SCAAARLEEET SKYYY IS FAAALIIING DOOOWN
BUUURYYY MEEE SIX FEEEET UUUNDEEER
See the update title on what I made with this remark

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Update nr. 47 - Rose-killing the CarmillaTurn 245 - 1.670 A.D.Last time, we had a war declared on us for the very first time and It's not like we didn't deserve it. We start with something much more pleasant:
Philo ho Byzantios was a greek engineer and physicist of the classical era. We have another late-blooming wonder now that awarded us an extra trade route slot and a free trader. We've also finished another civic:

It's the last one attributed to the Renaissance era and is placed in this way in reference to Martin Luther and the forming of Protestantism as the Reformation.
Thomas Carlyle was a Scottish philosopher, satirical writer, essayist, translator, historian, mathematician, and teacher during the Victorian era. His most famous written work was "On Heroes, Hero-worship and the Heroic in History."

Theocracy translates to "rule of God", with religious leaders getting their authority from God. The best real-life example is undoubtedly the Vatican. This is the last tier 2 government and it can be a very powerful one. Civilizations that favour a religious playstyle often lag behind in science, culture and military and could be recognized as easy prey for aggressors. With the faith purchases Theocracy allows, they can muster a strong defense even as an underdog. The +5 strength in theological combat also makes a much bigger difference than you would think. Theocracy may be the only tier 2 government I value over any tier 3 governments when aiming for a religious victory. Yet for our purposes in this campaign, it is utterly inappropriate. We are not ever going to become a Theocracy.

Deus vult! This may actually be a really good card for us. Among the AI players, only Kaguya has no state-religion. +4 in all combat situations is not to be underestimated.

You want this if you're sending missionaries and apostles to have magical faith battles in foreign lands.

A large amount of your faith output will come from your shrines, temples and the third building you chose from perks.

This special mod-exclusive city project concerns only Sanae and nobody else.

Grande Arm?e and Meritocracy go out,
National identity and
Wars of Religion in. We've got the upcoming war as our greatest concern and our cards should give us as much punching power as possible. The following turns will once again put less emphasis on domestic matters. There are still some to report on, like this one:

One of the rice bowls was constructed this turn and happened to be on a tile with very high natural appeal. This is quite lucky, as I did not check at all what the tile appeal was: Rice bowls always have the same value no matter where you place them. Our civic development switches back to
Mobilization by the way. 7 turns are left on that.
Futatsuiwa of Sado was the one who made the rice bowl with "breathtaking appeal". They will make an
armory for the next 6 turns.
Benevolent French Dolls smiles at its awe-inspiring Colossus and makes a much less impressive
lighthouse next. 3 turns.
We have a total of 13 units ready for action at Remilia's gates: 6 infantry, 5 cavalry, 1 artillery and 1 ranger. We're using orange for numbers exclusively, it's the more noticable colour than red because Remilia is already using that:

Unit 10 rides onto the cattle resource northeast of it and reveals the city of Flandre. It has an embarrassingly low combat strength of 32 and no walls. For the sin of having such laughable defenses for this late stage of the game, Remilia deserves everything she's got coming to her. Unit 2, the artillery, lands on the northern coast claimed by the very edge of the enemy borders. It is not quite in shooting range of Flandre. Unit 9 picks a fight with the crossbowman east of it:

These are about the combat odds you can expect for all encounters here. Even the vampires will be only about 10 points stronger and not really close the gap of a full-health instant kill.
We mow 'em down and take 3 damage, the least I'm sure we've ever taken. Unit 7 faces vampires on 3 sides, but is utterly unimpressed and
avalanches over the one in the east. 5 damage to us. Unit 5 (Sakuya Izayoi, betraying her lady) moves a little to the east and then promotes to rank 4, grabbing
Elite Guard, like the late Tenshi once did. Unit 3 rides land-inward and when only on 1 movement point remains, also promotes. They pick the
Coursers perk. Unit 11 advances pretty far east to give us a look on Sanae's side of the campaign:

