View Full Version : SGOTM 03 - Team CDZ
AlanH Nov 24, 2006, 06:31 PM Welcome to your C_IV SGOTM 3 Team Thread. Please use it for all internal team communication, turn logs and discussions. Subscribe to it to receive notifications, and do not visit the other team threads for this game until you have finished. Please also subscribe to the Maintenance Thread for this game, where teams and staff may post non-spoiler information of general interest.
The Game
As Peter The Great, Leader of All the Russias, you are charged with achieving a Diplomatic or Space Victory.
This Monarch difficulty game is on a Standard size, Gyathaar-special, crowded map, at Epic speed, against 17 rivals. All victory conditions are enabled, but the laurels for this contest will be awarded to the teams who achieve the fastest Diplomatic or Space victory.
Version
Your team will play this map in Civilization IV version 1.61, using the standard HoF Mod for Windows version 1.61. This is currently HOF_Mod-1.61.008 (http://hof.civfanatics.net/civ4/mods/HOF-1.61.008.exe), but we shall use the latest version of the mod as at the start date for the game.
Your start file will be available on the SGOTM Progress and Results Page (http://gotm.civfanatics.net/submit/civ4sgotm_submission_list.php) at midnight, server local time, at the start of December 1st.
Here's the starting position - click the image below to see a larger version.
http://gotm.civfanatics.net/civ4games/images/sgotm3_start_small.jpg (http://gotm.civfanatics.net/civ4games/images/sgotm3_start_large.jpg)
Map Parameters
Playable Leader/Civ - Peter of Russia
Rivals - all the other 17 civs in version 1.61
World size - Standard
Difficulty - Monarch
Landform - Archipelago, low sea level, tropical
Game Speed - Epic
AI Aggression - Aggressive
Barbarians - Standard
Permanent Alliances Enabled
No City Razing
Notes
Please visit the Civ4 SGOTM reference thread (http://forums.civfanatics.com/showthread.php?t=168439) to check out the rules and procedures to ensure that you are adequately prepared for this game.
BOTH Civilization IV v1.61 and Warlords v.2.08 are supported for this SGOTM. No other versions can be used, and you will have to stick with your chosen version throughout the game.
Teams will compete for four awards for each version of the game - the Gold, Silver and Bronze Laurels for the fastest finishes, and the Wooden Spoons for the lowest scoring finisher.
All teams must play the sponsored variant - awards will be given to teams who achieve Diplomatic or Space victories in the least turns.
All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.
Remember, Rule Number 11: Have Fun. :)
socralynnek Nov 29, 2006, 06:59 PM Team CDZ is cancelled due to...ahem...let's think...yeah, lack of inspiration....no, ahem...
just wanted to say: SPAM!
no: signing in!...
Darkness Nov 30, 2006, 03:10 AM here........
robboo Dec 01, 2006, 02:01 PM OK who's up first.
BCLG100 Dec 05, 2006, 06:59 PM Well we're doing well so far, nevertheless got it, ill move the scout about and not settle take a pic and save
AlanH Dec 18, 2006, 08:54 AM Almost three weeks since we started this game. Is anything happening here?
socralynnek Dec 18, 2006, 05:59 PM We bribed BCLG to finish his turnset just a few minutes after you posted...
Here is the first part of our spamming, ahem, discussion:
AFAICS we are already 4. I have spammed sent a PM to krys whcih made him sign-up, thanks!
So by now, we are: BCLG, Tubby, Ynnek, Krys
But I guess we need at least two more, so we should spam some more people.
Shabba you didn't sign up yet, no interest?
I posted in the sgotm2 thread. I'm available, but I'm short on time. But then again, who isn't.
Sorry, I have seen that post too late. You are right, we should discuss a little more while the game is going on. Then a team of rather weak players can still be pretty strong which I have seen in the current Civ3SGOTM in my team.
I promise to discuss a little more and would be happy if you'd join, especially considering that your parts of the discussion were valuable...maybe we can acquire then 2 or 3 more s.t. we 'd have 7 players or so s.t. one has to play less considering that game will surely last long as a space race game...
We're not weak players we just dont have much time to contribute. If we look at the levels everyone players at then we have a goodish chance
me-immortal
tubby-monarch-though it may have been higher
ynnek-deity (might be an exageration)
shabba-deity(definatly not an exageration)
krys-prince
they're all pretty good levels, so you dont have to worry about our actual ability but more the time we can sit down and discuss it-i vote ynnek for team capitano again-if that was under any doubt
though this game looks very interesting and will require a lot of early war- i think we're going to have to go for space and not for diplo because of the amount of early warring we'll have to do.
OK guys I am in...My schedule is flakey so i dont know if I will have time to play BUT I can spam and offer advice.
I garee the easiest path is space.
I've never won a diplo game, so I'm not even sure how to do it, unless we are just killing everyone put together in territory. I think in Civ 4 you have more votes for more tiles. So that might be easier now that I think about it.
You do, however with all this killing dont forget the AI will be killing each other off as well and it is very hard to win diplo in civ4 because you have to give them anything they want for literally the entire game-which just sucks so i think space is the way to go
Me deity? in civ4? I only win emperor when I have a really nice start...
Kill (almost) all for diplo could be an option, that should be decided when the game evolves, nevertheless we have to research fast and probably spread Alphabet around which the AI seldom researches fast.
Robboo, if you and Shabba sign up (please do it over at cfc
http://forums.civfanatics.com/showthread.php?t=192760
and state you want Team CDZ
Then we already have a team and each player more would be nice then too.
done....
quote:Originally posted by socralynnek
Me deity? in civ4? I only win emperor when I have a really nice start...
Kill (almost) all for diplo could be an option, that should be decided when the game evolves, nevertheless we have to research fast and probably spread Alphabet around which the AI seldom researches fast.
Robboo, if you and Shabba sign up (please do it over at cfc
http://forums.civfanatics.com/showthread.php?t=192760
and state you want Team CDZ
Then we already have a team and each player more would be nice then too.
i MAY have been exaggerating your skills but everyone elses was true
Deity? Well...
Anyway, I signed up. Map for discussion:
The only drawback to settling in place would be that we lose one of the floodplains and that the city itself will not be a very productive one.
Cons on not settling on place: we lose one of the clams, and one of the spices.
I don't see us getting a productive city if we settle some to the north. We should optimize food production.
I think settle in place
Loss of one clam is not that big of a deal.
I would send the scout to see what the black tile is north of the spices. IT may be a good place to settle as we wouldnt lose either of our Floodplains and we could have better territory North to grab that second spice. A sligth overlap in working tiles isnt that bad on a map with alot of water.
I dont like settling in place. Since you will drop one food essentially we would have to farm teh other floodplain just to make up the food loss.
I think, Scout should mve E first, then we might consider settling NE or N, for a Space Race the FP cottage is too valuable to lose. N could be nice for Colossus or TGLighthouse.
My take on it : setling off the coast and/or off the river seems a bit silly to me (in a general case), except if there is much to gain. Not really the case here. That'd leave us with settling in place, north or east. IMO we should first move the scout east, then south, to reveal what's up in the east. I wouldn't mind losing a resource in our 21 if we could get it back with another city soon. Settling east then seems better than settling north, as the southern spices might be lost for harvesting. Also, if we settle off the floodplains, we gain one more floodplain for irrigation or cottage, but we lose one clam for high food : I'm not sure we actually gain food that way.
Summary according to me : scout E then S (if nothing extraordinary after E), then let's see how it is.
And I'm just realizing that we won't be able to do that before another 12 days.
Dont forget with 17 other AI this will be a very crowded map
Alan has asked whether one of the vanilla teams wants an extra player, he has two who'd like to join left.
Anyone against it? Otherwise I'd tell him in 24 hours that it's ok if it's ok for the player to join here.
yup ive got no problems with it, just so long as they realise the majority of discussion will be here....
plus we might be able to get em to play a load of turns when we cant be arsed
yeah I'm fine wit it
As long as it's not AoA I'm OK with it.
no problem here....
I PMed Alan...he named two players (gustavoghe and lowthercastle), so no AoA (he is a strong player, is he bad for a SG?), so let's wait if we or another team gets one of them.
The players are already at other teams, there is a new one who'd like to join, but I'd rather give darkness and samson a chance to signup before we ask him.
quote:Originally posted by socralynnek
so no AoA (he is a strong player, is he bad for a SG?
AoA = Stupid republican biased former OT moderator at CFC with a huge superiority complex and no tolerance for opinions differing from his own...
quote:Originally posted by socralynnek
The players are already at other teams, there is a new one who'd like to join, but I'd rather give darkness and samson a chance to signup before we ask him.
See other thread: I am in, but I can not promise regular turnsets.
I don't think that anyone is promising regular turnsets.
So, the game starts today.
I'd like to propose the following:
Someone kicks us off, moves the Scout and then stops to discuss where to settle. maybe with spreadsheet and such.
Maybe we could do the rule: No one of Team CDZ in SGOTM02 plays a turnset before that other one is done.
meh.. you guys made me join SGOTM 2. I joined 3 on my own volition
i just felt bad for you for SGOTM 2 so i joined, anyone played this turn then? or we starting as we mean to go on?
right well somehow im gonna be the one to play the first turn, i got it will just move the scout and save, wont bother uploading the save file ill just play the next 5 turns when we decide what to research etc
research Fusion for the great engineer
heres a picture of the shenangans
ill come back with my opinion later, beddy time now :)
oh and thanks for the tip tubs
Settle N or NE. (Both don't waste a floodplain)
Pros N:
-On coast
Pros NE:
-Both spices in city range
-more landtiles (but wasted seatiles)
I'd prefer N, since that will give us sea traffic eventually... It seems as though we won't need too many until later, so the extra land tiles are a bit moot. As are both spices since we won't have a trade route for a long time without sea traffic.
Personally i prefer 2 east, gives us fish, clams, spices and the floodplains.
future city areas include 2 north of the recently discovered clams and one north east of the other spices
I haven't seen the fish, yes 2E is also very nice!
As said before, settling off the coast is a big nono in my book. If you want to settle off the floodplains just to gain some food, don't forget that this means losing the western clam, which could bring even more food and mucho gold immediately. By settling in place, we also keep the southern spices, for mucho gold too, once Calendar is there.
Since the beginning is to get to space IIRC, we should go for gold in our capital.
socralynnek Dec 18, 2006, 06:01 PM And here is part 2 including the turnlog:
quote:Originally posted by BCLG100
Personally i prefer 2 east, gives us fish, clams, spices and the floodplains.
Me too...
2E is a great spot. Central to all resources. and it wouldn't be any slower of a settlement than if we moved to the forest.
2E has clams, fish, spices, 2 FP, 13 coast tiles (at least 2 food with lighthouse and 2 gold)
This city would greatly benefit from a collosus and be uber science city
Yes, 2E is a great spot, I reckon. The downside is that it's not by the river, which means -2 in health limit.
If you look closely, the tile 4E (in the 21 of 2E) is a coast tile (at least regarding resources). There should be land over there.
by the looks of the clams fishies we're not going to need to worry about health for awhile
so not much discussion for awhile about say tech.....
so ill just play the save tomorrow for a few turns and pick whatever i feel
We've started with Hunting and Mining, right?
So, no religion.
We don't know how many civs we meet soon, but in a game with many civs and going for space or diplo, I guess, a direct path for Alphabet would be nice,maybe BW and Archery in between.
We can get Cottages up pretty soon then.
If we settle 2E, I propose Fishing as a first tech which also make Pottery cheaper and let's us build those boats.
Otherwise Warrior first and Worker at size 2 or 3.
it might be smart to not go nuts trading techs since the AI cut you off after a certain number of trades.
You are right, especially some cheap techs might be better got with the pointy stick. The number depends on relative strenght but as we plan to be most powerful that might mean no one would want to give us techs. OTOH it still can give us a boost relative to a neighbor which we'll then conquer with our technological superiority.
Any beeline to alpha on any level is worthwhile to pick up the majority of worker techs which you will have avoided to get it in time, however with that considered i think we should go Bronze working, with 17 other civs on this map we are going to need to establish where the metal is asap and more than likely get our first settler out before our first worker (especially considering that we cant improve the food/mfg output of the majority of the tiles around the capital and only the commerce). If we find bronze nearby it may be worth building a settler at size 2/3 before the worker.
i.e. build plan warrior-warrior-settler-worker-continue :)
BW sounds like a reasonable plan and has my vote. but I can be swayed way too easily
BUMP! BCLG? PLAYING? WHEN? PROBLEMS? COMPUTER? HARD? DRIVE? ASSIGNMENT? SPAM? WANT? ROLEX?
As always we could/should do a roster as some players feel more forced to play when they are up...
And like last times: please already state when you are on deck whether you think you can play some time after the next one or whether we better swap.
BCLG - kicks us off
Ynnek - on deck
krys
Shabba
Tubby
Robboo
Darkness
As I said before, swapping is no problem, I try to keep track of that.
I can play any day til Friday. I am away over christmas but I am then back on 27th.
hah.. I've already forgot about this game. I could probably play this some this week if I try hard.
Sorry ive been moving back home from uni over the past few days and was just thinking of playing yesterday when i thought sleep would be a better choice ill be playing later today.
10 or 20 turns?
ynnek im still waiting on our 1vs1 save so am not the only forgetfull one :p
I'd say 20.. that's closer to the end than 10 .. And since we have a propensity to delay turn-sets, I'd prefer to get the quick one's in big lumps. Unless something comes up and you need to stop or ask a question. .... do 20
yeah, do 20. When I am running Windows again, I will look whther I played the PBEM, I am sure I did, but surely could be wrong...
Im not sure how many i did in the end but we're up to the turn before BW was discovered, just came back to check what to go for next and let you see what had happened.
