The war at sea looked to have finally reached a tipping point even as the players on all sides were reaching the point of mutual exhaustion. This was the scene when Chevalier returned from his trip and assumed the reigns of the English civ once again. He looked back at the fighting that had raged over the past two weeks of real-world time and tried to assess what had happened in a lengthy analysis post:
Chevalier Mal Fet: |
That last point was in reference to the offer of a three-way draw shared between the surviving teams which Singaboy and I had offered in the game's public forum thread. We had floated this offer despite having an advantageous position in-game due to growing out-of-game tiredness at grinding through the militaries of our opponents. Even if Singaboy could overcome the English and Nubian forces, we knew that the Russia/Germany team was preparing to initiate a new conflict as soon as our previous Declaration of Friendship wore off on Turn 161. The prospect of even more fighting was unappealing to say the least. For the moment Emperor K and TheArchduke weren't willing to agree to the draw and thus the turns continued.
Singboy was finally able to start assaulting the English cities directly on the following turn:
Singaboy: |
This was the first tangible progress that Rome had made against an enemy city since the capture of Nan Madol prior to the outbreak of hostilities. With all of England's coastal cities completely deforested of terrain, and with no canal city possibilities for Chevalier thanks to the map design, it looked like the war at sea might finally be over. Chevalier switched up his strategy as a result, conceding that the battle for the ocean to his west had been lost and converting instead to a delaying action designed to buy time for outside intervention:
Chevalier Mal Fet: |
I included a bunch of Chevalier's images here to demonstrate the wider international scope of the conflict. Even after the massive bloodletting on the contested ocean, there remained enormous standing armies facing off against one another in other parts of the world. Woden had a very large force of field cannon corps holding the line in the middle of the former Kongo/Khmer continent, the main reason why there had been no action of any consequence on land despite the fighting raging at sea. Meanwhile, TheArchduke was moving a fleet of his own in the extreme north to target the city state of Lisbon, one of the key underpinnings of the Rome/China economy. Singaboy and I had been running all our trade routes to Lisbon to for additional income and the capture or razing of that city state would be a major blow. Furthermore, TheArchduke and EmperorK were only half a dozen turns away from entering the fighting themselves when the Declaration of Friendship would wear off. Singaboy was far from eager to begin yet another costly and drawn out conflict with their team.
One other note: Chevalier writes some darned good turn reports! I really wish that he had been present for the big naval showdown so that I could have captured his perspective on the events as they were unfolding. Woden is a fine writer as well but he was exhausted from playing turns for both England and Nubia and didn't have time to put anything together during those critical turns.
Meanwhile, Singaboy had discovered another key tech for Rome and unlocked some shiny new toys to play with:
Singaboy: |
This was another turn of solid progress for Rome. Upgrading old knights into tanks was extremely expensive but had the huge side benefit of increasing the defensive strength of every Roman city. (For those unfamiliar with Civ6's mechanics, the base rating for city defensive stregth is 10 less than the combat strength of your best melee unit. Tank corps had a strength of 90 so that gave every Roman city 80 base strength.) The earlier discovery of Steel technology also granted every Roman city 200 HP walled defenses for free. This made it all but impossible for English ships operating with 55 ranged strength to capture any of these targets. Each shot would only deal 8-12 damage while the cities themselves could shoot back with the force of a battleship. Chevalier still had a ton of ships sailing through the southern depths that he had produced out of his cities on the separate southern sea:
But they had been unable to take part in the decisive clash in the north due to the geography of this map. As Chevalier wrote in his spoiler thread, "These ships would have won the battle for me in the other ocean, and with it perhaps even the war. Seriously, guys, I wanted a canal." Cornflakes had designed a really cool map for this game but the lack of canal possibilities for England ended up having a huge effect on the game. Another problem for Chevalier had been the bugginess of his Sea Dog unique units, which were inexplicably visible to Singaboy for no clear reason during these turns:
Singaboy: |
Just as battleships had been a more technologically advanced unit that swung the war at sea, tanks were looking to play the same role in the war on land. Singaboy sent them rolling forward towards Actium and it didn't appear that there was much standing in their way. Chevalier had done a magnificent job of wringing every drop out of his English civilization but it had always been a laggard when it came to science. There was no way that England could reach the same generation of military technology and that left him with few options:
Chevalier Mal Fet: |
At this point, Chevalier was essentially out of options from a military perspective. He continued to do the best that he could to harass the Roman military advances but his units were decisively outteched and scattered across the map. Singaboy kept pressing forward while keeping an eye on the lurking threat from Russia and Germany:
Singaboy: |
Singaboy and I were both surprised at the speed with which he was able to advance over those last few turns. I made an analogy in our spoiler thread to another strategy game: "For any of you reading along with this thread, do you ever watch professional Starcraft players? There's a phenomenon in that game where if one player gets enough of a military advantage and defeats the other player's army in the field, they can move on top of the other player's production centers and start killing the new enemy units as they appear. This is the point at which most games are surrendered because the losing player simply can't compete any longer. It looks like Rome reached that same threshhold over the last two turns with England and has now passed the decisive tipping point. All of those cities are ours for the taking, and England's collapse was almost shockingly fast. I can't believe that you were able to take Jutland so easily - 164 damage against 5 damage on the tank attack? Heh." This is a big difference between Civ6 and Civ4: once the field army has been destroyed in Civ6, there's no Slavery civic to whip out a new one. If the military has been completely routed there's not much to stop the winner from rolling over everything in sight.
