6otM186 AAR

Eyswein

King
GOTM Staff
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Nov 26, 2016
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Welcome to the 6otM186 After Actions Report thread. In this thread you can post the results of your game. Please state victory date and score (preferably in the post title), as recorded in the Hall of Fame, and the most important: your path to glory!

STOP - Please do not continue reading this thread until you have completed and submitted your game.

Please attach your victory save to your post.

- What was your plan for achieving the VC? What are the major steps you planned to take? What events, if any, changed the plan in execution and to what new plan? Any interesting decision points?
- What were your initial 5-10 builds in the capital or other early cities?

- Early order for technology/civics? What did you prioritize for technology/civics?
- How did the leader bonus and civ unique ability impact your plan/play, if at all?
- How many cities did you settle and/or capture? Where did you settle your first few cities?
- What were key production/purchase focuses?
Military units / Civilian units / Districts & city development / Wonders / Civ Unique Unit & Infrastructure? Most critical or interesting?
- Pantheon chosen and why? Religious beliefs chosen, and why?
- What governments did you select? What key policy cards did you use? Why?
- Which Governors were most important; when and why?
- Was diplomacy/trading useful? How? Relations with other civs?
- When did you have Dark/Golden ages?
- How did the map affect your gameplay?
- Any surprises/frustration/elations you ran into, how did you deal with it?
- Did you enjoy your game?

Please use spoiler tags for any surprise details you'd like kept hidden. Thanks.

If this is a replay, please indicate 'REPLAY' at the top of your post. If you conduct regular restarts, please indicate 'RELOADS' at the top of your post. 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.
 
DV 101

Spoiler t101 :
20241002160217_1.jpg


Very well-made map, the mountain range was quite a tempo-stopper!

I have never had more luck than I had with villages in this game. I think I have found something like 15 of them in the ancient era, and in the first five I found not one, not two, but THREE builders. Insane stuff. No relics though.

Spoiler t16 abundance of builders :
20241002121633_1.jpg


I have opted for a Horsemen rush, which turned out to be a little bit challenging considering the proximity of Greece and their Hoplites. I have thus decided that I will come back to them later, and went on with conquering westwards, until the very last turns, when I ambushed Sparta with Cavalry.

I got some Campuses and CHs, making use of Free Inquiry to get light cavalry upgrades as soon as possible. I have also used the polish ability to get a wildcard early on to get a quick +2 General card plugged in, which was very useful for the early conquests.

Super fun game, was hoping that I could bust all the walled capitals before turn 100, but 101 is still pretty good, I think I made good use of my starting villages fortune :)

No city trading, joint wars or declaring wars solely to cancel GPT deals

Thanks for the game!
 

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DV T84

Settled on citrus. Planned for Stone Circles, 2 HS, and Warrior Monks.. but switched to Reliquaries after finding a relic, Settler pantheon being available, and finding Lahore. Didn't end up simming, mainly ran projects (sci/culture numbers reflect that). Opened with two scouts,
found two more in huts, which helped map out conquests and intel to tech Shipbuilding in time. Standard horseman/knight army strategy, maximized clan recruitment. Lost 2 turns due to a flood in Egypt which took out two low HP knights.


Good game!
Thanks
 

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DV T84

Settled on citrus. Planned for Stone Circles, 2 HS, and Warrior Monks.. but switched to Reliquaries after finding a relic, Settler pantheon being available, and finding Lahore. Didn't end up simming, mainly ran projects (sci/culture numbers reflect that). Opened with two scouts,
found two more in huts, which helped map out conquests and intel to tech Shipbuilding in time. Standard horseman/knight army strategy, maximized clan recruitment. Lost 2 turns due to a flood in Egypt which took out two low HP knights.


Good game!
Thanks

Well played! I would love to hear your input on something I have been wondering about for a while, now that you mentioned it ;)

I have found that some players value running projects more than simming, and I just can't get the math to work out to projects favor. Unless of course you are <15 turns from winning, as then any long-term investment into districts makes no sense.
I will use the Campus as an example, but it is fairly similar when talking about other districts and their projects.