Heres our island- i fully explored it in the time :)
http://img183.imageshack.us/img183/1285/civ4screenshot0109cx8.jpg
demographics at the end.
http://img183.imageshack.us/img183/1285/civ4screenshot0109cx8.jpg
and our capital
http://img300.imageshack.us/img300/1688/civ4screenshot0107ux7.jpg
(BCLGland)
we met alex about turn 15 or so
Settled on some spices as i took the conscious decision that it would be better to cottage the floodplains than work the spices with a financial leader if anyone dont like it-sue me
save is here http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_BC3400_01.Civ4SavedGame
quote:Here is your Session Turn Log from 4000 BC to 3400 BC:
Turn 1, 3970 BC: BCLGland has been founded.
Turn 8, 3760 BC: The borders of BCLGland have expanded!
Turn 12, 3640 BC: Buddhism has been founded in a distant land!
Turn 17, 3490 BC: Barbarian's Lion (2.00) vs CDZ's Scout (2.70)
Turn 17, 3490 BC: Combat Odds: 21.1%
Turn 17, 3490 BC: (Animal Combat: +20%)
Turn 17, 3490 BC: (Plot Defense: +50%)
Turn 17, 3490 BC: (Class Animal Combat: +100%)
Turn 17, 3490 BC: Barbarian's Lion is hit for 23 (77/100HP)
Turn 17, 3490 BC: CDZ's Scout is hit for 17 (83/100HP)
Turn 17, 3490 BC: Barbarian's Lion is hit for 23 (54/100HP)
Turn 17, 3490 BC: CDZ's Scout is hit for 17 (66/100HP)
Turn 17, 3490 BC: Barbarian's Lion is hit for 23 (31/100HP)
Turn 17, 3490 BC: CDZ's Scout is hit for 17 (49/100HP)
Turn 17, 3490 BC: CDZ's Scout is hit for 17 (32/100HP)
Turn 17, 3490 BC: Barbarian's Lion is hit for 23 (8/100HP)
Turn 17, 3490 BC: CDZ's Scout is hit for 17 (15/100HP)
Turn 17, 3490 BC: Barbarian's Lion is hit for 23 (0/100HP)
Turn 17, 3490 BC: CDZ's Scout has defeated Barbarian's Lion!
Turn 19, 3430 BC: BCLGland will grow to size 3 on the next turn
scout is pretty badly hurt so may as well let him rest for awhile
ynnek your up!
Alex is on a different island, right?
I can play later today or tomorrow in the morning (but probably later today), maybe I'll do more than 20 turns, seems there won't be major decisions soon, except for techs.
We definitely need Fishing next s.t. we can rxplore with Work Boats.
Then we should go towards Pottery for Cottages. Military techs won't be needed fro some time, let's see whether we can have Axes, if so, Barbarians won't be a problem.
Different opinions?
fishing would be my choice as well. We need to be careful of barb axes...
settler should be next build
Shabbaman Dec 23, 2006, 02:59 AM I'd like to play now, but I'm missing a bit of the discussion. IIRC we want to go for pyramids, thus masonry or something? I have some time to play tomorrow as well, if today doesn't work out. Wonder if anyone reads this.
socralynnek Dec 23, 2006, 07:16 AM Sadly, CDZ is down atm.
We discussed a little further there.
Damn, I thought I had copied again after my turnset.
At least here are the pictures at 2710:
http://fsinfo.cs.uni-sb.de/~ckwon/sgotm03_bc2710.jpg
http://fsinfo.cs.uni-sb.de/~ckwon/sgotm03_bc2710b.jpg
The plan was: Found city on blue dot. Switch to Masonry immediately.
Worker next in capital, meanwhile warriors for gfogbusting in 2nd town.
Warrior builds a quarry and connects it to 2nd city (only road there not to capital)
Prechop forests.
Build Pyramids.
Meanwhile capital can build workboats for exploring and hooking up.
Shabbaman Dec 24, 2006, 01:46 AM I can't open the save. I installed the mod from the startpost, but I got the message that the mod folder 1.61.009 was invalid (duh, I just installed .008). But now I installed 1.61.010, and I still get the same error message. I can't find version .009.
socralynnek Dec 24, 2006, 07:42 AM http://hof.civfanatics.net/civ4/mods/HOF-1.61.009.exe
Shabbaman Dec 25, 2006, 02:10 AM Thanks, it works now.
Question: are we whipping with this mod or not?
2740 b.c. switch to masonry
2710 b.c. enter.
2680 b.c. enter.
2650 b.c. enter
2620 b.c. enter
2590 b.c. enter
2560 b.c. capital builds settler, starts on worker.
2530 b.c. enter.
2500 b.c. enter.
2470 b.c. blue dot founded, starts on worker.
Here is your Session Turn Log from 2770 BC to 2470 BC:
Turn 51, 2470 BC: Blue dot has been founded.
Save is here (http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_BC2470_01.Civ4SavedGame).
Unless anyone else shows up here, I guess you're up ynnek. Merry christmas!
robboo Dec 25, 2006, 04:44 PM HEy guys...I am gone till the 31. I will check back here or CDZ when I return. So did Santa run over the server at CDZ??? :)
Shabbaman Dec 26, 2006, 02:02 AM My guess is that it's time to apply the fist, but with it being christmass and all the ISP guys are probably hiding somewhere.
socralynnek Dec 26, 2006, 03:10 AM Trying to do a roster again (the one at CDz got lost):
BCLG - kicked us off
Ynnek - played a little
krys - swap until further notice
Shabba - founded a town
Tubby - UP
Robboo -away til 31st
Darkness - didn't show up at all
I can play from tomorrow on again.
Tubby ? BCLG? What's up with you?
robboo Dec 27, 2006, 12:48 PM tubby is out of town and cant play till the 30th i think.
/I am in Hell...I mean my inlaws. I can read and post but cant play civ.
socralynnek Dec 28, 2006, 02:06 AM ok, then BCLG could play if he is in town, otherwise I might play this evening (normally I wouldn't rush it that way but we are too far behind)
robboo Dec 28, 2006, 08:13 AM I think BC is gone also. O rhis trip may be around New years. I think you should play ynnek
socralynnek Dec 28, 2006, 04:51 PM OK, got it, will play now!
socralynnek Dec 28, 2006, 05:29 PM 2470 BC - Press enter.
2320 BC- Masonry comes in.Set research to Agri.
Rush worker in capital.
2290 BC - Start work boat in Capital.
2230 BC - Start building Quarry and start Pyramids.
2080 BC - A barb Warrior appears.
2050 BC - Barb dies attacking our fortified warrior on Jungle.
Agri done. Start Pottery.
Judaism has been founded.
1990 BC - Quarry done. Construction time down to 130 turns.
1870 BC - Road done Constructime 67 turns.
1720 BC - First forest chopped.
1660 BC - Agri done. Set research to AH.
1600 BC - 2nd WB done. Using it to explore. Stonehenge has been build.
1540 BC - Meet Julius and next forst done.
1450 BC - Meet Gandhi.
1180 BC - AH done. Research Writing.
1150 BC - Oracle has been build somewhere.
970 BC - Our Scout has been eaten by a Barb warrior.
865 BC - Pyramids done next turn. Things to discuss:
Which civic?
HR or the one with the +2 hapiness? Both is fine for me.
The log:
Here is your Session Turn Log from 2470 BC to 865 BC:
Turn 51, 2470 BC: Blue dot has been founded.
Turn 55, 2350 BC: You have discovered Masonry!
Turn 64, 2080 BC: You have discovered Agriculture!
Turn 64, 2080 BC: Judaism has been founded in a distant land!
Turn 71, 1870 BC: Alexander adopts Slavery!
Turn 71, 1870 BC: Mao Zedong adopts Slavery!
Turn 77, 1690 BC: You have discovered Pottery!
Turn 79, 1630 BC: Stonehenge has been built in a far away land!
Turn 93, 1210 BC: You have discovered Animal Husbandry!
Turn 94, 1180 BC: The Oracle has been built in a far away land!
Turn 101, 985 BC: Barbarian's Warrior (2.00) vs CDZ's Scout (2.00)
Turn 101, 985 BC: Combat Odds: 50.0%
Turn 101, 985 BC: (Plot Defense: +75%)
Turn 101, 985 BC: (Fortify: +25%)
Turn 101, 985 BC: CDZ's Scout is hit for 20 (80/100HP)
Turn 101, 985 BC: CDZ's Scout is hit for 20 (60/100HP)
Turn 101, 985 BC: CDZ's Scout is hit for 20 (40/100HP)
Turn 101, 985 BC: Barbarian's Warrior is hit for 20 (80/100HP)
Turn 101, 985 BC: CDZ's Scout is hit for 20 (20/100HP)
Turn 101, 985 BC: CDZ's Scout is hit for 20 (0/100HP)
Turn 101, 985 BC: Barbarian's Warrior has defeated CDZ's Scout!
Shabba, you are up if you like!
Shabbaman Dec 29, 2006, 01:40 AM I can and will play tonight/early this evening!
EDIT:
So, for the discussion... Representation gets rid of unhappiness issues for a long time. With the floodplains we can get some scientists (eventually), sounds like a good base for outresearching the AI.
BTW, impressive turnset, 50 turns!
socralynnek Dec 29, 2006, 02:59 AM I hope it's fine I played that many turns. There were no major decisions besides techs which I hope is ok for a research game.
Shabbaman Dec 29, 2006, 11:56 AM I have no problems with it. Do you agree on representation? I think HR would be a waste: we get more smileys with rep, and the additional upkeep could be compensated with the extra science from a single scientist (at this point, that is).
What's the plan now anyway? City sprawl on our island, maximizing science? What's our main scientifiic objective? I'd say we wait with settling on red dot now, we can settle there later anyway. We don't need the luxury. White dot seems fine, securing bronze is also important.
socralynnek Dec 30, 2006, 06:05 AM Agree with you with Rep.
Main goal: I don't really know, probably Optics first for Caravels for better explorations s.t. we can meet everyone then.
Darkness Dec 30, 2006, 06:40 AM Darkness - didn't show up at all
Hey...
I actually already posted in this thread you know... :crazyeye:
Shabbaman Dec 30, 2006, 08:08 AM Agree with you with Rep.
Main goal: I don't really know, probably Optics first for Caravels for better explorations s.t. we can meet everyone then.
That makes sense. Plus we can go for my favorite improvement, the harbor ;)
Anyway, this morning it dawned to me (is that english?) that now that we have the pyramid, we could go for a cultural victory. Just as a pointer. If we want an award, we need a diplo or space race though.
Thanks for the input, going to play soon.
Shabbaman Dec 30, 2006, 09:09 AM 850 b.c. bclgland builds granary > worker
Blue dot builds pyramids > granary
Revolt to representation.
820 b.c. writing > sailing
IBT open borders with the romans
730 b.c. bclgland whip worker
715 b.c. bclgland worker > settler
700 b.c. Blue dot granary > work boat
685 b.c. IBT Gandhi open borders
Discover sailing > IW
610 b.c. IBT Greece open borders, judaism spreads in bclgland
580 b.c. IBT China open borders
565 b.c. Blue dot work boat > library (could go for settler if it grows to size 3 and we improve the rice)
550 b.c. bclgland settler > library (more chopping next to the river for cottages, then switch to settler)
535 b.c. IBT Caesar demands clams, I give them. We have two anyway.
520 b.c. IBT Victoria shows up, she settles 1 N of the horse (near the bronze). Crap.
505 b.c. settle on white dot, starts with a granary.
Turn 109, 865 BC: CDZ has completed The Pyramids!
Turn 110, 850 BC: The revolution has begun!!!
Turn 110, 850 BC: CDZ adopts Representation!
Turn 111, 835 BC: You have discovered Writing!
Turn 113, 805 BC: The borders of Blue dot have expanded!
Turn 116, 760 BC: Merit Ptah has been born in a far away land!
Turn 118, 730 BC: You have trained a Worker in BCLGland. Work has now begun on a Settler.
Turn 120, 700 BC: You have discovered Sailing!
Turn 125, 625 BC: Judaism has spread in BCLGland.
Turn 125, 625 BC: Confucianism has been founded in a distant land!
Turn 133, 505 BC: White dot has been founded.
Save is here (http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_BC0505_01.Civ4SavedGame).
Tubby Rower Dec 31, 2006, 04:41 AM I've got it :D
Tubby Rower Dec 31, 2006, 06:04 AM t0 (505BC) - nada just looking around
t1 (490BC) - I make the worker start a cottage 1 S of the rice since there is 2 more turns before we could farm that rice due to the jungle
t2 (460BC) - IW comes in... Start on compass (due in 30)
start farming the rice
Iron shows up 1N of blue dot and already has a cottage on it
t3 (430BC) - get a worker to the ironand start mining. (side note : we need more workers.)
t4 (415BC) - nada except Alexander is sending a work boat scout around now.
t5 (400BC) - Chinese workboats are roaming now too
t6 (385BC) - :sleep:
t7 (370BC) - :sleep:
t8 (355BC) - :sleep:
t9 (340BC) - iron mine finishes and start a road
t10 (325BC) - move warrior S of white dot towards blue dot for MP duty.
BCLGLand has a :mad: citizen in it. Not sure how to correct other than revolt to being a Jew (Rome and England are already Jews
Library due in 4 in Blue Dot, granary hopelessly still being worked on with 33 turns to go. BCLGand still needs 14 more turns to finish it's library but will grow in 4 wtih happinesss issues already... so I think that whipping poor BCLG will be the solution
Here is your Session Turn Log from 505 BC to 325 BC:
Turn 133, 505 BC: White dot has been founded.
Turn 135, 475 BC: You have discovered Iron Working!
Turn 135, 475 BC: The borders of Blue dot have expanded!
Turn 135, 475 BC: Julius Caesar converts to Judaism!
Turn 137, 445 BC: Xi Ling Shi has been born in a far away land!
Turn 140, 400 BC: The Parthenon has been built in a far away land!
Turn 141, 385 BC: The Great Lighthouse has been built in a far away land!
