doll's builder makes a farm where he removed the forest last turn. The extra crops are very welcome. Next destination of that builder will be the uranium at Kirisame Magic Shop.

It's official: Sanae is more advanced than we are:

(https://i.imgur.com/Lgc9bfi.jpg)

We have to do our best to catch up. Our rangers do see proof of the Moriya's scientific prowess: They have some AT crew roaming around their lands.

Turn 264 - 1.765 A.D.

You can't believe how close we are from an upcoming power spike. This civic is an ingredient of it:

(https://i.imgur.com/pyXHLpk.jpg)

Yossel Mashel Slovo (https://en.wikipedia.org/wiki/Joe_Slovo) was a Jewish-Lithuanian born South African opponent of the apartheid system. When Nelson Mandela became President, he became his minister for housing.

(https://i.imgur.com/tPoQYfu.jpg)

If you have missed making counter-spies, you can use this card to trade a little freedom for a little security. I think we'll live without a police state.

(https://i.imgur.com/nbsGTFO.jpg)

Do we need a third spy? Not desperately, but we might make one anyway. If we do, that one will definitely be used for offense.

Finally, the Veterancy card goes out and in goes Professional Army. There are indeed parts of our army we wish to modernize. That's all the policy changes we're doing. Much more interesting is our choice of civics and boy is this a big one. You need to see the detailed view of it:

(https://i.imgur.com/xNATl55.jpg)

All three tier 3 governments are located at the end of the modern era civics. They are Democracy, Fascism and Communism. In Civilization 5, you had a similar system of state ideologies, but it triggered earlier. As early as having 3 factories in your empire. Back then, they were called Freedom, Autocracy and Order. Overall they are the same thing, with the difference that your ideology in Civ 5 was more committing. Getting a tier 3 government has the highest priority, but which one should we be? Democracy is good peace-lovers who aim for recruiting Great People. Is that us? I think we've proven it isn't. Communism helps with the space race and is good on homeland defense. This could be useful for us. Fascism is ideal for conquest, no question. It is already boosted. Know what? We're going to adopt some extremely questionable values for the Kobito and work on Totalitarianism.

We have gathered almost 600 faith, so we quick-purchase a university in Laputa. Can't believe that powerhouse of a city didn't have one already, but now it does.

Balnibarbi has finished its industrial zone that was in production for ages. It would be a good idea to follow up with a workshop, but there will be enough time for that. Let's make a trader there. We're too far away from our trade-route limit. 4 turns.

Now let's put Professional Army to some good use: Having a Siege Tower in this day and age is almost shameful. For 205 gold, it becomes a Medic. Their symbol is a cute little nurse:

(https://i.imgur.com/Tl1HVzW.jpg)

They can't get custom names, otherwise they'd be Eirin Yagokoro. In Africa, Reimu and Aunn depopulate the barbarian camp the musketman they previously flattened came from. Since the garrison is just a spearman, he can't survive either. Thanks to the Guerilla promotion, they can loot the outpost in the very same turn, enriching us with 45 gold pieces. The field cannon in Laputa can do that too with their respective camp of Canadian barbarians. It is no more and the cannon will head home now.

A builder recently made at Laputa reaches a triplet of silver-laden mountains, of which we're only mining two. Make that three! Unfortunately, none of the AI players like us well enough to offer anything from that extra silver, but the tiles still have high production and gold yields.

It's a questionable decision to make, but since it's only 2 * 125 gold, we evolve our two ironclads into destroyers. This is how fierce they look now:

(https://i.imgur.com/bJNL1Bm.jpg)

Magnificient. After everything we could spend, we still have 2,086 gold left. But I think more upgrading will follow soon. You'll see.

Turn 265 - 1.770 A.D.

We immediately notice an attack on our interests and react appropriately:

(https://i.imgur.com/BC6njlx.jpg)

There's also another Shinto missionary Sanae is sending from North Africa to Spain. The other inquisitor we have in the region will watch his every move.

We encounter a new type of Great Person this round. It's not exactly one we were super keen on getting, but we're having him anyway:

(https://i.imgur.com/auVoqee.jpg)

Michelangelo di Lodovico Buonarroti Simoni (https://en.wikipedia.org/wiki/Michelangelo) was not actually a Ninja Turtle. He was an Italian artist and sculptor, with his magnum opus being the ceiling fresco of the Sistine Chapel, depicting the biblical Genesis.
Recruiting him clears a quest for Nan Madol, getting us our 4th envoy there. Michelangelo is born in Lilliput and is sent down to the art museum of Balnibarbi, where he will arrive next turn to trigger his ability. Leonardo da Vinci and Donatello are also in this game by the way. Only Raphael must have been too crude a dude to say no Civilization 6.

Speaking of Lilliput, it has finished its military academy and is now putting it to some use. Well, first we pre-place an aerodrome in the northeast. But after that, we make a tank. But not just one tank, a corps of tanks from the get-go:

(https://i.imgur.com/CPaBXF0.jpg)

Yes, when you have a military academy in a city, a button will appear next to every land military unit you can make there. A click on it drops down a menu to reveal the ability of making a corps or army of that same unit. When you make these units directly, you're actually getting a construction discount. A corps of tanks does not cost as much as two regular tanks. Same goes for an army, which is noticably cheaper than three tanks.

Futatsuiwa of Sado has completed its aerodrome and pre-places another district: A harbor next to its oil rig, giving +1 adjacency. As a next project, it'll make an observation balloon in 4 turns. The one in Blefuscu won't be enough.

Koumakan has repaired its campus, but you can't call it repaired when the library of it is still aflame. The firefighters will have everything extinguished in 2 turns.

We forgot to also upgrade our battering ram last turn. We can have one of those in a Renaissance fair, but not in an active army! For 230 gold, it too becomes a medic.

Alright, that'll do it for today. Next time, we're going to be like Schwarzenegger and get to the chopper. Be seeing you!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 08, 2018, 08:33:09 PM
Update nr. 51 - Totally Totalitarian!

Turn 266 - 1.775 A.D.

Last time, we laid the groundwork for all tier 3 governments. We are only 2 turns away from adopting the one we're choosing. And what a controversial choice it is going to be.
Many of the units we have parked in Spain are embarking onto the southern coast:

(https://i.imgur.com/Tif9BD9.jpg)

What could they possibly be looking for in that direction? They're probably up to something pleasant and nice where no one will get harmed. Right? We're also reactivating our dormant navy and assigning it towards the same direction.

Since we're seeing a lot of Sanae's missionaries near Spain lately, we do what is only prudent and buy the region a third inquisitor for 195 faith. I really don't want her Shinto to meddle with The Touhou Fandom's dominance there.
The farm that was occupying the uranium resource at Kirisame Magic Shop is removed by a builder this round. The nuclear flavour can't have tasted good in the Kobitos' bread anyway.

As Reimu and Aunn go further south in Africa, they face another challenger:

(https://i.imgur.com/6Mcaeeu.jpg)

A swordsman, how cute! I've got the feeling this is a fight they don't want to pick. Our ranger's goal by the way is the goody hut we've marked with a map pin on the screenshot.

Great Artists like Michelangelo will always provide three works of varying types. The first one he donates to the Kobito is his undoubtedly most famous:

(https://i.imgur.com/fRs89VC.jpg)

This is classified as a Religious Painting. There are three other subtypes for Great Works of Art: Landscape paintings, portraits and sculptures. If you can exchange your Great Works of Art between your museums in such a way that you fill one of them with works of the same subtype yet all made by different artists you'll gain a theming bonus. This will award you with even more culture and tourism than when the museum's atelier in question is filled by whatever.

The swordsman we have spotted has the foolhardiness to attack Reimu and Aunn. Needless to say, they are no more. We took only 8 damage.

Turn 267 - 1.780 A.D.

For the purposes of our army, what nature offers will not be enough:

(https://i.imgur.com/7FOQQdS.jpg)

We must put a stop to the hunting of those synthetic vinyl leopards! Mary Jean "Lily" Tomlin (https://en.wikipedia.org/wiki/Lily_Tomlin) is an award-winning American actress and comedian. Her debuting era was the late 60s, while the 70s became her peak of success.

(https://i.imgur.com/LLWKbet.jpg)

Cavalrymen will trade their trusty steeds for rotor-blades. Don't be mistaken here: This is still a land unit. Helicopters must embark onto boats like everyone else. The cavalry we have will work on their pilot licenses as soon as possible.

(https://i.imgur.com/wgUwFUR.jpg)

Logical. When you make artificial fur of Ran Yakumo, the fur belonging to actual Ran Yakumo will become a more expensive novelty item.

Power to the workers! I think we needed four factories for this inspiration. Or was it three? Anyway, it was Brobdingnag that got done with theirs.

(https://i.imgur.com/kfSR2rH.jpg)

We have many options for our technologies, but it won't be too hard to pick:

(https://i.imgur.com/Lpb4Et4.jpg)

Composites is of the next era, but we would want to boost that first. What we need the most desperately is Advanced Ballistics. Then we can upgrade the field cannons we have garrisoned in so many places. We'll feel safer with the modernized defenses.

Now let's get to upgrading! Byakuren Hijiri, one of our corps of cavalry, becomes a helicopter pilot for 410 gold. Corps, like I said, are twice as expensive to evolve. It's as if you were modernizing two units at the same time. We pay 205 gold to have Kaguya Houraisan do the same. Toyosatomimi no Miko is another corps so that's another 410 gone. After all that, we still have 1,383 gold in our pocket. Damn, we're rich! This is the portrait and the combat strength of a helicopter corps by the way:

(https://i.imgur.com/IWdG9KL.jpg)

Before we go to construction projects, we should do some theological combat. There's a missionary of Sanae who had the foolish plan of approaching Kirisame Magic Shop with his false teachings:

(https://i.imgur.com/ZVm18qX.jpg)

We have two of our inquisitors attack him this round. The first deals 37 damage and takes 22. The second does a lot better and deals 51 and takes only 17. Our opponent should better run now.

The builder that's at Spain's uranium makes us a mine. Two Copies of this most destructive material are now ours.

Shining Needle Castle finally has a rice bowl in its territory, bringing the possible housing up to 23. Their next project is the same that Lilliput is working on: A tank corps. Only 12 turns. Impressive.

Blefuscu has made us an observation balloon. Now it needs to make something that goes well with it: An artillery corps, of course. Also 12 turns.

There is much to assign this turn. Laputa is pushing up our excellent finances even further with the bank that it's made. Let's have a holy site pre-placed:

(https://i.imgur.com/3Z5eMV6.jpg)

The priority for this district isn't especially high. We're making a trader there now. 3 turns.

Brobdingnag was indeed the one who made a factory. Let's have them work on a holy site now that they pre-placed earlier. 7 turns.

Koumakan's infrastructure is atrocious, so they're making a builder now that the most necessary repairs have taken place. 8 turns.

A builder from Laputa makes a farm that is both in range of his home city and Lilliput. It's nice to have such a flexible farm. For now, it'll go to the less fertile Laputa.

Another turn, another work by Michelangelo. Just because the first of his was of religious subtype doesn't mean the rest has to be:

(https://i.imgur.com/QEm8cg6.jpg)

Am...am I flashing you with this screenshot?

Turn 268 - 1.785 A.D

Oh, I've been waiting for this one. It's going to make a world of difference:

(https://i.imgur.com/O0u166h.jpg)

Johanna Arendt (https://en.wikipedia.org/wiki/Hannah_Arendt) was a political theorist and writer who only barely escaped the holocaust. She emigrated from Germany to Czechoslowakia in 1933, but we know now that would not be far enough away. Through help and forged visas, she did make it to the United States in 1941.

(https://i.imgur.com/l8YrWXd.jpg)

Atomic era totalitarian regimes like Hitler's Germany, Mussolini's Italy, Franco's Spain and Hirohito's Japan are the prime example for Civilization 6's Fascism. This government is the nr. 1 choice for late-game wars. Your units will be of higher quality than those that haven't adopted the same form. You will also be able to pump them out a little quicker.

(https://i.imgur.com/87WOc98.jpg)

The popular German expression "Blitzkrieg" literally translates to Lightning Warfare. We have some tanks in production, so we absolutely want to have this.

(https://i.imgur.com/CHZclBb.jpg)

Currently, this would award us 16 gold per turn for our 4 military academies. Good, but not quite as good as what we're earning from Triangular Trade.

(https://i.imgur.com/tma36mM.jpg)

Wasn't there a kung-fu policeman show of the same name once? Martial law is a special status within a country when democratic and prosecutory regulations are temporarily put out of power to combat imminent internal or external threats. The problem is that it's usually not set how long "temporary" is. This card has the exact same effect as Propaganda. Why would you need two times the same policy? Simple: They're stackable to 50% war weariness reduction.

(https://i.imgur.com/XkuOIXc.jpg)

Gunboat Diplomacy is when Yukari tells a diplomat that it's always her birthday and that she's forever 17. If that diplomat disagrees, he will become Youkai food. The card is an improved version of Charismatic Leader, getting you even more influence. Good, but I don't want to exchange it for Raj right now.

Goodbye, Merchant Republic. You've served us well. Shinmyoumaru and her followers have unfortunately become crazed fascists now. Our vastly changed policy lineup is on the right. It's actually really difficult during peacetime to find five military policies that are at least somewhat useful:

(https://i.imgur.com/g6P4BCE.jpg)   (https://i.imgur.com/5V9wdSI.jpg)

Having any tier 3 government activates this eureka:

(https://i.imgur.com/F0kottP.jpg)

Here is a look at the atomic era civics. Not many of them are available yet, so we're going with the already boosted Professional Sports:

(https://i.imgur.com/TWbQ99P.jpg)

Michelangelo does his final Great Work and disappears afterwards. This one isn't quite as well known as the other two outside the art scene:

(https://i.imgur.com/bND7BJm.jpg)

It's the Virgin Mary holding Jesus' body after he was removed from the cross.

Theological combat in Spain resumes. The missionary we've already debated to near death didn't learn his lesson, so we send another inquisitor after him. The invader drops to the ground after having his beliefs shattered. The Touhou Fandom is just too good. 18 damage to us, our religion in the region gets further strengthened.

Turn 269 - 1.790 A.D.

(https://i.imgur.com/3AVeDPj.jpg)

More of Sanae's missionaries arrive at Spain. We need our inquisitors to take a rest and heal up their zeal a little, so we don't commence any debating this turn. I'm still confident we can protect our interests on the peninsula.

Futatsuiwa of Sado has blown up its observation balloon and acts parallel to Blefuscu: An artillery corps is next. 12 turns.

Balnibarbi has gifted us a trader to handle our economy a little better. He gets teleported to Lilliput, as that city currently has no outgoing traders. What an oversight...anyway, Balnibarbi doesn't have much to do now, so I think it's best if we're going for another wonder there. We're scarce on land tiles, so let's make it one for the sea. The not-so-ancient Great Lighthouse it is. 8 turns:

(https://i.imgur.com/FxXRrim.jpg)

In the heat of the moment, I actually did a small mistake that would only be reversible through loading our save there: The tile we didn't choose would have given Balnibarbi's theatre square +1 adjacency after wonder creation. The negative impact of this so late in the game should however be extremely small. We're not travelling to the past for every little issue I notice.

A builder in the Rockies makes a cattle pasture for Lilliput. Somehow, this helps with making that tank corps slightly quicker. On that note, here's what our army is up to:

(https://i.imgur.com/fUTHaBI.jpg)

Just innocently sailing around the western side of Africa. Nothing else to it!

The builder that provided us with more uranium has one charge left. He uses it up near Kirisame Magic Shop for a lumber mill on a riverside forest, the most ideal kind of forest for this purpose.
Benevolent French Dolls has two outgoing trade-routes, which I think is a bit much. One of them can be reassigned this round, so we teleport the trader to our youngest exploit, Koumakan.

Turn 270 ? 1.795 A.D.

The frequency we're earning Great People at is almost frightening. Who is it this time?

(https://i.imgur.com/eimLWCI.jpg)

Well, this could be the best Great Merchant we have earned yet! I believe we have heard at least one quote from political economist Adam Smith (https://en.wikipedia.org/wiki/Adam_Smith) very early in the Let's Play. The writer of "The Wealth of Nations" also exists as a pretty great Great Person. Economic policy slots are probably the best after wildcard slots, making his ability very powerful. What this doesn't say: Getting this free slot also makes it so that we can switch policy cards on this turn for free. We do so, but apart from adding the Liberalism card back in for extra amenities don't change anything.

Laputa has made a trader extremely quickly. He will be moved to the violently annexed Koumakan. The desert oasis might be our most productive city with its 48.4 cogs per turn. That's why, as so often, it gets assigned to spy recruitment. 7 turns.

Benevolent French Dolls has made a factory and also counts as one of the more hard-working cities now. It's going to make an aerodrome right here:

(https://i.imgur.com/QCeXJhC.jpg)

If we were to put an aircraft carrier halfway between this city and Blefuscu, planes could make it from Europe to North America and back. Too bad we have neither a carrier nor any planes yet. We might at some point.
On the iron resource visible on that screenshot sits a careless Shinto missionary. We have our inquisitor right next to him, so we challenge him to a debate: 36 damage to them, 21 to us. Another missionary sits on the tile the aerodrome will be made on, preaching to the construction workers. We can't have that, so an inquisitor uses our excellent road network to attack him all the way from our holy site at Kirisame Magic Shop: 50 damage against him and his puny faith, 23 to us.

This was about the time where I came up with a special plan: We seem to be dividing our army that's sailing the Atlantic into two groups with different destinations. You'll see where when everyone has gotten into a more orderly formation. That point in time is still a bunch of turns away.

