View Full Version : SGOTM 04 - Murky Waters
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Big Pig May 25, 2007, 12:35 PM That said, I will not continue past turn 10 (+-1) - not unless you beg me on your bare knees... ;)
I'll buy a pair of shorts in readiness - and you can buy a bag of lemons and a webcam
Good luck with your warring!
LowtherCastle May 25, 2007, 12:38 PM STOP!!!
couldn't resist...good luck! Okay, now you can go...
Gnejs May 25, 2007, 12:38 PM I'm in favour of this. We now just have to derive a promise from Gnejs that he won't make panic moves and waste all the units just to prove he can mangage the war within stipulated turns.
Promise. I will be extra careful - especially with that warrior you shipped over from the old continent. :lol:
Is that perhaps even our first warrior? I am going to assume it is and give it an appropriate name: Grog.
LowtherCastle May 25, 2007, 12:40 PM Actually, all this discussion has been a big waste of time, I think, because Gnejs can't war for 10 turns, and MM, and conduct trade missions before tomorrow at 9:30 AM....
Gnejs May 25, 2007, 12:48 PM Actually, all this discussion has been a big waste of time, I think, because Gnejs can't war for 10 turns, and MM, and conduct trade missions before tomorrow at 9:30 AM....
Warlords WOTM 08 Ottoman, Noble
Gnejs 3881 1600AD Conquest Victory 57347 5:32:15
C-IV GOTM 17 Greece, Monarch
LowtherCastle 6183 1798AD Domination Victory 90789 143:31:19
Nuff said. ;)
Erkon May 25, 2007, 01:07 PM Grog!!!!!!
LowtherCastle May 25, 2007, 01:12 PM Warlords WOTM 08 Ottoman, Noble
Gnejs 3881 1600AD Conquest Victory 57347 5:32:15
C-IV GOTM 17 Greece, Monarch
LowtherCastle 6183 1798AD Domination Victory 90789 143:31:19
Nuff said. ;)Great! Can't wait to see G overtake us in tech research... :goodjob:
Gnejs May 25, 2007, 01:47 PM Grog!!!!!!
http://www.bdoubliees.com/charliemensuel/sfig1/bc/grog.jpg
Gnejs May 25, 2007, 04:19 PM Starting up now...
Gnejs May 25, 2007, 05:39 PM Some bad news...
...I forgot to gift away Schizotep before declaring war. :(
Have razed SF. I am not touching LA, but we might want to let W keep Chicago. ...
Turn 4 (cont)
Arrogantly demand 40 gp from W.
DoW W.
Turn 5
Get rid of Gs units at Gergovia, no losses
Raze SF
Great General born in Bibcrate. I see no immediate need for us to use him, so I send him down towards the front. Grog is waiting...
Turn 6
Sending units on land and sea towards W.
G pillages instead of capturing Besh, so I make a worker in NH to bait him.
EDIT: upgrades done, setting research at 60%, culture at 20% to remove most of our unhappiness. Industrialism in 11 turns.
No tech progress whatsoever. :(
LowtherCastle May 25, 2007, 05:43 PM Maybe give us an updated picture of the tech screen?
Gnejs May 25, 2007, 05:49 PM Here you go:
153475
LowtherCastle May 25, 2007, 06:09 PM Well, I'd need to see theri attitudes to remember who likes whom, but it looks like Electricity is too valuable compared to RR. One possibility for that would be to simply give it to all 3 who don't have it. BUt I'm not sure we want to help H right now.
Another possiblity might be Artillery to M so he'd trade it to G for RR. Not sure if he'd trade it to Isa instead though. Forget how much he likes her.
With Artillery, G might trade it to W for Elect.
EDIT: it's also possible Isa thinks G is too advanced becasue she seems to not trade with him too much.
Gnejs May 25, 2007, 06:52 PM Turn 7:
Funny thing happens (bug?). I have a stack consisting of 2 frigates, 2 galleons and 2 transports. W attacks with a frigate, and a frigate(!?) defends...
Unload units at Wash & NY
Units otw Boston by land and sea.
Turn 8 update:
Mehmed converts to Taoism. Relations with G are dropping.
Capture Washington for no losses. Great, really great city. Academy, bank observatory, market, grocer, courthouse etc.
Gandhi unloads a stack next to Besh from a Galleon!
Big Pig May 25, 2007, 06:59 PM Some bad news...
...I forgot to gift away Schizotep before declaring war. :(
The curse of Gazientep strikes yet again :huh:
LowtherCastle May 25, 2007, 07:28 PM Gnejs, keep an eye on our land totals, just in case. We don't want a Dumbination VIctory.
You have 7 more hours till 9:30 am...
Gnejs May 25, 2007, 07:30 PM Turn 9
Gandhi captures besh
[party] :band: :beer: :banana:
New York captured
Boston captured
I notice starvation in Ning-Hsia, what is going on? No problem with unhappiness. D'oh! We just lost irrigation along with Besh! :(
I have to put 2 engineers out in the fishing boats...
LowtherCastle May 25, 2007, 07:34 PM Turn 9
Gandhi captures besh
[party] :band: :beer: :banana:
New York captured
Boston captured
I notice starvation in Ning-Hsia, what is going on? No problem with unhappiness. D'oh! We just lost irrigation along with Besh! :(
I have to put 2 engineers out in the fishing boats...YES!!! I was trying to build farms all over for that reason, but we evidently didn't make them all the way to OS...too bad. I forgot to mention in the thread. Maybe we can build a city in SF just for farms and then give it away.