<<SAVE>> (http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_BC0325_01.Civ4SavedGame)
Shabbaman Dec 31, 2006, 07:23 AM t3 (430BC) - get a worker to the ironand start mining. (side note : we need more workers.)
...
BCLGand still needs 14 more turns to finish it's library but will grow in 4 wtih happinesss issues already... so I think that whipping poor BCLG will be the solution
Good you played.
You're right about them workers, I didn't build any because there wasn't much to improve anyway. Good that we have iron, Blue dot should be highly productive now.
The unhappiness is a pity. I figured out that if we'd chop the other forest nex t to the river, the library would be about done. If not, we could switch to building a settler in 3 turns.
socralynnek Dec 31, 2006, 08:18 AM Iron is nice. Seems we have any resource we need for a while.
No time to look into the save til tuesday probably.
socralynnek Jan 02, 2007, 07:51 AM Hmmm, looked into the save, no real idea what the plan should be. Should we try to get that city of Vicky via culture? Otherwise we can't get horses and copper.
Any ideas?
Anyone who wants to play? Otherwise I'll maybe play tomorrow.
robboo Jan 02, 2007, 08:24 AM Skip me...I need to catch up on PBEMs. I am out Friday and Saturday of this week/ Next week (Tuesday or Wed) I can play since my wife will be out of town.
BCLG100 Jan 03, 2007, 09:47 AM Got the save, as there havnt been too many ideas of how to play ill just wing it.
probably aim towards CoL- for caste system getting this philo economy into overdrive, then we'll start pumping out the GS's.
following CoL ill get math and then we can bulb philosophy for pacifism.
BCLG100 Jan 03, 2007, 04:15 PM PFC- whip lib in bclgland
switch research to alpha
IBT-nada
BCLGland-lib-worker
2 scientists in bclgland
ibt-little
295bc-we connect iron
280BC-imhotpep born- v important, save for GL in bclgland-this can be our SS with bearu+oxford will be v good.
ibt-OB with vicky
265-lib in BD-lighthouse
175BC-worker in BCGland-settler
145bc-BD gets to size 6 so 3 scientists ordered
130BC-alpha done
lighthouse in BD-axe
BW with gandhi for myst (only one without it)
115BCalpha for math with mao
IW for archery and med with gandhi
100BC-alpha for priest nd poly wit gandhi
research set as lit.
upon completion of lit and col research should be set at 0, with GL in BCLGland and caste system=lots of scientists we can bulb philo use pacisfism for extra GL's and expand expand expand!
save= http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_BC0100_01.Civ4SavedGame
log
Here is your Session Turn Log from 325 BC to 100 BC:
Turn 147, 295 BC: Imhotep has been born in Blue dot!
Turn 149, 265 BC: Nabu-rimanni has been born in a far away land!
Turn 149, 265 BC: Moses has been born in a far away land!
Turn 150, 250 BC: Mao Zedong converts to Judaism!
Turn 151, 235 BC: Socrates has been born in a far away land!
Turn 153, 205 BC: Mahavira has been born in a far away land!
Turn 154, 190 BC: Alexander converts to Judaism!
Turn 155, 175 BC: Plato has been born in a far away land!
Turn 156, 160 BC: The Kashi Vishwanath has been built in a far away land!
Turn 157, 145 BC: Mao Zedong has 3 gold per turn available for trade
Turn 157, 145 BC: You have discovered Alphabet!
Turn 158, 130 BC: You have discovered Mysticism!
Turn 158, 130 BC: White dot will grow to size 3 on the next turn
Turn 158, 130 BC: Gandhi adopts Slavery!
Turn 159, 115 BC: Clearing a Forest has created 30 ? for BCLGland.
Turn 159, 115 BC: You have discovered Mathematics!
Turn 159, 115 BC: You have discovered Meditation!
Turn 159, 115 BC: You have discovered Archery!
Turn 159, 115 BC: White dot has grown to size 3
Turn 159, 115 BC: New Tech(s) to trade: Julius Caesar, Victoria, Gandhi
Turn 160, 100 BC: You have discovered Polytheism!
Turn 160, 100 BC: You have discovered Priesthood!
socralynnek Jan 04, 2007, 04:16 AM I have looked into the save. Want to wait a little until I play because I am unsure about the research path after Lit.
CL is nice for Caste System, but do we have enough food in other towns for running so many specialists? Just want to be sure.
Should we try to take over that English city via culture or via forces?
Should we stay peaceful otherwise for long? -> Space race
Or should we be aggressive at some point -> Diplo (Best way to get votes is to have many votes on our own)
Should we switch to Jewism as almost all our neighbors have it?
Please discuss.
Tubby Rower Jan 04, 2007, 04:33 AM hmmm.. not sure about how peaceful we should be as I suck.
about converting to become a Semite, I would say yes.
Killing English people sounds good to me :p
BCLG100 Jan 04, 2007, 04:48 AM We need to first settle our island, then should probably take over the english city by force (i think an axe is being built in our production city).
Yup but CoL is an ideal point to turn our research off and then start bulbing/trading for techs. we need to start getting to CS pretty fast so we can spread irrigation.
We can trade to judaism if we want but as theres a fairly high chance we will end up bulbing taoism it isnt our only option.
we need to be aggressive with 17 other civilisations.
socralynnek Jan 04, 2007, 07:33 AM Turning research off is IMO only a valid option if going for Diplo. If we are going for a fast Space victory we need to research as fast as we can.
So I think we should decide on that before w decide to turn research down( and even for Diplo it might make sense to research the normal, non lightbulb way)
BCLG100 Jan 04, 2007, 08:37 AM Turning research off is IMO only a valid option if going for Diplo. If we are going for a fast Space victory we need to research as fast as we can.
So I think we should decide on that before w decide to turn research down( and even for Diplo it might make sense to research the normal, non lightbulb way)
it would have made sense to discuss that following the building of the pyramids, now to use the pyramids to its fullest potential. Therefore i would go for a hyrbid economy from here on out.
Space to me has to be the best option as diplomatic is very hard. however we are already behind in terms of the space race of where fast finishes need to be. to catch up we will need to be bulbing techs. For ease of use ive posted dave mcw's article here showing bulbing technologies.
Great Prophet:
Meditation
Polytheism
Priesthood
Monotheism
Theology
Divine Right
Mysticism
Masonry (Warlords patch)
Code of Laws
Civil Service
Monarchy
Literature
Music
Writing
Philosophy
Printing Press
Drama
Alphabet
Paper
Education
Liberalism
Calendar
Masonry (Vanilla & unpatched Warlords)
Animal Husbandry
Construction
Future Tech
Great Scientist:
Writing
Mathematics
Scientific Method
Physics
Education
Printing Press
Fiber Optics
Computers
The Wheel
Philosophy
Chemistry
Fission
Fusion
Optics
Paper
Astronomy
Biology
Electricity
Flight
Genetics
Compass
Satellites
Sailing
Alphabet
Calendar
Medicine
Ecology
Iron Working
Metal Casting
Engineering
Steam Power
Liberalism
Agriculture
Masonry
Bronze Working
Machinery
Gunpowder
Refrigeration
Rocketry
Fishing
Combustion
Plastics
Composites
Mining
Radio
Meditation
Drama
Theology
Music
Civil Service
Democracy
Corporation
Communism
Economics
Hunting
Archery
Animal Husbandry
Construction
Robotics
Monotheism
Mass Media
Horseback Riding
Replaceable Parts
Rifling
Artillery
Future Tech
Great Artist:
Literature
Drama
Music
Polytheism
Monarchy
Mass Media
Radio
Mysticism
Monotheism
Divine Right
Alphabet
Meditation
Priesthood
Theology
Nationalism
Writing
Philosophy
Printing Press
Liberalism
Pottery
Horseback Riding
Democracy
Education
Military Tradition
Communism
Astronomy
Computers
Feudalism
Constitution
Fishing
Sailing
Paper
Biology
Archery
Masonry
Metal Casting
Civil Service
Guilds
Fascism
Hunting
Animal Husbandry
Bronze Working
Construction
Railroad
Robotics
Future Tech
Great Merchant:
Currency
Banking
Economics
Corporation
Metal Casting
Code of Laws
Mining
Constitution
Wheel
Pottery
Sailing
Paper
Railroad
Industrialism
Monarchy
Civil Service
Guilds
Fascism
Mass Media
Agriculture
Writing
Mathematics
Printing Press
Flight
Machinery
Replaceable Parts
Satellites
Mysticism
Priesthood
Divine Right
Nationalism
Calendar
Scientific Method
Medicine
Horseback Riding
Compass
Steam Power
Future Tech
Great Engineer:
Machinery
Assembly Line
Industrialism
Combustion
Metal Casting
Mining
Iron Working
Engineering
Replaceable Parts
Steam Power
Steel
Robotics
Railroad
Feudalism
Fascism
The Wheel
Plastics
Masonry
Construction
Guilds
Bronze Working
Corporation
Electricity
Animal Husbandry
Gunpowder
Priesthood
Monarchy
Code of Laws
Constitution
Agriculture
Economics
Chemistry
Fission
Genetics
Fusion
Optics
Civil Service
Nationalism
Communism
Ecology
Pottery
Calendar
Currency
Banking
Scientific Method
Physics
Medicine
Refrigeration
Computers
Divine Right
Fishing
Mathematics
Flight
Fiber Optics
Hunting
Horseback Riding
Rifling
Future Tech
linky to the article= http://forums.civfanatics.com/showthread.php?t=140952
basically with a philo economy we could bulb most of the needed techs, or if we switch to caste system we could appoint a bunch of merchants and cottage the whole island- (merchants keep us in the black while the cottages grow also gives us GM's every now and then to use which will give us some v nice income).
i think looking at our situation now a hybrid economy will work best.
BCLG100 Jan 05, 2007, 11:46 AM BCLG
Ynnek
krys
Shabba
Tubby
Robboo
Darkness
so thats the order however its not like it really matters, anyone fancy playing a save?
Shabbaman Jan 05, 2007, 12:51 PM I always screw up diplo wins.
socralynnek Jan 05, 2007, 06:34 PM The good thing in CIv4 is: You can't screw it up totally cause one could always just conquer/destroy enough to get enough votes.
You wanna play in a few hours shabba? Just post an " I got it" before you play.
I could probably play on Sunday.
BCLG, I agree with making as many specialists a s possible and using specialists to get tech. The question is: What do we do with normal commerce. Just some money or helping the research that the specialists do anyway. And there I say: Help them researching faster (remember each specialist gets three beakers and thus we have normal, non lightbulb research anyway)
Our island is bad for building lots of spaceshipparts but we might capture some better stuff meanwhile.
socralynnek Jan 06, 2007, 06:21 PM Downloading now. Will play some turns.
socralynnek Jan 06, 2007, 06:32 PM 70 BC - Hinduism has spread in Blue Dot.
40 BC - Alexander delcares war without sending a unit. Maybe I should really have switched to being Jewish...
Our first axe is done.
Next one can take it. Shall we rush some units?
Here is your Session Turn Log from 100 BC to 40 BC:
Turn 160, 100 BC: You have discovered Polytheism!
Turn 160, 100 BC: You have discovered Priesthood!
Turn 161, 85 BC: Hinduism has spread in Blue dot.
Turn 161, 85 BC: Euclid has been born in a far away land!
Turn 162, 70 BC: Ptolemy has been born in a far away land!
Turn 162, 70 BC: New Tech(s) to trade: Alexander
Turn 163, 55 BC: Victoria has 50 gold available for trade
Turn 163, 55 BC: Hypatia has been born in Rome!
Turn 163, 55 BC: Taoism has been founded in a distant land!
Turn 163, 55 BC: Zu Chongzhi has been born in a far away land!
Turn 163, 55 BC: Deal Canceled: Open Borders to Alexander for Open Borders
Turn 163, 55 BC: Alexander has declared war on you!
BCLG100 Jan 07, 2007, 05:56 AM No point in rushing units i dont think, unless we cant build a few every few turns we only have 3 cities so we dont want to be wasting pop. just make sure blue dot and the capital are fairly defended and we should in theory be fine.
AI are notoriously bad at making sea invasions.
@ynnek earlier- but thats the difficulty with archie games, they are also hard to conquer destroy due to the amount of landings you have to make. so you cant just kill enough people till the rest like you.
we want to be going for scientist specialists for the +6 we're getting and we may as well spread judaism around so when pacifism comes along we've got the religion everywhere for GP farming. commerce so long as we're not losing too much gold we may as well run it however we want at the time unless we need upgrades etc.
socralynnek Jan 08, 2007, 05:08 AM Got it. Playing some more turns.
socralynnek Jan 08, 2007, 05:26 AM 25 BC - A Greek galley with two archers appears. get a little nervous and rush an archer in our cap (was just defended by a single warrior) and an axe in Blue Dot.
That should be sufficient.
10 BC - Lit is in. Go for CoL. Hurry GLib.
5 AD - two archers land near Blue dot. Both killed by Axes.
Another galley with two archers approaches.
35 AD - Scientist born in BCLGland. Build academy.
50 AD - Two more archers land near Blue Dot. Both getting killed.
80 AD - Get Calendar from Vicky for Alpha and Mono (both were already known to others)
95 AD - Stop here. We should be able to fight off all greek troops.
There is an Indian city on our continent.
Next one should please check tech deals.
CoL soon done.
After CS we should go towards Optics.
----
Turn 164, 40 BC: Hinduism has spread in White dot.
Turn 165, 25 BC: You have discovered Literature!
Turn 165, 25 BC: You have trained a Archer in BCLGland. Work has now begun on a Settler.
Turn 165, 25 BC: Victoria adopts Organized Religion!
Turn 165, 25 BC: Mao Zedong adopts Organized Religion!
Turn 166, 10 BC: CDZ has completed The Great Library!