Singaboy continued even further with his blitzkrieg offensive on the following turn:
But at this point everyone's attention was focused on the game's actual German player, TheArchduke, who was beginning an attack against the city state of Lisbon. The Russia/Germany team was still in a weird position where it couldn't directly attack Rome/China for a couple more turns and therefore could only go after their city state ally in the far north. Singaboy was delighted to see that TheArchduke was having some difficulties in his invasion:
Singaboy: |
It became clear by the end of this turn that TheArchduke would be able to capture Lisbon and raze it but that he wouldn't be able to make any further progress beyond that. The Roman fleet had had time to return from its victory in the eastern ocean and could cover both the northern tundra as well as the soft underbelly of Roman cities in the south. Both Rome and China had cities sporting 80-90 defensive ratings and there was no realistic way for Russian cossacks or German ships to make progress against them. Facing an invasion with no prospect for success, TheArchduke and EmperorK finally signed onto the three-way draw proposal that we had offered earlier:
TheArchduke and EmperorK: |
And with that the game officially came to a close with a three-way draw at the end of Turn 159. Now to many observers this was a strange outcome - wasn't the Rome/China team winning the war? Why settle for a draw when you could have won the game outright? Part of this was due to the timing of when we offered the draw; we might not have made the proposal if we had known that England would collapse over the course of the next half a dozen turns. There's a valid argument that Rome/China threw away a winning position because they didn't have the guts to tough things out a little bit longer until their technological lead could deliver the fruits of victory. Singaboy and I should have kept out heads down and plugged away at the turns since we were on the cusp of winning. I think that this is a perfectly fair critique of the game, and the virtual Roman and Chinese military officers in our empires were probably developing their own "stabbed in the back" legends as they were sold out by their feckless political leadership.
But what this analysis leaves out is the fact that these games are played by real people in the real world, and that inevitably affects the outcome. Chevalier certainly didn't want to be away on travel for two weeks of decisive turns and I definitely didn't want to be smack in the middle of closing on a house purchase followed by packing up everything that I owned to move into it. These things happen and part of having a healthy balance in life is recognizing where to set appropriate boundaries. I noted at several points that I could have played this game to a conclusion with no issues if it had taken place ten years earlier when I was still in graduate school instead of working full time. Perhaps that's an excuse but it was also simply a fact of life.
Rather than criticizing Singaboy and myself for lacking sufficient willpower to see things through to their conclusion, I prefer to think of the three-way draw as a testament to the strength of the other teams in the game. Both Russia/Germany and England/Nubia made themselves such sufficiently prickly customers that we ultimately decided it was better to draw with them rather than pursuing a solo victory. England in particular resisted so strongly that it sapped away the morale of first myself and then Singaboy to keep playing more turns. This is the power of a stubborn, tenacious defender and we've seen innumerable historical examples of how an outgunned resistance movement can make things so painful for an attacker that they lose the will to keep fighting. Add in all of our growing frustrations with Civ6's gameplay and I hope it's clear why Singaboy and I were ready to be done with this game. Looking back today, I can easily say that we preferred having a draw with the other teams - which I think they richly deserved! - over slogging through another 15 or 20 turns. We were all exhausted and this was a good time to stop.
Let's finish with some closing thoughts on the game. First from Chevalier:
Chevalier Mal Fet: |
And since I put this report together and hosted it on my website, I'll give the last word to my past self:
Sullla: |
I hope you enjoyed reading this summary of the ending conflict in PBEM7. Now that it's archived on the website it will hopefully entertain readers for years and years to come. Due to gameplay changes that have taken place in the Civ6 expansions, the setup that we encountered here can never be replicated again. The introduction of per-unit resource costs, nerfed chop/harvesting overflow, and better production options from buffed lumbermills and Industrial districts have helped to make Gathering Storm much less of an endless chopfest. This was certainly a memorable game even if it wasn't always particularly well balanced. Thanks as always for stopping by!