Long Live the Queen! Turns 351-360

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. Tessa had to sit this round out due to an injury, so I’m taking over from Paeroka this time around.

Turns 351-360

Holy cow, there’s a lot going on here. I’m not sure how much of that has to do with just being late game, and how much has to do with England maybe not having the most cohesive growth plan ever.

I, however, have decided to put as much focus as possible during my turns on the Space Race. During turn 352, I am able to start the Earth Satellite Launch in Stoke-Upon-Trent, and then send Carl Sagan right over to finish it off. I then set them to working on the Moon Landing. Research into Sufferage completes, and I start us on Totalitarianism, despite the fact we’re still rocking a Monarch, more options are good, right?

We also have not one, but two great Admirals in London. I have no idea what we’re supposed to do with them, because I don’t think we have a single naval military unit on the map. Perhaps UnwiseOwl will be able to find some use for them.

Despite not focusing so much on Culture, I gave Roosevelt 30 turns worth of resources for an Edgar Allen Poe story. Which Pedro then immediately demanded I give him. Sorry Pedro, you have nothing to offer me – and I do mean nothing. Two turns later, Gilgamesh also asks us for the book, but I turn him down as well. Apparently, this is an exciting book, and I made a good trade getting my hands on it.

Once we finished our research into Robotics, I took a small detour into Plastics, in order to open up both more oil access and some extra food from fishing. I also started production on some additional builders (one in Ur, and one in Bristol) as our population seems to be stagnating, and having a little extra food never hurts.

We built three new farms near Ur and sent a builder in the general direction of the unimproved tiles between Stoke-Upon-Trent and Adab. I’m concerned we might be more restricted by space than food, but I’m going to be honest – there’s a lot going on and being away from the game for weeks to months at a time, I’m not feeling like I really have a handle on all the mechanics.

I also started up a few new wonders. I bought a tile near Ur to start work on Petra, and the Hermitage in Leeds. It seems like we have a pretty beefy military we’re not using, so if a particular city didn’t seem to have something critical to build, I set it to improving the infrastructure that was there already.

On my last turn this round, we finished our research into Plastics, and I wanted to make sure our research path was on track for what we were going to need for our science victory. We’ve researched most of the required technologies already, with just Nanotechnology outstanding, Unfortunately, there’s two steps in the tech tree we haven’t researched that are required for Nanotechnology, so I started us on the first step, Synthetic Materials.

With that, I turn over the crown to UnwiseOwl. Save file can be found here.

Long Live the Queen! Turns 281 – 290

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 281-290

The good news is that England is at peace, and we’re in good shape overall. Our empire has grown past my ability to fit it all into a single screenshot.

The bad news? We are VERY unpopular. If the opportunity arises to get ourselves some goodwill without any significant downside, I might take it. Just in case.

Right off the bat, Eridu requires me to decide on its next production, and I elect to go for a Commercial Hub because there is no such thing as being too rich or too beautiful, so more gold seems like a good plan.

Roosevelt approaches me asking to get some of our mercury – a luxury good – in exchange for some gold every turn. It’s not a trade I feel like we need to make, but we have tons of mercury. The money is nice, and we can spare the resource, and maybe America will hate us just a little less. Maybe.

Our troops make short work of the barbarian encampment to the south east, which I think we were just clearing out to be on the safe side (and to get some experience for our nearby troops). I promote our field cannon with Volley, and send our musketman to do some exploring of this thus-far unrevealed corner of the map.

Cleo pops in, also looking for a luxury resource we have in abundance (truffles), but she offers both a little bit of cash AND coffee, which we don’t seem to have. Deal done, lady. Let’s keep that friendship going.

We complete our research of Civil Engineering, which opens up another military policy slot. I fill that with Wars of Religion, since we have a lot of non-religious units this could benefit. I also start researching Scorched Earth, because our military strength is one of our biggest assets.

Now that both Teddy & Cleo have gotten something they wanted from us, the ridiculous demand twins try their luck. Pedro insists we need to pay him money every turn because … he wants it? I’m unimpressed with him and quickly refuse.

The next refusal comes with a little more thought – the offer isn’t great off the bat, and I also really hate sending military resources off to a country that hates us. So sorry, Gil, I’m going to have to pass on your not-so-generous-actually offer.

American founds San Francisco, down in that south eastern corner where we’d recently taken care of the barbarians. I don’t mind – pretty sure we had no real plans to settle there – but I was miffed when he got uppity about our troops being too close. They were there before your city, bub. I pull our musketman, field cannon, knight, and siege tower back towards Bradford.

We finish up Electricity, and I start us on Rocketry, with an eye towards a potential scientific victory. We get a boost to our research on Scorched Earth, and I get a few more productions online. Ur gets a granary, Sheffield gets a builder, and Birmingham gets a bank. I send a couple envoys towards Yerevan, with an eye towards maxing out our bonus with them, even though faith doesn’t seem to be too high on our priority list at the moment.

I wrap up my reign with one final grand gesture. I purchase a tile near Bristol and start work on The Colossus. Do we need it? Probably not. But I needed to do something on brand during my turns, and while it’s not a boat, it’s definitely boat-adjacent. The extra gold per turn and trade route aren’t too shabby either.


Since I actually remembered to screenshot it this time, here’s a peek into my process of documenting what happens on a per turn basis in case I can’t immediately get it all written up. As you may notice, I take a little liberty with exactly the order of things sometimes when it makes for better flow.


I have passed the torch (and the save file) on to UnwiseOwl to take us through to turn 300!

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.