View Full Version : SGOTM 01 - Peanut


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civ_steve
Jul 08, 2006, 03:08 AM
Actually I think we're a little late for a massive pop-rush. Staying in Slavery for 10-15 turns and pop-rushing at every opportunity (every other turn or so) would get the units available and ready; then 1 switch to Caste System and we're in glide mode to the end with our units just needing Galleon transport. In fact, a few Galleon Pop rushes in Novgorod and St Petes would allow additional units to be landing right now in Arabia from the South; 3 more units would make those battles a lot faster, and 6 or 9 would save us lots of turns. It might not make sense to pop-rush if a city is able to build the unit in 3 turns, and definitely not if in 2 turns, but most cities don't fall into this category (possibly Memphis can do 2 turn Cats).

I wasn't a fan of Granaries and pop-rushing before this game, but I am definitely a fan now!

ainwood
Jul 08, 2006, 06:52 PM
Ok - it looks fairly chaotic!

I'd like some input on a few elements before I stuff them up. :mischief:

We can get engineering from roosevelt for astronomy; or buy it for 3210. I'm tempted to go with the former, because we're only making 38/turn, and maintenance will sky-rocket with our conquests. Civil service + 680 gold is another option, if we don't want to give-up astronomy.

We have a crapload of catapults in mali-land. We also have a few knights and macemen that could be mobilised. If we're going to win in a few turns, do we need to bother defending these cities? If we revert to slavary, we could rush if we really need to.

In getting the units from there to the front-lines, we can either set-up a galleon chain, or just move the units back. At around 15 units to move back, that's five full galleon loads. Seeing as all the galleons are by arabia, and seeing as we would make the chain to move the units, then move them all back again after the units are moved-off, then the mass-move may be better. If we were building a lot of units there, then sustaining the chain might be beneficial - but all the cities are small, so we won't be pop-rushing anything from there.

There is a bit of a clear-area on that land-mass, most of which will get filled at the next culture expansion, but a few tiles on the peninsula will be left-over. Ignore them?

Persian front - we will take parsagadae in a turn or two - then what? Where should we use the artist in perspolis? Use it in parsagadae? My concern is that perspolis has 1000 culture, but still has its border pushed-back by parsagadae, suggesting it is high in culture. Gandhi has much higher culture than us overall, so I think that the artist might be wasted in parsagade.

I think we should then ignore phonecian, and move the units to the arabian / american front. I think tiles gained / unit, they're better employed over there.

The next question is whether we revert to slavery. We're a good 20-21 turns away from another great person, so I think a earlier change to slavery might be better. The main reason for staying in caste system for a while longer is artists for pushing cultural boundaries.

Regarding the war - I presume we can afford to be a bit reckless? Having 30 or so knights still alive at the end won't benefit us much when we only need 10 alive.

civ_steve
Jul 09, 2006, 02:35 AM
I'll throw my responses in:

Engineering - only concern trading Astronomy would be if Roosevelt can do something with it; I don't think he can do much in the short time left so I think it's OK. I'm fine with the CS + 680 Gold, also; 3000+ Gold is too much.

Don't need much defense in HC's former lands; I think MailMan brought over everything he was able with the Galleons in place.

Regarding Galleons - one more mass move might make more sense; we do need to work the coasts as well, so either a mass move, or a mini move with some Galleons moving units both ways around the coast. Perhaps another Galleon or two can be rushed to bring over units after Pasargadae is taken. I don't have a good feel for the most rapid way to take the remaining cities.

Not sure which land mass you are referring to. I would say most effort should be directed at Arabia/America.

GA in Pasargadae - I have similar concerns; not sure how the GA does against the prevailing culture. 6000 culture is a lot, and it should grab some space.

Phoenician - probably correct to ignore it and use the units in Arabia/America.

Slavery - yes, I think you convert to at the earliest opportunity and pop-rush another few units from our core cities, perhaps a unit or two from our captured ones as well. I believe DaviddesJ has posted similarly.

Recklessness level. We have a lot of catapults, and can build those fairly easily. I think you can be somewhat reckless right now with catapults - after bombarding a cities defenses down, do some collateral damage to cities with several defenders, mainly to keep the damage low on our Knights and Maces. This should help save a few turns of healing and keep more of our Knights and Maces in play. As we're finishing Arabia and entering America, that's probably when the reckless level goes very high and we can risk the Knights and Maces more. And as the last cities are being attacked, there's no point to not use our catapults for collateral attacks after bombarding the cities' defenses down.

Good Luck, ainwood!

DaviddesJ
Jul 09, 2006, 09:07 AM
Since the AI gets cheap upgrades, I don't like the idea of giving Civil Service to Roosevelt which means that he'll quickly upgrade his older units (Axemen and Swordsmen) to Macemen. Astronomy is less of a concern to me. Maybe he'll start building Observatories which is good for us because he's not building other stuff. He may build some Galleons and threaten other continents, but there's not much time and I think we can defend Incaland with a relatively small number of units.

A second possibility is to take all of Saladin's cities except for the eastern one (which will take us a while to get to) and then declare 10 turns of peace with him and try to get Engineering from him. Before re-declaring and wiping out his last city later on.

See my note above about Slavery. Again, the sweet spot (in cities with Forge) is to rush units that are 45-55 hammers from completion (1 pop), or 89-110 hammers (2 pop). I think you switch to Slavery in 2 turns, and aim to rush 3-4 times from each city, in the following 8 turns. We do have Mercantilism so that gives us 1 free artist wherever we need culture, plus 2 free culture/turn, plus the culture slider. I think that's enough until the last few turns (at the very end we will want to go over to Caste System and really crank up culture, I expect).

I can't look carefully at the map right now, but maybe you can walk the stack from Pasargadae over to Phoenician, and then load it there onto ships to carry it to America? That might be as fast as going the other way, and would give you a chance to finish off Cyrus. I don't know if it's worthwhile or not.

You want to set up a chain of galleons from Heliopolis to Amerarabia. And probably send two back to Incaland to pick up troops there. I'm not sure how many that leaves. You may be able to set up a chain from Incaland, and then migrate those galleons over to make the chain to our mainland.

I do think that using the GA in Pasargadae is probably as good as any other alternative, in terms of territory we can gain. But if you aren't sure there's no big hurry, you could just keep it in storage and I'll decide on the next set. Note it does give you the additional advantage of ending resistance immediately, so if you do the culture bomb you don't have to keep units in the city to overcome the resistance.

I wouldn't worry yet about filling in gaps. I'll look at that when it's my turn.

You have to be somewhat careful with "reckless" attacks, imho. There's a long way to go still. You don't want to run out of units with a few cities left and then have to wait a long time for reinforcements. We really should have considerably more catapults than we do, so I hate to use too many more, but I agree it's appropriate to throw in 1 or 2 where the enemy stacks are the largest.

We could also use more medics, I think. You could build a couple of medic explorers.

civ_steve
Jul 09, 2006, 10:17 AM
Medic explorers - interesting! Same cost as a catapult, but might allow us to keep our offensive units moving more often.

I wanted to point out that DaviddesJ's original count of tiles to reach domination (post 459 (http://forums.civfanatics.com/showpost.php?p=4228822&postcount=459)) did not include the extra spaces on the Incan continent, the 3 largest unclaimed islands nor the Persian cities. If we get at least 20 tiles by GA culture bomb in Pasargadae (DaviddesJ estimated about 37), these total about 75 extra tiles which reduces the amount of tiles needed in Arabia-America to about 215.

This allows us to be selective about the order of the cities we capture first in Arabia-America. We should take the interior cities with the most land to acquire by expansion, then mop-up the perimeter cities afterwards allowing the interior cities to gain 2 steps of cultural expansion. These exterior cities do not have to expand, maybe not even come out of disorder!

For this discussion, I would suggest (in addition to Medina which is already captured), taking Baghdad and Kufah (already under siege). Then a land unit group can take Damascus while a Southern Amphib group takes Mecca. I'd recommend peace at this time, leaving Arabia with Najran and Basra.

Next step, DoW on America, land group advances to take Atlanta followed by Washington. The South Amphib group bypasses Minoan and Najran to take San Francisco. A recently formed North Amphib group sails around to take New York (possibly augmented by units from the Persian campaign).

These cities will probably get us to the tile count we need for Domination if allowed to fully expand twice. By this time we should be back in Caste System generating as many Artists specialists as possible.

Our forces can now focus on mopping up the perimeter cities. Our main land forces can take Boston, Philadelphia, Los Angeles and Basra. Our Southern Amphib group backtracks to Najran and Minoan. Our Northern Amphib group takes Seattle and Chicago. About the time these cities are falling, the first sets of cities should be about ready to get us the tiles we need.

If this sounds good, then its a little more specific plan for the next 20-30 turns or so (I think less than 30 total; could be wrong.)

ainwood
Jul 09, 2006, 02:31 PM
OK - I think I'll go for astronomy for engineering now (it will help move units to the galleons). Take note of the other points you both raised - thanks.

I'll probably play in about 12 hours (just got to work for the day. :()

DaviddesJ
Jul 09, 2006, 08:21 PM
Possible downside of Astronomy to Roosevelt is he might trade it to Saladin for Civil Service. Hard to predict though. It also means you need to keep a very close eye on his movements, lest he sail off and make more trouble for us somewhere else. Good luck.

ainwood
Jul 10, 2006, 01:48 AM
OK - starting now... then stopped (key decision).

I traded astronomy to roosevelt, and he is now "pleased" with us. Which means he is happy to declare war on saladin.

Pros:
* It will stop him trading with saladin for CS.
* It might make the war with saladin easier.

Cons.
* It will mean he will start pumping-out more units.

I'm thinking we should go for it - it will cost us 450 to bribe him.

Thoughts?

civ_steve
Jul 10, 2006, 07:32 AM
In general, sounds good to me! Should help reduce the number of troops we'll be facing, will put more pressure on Arabia right now, and will allow us to catch Roosevelt with his units outside of his cities. And I don't think he can produce enough units to offset the ones he will lose - both against Arabia and against us out in the open. I say do it, pending the question below.

One possible issue. Are we locked into an alliance for 10 turns? You might be in a position to want to attack Roosevelt before the 10 turns is up, so this might enforce a delay if we can't attack America for a period of time.

DaviddesJ
Jul 10, 2006, 10:01 AM
If it appeals to you, then I have no objection. I don't have enough experience with this phase of the game to know the consequences, so let's find out. My guess is that it won't make a huge difference either way.

ainwood
Jul 10, 2006, 02:09 PM
AFAIK, we can still attack roosevelt at any time.

I think it will mean he starts building more offensive units - but he will probably clear his cities of them, so when we attack, we might be able to get them in the open terrain.

ainwood
Jul 11, 2006, 05:57 AM
OK
Trade astronomy to roosevelt. He is now "pleased", and will declare on saladin for 450 gold. Ask for guidance.


Starting again.
I trade resources with roosevelt, and then get him to declare.
Start moving some units in HCland to transport across, and move some galleons. I don't attack anything - best odds are 33%!

Decide to upgrade 3 WCs to knights.

IT:
Maceman is attacked.
Our knight beats one of saladins HAs.

Turn 1: 1226 AD;
Attack on baghdad -
Bombard down to 25%. First knight loses to CD2 longbow. Second wins, as does third, and we take the city (148 gold).

Attack on Kufah
Knights are now nicely healed. There are 6 units in the city, so I decide to sacrifice a single catapult (4 collaterol) - which withdraws! :D
First knight beats longbow.
Second beats pike.
3rd beats longbow,
4th beats mace.
5th beat catapult, and the city is ours.

Set up galleons for chaining. Bombard parsagadae a bit more.

IT:
Nothing!

Turn 2:
Chain some knights to arabmerica from the home continent.
Chain some more from HC land.

Revolt to slavery, and look for pop-ortunities (between 25 & 46, or between 79 & 90).

Persepolis* - 38. Still has unhappiness. Pop a knight, and it fixes it.
Thebes - 0*.
Memphis - knight in 1.
St. P - knight in 1.
Moscow - knight in 2
Heliopolis - 78.
Elephantine - pop a longbow.
Novgorod - knight in 2.
Pi-Ramesses - pop a cat.

Assault on parsagade - bombard it to zero, and decide to sacrifice a cat (there are 12 defenders). Cat withdraws!
First 4 knights win - then lose one to a 96% chance of winning...
Win with two more maces, and halt the attack.

Move towards damascus - one longbow & two combat 1 pikes.

