6otM169 AAR

SV Turn 249 - Score: 1453

I put off posting this because it was a rough week when I played this game and I couldn't believe the ridiculous mistake I made, but on reflection it still mostly worked out.

Settled between the two wheat tiles and confidently worked towards Etemenanki while the nearby city-states dealt with barbs for me (also got a free worker from a goody hut). Like most everyone else, I failed. I tried to make up for it by going for Great Library...and also failed. At that point I decided to go for creativity rather than efficiency.

Since I didn't focus on scouting in the beginning I got a Classical dark age, which led to a Medieval heroic age, and constant golden ages until the end. Nubia inexplicably settled a couple cities way to their east (north of the big inland sea), which were the only conquests I bothered with. Meanwhile, Ottomans forward settled in a spot I wanted for Campus-building reasons, but I loyalty flipped it without the need for violence. They and Mali were my main trading partners. Built a truffle monopoly in the city west of my capital which made it an insane financial center when combined with Reyna. Got to over 20,000 gold through Big Ben, which immediately went towards Research Centers. Also experimented with preserves, mostly because I could.

Anyway, the big mistake was that I forgot to change governments to Communism after unlocking it and somehow failed to notice the mistake all the way until I got Synthetic Technocracy. Even not being in the best state of mind, I'm not sure how I looked at the policy screen across that many turns without registering that something was off. At any rate, the space projects were no problem thanks to one especially high-production city with lots to chop and extra spaceports purchased with governor abilities.

Blunders aside, I really liked the design of this game. All the marshland together with Egypt form an interesting challenge to plan around.

Here's some fun yields put together:

Screenshot 2023-10-21 at 6.14.19 PM.png
Screenshot 2023-10-21 at 6.14.48 PM.png
 

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This was a fun way of playing civ. This was my first time I played game of the month.

Unfortunately, I had to start over several times before getting in a position where I had chance to win a Science victory. The final win happened on the fourth attempt.

So I won at step 327 or 1906. My map looked like below then. As in most my games I usually start with getting a reliogionm becase then by any lucvk you can get Wat and + science for each 4 followers. I usually also go for 15% production for Wonders in Pantheon. I didn't even try to build Etemananki and I realized that I should have done that. In all attempts I went for Magnus and Provisions and placed him initially in the Capital so that I could create Settlers without losing Population.

Attempt 1. Ottomans got a huge head start with like 100-200 science ahead and built cities where all the good Mountain Campus spots were.
Attempt 2. Both Mali and Ottomans attacked at the same time. I got Wat through my Religion but was still hopelessly behind.
Attempt 3. Barbarians attacked my capital and I lost early on.
Attempt 4. I chose the Pantheon where all Marshes gets additonal Production and Food and then everything went really smooth since suddenly many cities, especially the capital had huge production bonus. In th

In this final attempt I also got help by the Zulu and the Ottomans fought wars against each other instead of against m,e and I managed to build cities below Geneva. In all other games

The use of teh Sfinx helps by getting more Culture points. Some Science gets a help by certain Cultures.

I chose the same Goverments I always do and I guess that is why it took long time to win (Classcal Republic, Monarchy, Democracy and Digital Democracy).

Skärmklipp 2023-11-02 11.49.44.png
 

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This was a fun way of playing civ. This was my first time I played game of the month.
Welcome to CivFanatics and Game of the Month! :wavey:

Thank you for sharing your game. :goodjob:
 
SV 270

This was fun. First game of the month ever and first full game of civ in almost a year.

Like most others apparently, I went hard for Etemenanki but failed. Figured I'd try and conquer it instead, but it turned out to be on another continent in Congo, so couldn't be bothered. It turned out to be very peaceful in the end. I was friends with everyone throughout, which meant very little resources wasted on troops.

I first focused on faith, so I could get plenty of science from cross-cultural dialogue. This worked pretty well as I lucked out and only had Mali found a religion on my continent, and even they weren't too aggressive with it. So, I easily converted and kept Ottomans, Zulu and Nubia. After that it was just campuses, commercial hubs and waiting for the eventual victory.