Yikes! The shrine maiden has her opponent on the ropes. Remilia's capital here could fall at any point. It would be great if we could conquer it instead and I have a sneaky little plan on how we could do that. For now, we'll only send the selected cavalry into the forest adjacent to Koumakan.
Ranger unit 12 shoots the vampire west of it for 63 damage. All other units that didn't get a specific mention advance east as far as they can.
Marisa's Broom, a frigate anchored at Kirisame Magic Shop, is converted into a modern Battleship for 230 gold. I usually wait to get the Professional Army card before evolving anything, but we're making an exception. A young ranger heading to Africa can promote and picks the, well,
Ranger perk. He's now a ranger specialized in rangery things. Unbelievable, I know...
The field cannon that's fighting barbarians in Yucatan also takes a promotion,
Volley.
I can't stress enough how important it is to have a counter-spy in your capital's commercial hub. We just escaped a financial catastrophy there.
There's another ranger we've had in our services for a long time. He can finally promote to rank 2 due to the declaration of war on us and picks the
Guerilla perk to be able to attack and move afterwards. The custom name we give him is
Reimu and Aunn. Yes, I know Aunn is more a lion than a dog, but I see so many people calling her a "good doggo", we might as well jump on the bandwagon.
This super-turn concludes with a message about Sanae completing the Mahabodhi Temple and a few feeble attacks on us by Remilia:
- Unit 7 is challenged by a vampire who they
dispose of as if he were nothing. 5 damage to us
- Unit 9 gets vampiric company from the west, but must have garlic-tipped bullets.
The enemy is no more, 5 damage to us.
- Ranger unit 12 proves that they too can stand their ground despite being a recon unit.
Another vampire becomes dust. 13 damage on our side.
- Yucatanian field cannon trades attacks with a barbarian swordsman, 15 damage on us, 56 on them.
Turn 246 - 1.675 A.D.What's the most prominent aspect about the era from World War 2 over the duration of the Cold War to name it after?


The extremely useful but also environmentally criticized material of plastic came around in this period.
Roland G?rard Barthes was a French philosopher, linguist and literature critic. His subjects were for example structuralism, post-structualism and semiotics. Excuse me if I can't say more on him, I think you must be an expert and enthusiast in his fields to appreciate them, or even understand them.

At this point, I will already mention that we have builders in position at Futatsuiwa of Sado, Blefuscu and Balnibarbi to put some of these down. By the end of the turn, we'll have enough oil to make whatever we needed it for.

Perhaps plastics help substantially in the fisherman's craft? Or maybe it helps with preventing fish from going bad, which they do ever so quickly.

Above is your overview of the Atomic Era. Nuclear Fission has another radioactive symbol and a bulbous bomb. This era is also that of Rocketry and the space race. Look forward to those! We will however pick none of these, and instead do a literal cleanup with the last of the Industrial Era technologies,
Sanitation. In the end, there was just too much poop in the streets. 5 turns, unboosted.
Kirisame Magic Shop has a temple now and will make a pre-placed
harbor for the next 8 turns.
On to our extremely one-sided military operations in Eastern Europe:

The artillery nr. 1 will not attack this turn and will instead give us an overview of what the promotion tree of bombard units looks like. Yes, we've never seen this one before:

Rule of thumb applies, right side is for destroying cities, left is more about unit hunting. Although I wouldn't say you should use the bombard class as unit hunters. For this specimen, we pick
Crew Weapons. Unit 10 can also promote, becomes a
Commando so that he can disembark even unto cliffs. The custom name of this unit will be a Touhou with a melee weapon, as is tradition. It's
Komachi Onozuka. Unit 6 (A very short Youmu) becomes another rank 4
Elite Guard. Unit 9 pillages a pasture and the stolen cows net us 50 gold pieces.
Most soldiers just advance a little forward, but as we check unit 4's (Nitori Kawashiro) combat odds on the city of Flandre, we get a screenshot for the ages:

Yup, the ingenious Kappa will single-handedly make this city ours, if the numbers are to be trusted. Many factors play into the ridiculous combat bonuses we're getting: General Rani Lakshmibai is nearby, Fionn's Spear is helping us out, we have the right promotions and the Religious Warfare policy card has been put to use.