Turn 166, 10 BC: You have constructed The Great Library in BCLGland. Work has now begun on a Settler.
Turn 166, 10 BC: Harkuf has been born in a far away land!
Turn 166, 10 BC: Zoroaster has been born in a far away land!
Turn 166, 10 BC: Christianity has been founded in a distant land!
Turn 166, 10 BC: Mao Zedong converts to Hinduism!
Turn 167, 5 AD: CDZ's Axeman (5.00) vs Alexander's Archer (3.30)
Turn 167, 5 AD: Combat Odds: 87.7%
Turn 167, 5 AD: (Extra Combat: +10%)
Turn 167, 5 AD: CDZ's Axeman is hit for 16 (84/100HP)
Turn 167, 5 AD: Alexander's Archer is hit for 24 (76/100HP)
Turn 167, 5 AD: Alexander's Archer is hit for 24 (52/100HP)
Turn 167, 5 AD: Alexander's Archer is hit for 24 (28/100HP)
Turn 167, 5 AD: Alexander's Archer is hit for 24 (4/100HP)
Turn 167, 5 AD: Alexander's Archer is hit for 24 (0/100HP)
Turn 167, 5 AD: CDZ's Axeman has defeated Alexander's Archer!
Turn 167, 5 AD: CDZ's Axeman (5.00) vs Alexander's Archer (3.30)
Turn 167, 5 AD: Combat Odds: 87.7%
Turn 167, 5 AD: (Extra Combat: +10%)
Turn 167, 5 AD: CDZ's Axeman is hit for 16 (84/100HP)
Turn 167, 5 AD: Alexander's Archer is hit for 24 (76/100HP)
Turn 167, 5 AD: CDZ's Axeman is hit for 16 (68/100HP)
Turn 167, 5 AD: Alexander's Archer is hit for 24 (52/100HP)
Turn 167, 5 AD: Alexander's Archer is hit for 24 (28/100HP)
Turn 167, 5 AD: Alexander's Archer is hit for 24 (4/100HP)
Turn 167, 5 AD: Alexander's Archer is hit for 24 (0/100HP)
Turn 167, 5 AD: CDZ's Axeman has defeated Alexander's Archer!
Turn 167, 5 AD: The Mahabodhi has been built in a far away land!
Turn 168, 20 AD: Aryabhata has been born in BCLGland!
Turn 170, 50 AD: The enemy has been spotted near BCLGland!
Turn 170, 50 AD: CDZ's Axeman (5.50) vs Alexander's Archer (3.30)
Turn 170, 50 AD: Combat Odds: 94.8%
Turn 170, 50 AD: (Extra Combat: -10%)
Turn 170, 50 AD: (Extra Combat: +10%)
Turn 170, 50 AD: CDZ's Axeman is hit for 15 (85/100HP)
Turn 170, 50 AD: CDZ's Axeman is hit for 15 (70/100HP)
Turn 170, 50 AD: Alexander's Archer is hit for 25 (75/100HP)
Turn 170, 50 AD: Alexander's Archer is hit for 25 (50/100HP)
Turn 170, 50 AD: Alexander's Archer is hit for 25 (25/100HP)
Turn 170, 50 AD: CDZ's Axeman is hit for 15 (55/100HP)
Turn 170, 50 AD: CDZ's Axeman is hit for 15 (40/100HP)
Turn 170, 50 AD: Alexander's Archer is hit for 25 (0/100HP)
Turn 170, 50 AD: CDZ's Axeman has defeated Alexander's Archer!
Turn 170, 50 AD: CDZ's Axeman (5.50) vs Alexander's Archer (3.00)
Turn 170, 50 AD: Combat Odds: 98.2%
Turn 170, 50 AD: (Extra Combat: -10%)
Turn 170, 50 AD: CDZ's Axeman is hit for 14 (86/100HP)
Turn 170, 50 AD: Alexander's Archer is hit for 26 (74/100HP)
Turn 170, 50 AD: CDZ's Axeman is hit for 14 (72/100HP)
Turn 170, 50 AD: CDZ's Axeman is hit for 14 (58/100HP)
Turn 170, 50 AD: Alexander's Archer is hit for 26 (48/100HP)
Turn 170, 50 AD: CDZ's Axeman is hit for 14 (44/100HP)
Turn 170, 50 AD: Alexander's Archer is hit for 26 (22/100HP)
Turn 170, 50 AD: CDZ's Axeman is hit for 14 (30/100HP)
Turn 170, 50 AD: Alexander's Archer is hit for 26 (0/100HP)
Turn 170, 50 AD: CDZ's Axeman has defeated Alexander's Archer!
Turn 170, 50 AD: Mao Zedong has 3 gold per turn available for trade
Turn 170, 50 AD: Alexander adopts Organized Religion!
Turn 171, 65 AD: The enemy has been spotted near BCLGland!
Turn 171, 65 AD: Julius Caesar adopts Organized Religion!
Turn 171, 65 AD: New Tech(s) to trade: Julius Caesar
Turn 172, 80 AD: You have discovered Calendar!
robboo Jan 08, 2007, 09:44 AM So what are the plans now...do we just let him keep sending units are do we build 2 galley and hit him before he lands them.
I want to play maybe tomorrow but more likely Wed/Thurs.
socralynnek Jan 08, 2007, 10:02 AM Alex is quite low in score so we might have a decent chance of hurting him when we send something his way.
I think it might be worth it.
robboo Jan 08, 2007, 12:16 PM OK so build a couple of galleys and go kick him in the teeth with some axes?
socralynnek Jan 08, 2007, 01:35 PM 2-3 swords, 2 axes and an archer for counter attacks could be enough, I guess
Shabbaman Jan 08, 2007, 03:11 PM we want to be going for scientist specialists for the +6 we're getting and we may as well spread judaism around so when pacifism comes along we've got the religion everywhere for GP farming. commerce so long as we're not losing too much gold we may as well run it however we want at the time unless we need upgrades etc.
Garee.
You wanna play in a few hours shabba? Just post an " I got it" before you play.
Sorry, like I posted at CDZ I was away for the weekend. But there's a 75% chance that I can play wednesday, hurray. This weekend is 100% certain (not counting meteor impacts).
robboo Jan 10, 2007, 08:16 AM if shaba doesnot play i will play tomorrow night...roughly 36 hours from this post.
Just tell me any special things you want done.
socralynnek Jan 12, 2007, 04:15 AM are you playing? the 36 hours have passed...
See this as a BUMP and REMIND (to all)
robboo Jan 12, 2007, 07:13 AM DAMIT.
I forgot last night. I knew their was something. OK I will hopefully play tonight. Sorry about that.
Which tech routes do we want to go...I dont want to screw up any ightbulbing ideas.
BCLG100 Jan 12, 2007, 07:38 AM whichever you think is best, im not entirely sure where we are in techs in this game.
socralynnek Jan 12, 2007, 07:46 AM CoL soon done.
After CS we should go towards Optics.
----
That's what I wrote in my last turnset....
robboo Jan 12, 2007, 12:00 PM ok i will try to do that and get a a small force set to attack Alex.
robboo Jan 12, 2007, 04:59 PM I have the save...playing ~10 turns or till i hit a problem.
robboo Jan 12, 2007, 05:48 PM OK played 10...we got a GS and I didnt know if you guys wanted to lightbulb him for philosophy or hold him for something else.
log:
Here is your Session Turn Log from 95 AD to 275 AD:
Turn 173, 95 AD: OK here we go...need to check on where that settler needs to go
Turn 174, 110 AD: chopping jungle by bluedot
Turn 174, 110 AD: You have discovered Code of Laws!
Turn 175, 125 AD: Al-Khwarizmi has been born in a far away land!
Turn 178, 170 AD: started lighthouse in BCland....it give s us anohter 2 food ( right now)and the ability to run anohter specialist. Also it will allow BCgland to grow quicker than if we mad eit pump out another settler.
Turn 179, 185 AD: here comes alex again with a settler and archer
Turn 179, 185 AD: hmmm let him settle adn tehn kill it??
Turn 179, 185 AD: The borders of White dot have expanded!
Turn 179, 185 AD: Homer has been born in a far away land!
Turn 181, 215 AD: alex went south east....oh well
Turn 184, 260 AD: took sci specialist off in blue dot...this will help teh city grow whiel production is high..in four turns he cna go back and be a sci specialist.
Turn 184, 260 AD: Al-Razi has been born in BCLGland!
Turn 185, 275 AD: OK GS born in BCGland.....I am goin gto stop to let the debate be what shoudl be done with him
Turn 185, 275 AD: I misclick teh settler so it dint get to where i wanted teh city build...could someone build it adn name it Rouxville....after my dog i just put to sleep
robboo Jan 12, 2007, 05:53 PM Other things...I was clearing jungle arpound bluedot..so if we want to farm once we get CS its ready to go.
After bluedot grows a pop..turn backon the sci specialist. This will give blue dot a 13-12 food and allow it to grow slowly.
The lighthouse in BCGland...will give us a 2 extra food which we can use to run another specialist. I did not do any civics changes since we dont have enough population to run more than teh specialists we are running now.
The settler is moving up towards the hill with the warrior..name the city Rouxville after my dog that I had put to sleep the Friday before Christmas. I miss my foot warmer while I play civ :(
socralynnek Jan 12, 2007, 05:54 PM Fine. Is Taoism already founded? I guess so...
robboo Jan 12, 2007, 07:18 PM Only thing not founded is Islam.
/checked the save.
socralynnek Jan 13, 2007, 03:00 AM Yeah, still Pacifism would be nice, so Philo would be good. We need to build a monastery to spread some religion (although it only really matters in our first two cities for Great People, I guess)
Shabbaman Jan 13, 2007, 05:08 AM Woohoo, weekend! I'm going to play some time later this day, probably after dinner. Where's Krys?
EDIT: update, not now after all. I have a major headache, hope I don't get sick (again). No worries, there's still tomorrow in this weekend!
BCLG100 Jan 13, 2007, 06:39 AM bulb philo definatly and switch to pacifism and then be bulbing the techs around paper-edu-lib etc
we may have to research compass
Shabbaman Jan 13, 2007, 10:34 AM Yeah, still Pacifism would be nice, so Philo would be good. We need to build a monastery to spread some religion (although it only really matters in our first two cities for Great People, I guess)
Monasteries are still good for science!
robboo Jan 13, 2007, 12:40 PM i was going to build one in BCGland...but the lighthouse will help us by giving us two additional food without moving a single worked tile(we are working two sea resources). Since we are running a specialist economy i figure we need as much pop as possible.
socralynnek Jan 13, 2007, 03:36 PM Monasteries are still good for science!
Sorry if I wasn't clear, I meant: Spreading religion for Pacifism (thus Great People) only matters in our two biggest cities.
Monasteries are surely nice for science everywhere.
Shabbaman Jan 14, 2007, 02:00 AM 275 a.d. bulb philo. I'm contemplating on revolting, but I wait with it for two reasons: 1. we get c.s. in 7, plus we could switch to caste system. I don't know if you want that or not. Seems useful. 2. We have judaism in our capital, where we want the bonus, but that's it. Revolting now seems like a waste. We don't even have a state religion, so we have to revolt twice to have it have any effect.
290 a.d. R.V. founded, starting on a granary.
305 a.d. B.D. builds sword, starts on a monastery.
IBT Wome declares waw. They show up with a howse awchew, 2 awchews and a pwaetowian, next to our capital. Ooh, scawy pweatowians!
Spain asks for open borders, accept.
Greece wants peace, sure, why not.
320 a.d. I leave it at this. Got to go anyway, but it leaves some space to discuss. We could whip the lighthouse in bclg (1 turn to grow, 1 pop to whip) and build walls or something. The city has 60% bonus, but only 1 archer. A sword and an axe are near for reinforcing.
socralynnek Jan 16, 2007, 06:26 AM Probably I can play some turns later this evening...after that I can't play for a week, but I can discuss.
socralynnek Jan 16, 2007, 11:37 PM Got it. Playing some turns now.
socralynnek Jan 17, 2007, 12:17 AM 320 AD - Press enter.
335 - Meet Tokugawa with Fishing boat to the West. He is pretty backwards.
A fishing boat has been destroyed.
The Romans only land 2 of their 4 units in the boats.
A sword kills a Horse and an Axe finishes off an Archer.
Landing force destroyed without casualties.
380 - CS comes in. Revolt to Bureaucracy, Caste System and Pacifism.
425 - Government is back. Revolt to Judaism.
500 AD - Get HR from Alex for Calendar. We have Open Borders with him.
515 AD - MC done in 2 turns. We should use one Work Boat for continuing exploration. The other can go fishing.
We might wanna trade Philo or CS at some point, but better not now, maybe we can get some more of it when we met more people. Genral research should go towards Optics. Caravels will be nice.
Judaism should be spread around a little, we need a monastery in the capital for that and for science.
Here is your Session Turn Log from 320 AD to 515 AD:
Turn 188, 320 AD: You have made peace with Alexander!
Turn 189, 335 AD: CDZ's Swordsman (6.00) vs Julius Caesar's Horse Archer (6.60)
Turn 189, 335 AD: Combat Odds: 31.9%
Turn 189, 335 AD: (Extra Combat: +10%)
Turn 189, 335 AD: CDZ's Swordsman is hit for 20 (80/100HP)
Turn 189, 335 AD: Julius Caesar's Horse Archer is hit for 19 (81/100HP)
Turn 189, 335 AD: Julius Caesar's Horse Archer is hit for 19 (62/100HP)
Turn 189, 335 AD: CDZ's Swordsman is hit for 20 (60/100HP)
Turn 189, 335 AD: Julius Caesar's Horse Archer is hit for 19 (43/100HP)
Turn 189, 335 AD: Julius Caesar's Horse Archer is hit for 19 (24/100HP)
Turn 189, 335 AD: Julius Caesar's Horse Archer is hit for 19 (5/100HP)
Turn 189, 335 AD: Julius Caesar's Horse Archer is hit for 19 (0/100HP)
Turn 189, 335 AD: CDZ's Swordsman has defeated Julius Caesar's Horse Archer!