My biggest problem seems to be being in a little too much of a hurry, which makes me forget stuff...switching policy cards, improving tiles and, most importantly, TRADE. I spent so much time just sitting on my redundant luxuries because I forgot to trade them. :cry:

Now I might go try the deity GotM from a while back with Ambiotrix next door. Banged my head against that one for a while. Now, after a victory, I'm ready for more pain...
 

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Welcome to CivFanatics and Game of the Month. Glad to hear you are enjoying your pain... :mischief:

Thank you for sharing your game. :thumbsup:
 
SV 274

A nice and fun game with a really good start.
I settled wider than usual but probably should have done even more as I was bottlenecked by science for a while in my space projects. Maybe gone for a bit of conquest north as well.

Got Lady of the Marshes but did not try for Etemanki.
 

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Recorded my game and will be posting the video for anyone who cares.
Victory turn 168
Sid Meier's Civilization VI Screenshot 2023.11.13 - 18.29.22.61.png

Moved to settle by the truffles for early 2-2 tiles. Got the wonder turn 32.

Conquered the world while I flew to space with the most unhappy populace I have ever had.
 

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Recorded my game and will be posting the video for anyone who cares.
Victory turn 168
View attachment 677358
Moved to settle by the truffles for early 2-2 tiles. Got the wonder turn 32.

Conquered the world while I flew to space with the most unhappy populace I have ever had.
Really looking forward to watch the stream i lost the wonder on my first game t25 where i SIP... and unfortunatly the save due to my computer crahed and burned, but after seing your post i did want to give it another go.. 1st try lost the wonder t 25..... 2nd try lost it t31... and finally 3rd try build it t30 with 3 chops. 2nd and 3rd try i did settle same location as you did.
 
Hi everybody. I am lurking this forum for years and having a lot of fun playing GOTM.
However, I have never subimitted my games as I am not able to follow rule #1 i.e. Don’t replay any turns!
This is my choice. Playing with reload gives me a lot of fun and on the other hand, I don't like to disturb fun of other players that keep this rules strictly.
Now, I see most of posts here is about effects of multi-reloading of turns.
Maybe this is the time to consider new thread named "RELOADED AAR"?
Playing with and without the rule is quite differrent and for sure shouldn't be mixed within one thread.
Then, maybe also I will find place for my games? :)
TFTG!
 
Hi everybody. I am lurking this forum for years and having a lot of fun playing GOTM.
However, I have never subimitted my games as I am not able to follow rule #1 i.e. Don’t replay any turns!
I am the same. It's easy to think the focus is on your scout, but to actually move a settler and lose two turns, forget to sell your luxury at the end of a turn and then think you did, so you lose several turns of 12 gold... I can't not correct those mistakes, so I replay... However, you could post your game saying you have replayed turns, as some others have done. I would do that but my other problem is time, I'd be posting a replayed game weeks late when everyone has lost interest. But I often prefer playing GOTM to ones that I just start myself, as GOTM always has some interesting features. And I do learn a lot by seeing how other people tackle it. So looking forward to Soger's video too.
 
Hi everybody. I am lurking this forum for years and having a lot of fun playing GOTM.
However, I have never subimitted my games as I am not able to follow rule #1 i.e. Don’t replay any turns!
This is my choice. Playing with reload gives me a lot of fun and on the other hand, I don't like to disturb fun of other players that keep this rules strictly.
Now, I see most of posts here is about effects of multi-reloading of turns.
Maybe this is the time to consider new thread named "RELOADED AAR"?
Playing with and without the rule is quite differrent and for sure shouldn't be mixed within one thread.
Then, maybe also I will find place for my games? :)
TFTG!
For the next game AAR I added a caveat at the bottom. Definitely want to encourage more posting about games! More posting helps us all get play better as we understand the methods of others, but want to clearly distinguish between a first run through without reloads and other submissions as it is much harder to recover in game from the mistakes we all make. If this system works I'll keep it up, if not I'll create a separate AAR category.
 
I think that system works best.
Most people are great about saying if it’s their 1st or later attempts.

No real reason to segregate the posts from a community standpoint. The strategy and game is the general topic of discussion which is applicable to any number of playing
 
This game is closed for submissions as time has run out.
You may continue to post here and attach saves if you wish. Results will include games above this post.
 
SV T220 - Thanks for the game!