IBT - lose baghdad to a couple of catapults! :eek:

Turn 3:
Lose a cat against parsagadae.
Lose a maceman (another 95% loss :rolleyes: )
Knights win, and I start attacking his horribly-wounded units with our horribly wounded units - and ours prevail. We take the city and get 183 gold for our troubles (plus a couple of workers). The indian cultural borders don't expand, so I move the artist there.

A galleon gets to phonecian - it has a couple of archers & an axe defending it.

Kill a roving pike in arabia.

Pop-rushes:
Heliopolis (90)
MM cuzco so it will be popable next-turn.


IT - Nothing.

Turn 4:
Stop by khurasan on the way - and win.
Use a catapult on damascus. Mace wins, and then we get lucky - a knight beats a pike (42%)
Next knight takes damascus (beats a chariot) and we start to move towards mecca.

Pop rushes:
incenstopia, cuzco, tiwanaka, memphis, st petersburg.


IT:
Cyrus spotted near gordium
Damned cultural boundaries were lagging - india had expanded,


Turn 5:
Knight takes-out axe near gordium - 2 archers left.
We re-take baghdad (no losses - even thogh there was a longbow there).

IT:

Turn 6:
Prepare to attack mecca. Have a double-chain working quite nicely from the homeland.

IT:

Turn 7:
Attack on mecca costs us one catapult.
Saladin is now down to one city, which is good, because WW is starting to bite.
I get some knights next to it - it has two HAs in it.

Turn 8:
Take saladin's last city - and call it quits.

We have a *lot* of units in arabia - and roosevelt has a lot of units in the open. We could attack him now - he hs a stack of 17 units right next to a lot of our cats & knights near mecca.

On the persian front, we can probably take phonecian next turn (or in two turns at worst).

Note *all* I did this turn was move a couple of units closer to persia, and take saldin's last city,

http://gotm.civfanatics.net/saves/civ4sgotm1/Peanut_SG001_AD1268_01.Civ4SavedGame

ainwood
Jul 11, 2006, 06:00 AM
Here is your Session Turn Log from 1220 AD to 1268 AD:

Turn 260, 1220 AD: Peanut's Knight (12.00) vs Saladin's Longbowman (10.20)
Turn 260, 1220 AD: Combat Odds: 71.7%
Turn 260, 1220 AD: (Extra Combat: -20%)
Turn 260, 1220 AD: (Fortify: +25%)
Turn 260, 1220 AD: (City Defense: +45%)
Turn 260, 1220 AD: Saladin's Longbowman is hit for 21 (79/100HP)
Turn 260, 1220 AD: Peanut's Knight is hit for 18 (82/100HP)
Turn 260, 1220 AD: Peanut's Knight is hit for 18 (64/100HP)
Turn 260, 1220 AD: Peanut's Knight is hit for 18 (46/100HP)
Turn 260, 1220 AD: Saladin's Longbowman is hit for 21 (58/100HP)
Turn 260, 1220 AD: Saladin's Longbowman is hit for 21 (37/100HP)
Turn 260, 1220 AD: Peanut's Knight is hit for 18 (28/100HP)
Turn 260, 1220 AD: Saladin's Longbowman is hit for 21 (16/100HP)
Turn 260, 1220 AD: Peanut's Knight is hit for 18 (10/100HP)
Turn 260, 1220 AD: Saladin's Longbowman is hit for 21 (0/100HP)
Turn 260, 1220 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 260, 1220 AD: Peanut's Maceman (8.00) vs Saladin's Spearman (2.50)
Turn 260, 1220 AD: Combat Odds: 100.0%
Turn 260, 1220 AD: (Extra Combat: +10%)
Turn 260, 1220 AD: (Fortify: +25%)
Turn 260, 1220 AD: (City Attack: -45%)
Turn 260, 1220 AD: (Combat: -50%)
Turn 260, 1220 AD: Saladin's Spearman is hit for 34 (66/100HP)
Turn 260, 1220 AD: Peanut's Maceman is hit for 11 (89/100HP)
Turn 260, 1220 AD: Peanut's Maceman is hit for 11 (78/100HP)
Turn 260, 1220 AD: Saladin's Spearman is hit for 34 (32/100HP)
Turn 260, 1220 AD: Saladin's Spearman is hit for 34 (0/100HP)
Turn 260, 1220 AD: Peanut's Maceman has defeated Saladin's Spearman!
Turn 260, 1220 AD: You have captured Medina!!!
Turn 260, 1220 AD: Peanut's Knight (11.00) vs Saladin's Longbowman (7.50)
Turn 260, 1220 AD: Combat Odds: 89.3%
Turn 260, 1220 AD: (Extra Combat: -10%)
Turn 260, 1220 AD: (Fortify: +25%)
Turn 260, 1220 AD: Saladin's Longbowman is hit for 24 (76/100HP)
Turn 260, 1220 AD: Peanut's Knight is hit for 16 (84/100HP)
Turn 260, 1220 AD: Saladin's Longbowman is hit for 24 (52/100HP)
Turn 260, 1220 AD: Saladin's Longbowman is hit for 24 (28/100HP)
Turn 260, 1220 AD: Peanut's Knight is hit for 16 (68/100HP)
Turn 260, 1220 AD: Saladin's Longbowman is hit for 24 (4/100HP)
Turn 260, 1220 AD: Peanut's Knight is hit for 16 (52/100HP)
Turn 260, 1220 AD: Peanut's Knight is hit for 16 (36/100HP)
Turn 260, 1220 AD: Saladin's Longbowman is hit for 24 (0/100HP)
Turn 260, 1220 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 260, 1220 AD: You have discovered Engineering!
Turn 260, 1220 AD: Roosevelt has declared war on Saladin!
Turn 260, 1220 AD: The borders of Vilcas have expanded!
Turn 260, 1220 AD: Gandhi's Golden Age has begun!!!
Turn 260, 1220 AD: Gandhi has completed The Taj Mahal!
Turn 260, 1220 AD: Cyrus's Catapult (4.86) vs Peanut's Maceman (8.00)
Turn 260, 1220 AD: Combat Odds: 4.0%
Turn 260, 1220 AD: (Extra Combat: -20%)
Turn 260, 1220 AD: Peanut's Maceman is hit for 16 (84/100HP)
Turn 260, 1220 AD: Cyrus's Catapult is hit for 24 (57/100HP)
Turn 260, 1220 AD: Peanut's Maceman is hit for 16 (68/100HP)
Turn 260, 1220 AD: Peanut's Maceman is hit for 16 (52/100HP)
Turn 260, 1220 AD: Peanut's Maceman is hit for 16 (36/100HP)
Turn 260, 1220 AD: Cyrus's Catapult is hit for 24 (33/100HP)
Turn 260, 1220 AD: Peanut's Maceman is hit for 16 (20/100HP)
Turn 260, 1220 AD: Cyrus's Catapult is hit for 24 (9/100HP)
Turn 260, 1220 AD: Saladin's Horse Archer (6.60) vs Peanut's Knight (12.00)
Turn 260, 1220 AD: Combat Odds: 1.3%
Turn 260, 1220 AD: (Extra Combat: -10%)
Turn 260, 1220 AD: (Extra Combat: +20%)
Turn 260, 1220 AD: Peanut's Knight is hit for 14 (86/100HP)
Turn 260, 1220 AD: Saladin's Horse Archer is hit for 26 (74/100HP)
Turn 260, 1220 AD: Saladin's Horse Archer is hit for 26 (48/100HP)
Turn 260, 1220 AD: Saladin's Horse Archer is hit for 26 (22/100HP)
Turn 260, 1220 AD: Saladin's Horse Archer is hit for 26 (0/100HP)
Turn 260, 1220 AD: Peanut's Knight has defeated Saladin's Horse Archer!

Turn 261, 1226 AD: Peanut's Knight (12.00) vs Saladin's Longbowman (13.20)
Turn 261, 1226 AD: Combat Odds: 31.9%
Turn 261, 1226 AD: (Extra Combat: -20%)
Turn 261, 1226 AD: (Plot Defense: +25%)
Turn 261, 1226 AD: (Fortify: +25%)
Turn 261, 1226 AD: (City Defense: +70%)
Turn 261, 1226 AD: Peanut's Knight is hit for 20 (80/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 19 (81/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 19 (62/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 20 (60/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 20 (40/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 20 (20/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 20 (0/100HP)
Turn 261, 1226 AD: Saladin's Longbowman has defeated Peanut's Knight!
Turn 261, 1226 AD: Peanut's Knight (12.00) vs Saladin's Longbowman (10.50)
Turn 261, 1226 AD: Combat Odds: 70.1%
Turn 261, 1226 AD: (Extra Combat: -20%)
Turn 261, 1226 AD: (Plot Defense: +25%)
Turn 261, 1226 AD: (Fortify: +25%)
Turn 261, 1226 AD: (City Defense: +25%)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 21 (79/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 18 (82/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 18 (64/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 21 (58/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 21 (37/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 21 (16/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 21 (0/100HP)
Turn 261, 1226 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 261, 1226 AD: Peanut's Knight (12.00) vs Saladin's Longbowman (8.18)
Turn 261, 1226 AD: Combat Odds: 94.6%
Turn 261, 1226 AD: (Extra Combat: -20%)
Turn 261, 1226 AD: (Plot Defense: +25%)
Turn 261, 1226 AD: (Fortify: +25%)
Turn 261, 1226 AD: (City Defense: +70%)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 21 (41/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 21 (20/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 21 (0/100HP)
Turn 261, 1226 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 261, 1226 AD: You have captured Baghdad!!!
Turn 261, 1226 AD: Peanut's Catapult (5.00) vs Saladin's Longbowman (11.70)
Turn 261, 1226 AD: Combat Odds: 0.2%
Turn 261, 1226 AD: (Fortify: +25%)
Turn 261, 1226 AD: (City Defense: +70%)
Turn 261, 1226 AD: Peanut's Catapult is hit for 30 (70/100HP)
Turn 261, 1226 AD: Peanut's Catapult is hit for 30 (40/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 13 (87/100HP)
Turn 261, 1226 AD: Peanut's Catapult is hit for 30 (10/100HP)
Turn 261, 1226 AD: Peanut's Knight (12.00) vs Saladin's Longbowman (10.17)
Turn 261, 1226 AD: Combat Odds: 71.9%
Turn 261, 1226 AD: (Extra Combat: -20%)
Turn 261, 1226 AD: (Fortify: +25%)
Turn 261, 1226 AD: (City Defense: +70%)
Turn 261, 1226 AD: Peanut's Knight is hit for 19 (81/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 19 (62/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 20 (67/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 20 (47/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 19 (43/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 19 (24/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 20 (27/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 19 (5/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 20 (7/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 20 (0/100HP)
Turn 261, 1226 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 261, 1226 AD: Peanut's Knight (12.00) vs Saladin's Pikeman (9.45)
Turn 261, 1226 AD: Combat Odds: 75.7%
Turn 261, 1226 AD: (Extra Combat: -20%)
Turn 261, 1226 AD: (Combat: -25%)
Turn 261, 1226 AD: (Combat: +100%)
Turn 261, 1226 AD: Saladin's Pikeman is hit for 21 (69/100HP)
Turn 261, 1226 AD: Saladin's Pikeman is hit for 21 (48/100HP)
Turn 261, 1226 AD: Saladin's Pikeman is hit for 21 (27/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 18 (82/100HP)
Turn 261, 1226 AD: Saladin's Pikeman is hit for 21 (6/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 18 (64/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 18 (46/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 18 (28/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 18 (10/100HP)
Turn 261, 1226 AD: Saladin's Pikeman is hit for 21 (0/100HP)
Turn 261, 1226 AD: Peanut's Knight has defeated Saladin's Pikeman!
Turn 261, 1226 AD: Peanut's Knight (10.40) vs Saladin's Longbowman (8.10)
Turn 261, 1226 AD: Combat Odds: 76.2%
Turn 261, 1226 AD: (Extra Combat: -30%)
Turn 261, 1226 AD: (Fortify: +25%)
Turn 261, 1226 AD: (City Defense: +25%)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 23 (67/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 23 (44/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 23 (21/100HP)
Turn 261, 1226 AD: Saladin's Longbowman is hit for 23 (0/100HP)
Turn 261, 1226 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 261, 1226 AD: Peanut's Knight (13.00) vs Saladin's Maceman (9.93)
Turn 261, 1226 AD: Combat Odds: 77.1%
Turn 261, 1226 AD: (Extra Combat: -30%)
Turn 261, 1226 AD: (Extra Combat: +10%)
Turn 261, 1226 AD: (Fortify: +25%)
Turn 261, 1226 AD: Saladin's Maceman is hit for 22 (70/100HP)
Turn 261, 1226 AD: Saladin's Maceman is hit for 22 (48/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 17 (83/100HP)
Turn 261, 1226 AD: Saladin's Maceman is hit for 22 (26/100HP)
Turn 261, 1226 AD: Peanut's Knight is hit for 17 (66/100HP)
Turn 261, 1226 AD: Saladin's Maceman is hit for 22 (4/100HP)
Turn 261, 1226 AD: Saladin's Maceman is hit for 22 (0/100HP)
Turn 261, 1226 AD: Peanut's Knight has defeated Saladin's Maceman!
Turn 261, 1226 AD: Peanut's Knight (11.57) vs Saladin's Catapult (4.50)
Turn 261, 1226 AD: Combat Odds: 99.9%
Turn 261, 1226 AD: (Extra Combat: -30%)
Turn 261, 1226 AD: Peanut's Knight is hit for 12 (77/100HP)
Turn 261, 1226 AD: Saladin's Catapult is hit for 31 (59/100HP)
Turn 261, 1226 AD: Saladin's Catapult is hit for 31 (28/100HP)
Turn 261, 1226 AD: Saladin's Catapult is hit for 31 (0/100HP)
Turn 261, 1226 AD: Peanut's Knight has defeated Saladin's Catapult!
Turn 261, 1226 AD: You have captured Kufah!!!
Turn 261, 1226 AD: Byblos has been founded.