Turn 189, 335 AD: CDZ's Axeman (5.50) vs Julius Caesar's Archer (3.00)
Turn 189, 335 AD: Combat Odds: 98.2%
Turn 189, 335 AD: (Extra Combat: -10%)
Turn 189, 335 AD: Julius Caesar's Archer is hit for 26 (74/100HP)
Turn 189, 335 AD: Julius Caesar's Archer is hit for 26 (48/100HP)
Turn 189, 335 AD: Julius Caesar's Archer is hit for 26 (22/100HP)
Turn 189, 335 AD: Julius Caesar's Archer is hit for 26 (0/100HP)
Turn 189, 335 AD: CDZ's Axeman has defeated Julius Caesar's Archer!
Turn 189, 335 AD: Alhazen has been born in a far away land!
Turn 189, 335 AD: Thespis has been born in a far away land!
Turn 190, 350 AD: Nicolaus Copernicus has been born in a far away land!
Turn 191, 365 AD: You have discovered Civil Service!
Turn 191, 365 AD: Victoria adopts Hereditary Rule!
Turn 191, 365 AD: Victoria adopts Vassalage!
Turn 192, 380 AD: The revolution has begun!!!
Turn 192, 380 AD: CDZ adopts Bureaucracy!
Turn 192, 380 AD: CDZ adopts Caste System!
Turn 192, 380 AD: CDZ adopts Pacifism!
Turn 194, 410 AD: The anarchy is over! Your government is re-established.
Turn 194, 410 AD: Ananda has been born in a far away land!
Turn 194, 410 AD: Mao Zedong adopts Vassalage!
Turn 195, 425 AD: The revolution has begun!!!
Turn 195, 425 AD: CDZ converts to Judaism!
Turn 195, 425 AD: The anarchy is over! Your government is re-established.
Turn 196, 440 AD: The Temple of Solomon has been built in a far away land!
Turn 196, 440 AD: Alexander adopts Hereditary Rule!
Turn 197, 455 AD: Francis Bacon has been born in London!
Turn 197, 455 AD: Johannes Kepler has been born in a far away land!
Turn 198, 470 AD: Julius Caesar has 490 gold available for trade
Turn 198, 470 AD: Julius Caesar has 3 gold per turn available for trade
Turn 198, 470 AD: Chuang-Tzu has been born in a far away land!
Turn 198, 470 AD: New Tech(s) to trade: Julius Caesar
Turn 199, 485 AD: The enemy has been spotted near BCLGland!
Turn 199, 485 AD: Victoria has 110 gold available for trade
Turn 199, 485 AD: Gandhi has 3 gold per turn available for trade
Turn 199, 485 AD: The borders of Blue dot have expanded!
Turn 199, 485 AD: White dot will grow to size 6 on the next turn
Turn 199, 485 AD: Mo Tzu has been born in a far away land!
Turn 199, 485 AD: New Tech(s) to trade: Gandhi
Turn 200, 500 AD: The enemy has been spotted near BCLGland!
Turn 200, 500 AD: You have discovered Horseback Riding!
Turn 200, 500 AD: Isabella has 3 gold per turn available for trade
Turn 200, 500 AD: White dot has grown to size 6
Turn 200, 500 AD: St. John has been born in a far away land!
Turn 200, 500 AD: Isaac Newton has been born in a far away land!
Turn 201, 515 AD: The enemy has been spotted near BCLGland!
The save: http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_AD0515_01.Civ4SavedGame
BCLG100 Jan 17, 2007, 05:31 PM i can probably play sometime over the upcoming days
ynnek dont suppose you've played our 1 vs 1 save?
socralynnek Jan 18, 2007, 03:20 AM I am 100% positive I sent it...
Will resend it this evening or so...
Shabbaman Jan 20, 2007, 04:43 AM 380 - CS comes in. Revolt to Bureaucracy, Caste System and Pacifism.
425 - Government is back. Revolt to Judaism.
Judaism should be spread around a little, we need a monastery in the capital for that and for science.
That answered my unanswered questions about revolting. Good call, I think. About those monasteries, I didn't want to be the one pushing it again, but I think monasteries are worth building asap once they are available. Perhaps something to consider in sgotm 4 ;)
Anyway, it's weekend, and I promised you to play in the weekend. Will be done later today! Suggestions?
BCLG100 Jan 20, 2007, 10:46 AM monastries are ok but they offer little value in terms of science +10% you may as well just add another scientist sp. one or two are of course usefull for spreading judaism around.
robboo Jan 24, 2007, 08:42 AM anybody plan on playing...I cant till satday or sunday.
BCLG100 Jan 24, 2007, 02:31 PM got it, playing now
BCLG100 Jan 24, 2007, 03:41 PM shock for you all now i have a picture :D
right no long write up
515AD-swtiched galley in BD to axeman (whats the point in sailing to another island when we dont even have our own secure?)
WD changed galley to WB
545 AD-mc completed
lotsa trades
philo with viccy for mono, monarchy and currency
peace with ceasar we give 10gold
lit with caesar we get 550 gold (works out pretty well huh?)
philo for construction and 50 gold with gandhi
set research to compass to get it out the way
575AD-GS in BCLGland bulbs paper (we need 4 more to bulb our way to liberalism- two for education and two for lib)
exchange WM's for WM's and gold with majority of civs
620-compass completed- research set to nationalism (means we can research constitution and following that printing press(the pre reqs for democracy) we could really do with getting demo as the free tech.)
695AD- CS for music and WM and 360 gold with gandhi.
Players afterwards should try and stick to this tech line- nationalism-printing press-constitution.
during that time we should have built up 4 great scientists and thus we can bulb education+liberalism in the same turn. We need to keep a close eye on the tech tree-if we see someone else researching education then we need to bulb lib as soon as possible and just get the most expensive tech from that afterwards.
demo however would give us emancipation allowing the change over from SE economy to hybrid. it also gives the statue of liberty (extra specialists)
now the reason for the picture and what i alluded too earlier, we havnt even cleared our own island yet- so thinking about this and the fact we have only four cities i moved all our troops north and took this picture
http://img251.imageshack.us/img251/6074/civ4screenshot01375tk.jpg
that indian city has the one archer in, easy pickings and so we may as well take it out and put it out of its misery, ive also got a couple of cats being built to take out the english city south of it.
the AI is notoriously bad at making naval landings so we dont even have to worry about power ratings etc, another benefit with gandhi is that he is of the opposite religion to us :goodjob:
heres the save- not sure how many turns i played- between 10 and 20
http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_AD0695_01.Civ4SavedGame
Shabbaman Jan 26, 2007, 09:32 AM Hey nice! It's weekend again, will play tomorrow (or tonight, never know!).
I say: chop chop chop, chicken madras :ninja:
socralynnek Jan 27, 2007, 05:58 AM yeah, go get em!!!
Shabbaman Jan 27, 2007, 10:05 AM One question: raze and rebuild or capture?
socralynnek Jan 27, 2007, 04:59 PM capture. I think city location is ok, or not?
robboo Jan 28, 2007, 08:31 AM I think you capture both of them on our continent. The cities could be a few tiles closer but why hurt growth in order to get another settler or two.
Shabbaman Jan 28, 2007, 11:24 AM 695 a.d. moving units into indian territory, I see that Lahore has an archer AND a spear. Still doable.
I'm not going to keep track of everything I do, just posting "decisions" instead of autoclicks.
740 a.d. OK, it's "I hate archers"-day. Captured Lawhore.
800 a.d. Made peace with Gandhi. Canterbury has two longbowmen. We get a great scientist.
Turn 213, 695 AD: You have discovered Music!
Turn 213, 695 AD: You have declared war on Gandhi!
Turn 214, 710 AD: Gandhi adopts Bureaucracy!
Turn 215, 725 AD: Antony van Leeuwenhoek has been born in Rome!
Turn 216, 740 AD: CDZ's Swordsman (6.00) vs Gandhi's Archer (4.20)
Turn 216, 740 AD: Combat Odds: 85.5%
Turn 216, 740 AD: (Plot Defense: +20%)
Turn 216, 740 AD: (Fortify: +25%)
Turn 216, 740 AD: (City Defense: +50%)
Turn 216, 740 AD: (City Attack: -55%)
Turn 216, 740 AD: CDZ's Swordsman is hit for 16 (84/100HP)
Turn 216, 740 AD: Gandhi's Archer is hit for 23 (77/100HP)
Turn 216, 740 AD: CDZ's Swordsman is hit for 16 (68/100HP)
Turn 216, 740 AD: CDZ's Swordsman is hit for 16 (52/100HP)
Turn 216, 740 AD: CDZ's Swordsman is hit for 16 (36/100HP)
Turn 216, 740 AD: CDZ's Swordsman is hit for 16 (20/100HP)
Turn 216, 740 AD: Gandhi's Archer is hit for 23 (54/100HP)
Turn 216, 740 AD: CDZ's Swordsman is hit for 16 (4/100HP)
Turn 216, 740 AD: CDZ's Swordsman is hit for 16 (0/100HP)
Turn 216, 740 AD: Gandhi's Archer has defeated CDZ's Swordsman!
Turn 216, 740 AD: CDZ's Axeman (5.00) vs Gandhi's Archer (2.83)
Turn 216, 740 AD: Combat Odds: 95.8%
Turn 216, 740 AD: (Plot Defense: +20%)
Turn 216, 740 AD: (Fortify: +25%)
Turn 216, 740 AD: (City Defense: +50%)
Turn 216, 740 AD: (City Attack: -20%)
Turn 216, 740 AD: CDZ's Axeman is hit for 17 (83/100HP)
Turn 216, 740 AD: CDZ's Axeman is hit for 17 (66/100HP)
Turn 216, 740 AD: Gandhi's Archer is hit for 22 (32/100HP)
Turn 216, 740 AD: CDZ's Axeman is hit for 17 (49/100HP)
Turn 216, 740 AD: CDZ's Axeman is hit for 17 (32/100HP)
Turn 216, 740 AD: Gandhi's Archer is hit for 22 (10/100HP)
Turn 216, 740 AD: Gandhi's Archer is hit for 22 (0/100HP)
Turn 216, 740 AD: CDZ's Axeman has defeated Gandhi's Archer!
Turn 216, 740 AD: CDZ's Axeman (5.50) vs Gandhi's Spearman (3.47)
Turn 216, 740 AD: Combat Odds: 95.4%
Turn 216, 740 AD: (Extra Combat: -10%)
Turn 216, 740 AD: (Plot Defense: +20%)
Turn 216, 740 AD: (Fortify: +15%)
Turn 216, 740 AD: (Combat: -50%)
Turn 216, 740 AD: Gandhi's Spearman is hit for 25 (75/100HP)
Turn 216, 740 AD: CDZ's Axeman is hit for 15 (85/100HP)
Turn 216, 740 AD: CDZ's Axeman is hit for 15 (70/100HP)
Turn 216, 740 AD: Gandhi's Spearman is hit for 25 (50/100HP)
Turn 216, 740 AD: CDZ's Axeman is hit for 15 (55/100HP)
Turn 216, 740 AD: Gandhi's Spearman is hit for 25 (25/100HP)
Turn 216, 740 AD: CDZ's Axeman is hit for 15 (40/100HP)
Turn 216, 740 AD: CDZ's Axeman is hit for 15 (25/100HP)
Turn 216, 740 AD: Gandhi's Spearman is hit for 25 (0/100HP)
Turn 216, 740 AD: CDZ's Axeman has defeated Gandhi's Spearman!
Turn 216, 740 AD: You have captured Lahore!!!
Turn 217, 755 AD: You have constructed a Lighthouse in BCLGland. Work has now begun on a Jewish Monastery.
Turn 217, 755 AD: Hanno has been born in Persepolis!
Turn 217, 755 AD: Victoria adopts Bureaucracy!
Turn 218, 770 AD: Mao Zedong's Golden Age has ended...
Turn 219, 785 AD: Mikhail Lomonosov has been born in BCLGland!
Turn 220, 800 AD: You have made peace with Gandhi!
Turn 220, 800 AD: Mao Zedong adopts Hereditary Rule!
Turn 221, 815 AD: Judaism has spread in Roux-ville.
Turn 222, 830 AD: Clearing a Forest has created 67 ? for BCLGland.
Turn 222, 830 AD: Antoine Laurent Lavoisier has been born in Berlin!
Turn 222, 830 AD: Ling Lun has been born in a far away land!
Turn 222, 830 AD: Alexander adopts Vassalage!
Turn 222, 830 AD: Alexander adopts Serfdom!
Save is here (http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_AD0845_01.Civ4SavedGame).
Shabbaman Feb 03, 2007, 12:07 PM [bump]
It's been a week. Shall I play another turnset then? Unless anyone shows up tonight, I'll continue.
BCLG100 Feb 03, 2007, 04:32 PM i'll try and play some turns soon, maybe monday.
socralynnek Feb 03, 2007, 04:33 PM Continue, shabba. I probably can play on monday or so!
Shabbaman Feb 04, 2007, 05:45 AM Turn 224, 860 AD: Carl Friedrich Gauss has been born in Timbuktu!
Turn 225, 875 AD: Kublai Khan has completed The Colossus!
Turn 226, 890 AD: You have discovered Nationalism!
Turn 226, 890 AD: Tokugawa has declared war on Isabella!
Turn 226, 890 AD: John Dalton has been born in a far away land!
Turn 230, 950 AD: Archimedes has been born in a far away land!
Turn 230, 950 AD: Michael Faraday has been born in a far away land!
Turn 231, 965 AD: You have discovered Machinery!
Turn 231, 965 AD: You have discovered Theology!
Turn 231, 965 AD: Saladin has completed The Sistine Chapel!
