Civ 6 Rise and Fall: Scotland Pt 2

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Time to recap what ended up being a very busy Classical Era. For part 1 you can read here. Once again, this is on a Europe TSL Map. I am on Prince, as I attempt to navigate Robert the Bruce to victory. On my to do list for this era was to settle Ireland, make a Golden Age, and develop my cities. Some of those worked out.

I chose Monumentality as my age dedication, and it paid dividends. My Campus’ were immediately finished after the age started. I followed it up with a Harbor in London. I then finished building the Temple of Artemis in 1160. I set my tech track to make sure I got to embarking as fast as I could. I built a few of the early Galley’s and found Ireland. To my surprise, the island was littered with local tribes. I would have to fight them for control of it. It proved to be a daunting task. The army I used to conquer London, was no match for the Irish. I tucked my tail between my legs and retreated. I had to look elsewhere for my expansion. It was at this time that my navy found Poland and Norway. It was 500 BC. Not a turn later, they both launched a joint war with me. To no surprise, nothing happened, and I ended up peacing out with both of them to a benefit of some money in 75 BC. Also of note, was what I called the French/Spanish Cold War. The War started in 725 BC, and was still going at the conclusion of the age. I was the first to unlock new governments, and chose Classical Republic. The boost in Great Person points boosted me to the Great Prophet Siddhartha Guatama. I chose to found the custom Religion of Scotch. I chose Work Ethic (+1 Production per follower) and Meeting Houses (+3 Faith, +2 Production). This will bolster my production from my unique benefits, and will help me better secure my planned science victory.

Scotch

Stirling’s population was so excellent that I was able to put up a +3 Theatre Square which triggered an historic moment. To keep Food up, I assigned Magnus there to ensure I would have enough population to build an Industrial Zone. Fortunately for me, a few turns later I triggered another historic moment for having the worlds most populous city. The era score from this guaranteed I would end up in a Golden Age. Adding to my score was the help of Several Great People. I recruited the Great Scientists, Aryabhata, Hypatia, Euclid, and Omara Kayyam. Joining these great folks were The Great Admiral Gaiaus Dilius, and the Great Writer Byasan. The latter of which would be the cause of some problems in the future.

With the Golden Age secured, I set about expanding my borders. What better way to do that than by settling Ireland. I sent out the army that defeated Victoria to claim the land for myself. I was met with hostilities by the natives, and their overwhelming numbers destroyed most of my forces. It was clear that I would need better units, and more of them, if I was to conquer them. Instead, I turned towards Europe. Peter the Great was not in the game, and that left Russia wide open. I sent the Settlers who I thought would home on Ireland that way. The pilgrimage to a new land was on its way. As the Era winded to a close, I took care of a few more things. Haddington was able to build a fishery and get food back on track thanks to a promotion to Liang. I also finished up an Encampment District in London. However, I purchased a tile in France to do so. If we ever came to blows, I would have a small foothold to aide me.

Golden Age

I ended the Era with an Era Score of 47, surpassing the needed number 44 to secure my Golden Age. My Golden Age Dedication was Free Inquiry, turning my Eureka and Civic boosts by 10%. It also increased the Gold from Harbors and Commercial Hubs. This was not the focus, at the rate I was churning out Great Scientists, it seemed only fair to pair them with this ability. With that in mind I had a few goals for the next round. Expand the Empire, Defend against my enemies, and continue developing internally. If the chance arose, I would also like to build a new army so that I could bring Ireland to heel.

That was my age. I hope you are enjoying my coverage, and more importantly that you are enjoying Civ 6 Rise and Fall.

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Civ 6 Rise and Fall: Scotland Playthrough Pt 1

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Hi there everyone. I will admit this is not the account of my first foray into Rise and Fall. I launched a game just after the expansion dropped. Unfortunately, I was unable to play for several months. Mostly due to work and trying to get the several Fantasy Baseball league’s I’m in up and running. Finally I was able to sit down and put some time into playing the game. I will be reporting on all upcoming Civ 6 games in terms of era’s. So this post will focus on the Ancient Era, and so on. So let’s get to it.