Reimu and Aunn are scouring the southern part of Africa and are the first to visit a goody hut in the region. Goody huts don't respawn, nor do additional ones reappear as the game progresses. I'm still amazed we're finding unclaimed ones:

(https://i.imgur.com/A65Hhjw.jpg)

The indigenous tribe that was living outside the influence of the world's major powers was apparently made up of rocket scientists. Whatever you say, game...
Rocketry is a key technology for many playstyles and I believe its eureka can only be achieved through goody huts, espionage and Great People. Once again, this was a very valuable find. Our ranger squads just keep on giving.

Koumakan has received a trader from Benevolent French Dolls last turn. In our isolated province, he has a bunch of interesting destinations:

(https://i.imgur.com/tl107xv.jpg)

Neither the badmouthing Alice nor Sanae will get any trade from us, so it has to be one of the city states. Suzerain of Zanzibar and Seoul is Sanae. For Yerevan, it is our puppeteer. Mohenjo-Daro however is without suzerain, so Koumakan -> Mohenjo-Daro will be our choice. This has the strategic reason that this route lasts even if wars are declared.

With that concludes another turn with an uneventful AI phase. And another update. There's a few personal appointments coming up for me that I'll have to prepare for. That means there will be a small break in the Let's Play. Don't worry, we're only talking about a few days here. Maybe that'll even help some of you at catching up if we're going to fast. Next time, we'll be living in a World of Tanks. You won't have to pay for premium ammunition in this one. See you soon!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: AzyWng on May 10, 2018, 04:14:36 AM
I still haven't caught up on the whole LP, but I must say that all of your update titles are very yes.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Lt Colonel Summers on May 10, 2018, 06:30:56 AM
I wonder if there's anything in this game that's worth making a reference to Gensokyo's resident rich bitch goddess (https://en.touhouwiki.net/wiki/Joon_Yorigami)?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 12, 2018, 01:27:53 PM
I still haven't caught up on the whole LP, but I must say that all of your update titles are very yes.

Thanks! I try to make them memorable so that it's easier to recall where one has left off reading :D.

I wonder if there's anything in this game that's worth making a reference to Gensokyo's resident rich bitch goddess (https://en.touhouwiki.net/wiki/Joon_Yorigami)?

A concert of the Prismrivers is a welcome distraction any spy will put to use when siphoning funds from a commercial hub.

Update nr. 52 - Tanks from the bottom of my heart

Turn 271 - 1.800 A.D

Last time, Shinmyoumaru became F?hrerin. The 19th century is upon us, but don't let that confuse you: We're about 140 years ahead of technology in this reality. The turn begins with something we've been looking forward to:

(https://i.imgur.com/7OT1Cue.jpg)   (https://i.imgur.com/kaFnpca.jpg)

The majesty of the view is slightly undermined by our charred industrial zone. Robert Burton (https://en.wikipedia.org/wiki/Robert_Burton_(scholar)) was a scholar at Oxford University, concentrating on the field of psychology. For this subject, he wrote "The Anatomy of Melancholy" and had it published in 1621.
Thanks to this wonder, we will now produce two ships whenever we make a single one, no matter what city we make it in.
With this herculean task in the bag, Kirisame Magic Shop finally brings its demolished workshop in order. 1 turn for the repairs.

There are still some missionaries of Sanae within our borders that haven't gotten the message yet. Our inquisitor makes the attack for 44 damage on them, 16 on himself. The enemy wouldn't survive another debate. Too bad we don't have anyone else in position to follow up on the attack.

Another trader at Koumakan needs an assignment. It is not an option I'm especially happy with, but Koumakan -> Yerevan for 7 gold and 3 faith per turn is the only sensible choice here. Hopefully, suzerain Alice won't declare war on us any time soon. We don't plan to have one with her from our side anymore.

(https://i.imgur.com/M3bo3wY.jpg)

This is the 5-charge-builder we saved from barbarians in France. He safely made it to Koumakan despite lacking an escort. He'll greatly help us out there and he starts his aid by cultivating more dyes. This is the second copy we have of that luxury now. Another builder in America sets down a farm on a space between Lilliput and Shining Needle Castle that's already adjacent to many other farms, making the oldest of our lands even more prosperous.

(https://i.imgur.com/ypKT5sK.jpg)

Our counter-spies are finally paying off. We now have a spy from the Moriya Shrine as a tradeable object. We could negotiate a ransom with the backstabbing shrine maiden. If we give her back the spy, I imagine she will just use him against us again. No, he will rot in prison forever. I think while he does, he will still count towards their maximum spy limit. From this defense, our own spy Issunboshi has also leveled up. We'll look at his promotions next turn.

Turn 272 - 1.802 A.D.

Time is running noticably slower once again, only 2 years per turn. If Ashley has Ballistics according to rude Luis, would Ada be the one with Advanced Ballistics?

(https://i.imgur.com/zj0M3fP.jpg)

George Smith Patton Jr., (https://en.wikipedia.org/wiki/George_S._Patton) like the Heavy, has never seen a man that could outsmart a bullet. He was the general for the Allied Invasion of Normandy during World War 2, also known as "D-Day". Before then, he already had a long military career. Sometimes vulgar in his ralllying speeches, Patton is nonetheless regarded as an extremely heroic personality today.

(https://i.imgur.com/yBbnep6.jpg)

A support unit I cannot really tell you anything about, as I don't think I've built even a single one of them to this day. I can't think of an ocassion where the AI has used aircraft against me. Maybe that will be a precedent before this LP ends?

(https://i.imgur.com/jIunp3f.jpg)

The evolution of a field cannon that is a devolution in one regard: Range of them is reduced to 1. These turrets can apparently only shoot as far as our slingers of caveman times could throw. Despite this negative, the increased stats generally make it more formidable than the outdated field cannon. We will upgrade ours.

(https://i.imgur.com/u6Zwq5T.jpg)

You know, I'm not going to even present arguments for the other technologies I haven't marked. Advanced Ballistics unlocked Nuclear Fission. We want "the bomb" more than anything else right now.

(https://i.imgur.com/WEvRq5C.jpg)

Enemy spies can get themselves killed or imprisoned even without a counter-spy present, but any time one did his part in their failure, a promotion can be chosen between 3 randomly selected possibilities. Recruiting partisans is a very specific job that I seldomly choose. Ace Driver is more sensible for a spy we're using exclusively on offense. It's an easy pick this time: Issunboshi will stay on homeland security and make any other spy better as a Quartermaster. He is the "Q" for any James Bond now.

Evolving any of our field cannons into a machine gun costs 160 gold. A click on a unit's name reveals: We have 7 of them, all on garrison duty. They're woken up and subsequently modernized. After our equipment is new and shiny again, we still have 881 coins left. Here's our defense squad's new portrait:

(https://i.imgur.com/8ZpOHqt.jpg)

Kirisame Magic Shop moves on to also cleaning and repairing their factory. Damn those enemy spies, so glad we've finally caught one. 2 turns. By the way, the Shinto missionary from last turn is successfully inquisitioned. 17 damage to our unit. I think the coast is clear now. At least on that front.

Koumakan is still producing a builder, but we want them to pre-place an encampment right here:

(https://i.imgur.com/geUDdtr.jpg)

I've noticed in the war with Remilia that Zanzibar sent no small amount of troops towards the Scarlet Devil's capital. Should a conflict between us and their suzerain Sanae break out, we have reason to expect this to repeat. An encampment there will secure us from any aggression of that city-state. The west flank will be the responsibility of our garrisoned machine gun and our city strikes.

During the barbarians' turn, an archer is jealously trying to keep Reimu and Aunn from landing in Madagascar. He shoots the currently embarked ranger for an extremely unimpressive 4 damage.

Turn 273 - 1.804 A.D.

We can make a civic our own that is the meaning of life to no few people in the world:

(https://i.imgur.com/f33XbcY.jpg)

Heywood Campbell Broun Jr. (https://en.wikipedia.org/wiki/Heywood_Broun) was an American journalist. Sportswriting was only one field he was active in. He also reviewed films and wrote newspaper columns on topical social issues. He tried to find his way into politics, but was stopped in that regard due to low voting popularity. Later in his journalistic career, he founded a labour union for journalists, the Newspaper Guild.

(https://i.imgur.com/WzeVpHP.jpg)

Apart from a cultural playstyle, you need to have at least some stadiums within your empire to get sufficient use out of this card. Oh right, we know nothing about stadiums yet...

(https://i.imgur.com/SlosvRn.jpg)

When you just don't have enough amenities to support your empire, you'll end up making stadiums. Like the factory, zoo and power plant, there is another regional effect you can profit from when making this building.

(https://i.imgur.com/NdRDaWZ.jpg)

Here we have one of the last few wonders of the game. The Est?dio do Maracan? (https://en.wikipedia.org/wiki/Maracan%C3%A3_Stadium) was made specifically for Brazil's hosting of the FIFA World Cup of 1950 and was also used in the World Cup of 2014. It is South America's second largest stadium. I think I heard a Brazilian on our forum once clamoring that the Maracan? always gets extremely neglected and vandalized between major events and needs a thorough spring cleaning whenever it's about to be presented to the public again. That is indeed not the ideal procedure. Were the Kobito to build it, I promise you it would be in mint condition every day.
Building requirements are steep, but if you do manage, any amenity troubles should be a thing of the past.

Only one small adjustment happens for our policy cards: Professional Army goes out, as no upgrading of units is currently in sight. In goes Grand Arm?e. There could always be more need for new infantry.

(https://i.imgur.com/GBSbrhK.jpg)

I think this is the majority of civics that are left in the civics tree. None of them are exceptionally urgent to grab, but I know that Cold War is prerequisite for a few more, whereas many others are dead-end civics. Mathematically, the inspiration for completing Nuclear Fission should kick in before the halfway point.

Since our machine guns and formerly field cannons had been on guard duty for so long, I forgot some had promotions available. The two that did pick Garrison.

At this point in time, I want to show you where we are gathering our troops. The area of operations is split over two locations:

(https://i.imgur.com/n3E7ALT.jpg)   (https://i.imgur.com/MjZp7rP.jpg)

The force at the right screenshot is somewhat puny. All reinforcements that are currently in production in our homeland will be heading to there. On the mini-map, the places shown are at the markings:

(https://i.imgur.com/aqzO7uJ.jpg)

Isn't it great how impeccably this mini-map resembles the whole world now? The last time I showed it to you, so much of the globe was still unknown and unexplored.

Koumakan's travel-hardened builder makes them a pasture. Infrastructure there is slowly getting better.
Since I had the thought, I checked what tier 3 government Sanae had chosen. I was sure her pick must've been one of them, but it turns out the Moriya are still a monarchy somehow. Who would voluntarily skip past the tier 3 governments? Don't do what Sanae did there.

Reimu and Aunn now have Madagascarian soil under their feet. From above their heads, arrows come flying again by the hostile islanders. 7 damage. Next turn, we'll show them what we can do...

Turn 274 - 1.806 A.D.

Man, Issunboshi is one badass counter-spy. This time, a spy of Alice has fallen into his clutches. We're shutting the jail cell and throwing away the key. The possible promotions are:

(https://i.imgur.com/M0WhjGs.jpg)

Once again, we have two perks that are made with attacking spies in mind, the already known Ace Driver and Technologist. Ooh la la, we're going to teach Issunboshi Seduction. Number one rule: That enlarging pump isn't yours and you don't know who's always trying to send it to you.

Brobdingnag has a holy site now. Why not? For only 3 turns, a library is next. We could get that one through Jesuits instead, but believe me, they will not run out of buildings to purchase with our faith any time soon.

After all repair duties are finished, we first decide to make an encampment in Kirisame Magic Shop, but then pick a lighthouse instead. It's only 2 turns anyway.

A builder was born in Koumakan. Next up, we need to work on that encampment we pre-placed. Our position in the region is still isolated and not as secure as it could be, after all. 22 long turns to make it. I'm sure the time will lower when the two builders make their improvements. On that note, one of them makes another cattle pasture three tiles west of the city and the very newest builder reaches a horse resource to also make a pasture on.

(https://i.imgur.com/GpFeIvo.jpg)

We've had some of Sanae's missionaries barely escape from Spain. They've somehow made it to North America, where their chances to convert cities of ours are even slimmer. A single hitpoint missionary came to halt near Futatsuiwa of Sado, where he is promptly and ruthlessly inquisitioned. Our unit only takes 17 damage.
Did you know that in much earlier patches of Civilization 6, the AI-bias for religious play was unintendedly high? In the past, other players would start their missionary and apostle invasions much earlier and even more intensely than Sanae does here. Let me tell you, it was agony!

Reimu and Aunn seem dead-set on single-handedly depopulating Madagascar. They easily dispatch an archer, then, thanks to their Guerilla promotion, move onto a goody hut after having attacked. The chieftain there is called Strauss Zelnick and he teaches us not how to make some money, but ALL of the money you can get away with squeezing out of your customers' wallets:

(https://i.imgur.com/leO9vD7.jpg)

That takes care of building three stock exchanges to get this inspiration.

(https://i.imgur.com/7uxEvIx.jpg)

Sanae and Kaguya are now at the point in their platonic love that we and the moon folk were during the best of times. Were we to attack any of the two, the other would have the option to quickly join the war on their side. That they take this option however is very doubtful from my experiences.

Turn 275 - 1.808 A.D.

We begin the turn by burning the other heretic missionary that has taken a wrong turn onto our continent. He was already damaged from previous debating and only returned 19 damage to our inquisitor.

We did it! Shining Needle Castle has produced a tank corps for us. They will be sent to West Africa immediately. I feel like we're going to need more tanks in the future, so they make another tank corps right away. 7 turns, thanks to Lightning Warfare being in effect. Here is what their portrait looks like:

(https://i.imgur.com/m9VfGNe.jpg)

I like that they made a soldier peek out of the turret with binoculars. Reminds you that there is still a personal component, even though our enemies will just see a steel warmachine.

Lilliput has finished their tank corps on time with Shining Needle Castle. That's why we can't say anyone made our first one. Do we need four tank corps? No, three should be enough. We work on the pre-placed aerodrome. 5 turns.

A builder at Koumakan makes the first farm-triangle there. After all this time, we may not forget these come best in bulk.

Madagascar is still hostile to our ranger. They actually have a crossbowman there that deals a respectable 11 damage to Reimu and Aunn. After that...

(https://i.imgur.com/bJXWFZh.jpg)

...a spearman leaves the sanctity of his barbarian camp to pay the ultimate price. I don't know how little damage that did to us, as the camera flew somewhere different immediately. What that was is something you'll find out in the next update. Next time, we're going to hire Utsuho Reiuji as our minister of nucular glowy things. See you when everything's ready!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: niektory on May 13, 2018, 08:14:54 PM
Advance, Issun Corps! (https://www.youtube.com/watch?v=7b8pMGiuFeI)
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 15, 2018, 07:59:02 PM
Advance, Issun Corps! (https://www.youtube.com/watch?v=7b8pMGiuFeI)

That's us to a "T"! I hadn't ever seen that one before. Need to catch up on newer Touhou PVs!

Update nr. 53 - Senator McCarthy would like to question you about what you think of Shinto...

Turn 276 - 1.810 A.D.

Last time, we reinforced our army with some battletanks and rapid-firing gun turrets. We also constructed the Venetian Arsenal. This turn starts especially well with the completion of our next coastal wonder. It's the one that makes everyone google what a "cynosure" is:

(https://i.imgur.com/OPoSVuL.jpg)   (https://i.imgur.com/Uc8eCje.jpg)

Just so you don't have to, it's a "focus of attention." Henry David Thoreau (https://en.wikipedia.org/wiki/Henry_David_Thoreau) was an essayist, philosopher and abolitionist. What was especially noteworthy about him was that he set an example of living outside the confines and bureaucracy of the state, like a hermit alone in the woods. This natural life he chose was subject to many of his writings. He also refused to pay taxes. When you do what he does, be sure not to be a rebel without a cause. Being as timely with his civil disobedience and philosophy, he at least had something to show for his behaviour.
The +1 movement on all water tiles that the Great Lighthouse provides stretches not just to naval units but all embarked units as well. This should quickly get our troops where we need them.

After such a wondrous project, Balnibarbi settles for something simple: A builder. 4 turns.

Laputa grants us the third spy of our empire. There's a special build order we'd like to give this city, but it won't be available for another 2 turns. Only for this timespan, we'll funnel production to a holy site.

We've got our nearest European aerodrome in Benevolent French Dolls now. This city is among the weakest of ours in infrastructure, so we quick-purchase a builder for 535 gold. That way, we can work on a market right away. 3 turns.

With ease, Kirisame Magic Shop has made a lighthouse. Now it's time to work on the pre-placed encampment there. A record-breaking 4 turns is what that takes.

That was a lot of building plans to cover. I've got good news in other regards, in that our Central African force is assembled:

(https://i.imgur.com/ZOBZGAk.jpg)

It consists of a helicopter corps, an infantry, an infantry corps, a helicopter and two artillery units. Support units in the area are a medic, Great General Rani Lakshmibai and an observation balloon. These brave warriors will however not act until the other front is ready, which will still take several turns. Nonetheless, it's a start.

Reimu and Aunn are still conquering Madagascar: They flatten an empty barbarian camp and headshot-snipe the crossbowman that attacked them last turn. There's still a lot of barbarians on the island, but we shall take our leave as soon as possible. Nothing too important is there for us anymore.

The new spy's name is Seija by the way. How fitting. I can picture the crude little Amanojaku cheating, stealing from and bombing others. That's why she will become our first offensive spy. Her destination will be...

