What the people want

MrE

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It is my opinion the lack of strategies in the war academy may reflect the evolving of the game to the point where the ability to think on one's feet (situation-specific dynamics) may be equally as important as the (previously) more fundamental approach to game strategy - knowing and exploiting game mechanics.

As it seems now, no matter how well you plan a thing, the map does not care for your plans.

That rush for Stonehenge, but there is no stone; the Great Zimbabwe (GZ) boom without cows...

The GZ strat here on the forums is totally valid, but again, it's way more flexible than at first glance. The author used it to fuel a science boom, I've used it to fuel all out war (Trade internal and behind me, war in front).

The situational specificity goes deeper that that. Civ bonuses can be nullified - Australians on pastureless land with low aesthetic value, or Egyptians with low access to rivers...

Then there's the city states, which can also dramatically alter the course of a game. Not just in early acquisition of specific resource advantages or armies for hire, but in diplomacy/warmongering penalty mechanics as well e.g. I can have city states razing my enemies cities for me, I weaken them, they take the kill - greatly enhancing my destructive capability while minimising my war penalties.

So my question to myself has been - how does one write strategies for a game that, at least to a point, defies plans?

I can write a strat - A-B-C-D and get all the civs and map settings I want, then re-roll till my start fits the strategy.... :D

I've watched a lot of Deity players and the pattern is that they have two things going on: great execution of plans, and ability to adapt. The switching from an initial plan to another due to the circumstances of the actual game typically happens in the first 20-50 turns. Typically, victory is fastest when map fits civ/strat, medium when a fast change in plan occurs, and grinds on to late-game when major decisions occur after turn 50.

I'm only an Emperor player and new to the game (love it by the way, except the pop up screens/Sean Bean covering the action). I need to learn to execute and adapt simultaneously or I'll be stuck cursing the games lack of restart button endlessly hoping for the perfect map.

All this is a lengthy explanation to introduce a concept for a strategy, that will evolve here as I test it out and gain feedback/experience from the community. The strategy is called:

'Give the people what they want'

I think any leader could play this, but I'll use Pericles with obvious advantage but disadvantaged in flexibility by a tendency toward cultural play (or is he?).

The strategy is to scout rapidly locating city sites, city states and neighbors. The city states and available/non-available land determine course of action - Science/culture/domination/religion. Religion is tricky on higher levels due to the need to beeline for it, so it might be excluded unless you specifically want it then beeline it as well as do this.

The city state bonuses are huge when played in alignment with your goals. But relying on them for a strategy is pointless - till you know who is actually in play. Also - city states you have control over should be close, so you can liberate them if you have to.

Two of one type of city state is ideally what you want to start with. Then max them out with envoys while getting corresponding districts in your cities. In theory - BOOM!

To support the concept you also want as many envoys out there as possible. Play like Alex from civ V and Give the people what they want. Your early game missions are many, determined by the whim of city states. Pursue every opportunity (within reason) to acquire more envoys.

In addition to this Apadana will help with it's two free envoys plus two for every wonder built. Policies for more envoys are great. You can time the 'two envoys' policy to coincide with civic techs that give out envoys. Drop the envoys off then switch back to the card that gives points toward more envoys on the same turn.

Forbidden city is always good, and can be used for 'boost envoy production/bonuses from city states cards' without compromising the rest of your government.

There are other things that help but this intro is long-winded already.

Basically, I'll play-test this concept and report back here how it works in real games. Preliminary testing showed me that pursuing city state quests greatly sped up my understanding of the many links between things in the game.

It might be an effective strategy. It might be useless but an interesting distraction.

I'll report back soon. First stop, Continents.

OK. I'm 30 turns in and should be close to able to make some major game decisions. As usual, the map gave me something new, and not really what I'd hoped for.

I, Pericles, and my most magnificent beard have arrived on the far shores of a strange land.

I find myself surrounded by five city states. Three culture, 1 science, 1 building etc production. It's obvious with a cultural civilization and the dominance of cultural city states that I play a culture game. Thing is, I've never played one before. (I've never finished a game in civ VI just enjoyed tinkering so it's gonna happen/fail here). I hoped to show how Pericles can be flexible but the map is what it is and the path to an easier victory is laid out on the map surrounding me.