First, the set up. As the title suggests, I am playing Scotland which I previewed months ago. Finally, I decided to play on one of the new maps, TSL Europe. This not only makes Europe much larger, but gave me some extra land mass before bumping into England, which was vital. I am playing on Prince as I am still a novice to all the mechanics that this game has going on. Plus it has been so long since I have gotten a chance to play. TSLE comes set with a standard list of 8 civs, all of which based out of Europe. To add a little extra difficulty, I made sure that one of them was England.

So lets get to it. My first city of Stirling is towards the Northern end of the England land mass. As was expected. I churned out a slinger before moving on to a builder to start the game. I then met England, and was determined to take her out before the era was up. After that, I developed another Warrior and another Slinger. I then turned right around into a Settler. I then settled Haddington on the central coast of the landmass. This ensured that I choked England off from a meaningful settlement. I then locked into another Warrior in that city, while plotting another builder in Stirling. Finally after Archery was discovered. I upgraded the southern most slinger into an Archer, while saving my money and not developing the other one. It hung out up North and dealt with an English Scout and Slinger.

England fell fairly swiftly. I moved both warriors past the river to avoid a combat penalty. While my archer remained north of it to act as an extra defense. The archer took shots at the city while my warriors took turns attacking the city and healing. My goal was to pre-occupy Victoria while my other warrior finished. Once done, it moved south and finished the job. Not only was it fully healed, but it moved in and secured a siege. This prevented London from healing. The next turn the warrior was able to move in and secure the capture. Victoria was no ore. Score one for Scotland. The English continent was under Scottish control in 2500 BC. I then set developing my infrastructure.

Dead Victoria

Thanks to a recently captured London, I founded a Pantheon in the English Holy Site. I chose City Patron Goddess. This would increase production on my first Districts built in each city. I had this planned out to help me boost era score the next age. I recruited Liang the Surveyor as governor of Haddington. I had my eyes on getting a fishery, which would help with food production drastically. I also recruited Reyna the Financier to make London my financial hub. I also built the Hanging Gardens in 1700 BC

That was it. I failed to make a Golden Age, but I did manage 18 of of 22 towards a Golden Age. This put me firmly in a normal age and within striking distance of a Golden Age the next era. I chose Monumentality, to give me era score per District built. Now that London was mine, that would be my next focus. With a booming population in Stirling, it would be easy to do. The era ended at 1220 BC. And as planned, I had a Campus in Stirling and Haddngton close to finishing at the time the age passed. Just before the end of the era I met both Spain and France. Meaning half of the Civilizations had been discovered.

Pretty eventful as far as Ancient era’s go. I am normally a very passive player, but I refused to allow London to develop any more. And spawning on such a tiny landmass, it was vital that I take Victoria out. My basic plan was to move to Ireland next. Given the updated size for the map, I expect two cities can co-habitate there really well. Look for part two in the next few days.

Civilization 6 First Look: The Zulu

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Well apparently I incorrectly counted the amount of Civ’s that would be featured in the Rise and Fall expansion, as tomorrow people will be able to play with Shaka of the Zulu as well as the other new Civ’s. To recap, Rise and Fall adds Korea, The Netherlands, Mongolia, a new leader for India, The Cree, Georgia, Scotland, and the Mapuche.

You can watch the full teaser here.

The Zulu’s unique ability is Isibongo. Units upgrade to Armies and Corps when they capture cities. Additionally cities with garrisoned units provide extra loyalty. Their unique infrastructure is the Ikanda. Which is a replaces the Encampment District. It provides +1 housing and once you unlock the ability to make Army’s and Corpse, you can build them outright. They can also be built much cheaper than normal. The Zulu once again wield their Impi warriors. This time around the Impi replace the Pikeman. The Civ 6 version of the Impi have several unique benefits. They have an increased Flanking bonus, are less expensive than similar era units, earn experience faster, and cost less maintenance. As expected, the Zulu are focused on doing one thing. Fighting. Shaka’s unique ability only aides this further. His Amabutho ability unlocks the building of Army and Corps units earlier than normal and have extra combat strength.

