Last time we met a city-state, found a wonder, and some coastline. Next?
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Technology.
We’re going for pottery next so we can get to the granary, and then see what to do after that.
We sent our ‘free’ envoy from the tribal village to Singapore, and now we start earning bonuses from them. Not much (yet) but it’s something.
CANADIANS!1
An enemy scout has been spotted near Paititi. That scout hasn’t found our capital yet, thankfully.
Go get ’em, warriors.
I got a hit on him, and you can see the damage float off of both, as well as the XP I earned in the attack.
There’s a lot left to explore out there for more northerly-inclined scouts wandering about.
My warrior is going to follow that scout, but will be unlikely to catch him as the scout can scoot thru complex terrain more easily.
The slings and arrows of outrageous fortune.
We have our first slinger, and no that doesn’t mean he’s getting frisky with the neighbors.
That scout ran away, like a bitch, or, y’know, a smart scout.
My freezing Nubians found another local tribe to plund… I mean, “greet in peace”
They “gifted” us 40g. We did not make change.
Georgia…. Geoooooooor- – – gia.
Hail and well met, Tamar of Statesboro.
Giving our forwarding address.
She needs to know where to send our royalty checks. There are some people who zealously guard the locations of any cities their competitors hadn’t found yet. I sometimes do, but not this early in the game, and especially not when I can’t enforce my borders yet, anyway.
Found another city-state, and got another new quest from them.
Code of Laws is always where you start off, even on games where the tech/civics trees are shuffled. There’s a few foundational policies here that you end up choosing between in the early game.
Our chiefdom only has 2 policy slots – 1 each military/economic. This early in the game, we want the bonus combat strength against the Canadian barbarians, and we definitely want the policy where we are adding faith as soon as possible. The quicker you can get your first pantheon founded, the better off you are, because each subsequent costs more than the player before.
Now we start looking at the upcoming civics options, and to start with, there are minimal choices, but we’re generally angling for the Political Philosophy development, so that we can pick a new form of government.
For now, I’m going with Foreign Trade to get some caravans running to those city-states.
Now we know where that red-headed scout child came from. All the early-game barbarian camps start with spearmen, even when you don’t. Oh yeah, and I just had a dust-storm drop right on my head, which also damages by warrior.
I’m going to move my slingers toward that camp to start getting forces in position to surround it. A spearman against any one unit will kick my ass. But if I can gang up on him, I can clear that camp pretty quickly.
When I say “gang up” I mean it.
OK, so what happens when everyone gets there?
CIVILIZATION 6 NUBIA AAR
links will only work as each episode goes live, but yes, we’re going to tease you with them all in the meantime
PART ONE ~ PART TWO ~ PART THREE ~ PART FOUR ~ PART FIVE ~ PART SIX ~ PART SEVEN ~ PART EIGHT ~ PART NINE ~ PART TEN
PART XI ~ PART XII ~ PART XIII ~ PART XIV ~ PART XV ~ PART XVI ~ PART XVII ~ PART XVIII ~ PART XIX ~ PART XX
PART XXI ~ PART XXII ~ PART XXIII ~ PART XXIV ~ PART XXV ~ PART XXVI ~ PART XXVII ~ PART XXVIII ~ PART XXIX ~ PART XXX
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WELL YOU SEE, SIR… IT STARTED OUT AS A GOAT-SCREW
AND THEN WE KEPT ADDING MORE GOATS
Footnotes
- this is a call-back to an older AAR where we pointed out that both the barbarians & Canadians were dressed in red, keep annoying the crap out of you, and don’t seem to make any cultural contributions to the game