Turn 232, 980 AD: Louis Pasteur has been born in BCLGland!
Save is here (http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_AD0995_01.Civ4SavedGame).
socralynnek Feb 06, 2007, 03:24 AM Will play a turnset now.
socralynnek Feb 06, 2007, 04:30 AM 995 AD - We meet Huyna Capac.
Lightbulb Edu. (OK, 19 beakers were still missing...)
It seems like no one has Liberalism yet.
Get Optics+WM+30g from Hatty for Music and our WM.
Get 190g in WM deals with Vicky and Gandhi.
Start building Caravel in Blue Dot.
We now have three maces in Lawhore, should be enough to take taht English city on our continent.
1010 AD - Edu comes in. Liberalism in 12 turns.
Corrected...11 turns cause I made that one Great Scientist to a Specialist.
Declare war on Vicky.
1025 AD - Capture Canterbury losing 1 mace.
Strange, it didn't ask me if I want to raze it...not that I would...
Captured a worker too.
1100 AD - Canterbury comes out of Resistance.
It can become our main production city with Horses and Copper.
1112 AD - Accept an offer from Julius to trade Gems vs Silk.
Stop here. Liberalism in 2 turns. What shall we take?
Options: PP, Astro, MT, Constitution, DR (Islam not founded yet, but cheap technology), Feud
I vote for either Astro, Const or MT. (these are also most expensive)
For Cossacks we still need Gunpowder but then we can clear out our weak neighbors.
There is still one spot we can settle on our continent. (I'll mark it with a dot in the screenshot)
Game log:
Here is your Session Turn Log from 995 AD to 1112 AD:
Turn 233, 995 AD: You have discovered Optics!
Turn 233, 995 AD: You have discovered Education!
Turn 233, 995 AD: Charles Darwin has been born in Kyoto!
Turn 233, 995 AD: St. Paul has been born in Delhi!
Turn 234, 1010 AD: You have declared war on Victoria!
Turn 234, 1010 AD: Tokugawa adopts Theocracy!
Turn 234, 1010 AD: Isabella adopts Theocracy!
Turn 235, 1025 AD: CDZ's Maceman (8.00) vs Victoria's Longbowman (7.32)
Turn 235, 1025 AD: Combat Odds: 61.7%
Turn 235, 1025 AD: (Plot Defense: +17%)
Turn 235, 1025 AD: (Fortify: +25%)
Turn 235, 1025 AD: (City Defense: +25%)
Turn 235, 1025 AD: (City Attack: -45%)
Turn 235, 1025 AD: CDZ's Maceman is hit for 19 (81/100HP)
Turn 235, 1025 AD: Victoria's Longbowman is hit for 20 (80/100HP)
Turn 235, 1025 AD: Victoria's Longbowman is hit for 20 (60/100HP)
Turn 235, 1025 AD: Victoria's Longbowman is hit for 20 (40/100HP)
Turn 235, 1025 AD: Victoria's Longbowman is hit for 20 (20/100HP)
Turn 235, 1025 AD: CDZ's Maceman is hit for 19 (62/100HP)
Turn 235, 1025 AD: CDZ's Maceman is hit for 19 (43/100HP)
Turn 235, 1025 AD: CDZ's Maceman is hit for 19 (24/100HP)
Turn 235, 1025 AD: CDZ's Maceman is hit for 19 (5/100HP)
Turn 235, 1025 AD: Victoria's Longbowman is hit for 20 (0/100HP)
Turn 235, 1025 AD: CDZ's Maceman has defeated Victoria's Longbowman!
Turn 235, 1025 AD: CDZ's Maceman (8.80) vs Victoria's Longbowman (8.82)
Turn 235, 1025 AD: Combat Odds: 31.3%
Turn 235, 1025 AD: (Extra Combat: -10%)
Turn 235, 1025 AD: (Plot Defense: +17%)
Turn 235, 1025 AD: (Fortify: +25%)
Turn 235, 1025 AD: (City Defense: +25%)
Turn 235, 1025 AD: (City Attack: -20%)
Turn 235, 1025 AD: CDZ's Maceman is hit for 20 (80/100HP)
Turn 235, 1025 AD: Victoria's Longbowman is hit for 19 (81/100HP)
Turn 235, 1025 AD: CDZ's Maceman is hit for 20 (60/100HP)
Turn 235, 1025 AD: Victoria's Longbowman is hit for 19 (62/100HP)
Turn 235, 1025 AD: CDZ's Maceman is hit for 20 (40/100HP)
Turn 235, 1025 AD: Victoria's Longbowman is hit for 19 (43/100HP)
Turn 235, 1025 AD: CDZ's Maceman is hit for 20 (20/100HP)
Turn 235, 1025 AD: CDZ's Maceman is hit for 20 (0/100HP)
Turn 235, 1025 AD: Victoria's Longbowman has defeated CDZ's Maceman!
Turn 235, 1025 AD: CDZ's Maceman (8.80) vs Victoria's Longbowman (4.30)
Turn 235, 1025 AD: Combat Odds: 99.0%
Turn 235, 1025 AD: (Extra Combat: -10%)
Turn 235, 1025 AD: (Plot Defense: +17%)
Turn 235, 1025 AD: (Fortify: +25%)
Turn 235, 1025 AD: (City Defense: +25%)
Turn 235, 1025 AD: CDZ's Maceman is hit for 18 (82/100HP)
Turn 235, 1025 AD: Victoria's Longbowman is hit for 22 (21/100HP)
Turn 235, 1025 AD: Victoria's Longbowman is hit for 22 (0/100HP)
Turn 235, 1025 AD: CDZ's Maceman has defeated Victoria's Longbowman!
Turn 235, 1025 AD: You have captured Canterbury!!!
Turn 236, 1040 AD: The borders of Roux-ville have expanded!
Turn 236, 1040 AD: Saladin adopts Vassalage!
Turn 236, 1040 AD: Saladin adopts Serfdom!
Turn 237, 1055 AD: Hatshepsut adopts Bureaucracy!
Turn 237, 1055 AD: Ernest Rutherford has been born in Rome!
Turn 238, 1070 AD: Julius Caesar adopts Bureaucracy!
Turn 238, 1070 AD: Mao Zedong has completed Chichen Itza!
Turn 240, 1100 AD: Marie Curie has been born in Shanghai!
Turn 241, 1106 AD: Alexander has 110 gold available for trade
Turn 241, 1106 AD: Wang Xizhi has been born in a far away land!
Turn 241, 1106 AD: New Tech(s) to trade: Mao Zedong
Save:
http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_AD1112_01.Civ4SavedGame
BCLG100 Feb 07, 2007, 09:37 AM nice work ynnek, ill just play as many turns untill i get bored.
Shabbaman Feb 07, 2007, 09:54 AM Stop here. Liberalism in 2 turns. What shall we take?
Options: PP, Astro, MT, Constitution, DR (Islam not founded yet, but cheap technology), Feud
Players afterwards should try and stick to this tech line- nationalism-printing press-constitution.
during that time we should have built up 4 great scientists and thus we can bulb education+liberalism in the same turn.
Rereading this page makes me realise I screwed up. BCLG's suggestion is more than decent. It's not the way I play though, that's why I researched edu. More on autopilot, so to speak.
My vote would go to constitution, but we already have representation. We don't need MT. What's the most expensive and unknown tech then? Asstronomy?
BTW, hurray for capturing canterbury!
socralynnek Feb 07, 2007, 09:58 AM Yeah, astronomy is then the most expensive tech and also nice for observatories and decent unit transport.
But I do think we need MT at some point. Cossacks are just too strong to ignore. But they also require Gunpowder.
BCLG100 Feb 07, 2007, 10:40 AM Ok kinda lost myself in the game but seeing as recently its only me shabba and ynnek playing it doesnt matter so much.
we were the first to lib- got MT, researched gunpowder, rushed TM for a GA with a GE, researched chemistry- first to grens by a long way.
ended war with england-got compensation, romans began war with us, took pisae, got compensation.
we have a lot of gold, very good tech rate and right now set research to steel for the cannons but after that may as well head up the scientific route, try to steer away from sci method for awhile as it nullifies our great library, heres the save
http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_AD1346_01.Civ4SavedGame
ad heres the log
Here is your Session Turn Log from 1112 AD to 1346 AD:
Turn 243, 1118 AD: CDZ is the first to discover Liberalism!
Turn 243, 1118 AD: You have discovered Liberalism!
Turn 243, 1118 AD: Machu Picchu has been captured by the Egyptian Empire!!!
Turn 243, 1118 AD: Victoria adopts Theocracy!
Turn 244, 1124 AD: You have discovered Military Tradition!
Turn 245, 1130 AD: Judaism has spread in Lawhore.
Turn 245, 1130 AD: Isabella adopts Bureaucracy!
Turn 245, 1130 AD: Albert Einstein has been born in Athens!
Turn 246, 1136 AD: Mao Zedong adopts Bureaucracy!
Turn 247, 1142 AD: Heron has been born in Blue dot!
Turn 247, 1142 AD: Werner Heisenberg has been born in London!
Turn 247, 1142 AD: Saladin adopts Hereditary Rule!
Turn 248, 1148 AD: You have made peace with Victoria!
Turn 249, 1154 AD: Hatshepsut adopts Vassalage!
Turn 249, 1154 AD: Isabella has made peace with Tokugawa!
Turn 250, 1160 AD: Enrico Fermi has been born in BCLGland!
Turn 250, 1160 AD: CDZ's Golden Age has begun!!!
Turn 250, 1160 AD: CDZ has completed The Taj Mahal!
Turn 252, 1172 AD: Notre Dame has been built in a far away land!
Turn 252, 1172 AD: Huayna Capac adopts Hereditary Rule!
Turn 253, 1178 AD: You have discovered Gunpowder!
Turn 253, 1178 AD: Rosalind Franklin has been born in Teotihuacan!
Turn 253, 1178 AD: Louis XIV has made peace with Isabella!
Turn 254, 1184 AD: You have discovered Feudalism!
Turn 255, 1190 AD: Judaism has spread in Blue dot.
Turn 255, 1190 AD: Pytheas has been born in Timbuktu!
Turn 255, 1190 AD: Valmiki has been born in a far away land!
Turn 255, 1190 AD: Cai Lun has been born in Old Sarai!
Turn 255, 1190 AD: Saladin has made peace with Hatshepsut!
Turn 256, 1196 AD: Islam has been founded in Ravenna!
Turn 256, 1196 AD: Isabella adopts Hereditary Rule!
Turn 256, 1196 AD: Isabella adopts Vassalage!
Turn 257, 1202 AD: Andrei Sakharov has been born in Guangzhou!
Turn 259, 1214 AD: Tiwanaku has been captured by the Egyptian Empire!!!
Turn 259, 1214 AD: Saladin adopts Bureaucracy!
Turn 259, 1214 AD: Minoan has been captured by the Incan Empire!!!
Turn 259, 1214 AD: Kublai Khan adopts Theocracy!
Turn 260, 1220 AD: Tokugawa adopts Hereditary Rule!
Turn 260, 1220 AD: Tokugawa adopts Organized Religion!
Turn 261, 1226 AD: You have discovered Engineering!
Turn 261, 1226 AD: Zhang Heng has been born in Alexandria!
Turn 261, 1226 AD: Julius Caesar has declared war on you!
Turn 261, 1226 AD: Kalidas has been born in a far away land!
Turn 262, 1232 AD: Hatshepsut has completed Angkor Wat!
Turn 264, 1244 AD: Julius Caesar's Galley (2.00) vs CDZ's Galley (2.20)
Turn 264, 1244 AD: Combat Odds: 31.9%
Turn 264, 1244 AD: (Plot Defense: +10%)
Turn 264, 1244 AD: Julius Caesar's Galley is hit for 20 (80/100HP)
Turn 264, 1244 AD: Julius Caesar's Galley is hit for 20 (60/100HP)
Turn 264, 1244 AD: Julius Caesar's Galley is hit for 20 (40/100HP)
Turn 264, 1244 AD: Julius Caesar's Galley is hit for 20 (20/100HP)
Turn 264, 1244 AD: Julius Caesar's Galley is hit for 20 (0/100HP)
Turn 264, 1244 AD: CDZ's Galley has defeated Julius Caesar's Galley!
Turn 264, 1244 AD: Julius Caesar adopts Vassalage!
Turn 264, 1244 AD: Julius Caesar adopts Theocracy!
Turn 265, 1250 AD: You have discovered Printing Press!
Turn 265, 1250 AD: Louis XIV adopts Vassalage!
Turn 267, 1262 AD: Louis XIV has made peace with Montezuma!
Turn 268, 1268 AD: Julius Caesar's Galley (2.00) vs CDZ's Galley (2.20)
Turn 268, 1268 AD: Combat Odds: 31.9%
Turn 268, 1268 AD: (Plot Defense: +10%)
Turn 268, 1268 AD: CDZ's Galley is hit for 19 (81/100HP)
Turn 268, 1268 AD: Julius Caesar's Galley is hit for 20 (80/100HP)
Turn 268, 1268 AD: Julius Caesar's Galley is hit for 20 (60/100HP)
Turn 268, 1268 AD: Julius Caesar's Galley is hit for 20 (40/100HP)
Turn 268, 1268 AD: CDZ's Galley is hit for 19 (62/100HP)
Turn 268, 1268 AD: CDZ's Galley is hit for 19 (43/100HP)
Turn 268, 1268 AD: Julius Caesar's Galley is hit for 20 (20/100HP)
Turn 268, 1268 AD: Julius Caesar's Galley is hit for 20 (0/100HP)
Turn 268, 1268 AD: CDZ's Galley has defeated Julius Caesar's Galley!
Turn 268, 1268 AD: Montezuma adopts Organized Religion!
Turn 269, 1274 AD: Rabbi Akiva has been born in Rome!
Turn 269, 1274 AD: Victoria adopts Organized Religion!
