Long Live the Queen! Turns 201-210

The Project Explained

Long Live the Queen is a collaborative Civilization VI base game play through and blogging project conceived of by Naithin at Time to Loot. We have 8 players, and each player is responsible for taking 10 turns and writing about our progress. I drew fifth in the randomly generated line-up.

The Story So Far…

If you need to know how we got to where we are, just pop on over to Time to Loot, where Naithan has kept track of all of our shenanigans in a really nifty list of links.

Turns 201-210

I’ve been given England in a fairly solid state – we seem to have a strong military, a good friend in Cleopatra, for a change, no one is at war with us, and our cities seem to be mostly growing at a good clip.

Let’s see what kind of mess I can make of this, eh?

The first thing of note that happens is that I get my hands on a couple of new envoys. I decide to send them both to Toronto – this bumps our production in all of our cities, and makes us their Suzerain. We have nothing more to gain from Stockholm, and this seems to be the best choice for immediate rewards.

I find a bored builder loitering about, and set him to work building a farm in Sheffield, and start an amphitheater in Leeds. Then Pedro pops up with a rather odd demand for money, which I am disinclined to give into.

We finish researching Astronomy, and I get us started on Scientific Theory. Our heavy chariot takes out some lingering barbarians to the east of Stoke-Upon-Trent and earns itself a promotion. After much debate, I start construction of an aqueduct in Birmingham, hoping to encourage growth with additional housing (and hoping I don’t short them on food in the meantime).

We finish up guilds and start working on Reform Church

Charles Darwin decides to come hang out with us, and I speedily send him off to Sheffield to take advantage of that Natural Wonder Tessa picked up during her turns. An extra 500 science finishes up Scientific Theory (thanks Chuck!), and let’s us start researching Military Science.

And then Pedro and his now-legendary shade-throwing makes another appearance. He’s so grumpy.

At least Cleopatra still likes us – even though we wouldn’t help with her war – and she asks to renew our declaration of friendship. I oblige. I’d much rather have her as a friend than an enemy, at least for the time being.

We’ve been really focused on military might and scientific advancement, and now, our city leaders are starting to complain. Leeds needs housing. Stoke-on-Trent needs food. Everybody wants something. I queue up some builders in a couple of cities with high production – I won’t get to do much with them, but they’ll be available for UnwiseOwl to start whittling away at our citizens’ issues during the next 10 turns.

I do send a crossbowman to the southwest just to make sure we won’t have any uninvited guests creeping up on our newest city of Sheffield – the barbarian scout I encounter down there, I take out with ease. I start building a Caravel in Bristol, which turns out to not only be very on brand (I like boats, ok?), but somewhat prescient, because we earn ourselves a Great Admiral on the very next turn.

I decide he can hang out in Bristol until our boat is ready there, since all of our other naval vessels are pretty much landlocked.

The last thing I managed to do during my reign is unlock a new form of government (Theocracy), but I decide to stick with Monarchy for the time being, but the option is available. I turned our attention to researching Exploration, which will unlock yet another form of government and allow us a couple additional trade routes to boot.

Next up, UnwiseOwl! Save file is here.

Long Live the Queen – Turns 121-130

Check out the Story So Far on Time To Loot!

Although I am beyond relieved that all that pesky war stuff was done with before the game came back around to me, I found myself kind of flailing and clueless about what needs to be done now.

Both Pedro and Catherine are still pretty miffed with us, but there’s not much I can do to keep them from just sulking. I do try to send a delegation to Catherine to improve relations since our new, oh-so-tiny city is just outside her territory, but she shuts me down.

There’s a few other outstanding issues that I want to deal with – the first, a settler slowly making his way to somewhere, and the second, the barbarian camp to the southeast of Leeds.

On turn 124, the settler arrives at his destination. I’m not entirely sure what it is about this spot that made this a city-building destination, but I don’t question the monarchs that came before, and settle Bradford. Although production here is low, I figure the best way to boost that is with some improvements, so I start the very very long process of summoning a builder.

Things don’t go as well with the barbarians. All of my troops in the area are pretty early game units, and they have spearmen and swordsmen and although I’m sure it’s going to get pretty ugly over here, I’m going with what I’ve got handy before they get even bigger. I manage to lose a unit of warriors before even getting close to their base, but kept working away at their units with my remaining warriors and my closest archers, while some of my other troops mosey their way across the tundra.

I do briefly wonder if I’m dropping too many resources into this, when barbarians also spring up near Bristol and Stoke-Upon-Trent. I manage to defend both cities with nearby troops without losing anyone, but for the moment, those military units are just going to hang out nearby and heal up – I decide it’s more important to keep some protection for my cities than to find out where the barbarians are coming from.