A Campus and a Library should cost about 200 Production total on average (assuming ~110 cost of Campus in the mid-game + 90 for the Library). That means, for 200 Production you get a base +2 from the Campus and +4 from the Library (assuming a reasonable +2 adjacency and two Scientific city states found). You also get 2 GP points per turn.
A project (or projects) run for 200 Production yields 30 Science and 44 GPP. So, it takes 5 turns for a finished Campus with a Library to outperform a comparable grants project in terms of Science, 22 turns to outperform a grants project in terms of GP points.

Some of my thoughts about that:
1. There will be games with no Scientific SS, and very poor adjacency for Campuses, but I think the above assumptions are pretty accurate on average. I have seen some absolute statements about the superiority of running projects over buildings, which is what I am mostly trying to tackle.
2. In some cases the GP points are much more valuable (e.g. Theatre Squares) and it weighs the scale heavily onto the projects side - but my point is mostly about getting pure yields, as I believe this is more applicable to Dom Victories and Science Victories.
3. The calculation ends up pretty similar when considering building a t2 or a t3 building vs. running a project.
4. The project yields are given on per turn basis, which can also be a factor, as some gold now is far more valuable than the same amount of gold in 20 turns.
5. The variable district price is the hardest to take into account, but I think even with higher costs, the ROI will be pretty good anyway. Technically, you need a completed district to run projects either way, but I kept its cost in the calculation either way to be more relatable when we have for example 200 production in woods that we can invest in building a Campus in a new city or use for projects in an older city with a Campus already built.
6. Policy cards, great people and certain city state suz bonuses can impact the yields from districts and buildings far more often than projects (e.g. 2x adjacency card).

I wonder whether I am missing something, but projects are in my mind a very niche tool, which falls flat in most circumstances when compared to just simming. Especially in longer games (150+ turns).
 
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You make valid points about the ROI of building districts versus running projects. However, in the context of a fast Domination Victory, prioritizing power spikes and chopping projects becomes crucial earlier to compound the snowball effect. While I don't claim that projects are inherently superior to buildings in a straightforward, linear fashion, the timing of when you pivot to working on projects is much earlier than in a fast Cultural or Science Victory. The window to "sim" (focus on building infrastructure) is comparatively longer in those victories. I need to reframe my earlier statement about "not simming." What I meant was avoiding building a 3rd or 4th district, and not growing beyond 4-7 population in most cities. Instead, the aim is to have 1-2 key districts per city and switch to projects earlier for a fast DV. In fact, you typically always close out games with projects; it’s just that in fast DV's, that timing occurs much quicker, making it feel like you didn't "sim" in the traditional sense.

The dynamic lies in recognizing when passive yields won't have enough time to bear fruit, opting instead for projects that create immediate power spikes, especially when aiming for crucial techs like Knights or Bombards. Let’s break this down:

1. Costs and Project Chopping
Running projects becomes an efficient way to generate immediate yields. Two consecutive project chops in a city can produce science and Great Scientist Points far more rapidly than investing in new infrastructure. The exact margin—whether it's one, three, five, or even ten turns—matters less than the fact that gaining even a single turn’s advantage can snowball into significant momentum. The focus here is on speed and scale:
  • Power Spikes: The value of reaching key techs like Knights, even just one turn earlier, is immense. It not only provides a crucial Combat Strength (CS) boost to sustain your conquest but also grants movement advantages, both of which contribute significantly to reducing your overall turns to victory (TTV).
  • Example: Going with your 5-turn tie-breaker calculation, getting Knights 5 turns earlier isn’t just a minor head start; it sets off a chain of events. This early access means you immediately gain a combat and movement spike, enabling you to continue conquest.
    • You pillage tiles faster, yielding crucial science, gold, or faith. This immediate return accelerates your conquest.
    • Capturing a city 5 turns earlier (or more, as each turn compounds the risk of the enemy gaining UU's or building walls) creates a snowball effect. It not only yields additional science and production but also allows you to buy a builder with pillaged gold or faith sooner, accelerating your overall momentum.
    • This builder can then chop projects (securing another Great General faster) or chop more military units in your front-line cities, further boosting your war efforts.
The initial 5-turn head start compounds at every stage of the game. Whether it’s upgrading units, pillaging, capturing cities, or chopping projects, that consistent gain keeps the momentum in your favor. In a fast DV, gaining a 5-turn, or just a 1-turn advantage becomes pivotal. It’s not merely about recouping costs but about how that advance continues to pay dividends throughout the game.