And thus the town of Flandre falls and is
razed. We do not need an outpost city besides Remilia's capital.
When infantry destroys a unit, they do this a jump with a pirouette followed by a mid-air rifle shot. I love how comical that is! I hope you're not one of those people who expects their civilization games to be the most earnest and believable. Civilization 6 does not fit into that category.
Reimu and Aunn find a goody hut on an unassuming island east of Africa. I think it might be Mauritius, an extremely popular vacation spot. My sister and brother-in-law went there a short while ago. Our ranger will be able to go there and grab it on the next turn.
We are done with the troop commandeering, but won't end the turn before one more district pre-placement: Balnibarbi is still making a builder, but puts an industrial zone between two copper mines in the northwest. It'll have an impressive +2 adjacency there.
An artillery we currently have in the Atlantic can promote. Just like its brother far east, it takes
Crew Weapons. The Yucatanian field cannon
destroys a barbarian swordsman. Can this please, please have been the last one that camp makes? I'd like to be done on that front before the century ends.
Will any of the moves Remilia makes be anything but desperate? I wouldn't make the bet in her favour:
- Unit 6 is chased down by a swift vampire from the west.
Swift, but far too weak to survive the attack he chose to do. 4 damage to A very short Youmu.
- I can see another vampire succumbing to Sanae's forces, who in turn also deal a small amount of damage to the city of Koumakan.
Turn 247 - 1.680 A.D.We have two rice bowls in our empire now, which means we get a eureka. This one is essentially the Kobito figuring out that there is something such as germs and that water can be infested, rather than their earlier theories of miasma causing sickness:

The time to develop the technology has been reduced to a single turn with this.
The phase of the war is such a exciting one, we're beginning with troop orders:

Unit 4 both advances and picks its rank 1 promotion. We're actually giving this cavalry the
Caparison perk. Remilia doesn't seem to be using anti-cavalry, but we should have some variety. Unit 3 decides that the poor crossbowman northwest of it needs to go:
He's wiped off the map, giving only 3 points of damage back to us. All other units simply advance further. We could bash the two cavalry units we have at Koumakan into the city to great effect, but I think the time is not right yet. Unless we're confident we can take it in a single turn, we should hold our horses, otherwise Sanae might capture it on her own turn.
See that builder in white and black colours near ranger unit 13 (Mystia and Kyouko)? That belongs to Yerevan. Remilia happens to be the suzerain of Yerevan, making them our enemy as well. We profit from this fact by having Choju Gigaku kidnap and enslave that builder. He has 3 charges. The same ranger also picks a rank 3 promotion,
Spyglass.Laputa was the city whose rice bowl boosted Sanitation. Next up, we want it to make an
amphitheatre. 3 turns. This may also have to do with getting eurekas and inspirations, but you'll see.
In case you forgot, Alice is also in this war. If she thinks about relaxing and only being our enemy on paper, here's her wake-up call:

We still had ships around Spain. The only reason not to continue bombarding Alice's cities like we did in the previous war against her would have been laziness. And we're not getting lazy in this Let's Play, absolutely not! Marisa's Broom deals 27 points of wall damage, 1 to the city itself. That's only the start of it, though. Down at Kirisame Magic Shop, we spend another 230 gold to transform the Palanquin Ship from a frigate to a shiny battleship.
That barbarian camp at Yucatan has to be cheating. They've made ANOTHER swordsman. The field cannon shoots it for 58 points of damage.
Reimu and Aunn introduce themselves to the goody hut villagers. 20 faith is awarded. Not great, but not bad.
I'm worried at how bad Remilia will do on the AI's turn. Not because I'm expecting much from her, but from Sanae. I'm praying she doesn't conquer Koumakan. In the end, the city falls to under half health and doesn't regenerate anything due to the status of being under siege. Do we fall victim to anything at all? Yes:
- Chalk-White Russian Dolls uses its city-strike on Marisa's Broom. It's of extremely little use against the steel fortress. 6 damage.
- The newly recruited swordsmen of Yucatan
suicide themselves on the field cannon. The camp simply has to be empty in the next turn. Those should be the game's rules!
Turn 248 - 1.685 A.D.I was really hoping we would get this quote on this technology:
Graham Arthur Chapman was a comedian and member of Monty Python. His quote is from another one of their satirical movies, Life of Brian, more specifically the "What have the Romans..." sketch. Like the "Constitutional peasants", they've uploaded this iconic clip
on Youtube. Click to watch. It proves that it's not a good idea to keep a professional objectivity or start a debate when trying to rally angry masses...

We haven't had a new city center building for ages: You don't need any districts to make a sewage system. However, it's not all that great. I barely ever build sewers, as neighborhoods generally create more housing and have a lower maintenance. If you absolutely can't spare any more tiles in a city, a sewer may be worth building. Otherwise not.

Medics are another helpful support unit. I sometimes make them, even though I don't feel they're as essential as observation balloons. Interestingly, the now obsoleted battering rams and siege towers can be evolved into them for cash. We might do that at some point.

