~Beyond the Border~ > Akyu's Arcade

[SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Completed!)

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O4rfish:

What's SNC building now?  Back to the Monument?

Gesh86:


--- Quote from: O4rfish on December 25, 2017, 12:37:52 AM ---What's SNC building now?  Back to the Monument?

--- End quote ---

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:



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.



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:



"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.



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:



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.



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:



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:



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 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.

   

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.



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.



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...



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:



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:



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:



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...



...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:

   

"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...

Gesh86:

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:



You could say the man lauded in that quote has True Grit. The quoted is Sir 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.



Here we have the Hanging Gardens, 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.



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.



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.



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.



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.



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):



We already heard about Thomas Hobbes, 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.



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.



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.



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.



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.



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:



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?



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:



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:



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:



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!

Gesh86:

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...



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:



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.



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!



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.



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:



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.



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:



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!



If you read the quote out loud and think Henry 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...



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:



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:

   

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.



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?



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.



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...



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:



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:



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!

niektory:

Nice LP! It makes me want to start playing Civilization again. I... must... resist...

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