Turn 269, 1274 AD: Great Scientist has been born in Mecca!
Turn 269, 1274 AD: Alexander adopts Theocracy!
Turn 270, 1280 AD: CDZ's Catapult (5.00) vs Julius Caesar's Longbowman (7.80)
Turn 270, 1280 AD: Combat Odds: 6.3%
Turn 270, 1280 AD: (Fortify: +25%)
Turn 270, 1280 AD: (City Defense: +25%)
Turn 270, 1280 AD: (City Attack: -20%)
Turn 270, 1280 AD: CDZ's Catapult is hit for 24 (76/100HP)
Turn 270, 1280 AD: CDZ's Catapult is hit for 24 (52/100HP)
Turn 270, 1280 AD: CDZ's Catapult is hit for 24 (28/100HP)
Turn 270, 1280 AD: CDZ's Catapult is hit for 24 (4/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman is hit for 16 (84/100HP)
Turn 270, 1280 AD: CDZ's Catapult is hit for 24 (0/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman has defeated CDZ's Catapult!
Turn 270, 1280 AD: CDZ's Cossack (19.80) vs Julius Caesar's Pikeman (12.28)
Turn 270, 1280 AD: Combat Odds: 95.7%
Turn 270, 1280 AD: (Extra Combat: -10%)
Turn 270, 1280 AD: (Fortify: +25%)
Turn 270, 1280 AD: (Combat: +100%)
Turn 270, 1280 AD: Julius Caesar's Pikeman is hit for 24 (67/100HP)
Turn 270, 1280 AD: Julius Caesar's Pikeman is hit for 24 (43/100HP)
Turn 270, 1280 AD: Julius Caesar's Pikeman is hit for 24 (19/100HP)
Turn 270, 1280 AD: Julius Caesar's Pikeman is hit for 24 (0/100HP)
Turn 270, 1280 AD: CDZ's Cossack has defeated Julius Caesar's Pikeman!
Turn 270, 1280 AD: CDZ's Maceman (8.00) vs Julius Caesar's Longbowman (5.29)
Turn 270, 1280 AD: Combat Odds: 87.2%
Turn 270, 1280 AD: (Fortify: +25%)
Turn 270, 1280 AD: (City Defense: +25%)
Turn 270, 1280 AD: (City Attack: -45%)
Turn 270, 1280 AD: CDZ's Maceman is hit for 17 (83/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman is hit for 23 (61/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman is hit for 23 (38/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman is hit for 23 (15/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman is hit for 23 (0/100HP)
Turn 270, 1280 AD: CDZ's Maceman has defeated Julius Caesar's Longbowman!
Turn 270, 1280 AD: CDZ's Cossack (19.80) vs Julius Caesar's Horse Archer (3.89)
Turn 270, 1280 AD: Combat Odds: 100.0%
Turn 270, 1280 AD: (Extra Combat: -10%)
Turn 270, 1280 AD: (Extra Combat: +10%)
Turn 270, 1280 AD: (Combat: -50%)
Turn 270, 1280 AD: Julius Caesar's Horse Archer is hit for 39 (52/100HP)
Turn 270, 1280 AD: Julius Caesar's Horse Archer is hit for 39 (13/100HP)
Turn 270, 1280 AD: Julius Caesar's Horse Archer is hit for 39 (0/100HP)
Turn 270, 1280 AD: CDZ's Cossack has defeated Julius Caesar's Horse Archer!
Turn 270, 1280 AD: You have captured Pisae!!!
Turn 270, 1280 AD: Cyrus adopts Bureaucracy!
Turn 271, 1286 AD: Julius Caesar's Galley (2.00) vs CDZ's Galley (2.20)
Turn 271, 1286 AD: Combat Odds: 31.9%
Turn 271, 1286 AD: (Plot Defense: +10%)
Turn 271, 1286 AD: CDZ's Galley is hit for 19 (81/100HP)
Turn 271, 1286 AD: CDZ's Galley is hit for 19 (62/100HP)
Turn 271, 1286 AD: CDZ's Galley is hit for 19 (43/100HP)
Turn 271, 1286 AD: CDZ's Galley is hit for 19 (24/100HP)
Turn 271, 1286 AD: Julius Caesar's Galley is hit for 20 (80/100HP)
Turn 271, 1286 AD: Julius Caesar's Galley is hit for 20 (60/100HP)
Turn 271, 1286 AD: Julius Caesar's Galley is hit for 20 (40/100HP)
Turn 271, 1286 AD: Julius Caesar's Galley is hit for 20 (20/100HP)
Turn 271, 1286 AD: Julius Caesar's Galley is hit for 20 (0/100HP)
Turn 271, 1286 AD: CDZ's Galley has defeated Julius Caesar's Galley!
Turn 271, 1286 AD: Julius Caesar's Galley (2.00) vs CDZ's Galley (0.52)
Turn 271, 1286 AD: Combat Odds: 100.0%
Turn 271, 1286 AD: (Plot Defense: +10%)
Turn 271, 1286 AD: CDZ's Galley is hit for 24 (0/100HP)
Turn 271, 1286 AD: Julius Caesar's Galley has defeated CDZ's Galley!
Turn 271, 1286 AD: Julius Caesar has completed The Masjid al-Haram!
Turn 274, 1304 AD: Gandhi adopts Theocracy!
Turn 275, 1310 AD: Kublai Khan has completed The Hagia Sophia!
Turn 276, 1316 AD: Julius Caesar's Galley (2.00) vs CDZ's Galley (2.20)
Turn 276, 1316 AD: Combat Odds: 31.9%
Turn 276, 1316 AD: (Plot Defense: +10%)
Turn 276, 1316 AD: CDZ's Galley is hit for 19 (81/100HP)
Turn 276, 1316 AD: Julius Caesar's Galley is hit for 20 (80/100HP)
Turn 276, 1316 AD: Julius Caesar's Galley is hit for 20 (60/100HP)
Turn 276, 1316 AD: CDZ's Galley is hit for 19 (62/100HP)
Turn 276, 1316 AD: CDZ's Galley is hit for 19 (43/100HP)
Turn 276, 1316 AD: Julius Caesar's Galley is hit for 20 (40/100HP)
Turn 276, 1316 AD: CDZ's Galley is hit for 19 (24/100HP)
Turn 276, 1316 AD: Julius Caesar's Galley is hit for 20 (20/100HP)
Turn 276, 1316 AD: Julius Caesar's Galley is hit for 20 (0/100HP)
Turn 276, 1316 AD: CDZ's Galley has defeated Julius Caesar's Galley!
Turn 276, 1316 AD: Li Po has been born in Delhi!
Turn 277, 1322 AD: You have discovered Drama!
Turn 277, 1322 AD: You have discovered Divine Right!
Turn 277, 1322 AD: New Tech(s) to trade: Victoria
Turn 278, 1328 AD: Montezuma has 5 gold per turn available for trade
Turn 278, 1328 AD: The borders of Canterbury have expanded!
Turn 278, 1328 AD: Huayna Capac adopts Vassalage!
Turn 278, 1328 AD: Huayna Capac adopts Serfdom!
Turn 278, 1328 AD: Huayna Capac adopts Theocracy!
Turn 278, 1328 AD: Deal Canceled: Gems to Mao Zedong for Corn
Turn 279, 1334 AD: Washington has 3 gold per turn available for trade
Turn 279, 1334 AD: Montezuma adopts Serfdom!
Turn 280, 1340 AD: Tokugawa has 6 gold per turn available for trade
Turn 280, 1340 AD: Mao Zedong has 4 gold per turn available for trade
Turn 280, 1340 AD: You have discovered Chemistry!
Turn 281, 1346 AD: You have made peace with Julius Caesar!
turns out i played about 40 turns, we're first in score now, heres a picture of our isle and island.
http://img167.imageshack.us/img167/1434/civ4screenshot0149xy1.jpg
Shabbaman Feb 07, 2007, 01:35 PM So if I'm correct, we are militarily advanced? We should start bullying someone.
robboo Feb 07, 2007, 03:20 PM Give me some suggestions for who and I will go bully someone on Friday. I have a day off after I work 20 hours on Thurday and could play civ a bit.
If you have any pointers or plans let me know otherwise i will figure it out as I go.
I think the Indians look ripe for the taking.
BCLG100 Feb 07, 2007, 03:27 PM I thought the indians also, however whilst we are very militarily adavanced our production is completly retarded (slow not spazz), our best hammer city produces a cossak every 8 turns, i started the newly captured English city on heroic epic so we should be able to get some things faster, we also have a lot of gold so we can promote a lot of units if need be.
basically no-one really likes us in this game except alex, so while he is completly retarded (Spazz not slow) probs best to have at least one person liking us. we also only have one troop transport, could probably do with a couple of others.
socralynnek Feb 07, 2007, 07:21 PM If we gonna go for Diplo, we need a research route to the wonder and we need to get much more land.
If we want Space than we don't need too much land, but some more wouldn't be bad.
Just take a civ with a holy city, IIRC the Indians have Hindu shrine.
Shabbaman Feb 08, 2007, 09:11 AM Gandhi was my initial thought as well.
robboo Feb 09, 2007, 09:06 AM OK i will begin preparing for that war by building some transports and I will attempt to gt our production up. I have to go bring my car into get fixed but i should play in a few hours. I will post a "I got it" when I pick up the save.
robboo Feb 09, 2007, 12:07 PM I GOT IT. :)
Back in a few hours.
robboo Feb 09, 2007, 02:04 PM OK got about 15 or 20...someone will have to kick ghandi's butt.
Turn 281, 1346 AD: You have made peace with Julius Caesar!
Turn 281, 1346 AD: Corihuayrachina has been captured by the Egyptian Empire!!!
Turn 281, 1346 AD: Great Scientist has been born in a far away land!
Turn 281, 1346 AD: Leonardo da Vinci has been born in Tenochtitlan!
Turn 282, 1352 AD: Zhang Qian has been born in Persepolis!
Turn 282, 1352 AD: Frederick adopts Hereditary Rule!
Turn 282, 1352 AD: Frederick adopts Bureaucracy!
Turn 282, 1352 AD: Frederick adopts Serfdom!
Turn 282, 1352 AD: Du Fu has been born in Paris!
Turn 282, 1352 AD: Washington's Golden Age has begun!!!
Turn 283, 1358 AD: Great Scientist has been born in BCLGland!
Turn 283, 1358 AD: Jalal al-Din Rumi has been born in London!
Turn 283, 1358 AD: Great Scientist has been born in Beshbalik!
Turn 284, 1364 AD: OK a Gs was born..he lightbulbs Scienctific method so I wont use him just yet since BC suggested delayign Sci method
Turn 285, 1370 AD: ghandi has a HA, 2 LB, and a spear in Bangalore.
Turn 285, 1370 AD: we have enough troops to take bangalore and calcutta. just not enough ships. Also ghandi has 2 holy cities....we really shoudl kill him or atleast take those two.
Turn 285, 1370 AD: OK i moved the GS up to Whitedot. In my games i would build an Academy since we are so long from our next Great person~ 25 turns. With a university there White dot will be over 100beakers.
Turn 285, 1370 AD: that shoudl have read I built the acedemy.
Turn 285, 1370 AD: Kublai Khan adopts Vassalage!
Turn 286, 1376 AD: Tokugawa adopts Bureaucracy!
Turn 289, 1394 AD: The borders of Pisae have expanded!
Turn 290, 1400 AD: Great Scientist has been born in Kumbi Saleh!
Turn 290, 1400 AD: Julius Caesar adopts Bureaucracy!
Turn 290, 1400 AD: Julius Caesar adopts Organized Religion!
Turn 290, 1400 AD: Aretas III has been born in London!
Turn 290, 1400 AD: Montezuma adopts Theocracy!
Turn 291, 1406 AD: Mansa Musa's Golden Age has begun!!!
Turn 291, 1406 AD: Victoria's Golden Age has begun!!!
Turn 291, 1406 AD: Louis XIV adopts Serfdom!
Turn 291, 1406 AD: Washington's Golden Age has ended...
Turn 292, 1412 AD: You have discovered Steel!
Turn 292, 1412 AD: The borders of Roux-ville have expanded!
Turn 292, 1412 AD: St. Augustine has been born in Kyoto!
Turn 292, 1412 AD: Sinan has been born in Berlin!
Turn 292, 1412 AD: Washington adopts Hereditary Rule!
Turn 292, 1412 AD: Washington adopts Bureaucracy!
Turn 292, 1412 AD: Washington adopts Serfdom!
Turn 292, 1412 AD: St. Patrick has been born in Old Sarai!
Turn 295, 1430 AD: Wilhelm Schickard has been born in Madrid!
Turn 295, 1430 AD: Alexander adopts Bureaucracy!
Turn 296, 1436 AD: The borders of Lawhore have expanded!
Turn 296, 1436 AD: Mansa Musa adopts Theocracy!
Turn 296, 1436 AD: Isabella has completed The Spiral Minaret!
Turn 297, 1442 AD: The borders of White dot have expanded!
Turn 297, 1442 AD: Julius Caesar converts to Islam!
Turn 298, 1448 AD: Hatshepsut adopts Serfdom!
Turn 298, 1448 AD: Kublai Khan has declared war on Victoria!
Turn 299, 1454 AD: KK just decalrd on vicky....need to see if we can capitalize on this by making nice with who ever is winning. mayeb even decalre if tehy ask us to. May help with teh diplo win later.
Turn 299, 1454 AD: Mao Zedong adopts Free Religion!
Turn 300, 1460 AD: You have discovered Astronomy!
Turn 300, 1460 AD: Mansa Musa's Golden Age has ended...
Turn 300, 1460 AD: Cuzco has been captured by the Egyptian Empire!!!
Turn 300, 1460 AD: Victoria's Golden Age has ended...
Turn 300, 1460 AD: Great Scientist has been born in Mecca!