The Zulu are easily one of the most aggressive Civ’s in the game. He should be instantly feared when you see him, and should not be trifled with in the renaissance or Industrial era. Once he has his Impi, things will be very, very difficult for you. Fortunately their bonuses are all geared towards these mid game benefits. If you encounter him early, swift and decisive military action in the Classic or Medieval should bring you success. They will be unaffected by most normal maps, save Island plates (all non naval Civ’s have a hard time with that). However, TSL maps are where things get really interesting for them. They will spawn in South Africa and should have little problem laying waste to the Kongo just north of them. Nubia lies ahead of that, with Cleopatra and Saladin at the peninsula. All the African Civs have early to mid game benefits. Given the passive nature of the Kongo, I expect the more aggressive Zulu AI to steam roll them. Once they reach Nubia and Egypt, both of their unique units will be obsolete. Leaving the Impi armies free to lay waste to them. However, despite how well poised they are to take Africa, they will realistically need to put some time into building a navy to escort their Impi to wherever other Civilizations lie.

The Zulu, like all the other Civs, release tomorrow when Rise and Fall goes live. I will have to wait until the weekend before I can dive into it, but I can’t wait to do so!

Civilization 6 First Look: The Mapuche

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Here it is! The last New Civ in the Rise and Fall expansion. The Mapuche, led by Lautaru join Queen Seondeok of Korea, Queen Wilhelmina of Netherlands, Lord Genghis Khan of Mongolia, Emperor Chandragupta of India, Poundmaker of the Cree, Queen Tamar of Georgia, and King Robert of Scotland. Quite the lineup of leaders. Of course you can watch the full release teaser here.

The Mapuche’s unique ability is Toqui. Units trained in a city with an established Governor gain 25 % combat experience. Their units also gain +10 strength when fighting Civilizations in a Golden Age. Their ability is pretty straight forward and to the point. Their unique infrastructure is the Chemamull. This tile improvement provides culture based on the appeal of the tile it is built in. From the teaser it looks like the ability will be +3 for breathtaking, +2 for Charming, and +1 for Average. Later on in the game, the Chemamull will also provide Tourism to They have no building restrictions though, so Lautaro can start racking up culture early. This ability is very nice, early culture is hard to come by. For a Civ that looks to be more aggressive in nature it is nice that their unique improvement will help to boost their cultural output.

Their unique unit is the Malón Raider. This light cavalry unit Gains additional combat strength when near friendly territory and requires less movement to pillage. This will not only make the Mapuche excellent defenders, but good aggressors towards their neighbors. The secondary bonus will allow the unit to pillage and then move. Giving you pillage benefits while also being able to ride away out of harm. This combines will with their unique ability. You will probably want one of your cities to build a Stable so that your Raiders can cause havoc for your neighbors.

Malon Raider

also is that a top hat?

Finally is Lautaro’s unique ability, Swift Hawk. When you defeat an enemy unit within the borders of an enemy city, that city loses 5 loyalty. This means that The Mapuche need only destroy units, with enough pressure, they can capture a city 100% in tact. This aggressive/passive ability will be very fun to play around with. Combined with their Raiders and you can use hit and run tactics to devastate enemy units and crush their morale.

All of the Mapuche’s abilities point towards one thing. Being able to kill Pedro. Every player has that one Civ that somehow shows up on every map, and pesters you endlessly. Pedro of Brazil is mine. I tend to build Wonders and Attract Great People, and that is exactly what Pedro does. So we always end up coming to blows. Whether that be on the field of battle, or in the cultural arena. So having a Civilization so fine tuned to crush Pedro is heartwarming for me to see. All the better, as they are neighbors in TSL games. No longer will Pedro run amok in South America while you toil away in other parts of the world. They will finally have to face a threat who is very good at dealing with them. The Mapuche should have little problem facing off against Pedro. Their next neighbors would be the Aztec’s. Yet by the time the two forces meet, they should have the upper hand as Eagle Warriors will be less relevant. The Swift Hawk ability too should give them the best opportunity to capture the Aztec capital. It is nestled perfectly between mountains, and is very hard for the AI to conquer.