(https://i.imgur.com/83PqxQL.jpg)

...Sanae's capital. Normally, you would want to be careful about who you spy on. If you're found out, you will damage your relationship with a possible friend. We know that the shrine maiden of Youkai Mountain will never like us again, so who cares? Travel time is 7 turns all the way to Africa and mission time, once specified, will be 8 turns. The text for "Sabotage Production" is overflowing a little, as Sanae can make a special industrial zone called "Kappa Heavy Industries".

A builder at Koumakan puts a farm on a source of wheat. Many hungry mouths will be fed through this.

Turn 277 - 1.812 A.D.

Blefuscu has constructed an artillery corps and trained its crew. Excellent! Just to be on the safe side, we're making another. We have a lot of money and I don't like the long construction time. Why don't we quick-purchase a workshop for 740 gold and bring it down from 12 to 11 turns? Done. We still have 657 coins after that investment, with our treasury filling up 178 a turn.

Brobdingnag has a place of knowledge now, a library for its students. We still need more builders in North America, so we're getting one over here in 4 turns.

A farm at Koumakan is repaired, one of the last reminders of Sanae's destructive, sloppy siege. Unlike our own, which quickly and efficiently took the city.

The only ranger without a custom name is doing some arctic exploration. He's landing right on a goody hut in Marie Byrd Land:

(https://i.imgur.com/wvKP2ST.jpg)

Inside it were 40 coins. Decent, although not amazing. Once landed, another barbarian warrior and a spearman protecting a barbarian camp are revealed. Who even lives and survives in Marie Byrd Land? Apparently, this part of the Arctic is owned by the U.S. and to a smaller part Russia. Apart from research, there isn't much going on there. You know what, let's pretend those hostiles are just rabid penguins.
Interesting to know about the "Greatest Earth Map:" The world is round from west to east, but not from north to south. The cut-off tiles in the south are an impassable border. I think Civilization 6 does not support a truly round planet.

An archer shoots Reimu and Aunn for 5 damage while they're leaving. The ranger in the biting cold is attacked by two groups of rabid penguins: The spearman deals 15 damage to us and takes 56. The warrior takes 76 and gives 11 back to us.

Turn 278 - 1.814 A.D.

An inspiration pops up instantly upon the flip of the turn:

(https://i.imgur.com/fJgII4u.jpg)

New development time for Cold War is a single turn. The reason why this happened was this:

(https://i.imgur.com/aaiYAYD.jpg)

The quotes by Winston Churchill don't stop coming. This one could be misunderstood: It describes that once there would be a nuclear war, all that's left of the world would be rubble. Making it bounce wouldn't be very impactful at that point.

(https://i.imgur.com/wELkUJT.jpg)

The first time I heard of the Manhattan Project (https://en.wikipedia.org/wiki/Manhattan_Project) was from the title of the third TMNT game on the NES. In the middle of World War 2, leading scientists of the Allies rushed to create a war-deciding wonder weapon. Despite the name, activities of this research expanded all over the U.S., the U.K. and Canada. For Civilization 6, this is a costly city project you will have to perform once in a city of your choice in order to even unlock the production of nuclear devices. When you have done so, you can make them whereever you want.

(https://i.imgur.com/g2vL71m.jpg)

Atomic bombs are quite expensive to build. Once you have one, it gets stored within your empire like a resource would. Being able to fire the nuke is then tied to other conditions we'll learn about when the time comes.

The next technology we're picking is Advanced Flight. We're not going to make three biplanes to boost it, as it only takes 5 turns anyway.

We simply must set production to the Manhattan Project somewhere. To find out what place is best suited, we use the reports tab:

(https://i.imgur.com/oR6D3Bx.jpg)

The "yields" section tells us what we need to know. Compared to Civilization 5, the UI of this screen seems a lot more bloated. It's harder to identify what you need to know and I think the root of the problem is that it also lists what buildings you have in a city and what each does. The UI has been a vulnerable point of criticism for Civ 6, that's for sure. Laputa has a total production of 52.5 cogs a turn. That's pretty good. Kirisame Magic Shop has a little more with 60.9, but I think it's currently a lot busier with an encampment and the buildings inside that encampment it soon needs to build because of its more strategic position. So Laputa it is. 21 turns until we have made our very own Manhattan Project. When looking for it, know that this option is aaaaall the way at the bottom of the scrollbar under "city projects".

We have acquired a new type of Great Person this turn. The reason we're finally getting one is because we've made Alice a shadow of her former self. Now she no longer has an unshakable monopoly on industrial zones to snatch all the engineers away from us:

(https://i.imgur.com/9MMnw4P.jpg)

Robert Hutchings Goddard (https://en.wikipedia.org/wiki/Robert_H._Goddard) was an American engineer and inventor. He was the one who launched the world's first liquid-fueled rocket in the 1920s. His experiments in that field were thought to be wacky and absurd during his lifetime. Only when the real Space Race started did he really become recognized for his pioneering.
This is one of those cases where we don't need the effect of the Great Person at all, but we still want to recruit them just so that no one else can. If someone else were to successfully go to space, we would lose the campaign. Getting Goddard on our side completes a city-state quest for Palenque at the very least. We use him up during this very turn to seemingly little effect, as we already had the eureka for Rocketry from a goody hut. I guess the 20% faster Space Race production would be helpful if we actually did something in that regard?

Futatsuiwa of Sado made us another artillery corps. Considering the one that's in production at Blefuscu, we don't need any more of those. I hope. We could make a pre-placed harbor to get more places that can build ships. However, let's make another wonder we neglected: The Colosseum. We're putting it right here:

(https://i.imgur.com/38omELo.jpg)

For blood and glory! That'll help with our increasing need for amenities. 9 turns.

The young builder we quick-purchased at Benevolent French Dolls chops a forest right next to the city. The market it was producing is immediately finished, and the now vast and clear tile is used for a rice bowl. 7 turns.

A builder at Koumakan is preparing even more farmland north of the city. Our newest province is getting better and better...

It looks like our daring ranger in the arctic has a lot of battles ahead of him:

(https://i.imgur.com/cAImiZh.jpg)

In the end, we shoot not the targeted warrior but the spearman in the camp. This group of aggressive penguins is no more. During their turn, the barbarians east of our unit deal 14 damage to it and take 68 in return. The ones in the west also achieve 14 points of damage to us, but suicide themselves in the process. After all that, our health is still somewhat decent.

Turn 279 - 1.816 A.D.

It is official: We're in a Cold War with Sanae. Better dead than Moriya! The Green Scare is here:

(https://i.imgur.com/OyWFIKf.jpg)

Richard Milhous Nixon (https://en.wikipedia.org/wiki/Richard_Nixon) was the 37th President of the United States of America and led the country through the majority of the Vietnam War. He became especially infamous for the Watergate Scandal. (https://en.wikipedia.org/wiki/Watergate_scandal) Compared to the quoted presidents we've encountered, he's probably remembered the least fondly. I am, as said before, not the best address when it comes to these subjects, but I've yet to encounter an enthusiast of Nixon or someone who emphasized any positives of his terms.

(https://i.imgur.com/i1uI8SW.jpg)

Here we have the CIA, KGB, MI6, Mossad and many others in a handy little card format. Can be good, but I have the feeling we've imprisoned everyone's spies already.

(https://i.imgur.com/0XzG7Sw.jpg)

The conundrum of owning oceans. We may build a few more ships, so it could come in handy. The Press Gangs card for Renaissance and Industrial ships is hereby obsoleted.

(https://i.imgur.com/Rpn8Qfj.jpg)

This could be interesting. I think this doesn't count for envoys you already have at city-states, but for new ones you assign while the policy is in equipped. I'd have to experiment more with it to say for sure.

(https://i.imgur.com/fAd2ue2.jpg)

Four spies is the new maximum, but I'm very, very opposed to spending time on training another.

We do only a minor policy card switch: Native Conquest got us a few coins from our rangers' victories over barbarians, but it's chump change compared to our income per turn. So it goes out. We take Veterancy instead. The card helps with two of our cities that are currently constructing encampments.

(https://i.imgur.com/dZsLH0E.jpg)

Before the late game, the list of possible civics never gets this long. It's a hard decision between Rapid Deployment, Nuclear Program and the winner, Capitalism.

Our troops are advancing as always, but most are still a few turns from their destination. Meanwhile, Mystia and Kyouko are picking fights in South Africa just because they were in the area and felt like it:

(https://i.imgur.com/4I6UVvW.jpg)

The garrisoned spearman is easily wiped out. The barbarian camp could technically harrass our units you can see in the north. It wouldn't really be threatening, but it could be annoying. It's good we're getting it out of the way. The unnamed ranger in the arctic destroys the camp belonging to the hostile penguins and steals their 45 gold coins. After that, they shoot down a barbarian warrior from a distance. Skirmishes in that area should cease soon as well.

A builder at Koumakan uses his second-to-last charge there to complete a second farm-triangle. Know what, I'll just show you the area so you can see how much it has improved:

(https://i.imgur.com/DOWnmZG.jpg)

It's safe to say that the resident vampires have it better there now than they ever did under their incompetent former leader Remilia. The Scarlet Devil's play in this campaign was, by all means, awful.

Before we regain control of our units, the arctic ranger is attacked by the last remaining penguin warrior for 13 damage. We fire back for 73. Believe it or not, we're actually in the red and should scoot home with haste.

Turn 280 - 1.818 A.D.

We have 1,272.8 points of faith at the moment. With a number that high, it seems like we forgot to make faith purchases, but that's not the case! I only forgot to buy what we wanted last turn, but the object in question is indeed that expensive:

(https://i.imgur.com/1kwaxLo.jpg)

+10 science is more than I remember from the tooltip we saw when we researched chemistry. But yes, Shining Needle Castle gets the first Jesuit-funded research lab of our empire. Upon the click, we see this:

(https://i.imgur.com/o73rSKM.jpg)   (https://i.imgur.com/wkgyzIC.jpg)

Our science is now at 296 points per turn. In Civilization 5 numbers, this wouldn't be too great, but here it's very big and powerful.

Lilliput has completed its aerodrome. I would love to build an aircraft somewhere, but we'll wait until we have something better than World War 1 biplanes. Over here, we shall make an arena within our entertainment complex.

Balnibarbi has provided us another builder. A workshop would be attractive, but you know what we don't have but need? Submarines. 12 turns. We have the Venetian Arsenal, so two will come out when one finishes.

Kirisame Magic Shop has made an encampment and goes right back to bolstering it with barracks. It just takes 1 turn, in part thanks to Veterancy. I'm glad we took such a mighty city from Alice...

Two tank corps of ours have arrived in West Africa and are they ever looking ready for action:

(https://i.imgur.com/w1Vzadz.jpg)

In one of the previous posts when we looked at their portrait, I mistook the soldier manning the top as having binoculars. They're instead clutching an anti-infantry machine gun. Real tanks usually also have those besides their large shell-launching barrels. On the mentioned front, we're still waiting on two artillery corps to arrive. When they're present, we'll move in formation.

The ranger in South Africa collect the riches of an empty barbarian camp (45 gold) and dismounts a barbarian horse archer next to his position. There seem to be no more hostiles in that corner of the world.

The injured arctic ranger is reaching for a coast he can embark on. He kills a pitiful barbarian scout with a movement point he can't spend on anything more sensible. What we then see confirms to us that it's indeed smart to flee:

(https://i.imgur.com/TO7Uqkc.jpg)

That's an AT crew. The penguins have acquired a bazooka! Do not ask me from where. I told you rangers could probably take on musketmen, but this is out of their league. We're getting out of there next turn.

When we routinely reject one of Sanae's incredibly unfair trade offers, we hear an open threat:

(https://i.imgur.com/7kM7uf9.jpg)   (https://i.imgur.com/x5Tmc77.jpg)

This doesn't actually mean anything, not even a loss in relationship I believe. The AI just has disappointed or otherwise unhappy flavour texts when you say no to their bartering. Still, this Yakuza side of Sanae amused me  :3.

With that, we're just about at a reasonable length of an update again. Next time, the unsolved mysteries of the cosmos and why they absolutely don't interest us at all. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on May 15, 2018, 11:06:19 PM
Church-funded lab? ...Illuminati confirmed?... (https://www.youtube.com/watch?v=Xb3adEypLcI)
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 18, 2018, 07:06:14 PM
Church-funded lab? ...Illuminati confirmed?... (https://www.youtube.com/watch?v=Xb3adEypLcI)

"Paul! I...I...I thought you were a GEP Gun!"  :]

Update nr. 54 - Do worry, because those soldiers are not on a drill, nor are their guns props.

Turn 281 - 1.820 A.D.

Last time, we started working on the Manhattan Project, even though there is no Manhattan. There once was New York by Mamizou, but we destroyed all traces of it. The update begins with a yummy eureka:

(https://i.imgur.com/zKZH5dl.jpg)

The third tank we needed to achieve this boost came from Shining Needle Castle. We will work on a military engineer there. The military engineers that I build so rarely and naturally, the first one of this campaign. He will have ae a special purpose. 2 turns. Before we switch our attention to a different city, we will pre-place an industrial zone in our capial:

(https://i.imgur.com/2StTrNF.jpg)

The +2 adjacency next to the uranium would have been a little better, but we want to place a farm there as soon as we can.

Brobdingnag donated a builder to everyone's benefit, who immediately chops a forest. The burst of production goes towards a bank, which will only take 4 more turns from here on.

So long as we have the Veterancy card, Kirisame Magic Shop will use it! A barracks has been finished there, an armory follows. 3 turns.

A builder at Benevolent French Dolls secures us some ritzy truffles. This is already the second copy of this luxury, so it unfortunately won't affect our happiness. Still, camps provide a lot of coins.

The last builder at Koumakan uses his last charge to create a riverside lumber mill. The region should have a lot of potential now and won't need new builders for a while.

The rangers we have all over the world don't pick any fights this time. We will send some that need healing back home and then think of what to do with them. Almost nothing that we could explore is left in the world at this point. Can you believe that?

(https://i.imgur.com/cBrUdsx.jpg)

Looks like the great Napoleon won't just be giving us clever quotes but possibly clash with the Kobito at some point. He too is a general that affects industrial and modern units.

Turn 282 - 1.822 A.D.

No building plans need to be given to the hard-working Kobito this turn, but I can show you how the West African front is looking now:

(https://i.imgur.com/oQOsvUm.jpg)

Two tank corps protect the flanks. A helicopter corps, an infantry corps and a normal infantry are the heartpiece of our force, whereas one artillery corps is located at the rear. All support units are also present, but we're still waiting on one more artillery corps that is just off screen to the west.

(https://i.imgur.com/EC3GUcf.jpg)

A builder at Shining Needle Castle needs to chop some wood. We first switch to the pre-placed industrial zone to direct the production bonus  of 164 cogs there, then back to the military engineer who we were training.

There was another builder who exploited the forests of North America last turn, at Brobdingnag. He sets down a farm for us on that very space he cleared.

Turn 283 - 1.824 A.D.

Remember when we discovered Flight? Pff, what a lame technology that was. This one is better, says so in the name:

(https://i.imgur.com/rhzQona.jpg)

Virginia Katherine Rogers (https://en.wikipedia.org/wiki/Ginger_Rogers) was an American actress with a genre focus on musicals, but also played in dramas and comedies later. Her career was at its peak in the 40s.

(https://i.imgur.com/XrX7cXp.jpg)

The airport is the second building within aerodromes and having some of those could actually greatly benefit the mobility of our forces. We do have a sprawling empire where it would otherwise take long periods of time to get from A to B or C. Especially if one of those letters is Koumakan.

(https://i.imgur.com/tE5NQ7P.jpg)

Planes have reached the technological level of World War 2. These combat planes are much more formidable now, but I'm even more interested in...

(https://i.imgur.com/iRmwb3w.jpg)

Here's the first specimen of an air bomber unit. They too, like fighter planes, can attack units, but I believe they also have the power to pillage enemy tiles within their range at will. Bombing runs, so to say. They also have a secret, other ability that isn't mentioned here. Because of it, we'll be making a few bombers soon.

This is another one of those turns where we get not just a technology, but also a civic. It's another one of those where its worth for humanity is arguable, but whatever. The Kobito will embrace it:

(https://i.imgur.com/HyRVyQv.jpg)

I've heard many such clever quips that go the same route as what Sir Churchill is saying here. "You don't like capitalism? Neither do I, but everything's better than communism."

(https://i.imgur.com/FCKNoC0.jpg)

Laissez-Faire describes an intended inaction of state to regulate transactions between private businesses and their customers. The reasoning is that any intervention is more harmful than helpful in the end. We are so good at gathering Great Merchants, we don't need those additional +4.

(https://i.imgur.com/fb8WO2w.jpg)

If you have many international routes, this can be very powerful. The majority of ours are internal, making Triangular Trade more attractive. Still, we'll keep Market Economy in the back of our head.

The changes to our many military policies are quite extensive, so I'm giving you a direct overview:

(https://i.imgur.com/lFgz41G.jpg)

National Identity, Wars of Religion, Martial Law...why, if I didn't know better I'd say someone is preparing for combat. There are setups to build up an army and setups to use an army you've built up. This one is clearly of the second category.

(https://i.imgur.com/BDXwT3u.jpg)   (https://i.imgur.com/74sutZj.jpg)

So many good technologies to choose from. Some of these would catapult us into the next and final era of the game, but there's no need to rush. We'll be working on Rocketry and Nuclear Program

A bright military engineer comes to life at Shining Needle Castle. Next up, they'll be making the already partially developed industrial zone. 5 turns. We also have a builder present to make a farm where he chopped a forest the previous turn.

Something surprises me: We've gathered a whole 6 envoys! Fascism creates them very quickly indeed. I've once said that we shouldn't be trying to become suzerain to more city-states than we already are, but Mohenjo-Daro only costs us 3 to do this for it. It's just too tempting, so we spend them. Now we're getting extra culture and their bonus, which is fresh water on all cities that don't already have it. Benevolent French Dolls was the only one that didn't. A builder makes another farm at that very city by the way.