Settled one to the East for the early culture. Managed to pick up Lady for the marsh power and the culture from HS belief. Didn't focus much on religion for once and pushed hard for Campus, money (harbor/CH), and IZ in cities. Got Oracle, Kilwa, Maus, and all the wonders for extra cards. Settled aggressively north when I saw the giant desert south and then filled in later. If I remember I took advantage of the continent split north with governors, Casa, and the cards for some of my most productive cities. Hard built all the spaceports but exactly in time to match any needs to launch. the bad RNG for EXO and the boosts slowed me down and I should have run projects earlier to push that. Had a million builders stationed nearby for the boosts and finished in 3 turns after getting them. I never plan to chop as getting the tech seems to be the limiter and not launching if your cities are well into the 200s production anyway. Fun challenge - thanks again!

Spoiler End Map :
GOTM-169-Map.png
 
I thought this was a fun map to git gud at later gave SV having come from Civ 5, so I replayed a few times. The early science from marshes is sort of a skip for anything to do with early-game science. I ended up with a turn 217 CV with a turn 219 SV lined up, haha...

In addition to some general SV strategy, I thought I ended up with an interesting SV leaning heavily on religion and wonders. I ended up with 630 faith / turn, which was amazing. I used +4 faith / wonder as religious belief, and +2 faith / city as founder belief. I could invest heavily in religious units with a good promise of later payoff. Apadama + Kilwa gave a super high payoff (+4 faith & 2 envoys bonus) to scumming any wonder I could manage, and I ended up as suz of every city-state. I also built the pearl corp in the capital, compounding my faith production even further. The desert with Nazca was a very lucrative when faith had so much value for me.

For spending that faith, I built the Govt building that let me buy military with faith, I got Moksha's district upgrade, and I took Theocracy. With that, I had a great faith-to-production pipeline that turned each faith into something like .6 hammers (or ~2.3 coins if you prefer). If I had noticed that my monumentality would run out and cut out my worker pipeline and that changing government away from Theocracy would be a huge hit to the value and spendability of my faith, I might have shaved off a few more turns, though I ended up with just enough production that I finished exoplanet project at the same time I got space lasers. I also totally forgot to purchase great people with faith even though I built oracle. Oops.

I liked how Faith + Wonder + Science fit with the civ theme. I felt that I was missing some opportunities for sphinx strategies, but I never really figured anything too useful out.


Some general SV takeaways from this experiment:

Tech & Culture:
* Power is super important to get anything out of research labs, so they need to be basically back-to-back. Probably building labs first followed by industrialization and immediate cash-buying a few power plants would be a fast plan.
* Major milestones in tech/culture are: settler policy, T1 govt, T2 govt, University, Industrialization, Art Museum, Research Labs, Broadcast Towers, oil/aluminum/uranium.
* Moving population to campus & theater districts once they have their tier-3 buildings is a good acceleration later in the game.
* Culture is only a little less important than science, and having enough culture buildings to get GP can keep culture growing.
* Pingala gives a nice early boost to culture when you are building lots of science (and the opposite for a culture game).
* T1 culture / science / gold / faith tiles can make a huge difference early, even though you can ignore them later

Money:
* Use "quick deals" mod, you will have a bad time without it.
* Consider selling all your luxuries away, even unique copies, because the happiness penalty is not that bad, and other civs will likely have duplicates for you to buy
* You can buy a lux you own from someone else who has a duplicate
* Sell your strategic resources, open borders, and diplo points when people have strong offers.
* Exploration will help you find more civs, who are all possible customers.

Going Wide:
* Chopping can be enough to build all the SV projects. Go wide with # choppables in mind.
* Wide is powerful, and keeping the wide cities small can help alleviate the amenities burden. Cities really only need to be big enough to build their buildings, then to work those buildings and do district projects late game.
* Don't building housing so that cities stay small. Don't build entertainment until it's needed
* Magnus upgrades are not as good as they seem -- losing pop is not a big deal because of the food throttling from housing limits, and IZ bonus stacking is not that important with chopping.
* Settle densely while seeking good adjacency bonuses. Getting to +4 adjacency unlocks some nice boosts, and getting those boosts in your best cities is also good. IZ adjacency controls coal plant boost. Double IZ adjacency is military for a while, so it fills any extra spots you have there. More cities at the expense of fewer tiles / city is a good trade because you can work your districts if you are low on space.
* Seek out an area where you will have a metropolis of dense cities, and plant your govt center in the middle.