In the meantime, I focus primarily in improving our scientific studies. When Construction finishes up, I elect to go with Printing as our next tech. We get a boost to Military Engineering, so I work on that after Theology. I manage to send multiple envoys to Sweden to take advantage of the science boosts available from them.

On turn 129, we receive a Great Scientist, who I activate for a random Eureka moment. We got a boost to Stirrups, which was a boost we didn’t have, so ok, I guess?

Although I feel like I didn’t make a lot of progress, we are in the lead for both Scientific and Domination victories, so we have to be doing something right. There is a rogue builder somewhere around London – I couldn’t figure out how best to use him, but there is iron nearby that I’m fairly certain we’ll want to improve as soon as its available to us, so I was fine with leaving him on an extended coffee break for the time being.

I’ve uploaded the save game here & hopefully UnwiseOwl will be able to clean up the mess I feel like I’ve made.

Long Live the Queen! Turns 41-50

The Project Explained

Long Live the Queen is a collaborative Civilization VI base game play through and blogging project conceived of by Naithin at Time to Loot. We have 8 players, and each player is responsible for taking 10 turns and writing about our progress. I drew fifth in the randomly generated line-up, which leaves me to work on the grand empire of England for turns 41-50.

The Story So Far…

Turns 1 – 10: Naithin Gets Us Started

Turns 11-20: Rakuno Does Some Exploring

Turns 21-30: Paeroka Has an Eye Towards Expansion

Turns 31-40: Tessa founds Leeds

The first thing you have to know about me is that when I play Civilization, I play lazy – usually on the lowest difficulty, lots of exploring & automated movement, and since I’m almost always headed for a science, diplomacy or culture victory, I make just enough units to not get murdered while rushing research and making more cities than I can reasonably handle.

For this project, however, I’m trying to play somewhat more meticulously, and even still, ten turns goes by super fast.

However, if you are a lazy gamer, like I am, you might have the option to auto-end turns set to on. I usually pay very little attention to such things, and when I run out of things I can do, I’m fine with the game pushing me forward.

With having to end at a specific point, I had to turn this off. Oops. Thank goodness for autosaves.

The map state when I started playing.

I took a minute initially to panic over the barbarians in Leeds before I examined them more closely and discovered that they were actually warriors belonging to Carthage, which is decidedly less of a scary situation. Leeds is going to be working on that archer far longer than I’m going to be here, so I’m just going to cross my fingers and hope that slinger I have in the neighborhood is enough to keep the city safe while I focus on a few … side projects.

On turn 42, I am able to get us rolling with a Pantheon, and while there are many choices that probably maybe could be beneficial, I’m going to look a little more big picture. I choose to go with Religious Settlements, as there are a lot of appealing looking tiles just outside the borders of both of our cities, and expansion leads to population growth, and it’ll be no time at all before everyone is wearing our blue jeans and listening to our rock music, right?

Barbarians are starting to poke their heads up from the area just south of Leeds, so I send our slinger over to dissuade them. There are also barbarians coming up from the southwest of London that our lone scout almost walked into. I grab our newly created archer from London proper, and go to help out the scout. Considering how much coastline there is nearby, I decide to set London’s production to a galley, for some faster, safer exploration.

I think we’ve got a solid little empire going on, but then Gilgamesh pops up to throw some shade our way.

We are true friends with the smaller civilizations. We appreciate that you recognize this fact.

Gilgamesh, circa 2200 BC

While still trying to deal with barbarians (who aren’t much of a threat, but are kind of annoying), our Civic research finishes. I’m given the option to change our policies, but decide not to mess with things I don’t much understand at this juncture. However, it does fall on me to decide what to research next. After a few minutes of … um … having no idea what to pick, I finally went with Early Empires.

This civic will increase our production towards settlers, make purchasing tiles less expensive, and allow us to negotiate open borders with other civilizations, and fits in nicely with my expansionist tendencies.

On turn 47, my galley is ready to start exploring, and I start production of a builder. True confession: I don’t 100% get builders in this game – with the new “three build” restriction in this iteration of the game, my normal tactic of make them and set them to automate obviously isn’t going to be useful. While I’m glad I didn’t have to decide what to do in regards to builders this go around, I figure UnwiseOwl will probably make good use of one.

Another turn of exploring & beating up barbarians. Our slinger gets offered a promotion, and although I suspect our archers have made him mostly redundant, I take Volley (+5 ranged strength vs land units).

In turn 49, two things happen. First, we finish researching horseback riding, and yet again, I have to choose our next research. I go with mining, as it’s the last one we haven’t researched from that tier, and nothing else available feels so urgent as to skip over it entirely. We also meet our fourth (last?) companion civilization leader.

Pedro II of the Brazilians seems nice enough, but I tell him that I’m much too busy to chat right now.

My brief stint as the ruler of England was basically pretty chill, and I leave our empire the in the capable hands of UnwiseOwl. The save file is available to download here.