Naughty spy Seija has snuck her way into Sanae's capital. What I typically do first for an offensive spy is this:

(https://i.imgur.com/N1W9k3c.jpg)

"Gain Sources" is an espionage mission that can never fail, as evident from the 100% success rate mentioned in green text on the tooltip. The idea is that you can decide to spend extra turns to do this and increase your success rate for actually dangerous missions you pick afterwards. Another plan could be to skip this preparation and, for example, sabotage an industrial zone right away or steal a Great Work of Art from a museum. You will risk your spy's life if you're too hasty, so I almost always gather sources first. The current situation is no exception. I'm wondering at this point if it was even sensible to give Seija a mission since there's no small chance that Moriya Shrine switches owners. I have a hunch there might be an imminent invasion  :3.

(https://i.imgur.com/5RAfImj.jpg)

Alarming. We don't want Sanae escaping into space. Imagine that: It would be a place where she wouldn't have to fear us...

Turn 284 - 1.826 A.D.

The bloodthirsty Kobito of Lilliput can now watch gladiatorial battles in their arena. Now that we have the necessary technology, we'll be constructing a bomber there next. 10 turns.

Kirisame Magic Shop has an armory and should make something simple it's been missing for far too long. There are many wheat fields around the city, so a water mill would be quite efficient. No reason not to spend the single turn on it that it needs!

(https://i.imgur.com/PC8CuQO.jpg)

The artillery we've been waiting on has West Saharan soil under its wheels. These soldiers won't have to keep their trigger finger still for much longer.

Turn 285 - 1.828 A.D.

A rocket man who burns up his fuse up there alone is not who we're going to be:

(https://i.imgur.com/rYiynnP.jpg)

So does John Carmack (https://en.wikipedia.org/wiki/John_Carmack) say that rocket science is easier or harder than your average joe thinks? He is not actually someone who has much to do with that field. He was the lead programmer for video game developer id Software. With games under his belt like Wolfenstein 3D and Doom (both theold and the one from 2016) he sure turned some heads. Would first person shooters be as relevant a game genre today without him? After all, they were literally just called "Doom Clones" for years.

(https://i.imgur.com/hAb2Ub5.jpg)

The spaceport. This is an extremely interesting district as it's the key to a science victory. Once you complete all the projects listed in the tooltip, you will win the game through your power of science and production. Over the course of picking up the atomic era and information era technologies, more and more of these projects will unlock. All of them are still extremely costly to make and you can only do that in a city that has an already expensive spaceport.
The science victory is considered a very typical way to win the game. Even a fairly balanced playstyle will advance through the technology tree far enough to bring it into reach at some point.
When this Let's Play was still young, I thought we might be aiming to complete our campaign through this method. I've reconsidered. See, when you go for a science victory, it's not too sensible to fight more than a few wars. At some stage of the game, it's smarter to get your basic buildings and districts done, build up a minimum of a defense for your civilization and "turtle your way to a science victory". That's the Civilization jargon that's used for this phenomenon of late-game defensive play. Had we gone this route, the last phase of the Let's Play would probably be very boring and uneventful. No, I don't want to do this to you. Don't misunderstand: If you're playing this game yourself and are fully in control, doing the space race is fun enough. I think you, dear readers, deserve something more action-packed. It needed to be a campaign where exciting stuff happens! That's why we attacked Mamizou, Alice, Remilia...
With such a legacy of warmongering, can you guess how we want to win?

(https://i.imgur.com/tyKulK9.jpg)

Ah, a silo for nuclear missiles. With these, military engineers will actually be useful. How convenient that we've just made one. "Weapon Capacity: 1" means that you can't shoot more than one nuke per turn with these.

(https://i.imgur.com/ZjdBfVw.jpg)

Before the earth satellite is launched none of the other more advanced space race projects can be started. In the meantime, you're free to build more space ports though. I recommend at least 3 if you're serious about a science victory.

(https://i.imgur.com/rYktVYK.jpg)

We do have a few quarries nowadays. The extra production power should make them of about equal worth as our mines.

We're going to work on our very first information era technology now, Composites. 3 turns. As tradition wants it, here's the overview that I give you at the advent of a new era:

(https://i.imgur.com/cDfAUAK.jpg)

There's a mushroom cloud at Nuclear Fusion. Savage. Something that I want sooner than later is Telecommunications, but we still need to grab Computers from the atomic era to get it.

Brobdingnag has its own branch of the first and only bank of Kobito now. We're going to make a water mill there. Those are helpful and don't have any maintenance cost, too.

Benevolent French Dolls has increased their housing to 16 points thanks to the just finished rice bow. Next up is an aircraft carrier to make ourselves an Atlantic air-bridge. The Venetian Arsenal should make two of them come out when a single one is produced.

Our Jesuits faith-purchase an amphitheatre in Lilliput. Faith drops to 265 points, but with 93 a turn, it's flowing back to us beautifully fast.

Kirisame Magic Shop has made a water mill and will finally get some use out of all these encampment buildings. A machine gun is scheduled, 7 turns. This city gains another farm this turn by the way. They now have another triangle of them in the north.

So much for all the building plans. This turn is the one where we start our advance. There are three areas where our forces are moving forward threateningly:

(https://i.imgur.com/rUGJkd5.jpg)   (https://i.imgur.com/wkk1TqA.jpg)

(https://i.imgur.com/khnOtPj.jpg)

Our fleet will not play too big a role in this conflict I'd imagine, but their initial purpose will be to disable Miracle "Night With Bright Guest Stars"' encampment. The divison's goal of screenshot 2 will be to advance on the capital of Moriya Shrine, whereas the aim of the force on screenshot 3 will be Myouren Temple in the southeast. During her turn, Sanae confronts us about this highly provocative manuever:

(https://i.imgur.com/aYvvEuS.jpg)

If we cared even remotely about our diplomatic relationship at this point, we should be honest and declare war on demand. But we don't. We ignore the request, like the villains that we are.

Turn 286 - 1.830 A.D.

I know what you're waiting for, but let's recruit a Great Person first:

(https://i.imgur.com/d32q3oy.jpg)

Edgar Allan Poe (https://en.wikipedia.org/wiki/Edgar_Allan_Poe) was an American writer, poet and literary critic. He popularized the macabre and supernatural within written works. His most famous are the ones he'll make for the Kobito. When we possess them, we're going to cover those. Mr. Poe will be heading over to Laputa to put his creative mind to work.

Blefuscu made a possibly superfluous artillery corps. If this city made a factory, it'll spread a regional effect to others, for example Shining Needle Castle and Lilliput. Let's spend 8 turns to do just that.

The time has come at last. We contact Sanae and select a list of casus belli. Only the good old formal war is available. In this case, it was Sanae that denounced us, so we didn't have to do this ourselves.

(https://i.imgur.com/rMEtype.jpg)

This means Blitzkrieg! And everyone saw it coming a mile away!

I'm nervous about this conflict. Sanae is the most technologically advanced opponent we've had yet. She can get units to rival ours, but the question is, does she have them? Neglecting military matters could be how she got as far ahead in everything that she did. From the scouting we've done around her lands, it didn't seem like she had too big of a homeland defense. We'll see. This could go really well or absolutely terribly for us.

The first clash of troops happens at the coast of West Africa, where a tank corps that's catching up with everyone else gets a chance to roll over a knight. This knight was somehow sitting within the borders of Kirisame Magic Shop, where he got trapped since our war with Alice. Because you can never have units within an enemy's borders as a war starts, this is where he got teleported to. It was a teleport to his doom...

(https://i.imgur.com/vLmgNKx.jpg)

Combat odds of this amphibiously attacking tank corps was 89 to 49. The knight learned too late that you don't joust against tank tracks. They squished him. 6 damage to us.

Sanae has a total of 11 cities, we only have 10. Recall the Kobito's special trait: The act to declare a war on a civilization with more cities than us healed all our injured rangers and awarded everyone 10 experience points. We use these to promote the machine gun garrisoned in Laputa to rank 2, pick Volley and name it Sumireko Usami. I chose her because she makes herself handguns out of a 3D-printer...

At the West African front, all units advance as far as they can without slipping into Myouren Temple's bombard range, but no actions are taken against the city yet. We do see that they have a fighter plane present there, so we need to brace ourselves for an aerial attack. The infantry corps of Nitori Kawashiro that is under our command has enough experience to reach rank 4, so she becomes the next Elite Guard. The late Tenshi would be proud!  :(

(https://i.imgur.com/tFgf6g2.jpg)

To allow these three battleships to take their pot-shots at the encampment, our piratey admiral Ching Shih must bring it into sight range by cancelling her escort order and sailing one tile east on her own. Ship 1 takes the shot first: 21 damage to the encampment's walls, 1 to the encampment itself. Ship 2 does a little worse with 14 wall damage and 6 to the encampment. Ship 3 then ends on a high note with 22 wall damage and 14 past them. The defenses of the encampment are at about half strength.

(https://i.imgur.com/33dOIy3.jpg)

The other division at Moriya Shrine advances towards the enemy capital, but is still too far away to do anything significant. What we notice here is that Sanae has no defensive units nearby at all. Just helpless builders and gurus. It seems she really didn't think anyone would challenge her too soon. She really should rederict anything she has back to her lands before it's too late.

As the first turn of this war comes to a close, a builder at Blefuscu constructs an oil rig for the seaside town. That's our fourth resource of oil. We're not going to run out anytime soon, and prices for consumers must be at an all-time low. You don't even want to know them if you drive your own car. It would be too depressing to hear. Another builder in the same region directs fishing boats onto a source of crabs for extra food and housing.

During Sanae's turn, we lose a trade route that's been going from Koumakan to Yerevan. I briefly saw the knights that were waylaying between those two cities, so it had to happen. Nothing we could do, but not the worst thing in the world.
You know, I was sure the fighter pilot at Myouren Temple would make an air raid on our forces there. Turns out, he's a big coward or Sanae is just too shaken and confused. I don't think there would have been any repercussions if she used that plane against us. Oh well, that's her business.
With this first turn of the war over, we're putting a stop to this update. Next time, we'll learn how prolific in battle our opponent is. Is she more the sort of Mamizou, who goes against the odds with a keen spirit? Or like Remilia who has preemptively given up? Hold tight until we find out!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Lt Colonel Summers on May 19, 2018, 04:43:21 AM
"These odds are terrible. We need new odds!"
Can you guess where the above quote came from?

Anyway, the odds doesn't look like they'll be in your favor. What's with Sanae having a higher-levelled tech tree than you do...
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on May 19, 2018, 10:12:30 AM
Counterquote: "Never tell me the odds!"
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 20, 2018, 12:39:59 PM
Anyway, the odds doesn't look like they'll be in your favor. What's with Sanae having a higher-levelled tech tree than you do...

Counterquote: "Never tell me the odds!"

What we have on our side is bonus combat strength from Fascism and the Wars of Religion policy card. Unless Sanae adopts everything we do, we will mitigate the difference in power we would have compared to unit evolutions we haven't encountered yet.

Update nr. 55 - Stop talking! That's too much information

Turn 287 - 1.832 A.D.

Last time, we stormed into Sanae's lands. The cold war with her has grown hot. To keep the panic of our Kobito under better control, Futatsuiwa of Sado has completed this project of prestige:

(https://i.imgur.com/pRKGhMK.jpg)   (https://i.imgur.com/ZALUOXQ.jpg)

Bede the Venerable (https://en.wikipedia.org/wiki/Bede) was a Benedictine monk in Northumbria. He wrote "The Ecclestical History of the English People" and was proclaimed a "Doctor of the Church" post-mortem. During his time, the Colosseum was still very much intact. The damages you can see on it today have apparently happened during an earthquake of 1349.

On top of that, we learn of a civic that lets us use uranium for non-violent methods:

(https://i.imgur.com/M9B6LOf.jpg)

Martin Louis Amis (https://en.wikipedia.org/wiki/Martin_Amis) is a British novelist and the "Master of the New Unpleasantness". He caricatures excesses of society. Just from his quote, we can smell an air of negativity about the contemporary circumstances. Sometimes, we need people who bring negativity into our lives, as hard as that is to believe.

(https://i.imgur.com/hevNuh4.jpg)

Have we ever read a quote by Alfred Bernhard Nobel? (https://en.wikipedia.org/wiki/Alfred_Nobel) I know some of our quoted have won Nobel Prizes. This card is another improved version of a Great People booster. We don't need it.

(https://i.imgur.com/EAN0q7a.jpg)

After reading the tooltip multiple times, I think I understand how this card works: You'll be stealing two eurekas for the price of one. Spies in Civilization 6 don't steal full technologies like they used to, only eurekas your rival has gained and you haven't.

We throw out the International Waters policy for Grand Arm?e. I don't quite know why I did that in hindsight. It doesn't apply to the machine gun we're making in Kirisame Magic Shop. Likely, it won't stay too long.

The next civic we work on is Rapid Deployment. This one counts as one from the information era I believe. 5 turns, already boosted.

Futatsuiwa of Sado, the new Rome of the world with its mighty Colosseum, makes a bomber next. 10 turns.

Brobdingnag has completed a water mill. I see a relatively useless hill tile near it, so we're going to put an entertainment complex there. 7 turns.

Balnibarbi gets us 20.000 leagues under the sea with the first two submarines we've made. We immediately combine them into an easier to manage fleet. A sensible approach if you've made the Venetian Arsenal. This city could do with a workshop. 5 turns.

We begin our military operations for this turn with our ships in the Gulf of Guinea:

(https://i.imgur.com/k29wp9k.jpg)

Battleship nr. 3 doesn't fire this turn, it picks the Supply Fleet promotion instead. Ship 2 does, using the same trick with the pirate queen as we did last turn to make the encampment temporarily visible: 11 wall damage, 12 encampment damage. Ship 1 then launches a devastating barrage for 19 wall damage and 34 to the actual hitpoints. The encampment has almost lost its ability to perform ranged strikes.

(https://i.imgur.com/pGwyjea.jpg)

Unit 6 advances one hex southeast, then one east onto the pillaged farm. We were not the ones who pillaged that by the way, Sanae has had severe barbarian troubles it seems. Artillery 3 heads one hex southeast in shooting range of Myouren Temple. Helicopter 4 flies two tiles east to surround our target. Artillery 1 rolls onto the helicopter's initial position. It seems that due to the movement bonus of our Great General Simon Bolivar, the artilleries have two movement points left and can fire onto the city this very round! Normally, they're not supposed to attack when they have 1 of their 2 movement points left, but with 2 of their buffed 3 remaining, it's ok. Artillery 1 lifts its barrel and completely smashes the city walls, 1 point of damage to the city itself. Artillery 3 doubles down for 113 hitpoints worth of damage. Artilleries sure are scary...
We notice that chopper 4 can just fly down and take the city with the movement points it has left. Said and done. We take 9 points of damage in the process.

(https://i.imgur.com/VuAhN6k.jpg)

This is indeed the original capital of Byakuren's civilization. The fact that we can't raze it if we wanted to confirms that. That long stretched option to give it back to Myouren Temple is interesting but also very stupid. We want to take control of all capitals, not give them back as gifts. Besides, Byakuren died before we ever encountered her. The dead can't be revived, right? We keep the city as our own.
All other units on the tactical screenshot advance as far as they can. Myouren Temple will repair its monument over the next 3 turns.

The panzer that had killed one of Sanae's knights last turn can promote. Here's what the promotion tree of heavy cavalry that keeps all its horses under its hood looks like:

(https://i.imgur.com/cBcfmrO.jpg)

Left side is that of a unit hunter, right has better defenses in mind. We decide to pick Charge for this one.

Blefuscu gets another oil rig from a builder. A ranger in our homeland promotes to become a Ranger-Guerilla archetype. I can't yet think of a good custom name. Maybe later in the update...

The units we have at Moriya Shrine position themselves closer to the revered capital of the human turned god, but no offensive actions are taken. None of our soldiers have landed within the city strike range, but we also spot a fighter plane that must have travelled to this city. We may indeed take a hit, no matter how careful we are. In a completely different matter, Edgar Allan Poe delivers some fine reading material:

(https://i.imgur.com/vlSZ8q2.jpg)

The Tell Tale Heart is a short story about someone having committed what he thinks is the perfect crime. It's one of the most classic examples for the use of an "unreliable narrator", who is constantly busy trying to convince the reader he isn't insane. I haven't read it myself, but I imagine this isn't for the faint of heart. I have read something else though that might be using this style, Traven's "The Death Ship", where the main character doesn't tell you his name for a long time, until another character is introduced who you can assume he then projects his identity onto.

Again, the fighter pilot at Moriya Shrine flies to a different airport and no one else attacks us as well. Sanae has a very weird (and ineffective) commandeering style so far...

Turn 288 - 1.834 A.D.

(https://i.imgur.com/aY2rS7l.jpg)

The final and current age where people are no longer kept ignorant is upon us! Information is power now. We earn the typical bonus of money and culture for the last time in this Let's Play. Rapid Deployment gains an extra turn of development thanks to this.
New technology, all I know about composite attacks is that they really sucked in Labyrinth of Touhou 1 because they targeted an especially large sum of enemy defense and mind:

(https://i.imgur.com/0eLvSSh.jpg)

Sir Isaac Newton (https://en.wikipedia.org/wiki/Isaac_Newton) was an English mathematician and author. You all know the comical image that he had an apple drop on his head and bam, he knew gravity existed. He was indeed a forerunner with his laws of motion and gravitational forces.