Diplomatic:
* CS's can provide really amazing boosts. Suz boost can set a strategy, while the yield boosts are a key accelerator, especially when stacked.
* Commercial / trade routes are nice to have, but shouldn't be too prioritized over campus, and only rarely over theater. However, great merchants can be great, especially with monopolies on, so commercial hub > harbor when possible. Also, trade routes for getting envoys can be nice
* In addition to the obvious science wonders, the next best wonders to always pay attention to either (a) help with envoys or (b) add policy slots.
* Always provide embassy t1 after meeting a civ, or they won't accept it. Friends pay more and war less.
* Govt Plaza can increase settlers, builders, and spies, in addition to its cool adjacency bonus. Spies can get you CS suz status by killing other envoys.


Questions I still have:
* Why do people use commercial districts so much?? Trade routes seem so weak compared to civ 5, and I never see them paying off all that much. Are the commercial districts for the buildings and merchant boosts more than / equally as for the trade routes?
* I feel like I drag on culture from aphitheater to art museum. Should I do art museum before T2 govt? Do I just need to be more consistent with theater districts?
 

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I thought this was a fun map to git gud at later gave SV having come from Civ 5, so I replayed a few times. The early science from marshes is sort of a skip for anything to do with early-game science. I ended up with a turn 217 CV with a turn 219 SV lined up, haha...

In addition to some general SV strategy, I thought I ended up with an interesting SV leaning heavily on religion and wonders. I ended up with 630 faith / turn, which was amazing. I used +4 faith / wonder as religious belief, and +2 faith / city as founder belief. I could invest heavily in religious units with a good promise of later payoff. Apadama + Kilwa gave a super high payoff (+4 faith & 2 envoys bonus) to scumming any wonder I could manage, and I ended up as suz of every city-state. I also built the pearl corp in the capital, compounding my faith production even further. The desert with Nazca was a very lucrative when faith had so much value for me.

For spending that faith, I built the Govt building that let me buy military with faith, I got Moksha's district upgrade, and I took Theocracy. With that, I had a great faith-to-production pipeline that turned each faith into something like .6 hammers (or ~2.3 coins if you prefer). If I had noticed that my monumentality would run out and cut out my worker pipeline and that changing government away from Theocracy would be a huge hit to the value and spendability of my faith, I might have shaved off a few more turns, though I ended up with just enough production that I finished exoplanet project at the same time I got space lasers. I also totally forgot to purchase great people with faith even though I built oracle. Oops.

I liked how Faith + Wonder + Science fit with the civ theme. I felt that I was missing some opportunities for sphinx strategies, but I never really figured anything too useful out.


Some general SV takeaways from this experiment:

Tech & Culture:
* Power is super important to get anything out of research labs, so they need to be basically back-to-back. Probably building labs first followed by industrialization and immediate cash-buying a few power plants would be a fast plan.
* Major milestones in tech/culture are: settler policy, T1 govt, T2 govt, University, Industrialization, Art Museum, Research Labs, Broadcast Towers, oil/aluminum/uranium.
* Moving population to campus & theater districts once they have their tier-3 buildings is a good acceleration later in the game.
* Culture is only a little less important than science, and having enough culture buildings to get GP can keep culture growing.
* Pingala gives a nice early boost to culture when you are building lots of science (and the opposite for a culture game).
* T1 culture / science / gold / faith tiles can make a huge difference early, even though you can ignore them later

Money:
* Use "quick deals" mod, you will have a bad time without it.
* Consider selling all your luxuries away, even unique copies, because the happiness penalty is not that bad, and other civs will likely have duplicates for you to buy
* You can buy a lux you own from someone else who has a duplicate
* Sell your strategic resources, open borders, and diplo points when people have strong offers.
* Exploration will help you find more civs, who are all possible customers.