2. Projects vs. Districts is not a Binary Choice
It's not about projects being superior to districts in all scenarios; you need districts to run projects, so it's inherently not a binary choice. While pure yields from districts are essential for longer games, fast Domination Victories revolve around hitting key timing windows. By chopping projects to spike GPP or science output, you maximize your chances of seizing these timings when they matter most. The discussion revolves around recognizing the right timing for two critical gameplay aspects:
  • Switching to Projects in the Last Phase: In the final phase of a fast DV (typically around Turn 60-65), passive yields from buildings or districts don't have enough time to provide their full benefits. Switching to projects capitalizes on existing infrastructure rather than expanding it further, aligning with the short-term needs of a rapid conquest strategy.
  • Project Spam for Critical Timing: Recognizing the need for a project burst to hit a crucial timing window is key, especially in Domination Victories. Achieving units like Knights or Bombards a few turns earlier can completely alter the game’s trajectory. Running a project spam (chopping 3-4 projects quickly) can secure a Great Person or spike science output, reducing turns needed for a key technology.
3. Great Person Sniping and Tech Timing
Chopping projects allows you to snipe Great People, especially when an AI is close to recruiting one crucial to your strategy. For example, chopping projects can secure a Great Scientist who provides Eureka(s) on your critical tech path. When you need to reduce research turns for a key tech, chopping projects spikes science output to hit the timing faster. For maximum efficiency, use Magnus and chop food-yielding tiles first to boost production first that then converts into science when continuing to queue projects after chops are exhausted.

4. District Requirement for Projects <Context Matters>
Running projects is not about ignoring district development. You need a district to run projects, so it’s not a simple choice of one over the other. In a DV targeting sub-Turn 80, cities are typically capped at 4-7 population depending on land richness, focusing on key districts like Campuses, Encampments, or Commercial Hubs. Overdeveloping cities with 3-4 districts is unnecessary.
  • Capturing Cities: Capturing cities with pre-built districts reduces the need to build new ones. You leverage these existing districts for rapid yields instead of creating new ones.
  • Prioritizing Builds: Allocating production correctly is crucial. If you're ~20 turns from victory, building a T2 building like a Temple in your capital might make sense for a final burst of faith. However, simming out other cities with new districts is unnecessary. It's about situational ROI and where production provides the best returns.
  • Warlord's Throne Synergy: Warlord's Throne directly synergizes with project chops. While this bonus applies to hard-building and not directly to chops, the increased production output means that cities can complete projects faster.
5. Chops Prioritization and the Value of Immediate Benefits

In fast Domination games, chops are localized:
  • Immediate Gains: In a DV, the “now” is more valuable than the “later.” Chopping projects enables you to secure techs or units earlier, contributing directly to the snowball effect.
  • Captured Front-Line Cities: Focus on producing additional military units, often chopping to create 2nd or 3rd armies rather than evolving their infrastructure.
  • Home Cities: With 1-2 districts and Tier 1 buildings already in place, they focus on project chops to beeline key techs or secure Great People.
Localized chopping ensures each city contributes to the broader strategy, either through project chops in home cities for science/Great People or military unit chops in captured cities.

By Turn 70, higher-tier buildings (e.g., Universities) cost 250 production, whereas projects cost around ~120 production each and provide a burst of 36 science and GPP. Recall that you can also daisy-chain project chops for immediate (T-0) benefits. Chopping 2-3 projects yields faster ROI than waiting for steady science yields from buildings. In a fast DV, projects offer immediate contributions toward victory.