(https://i.imgur.com/u6vaCCt.jpg)

This is the best thing anti-cavalry can become. The only difference to the old portrait is that the bazooka of the modern AT is thicker than that of an AT crew. To remind you, we have no anti-cavalry in the field right now. They're not a must-have, never have been.

(https://i.imgur.com/iaSjccQ.jpg)

Modern armor is the kind of tank they would use in current conflicts and the best heavy cavalry can become. The uranium they need is not a problem for us, and we could turn the tanks we have into them at Myouren Temple. However, I'm getting more and more confident that Sanae is pretty helpless against us, so let's refrain from that for now.
In Civilization 5, modern armor had another evolution: The Giant Death Robot. I suppose it felt a little too cartooney, so neither them nor the X-Com squad made it into the sequel anymore.

Next technology to shoot for is Computers. 3 turns.

There is a knight and a swordsman of Sanae near Koumakan. Units that are so outdated are honestly not even a threat. We make a ranged city strike on a knight for 83 damage, our camouflaged ranger Sekibanki and Kagerou then wipe him out. At this moment we see that Sanae has several more knights threatening our youngest protectorate state of Mohenjo-Daro. If the shrine maiden thinks that city-state has a higher priority to pin down than to send her units against ours, I don't know what to tell her.

Our many harbors grant us access to another famous admiral:

(https://i.imgur.com/RFLhpDc.jpg)

Laskarina Pinotsis (https://en.wikipedia.org/wiki/Laskarina_Bouboulina) successfully fought for Greek Independence against the Ottoman Empire as a fleet commander. The following civil wars of the region were unfortunately pretty tragic for her and the rest of her family. We recruit the good lady, but I don't think we need her escorting bonuses as an admiral. In fact, we use her retirement ability on our submarine fleet this very turn, promoting them. The naval raider promotion tree looks like this:

(https://i.imgur.com/HXO0EEk.jpg)

This one's a bit different: Firaxis doesn't assume you use naval raiders for city sieges. That's what battleships are for. The left side of the tree is for pillaging and scouting, the right is for winning sea battles. We pick the former plan with Loot.

Shining Needle Castle has made an industrial zone and improves its value with a workshop. 4 turns.

Edgar Allan Poe uses his second charge to write his most famous work:

(https://i.imgur.com/FOeODjj.jpg)

The first time in my life that I encountered "The Raven" was from a Simpsons episode parodying the whole thing. Still, we acknowledge that the short-story was important as a pioneering effort in paranormal horror.

One of the artillery corps that ravaged Myouren Temple last turn can promote. They too have a promotion tree we have not yet seen:

(https://i.imgur.com/zUPzhMN.jpg)

Left is for hunting units, right is for city besieging. Nothing too surprising. Of course, we made those artilleries exclusively to destroy cities, so we pick Crew Weapons here. The rest of the Myouren Temple division units advance forward, but don't encounter any enemies they could engage. Toyosatomimi no Miko, the helicopter corps that took the city last turn can also promote. The listener of desires takes the third level Pursuit promotion to gain an additional movement point.

We again use our three ships to blast the coastal encampment of Sanae to smithereens. After only 2 attacks, its health and walls are reduced to 0, so it finally couldn't fire any more. If we had a land or naval unit nearby that could assault or pillage the district, we could disable it for good. Nonetheless, it has pretty much been made ineffective by now.

Blessed be our observation balloons! We are finally in bombing range of Moriya Shrine:

(https://i.imgur.com/cJmGYCQ.jpg)

Artillery 5 moves one space northeast onto the coffee resource. Artillery 2 takes aim and rains carnage down on the capital: 24 wall damage, 1 on the city center. Infantry 6 and all its support units move one tile east. The infantry corps with the nr. 3 moves one tile northeast and one tile east. Both helicopters just wait where they are. Again, Sanae does not get around to retaliate against us at all. Even the units at Koumakan simply retreat.

Turn 289 - 1.836 A.D.

We send an inquisitor from Kirisame Magic Shop down to our most recent conquest. While we're in the area, our Jesuits faith-purchase an amphitheatre for the usual 300 points. We still have 333 remaining after that.

What we have even more of is gold. 3,040 pieces to be exact. 585 gets deducted for an instant builder and another 535 for a trader, both at Myouren Temple. At some point in the future, that dump needs to be worth living in!

At this moment, an idea for a custom name for the previously unnamed ranger hits me:

(https://i.imgur.com/L7pB6nK.jpg)

They don't call her "The Dog of the Devil" for nothing. After that rather inconsequential action, our attention is drawn to the siege of Moriya Shrine:

(https://i.imgur.com/8u7WiAu.jpg)

Artillery 4 takes careful aim and directly hits the city for 34 wall damage and 8 city center damage. Artillery nr. 3 feels challenged and tries to do the same but better: Not quite, 31 wall damage and 14 city damage. Walls are reduced to a minimum after that, but active nonetheless. Only infantry 6 moves one hex to the northeast, the rest of the melee and cavalry troops hold still.

After that, we concentrate on our battleships:

(https://i.imgur.com/WIC7A5s.jpg)

With the trick of bringing the city into sight range with a helicopter (marked with the orange circle) belonging to the western army, we are able to have two of them attack the city of Night With Bright Guest Stars directly: The Palanquin Ship (unit 3) cannon-snipes it for 20 wall damage, 1 city damage. Marisa's Broom (unit 2) is a little weaker and hits the wall for 10 damage, the city for 6. Unit 1 (Remilia's Rocket) uses her firepower to keep the encampment at 0 hitpoints.

The units at the western front simply advance as far as the game mechanics allow them to. There is a knight corps we can see, but attacking it would bait us into city strike range. We're not that foolish. Our ranger duo Mystia and Kyouko will be the ones to garrison Myouren Temple over the course of this war. They stay behind at this point.

Sekibanki and Kagerou are protecting Koumakan when they see a Zanzibarian crossbowman approaching from the east. There's no mercy for Sanae's cronies, we approach and take them out with our deadly rifle.

Before the turn ends, a builder makes another oil rig, this time at Balnibarbi. You probably guessed it: We receive no attacks during the AI phase.

Turn 290 - 1.838 A.D.

Last turn for today, as warfare makes them so very huge. The newest player in our team, Myouren Temple, has repaired its monument. Being so close to the housing cap, repair of the granary comes next. 2 turns. Before we do so, we pre-place a campus into a swamp, where it will get +2 adjacency from surrounding jungle tiles. Keep in mind: Cities nestled around rainforests bring forth great amounts of research. The time to work on that campus would be 52 turns right now. Yeah, that's why you pre-place.

That's all the building plans for now. We begin with our good old navy at Night With Bright Guest Stars:

(https://i.imgur.com/djut5fd.jpg)

Unit 1 switches position with 2 so that it won't be taking up one of the two only firing spaces we have, then promotes to rank 3. Once more, we pick Supply Fleet to heal anywhere we would want to. Ship 2 takes the attack, 20 damage to walls, 12 to the city. Ship 3 continues the assault with 24 wall damage and 23 on the city. Defenses of our target are down to about a quarter after this.

(https://i.imgur.com/O8pnHtv.jpg)

The next target for the army we have in West Africa will be the city of Byakuren. It's in southern Algeria and while it's a pretty barren town, it does have the Jebel Barkal and Petra wonders. Our artilleries can advance close enough to it, they just lack the movement points to fire. At this point of the game, when battering rams and siege towers are useless, it's ill-advised to have any close combat units attack cities when they still have active walls. Your ranged siege units have to soften everything up before you conquer.
One of the artillery corps in the region gets the chance to promote. They too pick the defensive perk of Crew Weapons.

The real climax of this turn comes at Moriya Shrine, which is in a really bad place:

(https://i.imgur.com/A84DZoV.jpg)

Know what's funny? Offensive spy Seija will probably not finish her mission in time there, but she is indeed the one giving us the sight range we need so that our artilleries can fire. If anything, she was good for something! Artillery 4 begins the bombardment: The walls break, 21 damage to the admittedly very sturdy city. Artillery 3 can now let the Moriya capital feel the full force of its grenade shells: 48 damage. Now that it lacks any ranged strikes and doesn't mitigate direct damage anymore, other units move in. Unit 5 and its Great General move one tile northwest onto Oxford University. Unit 2 travels two tiles northwest onto the industrial zone. Helicopter 1 moves onto the tile southwest of Moriya Shrine, unit 6 then flies over the Chichen Itza next to its comrade.
Now that everyone is in place and supporting each other, we begin attacking: Helicopter corps 1 under pilot Byakuren Hijiri begins:

(https://i.imgur.com/HUyP9iG.jpg)

The helicopter and the mechanized infantry are having a machine-gunning duel. Since Sanae is in the information era, this highly advanced unit that we haven't even encountered yet is representing her cities on any defensive occasion. Damage on the city for this is 51 points, 18 on our chopper. The adjacent helicopter piloted by Kaguya Houraisan follows up on this attack: 37 damage to them, another 18 to us. The city is on its last leg, if it had any. It's too bad we can't finish it off right away, our infantrymen are out of movement points.

At Koumakan, there is a Zanzibarian musketman who's had the misfortune of landing next to the invisible Sekibanki and Kagerou. We take the shot and deal 47 damage. That's all that's left to do this turn, so I leave you on a cliffhanger. Can we really take Sanae's capital? So far, everything is pointing in that direction. Unless the wind priestess has waited until this moment to present the full military might of her empire to us, I'm extremely disappointed by her lack of self-preservation instincts. Really, it's shameful how she just lets us do what we want!
Next time, we're going to try and say hello to an empire we haven't met yet. How is that even possible at this point? Just wait and see!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on May 20, 2018, 01:50:26 PM
The Tell Tale Heart is a short story about someone having committed what he thinks is the perfect crime. It's one of the most classic examples for the use of an "unreliable narrator", who is constantly busy trying to convince the reader he isn't insane. I haven't read it myself, but I imagine this isn't for the faint of heart. I have read something else though that might be using this style, Traven's "The Death Ship", where the main character doesn't tell you his name for a long time, until another character is introduced who you can assume he then projects his identity onto.

Never heard of the latter, but The Tell Tale Heart is a short (as in VERY short, The Raven probably takes more lines!) story that's not too graphic but is more of a psychological thriller that delves into a mindset of a totally-not-crazy person. I can advise checking out a video about some Edgar Allan Poe stories, this one included, (https://www.youtube.com/watch?v=_KZqzk7p2uY) by Overly Sarcastic Productions. Or, if you think you're not too impressionalbe, a dramatic reading of the full story (https://www.youtube.com/watch?v=YT_1Ewo6CTA) from the same channel.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 22, 2018, 07:45:29 PM
Never heard of the latter, but The Tell Tale Heart is a short (as in VERY short, The Raven probably takes more lines!) story that's not too graphic but is more of a psychological thriller that delves into a mindset of a totally-not-crazy person. I can advise checking out a video about some Edgar Allan Poe stories, this one included, (https://www.youtube.com/watch?v=_KZqzk7p2uY) by Overly Sarcastic Productions. Or, if you think you're not too impressionalbe, a dramatic reading of the full story (https://www.youtube.com/watch?v=YT_1Ewo6CTA) from the same channel.

Poe can proudly call himself timeless when even Youtubers talk about him almost 200 years later. I've stumbled upon Overly Sarcastic Productions once before, on the subject how a damsel in distress can actually be interesting and not only cringeworthy. Good stuff.

Update nr. 56 - An innocent saint, rescued from the depths of Makai

Turn 291 - 1.840 A.D.

Last time, we continued our campaign against Sanae with great success. So far, we seem unstoppable. This turn is again one of those double features with a new technology and civic:

(https://i.imgur.com/AQwT2i3.jpg)

I like that quote. A computer really is only as smart as the one who uses it. Theodor Holm Nelson (https://en.wikipedia.org/wiki/Ted_Nelson) is a philosopher, sociologist and, unfitting to those two occupations, a pioneer of information technology. His "Project Xanadu" began in the 60s and and has unfortunately failed. It is even mocked to a degree as the world's longest running vaporware. Nonetheless, it was anyone's very first attempt at a hypertext program. The idea itself was revolutionary enough in its own right.

(https://i.imgur.com/a7I5Vjx.jpg)

Due to this passive, Computers actually has an incredibly high priority when you are aiming for a cultural victory. Our tourism has doubled from 158 to 316 in the span of a turn. That is a lot of tourism and it feels like we did nothing dedicated to getting this much. It just kind of accumulated while we were working on whatever was the most sensible.

(https://i.imgur.com/jXVgysO.jpg)

Vice Admiral Horatio Nelson, 1st Viscount Nelson and 1st Duke of Bront? (https://en.wikipedia.org/wiki/Horatio_Nelson,_1st_Viscount_Nelson) is to many British the most skilled admiral to have ever lived. A real hero. Only those who have also heard of Yi Sun Shi admit that dude might have been about as good. Nelson fought in the Napoleonic Wars, until he fell at the Battle of Trafalgar.

(https://i.imgur.com/jQw7R03.jpg)

This policy obsoletes Grande Arme?, the card we accidentally put in last time. Since we're already on the subject, putting Military First into the now emptied policy slot is the only change we make to our setup this turn.

(https://i.imgur.com/8G9W3YB.jpg)

We heard of this passive when we researched Advanced Flight. It would be great to take advantage of, but alas, we have yet to make any airports within our aerodromes.

We have a lot of science focuses to choose from, but I've foreshadowed that we needed Telecommunications. 6 turns, unboosted. We will ignore the eureka of making 2 broadcast centers for it. Our civic of choice will be Class Struggle to become Soviet Kobito. However, I think we won't develop it straight away, just partially. 4 turns, already boosted through making a trio of factories.

A Great Person who doesn't know his place in the world is looking for a home. Naturally, he was drawn to us:

(https://i.imgur.com/QSkPjIP.jpg)

Hey Albert Einstein, (https://en.wikipedia.org/wiki/Albert_Einstein) you're on our side! Little needs to be said about the most iconic scientist of the 20th century and the discoverer of the theory of relativity. He did play a huge part in the initialization of the Manhattan Project by the way, which is coincidentally only a couple of turns away from finishing in this reality's Laputa.
Einstein is used during this very turn. His bonus to provide a eureka did not trigger, but that was to be expected. We only have information era technologies left I think. What did help us greatly is the improved efficiency our universities have now: Once recalculated upon the end of the turn, science rises from 300 to 344. Einstein sure knows how to teach!

Balnibarbi has made a workshop, and even though it would be neat to follow up with a factory, we need some new traders. 4 turns.

Kirisame Magic Shop has trained a machine gunner, who will take garrison in Benevolent French Dolls. There's a tile that grants +4 adjacency for a commercial hub among the southern Spanish coast. Yes, please. 7 turns.

Koumakan has an encampment in the east now and should be secure for the rest of the war. They pre-place an entertainment complex one tile southwest of their center, but will instead repair their holy site for the next 10 turns. The Zanzibarian musketman our nearby ranger has attacked last round has taken a promotion and healed up to full. Not a problem: The same ranger shoots again for 43 damage, getting close to bringing back the status quo.

We begin operations this turn with the army aiming for the desert city of Byakuren:

(https://i.imgur.com/cXUuxg6.jpg)

What's this? There's actually an AT crew corps! Yes, Sanae has units that are somewhat relevant. I was having doubts. Helicopter 4 moves one tile east and waits for now. Artillery 3 also moves east one hex and opens fire on the city: 52 wall damage and 1 to the city center. Walls are at about 50% now, probably 48% as I'm suspecting a total of 100 hitpoints. Artillery 8 is unfortunately not yet able to shoot the city, but it can take aim at the AT crew corps. 33 damage, not bad but not great. You shouldn't use siege weapons against units unless they have nothing better to do like this one.
We check combat odds of our surrounding units, until we compare the infantry nr. 7:

(https://i.imgur.com/8nV96W0.jpg)

Ho boy! There must be a million other modifiers on the second page, as 70 + 10 + 5 +5 is only 90. I can think of Wars of Religion and Spear of Fionn that get added. But yeah, when true melee units clash with anti-cavalry, they will always look better. The AT crewmen are crushed so bad, the game didn't bother to show them shooting a rocket. 11 damage to A Very Short Youmu. All other units of the front move closer to the city. Someone will unfortunately have to take the city strike on Sanae's turn. There was no avoiding that, unless we wanted to leave that AT crew alive.

A builder at Myouren Temple repairs a broken sheep pasture. The infrastructure is desperately needed there: It's not a healthy town yet. Seija flees the about to be conquered Moriya Shrine to scheme against Sanae at a different city, "Sea Opening: "The Day the Sea Split."" I actually know that spellcard and it looks very pretty.

~Got a feeling Sanae is going to lose her capital this turn~

(https://i.imgur.com/iYjToFC.jpg)

Sorry for how crowded that looks. Artillery 5 moves one tile northeast and promotes. On level 2, it can pick Shells for even more damage against cities! Helicopter 3 is the one to do the first attack: 30 damage to the city, 23 to us. The death blow comes from unit 1, Sakuya Izayoi's corps. 10 damage to them...

(https://i.imgur.com/aPs0sxc.jpg)   (https://i.imgur.com/PMaA1tR.jpg)

The condition for the Space Race inspiration is to build a spaceport. Apparently, "build" can be substituted with "steal". Apart from a 12 population city with a whole 4 districts, Moriya Shrine also has the Chichen Itza and the Oxford University within its borders. What a haul that was!
Helicopter unit 2 promotes and picks Pursuit. Artillery 5 does the same and picks Shells like its kin. The new city we have in our iron grasp repairs its monument. 1 turn. I can already tell you that it will follow with repairing its granary for another single turn.

The one to soak up Byakuren's city strike is the killer of the AT crew corps, A Very Short Youmu. 27 damage to her, the tender frame of the ghostly gardener wasn't small enough to make all the bullets miss.