Turn 262, 1232 AD: Peanut adopts Slavery!
Turn 262, 1232 AD: Peanut's Catapult (4.50) vs Cyrus's Swordsman (9.60)
Turn 262, 1232 AD: Combat Odds: 0.7%
Turn 262, 1232 AD: (Extra Combat: +10%)
Turn 262, 1232 AD: (Plot Defense: +25%)
Turn 262, 1232 AD: (Fortify: +25%)
Turn 262, 1232 AD: Peanut's Catapult is hit for 28 (62/100HP)
Turn 262, 1232 AD: Cyrus's Swordsman is hit for 14 (86/100HP)
Turn 262, 1232 AD: Peanut's Catapult is hit for 28 (34/100HP)
Turn 262, 1232 AD: Peanut's Catapult is hit for 28 (6/100HP)
Turn 262, 1232 AD: Peanut's Knight (12.00) vs Cyrus's Spearman (10.40)
Turn 262, 1232 AD: Combat Odds: 70.6%
Turn 262, 1232 AD: (Extra Combat: -20%)
Turn 262, 1232 AD: (Extra Combat: +10%)
Turn 262, 1232 AD: (Plot Defense: +25%)
Turn 262, 1232 AD: (Fortify: +25%)
Turn 262, 1232 AD: (Combat: +100%)
Turn 262, 1232 AD: Cyrus's Spearman is hit for 21 (79/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 18 (82/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 18 (64/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 18 (46/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 18 (28/100HP)
Turn 262, 1232 AD: Cyrus's Spearman is hit for 21 (58/100HP)
Turn 262, 1232 AD: Cyrus's Spearman is hit for 21 (37/100HP)
Turn 262, 1232 AD: Cyrus's Spearman is hit for 21 (16/100HP)
Turn 262, 1232 AD: Cyrus's Spearman is hit for 21 (0/100HP)
Turn 262, 1232 AD: Peanut's Knight has defeated Cyrus's Spearman!
Turn 262, 1232 AD: Peanut's Knight (11.00) vs Cyrus's Swordsman (8.10)
Turn 262, 1232 AD: Combat Odds: 78.9%
Turn 262, 1232 AD: (Extra Combat: -10%)
Turn 262, 1232 AD: (Extra Combat: +10%)
Turn 262, 1232 AD: (Plot Defense: +25%)
Turn 262, 1232 AD: (Fortify: +25%)
Turn 262, 1232 AD: (Combat: -25%)
Turn 262, 1232 AD: Cyrus's Swordsman is hit for 23 (77/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 17 (83/100HP)
Turn 262, 1232 AD: Cyrus's Swordsman is hit for 23 (54/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 17 (66/100HP)
Turn 262, 1232 AD: Cyrus's Swordsman is hit for 23 (31/100HP)
Turn 262, 1232 AD: Cyrus's Swordsman is hit for 23 (8/100HP)
Turn 262, 1232 AD: Cyrus's Swordsman is hit for 23 (0/100HP)
Turn 262, 1232 AD: Peanut's Knight has defeated Cyrus's Swordsman!
Turn 262, 1232 AD: Peanut's Knight (12.00) vs Cyrus's Swordsman (8.25)
Turn 262, 1232 AD: Combat Odds: 89.1%
Turn 262, 1232 AD: (Extra Combat: -20%)
Turn 262, 1232 AD: (Extra Combat: +10%)
Turn 262, 1232 AD: (Plot Defense: +25%)
Turn 262, 1232 AD: (Fortify: +25%)
Turn 262, 1232 AD: Peanut's Knight is hit for 17 (83/100HP)
Turn 262, 1232 AD: Cyrus's Swordsman is hit for 23 (63/100HP)
Turn 262, 1232 AD: Cyrus's Swordsman is hit for 23 (40/100HP)
Turn 262, 1232 AD: Cyrus's Swordsman is hit for 23 (17/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 17 (66/100HP)
Turn 262, 1232 AD: Cyrus's Swordsman is hit for 23 (0/100HP)
Turn 262, 1232 AD: Peanut's Knight has defeated Cyrus's Swordsman!
Turn 262, 1232 AD: Peanut's Knight (13.00) vs Cyrus's Archer (7.35)
Turn 262, 1232 AD: Combat Odds: 96.8%
Turn 262, 1232 AD: (Extra Combat: -30%)
Turn 262, 1232 AD: (Plot Defense: +25%)
Turn 262, 1232 AD: (Fortify: +25%)
Turn 262, 1232 AD: (City Defense: +70%)
Turn 262, 1232 AD: (Hills: +25%)
Turn 262, 1232 AD: Cyrus's Archer is hit for 26 (74/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 26 (48/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 26 (22/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 15 (85/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 26 (0/100HP)
Turn 262, 1232 AD: Peanut's Knight has defeated Cyrus's Archer!
Turn 262, 1232 AD: Peanut's Knight (12.00) vs Cyrus's Archer (7.05)
Turn 262, 1232 AD: Combat Odds: 96.4%
Turn 262, 1232 AD: (Extra Combat: -20%)
Turn 262, 1232 AD: (Extra Combat: +10%)
Turn 262, 1232 AD: (Plot Defense: +25%)
Turn 262, 1232 AD: (Fortify: +25%)
Turn 262, 1232 AD: (City Defense: +50%)
Turn 262, 1232 AD: (Hills: +25%)
Turn 262, 1232 AD: Peanut's Knight is hit for 15 (85/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 15 (70/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 15 (55/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 25 (75/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 15 (40/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 15 (25/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 25 (50/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 15 (10/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 15 (0/100HP)
Turn 262, 1232 AD: Cyrus's Archer has defeated Peanut's Knight!
Turn 262, 1232 AD: Peanut's Maceman (8.00) vs Cyrus's Archer (5.28)
Turn 262, 1232 AD: Combat Odds: 92.9%
Turn 262, 1232 AD: (Plot Defense: +25%)
Turn 262, 1232 AD: (Fortify: +25%)
Turn 262, 1232 AD: (City Defense: +70%)
Turn 262, 1232 AD: (Hills: +25%)
Turn 262, 1232 AD: (City Attack: -45%)
Turn 262, 1232 AD: Peanut's Maceman is hit for 16 (84/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 23 (65/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 23 (42/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 23 (19/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 23 (0/100HP)
Turn 262, 1232 AD: Peanut's Maceman has defeated Cyrus's Archer!
Turn 262, 1232 AD: Peanut's Maceman (8.00) vs Cyrus's Archer (5.28)
Turn 262, 1232 AD: Combat Odds: 92.9%
Turn 262, 1232 AD: (Plot Defense: +25%)
Turn 262, 1232 AD: (Fortify: +25%)
Turn 262, 1232 AD: (City Defense: +70%)
Turn 262, 1232 AD: (Hills: +25%)
Turn 262, 1232 AD: (City Attack: -45%)
Turn 262, 1232 AD: Cyrus's Archer is hit for 23 (65/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 23 (42/100HP)
Turn 262, 1232 AD: Peanut's Maceman is hit for 16 (84/100HP)
Turn 262, 1232 AD: Peanut's Maceman is hit for 16 (68/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 23 (19/100HP)
Turn 262, 1232 AD: Peanut's Maceman is hit for 16 (52/100HP)
Turn 262, 1232 AD: Cyrus's Archer is hit for 23 (0/100HP)
Turn 262, 1232 AD: Peanut's Maceman has defeated Cyrus's Archer!
Turn 262, 1232 AD: Basra has been captured by the American Empire!!!
Turn 262, 1232 AD: Roosevelt converts to Judaism!
Turn 262, 1232 AD: Saladin's Catapult (5.00) vs Peanut's Knight (13.00)
Turn 262, 1232 AD: Combat Odds: 0.1%
Turn 262, 1232 AD: (Extra Combat: +30%)
Turn 262, 1232 AD: Peanut's Knight is hit for 12 (88/100HP)
Turn 262, 1232 AD: Saladin's Catapult is hit for 31 (69/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 12 (76/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 12 (64/100HP)
Turn 262, 1232 AD: Saladin's Catapult is hit for 31 (38/100HP)
Turn 262, 1232 AD: Saladin's Catapult is hit for 31 (7/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 12 (52/100HP)
Turn 262, 1232 AD: Saladin's Catapult is hit for 31 (0/100HP)
Turn 262, 1232 AD: Peanut's Knight has defeated Saladin's Catapult!
Turn 262, 1232 AD: Saladin's Catapult (5.00) vs Peanut's Knight (6.76)
Turn 262, 1232 AD: Combat Odds: 34.0%
Turn 262, 1232 AD: (Extra Combat: +30%)
Turn 262, 1232 AD: Saladin's Catapult is hit for 27 (73/100HP)
Turn 262, 1232 AD: Saladin's Catapult is hit for 27 (46/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 14 (38/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 14 (24/100HP)
Turn 262, 1232 AD: Saladin's Catapult is hit for 27 (19/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 14 (10/100HP)
Turn 262, 1232 AD: Peanut's Knight is hit for 14 (0/100HP)
Turn 262, 1232 AD: Saladin's Catapult has defeated Peanut's Knight!
Turn 262, 1232 AD: Baghdad has been captured by the Arabian Empire!!!