On normal maps they will be fun to play with, and annoying to play against. The closer you are to Lautaro, the worse it will be for you. With all the new Civ’s announced and just a few days to go, who will you lead when Civilization 6 Rise and Fall releases?

Civilization 6 First Look: Scotland

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We are coming down to the wire! Just a few short days until Rise and Fall is released and we all can get our hands on the newest leaders, mechanics, and units. Before then I will do my best to get out the final Civ, the Mapuche, covered. Until then, let’s talk about Scotland!

You can see my write ups on Korea, The Netherlands, Mongolia, Chandragupta, The Cree, and Georgia here. You can see the full Scotland teaser here.

Scotland’s Unique ability is Scottish Enlightenment. Happy Cities Produce +5 Production and +5 Science. They also gain +1 Great Scientist and Engineer points per Campus/Industrial Zone. Ecstatic Cities double all these yields. This is a huge boon. It is already good to keep your cities happy, and if you are doing so, they will work for you extra hard. This will allow Scotland to quickly climb the tech tree and build things faster. Extra production means faster Wonders, which means more happiness. This goes hand in hand with their unique structure, the Golf Course. This provides a free amenity and gold. It also provides culture if adjacent to a city and further boost if next to an Entertainment Complex. A free amenity is incredibly powerful, and as such Scotland can only build one Golf Course per city. That said, the additional yields of gold and culture will help you keep up with the Civics tree, which will probably be far behind your Tech tree.

Scotland’s unique unit is the Highlander. The Highlander replaces the Ranger, and gains a combat bonus when fighting on hills or in woods. The full bonus is not yet known, but the video shows off a ranged strength of 90 (it is occupying both a hill and a forest). Given that the Ranger has a ranged strength of 60, it would appear likely that the Highlanders base is at 70. Giving +10 per hill and woods. While it may not appear like a great unit at first, in reality it is exceptional. It has the ability to attack at strength of 90 if you utilize surroundings. If not, you are still likely to be able to attack with a strength of 80. The dominant unit at the time Highlanders will be relevant? Musketmen. Which have 55 melee strength and no ranged capabilities. Scotland’s Highlander army can defend admirably against an attack by the Musketman, and finish them off with superior fire power on your turn. The highlander can also move one tile faster than a Musketman, and promotes from a Scout. By the time you unlock the tech to build the Highlander, Scouts will be dirt cheap. If you economy is in the right place, you can easily churn out Scouts in preparation, and then promote them all when Rifling has been researched. The downside to them is that they have the Recon promotion tree. Meaning few combat bonuses when fighting, and they cannot promote to the Infantry unit. That said, this unit is incredible.

Robert the Bruce’s unique ability is Bannockburn. They can declare a War of Liberation after unlocking the Defensive Tactics Civic instead of the Diplomatic Service Civic. Which is the difference between the Classical Era and the Renaissance Era. They also gain +100 production and +2 movement for the first 10 turns of the war. Scotland will be a powerhouse when liberating city states, or attacking aggressive civ’s that have conquered their neighbors. The best part? You don’t have to actually liberate the cities you take. Of course, if you don’t, the world will hate you.

Scotland looks like a fantastic Civ. They excel at Production and Science and make them poised as an excellent Space Race candidate. Not because of their insane outputs, like Korea, but because they have the infrastructure to back it up. Scotland will make the use of most all terrains, but cities near hills and woods will be especially defensive once the Highlander comes into play. TSL maps will be very tricky. They will naturally start off north of London and be hard pressed to expand. Fortunately neither England or Scotland has any early game bonus, so they will be on even footing when they inevitably go to war. Yet with Scotland’s Production, they should be able to curve ahead of England Production wise. Provided they are happy. After that, the world is their oyster. They will need sailing to get anywhere, but can thrive on any part of the map. They will have to watch out for Norway and The Netherlands as the Scottish Navy will be nothing to boast about.

Scotland is my hands down pick to play first when Rise and Fall launches this week. Stay tuned for the Mapuche, and who are you most excited to play in Civilization 6 Rise and Fall?