Turn 292 - 1.842 A.D.

We begin by giving a helicopter that helped with capturing Moriya Shrine a health-restoring promotion. This one, like so many before, takes the Pursuit perk. There's also another builder at Moriya Shrine that is still under Sanae's command. An artillery abducts the poor soul into our service.

On to the choices for building plans this turn. Shining Needle Castle has made us a cozy little workshop. We see with horror that our capital has no water mill yet. It takes 1 turn, no reason to say no to that!

Myouren Temple has repaired both its monument and granary. They need another builder more than anything. 18 turns. The one that is already around makes a niter mine north of the city.

Our fleet at Night With Bright Guest Stars couldn't do much last turn, as we couldn't see the city itself due to a lack of nearby units. This is no longer the case:

(https://i.imgur.com/YJ0VLAX.jpg)

Unit 3 begins with 21 wall damage and 35 city damage. Unit 2 switches positions with 1 and shoots all of its mighty cannons for total destruction of the wall and 23 city damage. Unit 1 just shoots the encampment back to 0 hitpoints.

The city of Byakuren is overall in good shape. But will "good" be enough with what we're about to unleash on it?

(https://i.imgur.com/E3UYsjW.jpg)

We do an interesting trick at the very start of this battle phase: Currently, artillery 8 doesn't receive the extra point to its shooting range. Observation balloons spread their effect on their own tile as well as one tile into all directions. We un-escort the balloon from artillery 3 and move it one tile southeast. Now both artilleries profit from the buff! Artillery 8 shoots right away and makes all of Byakuren's walls crumble. 23 damage to the city. Artillery 3 follows up with a 90 damage bombardment on the battered city. It is at about half health after this.
Tank corps nr. 7 does something you would probably not have expected: We send it not towards Byakuren, but attack Night With Bright Guest Stars instead! Yes, that town is also in range. It takes 71 damage, falling into the red and returning 11 to our sturdy panzers. Helicopter corps nr. 4 feels motivated to do what they did and also attacks the city in the south. 69 damage, 10 to us and dang it, we were probably one hitpoint away from taking it! There is no healthbar visible any more.
The tank corps nr. 1 in the north will go against the closest target, Byakuren. The odds foresee a conquest and wouldn't you know it...

(https://i.imgur.com/omE3vI2.jpg)   (https://i.imgur.com/eBOwm3h.jpg)

We took 11 damage for the attack. There is a case to be made for keeping this city. 3 districts is pretty good. Like I said, they also have some wonders there. But no, we should not overextend our empire over the 12 cities that we now have. So we raze it, like we always do? No...

(https://i.imgur.com/oLnP29B.jpg?1)

You know, we are always so mean. Always grabbing what we can from others. For once in this campaign we'll be nice. My fifth favourite Touhou character, Byakuren Hijiri, will be alive again and have this city for herself. Liberating a city will greatly reduce your diplomatic penalty for warmongering, although it will not be enough for anyone who hated us to like us again.

(https://i.imgur.com/3YXXiOr.jpg)   (https://i.imgur.com/OhtjXut.jpg)

Byakuren became extinct at some point during the classical era, long before we were able to send scouts to Africa. We do the same we would with any newly acquianted leader: Being polite, feeding them some sugar and applying for an embassy. All of that works just fine. Myouren Temple (the city that was once Byakuren's capital but we didn't give that one back) assigns a trade route to Byakuren, granting us 7 gold, 1 science and 3 faith a turn.

Just as we're about done with combat for this round, I notice we have a helicopter corps at Moriya Shrine that could reach all the way over to Night With Bright Guest Stars and deliver the death blow to that city. Naturally, we let it. 12 damage to us, and we abduct a builder.

(https://i.imgur.com/K5zXM58.jpg)

This one we are absolutely not keeping, it is razed to oblivion! What I don't like about this is how Byakuren immediately witnesses how we are Genghis Khaning around. She sternly considers that with 35 negative relationship points. For bringing her back to life, we received 20 positive points with her. Damn, we really should have destroyed this city while Byakuren was still deceased, then she wouldn't have known.

The Zanzibarian musketman is finally turned into swiss cheese by the machine gun of Koumakan that has arrived. Sekibanki and Kagerou notice one of Sanae's knights in the north, a former luckless besieger of Mohenjo-Daro, already heavily injured. They shoot him out of the saddle.

Turn 293 - 1.844 A.D.

After a single turn Shining Needle Castle had to spend on a water mill, they do a proper project next: A factory over the next 7 turns.

Lilliput has made our first bomber. Oh, we'll get back to that bomber. A builder is needed in the region, 2 turns.

Blefuscu is so lucky to already have the factory our capital wants. They do it the other way around and will make a water mill next. 2 turns.

Moriya Shrine has repaired its granary and has one more thing to fix: Its walls. They came damaged despite the takeover. Did we ever have to repair our walls before? If not, the option is all the way down at the bottom of the list under "city projects". The time the repairs take is proportional to how damaged the wall is. In our case, it's 6 turns. If you have hostile units next to the city, this build plan is not available. If it were, you could simply heal your walls against incoming damage whenever you wanted.

We've actually had a threat pop up within our homeland. Take a look at this barbarian scum:

(https://i.imgur.com/oGADVgW.jpg)

A hostile camp has formed between Shining Needle Castle and Laputa and it has already produced a scout and an AT crew. This could be a small problem, but we have the best of all remedies for it: Marked in red within Lilliput's aerodrome is our new bomber inhabiting one of the four parking spots on the runway. A click selects it, then we get one of the most expansive unit menus we have seen:

(https://i.imgur.com/JHmsrbK.jpg)

Fourth from the left is the "rebase" option. Biplanes, fighters and bombers are units that don't travel like your average military unit. They are always bound to a home base and can only take actions from there. If another aerodrome, airstrip or aircraft carrier is not too far away, they can make this object their new home base.
There are also two mushroom cloud symbols that are greyed out at the moment. How mysterious. Maybe there will come a time when they become available? We chose the marked symbol for a simple bombing run you can fly on enemy units, cities or tile improvements within range. We pick the barbarian bazooka-wielder as our victim:

(https://i.imgur.com/F3ffS4K.jpg)

Our bomber actually took a situational 17 combat strength malus. You're apparently supposed to use fighters on units for more efficiency. Someone tell Sanae that. We deal 29 damage and take none in return, as aircrafts don't take damage from their assaults. I think they do against destroyers and if units have a flak battery as a support unit near them. None of that applied to the AT crew.

We switch our civic focus from Class Struggle to the recently boosted Space Race. 5 turns. We don't need to learn a new tier 3 government just yet, nor a chance to switch policies. That's our reasoning for the delay. By the way, here are the information era civics in overview. We...don't have too many:

(https://i.imgur.com/ucPmeBN.jpg)

For a long time, Globalization and Social Media were ever-repeatable civics for score, but I think there's something else behind them that took over this function through a patch. We've finally eclipsed the wind priestess in culture by the way! Something tells me we won't fall behind again. Speaking of her, get ready for her furious retaliation:

(https://i.imgur.com/pM0FoYI.jpg)

...it's a single AT crew that she mindlessly threw into Koumakan's city strike range. We shoot it for 35 of its hitpoints. We also engage it with Sekibanki and Kagerou who take of another 32 points. I'm actually worried that this AT crew uses its next turn to pillage the aerodrome it's standing on. This would be the most obnoxious action Sanae could take against us here.

An inquisitor of The Touhou Fandom has reached Myouren Temple and gets rid of that yucky Shinto that got established there after Sanae's takeover. A missionary who we buy in Kirisame Magic Shop for 130 points will soon spread his faith to there.

There's nothing to show about our African military assault that's really worth a screenshot this turn. The units that gave the buddhist Magician her empire back last turn set their sights towards the city of Ichirin in northern Algeria. One of the tanks involved in that takes the Barding promotion to protect itself against future ranged attacks. A tank that helped with capturing Night With Bright Guest Stars also ranks up and takes Charge. The city of Ichirin seems to be constructing the Cristo Redentor by the way. We can see a tile with the malformed socket it will be made on. Surely that's going to help with defending against us, isn't it? (It's not)

(https://i.imgur.com/97mYLMN.jpg)

Another wargoal of ours is to take over and raze the two marked cities here. We'll use the conquerers of Moriya Shrine to demolish the northern one first. When they are gone, Moriya Shrine will be able to claim many of the tiles they had by culture. It'll also have some more room to breathe. The units in the area advance, but are not close enough to take any actions against Night With Overly Bright Guest Stars.
We can give the artilleries of this squad some custom names! They are Utsuho Reiuji and Flandre Scarlet from now on! I'm taking Touhou names for siege units that are given very destructive tendencies by the fandom.

Between turns, Byakuren asks for an absurd trade offer. We make something better out of it and end up providing her tobacco for 3 gold a turn. Are buddhists even allowed to smoke?
The hostile AT crew at Koumakan does not actually pillage our aerodrome. I'm glad about that! Instead, they attack Sekibanki and Kagerou who have done a fine job as bait. We take 55 damage, they take 17.

Turn 294 - 1.846 A.D.

These turns are getting so huge again, so this will be the last one for this update.

Brobdingnag has made an entertainment complex to combat the ongoing war weariness. We won't be doing much for faith anymore, but I think it won't hurt to have a shrine here. 2 turns.

Balnibarbi has made a trader who will be teleported to Moriya Shrine. This city is at its housing cap, so it needs a rice bowl. It will be placed just between Balnibarbi's own industrial zone and that of Shining Needle Castle, handing adjacency bonuses to both. 9 turns.

Sekibanki and Kagerou take revenge on the AT crew that halved their health. This victory makes them eligible for rank 5. It's the first unit of ours that will promote to such a high level. You usually don't get this far.

The siege of Ichirin officially starts this turn:

(https://i.imgur.com/jhIdInW.jpg)

Yes, there's another artillery with the number 5 hidden by the interface. Needless to say, it will not get into a relevant range too soon. Tank corps 1 drives 2 tiles west first, artillery 3 takes the old position of it. Infantry 4 moves 2 tiles north, allowing the artillery to profit from our Great General. Somehow, this artillery can still shoot. I thought it couldn't with 1 movement point, but maybe it can because of the General or the balloon. Tank 2 drives northwest to make the city visible, a condition which artillery 3 uses to take out the walls in a single blast. 6 damage to the city center. Tank 2 keeps going, advances onto the city's campus and pillages the university. 25 points of science were stolen this way. That's almost irrelevantly little at this stage of the game.
Tank 1 keeps going onto the position west of where tank 2 is. We reveal a barbarian musketman and crossbowman just west of Ichirin. Will they help us, or stand by the city? You never know when barbarian meddle in a conflict.

A builder at Myouren Temple makes an alc?zar on a hill two tiles northeast. That's the second of Granada's unique improvements we've made in this campaign. I was thinking "why not?" After that short break, we move to another place where violence is going on:

(https://i.imgur.com/MzLzOUY.jpg)

Artillery 7 is the one called Flandre Scarlet and she shows the enemy city in the north that U.N. Owen was her. The walls are instantly destroyed, 1 city center damage. I'm suspecting that Sanae somehow skipped the technology of Steel and that these are all still ancient and medieval walls. Urban walls like we have them would never break this easily. Artillery nr. 6, Utsuho Reiuji, readies her armcannon for one heck of a blast: 120 points of damage to the city, it's in the red. We quickly fetch tank corps nr. 3. Due to its superb mobility and the high-tech roads, it can drive up to the damaged city and attack. 9 damage to us and...

(https://i.imgur.com/0DgVCDu.jpg)   (https://i.imgur.com/gGqZDND.jpg)

...too much to the city. A tiny place like this with few districts and no wonders gets razed, of course. The eureka for Nanotechnology we can see was gained because we briefly held two sources of aluminum. That we don't anymore after leveling the settlement is inconsequential.

A builder at Moriya Shrine creates another plantation over a source of coffee. Sanae has had the courtesy to cultivate most of them for us before we took her cities, but this one she missed. I think we have 4 copies of it now.

Oh right, we haven't solved the barbarian problem in North America. The bomber repeats its run on the AT crew: 37 damage. We also have two machine guns at the site now: One shreds the AT crew to bits, the other enters the camp to rid us of barbarian activity for good. The 45 gold for this are a nice bonus.
A machine gun at Koumakan can promote to level 1. They pick Volley, as they would rather chase hostile units than stay garrisoned.

A barbarian musketman suicides himself on our tank that besieges Ichirin. They probably didn't know what a tank was and didn't get the smart idea to run away from it. The remaining scout in our homeland also does the same against a machinegun. Someone should educate them that a scout won't ever win against a machinegun.

Alright, that's it for today. It's safe to say that the current conflict is in the bag and that Sanae will never come back from the losses she has taken. Ichirin and Divine Virtue "Bumper Crop Rice Shower" are still two cities that are worth taking (but not keeping) at this point. Will the next update bring a merciful peace treaty? Or should we just wipe the Moriya out for good? Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 26, 2018, 10:35:31 AM
Update nr. 57 - In Soviet Kobito, shrine maidens donate to you!

Turn 295 - 1.848 A.D.

Last time, we witnessed the return of a long forgotten culture and cut three whole cities from Sanae's rule. We begin by adding another able commander to our many troops:

(https://i.imgur.com/TgGaJBl.jpg)

Crikey, it's General Sir John Monash, (https://en.wikipedia.org/wiki/John_Monash) an Australian civil engineer and military commander. He led the largest corps of the Western Front during World War 1 and had supervision over the allied troops at Amiens in 1918, the battle which effectively won the war. He affects modern and atomic era troops, which would be much more inclusive than what the two generals we currently have are specialized on. Obviously, we recruit Sir Monash. This process grants us an envoy with Kabul due to their quest.

Lilliput's newest builder is done, we're actually making a sewer now. I know I bashed the uselessness of sewers when we got access to them. Know what? I'm giving them another chance. We have, after all, only so many tiles to put rice bowls on. Sewers might have actually been buffed to have lower cost than in the past, as 5 turns is less than I thought this one would take.

Now that Blefuscu has a water mill, they're going to make a commercial hub. A new tile has just been claimed in the north where one of them will get +2 coins for adjacency. Also, Blefuscu is over its housing cap. I check how expensive a sewer is to quick-purchase and it's only 760 coins. Yeah, we can spend that. 1,936 gold is still available to us.

Sekibanki and Kagerou can promote to rank 5. When you level up that many times, you'll be at the bottom of any promotion tree and you can pick up some perks you declined to take before. We make the Youkai duo a Ranger-Sentry-Spyglass-Camouflage-Guerilla. Guerilla is the newest one.

There are some pretty surefire signs that Ichirin will fall this round:

(https://i.imgur.com/fFyHA3x.jpg)

Artillery 3 has a clear shot at the city and takes 80 hitpoints away. To get next to the city, tank corps 1 unfortunately has to get rid of the barbarian crossbowman first. It does so with ease, losing only 3 hitpoints in the process, but also the ability to attack the city this turn. Tank 2 could attack Ichirin, but its damage is predicted to be just short of conquering it and nobody could follow up. We refrain from taking this unnecessary move then. Against what I would have expected, the city stays under the banner of Moriya for one more turn.

We buy a hex 3 tiles east of Myouren Temple with 330 gold. A military engineer happens to have made his way onto this very tile. He uses an ability that would put any other civilization into a panic:

(https://i.imgur.com/tZELAUM.jpg)   (https://i.imgur.com/q8Jyi2G.jpg)

Missile silos can launch nukes directly onto targets that are within their shooting range. They are constructed quickly with military engineers, but have the disadvantage of being completely static once set down. We currently have no nukes within our empire's inventory. First number you can see on the right screenshot would be nuclear devices, the second number would be their evolution, thermonuclear devices.

Divine Virtue "Bumper Crop Rice Shower" is another city that needs to get out of the sun for us. It too is in grave danger already:

(https://i.imgur.com/JiqqhEF.jpg)

Artillery 3 moves onto the spaceport we've stolen from Sanae and is free to open fire on our enemies. The walls are no more, 1 damage on the city center. Artillery 4 has an ideal line of fire where it already is and takes a whopping 118 hitpoints from our target. Unit 5 escorts our Great General onto the horse pasture next to it, where Ms. Rani Lakshmibai will support any other assaults from us. Helicopter 6, piloted by Kaguya Houraisan, has a good chance to take the city already and tries her best, but the efforts were just short of our goal. 71 points of damage to them, 10 to us.
We have one more trick up our sleeve: Tank corps 1 sits in the middle of nowhere, as it razed a city there in the previous turn. Once again, these tanks can drive far enough to reach the almost-fallen city. They engage...

(https://i.imgur.com/Kml9K2t.jpg)

5 points of damage to them. Well now, this city isn't especially worthwhile as a location, but it does have the Potala Palace and the Huey Teocalli as pre-constructed wonders. After thinking for a brief while, we decide that we don't want any of those and that the place looks better when razed! Being in control of the Potala Palace for just a moment caused a unique little bug by the way: It forced us to reassign all our policy cards. This would have been understandable, as the Potala Palace permanently gives you a diplomatic slot, but our deck was somehow completely empty! It takes me a while to recreate what we had before, but I think I took Logistics instead of Wars of Religion. It's not a big deal, overall, just...weird.

Moriya Shrine has a trader available that it uses to make an internal route: Moriya Shrine -> Myouren Temple for 1 food, 2 production, 4.5 coins and 1 faith.

The only really interesting thing to happen between turns is this:

(https://i.imgur.com/WDw9THR.jpg)

We were able to stay on cordial terms with Byakuren for exactly 3 turns. I do not blame her. Yes, we saved her existence and all, but within that timespan, we turned two metropolises into rubble. It is like Byakuren's character, canonical and especially fanonical, that she would not be friends with someone like us and that even a positive history with each other only goes so far.