Turn 263, 1238 AD: Peanut's Catapult (4.50) vs Cyrus's Archer (7.35)
Turn 263, 1238 AD: Combat Odds: 2.6%
Turn 263, 1238 AD: (Plot Defense: +25%)
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (City Defense: +70%)
Turn 263, 1238 AD: (Hills: +25%)
Turn 263, 1238 AD: Peanut's Catapult is hit for 24 (66/100HP)
Turn 263, 1238 AD: Peanut's Catapult is hit for 24 (42/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 16 (84/100HP)
Turn 263, 1238 AD: Peanut's Catapult is hit for 24 (18/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 16 (68/100HP)
Turn 263, 1238 AD: Peanut's Catapult is hit for 24 (0/100HP)
Turn 263, 1238 AD: Cyrus's Archer has defeated Peanut's Catapult!
Turn 263, 1238 AD: Peanut's Maceman (7.36) vs Cyrus's Archer (4.43)
Turn 263, 1238 AD: Combat Odds: 94.8%
Turn 263, 1238 AD: (Plot Defense: +25%)
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (City Defense: +70%)
Turn 263, 1238 AD: (Hills: +25%)
Turn 263, 1238 AD: (City Attack: -75%)
Turn 263, 1238 AD: Peanut's Maceman is hit for 15 (77/100HP)
Turn 263, 1238 AD: Peanut's Maceman is hit for 15 (62/100HP)
Turn 263, 1238 AD: Peanut's Maceman is hit for 15 (47/100HP)
Turn 263, 1238 AD: Peanut's Maceman is hit for 15 (32/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 25 (62/100HP)
Turn 263, 1238 AD: Peanut's Maceman is hit for 15 (17/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 25 (37/100HP)
Turn 263, 1238 AD: Peanut's Maceman is hit for 15 (2/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 25 (12/100HP)
Turn 263, 1238 AD: Peanut's Maceman is hit for 15 (0/100HP)
Turn 263, 1238 AD: Cyrus's Archer has defeated Peanut's Maceman!
Turn 263, 1238 AD: Peanut's Knight (11.05) vs Cyrus's Archer (6.13)
Turn 263, 1238 AD: Combat Odds: 97.1%
Turn 263, 1238 AD: (Extra Combat: -30%)
Turn 263, 1238 AD: (Extra Combat: +10%)
Turn 263, 1238 AD: (Plot Defense: +25%)
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (City Defense: +50%)
Turn 263, 1238 AD: (Hills: +25%)
Turn 263, 1238 AD: Peanut's Knight is hit for 14 (71/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 26 (61/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 26 (35/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 26 (9/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 26 (0/100HP)
Turn 263, 1238 AD: Peanut's Knight has defeated Cyrus's Archer!
Turn 263, 1238 AD: Peanut's Knight (10.79) vs Cyrus's Archer (5.07)
Turn 263, 1238 AD: Combat Odds: 98.4%
Turn 263, 1238 AD: (Extra Combat: -30%)
Turn 263, 1238 AD: (Extra Combat: +10%)
Turn 263, 1238 AD: (Plot Defense: +25%)
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (City Defense: +50%)
Turn 263, 1238 AD: (Hills: +25%)
Turn 263, 1238 AD: Cyrus's Archer is hit for 27 (45/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 27 (18/100HP)
Turn 263, 1238 AD: Peanut's Knight is hit for 14 (69/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 27 (0/100HP)
Turn 263, 1238 AD: Peanut's Knight has defeated Cyrus's Archer!
Turn 263, 1238 AD: Peanut's Knight (9.96) vs Cyrus's Archer (4.99)
Turn 263, 1238 AD: Combat Odds: 98.0%
Turn 263, 1238 AD: (Extra Combat: -20%)
Turn 263, 1238 AD: (Plot Defense: +25%)
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (City Defense: +70%)
Turn 263, 1238 AD: (Hills: +25%)
Turn 263, 1238 AD: Cyrus's Archer is hit for 26 (42/100HP)
Turn 263, 1238 AD: Peanut's Knight is hit for 15 (68/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 26 (16/100HP)
Turn 263, 1238 AD: Peanut's Knight is hit for 15 (53/100HP)
Turn 263, 1238 AD: Peanut's Knight is hit for 15 (38/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 26 (0/100HP)
Turn 263, 1238 AD: Peanut's Knight has defeated Cyrus's Archer!
Turn 263, 1238 AD: Peanut's Maceman (6.48) vs Cyrus's Catapult (2.92)
Turn 263, 1238 AD: Combat Odds: 99.5%
Turn 263, 1238 AD: (City Attack: -45%)
Turn 263, 1238 AD: Peanut's Maceman is hit for 13 (68/100HP)
Turn 263, 1238 AD: Cyrus's Catapult is hit for 29 (56/100HP)
Turn 263, 1238 AD: Cyrus's Catapult is hit for 29 (27/100HP)
Turn 263, 1238 AD: Cyrus's Catapult is hit for 29 (0/100HP)
Turn 263, 1238 AD: Peanut's Maceman has defeated Cyrus's Catapult!
Turn 263, 1238 AD: Peanut's Maceman (4.16) vs Cyrus's Archer (0.72)
Turn 263, 1238 AD: Combat Odds: 100.0%
Turn 263, 1238 AD: (Plot Defense: +25%)
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (City Defense: +70%)
Turn 263, 1238 AD: (Hills: +25%)
Turn 263, 1238 AD: (City Attack: -45%)
Turn 263, 1238 AD: Peanut's Maceman is hit for 14 (38/100HP)
Turn 263, 1238 AD: Cyrus's Archer is hit for 26 (0/100HP)
Turn 263, 1238 AD: Peanut's Maceman has defeated Cyrus's Archer!
Turn 263, 1238 AD: Peanut's Maceman (2.80) vs Cyrus's Catapult (1.16)
Turn 263, 1238 AD: Combat Odds: 92.1%
Turn 263, 1238 AD: (Extra Combat: +20%)
Turn 263, 1238 AD: (City Attack: -45%)
Turn 263, 1238 AD: Peanut's Maceman is hit for 13 (22/100HP)
Turn 263, 1238 AD: Cyrus's Catapult is hit for 28 (1/100HP)
Turn 263, 1238 AD: Cyrus's Catapult is hit for 28 (0/100HP)
Turn 263, 1238 AD: Peanut's Maceman has defeated Cyrus's Catapult!
Turn 263, 1238 AD: You have captured Pasargadae!!!
Turn 263, 1238 AD: Peanut's Maceman (8.00) vs Saladin's Pikeman (6.60)
Turn 263, 1238 AD: Combat Odds: 73.2%
Turn 263, 1238 AD: (Extra Combat: +10%)
Turn 263, 1238 AD: (Plot Defense: +25%)
Turn 263, 1238 AD: (Combat: -50%)
Turn 263, 1238 AD: (River Attack: +25%)
Turn 263, 1238 AD: Peanut's Maceman is hit for 18 (82/100HP)
Turn 263, 1238 AD: Saladin's Pikeman is hit for 22 (78/100HP)
Turn 263, 1238 AD: Saladin's Pikeman is hit for 22 (56/100HP)
Turn 263, 1238 AD: Saladin's Pikeman is hit for 22 (34/100HP)
Turn 263, 1238 AD: Saladin's Pikeman is hit for 22 (12/100HP)
Turn 263, 1238 AD: Saladin's Pikeman is hit for 22 (0/100HP)
Turn 263, 1238 AD: Peanut's Maceman has defeated Saladin's Pikeman!
Turn 263, 1238 AD: Gandhi has completed Versailles!

Turn 264, 1244 AD: The borders of Pasargadae have expanded!
Turn 264, 1244 AD: The borders of Pasargadae have expanded!
Turn 264, 1244 AD: Peanut's Knight (13.00) vs Saladin's Longbowman (11.70)
Turn 264, 1244 AD: Combat Odds: 68.5%
Turn 264, 1244 AD: (Extra Combat: -30%)
Turn 264, 1244 AD: (Fortify: +25%)
Turn 264, 1244 AD: (City Defense: +70%)
Turn 264, 1244 AD: Peanut's Knight is hit for 18 (82/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 21 (79/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 21 (58/100HP)
Turn 264, 1244 AD: Peanut's Knight is hit for 18 (64/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 21 (37/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 21 (16/100HP)
Turn 264, 1244 AD: Peanut's Knight is hit for 18 (46/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 21 (0/100HP)
Turn 264, 1244 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 264, 1244 AD: You have captured Khurasan!!!
Turn 264, 1244 AD: Your Catapult has reduced the defenses of Damascus to 0%!
Turn 264, 1244 AD: Peanut's Catapult (5.00) vs Saladin's Longbowman (10.80)
Turn 264, 1244 AD: Combat Odds: 0.4%
Turn 264, 1244 AD: (Plot Defense: +25%)
Turn 264, 1244 AD: (Fortify: +5%)
Turn 264, 1244 AD: (City Defense: +25%)
Turn 264, 1244 AD: (Hills: +25%)
Turn 264, 1244 AD: Peanut's Catapult is hit for 28 (72/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 13 (87/100HP)
Turn 264, 1244 AD: Peanut's Catapult is hit for 28 (44/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 13 (74/100HP)
Turn 264, 1244 AD: Peanut's Catapult is hit for 28 (16/100HP)
Turn 264, 1244 AD: Peanut's Catapult is hit for 28 (0/100HP)
Turn 264, 1244 AD: Saladin's Longbowman has defeated Peanut's Catapult!
Turn 264, 1244 AD: Peanut's Maceman (7.44) vs Saladin's Longbowman (5.99)
Turn 264, 1244 AD: Combat Odds: 68.7%
Turn 264, 1244 AD: (Plot Defense: +25%)
Turn 264, 1244 AD: (Fortify: +5%)
Turn 264, 1244 AD: (City Defense: +25%)
Turn 264, 1244 AD: (Hills: +25%)
Turn 264, 1244 AD: (City Attack: -45%)
Turn 264, 1244 AD: Peanut's Maceman is hit for 19 (74/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 20 (54/100HP)
Turn 264, 1244 AD: Peanut's Maceman is hit for 19 (55/100HP)
Turn 264, 1244 AD: Peanut's Maceman is hit for 19 (36/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 20 (34/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 20 (14/100HP)
Turn 264, 1244 AD: Saladin's Longbowman is hit for 20 (0/100HP)
Turn 264, 1244 AD: Peanut's Maceman has defeated Saladin's Longbowman!
Turn 264, 1244 AD: Peanut's Knight (11.00) vs Saladin's Pikeman (12.42)
Turn 264, 1244 AD: Combat Odds: 42.4%
Turn 264, 1244 AD: (Extra Combat: -10%)
Turn 264, 1244 AD: (Extra Combat: +10%)
Turn 264, 1244 AD: (Plot Defense: +25%)
Turn 264, 1244 AD: (Fortify: +20%)
Turn 264, 1244 AD: (Combat: -25%)
Turn 264, 1244 AD: (Combat: +100%)
Turn 264, 1244 AD: Saladin's Pikeman is hit for 18 (72/100HP)
Turn 264, 1244 AD: Peanut's Knight is hit for 21 (79/100HP)
Turn 264, 1244 AD: Saladin's Pikeman is hit for 18 (54/100HP)
Turn 264, 1244 AD: Saladin's Pikeman is hit for 18 (36/100HP)
Turn 264, 1244 AD: Saladin's Pikeman is hit for 18 (18/100HP)
Turn 264, 1244 AD: Saladin's Pikeman is hit for 18 (0/100HP)
Turn 264, 1244 AD: Peanut's Knight has defeated Saladin's Pikeman!
Turn 264, 1244 AD: Peanut's Knight (12.00) vs Saladin's Chariot (3.52)
Turn 264, 1244 AD: Combat Odds: 100.0%
Turn 264, 1244 AD: (Extra Combat: -20%)
Turn 264, 1244 AD: Saladin's Chariot is hit for 34 (54/100HP)
Turn 264, 1244 AD: Saladin's Chariot is hit for 34 (20/100HP)
Turn 264, 1244 AD: Saladin's Chariot is hit for 34 (0/100HP)
Turn 264, 1244 AD: Peanut's Knight has defeated Saladin's Chariot!
Turn 264, 1244 AD: You have captured Damascus!!!
Turn 264, 1244 AD: The borders of Cuzco have expanded!
Turn 264, 1244 AD: St. Peter has been born in Delhi!

ainwood
Jul 11, 2006, 06:00 AM
Turn 265, 1250 AD: Peanut's Knight (11.00) vs Cyrus's Axeman (4.00)
Turn 265, 1250 AD: Combat Odds: 99.9%
Turn 265, 1250 AD: (Extra Combat: -10%)
Turn 265, 1250 AD: (Combat: -25%)
Turn 265, 1250 AD: Cyrus's Axeman is hit for 32 (68/100HP)
Turn 265, 1250 AD: Cyrus's Axeman is hit for 32 (36/100HP)
Turn 265, 1250 AD: Cyrus's Axeman is hit for 32 (4/100HP)
Turn 265, 1250 AD: Cyrus's Axeman is hit for 32 (0/100HP)
Turn 265, 1250 AD: Peanut's Knight has defeated Cyrus's Axeman!
Turn 265, 1250 AD: Your Catapult has reduced the defenses of Baghdad to 10%!
Turn 265, 1250 AD: Peanut's Knight (12.00) vs Saladin's Longbowman (10.20)
Turn 265, 1250 AD: Combat Odds: 71.7%
Turn 265, 1250 AD: (Extra Combat: -20%)
Turn 265, 1250 AD: (City Defense: +70%)
Turn 265, 1250 AD: Peanut's Knight is hit for 18 (82/100HP)
Turn 265, 1250 AD: Saladin's Longbowman is hit for 21 (79/100HP)
Turn 265, 1250 AD: Saladin's Longbowman is hit for 21 (58/100HP)
Turn 265, 1250 AD: Saladin's Longbowman is hit for 21 (37/100HP)
Turn 265, 1250 AD: Peanut's Knight is hit for 18 (64/100HP)
Turn 265, 1250 AD: Saladin's Longbowman is hit for 21 (16/100HP)
Turn 265, 1250 AD: Saladin's Longbowman is hit for 21 (0/100HP)
Turn 265, 1250 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 265, 1250 AD: Peanut's Knight (12.00) vs Saladin's Catapult (3.95)
Turn 265, 1250 AD: Combat Odds: 100.0%
Turn 265, 1250 AD: (Extra Combat: -20%)
Turn 265, 1250 AD: Saladin's Catapult is hit for 31 (48/100HP)
Turn 265, 1250 AD: Saladin's Catapult is hit for 31 (17/100HP)
Turn 265, 1250 AD: Saladin's Catapult is hit for 31 (0/100HP)
Turn 265, 1250 AD: Peanut's Knight has defeated Saladin's Catapult!
Turn 265, 1250 AD: You have captured Baghdad!!!

