~Beyond the Border~ > Akyu's Arcade
[SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Completed!)
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Thata no Guykoro:
alice alice full of malice
Gesh86:
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.
--- End quote ---

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.
--- End quote ---

Voting closed, we'll be playing as Shinmyoumaru Sukuna
Gesh86:
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 One click and you'll see them in 1280 x 960, just as I originally made them.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.

   
   

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. 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:



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. 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:



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



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



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...



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





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...



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



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...



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.



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.



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.



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.
Gesh86:
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?



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.



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.



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...



...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?



"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...



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...



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!
Gesh86:
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.



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



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.



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.



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.



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!



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.



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...



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...



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?



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...)



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...



...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!



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", 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:



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.



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.



"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:



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?

   

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...



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!
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