Turn 296 - 1.850 A.D.

Those of you who are fed up with all the Facebook, Twitter, Instagram, Tumblr, Myspace and...*snort* Google+ will not like the inspiration we've just gotten:

(https://i.imgur.com/Zsd1FOs.jpg)

It was awarded for the completion of the following technology:

(https://i.imgur.com/6Ca7a3u.jpg)

George Bernard Shaw (https://en.wikipedia.org/wiki/George_Bernard_Shaw) was an Irish playwright, (controversial) political activist and polemicist. When you ask people about the playwrights they know, he comes right after Shakespeare. One of his most famous works was Pygmalion. It first existed as a play before Shaw wrote the script for the award-winning movie from the 30s.

(https://i.imgur.com/vSfNlwp.jpg)

Oh yeah! Now you know why we decided to make that submarine in Balnibarbi. A transformation into a nuclear submarine doesn't just beef up their power, but actually gives them the trait of being a mobile missile site. Be sure to park them at someone's border if you want a Cuban Missile Crisis.

(https://i.imgur.com/CSDKgmK.jpg)

Nanotechnology may already be boosted, but it isn't too important for us. We are much more in need for the unit that comes with Satellites. We also switch our civic back from Space Race to Class Struggle. 2 turns are left on that. Like I said, we just wanted to delay getting it.

Futatsuiwa of Sado has made us our second bomber. It needs to invest only a single turn into a water mill. We're happy to spend it.

Brobdingnag has made a shrine and stays devoted to its religious ambitions: A temple is next. 3 turns.

After a long time, Benevolent French Dolls has made us two aircraft carriers. I find out here that this kind of ship is different in that you can't make it form fleets or armadas. It makes sense, as it's more of a utility ship than one for combat. The carriers will provide a sort of air-bridge over the Atlantic, should we ever need aircrafts in Europe or Africa. Next up, the town will construct an entertainment complex on an uncultivated hill tile. 7 turns.

We are left with only a single front that is worth talking about:

(https://i.imgur.com/TvBtRez.jpg)

Artillery 3 makes the ground rumble: 88 damage to the city, its health is almost depleted. There's not really a need for artillery 4 to fire, so they promote instead and take Shells to deal even more damage on any future opponents. We give the honors of taking the city to tank corps nr. 2. 10 damage to it, the last damage anyone takes in this conflict.

(https://i.imgur.com/SSomD1L.jpg)

Should we give this back to Byakuren after she spat in our faces? I know the rules and how quick civilizations denounce warmongers in this game, so we can't really blame her. Yes, we liberate the city back to the buddhists. The administrative turnover teleports our units right out of the borders. Tank corps nr. 1 lands next to a barbarian camp, garrisoned by an almost-dead AT crew. Even though you shouldn't use cavalry on anti-cavalry, the odds are good enough to take the attack. The anti-tank crew wasn't anti enough for these tanks. 19 damage and 45 gold to us.

This is actually the very first turn where a peace treaty with Sanae is even possible. We contact the shrine maiden and once again suggest very one-sided reparations: The ceding of Myouren Temple and Moriya Shrine is the first priority. She would accept. She has two copies of a resource we don't have: Wine. She fills up our glasses and loads off the kegs. The Moriya's income is pretty poor, but there are still 95 coins sitting around. We pocket them and Sanae does not object. There's little else in the trade screen that's worth scooping up, so we hit the button...

(https://i.imgur.com/QG3l45S.jpg)

For having her purse shaken out so thoroughly, Sanae is a little too motivated. That kind of mindset is unhealthy, girl. Peace reigns once again.

A tank corps that burned down a city of Sanae last turn can promote. They increase their potential strength against units with...

(https://i.imgur.com/y9TBK1z.jpg)

The use of this is very specific unfortunately, as you can't easily control whether the enemy units sit in a district or not. Still, it may help from time to time.

We currently have two industrial era Great Generals and one from the modern era. That's actually more than necessary, especially with a war having been settled. Mr. Bol?var has served us well. It is not unfair that his time has come:

(https://i.imgur.com/oBxGjQx.jpg)

In our reality, his post-wartime politics shall not fail as badly as they did. With two extra envoys, we are up to 5. I know I'm really going back on my word here, but with an investment of 3 at Yerevan, we can usurp Alice's influence on them and get them on our side. Let's hope that wasn't too bold.

That's a first: A builder makes a banana plantation near Moriya Shrine. We don't have those at our homeland or any non-African province. Just as a reminder, bananas are a bonus resource, not a luxury. Another builder in the same location chops a rainforest, instantly finishing wall repairs at Sanae's former capital. Next, they will repair their broken sewer system. 2 turns. One builder also makes a farm at Lilliput, another at Myouren Temple.

Turn 297 - 1.852 A.D.

Another missionary is faith-purchased at Kirisame Magic Shop. We needed more of them if we want to have a chance of converting Moriya Shrine. If possible, I try to have provinces as a part of my state religion. Only for the far away Koumakan we are not bothering with. Hinduism is established there to this day.

Futatsuiwa of Sado has quickly picked up that water mill and is also at its housing cap of 21. The time is right for a sewer. 4 turns.

Our fleet has had nothing to do since the fall of Night With Bright Guest Stars and has dispersed into the Atlantic a few turns ago. They will guard our harbors in Spain and North America, with the only exception being our submarine. That one will continue circling around Africa counter-clockwise.
We also have an attack force in Africa that has done its duty well. One infantry, one artillery and one ranger each will guard Myouren Temple and Moriya Shrine. You never know when a surprise war against us could break out. We certainly have the necessary infamy for it. The rest of the troops will embark into the Atlantic and split up among North America and Europe.
A level 2 artillery can pick a name. I can see a fairy from hell identifying as war machinery:

(https://i.imgur.com/gqjIYyx.jpg)

With his last charge, a builder at Myouren Temple chops a rainforest. The resulting avalanche of food and production grows the city to 6 population points and instantly creates the new builder it was producing. A tired builder for a fresh builder. Nice. He rushes to the place where the rainforest was and puts down a farm. The city goes for repairs of its damaged outer wall next. 2 turns.

The tank corps that has made itself a name as a razer of cities is also at rank 2, the first of its kind. When we compare a Touhou to a battletank, we should pick those likely to make a...taller number appear on the bathroom scale. A certain banquet-loving ghost lady comes to mind:

(https://i.imgur.com/wQx7eqV.jpg)

A builder at Moriya Shrine makes a farm next to another one. The jungle town still has relatively few of them, despite its 12 population points. We also have another farm-placing builder at Lilliput. He has 2 charges left and will go towards Laputa for his next jobs.

At the new rival city agent Seija has been assigned to and arrived at this turn, she once again picks Gain Sources as a mission before any that may actually be dangerous. 8 turns. Hopefully, a change of ownership won't sabotage her operations again.

Something very frustrating for us happens between turns that I absolutely did not see coming. It seems that Yerevan has been conquered:

(https://i.imgur.com/x9Qc2R3.jpg)

That is especially obnoxious because we just recently spent lots of envoys to get on good relations with them. I assume Sanae was already at war with Yerevan before we declared ours against her, otherwise the peace deal with us would have extended to any city-states under our suzerainship. We should keep the possibility of the city-state's liberation in mind for any future wars we would have with the shrine maiden. Once we do that, our suzerainship would be restored.

Turn 298 - 1.854 A.D.

Oh boy, that's not a quote that will get a lot of sympathy nowadays:

(https://i.imgur.com/zTOmgvj.jpg)

Warren Edward Buffett (https://en.wikipedia.org/wiki/Warren_Buffett) is an American entrepreneur with a focus on investment and is currently the third richest man in the world. The company he is the CEO of is called Berkshire Holding.

(https://i.imgur.com/jMDe8rj.jpg)

At its full speed, neither ox nor donkey will stop Communism. Has a much bigger ring to it in German...
This tier 3 government is fairly well balanced to be effective in both war and peace times. The only downside it has is that Communism only has a single wildcard policy slot, less than the 2 of Fascism.

(https://i.imgur.com/m30NcTk.jpg)

A policy that combines science and production power, two things that are very relevant to our playstyle. The term used here was coined by Josef Stalin for his political and economic agenda from 1928 to 1934.

(https://i.imgur.com/y73LNj3.jpg)

4 units of food seems like a lot and we do have loads of domestic trade routes. But keep in mind that especially in the late game, growth is more dictated by housing than crops per turn.

(https://i.imgur.com/8mBBxPW.jpg)

This should include medics, observation balloons and anti-air units. Neat, but except for the latter, we're stocked up on them already.

(https://i.imgur.com/jzKoIe6.jpg)

A lot of people will argue that accumulating war weariness for losses in your own territory, especially when it's coupled with a war you did not declare, is a huge design flaw of Civilization 6. Nonetheless, it exists unless you mod it out and this card will help you combat it.

If Fascism is the best government for wartime and we're currently not in a war, is there really a need to keep it? I don't think so. Funny that it is so easy when real fascist regimes are among the most stubbornly opposed to being deposed and do their best at making this extra difficult. We just do it with a few clicks:

(https://i.imgur.com/FeGOygH.jpg)   (https://i.imgur.com/2K40faT.jpg)

Our military cards become tailored less for an active conflict and allow us to upgrade for cheap. Five-Year Plan is new and so is Cryptography. Enemy spies could really break our stride at this point. We've won wars against any players that were once relevant, so covert operations are one of the few methods they could target our campaign's success at this point with.

Our civic focus goes back to Space Race. 2 turns are left on that.

Kirisame Magic Shop is pumping money into us with its new +4 adjacency commercial hub. It's prudent to immediately follow up with a market. 2 turns.

Moriya Shrine's urban walls are repaired to peak condition. A water mill also costs us only 2 turns there, so let's work on that.

Two of the tank corps we own have made it back into our cultural borders. For 310 gold each we make them into...

(https://i.imgur.com/52Jv85T.jpg)

...Modern armor. I think this is the unit in the game with the overall highest combat strength. These corps sport 100 points each. Our new financial balance is 1,480 coins afterwards. Still plenty and ever growing by 126 a turn.

An inquisitor removes the Shinto influence on the city of Moriya Shrine. Will it even be Moriya Shrine anymore then? Anyway, all we need now are missionaries to establish The Touhou Fandom there. The mentioned inquisitor will stay in the area as a defense against possible conversion attempts from Sanae.

Our newest builder at Myouren Temple makes a plantation at a banana resource. Food and housing at this province is slowly but surely getting better. A builder at Moriya Shrine makes a camp at a source of ivory, which we should be ashamed for, as we already have that luxury. Still, we feel the need to hunt more elephants for prosperity. Alas, that is Civilization 6 for you.

A military engineer disowns some farmers at Moriya Shrine:

(https://i.imgur.com/ijtBvtn.jpg)

There's still plenty of farmland possibilities to use, but we want this tile, the tile that borders closest to Sanae's lands, to have a special installation. You'll find out what it is next turn.

Finally, there's another unit we need to upgrade and this one we desperately want to. A submarine uses our influence into a bay at Moriya Shrine for this:

(https://i.imgur.com/o55XvU3.jpg)

For another 310 coins, we get our very own Red October. It is piloted by an Scotsman Kobito most able at his job and in his mind, but not so able at imitating a Russian accent.

Turn 299 - 1.856 A.D.

Byakuren deserves a respectful clap for completing research on Sailing in this day and age. That's what some gossip told us and yeah, restored civilizations have the same level of technology as they had when they first went extinct.

This is a very important turn, as...

(https://i.imgur.com/WSMoXYH.jpg)

Laputa has done it! Any city that has sufficient production power should get to work on nuclear devices as soon as possible. You find the option to build them all the way at the bottom of the list:

(https://i.imgur.com/2BcSZXo.jpg)

The production time you can see here is that for Laputa. Another city that jump on this train is Lilliput (18 turns), which just got done making a sewer.

Brobdingnag has made a temple and further bolsters its religious output and housing through a faith-purchase of a pagoda. A sewer is next for the city with 13 population points, so that it will hopefully be bigger one day.

A barbarian scout puts his nose where it doesn't belong at the northern border of Futatsuiwa of Sado. In the past, we would have had to activate some unit and get it there over several turns. Nowadays, we just fetch our nearby bomber and blast the area! Needless to say, a scout can't survive an atomic era carpet bombing.

Myouren Temple has gotten its walls into better shape and will do the same for its pillaged commercial hub. Barbarians were probably responsible for that ages ago.

At Spain, we make our third upgrade of a tank into a modern armor. 984 coins are still in our state register.

For the first time, we're using a unit function that all of those who don't like micromanaging will be keen to learn of:

(https://i.imgur.com/OpOyVq7.jpg)

If you open up the full list of command icons by clicking on the „+“, one of the options is automated exploration. It's especially helpful for scouts and rangers. The computer will then go after the nearest unexplored tiles without any more input from you. Should they come across something important like a goody hut or a hostile unit that threatens them, control will come back to you automatically. The function is good for when you're not particularly interested in the process of scouting. I personally love the exploration aspect of Civilization and barely ever use automation, but we will for Reimu and Aunn. Besides, there are only very few mystery tiles left on the map, most of them in Siberia.

A missionary at Myouren Temple converts the province to our state relgion. Now all that's left is Moriya Shrine. Speaking of that, the military engineer makes a little something there:

(https://i.imgur.com/F09guhK.jpg)

This missile silo will put several of Sanae's remaining cities in Africa into permanent nuking range. That is, once we have any nukes.

That'll do it for now. What an eventful update. The war found a definitive end with Sanae having lost 7 cities in total from it. There's really no one left to rival us in power currently. Still, you've only won the game when you've truly won it. No early celebrations yet! Next time, are we mechanical, are we mechanical, are we mechanical men?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: AzyWng on May 26, 2018, 04:01:21 PM
It looks like we'll be riding a few rockets all the way into history...

Or maybe we're nuclear?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: niektory on May 26, 2018, 10:50:50 PM
You want to end it with a bang, eh?

It's disappointing that even Sanae couldn't put up a fight. It would be more interesting if you didn't just roflstomp everybody.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on May 27, 2018, 09:01:52 AM
I wonder how much the Kobito's special abilities tip the combat scales in their favor. Considering that they've been outpacing everyone in all aspects as well, probably not too much at this point.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 on May 28, 2018, 07:26:31 PM
It looks like we'll be riding a few rockets all the way into history...

Or maybe we're nuclear?

You want to end it with a bang, eh?

Our building bias for nuclear weapons is about that of an AI Mahatma Gandhi after he's adopted democracy (https://www.youtube.com/watch?v=YOg-V4OBZc0) :derp:.

It's disappointing that even Sanae couldn't put up a fight. It would be more interesting if you didn't just roflstomp everybody.

Since we never really lost many units during our wars and just got stronger and stronger through our conquests, we really did snowball into power pretty hard. Then again, assuming that we had picked Emperor difficulty: Would we have even won the second war with Mamizou? Would she have had walls and crossbowmen? The line between winning a war by a landslide and being repelled is surprisingly thin in this game.

I wonder how much the Kobito's special abilities tip the combat scales in their favor. Considering that they've been outpacing everyone in all aspects as well, probably not too much at this point.

We got a small amount of advantage out of Descendant of Issun-Boshi from the two times it was triggered. There can be scenarios in which you can put it to great use if you play it just right. Imagine you're in the middle of a war and it's not going well. Most of the units you're assaulting with are low on health. If you know a civilization that has many cities and is far enough away that they won't really send any units after you, you could declare a war against them just for the sake of declaring a war. The ability would trigger and heal your battered frontline. It would be quite a comeback.

Update nr. 58 - Better show some respect to our returning soldiers. You've seen Rambo 1, right?

Turn 300 ? 1.858 A.D.

Last time, we decimated our greatest rival Sanae Kochiya, cementing our top position in the world. The only people we haven't defeated in a war are Kaguya and Byakuren. Would they stand even the tiniest chance?
As the new turn starts, a civic is learned. Somewhere within our empire, there is a small Buzz Aldrin:

(https://i.imgur.com/Hk6Iwff.jpg)

John Fitzgerald "Jack" Kennedy (https://en.wikipedia.org/wiki/John_F._Kennedy) was the 35th President of the United States and a very popular one from what you hear. He was the opponent of Khrushchev during the Cuban Missile Crisis. He also captured the hearts of the people of West Berlin by saying "Ich bin ein Berliner." It's funny because that can also translate to "I am a marmelade-filled sugar doughnut". Tragically, his presidency was cut short in a most brutal fashion: During a parade in Dallas, 1963, he was assassinated by a sniper.

(https://i.imgur.com/OLdqagb.jpg)

This can produce an impressive amount of tourism if you have recruited sufficiently many musicians. We do not own a single one, unfortunately. The Kobito just have no taste for the gentle tunes.

(https://i.imgur.com/cFNDm8X.jpg)

Try to prepare for your science victory by having one of those buildings in the three cities you build your space ports in. +15% is a bonus not to be underestimated.

We've upgraded all the units we wanted to upgrade for now. That's why the policy card Professional Army goes out, and Veterancy goes in. I'm sure there's need for encampments or their buildings somewhere.

(https://i.imgur.com/bVPlHid.jpg)

There shouldn't be many more civics left after the ones you see here. We've ignored one of them for a long time and it's Cultural Heritage. I'm especially looking forward for the 3 envoys it brings.

Shining Needle Castle has made a factory and can call itself a very powerful city: 23 population points, sufficient food and amenities for the future and a fairly impressive 60.5 production per turn if we set tile priority on cogs. It is only fair that such a mighty place works on a nuclear device. 13 turns, probably less when we've reassigned the city's trade route that's currently on hold.