Turn 266, 1256 AD: The enemy has been spotted near Gordium!
Turn 266, 1256 AD: Your Catapult has reduced the defenses of Mecca to 51%!
Turn 266, 1256 AD: Your Catapult has reduced the defenses of Mecca to 36%!
Turn 266, 1256 AD: Your Catapult has reduced the defenses of Mecca to 21%!
Turn 266, 1256 AD: Clearing a Forest has created 29 $ for Kufah.
Turn 266, 1256 AD: Clearing a Forest has created 90 $ for Byblos.
Turn 266, 1256 AD: Peanut's Knight (10.00) vs Cyrus's Archer (3.30)
Turn 266, 1256 AD: Combat Odds: 100.0%
Turn 266, 1256 AD: (Extra Combat: +10%)
Turn 266, 1256 AD: Cyrus's Archer is hit for 33 (67/100HP)
Turn 266, 1256 AD: Peanut's Knight is hit for 11 (89/100HP)
Turn 266, 1256 AD: Cyrus's Archer is hit for 33 (34/100HP)
Turn 266, 1256 AD: Cyrus's Archer is hit for 33 (1/100HP)
Turn 266, 1256 AD: Cyrus's Archer is hit for 33 (0/100HP)
Turn 266, 1256 AD: Peanut's Knight has defeated Cyrus's Archer!
Turn 266, 1256 AD: Your Knight has destroyed a Archer!
Turn 266, 1256 AD: Peanut's Knight (11.00) vs Cyrus's Archer (3.30)
Turn 266, 1256 AD: Combat Odds: 100.0%
Turn 266, 1256 AD: (Extra Combat: -10%)
Turn 266, 1256 AD: (Extra Combat: +10%)
Turn 266, 1256 AD: Cyrus's Archer is hit for 34 (66/100HP)
Turn 266, 1256 AD: Cyrus's Archer is hit for 34 (32/100HP)
Turn 266, 1256 AD: Cyrus's Archer is hit for 34 (0/100HP)
Turn 266, 1256 AD: Peanut's Knight has defeated Cyrus's Archer!
Turn 266, 1256 AD: Your Knight has destroyed a Archer!

Turn 267, 1262 AD: Your Catapult has reduced the defenses of Mecca to 6%!
Turn 267, 1262 AD: Your Catapult has reduced the defenses of Mecca to 0%!
Turn 267, 1262 AD: Peanut's Catapult (5.00) vs Saladin's Longbowman (9.60)
Turn 267, 1262 AD: Combat Odds: 0.7%
Turn 267, 1262 AD: (Fortify: +15%)
Turn 267, 1262 AD: (City Defense: +45%)
Turn 267, 1262 AD: Your Catapult has caused collateral damage! (3 Units)
Turn 267, 1262 AD: Peanut's Catapult is hit for 27 (73/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 14 (86/100HP)
Turn 267, 1262 AD: Peanut's Catapult is hit for 27 (46/100HP)
Turn 267, 1262 AD: Peanut's Catapult is hit for 27 (19/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 14 (72/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 14 (58/100HP)
Turn 267, 1262 AD: Peanut's Catapult is hit for 27 (0/100HP)
Turn 267, 1262 AD: Saladin's Longbowman has defeated Peanut's Catapult!
Turn 267, 1262 AD: Your Catapult has died trying to attack a Longbowman!
Turn 267, 1262 AD: Peanut's Knight (12.00) vs Saladin's Maceman (9.93)
Turn 267, 1262 AD: Combat Odds: 73.2%
Turn 267, 1262 AD: (Extra Combat: -20%)
Turn 267, 1262 AD: (Extra Combat: +10%)
Turn 267, 1262 AD: (Fortify: +25%)
Turn 267, 1262 AD: Peanut's Knight is hit for 18 (82/100HP)
Turn 267, 1262 AD: Saladin's Maceman is hit for 21 (71/100HP)
Turn 267, 1262 AD: Saladin's Maceman is hit for 21 (50/100HP)
Turn 267, 1262 AD: Saladin's Maceman is hit for 21 (29/100HP)
Turn 267, 1262 AD: Peanut's Knight is hit for 18 (64/100HP)
Turn 267, 1262 AD: Saladin's Maceman is hit for 21 (8/100HP)
Turn 267, 1262 AD: Peanut's Knight is hit for 18 (46/100HP)
Turn 267, 1262 AD: Saladin's Maceman is hit for 21 (0/100HP)
Turn 267, 1262 AD: Peanut's Knight has defeated Saladin's Maceman!
Turn 267, 1262 AD: Your Knight has destroyed a Maceman!
Turn 267, 1262 AD: Peanut's Knight (12.00) vs Saladin's Longbowman (8.10)
Turn 267, 1262 AD: Combat Odds: 94.3%
Turn 267, 1262 AD: (Extra Combat: -20%)
Turn 267, 1262 AD: (Fortify: +25%)
Turn 267, 1262 AD: (City Defense: +25%)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 23 (67/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 23 (44/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 23 (21/100HP)
Turn 267, 1262 AD: Peanut's Knight is hit for 16 (84/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 23 (0/100HP)
Turn 267, 1262 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 267, 1262 AD: Your Knight has destroyed a Longbowman!
Turn 267, 1262 AD: Peanut's Knight (12.00) vs Saladin's Longbowman (8.10)
Turn 267, 1262 AD: Combat Odds: 94.3%
Turn 267, 1262 AD: (Extra Combat: -20%)
Turn 267, 1262 AD: (Fortify: +25%)
Turn 267, 1262 AD: (City Defense: +25%)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 23 (67/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 23 (44/100HP)
Turn 267, 1262 AD: Peanut's Knight is hit for 16 (84/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 23 (21/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 23 (0/100HP)
Turn 267, 1262 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 267, 1262 AD: Your Knight has destroyed a Longbowman!
Turn 267, 1262 AD: Peanut's Knight (12.00) vs Saladin's Longbowman (5.56)
Turn 267, 1262 AD: Combat Odds: 99.4%
Turn 267, 1262 AD: (Extra Combat: -20%)
Turn 267, 1262 AD: (Fortify: +15%)
Turn 267, 1262 AD: (City Defense: +45%)
Turn 267, 1262 AD: Peanut's Knight is hit for 15 (85/100HP)
Turn 267, 1262 AD: Peanut's Knight is hit for 15 (70/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 25 (33/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 25 (8/100HP)
Turn 267, 1262 AD: Peanut's Knight is hit for 15 (55/100HP)
Turn 267, 1262 AD: Saladin's Longbowman is hit for 25 (0/100HP)
Turn 267, 1262 AD: Peanut's Knight has defeated Saladin's Longbowman!
Turn 267, 1262 AD: Your Knight has destroyed a Longbowman!
Turn 267, 1262 AD: You have captured a Worker
Turn 267, 1262 AD: You have captured a Worker
Turn 267, 1262 AD: You have captured a Worker
Turn 267, 1262 AD: You have captured a Worker
Turn 267, 1262 AD: You have captured Mecca!!!
Turn 267, 1262 AD: Peanut's Maceman (7.28) vs Saladin's Pikeman (4.00)
Turn 267, 1262 AD: Combat Odds: 97.2%
Turn 267, 1262 AD: (Combat: -50%)
Turn 267, 1262 AD: Saladin's Pikeman is hit for 27 (73/100HP)
Turn 267, 1262 AD: Saladin's Pikeman is hit for 27 (46/100HP)
Turn 267, 1262 AD: Saladin's Pikeman is hit for 27 (19/100HP)
Turn 267, 1262 AD: Peanut's Maceman is hit for 14 (77/100HP)
Turn 267, 1262 AD: Saladin's Pikeman is hit for 27 (0/100HP)
Turn 267, 1262 AD: Peanut's Maceman has defeated Saladin's Pikeman!
Turn 267, 1262 AD: Your Maceman has destroyed a Pikeman!
Turn 267, 1262 AD: Clearing a Forest has created 44 $ for Machu Picchu.
Turn 267, 1262 AD: The borders of Huamanga have expanded!
Turn 267, 1262 AD: The borders of Byblos have expanded!
Turn 267, 1262 AD: Gandhi has completed The Dai Miao!



Turn 268, 1268 AD: The enemy has been spotted near Byblos!
Turn 268, 1268 AD: Peanut's Knight (13.00) vs Saladin's Horse Archer (6.60)
Turn 268, 1268 AD: Combat Odds: 99.1%
Turn 268, 1268 AD: (Extra Combat: -30%)
Turn 268, 1268 AD: (Extra Combat: +10%)
Turn 268, 1268 AD: Saladin's Horse Archer is hit for 27 (73/100HP)
Turn 268, 1268 AD: Peanut's Knight is hit for 14 (86/100HP)
Turn 268, 1268 AD: Saladin's Horse Archer is hit for 27 (46/100HP)
Turn 268, 1268 AD: Saladin's Horse Archer is hit for 27 (19/100HP)
Turn 268, 1268 AD: Saladin's Horse Archer is hit for 27 (0/100HP)
Turn 268, 1268 AD: Peanut's Knight has defeated Saladin's Horse Archer!
Turn 268, 1268 AD: Your Knight has destroyed a Horse Archer!
Turn 268, 1268 AD: Peanut's Knight (11.00) vs Saladin's Horse Archer (6.60)
Turn 268, 1268 AD: Combat Odds: 96.2%
Turn 268, 1268 AD: (Extra Combat: -10%)
Turn 268, 1268 AD: (Extra Combat: +10%)
Turn 268, 1268 AD: Saladin's Horse Archer is hit for 25 (75/100HP)
Turn 268, 1268 AD: Saladin's Horse Archer is hit for 25 (50/100HP)
Turn 268, 1268 AD: Saladin's Horse Archer is hit for 25 (25/100HP)
Turn 268, 1268 AD: Peanut's Knight is hit for 15 (85/100HP)
Turn 268, 1268 AD: Saladin's Horse Archer is hit for 25 (0/100HP)
Turn 268, 1268 AD: Peanut's Knight has defeated Saladin's Horse Archer!
Turn 268, 1268 AD: Your Knight has destroyed a Horse Archer!
Turn 268, 1268 AD: You have captured Najran!!!
Turn 268, 1268 AD: The Arabian Civilization has been destroyed!!!

MailMan
Jul 11, 2006, 06:15 AM
wow! we cleared Arabia in 10 turns!
I haven't look at the save, but it seems like we need to regroup for 2-3 turns and than take of America in another 10 turns.
We can probably rush some units from Arabia (1-2 per large city) before focusing on culture.

Edit: we have 9 turns before the last save from CFR team (I believe they won after that save).

DaviddesJ
Jul 11, 2006, 09:19 AM
OK, I got it. I'm not sure what to do about that big stack of Roosevelt's (6 war elephants, 6 horse archers, crossbow, pike, sword, catapult, axe). I wish we had some pikemen for dealing with his war elephants, or knights with Formation. We'll have to make do with what we've got. But if we do attack the stack, we're going to lose several units, and many others will take a long time to heal.

Perhaps we can ignore the big stack and just start grabbing his cities. I'll think about it.

What civ_steve said about Team CFR is that the status page won't show the winning turn. So we know they won sometime after 1322 AD, but we don't know when. I don't think we are going to beat them, but we should be a close 2nd.

civ_steve
Jul 11, 2006, 01:28 PM
Very exciting! I think the race with CFR is very close, and we should finish our play in the best manner we can. Based on several factors, I think CFR's final victory date is several turns after 1322, so I believe there's room to follow our strategy and have a good shot at beating their final date.

In large part the game will be decided due to the dates that cities come out of disorder; if we can avoid the big stack and capture cities we will take some turns off our final date. However, that stack is monstrous and will cause problems; perhaps we spend some cats to cause some collateral damage so that the stack is weakened while we move forward with our siege units and leave the weakened stack to trailing units or reinforcements to take down to size. We certainly don't want to face it fortified in a city!