I've met no other civs. I have 6 envoys out already (5 for meeting, one for a trade route). The trade route was to the science city, I had a culture city (priority) wanted one but a barb camp spawned in the way - once again the map calls for compromise. I could have let the trader go to the dangerous spot, I'd have got the envoy, lost the trader, but then make another for the safer route and get another envoy. I'll just wait 30 turns...

I'll need to read the guide on culture here and the stuff Victoria (and others) wrote and learn some more culturally refined ways of winning :D

I'm in a perfect defensive position if I can get Suzerain of the surrounding city states too. Just need a responsive force if they're attacked. 2 nice settlements located, 1 settled, one settler being produced. Need more scouting, more city sites.

I have questions. Do I need religion for the culture thing?

And - if I wipe out a city state I deem unnecessary to my plans - does it annoy the other city states like in civ V?

Turn 50. Here's where I need to lock in some direction. Dithering over religion has ensured I don't have a chance at getting a religion. Stonehenge long gone, 2nd religion gone, various unmet civs halfway there already. I found a spot for a +6 holy site so I'll generate faith there anyways.

Reading the guide - it is long...

I need to meet people, be nice to (most) people, play a coy diplomacy game and get in with the in-crowd once I identify them.

I need theatre districts and additions to them, greatly enhancing my City State bonuses as well. I want to go archaeology, it sounds easier than art... I want to grab great works where I can and pay attention to policies that will aid me. I want great people, artistic types and merchants.

I need commerce and trade.

Most importantly it sounds, I need to spend mid-game colonising a coastline for seaside resort building to lure those on foreign shores to my continent - I haven't found any neighbors yet...

Wonders. The combo of Cristo Redentor and Eiffel Tower sounds perfect. What's the AI competition for them like?

I will have Apadana turn 53. I have 3 cities and a 4th settler who will settle also turn 53. I have completed 3 quests and got a civics envoy. I am Suzerain of Kumasi, with bonus 2 culture 1 gold (for every district in city of origin) from city state trade routes. Plus my 5% bonus culture for being Suzerain... Sweet! I will be Suzerain of more very shortly.

That's the plan, now I'll explore east on my continent and discover two bored aggressive neighbors who want to wreck my plans.

Turn 100. This is very interesting, at least to me. When my first Acropolis (theatre district) went up I was Suzerain of 2 cultural city states and my culture then jumped from 18.4-27.5. Now with three Acropolis, 3 culture city states, one at 6 envoy level, I have 88.9 culture. Dayum!

7 cities down. My tourism sucks - 3. To contrast I met Ghandi. He was on my continent connected by a thin piece (isthmus?) He only has 16.5 culture, but 60 tourism. He's spammed missionaries and apostles. Religious relics for his Tourism?

I haven't met anyone else, would the smart move be:

Shut Ghandi down?

Make nice and build a couple boats to meet other civs?

I reckon Apadana was a mistake but then I've not encountered having so many city states to myself for so long before. Suzerain is easy to achieve when you're the only player they've met.

I wonder if Ghandi has one isolated city state with 22 envoys hahaha.

Time to call it a night. Turn 135.

Ghandi forward settled two cities. Then a few turns later Harald turned up. Then two turns later they both declared formal war (Ghandi because we had two cities close). Ghandi's given up already, Harald keeps running just out of reach to heal his boats. My military is pathetic, but with all those city state allies I don't need to cover much.

I think one way of describing an aspect of all this is: to forward settle the city states you want to be Suzerain of and then make sure that happens if you haven't already. For this cultural victory condition anyway, as military is minimal requirements to survive angry neighbors.

Ghandi is angry because his swarm of apostles and missionaries totally sucked and failed. And I was scared of them all hehe. They got one city I forward settled him on when it was 1 pop. I watched him slam 6 missionaries on the three cultural city states (they're clustered together and behind a big mountain range close to my capital) and failed to take them too. I guess you can't talk that nonsense so easily to cultured folk like us hahaha.
 
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I higly commend this approach. The culture guide is long because it has a lot to consider and a lot is not discussed there because it may be deemed contentious.

I continuously praise this version of the game for its flexibility in all aspects bar one. The ability to steamroll needs to be stemmed although deity has got harder and It's not as simple as abc steamroller company claims unless they savescum.