Final Thoughts

In a Domination Victory, the game revolves around power spikes, not incremental gains. While building districts works for long-term economic growth, chopping projects provides the high-impact, immediate yields needed for fast conquest. By recognizing when to pivot from infrastructure to projects and using localized chops efficiently, you ensure that every turn counts toward achieving domination.

In the early game, teching to Horses correctly is also crucial. Because I pivoted to getting an early Holy Site, I compensated for the loss in science by taking a weaker horseman unit from a barbarian clan as early as possible and sought out a tile/campus to pillage on the way to the first conquest target: Georgia. Additionally, settling on a 5F4H start provides a slight edge, allowing faster growth which translates to early science gains.
 
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RV 194. No particular strategy, just mass spawn apostols and hit it.
 

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RV, turn 145. Not for grading I used UI mods.
289070_1.jpg


Afterfinding matterhorn, religious settlements on the cards and made with a rushed holy site. No wars were fought but aggressive forward settling and leveraging work ethic with scripture for 8-12 faith and production per holy site. Went quite wide, could have easily made cultural or science win. Pilgramage for faith, and missionary zeal for fast spread.
Pingala the most important governor, with cultural then science promotions in the capital. The first golden age picked Monumentality to go quite wide, although I never filled in the bottom corner of pangea I staked out. At turn 60 (start classical era) my faith was only 15/turn, that took half the era to get up so only spammed settlers towards the end of the classical age (with maybe one apostle for missionary zeal and a few missionaries for nearby cities which I could, when the population was low and one charge only needed). Picked up apadama, oracle, stonehenge by the end of the classical era, focussed on faith production, trade deals and developing tiles. At the end of the classical period earning 120 gold from deals, but as yet only one trade route.
In the medieval period, tried to build commercial hubs and harbours everywhere and leverage all the nearby trade city-states, etc... up to 300-400 gpt by mid-medieval. I think I bought with gold all monuments and granaries, and after my first four cities, the vast majority of shrines, marketplaces and lighthouses in the remainder. Final apostle rush was a bit slipshod could have finished 20+ turns earlier.
 

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Religious Victory T151 (RELOAD) score 701

Decided to settle in place and usual build order (2 scouts, then settler). Found a lot of goody huts (a relic :D ); a third scout would not have been too much.

Did not take God King but rather Discipline and Urban Planning as barbs spawned quickly with scary horses.

This meant pantheon arrived quite late with faith from first meet Erevan. Hesitated between Divine Spark, Stone Circles and River Goddess; chose the latter. I quite enjoy this pantheon and could make good use of it with four Holy Sites planned on rivers. This provided invaluable for housing. The 10% yield boost from amenities was also a nice extra.

Built Stonehenge helped by chopping the stones near the capital which were soon replaced by districts (Holy Site then Campus). Summoned Magnus for the chops. I planned internal trade routes but did not eventually as preferred to build roads to foreign cities to facilitate missionaries’ movement later.

When founding religion, I had to lock up my victory path. The choice between DV and RV is tricky with Poland but clear resolve is necessary here. Settled on religious as I already had a bit of religious infrastructure while no military infra.

Quickly purchased the two apostles to complete religion and went full religious: Work Ethic (extra juicy with the adjacency boost), Holy Order, Mosque and Pilgrimage.

Decided to capture Samarkand to open up two further settles: one east on the coast and one north on the wee spot between the two commercial city states. Later revealed iron on the ex-CS which I hadn’t already, useful for the unique unit.

Always got golden ages thanks to the bountiful map: first pick was Monumentality to build infrastructure and as the Holy Site infrastructure was yet to be built. Then Exodus of the Evangelists twice.

With the religious infra up and religious beliefs optimised, missionaries could be purchased each turn and sent mostly east. Victory was easy to attain.

Game was fast paced which was great as for once I could finish without losing interest. I also quite enjoy those Pangea maps where you can have the first four cities in a square and place districts and wonders inside the great hinterland.

RV151.png
 

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Religion Victory t152/820AD Score 580
Totally peaceful victory by spamming apostles.
 

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