DaviddesJ: if Phabuk doesn't mind, if the game is in cruise mode to a victory in a few turns at the end of your turnset, perhaps you should close it out. Assuming we stay together as a team, he might rather start the next SG for us than finish a game with nothing much left to do.

DaviddesJ
Jul 11, 2006, 01:52 PM
Most of Roosevelt's units are horse archers and war elephants that don't gain defense bonuses---that's the good news. So they will not be any harder to beat defending a city than they are now. The advantage of attacking now is that we have them all in one place, so we can inflict collateral damage with catapults, if we want, and then we can be sure to finish them all off. Then our units can hopefully heal, and will eventually be able to participate in another attack before the end of the game.

If we don't attack now then it will take quite some time to get our catapults into position with good targets to hit. If he only has a few units per town, it may well be the case that we conquer them most rapidly by skipping bombardment on most of them, and just storming with multiple knights. In that case, the big stack may be the best way to use our cats now.

Each of our catapults can hit 5-6 units with collateral damage, so we would have to throw in at least 3-4 catapults to damage most of his units, and then we would lose a few more units in attacking the stack, plus a lot of injuries to the rest. (Although our Knights should make short work of Horse Archers.)

I'll look it over tonight and make a decision. I'll probably go ahead and kill the stack, maybe next turn instead of this one, just because it will simplify the number of things we have to worry about. I doubt I'll get through 10 turns tonight; I'll try to play several turns and then post a mid-phase update.

ainwood
Jul 11, 2006, 02:10 PM
I think we should go after the stack - no least because it means we can keep the defences in the arabian cities much lighter without having to worry about stack of units on the counter-attack. I think we can afford to waste a few cats on them, and seeing as we're so close, I do like the idea of just skipping the bombarding and mass-attacking the american cities with knights.

I haven't checked the city layouts, but it migth be an option to send the cats to (say) the northern cities to take a city every 3-4 turns, with a larger force of knights going the souther route trying to grab one every second turn (or so).

civ_steve
Jul 11, 2006, 02:40 PM
We gain the most territory by taking the interior cities; I think its these cities (Atlanta, Washington and New York, perhaps San Francisco) that we need to capture the earliest, bring out of disorder, and assign multiple artists in. The exterior, coastal cities, which don't add as many tiles to our count, can be attacked and captured while the interior cities are being forced to expand twice.

Re the stack: I think its best to take care of it now, or at least seriously weaken it.

DaviddesJ
Jul 12, 2006, 01:35 AM
OK, I only got through 1.5 turns, but everything is working according to plan. I positioned my forces in 1268 AD, and then in the 1274 AD turn I declared war and wiped out Roosevelt's big stack. He lost 20 units (6 War Elephants, 7 Horse Archers, 2 Longbowmen, 1 Crossbowman, 1 Pikeman, 1 Swordsman, 1 Axeman, 1 Catapult) at the cost to us of 4 or 5 units (2 Catapults and 2 or 3 Knights---I don't remember exactly). One of our Catapults actually killed a War Elephant while inflicting collateral damage (1% chance!).

I also finished off Cyrus in 1274 AD, and it looks like we'll pick up at least a half-dozen tiles of territory around Phoenician.

Tomorrow, on to America. I think we can conquer quickly, but he still has a lot of cities, and some are far away---I don't think I'm going to complete the conquest in my 10 turns. The turns should go faster now---I spent considerable time planning the attack on his big stack.

Phabuk
Jul 12, 2006, 02:09 AM
Good news from the war front !!! The stack is down !
I didn't participate too much to the discussion, but I think attacking the stack first was the best thing to do.

Daviddjes, I agree with the fact that if you can finish the game in few turns after your turnset, just do it... let me know if you want me to take my turn.

Good luck!

civ_steve
Jul 12, 2006, 06:00 PM
Definitely good news; that stack had to contain most of his offensive potential. The issue now is the time required to move units through his culture and to bring cities out of disorder. Good Luck, DaviddesJ!

DaviddesJ
Jul 13, 2006, 02:14 AM
OK, I'm up to 1298 AD (i.e., I've played 5 complete turns). I've killed another 20 units (in addition to the 20 that I took out in the ambush), and captured Boston and Atlanta. Roosevelt has a lot of units: I think he has about 50 left. We have about 50 Knights. Unfortunately, he's researched Guilds and has started upgrading his Horse Archers to Knights (but only one or two so far).

I can definitely grind him down; it's just taking a long time. I'll continue my set tomorrow, then I'll probably pass it on to Phabuk for more warfare. I'd guess we need 10 more turns of war, then 10 turns to eliminate resistance, then 5 turns for border expansion, so probably about 25 more turns from 1298 AD....

By the way, war weariness is definitely building up, as we're taking significant losses. I'll have to crank up culture soon. We're running a modest deficit, at 0%. We have a big pile of gold which should get us through the next 10-20 turns, but we won't have a lot to spare, I think. At some point, we should basically assume we have enough military, and retarget all of our cities for commerce, and switch to Caste System and create many Merchants (and artists where we need border expansion, of course). Maybe that will be in a few more turns. We can also switch to Police State, to control war weariness, when we capture Washington (in 2 turns probably).

ainwood
Jul 13, 2006, 04:02 AM
Is there anything we can do to stop the upgrades? Pillage resources? Maybe rushing some pikes might help.

MailMan
Jul 13, 2006, 04:12 AM
I think this is a good time to count tiles and see exactly what we need to achive domination.
@DaviddesJ - can you post the current save?

civ_steve
Jul 13, 2006, 08:03 AM
We should be in the ballpark of needing right around 200 tiles in the Arabia-America continent. (Khurasan-Island and Phoenician weren't counted before, and if we haven't already claimed the Island north of Chicago, that's another potential 9 or so.) If we capture a couple more cities, and pillage his critical resources, perhaps it is beneficial to declare peace in exchange for a couple more cities (if he'll give them up) and use the 10 turns to heal up, reform, bring cities out of disorder, form artists and prepare for a final blitz to free up whatever cultural space we have gained. Each city that expands once gains us 21 tiles so controlling 10 cities gains us enough space, not counting for loss of tiles due to overlapping culture and non-land spaces; I'm counting on some of the Arabian cities expanding twice to make up that difference. Of course, a more specific count would be better!

MailMan
Jul 13, 2006, 08:26 AM
we can build up (rush) settlers, destroy American cities and settle our own settlers. this will reduce the resistance time.

So, if we decide to sign peace, we should prepare 8-10 settlers to occupy the land earlier.

I think that we should continue with the war campaign.

DaviddesJ
Jul 13, 2006, 09:50 AM
OK, here's the 1304AD save, and a screenshot of Amerarabia. My previous estimate was that we needed 580 land tiles for 64%. Currently we're at 47.33%, which should be about 430. So we need about 150 more.

It's a good idea to use some settlers for new cities, instead of waiting for resistance to end. I will start building some right away. I will consider switching to Universal Suffrage (after taking Washington this turn) for cash rushing. But probably I can use pop rushing, and some chopping, in conquered American cities to get some settlers right away. I'll also rush a few back home.

I marked some sites, with green dots, where I can settle new cities even if I don't raze any of Washington's cities. This turn, I can take Washington, Basra, and Chicago. Which should I keep, and which should I raze? Looking at the military situation again, it's probably only 5-6 turns for me to take all of the American cities. On reflection, perhaps we can win in about 10 turns.

I'll continue playing, 9-10 hours from now.

MailMan
Jul 13, 2006, 11:39 AM
I counted the tiles and reached almost the same number of tiles missing: 149
I think we can finish the game in 7-8 turns.
I think we should do the following:

1. raise lux. it has 3 effects:
- there is unhappiness and it will cure it.
- it will allow several cities to reach a new expansion in 7-8 turns.
- there is 2 tiles at 51% and 52% in India land that we may flip


2. build settlers to occupy the following spots:
- the island east of HC land (9 tiles). we should parities that spot, since we will need it to expand its borders. I suggest rushing a settler in Ollati... (the city to the eat) in two turns and use the galleon near by for transport.
- we should start another settler in HC land (Cuzco) to grab the extra 5 tiles there.
- there are 3 tiles on the motherland that we can grab using 2 settlers.
- I suggest raising Minoan and settle 2E of that (its on west Arabia)


3. caste system should be used in about 5 turns after we rushed all the settlers we need.

4. we should concentrate on taking out Washington, Basra and Chicago.
I suggest taking them out THIS turn (even at the cost of several units).
with the forces left we may take out another city to reduce culture pressure and gain more tiles to existing cities. (lower priority)
in the next few turns we should raze Minoan and Houston.

5. good luck

civ_steve
Jul 13, 2006, 12:01 PM
I don't have access to the save so I'm talking blindly here.

I like the idea of using Settlers in Arabia-America to grab more terrain rapidly. One issue is, I don't think you can settle in America's culture if we're at peace (and I'm not entirely sure about whether we can settle in another AI's culture even if we're at war). Assuming we can settle I like the dot layout except for the one on the coast near San Francisco. Would we be better to be more interior, about 1W/2N, or 1W/3N from the dot location shown? Settled cities can probably pop their culture in 4 turns or so, either using existing cottage or their 1 pop as an Artist, so newly settled cities can be expanding about the same time as captured American cities are coming out of disorder. Your locations work well with the existing American cities so I see little reason to raze them when captured (unless you plan to flood the area with Settlers - in this case, better to raze and re-settle with multiple settlers then to wait for disorder to end.)

Are any cities (such as Basra or Minoan, both captured cities) on the table? I guess there's no way to know unless we make the offer (or demand), unlike in Civ3 where the advisor will tell you if they will accept it or not. He might give Basra up if his back's against the wall (he just captured it), so maybe its worthwhile to see if he'll do that after driving him down to just a couple cities, and capture it if he doesn't.

DaviddesJ
Jul 13, 2006, 02:05 PM
Yes, I'll take Washington, Basra, and Chicago this turn, barring any surprises. Should I raze any of them? I will keep them all, unless someone suggests otherwise. Washington may not come out of resistance before the end of the game, but it's not too much in the way, and the Pyramids will be useful for cash rushing.

I did send the galleon up to carry a settler to the last island. I hope we'll get there before Gandhi.

We were going to get a bunch of territory around Phoenician, but Gandhi suddenly claimed all of the land around us. Perhaps he did another culture bomb?

When I capture the Pyramids, should I switch to Universal Suffrage immediately, and Caste System at the same time, and give up on Slavery? Caste System for artists in only the cities where I need culture is more efficient than turning up the culture slider everywhere. But if I can't use Slavery, and can only rush with cash, will I have enough money?

Maybe I will use Slavery for just 1-2 more turns (including rushing several settlers), and then switch to Universal Suffrage + Caste System for the endgame. I think I don't need to build any more military---I should have switched to settlers a couple of turns ago.

When we switch to Caste System, newly settled cities can grow to 15 culture in two turns (using 2 artists, including 1 from Mercantilism). In principle, we could get 15 culture in one turn, but I think we would need a missionary to spread a religion there (2 free culture, 8 from 2 artists, 4 from commerce, 1 from religion).

civ_steve
Jul 13, 2006, 02:22 PM
So any captured city coming out of disorder with 2 or more pop can be made to expand in 1 turn; that's pretty powerful! I wouldn't expect (m)any 2nd expansions at this stage and generate settlers to fill the gaps. One revolution to Caste and Universal Suffrage is in order; your call as to whether we get a round of pop-rushes in or not. Our cash position is pretty good, but extra population doesn't help us. You've got it well under control - good execution, DaviddesJ!

DaviddesJ
Jul 14, 2006, 03:22 AM
OK, good news. Domination victory in 1334 AD with 70.78% of territory. I barely missed winning in 1328 AD, by 6 tiles. I could have saved a turn if I'd gotten a slightly faster start on pumping out settlers. :(

Save file here: http://gotm.civfanatics.net/saves/civ4sgotm1/Peanut_SG001_AD1334_01.Civ4SavedGame

Roosevelt was conquered in 1322 AD. I just missed conquering him in 1316 AD by one remaining Pikeman in his capital, at 10% strength. I don't think that would have affected the win date, though, as I razed all of his cities near the end, anyway and the limiting factor was how fast I could get my settlers into position. (After my last report, I only kept Washington and Basra, and Basra came out of resistance too late to matter. Washington never came out of resistance, but the Pyramids were very helpful.)