There's a city that needs to be praised just as much, if not more: 19 population Kirisame Magic Sop has made a market and can finish a nuclear device in 13 turns with a rate of 61.9 cogs a turn. Obviously, that's what we want.

Moriya Shrine will not join in on that fun, but it will do well enough with a theatre square. 5 turns, right here:

(https://i.imgur.com/DqYe9EV.jpg)

It's too bad we're losing the yields from that tile, including the culture symbols that are on it. These apparently come from Sanae's jungle-centric pantheon. So long as the Touhou Fandom is not fully established in the city, it will stick to its traditional pantheon instead of ours.

Troop movements this turn aren't too interesting. We'll be depositing 1 helicopter of our former expeditionary force to guard Spain, another goes to Koumakan at Russia. The latter will still be travelling there for several turns. The three battleships we have in our fleet are all guarding North America, the two destroyers are protecting their harbors in Spain. We see an apostle of Sanae vanishing at one of her holy sites. I guess she just sacrificed him to upgrade her religion. A little late for that, isn't it? Maybe she sees religion as the only viable victory type that's left for her?

Turn 301 ? 1.860 A.D.

~Like a satellite I'm in orbit all the way around you~

(https://i.imgur.com/3UGCTvq.jpg)

I think Civilization 4 used the quote "beep beep beep" for this technology. It was attributed to an actual satellite, Sputnik I believe. Egbert Roscoe Murrow (https://en.wikipedia.org/wiki/Edward_R._Murrow) was a radio broadcaster during World War 2 where he brought frontline news stories from Europe over to the U.S. He later became the director of the Unites States Information Agency.

(https://i.imgur.com/FOBPq3r.jpg)

The mechanized infantry is the final upgrade to the melee class, so infantry turns into this. The unit graphics look like a lighter tank, but I think you're supposed to view this as current era soldiers of technologically advanced countries. These usually have motorized equipment, troop transports, which they use if the terrain and infrastructure allows. That's what's "mechanized" about them, they aren't cyborgs.

(https://i.imgur.com/ue0EFJh.jpg)

It's a huge step for a Kobito but an even huger one for the world. This is the space race project that follows the launching of a satellite. If you're going for a Science Victory, try to finish this one as soon as you can, as only when it's done will several of the final projects become selectable. Lucky for us, we won't need to bother with this task.

I'm starting to feel bad about my previously poor opinion about sewers. Building as many as we have achieved us another inspiration this turn:

(https://i.imgur.com/w224OMw.jpg)

Marvelous. Hey, remember when our scientists were trying to figure out things like bowstrings? Look at all this futuristic stuff:

(https://i.imgur.com/2Ff6JeP.jpg)

Out of all of these options, I think we'll have the most use for Guidance Systems.

The sewer at Futatsuiwa of Sado was what brought us the inspiration. With a housing cap of 23, they have a bit of a leeway until they need more. A nuke is tempting, but I think we need some more static defense in the area. A machine gun corps won't hurt. 10 turns.

A builder at Myouren Temple constructs another camp for ivory. Sorry, we need the income. What do you use ivory for again? Piano keys?

A missionary spreads The Touhou Fandom to our province of Moriya Shrine, but isn't influential enough to convert it. Still, it's a start. Since it was his final charge, we're going to have to wait for another until we continue proselytizing.

We've sent the bomber we've had at Futatsuiwa of Sado over to Lilliput's aerodrome:

(https://i.imgur.com/MLWHaYg.jpg)

It will soon be needed there more than anywhere.

Turn 302 ? 1.862 A.D.

I'm unsure if I've ever shown you the victory overview for Domination. I think I didn't, but whatever the case, here it is:

(https://i.imgur.com/WI7A6AI.jpg)

The game started with 7 civilizations, so the number of capitals we need to capture in order to win the campaign is 6 (7 minus ourselves). The small star you can see on the symbol of a civilization signifies that this player is still in possession of their capital. This is only the case for us and Kaguya. Long story short, the moment we conquered Eientei, we would win a Domination Victory.

Blefuscu has completed its commercial hub very swiftly. I've got a plan for this city to speed up construction of those that are building all the nukes right now. The industrial zone it has regionally benefits both Lilliput and Shining Needle Castle. Making a power plant there, the first of our empire, would support their construction by +4 cogs a turn. Let's do it! 10 turns.

Balnibarbi was the next city to get its own rice bowl. Only some of our younger provinces are missing one now. The Mexican city still has unimproved land in the south, so we're getting a new builder. 4 turns.

Benevolent French Dolls got us another amenity through the completion of its entertainment complex. It's arguably not going to be very useful, but just because we don't have one yet: We're building a fighter aircraft. 13 turns.

With the repair of its holy site, Koumakan has sutured the last wounds of its bloody takeover. Let's make that holy site actually worthwhile with a shrine. 3 turns.

The first unit of our former African force is arriving back at where it was born:

(https://i.imgur.com/hN15ide.jpg)

We have something in mind for these tanks and whoever is next to arrive. They will not be confined to garrison duty, I assure you.

Turn 303 - 1.864 A.D.

(https://i.imgur.com/D7jQjKE.jpg)

Yeah, Alice is still somewhat present in the game. This is the fourth city she has left and it's the third she crammed into Italy. There's benefit to making your cities somwhat close to each other in Civilization 6, but I wouldn't recommend you stuff three cities into the relatively small landmass that is Italy of the Greatest Earth Map.

East of Moriya Shrine, a builder improves another resource of coffee. I think we already had at least two of those. I feel like nutrition experts are always going back and forth on whether coffee is good or bad for you. For the sake of this Let's Play, we'll agree with Godot on the fact that you can't ever have enough coffee.

The tank corps at North America we've looked at last turn parks itself in the north of Lilliput, right onto the Terracotta Army. This will be a gathering point for a large number of incoming troops.

As we navigate our nuclear submarine (piloted by inch-high Connery) through the straight between Mozambique and Madagascar, we notice that we overlooked a goody hut:

(https://i.imgur.com/0Udx5To.jpg)

I can't imagine how that slipped past us, but better late than never. The position is not too far away from Moriya Shrine where we have a ranger stationed, Remirya and Inu Sakuya. They will fetch it for us over the next couple of turns.

(https://i.imgur.com/jWucIjb.jpg)

Sanae brings her city count up to seven. This one she settled onto Greece, infringing onto Alice's territory quite aggressively. Do keep in mind that these two are on pretty bad terms with each other. Sanae was our ally in the war against Alice. Nowadays, it would be logical for them to bond over the fact that we crushed both of them soundly.

Turn 304 - 1.866 A.D.

We have stored up a whole 1,256.7 points of faith. Time for a big investment! Another research lab? No, we're going for something new. A look on the Great People chart tells us that we're about 40 points away from a recruitment that we couldn't put to use unless we had a broadcast center. We purchase our first in the town of arts, Balnibarbi. Here are the stats, as a reminder:

(https://i.imgur.com/RPp71Na.jpg)

Brobdingnag has its own sewer now that you could have as a level in a video game. It would be the worst level. Nonetheless, with an excess housing balance of 13 out of 17 used, they have few worries and can concentrate on whatever is best for them and others. We're getting another trader. 4 turns.

Out of our African forces, a helicopter disembarks back onto North America. 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.

We're doing an action this turn that has double the moral ambiguity than most: We're chopping a forest in Laputa's range for the sake of speeding up its nuclear armament:

(https://i.imgur.com/R2jLz7A.jpg)

The excess lumber lowers the remaining construction time from 8 to 5 turns. How wood is woven into our atomic bomb I do not know. Don't think about these things.

At long last, a missionary arrives at Moriya Shrine and converts Sanae's former capital. The symbol of The Touhou Fandom proudly stands next to the city name. Once our accumulated faith allows it again, we'll use the local holy site to secure our faith with more inquisitors. After all, the zealous and jealous Sanae isn't far.

A builder repairs a farm west of Myouren Temple. We weren't the ones who pillaged it, but if we don't clean it up, no one else will.

Turn 305 - 1.868 A.D.

A little jingle informs us that Seija has completed her espionage mission of gaining sources at the target city. We'll take a look at what she can do next in a few moments. We've made enough faith to afford an inquisitor at Moriya Shrine, who will guard the northern border against heretics together with the inquisitor we already had there.

Balnibarbi has created a builder who is venturing south to complete some jobs there. Possibly chopping a rainforest to make room for a district. The 14-population city can work on a sewer to increase their available housing. 5 turns.

To follow up on the shrine we've made at Koumakan, I would have liked to make a temple. I'm seeing that housing is close to the cap though, so we're making barracks instead. 2 turns. It's a good convenience that the initial encampment buildings provide some housing.

Myouren Temple has repaired its commercial hub. That's at least one district it can use. We could work on a pre-placed campus next, but let's do something about the city's somewhat mediocre production power. An industrial zone shall go here in 22 turns:

(https://i.imgur.com/Kwj7p4z.jpg)

It's not the best tile, I know, but neither did I want to give up the sheep resource with +3 nor did I want to spend the 340 gold for the +2 tile in the north.

There are so many building projects to set this turn, wow. Moriya Shrine is next, with a new theatre square that the Jesuits shall outfit with buildings soon. An armory will boost production there and with only 3 turns to make, it's hard to pass up.

Alright, all eyes go on Seija and her next covert mission. There aren't many to choose from:

(https://i.imgur.com/muZDEph.jpg)

Siphoning funds is what I'm always afraid the AI will do to me. For being as devastating as it potentially can be, success rates are generally very high for it. We reach the 90% through various bonuses, among them our quartermaster Issunboshi strengthening all operations and the fact that we took the time to gain sources. Keep in mind that the success percentage you see assumes that there is no counter-spy present. You can never know if there is one in the city you're operating in. A follow-up screen to selecting the mission tells us that the 10% chance of failure is divided into 7% of not getting the money but Seiga staying safe, with the remaining 3% that she is captured or killed. Here's hoping for a good dice roll!

During this turn, a modern armor corps and an artillery corps arrive on the shores of Florida. The numbers of our returning veterans are growing!

The builder who donated a boatload of lumber to Laputa last turn makes a farm on the tile he just cleared, then he retires. Laputa will need it, it is still only a 16-population city, despite being the savant that completed the Manhattan Project. Another builder who just makes a farm is the one at Myouren Temple. It was his final charge as well.

(https://i.imgur.com/2Am4G15.jpg)

Bootleg Remilia and her good doggy Inu Sakuya say hello to the villagers, the last who I'm suspecting we'll be finding in the world (really, almost every spot on the globe has been uncovered). The bonus we're awarded is 60 points of faith. That's worth half of what we're making a turn. Good enough I guess.

A helicopter corps with chief pilot Byakuren Hijiri in command arrives at Koumakan. The defense force there is now a ranger, a machine gun, urban walls and an encampment. In my book, the region is already very safe. Security will be even tighter once Flandre Scarlet's artillery arrives.

Today's update has been a calm before the storm. There aren't many turns of production left for what those bigger cities of ours are creating. Next time, we're setting the launch sequence password to 12345, so that only we know it. Bis bald!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel on May 28, 2018, 08:29:01 PM
The mechanized infantry is the final upgrade to the melee class, so infantry turns into this. The unit graphics look like a lighter tank, but I think you're supposed to view this as current era soldiers of technologically advanced countries. These usually have motorized equipment, troop transports, which they use if the terrain and infrastructure allows. That's what's "mechanized" about them, they aren't cyborgs.

Or they have Metal Slugs now.

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.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: the old guy 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.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 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:

(https://i.imgur.com/FxhJWZo.jpg)

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:

(https://i.imgur.com/HByh8B5.jpg)

Marcus Mosiah Garvey Jr. (https://en.wikipedia.org/wiki/Marcus_Garvey) 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.

(https://i.imgur.com/P5MuWka.jpg)

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.

(https://i.imgur.com/rtyWeQF.jpg)

Located in New South Wales, The Sydney Opera House (https://en.wikipedia.org/wiki/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.

(https://i.imgur.com/yJNcX1q.jpg)

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:

(https://i.imgur.com/QfvHRUc.jpg)

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:

(https://i.imgur.com/76OE366.jpg)

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:

(https://i.imgur.com/3zc7LlF.jpg)

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...

(https://i.imgur.com/GZIln3d.jpg)

Isabelle Fuhrman (https://en.wikipedia.org/wiki/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.

(https://i.imgur.com/yyDxcyh.jpg)

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.

(https://i.imgur.com/hPDEZOM.jpg)

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...

(https://i.imgur.com/n8fvDmR.jpg)

I wonder how many will complain that they hated the ending. Alisa Zinovyevna Rosenbaum (https://en.wikipedia.org/wiki/Ayn_Rand) 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 (https://en.wikipedia.org/wiki/Objectivism_(Ayn_Rand)) and wrote the best-sellers "The Fountainhead" and "Atlas Shrugged."

(https://i.imgur.com/6WI68qf.jpg)

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...

(https://i.imgur.com/UYPqRSx.jpg)

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...

(https://i.imgur.com/aPA43GL.jpg)

The Bol'shoy Teatr (https://en.wikipedia.org/wiki/Bolshoi_Theatre) 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.

(https://i.imgur.com/lLIMt0u.jpg)   (https://i.imgur.com/G224y9L.jpg)

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:

(https://i.imgur.com/ZSBt67z.jpg)

Nikola Tesla (https://en.wikipedia.org/wiki/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:

(https://i.imgur.com/f7bMHFh.jpg)

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:

(https://i.imgur.com/er1p8fX.jpg)

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:

(https://i.imgur.com/zkaiGNt.jpg)

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:

(https://i.imgur.com/ukPXGAe.jpg)

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?

(https://i.imgur.com/zi2wMtW.jpg)

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:

(https://i.imgur.com/M5GWR5m.jpg)

Antonio Lucio Vivaldi (https://en.wikipedia.org/wiki/Antonio_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:

(https://i.imgur.com/cm9IMFT.jpg)

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.

(https://i.imgur.com/RcEyJV2.jpg)

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!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Lt Colonel Summers 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!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 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:

(https://i.imgur.com/pbmZGcM.jpg)

Thomas Stearns Eliot (https://en.wikipedia.org/wiki/T._S._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.

(https://i.imgur.com/EoE6a8M.jpg)

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.

(https://i.imgur.com/vA8dvW7.jpg)

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:

(https://i.imgur.com/nups3Nt.jpg)

Not Dr. Steven Strange, but the codebreaking cryptanalyst and mathematician Alan Mathison Turing. (https://en.wikipedia.org/wiki/Alan_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:

(https://i.imgur.com/yvMiPD1.jpg)

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.

(https://i.imgur.com/JNFh5WF.jpg)

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:

(https://i.imgur.com/9lrOu3a.jpg)

The Four Seasons (https://en.wikipedia.org/wiki/The_Four_Seasons_(Vivaldi)) 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:

(https://i.imgur.com/NFtu8Iw.jpg)

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:

(https://i.imgur.com/e9gHPms.jpg)

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:

(https://i.imgur.com/C3otPB9.jpg)

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?

(https://i.imgur.com/tCbWENH.jpg)

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:

(https://i.imgur.com/RrBCb1q.jpg)

The quote makes it no surprise that Victoria Claflin Woodhull (https://en.wikipedia.org/wiki/Victoria_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.

(https://i.imgur.com/OkalBDh.jpg)

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.

(https://i.imgur.com/1I0g54F.jpg)

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

(https://i.imgur.com/VBDMt5C.jpg)

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.

(https://i.imgur.com/0hrNB7U.jpg)

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.

(https://i.imgur.com/eknCvAJ.jpg)

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:

(https://i.imgur.com/RPKzfIq.jpg)

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:

(https://i.imgur.com/55sHo3J.jpg)

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.

(https://i.imgur.com/ks2GEFf.jpg)   (https://i.imgur.com/HKzMOvb.jpg)

(https://i.imgur.com/YisityR.jpg)   (https://i.imgur.com/aLuPDL7.jpg)

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:

(https://i.imgur.com/Sg7srb5.jpg)   (https://i.imgur.com/e85a8Ba.jpg)

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!

(https://i.imgur.com/EpE1h9I.jpg)   (https://i.imgur.com/WNwRQXo.jpg)

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

(https://i.imgur.com/AKZlAiu.jpg)   (https://i.imgur.com/DeHYVaP.jpg)

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:

(https://i.imgur.com/3IK2H8F.jpg)

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:

(https://i.imgur.com/hQERjHd.jpg)

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:

(https://i.imgur.com/jOe950e.jpg)   (https://i.imgur.com/guVxgGc.jpg)

(https://i.imgur.com/GsewiJm.jpg)   (https://i.imgur.com/AThoRQ5.jpg)

(https://i.imgur.com/IOAlgSN.jpg)   (https://i.imgur.com/YtpkDm7.jpg)

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?

(https://i.imgur.com/QyxXral.jpg)

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:

(https://i.imgur.com/odzLbkJ.jpg)

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, (https://en.wikipedia.org/wiki/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 ;).
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel 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.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: AzyWng on June 02, 2018, 03:01:54 PM
What would you say was the biggest barrier you had to your success?

Later in the game, was anything capable of posing a genuine threat to your empire?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: the old guy 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!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: niektory 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?
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Golbez 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!
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 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:

(https://i.imgur.com/E8a0uoO.jpg)   (https://i.imgur.com/VrSlfPO.jpg)

Courteney Bass Cox (https://en.wikipedia.org/wiki/Courteney_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.

(https://i.imgur.com/csTTqrL.jpg)

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?

(https://i.imgur.com/aN9pQZU.jpg)

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.
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: CyberAngel 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?).
Title: Re: [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI!
Post by: Gesh86 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!