Irrelevant for us. Only the Indian civilization can make stepwells.
The next research we decide to grab for ourselves is
Combined Arms. We want to find out what the nuclear symbol is that comes with it. It's currently unboosted (we'd need to make an airstrip through a military engineer) and takes 7 turns.
We can congratulate ourselves on another Great Scientist. However, a look at this one made me frown a little...

The one
James Young that had anything to do with oil was a Scottish chemist. He created a method to win paraffin from coal and oil shales. He then opened the Young's Paraffin Light and Mineral Oil Company Ltd.
As much credit as Mr. Young deserves, his abilities are not actually very valuable for us. We have already revealed oil, so that part is moot. We have also researched all industrial era technologies and some of the modern ones. There's a high chance the game would roll eurekas we already have and cannot get, so he might be totally worthless. I'm not taking that risk. We
pass on this Great Person.
This option will make it so that someone else has to recruit Mr. Young for a lower price. We lose some Great Scientist points (84), but not so many that getting the following one before anyone else wouldn't be a certainty. Yes, passing was actually very strategic here. The next Great Scientist is bound to be much better.
Huh. We also have a completely different Great Person in the same turn. Go figure:

If you think of a pirate queen, you'll probably be thinking Hollywood camp and "there wouldn't be one in real life." Wrong.
Cheng I Sao was arguably the most successful practitioner of the trade of piracy that ever lived. She commanded thousands of men and established a sort of pirate culture among her following with strict laws. She defeated fleets made out of the Chinese and European powers and became so notorious that she was able to extort full amnesty for her crimes from the Chinese government. You know, if it weren't so long ago, so long that you could apply romance to it all, they'd probably brand a similar person nowadays a terrorist...
Cheng I Sao will not be passed upon: Her bonuses do apply to the ships we have. Recruiting her completes a quest for Hattusa, giving us the 9th envoy there.
We spend 380 of our 418.7 faith for a
pagoda at
Kirisame Magic Shop. You know the drill: Spend faith to make more faith in the future.
Benevolent French Dolls has a lighthouse now and enough population for a new district. It ends up being a
commercial hub with +2 adjacency and 11 turns to make. Argh, I somewhat feel like I should have made an aerodrome there instead. But nothing we can do now.
Oh, Remilia. I hope your fate-manipulating powers work. Yours looks somewhat sealed:

It was very important to let Sanae do most of the work of softening up the city. Now it should be easy to capture. Cavalry unit 12 (Kaguya Houraisan) is the first to attack Koumakan: 74 damage dealt to the city. Just after that, Sanae admonishes us for recruiting too many Great People. Random, isn't it? That's why I couldn't see how much damage our cavalry took, but it must have been a pretty tiny amount. Cavalry nr. 11 follows up:
Koumakan is ours! The cavalry called Byakuren Hijiri takes 6 damage. Since it's the capital, we must keep the city and its two districts that were plundered into charred remains by Sanae. They are a campus and a holy site. Remilia to my knowledge only has a single city left in the northeast. Yes, we will put her out of her misery.
Koumakan does what all conquered cities do: It
repairs its monument for the next 2 turns.
Cavalry 6 reveals that the mentioned final city in the northeast is also called Remilia like its owner. It has a strength of 44 and apart from a garrisoned vampire no other units around it. Most units that can move do that and come closer towards this target. Not all though: Unit 7 (A very short Youmu)
burns the vampire west of it better than the sun would. We take only 8 damage for that.
Back at Barcelona, our battleship shoots Alice's coastal city for 27 wall damage and 15 city center damage. This beast of a ship can probably cripple the town by itself, but we do have the rest of our fleet approaching.
After all this time, we feel great satisfaction destroying the barbarian camp at Yucatan and taking their 45 gold pieces. The field cannon will return to Balnibarbi and garrison the town.

Just suspend your disbelief: Despite the happy smile in the artwork, Sanae is very angry at us. And so we lose the very last civilization that was still on speaking terms with us. Despite all diplomatic prowess, we were just too cruel and too successful at being so cruel for anyone to tolerate us. You know, I saw it coming. I saw it coming earlier than it did come, which I'm happy for.
Two more vampires, one of them newly built, arrive near Remilia's final city. She cannot take any actions against us though. The only damage we suffer is a city strike on the battleship at Chalk-White Russian Dolls. 5 damage.
We're already at the epilog of this war against Remilia it seems. Next time, we'll see if the eternally young Scarlet Devil still has something up her sleeve or if this will be her greatest Charisma Break. See you then!