Turn 268, 1268 AD: Peanut's Knight has defeated Saladin's Horse Archer!
Turn 268, 1268 AD: Peanut's Knight has defeated Saladin's Horse Archer!
Turn 268, 1268 AD: You have captured Najran!!!
Turn 268, 1268 AD: The Arabian Civilization has been destroyed!!!
Turn 268, 1268 AD: Peanut's Knight has defeated Cyrus's Axeman!
Turn 268, 1268 AD: Spices to Gandhi for 3 gpt
Turn 268, 1268 AD: Spices to Roosevelt for 9 gpt
Turn 268, 1268 AD: Culture to 20% for happiness control
Turn 268, 1268 AD: The borders of Vilcabamba have expanded!
Turn 268, 1268 AD: Peanut's Knight has defeated Cyrus's Catapult!

Turn 269, 1274 AD: Culture to 0% (war with Saladin ended)
Turn 269, 1274 AD: Peanut's Knight has defeated Cyrus's Archer!
Turn 269, 1274 AD: Peanut's Knight has defeated Cyrus's Archer!
Turn 269, 1274 AD: Peanut's Knight has defeated Cyrus's Archer!
Turn 269, 1274 AD: Peanut's Knight has defeated Cyrus's Archer!
Turn 269, 1274 AD: You have captured Phoenician!!!
Turn 269, 1274 AD: The Persian Civilization has been destroyed!!!
Turn 269, 1274 AD: You have declared war on Roosevelt!
Turn 269, 1274 AD: Roosevelt's War Elephant has defeated Peanut's Catapult!
Turn 269, 1274 AD: Peanut's Catapult has defeated Roosevelt's War Elephant! (1% chance!!)
Turn 269, 1274 AD: Roosevelt's War Elephant has defeated Peanut's Catapult!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's War Elephant!
Turn 269, 1274 AD: Roosevelt's War Elephant has defeated Peanut's Knight!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Pikeman!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's War Elephant!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Swordsman!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Crossbowman!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Axeman!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's War Elephant!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's War Elephant!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 269, 1274 AD: Roosevelt's War Elephant has defeated Peanut's Knight!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's War Elephant!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 269, 1274 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 269, 1274 AD: You have constructed a Theatre in Medina. Work has now begun on a Pikeman.
Turn 269, 1274 AD: The borders of Kufah have expanded!

Turn 270, 1280 AD: Roosevelt's Axeman has defeated Peanut's Knight!
Turn 270, 1280 AD: Peanut's Knight has defeated Roosevelt's Axeman!
Turn 270, 1280 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 270, 1280 AD: The borders of Tiwanaku have expanded!
Turn 270, 1280 AD: The borders of Ollantaytambo have expanded!
Turn 270, 1280 AD: The borders of Machu Picchu have expanded!
Turn 270, 1280 AD: The borders of Medina have expanded!
Turn 270, 1280 AD: Gandhi's Golden Age has ended...
Turn 270, 1280 AD: Peanut's Maceman has defeated Roosevelt's Catapult!
Turn 270, 1280 AD: Peanut's Maceman has defeated Roosevelt's Catapult!
Turn 270, 1280 AD: Roosevelt's Catapult has defeated Peanut's Catapult!
Turn 270, 1280 AD: Roosevelt's Horse Archer has defeated Peanut's Catapult!
Turn 270, 1280 AD: Roosevelt's War Elephant has defeated Peanut's Knight!
Turn 270, 1280 AD: Roosevelt's War Elephant has defeated Peanut's Maceman!
Turn 270, 1280 AD: Roosevelt's Horse Archer has defeated Peanut's Catapult!
Turn 270, 1280 AD: Roosevelt's Pikeman has defeated Peanut's Catapult!
Turn 270, 1280 AD: Roosevelt's Longbowman has defeated Peanut's Catapult!

Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 271, 1286 AD: Roosevelt's Longbowman has defeated Peanut's Knight!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Axeman!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 271, 1286 AD: You have captured Boston!!!
Turn 271, 1286 AD: Roosevelt's Horse Archer has defeated Peanut's Catapult!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Pikeman!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 271, 1286 AD: Peanut's Catapult has defeated Roosevelt's War Elephant!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 271, 1286 AD: Roosevelt's Pikeman has defeated Peanut's Catapult!
Turn 271, 1286 AD: Peanut's Catapult has defeated Roosevelt's War Elephant!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Pikeman!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 271, 1286 AD: Roosevelt has Guilds!
Turn 271, 1286 AD: The borders of Damascus have expanded!
Turn 271, 1286 AD: Peanut's Knight has defeated Roosevelt's Catapult!

Turn 272, 1292 AD: Peanut's Knight has defeated Roosevelt's Pikeman!
Turn 272, 1292 AD: Roosevelt's Pikeman has defeated Peanut's Knight!
Turn 272, 1292 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 272, 1292 AD: Roosevelt's Pikeman has defeated Peanut's Knight!
Turn 272, 1292 AD: Peanut's Knight has defeated Roosevelt's Pikeman!
Turn 272, 1292 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 272, 1292 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 272, 1292 AD: You have captured Atlanta!!!
Turn 272, 1292 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 272, 1292 AD: Peanut's Knight has defeated Roosevelt's Crossbowman!
Turn 272, 1292 AD: Peanut's Galleon has defeated Roosevelt's Caravel!
Turn 272, 1292 AD: Memphis celebrates "We Love the Monarch Day"!!!
Turn 272, 1292 AD: Moscow celebrates "We Love the Monarch Day"!!!
Turn 272, 1292 AD: The borders of Khurasan have expanded!
Turn 272, 1292 AD: The borders of Baghdad have expanded!
Turn 272, 1292 AD: Roosevelt's Catapult has defeated Peanut's Catapult!
Turn 272, 1292 AD: Peanut's Knight has defeated Roosevelt's War Elephant!

Turn 273, 1298 AD: Roosevelt's Pikeman has defeated Peanut's Knight!
Turn 273, 1298 AD: Peanut's Knight has defeated Roosevelt's Knight!
Turn 273, 1298 AD: Peanut's Knight has defeated Roosevelt's Pikeman!
Turn 273, 1298 AD: You have captured San Francisco!!!
Turn 273, 1298 AD: Peanut's Knight has defeated Roosevelt's Axeman!
Turn 273, 1298 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 273, 1298 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 273, 1298 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 273, 1298 AD: Peanut's Catapult has defeated Roosevelt's Catapult!
Turn 273, 1298 AD: Memphis celebrates "We Love the Monarch Day"!!!
Turn 273, 1298 AD: Moscow celebrates "We Love the Monarch Day"!!!
Turn 273, 1298 AD: You have trained a Knight in Heliopolis. Work has now begun on a Market.
Turn 273, 1298 AD: Alexandria celebrates "We Love the Monarch Day"!!!
Turn 273, 1298 AD: The borders of Giza have expanded!
Turn 273, 1298 AD: Roosevelt's War Elephant has defeated Peanut's Catapult!
Turn 273, 1298 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 273, 1298 AD: Peanut's Caravel has defeated Roosevelt's Caravel!

Turn 274, 1304 AD: Peanut's Knight has defeated Roosevelt's Pikeman!
Turn 274, 1304 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 274, 1304 AD: You have captured Basra!!!
Turn 274, 1304 AD: Roosevelt's Longbowman has defeated Peanut's Knight!
Turn 274, 1304 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 274, 1304 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 274, 1304 AD: Peanut's Knight has defeated Roosevelt's Axeman!
Turn 274, 1304 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 274, 1304 AD: You have captured Washington!!!
Turn 274, 1304 AD: Peanut's Knight has defeated Roosevelt's War Elephant!
Turn 274, 1304 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 274, 1304 AD: Clearing a Forest has created 29 $ for Atlanta.
Turn 274, 1304 AD: Alexandria celebrates "We Love the Monarch Day"!!!
Turn 274, 1304 AD: You have trained a Longbowman in Vilcas. Work has now begun on a Settler.
Turn 274, 1304 AD: The borders of Najran have expanded!
Turn 274, 1304 AD: Peanut's Knight has defeated Roosevelt's Crossbowman!

Turn 275, 1310 AD: Pop rush settler in Thebes
Turn 275, 1310 AD: Pop rush settler in Heliopolis
Turn 275, 1310 AD: Pop rush settler in Elephantine
Turn 275, 1310 AD: Pop rush settler in Novgorod
Turn 275, 1310 AD: Pop rush settler in Mecca
Turn 275, 1310 AD: Pop rush settler in Persepolis
Turn 275, 1310 AD: Pop rush workboat in Vilcabamba
Turn 275, 1310 AD: Peanut adopts Universal Suffrage!
Turn 275, 1310 AD: Peanut adopts Bureaucracy!
Turn 275, 1310 AD: Peanut adopts Caste System!
Turn 275, 1310 AD: Peanut adopts Paganism!
Turn 275, 1310 AD: Rush settler in Ollantaytambo for $378
Turn 275, 1310 AD: Rush settler in Kufah for $360
Turn 275, 1310 AD: Rush settler in Damascus for $228
Turn 275, 1310 AD: Rush settler in Medina for $411
Turn 275, 1310 AD: Rush settler in Baghdad for $426
Turn 275, 1310 AD: Retarget cities for commerce and income
Turn 275, 1310 AD: You have trained a Settler in Elephantine. Work has now begun on a Knight.
Turn 275, 1310 AD: You have trained a Settler in Ollantaytambo. Work has now begun on a Longbowman.
Turn 275, 1310 AD: You have trained a Work Boat in Vilcabamba. Work has now begun on a Longbowman.
Turn 275, 1310 AD: You have trained a Settler in Medina. Work has now begun on a Pikeman.
Turn 275, 1310 AD: You have trained a Settler in Kufah. Work has now begun on a Catapult.
Turn 275, 1310 AD: You have trained a Settler in Baghdad. Work has now begun on a Catapult.
Turn 275, 1310 AD: The borders of Mecca have expanded!
Turn 275, 1310 AD: You have trained a Settler in Mecca. Work has now begun on a Theatre.
Turn 275, 1310 AD: The borders of Phoenician have expanded!
Turn 275, 1310 AD: Taoism has spread in Atlanta.
Turn 275, 1310 AD: Peanut's Knight has defeated Roosevelt's Swordsman!
Turn 275, 1310 AD: Peanut's Knight has defeated Roosevelt's Swordsman!

Turn 276, 1316 AD: Roosevelt's Longbowman has defeated Peanut's Catapult!
Turn 276, 1316 AD: Roosevelt's Knight has defeated Peanut's Maceman!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's War Elephant!
Turn 276, 1316 AD: Roosevelt's Knight has defeated Peanut's Knight!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Knight!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Knight!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 276, 1316 AD: You have captured Philadelphia!!!
Turn 276, 1316 AD: You have destroyed the city of Philadelphia!!!
Turn 276, 1316 AD: Peanut's Swordsman has defeated Roosevelt's Pikeman!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 276, 1316 AD: You have captured Chicago!!!
Turn 276, 1316 AD: You have destroyed the city of Chicago!!!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Horse Archer!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Axeman!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Catapult!
Turn 276, 1316 AD: You have captured New York!!!
Turn 276, 1316 AD: You have destroyed the city of New York!!!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Pikeman!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 276, 1316 AD: You have captured Los Angeles!!!
Turn 276, 1316 AD: You have destroyed the city of Los Angeles!!!
Turn 276, 1316 AD: Roosevelt's Pikeman has defeated Peanut's Knight!
Turn 276, 1316 AD: Roosevelt's Longbowman has defeated Peanut's Maceman!
Turn 276, 1316 AD: Roosevelt's Pikeman has defeated Peanut's Knight!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 276, 1316 AD: Peanut's Maceman has defeated Roosevelt's Pikeman!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Crossbowman!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 276, 1316 AD: You have captured a Worker
Turn 276, 1316 AD: You have captured Minoan!!!
Turn 276, 1316 AD: You have destroyed the city of Minoan!!!
Turn 276, 1316 AD: Roosevelt's Longbowman has defeated Peanut's Catapult!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Crossbowman!
Turn 276, 1316 AD: Peanut's Knight has defeated Roosevelt's Longbowman!
Turn 276, 1316 AD: You have captured Houston!!!
Turn 276, 1316 AD: You have pillaged $4 from the destruction of Houston!!!
Turn 276, 1316 AD: El-Amarna has been founded.
Turn 276, 1316 AD: Peanut's Knight has defeated Barbarian's Longbowman!
Turn 276, 1316 AD: Peanut's Knight has defeated Barbarian's Longbowman!
Turn 276, 1316 AD: Barbarian's Longbowman has defeated Peanut's Knight!
Turn 276, 1316 AD: Rush settler in Cuzco for $348
Turn 276, 1316 AD: Clearing a Forest has created 54 $ for San Francisco.
Turn 276, 1316 AD: Clearing a Forest has created 54 $ for Vilcas.
Turn 276, 1316 AD: Clearing a Forest has created 78 $ for Thebes.
Turn 276, 1316 AD: Rush settler in Najran for $225
Turn 276, 1316 AD: Increase culture rate to 100%.
Turn 276, 1316 AD: Islam has spread in Alexandria.
Turn 276, 1316 AD: The borders of Incensetopia have expanded!
Turn 276, 1316 AD: You have trained a Settler in Cuzco. Work has now begun on a Longbowman.
Turn 276, 1316 AD: Confucianism has spread in Baghdad.
Turn 276, 1316 AD: The borders of San Francisco have expanded!

