Or Kobito managed to breed a Pegasus.
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 mercyTurn 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:
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:
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.
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.
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:
An unexpected boost also happened in this turn:
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.
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:
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:
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:
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.
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:
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:
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:
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.
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:
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...
And in conclusion...
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, 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.
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.
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.
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:
We'll check what city needs new orders, but first, we're taking care of our soldiers:
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.
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!