Going Wide:
* Chopping can be enough to build all the SV projects. Go wide with # choppables in mind.
* Wide is powerful, and keeping the wide cities small can help alleviate the amenities burden. Cities really only need to be big enough to build their buildings, then to work those buildings and do district projects late game.
* Don't building housing so that cities stay small. Don't build entertainment until it's needed
* Magnus upgrades are not as good as they seem -- losing pop is not a big deal because of the food throttling from housing limits, and IZ bonus stacking is not that important with chopping.
* Settle densely while seeking good adjacency bonuses. Getting to +4 adjacency unlocks some nice boosts, and getting those boosts in your best cities is also good. IZ adjacency controls coal plant boost. Double IZ adjacency is military for a while, so it fills any extra spots you have there. More cities at the expense of fewer tiles / city is a good trade because you can work your districts if you are low on space.
* Seek out an area where you will have a metropolis of dense cities, and plant your govt center in the middle.

Diplomatic:
* CS's can provide really amazing boosts. Suz boost can set a strategy, while the yield boosts are a key accelerator, especially when stacked.
* Commercial / trade routes are nice to have, but shouldn't be too prioritized over campus, and only rarely over theater. However, great merchants can be great, especially with monopolies on, so commercial hub > harbor when possible. Also, trade routes for getting envoys can be nice
* In addition to the obvious science wonders, the next best wonders to always pay attention to either (a) help with envoys or (b) add policy slots.
* Always provide embassy t1 after meeting a civ, or they won't accept it. Friends pay more and war less.
* Govt Plaza can increase settlers, builders, and spies, in addition to its cool adjacency bonus. Spies can get you CS suz status by killing other envoys.


Questions I still have:
* Why do people use commercial districts so much?? Trade routes seem so weak compared to civ 5, and I never see them paying off all that much. Are the commercial districts for the buildings and merchant boosts more than / equally as for the trade routes?
* I feel like I drag on culture from aphitheater to art museum. Should I do art museum before T2 govt? Do I just need to be more consistent with theater districts?

Yeah, you summarized just about the most important takeaways from a successful SV run. There is a lot of approaches for sure, but here is my view of the game:

In terms of Governors, getting the second Magnus promotion extremelly early (when you still have 3 cities) can go a long way, as you ideally want to immedietely get ~5 more settlers. It is quite relevant early on, especially since you want Magnus to get +50% to your chops for pretty much the entire game.
In terms of making money, there is also an important exploit of cancelling GPT trade deals when you declare war on someone - in this way you can get an extremelly easy early game by robbing AIs off their money and getting peace 10 turns later. It can only backfire at you if they can suddenly get suz with a neighbouring CS and then you actually have a problem (so you shouldn't do that then, unless you are feeling lucky). Can be tricky at first, but one you get the hang of it, it trivializes the early game struggle.
I am not sure about withholding housing and amenities from your wide empire - either way you can get very efficient amenity boosters (Colloseum, Artemis, policies, AoE entertainment/parks) and getting more population even in the fringiest cities will massively increase their production, allowing you to get some 'luxury' districts such as Theatre Squares, Commercial Hubs or Industrial Zones. Also it will cut down on the turns needed to complete Research Labs once you get them.
I would also add that waging war is essential. As soon as you get an technological edge over your neighbours (which is usually very early), you should start attacking them, taking cities and pillaging everything. It is fairly taxing, but the extra work of microing your armies is really worth it. So don't be lazy, visit your neighbours! :)

In terms of your questions:
Comm Hubs and Trade Routes are a guaranteed and straightforward way to manage your late game, as you will eventually be swimming in gold and won't have to think too much about actual production distribution in your wide empire. I used to absolute love them as they were so convinient, but now I am of opinion that you can squeeze more out of your empire if you just manage your production properly and use it to actually boost your Science (and not Gold, to eventually boost Science via buying buildings). But people might love them due to the macro-related convenience of "centralized production", i.e. Gold :)
I also don't think that after early-game Culture is important, so Amphitheatres are already a big luxury. Going Culture in a SV is mostly about getting to the +5%/suz policy, and I really can't see how you can get it organically before reaching Satelites in your tech tree (at which point, you get enough Culture boost to get the 5% immedietely).
 
A really good games. Enjoyed playing it a lot. Thanks a lot for this game.
 
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