Religion gat vastly help your early tourism and push an early victory but enlightenment halves its value unless you get Cristo. It is extra tourism regardless but does come at a price of one less district. You will win either way once you get to turn 100 unless on immortal/deity with a runaway. The choices for the culture victory alone are not as simple as 1+2=3 because often 2 is only equal to 1 depending on map, civs CS etc.

Any guide written can point out the basics, advanced features and tips. I am not convinced we can have some neural guides that can match how we think. Especially when we think so differently.

A science victory and religious victory are equally not one trick ponies but less flexible than culture. Domination can equally be done is various ways with many considerations. When someone's strategy does not work well they often seem to complain here that something is wrong rather than accept that the game forces these choices and life is not simple.

There is some cristo competition but little Eiffel which is the most important.
 
I believe we are in agreement as to the fluidity of the current game then... I love it, but it felt like I had no control at first. It's like the game itself is forcing me to either up my game or spend hours re-rolling haha.

Also agree cultural victory appears quite flexible.

It can be difficult not steam-rolling. I opened another map as Pericles just to see what would happen...

Only one military city state in 30 turns. Two neighbors one DOW from Gilgamesh, aggressive and annoying forward settles from Congo. Wiped them both out by turn 70 I had 10 cities and a continent to myself.

It seems a more powerful start, but the culture is not going to climb to 3 figures anytime soon while in the culture game it's almost matching turn numbers.

Glad there is little competition for Eiffel, as the science techs are nowhere near so easy to get as the culture are with current play. I'm slowly raising the education levels so I don't undermine my own efforts with lack of key techs. Got a couple of archaeological museums coming already, next move is archaeologists I guess.

First great writer out and one ampitheater filled. Someone is spamming the musicians and artists and I can't keep up. I might find them and take them down if I have to.

Much being learned on the fly and yet the strategy is holding true as useful to my improvisation.

Lack of experience of the synergy between higher level techs and gameplay will be telling, but at emperor shouldn't matter too much.
 
On deity you really struggle with great people.
The best advice I ever had was concentrate on victory, the more you do so the faster it happens.
Too many cities can slow you down. On emperor I can bang our 6 cities myself and that should be enough, build theatres asap and push theatre projects, not much gold but lots of great writers early.
 
That's certainly what I observed re envoy accumulation. I focused on it and voila, at turn 139 I am Suzerain of six city states, two with 6 envoys each. I have 29 envoys out and four more coming from quests. I also have envoys aiding my efforts in four other city states now, those I met allied to Ghandi with the DOW.

Culture is 137.8. Tourism 12. Unfortunately this particular game is over. The game has frozen in the same spot three times now (turn 139) and a reload while varying course of action hasn't helped.

It's probably for the best. I heard in the reload Pericles has a silver tongue and so was sorely tempted to write poetry commemorating his efforts.

With Pericles this particular brand of adaptive strategy seems to fit really well. The culture bonus he gets now from being Suzerain of 6 is a whopping +30%. Hence culture matching turn times handily. I hadn't even stacked any policies yet - it seemed superfluous.

Will this 'strategy' (use city states to indicate actual strategy, patronise them and boost direction) work well with other civs? Guess it's time to find out.

Browsing...

OK. I've not played Gilgamesh before. He seems to have some things going on that might suit getting pally with city states.

'Pays half price to levy city state units.' I might keep military low, have a gold reserve for if I need an army, and go all out on end goal? We'll see...

'Can war with anyone warring with his allies - with no penalty.' If this counts for city states it is very useful anyone touches those I am Suzerain of I can attack without fear of worldwide retribution.

OK, lets see what we get, continents again.
 
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Well, I tried Gilgamesh and got to turn 50 without finding a single city state. This game is excellent at throwing plans out the window.

I'll have another go next weekend when I have the time to spare.

By the way, those war carts Gilgamesh gets - quite rubbish vs cities I see no point in them. Yet several Deity players online fear the silly things - why?
 
^^

Strongest starting unit, pure and simple. It's basically an early knight but doesn't suffer penalties vs. anti-cavalry units. 4 movement on flat terrain, 30 battle strength. It's an awesome unit you get to build with no research required.

Cities? Take a battering ram with you if you see walls.
 
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