Turn 301, 1466 AD: Ok i am goignto stop...about 20 turns. My computer may be near its limit. Took a while between turns.
Turn 301, 1466 AD: city rundown. bcgland....university
Turn 301, 1466 AD: blue dot....musketman for garrison
Turn 301, 1466 AD: white dot..university...it will beover 100 beakers
Turn 301, 1466 AD: canterbury....cannow make 4 turn cossacks. It willfinish one in 3 turns
Turn 301, 1466 AD: Pisae needs a garrison so we can take all of teh troosp adn hit ghandi
Turn 301, 1466 AD: Great Scientist has been born in Memphis!
Turn 301, 1466 AD: Victoria adopts Free Market!
Turn 301, 1466 AD: Victoria adopts Theocracy!
Turn 302, 1472 AD: i have 3galleys by pisae to invade calcutta
Turn 302, 1472 AD: I have 3 at lawhore to invade bagalore.
Turn 302, 1472 AD: dont mix up liek i just almost did and call the city bangawhore.
BCLG100 Feb 10, 2007, 10:24 AM We've got no chance of diplo, everyone hates us.
socralynnek Feb 10, 2007, 10:44 AM As it is not working like in Civ3, that's not that important. But we would have to have the whole pop ourselves to give us the vote...
For space, we would need some more cities with nice production, but they can be captured...
socralynnek Feb 11, 2007, 05:24 AM I'll play some turns in an hour or so.
Any thoughts that someone wants to tell?
EDIT: Got it and started playng.
BCLG100 Feb 11, 2007, 06:53 AM Nope but i can play some more after you :)
socralynnek Feb 11, 2007, 07:00 AM Fine, I'll play a few more tunrs, meanwhile you can take your turn in our PBEM...
BCLG100 Feb 11, 2007, 07:25 AM done and done you should have it in your email box
socralynnek Feb 11, 2007, 07:31 AM 1490 AD - Guilds is in. Go for Banking for Mercantilism.
1508 AD - Declare war on Gandhi.
1514 AD - Banking is in but I delay the switch cause of anarchy. Go for Economics, maybe we'll get that Merchant.
Capture Calcutta without losses.
Kill second Indian boat.
I see that someone has Eco already, so I switch to RP.
1526 AD - Capture Madras without losses.
1544 AD - Bangalore captured. lost 2 cossacks and a cat.
Next one ...
War weariness is already unnice. We have too less happiness buildings...
Save:
http://gotm.civfanatics.net/saves/civ4sgotm3/CDZ_SG003_AD1544_01.Civ4SavedGame
Log:
Here is your Session Turn Log from 1472 AD to 1544 AD:
Turn 302, 1472 AD: i have 3galleys by pisae to invade calcutta
Turn 302, 1472 AD: I have 3 at lawhore to invade bagalore.
Turn 302, 1472 AD: dont mix up liek i just almost did and call the city bangawhore.
Turn 302, 1472 AD: Great Scientist has been born in Athens!
Turn 304, 1484 AD: You have discovered Guilds!
Turn 304, 1484 AD: Huayna Capac adopts Bureaucracy!
Turn 305, 1490 AD: Cyrus adopts Theocracy!
Turn 306, 1496 AD: Hatshepsut has made peace with Huayna Capac!
Turn 307, 1502 AD: Great Scientist has been born in Rome!
Turn 308, 1508 AD: You have declared war on Gandhi!
Turn 308, 1508 AD: CDZ's Frigate (8.00) vs Gandhi's Galleon (4.80)
Turn 308, 1508 AD: Combat Odds: 96.2%
Turn 308, 1508 AD: (Extra Combat: +10%)
Turn 308, 1508 AD: (Plot Defense: +10%)
Turn 308, 1508 AD: CDZ's Frigate is hit for 15 (85/100HP)
Turn 308, 1508 AD: Gandhi's Galleon is hit for 25 (75/100HP)
Turn 308, 1508 AD: Gandhi's Galleon is hit for 25 (50/100HP)
Turn 308, 1508 AD: Gandhi's Galleon is hit for 25 (25/100HP)
Turn 308, 1508 AD: Gandhi's Galleon is hit for 25 (0/100HP)
Turn 308, 1508 AD: CDZ's Frigate has defeated Gandhi's Galleon!
Turn 308, 1508 AD: You have discovered Banking!
Turn 309, 1514 AD: CDZ's Frigate (8.09) vs Gandhi's Caravel (3.00)
Turn 309, 1514 AD: Combat Odds: 99.8%
Turn 309, 1514 AD: (Extra Combat: -10%)
Turn 309, 1514 AD: Gandhi's Caravel is hit for 32 (68/100HP)
Turn 309, 1514 AD: Gandhi's Caravel is hit for 32 (36/100HP)
Turn 309, 1514 AD: Gandhi's Caravel is hit for 32 (4/100HP)
Turn 309, 1514 AD: CDZ's Frigate is hit for 12 (80/100HP)
Turn 309, 1514 AD: Gandhi's Caravel is hit for 32 (0/100HP)
Turn 309, 1514 AD: CDZ's Frigate has defeated Gandhi's Caravel!
Turn 309, 1514 AD: CDZ's Cossack (19.80) vs Gandhi's Longbowman (12.18)
Turn 309, 1514 AD: Combat Odds: 94.4%
Turn 309, 1514 AD: (Extra Combat: -10%)
Turn 309, 1514 AD: (Plot Defense: +33%)
Turn 309, 1514 AD: (Fortify: +25%)
Turn 309, 1514 AD: (City Defense: +45%)
Turn 309, 1514 AD: CDZ's Cossack is hit for 15 (85/100HP)
Turn 309, 1514 AD: Gandhi's Longbowman is hit for 25 (75/100HP)
Turn 309, 1514 AD: Gandhi's Longbowman is hit for 25 (50/100HP)
Turn 309, 1514 AD: CDZ's Cossack is hit for 15 (70/100HP)
Turn 309, 1514 AD: Gandhi's Longbowman is hit for 25 (25/100HP)
Turn 309, 1514 AD: Gandhi's Longbowman is hit for 25 (0/100HP)
Turn 309, 1514 AD: CDZ's Cossack has defeated Gandhi's Longbowman!
Turn 309, 1514 AD: CDZ's Cossack (19.80) vs Gandhi's Longbowman (10.98)
Turn 309, 1514 AD: Combat Odds: 98.1%
Turn 309, 1514 AD: (Extra Combat: -10%)
Turn 309, 1514 AD: (Plot Defense: +33%)
Turn 309, 1514 AD: (Fortify: +25%)
Turn 309, 1514 AD: (City Defense: +25%)
Turn 309, 1514 AD: CDZ's Cossack is hit for 14 (86/100HP)
Turn 309, 1514 AD: Gandhi's Longbowman is hit for 26 (74/100HP)
Turn 309, 1514 AD: Gandhi's Longbowman is hit for 26 (48/100HP)
Turn 309, 1514 AD: CDZ's Cossack is hit for 14 (72/100HP)
Turn 309, 1514 AD: Gandhi's Longbowman is hit for 26 (22/100HP)
Turn 309, 1514 AD: Gandhi's Longbowman is hit for 26 (0/100HP)
Turn 309, 1514 AD: CDZ's Cossack has defeated Gandhi's Longbowman!
Turn 309, 1514 AD: CDZ's Cossack (19.80) vs Gandhi's Maceman (13.44)
Turn 309, 1514 AD: Combat Odds: 89.4%
Turn 309, 1514 AD: (Extra Combat: -10%)
Turn 309, 1514 AD: (Extra Combat: +10%)
Turn 309, 1514 AD: (Plot Defense: +33%)
Turn 309, 1514 AD: (Fortify: +25%)
Turn 309, 1514 AD: CDZ's Cossack is hit for 16 (84/100HP)
Turn 309, 1514 AD: Gandhi's Maceman is hit for 24 (76/100HP)
Turn 309, 1514 AD: CDZ's Cossack is hit for 16 (68/100HP)
Turn 309, 1514 AD: CDZ's Cossack is hit for 16 (52/100HP)
Turn 309, 1514 AD: Gandhi's Maceman is hit for 24 (52/100HP)
Turn 309, 1514 AD: Gandhi's Maceman is hit for 24 (28/100HP)
Turn 309, 1514 AD: Gandhi's Maceman is hit for 24 (4/100HP)
Turn 309, 1514 AD: Gandhi's Maceman is hit for 24 (0/100HP)
Turn 309, 1514 AD: CDZ's Cossack has defeated Gandhi's Maceman!
Turn 309, 1514 AD: You have captured Calcutta!!!
Turn 309, 1514 AD: Great Scientist has been born in BCLGland!
Turn 309, 1514 AD: Blaise Pascal has been born in Paris!
Turn 310, 1520 AD: Louis XIV has completed Versailles!
Turn 311, 1523 AD: CDZ's Cossack (19.80) vs Gandhi's Longbowman (11.64)
Turn 311, 1523 AD: Combat Odds: 95.1%
Turn 311, 1523 AD: (Extra Combat: -10%)
Turn 311, 1523 AD: (Plot Defense: +24%)
Turn 311, 1523 AD: (Fortify: +25%)
Turn 311, 1523 AD: (City Defense: +45%)
Turn 311, 1523 AD: CDZ's Cossack is hit for 15 (85/100HP)
Turn 311, 1523 AD: CDZ's Cossack is hit for 15 (70/100HP)
Turn 311, 1523 AD: CDZ's Cossack is hit for 15 (55/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (75/100HP)
Turn 311, 1523 AD: CDZ's Cossack is hit for 15 (40/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (50/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (25/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (0/100HP)
Turn 311, 1523 AD: CDZ's Cossack has defeated Gandhi's Longbowman!
Turn 311, 1523 AD: CDZ's Cossack (16.41) vs Gandhi's Longbowman (10.44)
Turn 311, 1523 AD: Combat Odds: 88.5%
Turn 311, 1523 AD: (Extra Combat: -20%)
Turn 311, 1523 AD: (Plot Defense: +24%)
Turn 311, 1523 AD: (Fortify: +25%)
Turn 311, 1523 AD: (City Defense: +25%)
Turn 311, 1523 AD: CDZ's Cossack is hit for 14 (62/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 26 (74/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 26 (48/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 26 (22/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 26 (0/100HP)
Turn 311, 1523 AD: CDZ's Cossack has defeated Gandhi's Longbowman!
Turn 311, 1523 AD: CDZ's Cossack (13.86) vs Gandhi's Longbowman (10.44)
Turn 311, 1523 AD: Combat Odds: 72.2%
Turn 311, 1523 AD: (Extra Combat: -10%)
Turn 311, 1523 AD: (Plot Defense: +24%)
Turn 311, 1523 AD: (Fortify: +25%)
Turn 311, 1523 AD: (City Defense: +25%)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (75/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (50/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (25/100HP)
Turn 311, 1523 AD: CDZ's Cossack is hit for 15 (55/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (0/100HP)
Turn 311, 1523 AD: CDZ's Cossack has defeated Gandhi's Longbowman!
Turn 311, 1523 AD: CDZ's Cossack (14.25) vs Gandhi's Longbowman (10.44)
Turn 311, 1523 AD: Combat Odds: 73.6%
Turn 311, 1523 AD: (Extra Combat: -10%)
Turn 311, 1523 AD: (Plot Defense: +24%)
Turn 311, 1523 AD: (Fortify: +25%)
Turn 311, 1523 AD: (City Defense: +25%)
Turn 311, 1523 AD: CDZ's Cossack is hit for 15 (57/100HP)
Turn 311, 1523 AD: CDZ's Cossack is hit for 15 (42/100HP)
Turn 311, 1523 AD: CDZ's Cossack is hit for 15 (27/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (75/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (50/100HP)
Turn 311, 1523 AD: CDZ's Cossack is hit for 15 (12/100HP)
Turn 311, 1523 AD: Gandhi's Longbowman is hit for 25 (25/100HP)
Turn 312, 1526 AD: CDZ's Cossack (19.80) vs Gandhi's Longbowman (7.50)
Turn 312, 1526 AD: Combat Odds: 99.8%
Turn 312, 1526 AD: (Extra Combat: -10%)
Turn 312, 1526 AD: (City Defense: +25%)
Turn 312, 1526 AD: CDZ's Cossack is hit for 12 (88/100HP)
Turn 312, 1526 AD: CDZ's Cossack is hit for 12 (76/100HP)
Turn 312, 1526 AD: Gandhi's Longbowman is hit for 31 (69/100HP)
Turn 312, 1526 AD: Gandhi's Longbowman is hit for 31 (38/100HP)
Turn 312, 1526 AD: Gandhi's Longbowman is hit for 31 (7/100HP)
Turn 312, 1526 AD: Gandhi's Longbowman is hit for 31 (0/100HP)
Turn 312, 1526 AD: CDZ's Cossack has defeated Gandhi's Longbowman!
Turn 312, 1526 AD: CDZ's Cossack (16.63) vs Gandhi's Knight (7.14)
Turn 312, 1526 AD: Combat Odds: 98.9%
Turn 312, 1526 AD: (Extra Combat: -20%)
Turn 312, 1526 AD: (Extra Combat: +10%)
Turn 312, 1526 AD: (Combat: -50%)
Turn 312, 1526 AD: Gandhi's Knight is hit for 31 (69/100HP)
Turn 312, 1526 AD: Gandhi's Knight is hit for 31 (38/100HP)
Turn 312, 1526 AD: Gandhi's Knight is hit for 31 (7/100HP)
Turn 312, 1526 AD: CDZ's Cossack is hit for 12 (65/100HP)
Turn 312, 1526 AD: Gandhi's Knight is hit for 31 (0/100HP)
Turn 312, 1526 AD: CDZ's Cossack has defeated Gandhi's Knight!
Turn 312, 1526 AD: CDZ's Cossack (15.12) vs Gandhi's Longbowman (4.05)
Turn 312, |