~Beyond the Border~ > Akyu's Arcade
[SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Completed!)
CyberAngel:
--- Quote from: Gesh86 on June 03, 2018, 11:20:01 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?
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I guess it's just being behind the times with what's been happening to the series and how should I compare this game to other global TBS from recent years. Again, I only have seen the first game before (you know, the MS-DOS one) and a lot of elements feel unusual (Hexagonal field? Unit health and experience? WHAT BLASPHEMY IS THIS?).
Gesh86:
--- Quote from: CyberAngel on June 03, 2018, 11:56:19 AM ---(Hexagonal field? Unit health and experience? WHAT BLASPHEMY IS THIS?).
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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!