Turn 277, 1322 AD: Roosevelt's Crossbowman has defeated Peanut's Knight!
Turn 277, 1322 AD: Your Knight has destroyed a Crossbowman!
Turn 277, 1322 AD: Peanut's Knight has defeated Roosevelt's Pikeman!
Turn 277, 1322 AD: You have captured Seattle!!!
Turn 277, 1322 AD: The American Civilization has been destroyed!!!
Turn 277, 1322 AD: You have destroyed the city of Seattle!!!
Turn 277, 1322 AD: New Philly has been founded.
Turn 277, 1322 AD: New Chicago has been founded.
Turn 277, 1322 AD: New Seattle has been founded.
Turn 277, 1322 AD: New New York has been founded.
Turn 277, 1322 AD: Peanut's Knight has defeated Barbarian's Longbowman!
Turn 277, 1322 AD: You have captured Estruscan!!!
Turn 277, 1322 AD: You have pillaged $4 from the destruction of Estruscan!!!
Turn 277, 1322 AD: Hieraconpolis has been founded.
Turn 277, 1322 AD: Abydos has been founded.
Turn 277, 1322 AD: Rush settler in San Francisco for $174
Turn 277, 1322 AD: Clearing a Forest has created 54 $ for Najran.
Turn 277, 1322 AD: Clearing a Forest has created 44 $ for Byblos.
Turn 277, 1322 AD: Asyut has been founded.
Turn 277, 1322 AD: Memphis celebrates "We Love the President Day"!!!
Turn 277, 1322 AD: The borders of Medina have expanded!
Turn 277, 1322 AD: The borders of Damascus have expanded!
Turn 277, 1322 AD: The borders of Atlanta have expanded!
Turn 277, 1322 AD: You have trained a Settler in San Francisco. Work has now begun on a Theatre.
Turn 277, 1322 AD: The borders of El-Amarna have expanded!

Turn 278, 1328 AD: Culture to 0%
Turn 278, 1328 AD: New Los Angeles has been founded.
Turn 278, 1328 AD: Avaris has been founded.
Turn 278, 1328 AD: Lisht has been founded.
Turn 278, 1328 AD: New Etruscan has been founded.
Turn 278, 1328 AD: Clearing a Forest has created 44 $ for Basra.
Turn 278, 1328 AD: Clearing a Forest has created 90 $ for Hieraconpolis.
Turn 278, 1328 AD: Clearing a Forest has created 90 $ for El-Amarna.
Turn 278, 1328 AD: Memphis celebrates "We Love the President Day"!!!
Turn 278, 1328 AD: The borders of Kufah have expanded!
Turn 278, 1328 AD: The borders of Baghdad have expanded!
Turn 278, 1328 AD: The borders of Basra have expanded!
Turn 278, 1328 AD: The borders of New Philly have expanded!
Turn 278, 1328 AD: The borders of New Chicago have expanded!
Turn 278, 1328 AD: The borders of New Seattle have expanded!
Turn 278, 1328 AD: The borders of New New York have expanded!
Turn 278, 1328 AD: The borders of Hieraconpolis have expanded!
Turn 278, 1328 AD: The borders of Abydos have expanded!
Turn 278, 1328 AD: Hanno has been born in Delhi!

Turn 279, 1334 AD: Peanut wins a domination victory.

malekithe
Jul 14, 2006, 03:39 AM
Congratulations!!

I've been lurking in your thread since Day 1 and been pulling for you every step of the way (while I wasn't busy being amused by team VQ's antics).

The Golden Laurels may well be yours.

akots
Jul 14, 2006, 04:16 AM
Congratulations! You've beaten us (CFR) by 6 turns! [:)]

Obormot
Jul 14, 2006, 05:06 AM
Congrats on an excellent game and on winning the laurels :(
It was very exciting to watch your last turnsets :lol:

Ptitsa Consul
Jul 14, 2006, 05:19 AM
My congratilations too :)

BSmith1068
Jul 14, 2006, 07:35 AM
Ditto on the congrats! I have learned a lot from watching you guys play.

Lexad
Jul 14, 2006, 08:49 AM
My congrats too! You have all chances to win the Laurels!

DaviddesJ
Jul 14, 2006, 10:32 AM
Here are screenshots of the world at game end (1334 AD).

civ_steve
Jul 14, 2006, 03:09 PM
Superb job, DaviddesJ! Great way to close out the game! :goodjob: And to everyone on Team Peanut, great game! I feel I made the biggest mistake of the game learning Theology (putting Astronomy out of reach of GS benefit), so I really appreciate the work everyone put in to recover the game and score a good final date. :salute:

Thanks, Team CFR! You guys were great competition, you put up a great final date, and really put the pressure on! :thumbsup:

DaviddesJ
Jul 14, 2006, 03:25 PM
Superb job, DaviddesJ! Great way to close out the game! :goodjob: And to everyone on Team Peanut, great game! I feel I made the biggest mistake of the game learning Theology (putting Astronomy out of reach of GS benefit), so I really appreciate the work everyone put in to recover the game and score a good final date. :salute:

I thought this was a big mistake at the time, but it seems to have worked out pretty well, all in all. We really needed both Astronomy and Guilds to launch a war; a faster route to Astronomy wouldn't have accelerated Guilds (especially if we had to self-research Feudalism instead of trading for it), and might not have worked anyway because we didn't get as many GS's as we were expecting (in favor of other types). Using the Golden Age worked, instead, to accelerate both research and troop production, when we needed it. The money from the GM also came in useful at the end.

I don't know why I had a blind spot at the end about keeping Roosevelt's cities vs razing them (I guess I'm used to Civ3 where enemy resistance disappears when the enemy is completely defeated, and also where the duration of resistance can be reduced by piling lots of troops in the cities). I should have built many settlers sooner, but it didn't cost us more than 1 turn or maybe 2. Ship chaining was very important: I rushed 3 settlers in Thebes, Heliopolis, and Elephantine in 1610; they appeared in those cities in 1616; and in 1622 they settled New Chicago, New Seattle, and New New York!

Mathilda
Jul 14, 2006, 04:21 PM
Congratulations Peanuts!
A great way to start CIV sgotms!

ainwood
Jul 14, 2006, 04:49 PM
Wow - great ending, daviddesj!

Great stuff team - shall we line-up for the second one now?

civ_steve
Jul 14, 2006, 04:52 PM
I plan on playing in CIV SGOTM2. I hope we can keep this team together!

AlanH
Jul 14, 2006, 04:52 PM
Well done Peanuts :goodjob:

civ_steve
Jul 14, 2006, 05:07 PM
Thanks, AlanH! And many thanks to you and Gyathaar, and "the staff" for running this SG and generating an interesting scenario. :)

Gyathaar
Jul 14, 2006, 09:49 PM
Congrats on winning the game :)

MailMan
Jul 15, 2006, 04:09 AM
Congratulations every one. It was very enjoyable.
I think that the key to our early victory lies even before Astronomy - the super early war against the Russians.

Hope to see you all in SGOTM2

Phabuk
Jul 15, 2006, 05:47 AM
Congratulations to everybody. This was a very interesting game and I 've learned a lot of things playing it. The end of the game was very efficient, amazing!!

Hope to see you soon for the SGOTM 2...

DaviddesJ
Jul 15, 2006, 12:15 PM
I haven't looked at the other teams, but I do guess the main thing we did differently is to focus the early game very strongly on wiping out Catherine as quickly as possible with war chariots.

I don't know whether Team CFR did the same thing. It does seem to me that there should be other viable routes to quick victory (although I still like this one because it uses our UU).

After that,we're just constrained by speed of research to Astronomy plus Guilds, and I think there's less variation in that than it seems (i.e., the difference between the very best route, and "good enough"), may only be 10 turns or so.

It may be that the early attack on Cyrus to get extra happiness resources also helped us significantly. Attacking Persepolis was probably not so important, in hindsight. We could have built our GP farm in Heliopolis instead.

Ronald
Jul 15, 2006, 03:10 PM
Great game guys, excellent fast finish :goodjob:

AlanH
Jul 15, 2006, 06:49 PM
Hey, Peanuts, your fame has spread to Russia (http://babelfish.altavista.com/babelfish/trurl_pagecontent?lp=ru_en&url=http%3A%2F%2Fwww.civfanatics.ru) now!

Dynamic
Jul 16, 2006, 03:15 AM
Congratulations, Peanuts!

civ_steve
Jul 18, 2006, 01:26 PM
A couple final bits of work to wrap up:

DaviddesJ - you had volunteered to put together an entry for Spoiler1; will you be able to do that?

And ... also need a volunteer for the final Spoiler. Anyone wish to take that on while the time until SGOTM2 goes by?

DaviddesJ
Jul 18, 2006, 03:42 PM
I'll try to start work on a writeup soon. Maybe given the current situation it makes sense to just write one combined overview for spoiler2. The participation in spoiler1 seems pretty low.

civ_steve
Jul 18, 2006, 05:28 PM
If you would like to cover the entire game, that sounds fine. Historically the participation in Spoiler 2 is even lower than Spoiler 1! If there is any doubt in the outcome, people are hesitant to post any details about their end game, and its very difficult to get energized to report on a game that finished several weeks earlier.

Mad Professor
Jul 19, 2006, 07:19 PM
A very impressive campaign through Arabia and America. (It impressed me anyhow!) Well done. Your finish time is supurb. Very hard to beat.

civ_steve
Jul 27, 2006, 12:46 PM
Just a quick update - all 5 Team Peanut Members who were active at the end of SGOTM1 have signed up for SGOTM2. :) It looks to be an interesting challenge and I'm sure our seasoned players, and any new members that are added for balance, will enjoy plenty of reasoned discussion to meet (and stomp :D ) this challenge! Develop your thoughts for opening strategy and keep an eye out for when the threads open up for SGOTM2, probably weekend after next.

MailMan
Jul 30, 2006, 12:17 AM
@civ_steve: I see that you have "CFC GOTM Staff" in your Avatar, what is your new roll?

civ_steve
Jul 30, 2006, 02:51 AM
I'll probably focus on supporting the Civ3 GOTM and C3C COTM; this would leave me relatively free to participate as a Player in CIV GOTM and the SGOTMs.

MailMan
Jul 30, 2006, 03:01 AM
Congratulations and good luck.

Niklas
Aug 01, 2006, 02:58 AM
:worship: Congratulations on your very early win! Your thread will make for a very interesting read!

As an aside, I followed the link that AlanH posted - Babelfish is just hilarious sometimes: On the their- fanatics is declared the record to the participation in the "sosichnom GOTM'e" - the tournament, in which several commands compete in the skill to play into the sausage. :hmm: :lol:

civ_steve
Aug 01, 2006, 01:01 PM
Yes, there's an earlier post on July 11th; apparently Sausage and CIV are tightly connected!

Blackthorn27
Feb 18, 2008, 01:06 AM
Two words: Fan Freekin' Tastic!

Been lurking up to page 13 of this thread so far and I've learnt sooo much from you guys about how to play Civ IV well. I've been copying and pasting the really good stuff into a Word document for future reference. I'm particularly appreciative of Dave's input so far: the way he's explaining his reasoning is pure gold Civ IV advanced gameplay. You're all awesome, though! :)

Can't wait to read other SGOTM stuff from the Peanut and other teams.

DaviddesJ
Feb 18, 2008, 01:21 AM
Can't wait to read other SGOTM stuff from the Peanut and other teams.

I am playing SGOTM06 with Smurkz now. Can't vouch for the same results, but I do try to explain what I think and why.