Before we get going, I do want to thank
Daniel Boone for being so responsive. While I’m not following every suggestion precisely, it’s definitely help keep me on track. Hopefully others start to chime in as well. It gets more fun that way!
Anyway, reading his comments had me realize that while I “get” unit combat mechanics, I don’t really understand city combat. So I did some research on
City combat mechanics, which made Walls look pretty scary for my forces. With my army composed of mostly hetairoi, I’d only have the single battering ram and three hypaspists to force entry to a walled city. I’d definitely want to start building catapults soon, and be careful to stay under the trebuchet technology to avoid needing to spend a lot of hammers. Per the
Domination Guide (that was until yesterday seemingly open access), it’s better to build more early units and upgrade them than to build more advanced units. For the same reason, I wanted a lot more hypaspists.
Well, actually, I wanted more of everything, but you can’t have it all.
Which brings me back to economics. I definitely wanted to get 1-2 more unit-production centers online, and get the economy online in the rest. I also wanted to backfill open area with cities that contained at a bare minimum commerce hubs or harbors to maximize trade routes, and maybe encampments for unit production as well. Also, I needed to climb towards cartography for the inevitable intercontinental invasion. All while I still need to finish exploring this continent, and conquer my neighbors.
So I’m listing it all out here, in semi-priority order.
1. Conquer Brazil
2. Build more catapults
3. Build more hypaspists
4. Get 1-2 more unit-production centers online
5. Backfill cities
6. Explore continent
7. Build trade route infrastructure
8. Tech for intercontinental invasion
Seems like a lot to do, but if prior Civs have taught me anything, it’s that conquest brings land, and land is power.
Anyway, since last time my post probably had too many screenshots (it forced me to remove some), I’ll try to use a bit more narrative and fewer images.
Early on, Pedro had this to say to me:
I have no idea what he meant by this. Maybe he was observing that I wasn’t building any tall buildings? I had other things on my mind. My armies began to move across the plains to Brazil.
I never really leveraged Great Generals before, so this was new to me:
By the end of the era, I’d gotten three of these awards. Pedro wasn’t please with me though.
You want a formal war? I appreciate the invitation!
Anyway, one of the barbarian camps got all civilized.
Welcome, future client-state! Anyway, I’d just picked up Military Training and slotted in Raid when I got some news …
Yep, that’s right. Teddy just invoked the Roosevelt Corollary to the Monroe Doctrine all over Brazil! Which meant the race was on!
I declared war a turn or so later. Belem quickly fell, but it was in such a terrible spot that I simply razed it, with the intention to later refound it slightly south.
Not to be outdone, the Americans razed Manaus, also in a terrible location. Pedro, you’re criticizing my building habits, but you can’t even see to it that your people have fresh water!?
Anyway, my troops arrived at Rio De Janeiro, and made quick work of the defenses. He had a lot of archers and some chariots and horsemen out in the field, enough to protect the settler stack that founded Salvador Da Bahia. This was annoying, and I lost an archer there, but it wasn’t a real problem. It was also located in a pretty bad spot.
I probably should have just left them to stew there, but my hypaspists crossed the gap, trudged into the rainforests, and made quick work of it.
On the domestic front, I finally backfilled some old techs and added Feudalism, then started to churn out a few workers. I also got a few of my less militarily productive cities to add settlers, and started to backfill a few cities. But war loomed.
Roosevelt had a fair-sized army in the field, but it mostly consisted of archers, many levied from Hunza. I could wait until the levy lapsed, but I’d still have to fight them in the coming war. I decided to take advantage while they were relatively exposed.
My column quickly moved north, taking out a bunch of archers and an opposing great general, and suffering basically no losses in the process.
Still, the Americans got some help from another red-bannered team.
Barbarians started arriving in force to the northwest of my capital. I had to redirect the trickle of hypasists from the front. And soon they had crossbows and men at arms, making for a tough fight.
Still, that wouldn’t stem the tide across the continent. My forces arrived outside of New York, pillaging heavily, and then taking the city using the only siege unit I had: a battering ram.
After I took New York, our cavalries battled for the field: me looking for opportunities to pillage, and them looking for opportunities to snipe units. Their elite charioteers, The Lava Hammer, took out a contingent of hetairoi, but The Red Raiders took a bloody vengeance for their comrades:
My catapults were taking a long time to make the long journey across the continent. Making good road networks is harder in Civ 6 than it’s been in literally any other game, and it’s a major thorn for all kinds of play, but especially militaries.
I took a brief autosave reload due to a literal misclick (an accidental left click moving a hypaspist out of position against barbarians), and finished Machinery and Apprenticeship. I took a turn cycle with the Professional Army card plugged in, and upgraded almost every hypaspist and archer in the empire to men at arms and crossbowmen.
Unfortunately, my catapults were slogging across the continent, and the only one that arrived at the front became a casualty during the fight over Washington. Nonetheless, my siege tower (once the previously mentioned battering ram) served me well as I took that city, and the next, and the next.
Roosevelt would take a devastating peace deal, leaving him with only New Orleans and nothing else of value. I could have wiped him out, but there was perhaps less profit in it, more risk, and frankly more tedium. If I need the era score though, wiping him out is an option. Speaking of era score…
I ended the last era at something like 84 of 46… I’ve never overshot the mark by that much before. I picked Free Inquiry, but it is likely in retrospect that I should have picked Monumentality to generate a lot more builders. Still, science crept up, and by the time I called the round, I was making a fair bit of it.
The upgrades allowed me to finally push back that barbarian menace, and track them back to their encampment. I’m debating if I want to disperse this and found a city here, or if I want to just keep them bottled up for 20+ turns until they civilize.
Not like I don’t have enough other places to settle. I want to plant at least three cities on the western land near the coast.
I also placed one more towards the eastern side, and think I might want another two there.
That said, I did mention things were becoming tedious earlier, and I’m feeling it a bit. Maybe it’s just that it was four hours for about forty turns, but they did seem to drag after a bit, mostly from having to manage every unit. I’ve got like a half dozen Catapults, and a huge number of hetairoi and men at arms.
So when I look at the goals I’d set out at the start of the round, it looks like I accomplished the first 6, plus other things (e.g.: conquering America). Trade route networks will take a few more turns (silly me only just got the Harbor techs), and then I need to think about finding the other civs to invade them. I could also just settle down and use my commanding land advantage to just go for the science win, but that actually seems slower and against the spirit of the playthrough.
So, from here, what should I do to prep for launching an intercontinental invasion in the medieval-to-renaissance era?
What techs do I need?
How many more units and in what composition do I need them?
Do I need a navy?
What infrastructure and techs should I prioritize to get there?