LowtherCastle May 25, 2007, 07:38 PM I think BP has gone to bed. Quick, take the rest of W... :)
Gnejs May 25, 2007, 07:39 PM Gnejs, keep an eye on our land totals, just in case. We don't want a Dumbination VIctory.
Are you kidding? We are missing 20% land and pop. Btw, Gandhi is almost our size now.
LowtherCastle May 25, 2007, 07:44 PM Are you kidding? We are missing 20% land and pop. Btw, Gandhi is almost our size now.Okay. No probs. Better safe than sorry.
Btw, I think we need a couple destroyers over by NH so G doesn't land a bunch of pillagers there.
EDIT: HOw's G's GNP now?
Gnejs May 25, 2007, 07:56 PM Turn 10:
Gandhi has Artillery! Evidently self-researched unless H has been feeling generous...
Time to upgrade to some more Infantry at Ning-Hsia. The hordes are on their way... :eek:
First real WW hit, not strange considering the battles last turn. W not talking yet (not expected to for another 2 turns)
I am going to play one more turn...;)
Gnejs May 25, 2007, 08:21 PM Turn 11:
Capture Philadelphia
There is one rifle left in Chicago and we can capture it using amphibious infantry this turn. I stop here, we need to discuss if we want to do this or not. Besides, my time is up. :)
Save uploaded.
We have a settler in place at Cape West, could settle and gift to W. But he isn't talking yet. Next turn, according to the calculations.
Oh, and there was a tech trade between two AIs. Washington got Artillery (like it is going to help him now), and ...
Gandhi got Combustion!
PS. I have not MMed at all on the final turn. If things look unhappy that is because Gandhi pillaged our gold before I could stop him. As WW went up even more I expect it is a mess in all our cities... But don't worry, JERFit, LC will eagerly propose optimal tile allocations in each city. Right, LC?
LowtherCastle May 25, 2007, 08:23 PM Turn 11:
Capture Philadelphia
There is one rifle left in Chicago and we can capture it using amphibious infantry this turn. I stop here, we need to discuss if we want to do this or not. Besides, my time is up. :)
Save uploaded. Sure?
We have a settler in place at Cape West, could settle and gift to W. But he isn't talking yet. Next turn, according to the calculations.
Oh, and there was a tech trade between two AIs. Washington got Artillery (like it is going to help him now), and ...
Gandhi got Combustion!Great turnset, Gnejs! Hot stuff. Tak derzat!
Gnejs May 25, 2007, 08:29 PM Turn log, part I:
Turn 377, 1721 AD: Murky Waters's Destroyer (30.00) vs Gandhi's Frigate (8.80)
Turn 377, 1721 AD: Combat Odds: 100.0%
Turn 377, 1721 AD: (Extra Combat: +10%)
Turn 377, 1721 AD: Gandhi's Frigate is hit for 35 (65/100HP)
Turn 377, 1721 AD: Gandhi's Frigate is hit for 35 (30/100HP)
Turn 377, 1721 AD: Gandhi's Frigate is hit for 35 (0/100HP)
Turn 377, 1721 AD: Murky Waters's Destroyer has defeated Gandhi's Frigate!
Turn 377, 1721 AD: Murky Waters's Frigate (8.00) vs Gandhi's Galleon (4.40)
Turn 377, 1721 AD: Combat Odds: 98.7%
Turn 377, 1721 AD: (Extra Combat: +10%)
Turn 377, 1721 AD: Gandhi's Galleon is hit for 26 (74/100HP)
Turn 377, 1721 AD: Murky Waters's Frigate is hit for 14 (86/100HP)
Turn 377, 1721 AD: Murky Waters's Frigate is hit for 14 (72/100HP)
Turn 377, 1721 AD: Gandhi's Galleon is hit for 26 (48/100HP)
Turn 377, 1721 AD: Gandhi's Galleon is hit for 26 (22/100HP)
Turn 377, 1721 AD: Gandhi's Galleon is hit for 26 (0/100HP)
Turn 377, 1721 AD: Murky Waters's Frigate has defeated Gandhi's Galleon!
Turn 377, 1721 AD: You have declared war on Washington!
Turn 377, 1721 AD: Edirne celebrates "We Love the President Day"!!!
Turn 377, 1721 AD: Gandhi's Cavalry (18.00) vs Murky Waters's Grenadier (20.40)
Turn 377, 1721 AD: Combat Odds: 30.3%
Turn 377, 1721 AD: (Extra Combat: -20%)
Turn 377, 1721 AD: (Extra Combat: +10%)
Turn 377, 1721 AD: (Plot Defense: +60%)
Turn 377, 1721 AD: Gandhi's Cavalry is hit for 21 (79/100HP)
Turn 377, 1721 AD: Gandhi's Cavalry is hit for 21 (58/100HP)
Turn 377, 1721 AD: Gandhi's Cavalry is hit for 21 (37/100HP)
Turn 377, 1721 AD: Gandhi's Cavalry is hit for 21 (16/100HP)
Turn 377, 1721 AD: Murky Waters's Grenadier is hit for 18 (82/100HP)
Turn 377, 1721 AD: Murky Waters's Grenadier is hit for 18 (64/100HP)
Turn 377, 1721 AD: Gandhi's Cavalry (18.00) vs Murky Waters's Longbowman (13.80)
Turn 377, 1721 AD: Combat Odds: 72.5%
Turn 377, 1721 AD: (Extra Combat: -20%)
Turn 377, 1721 AD: (Plot Defense: +60%)
Turn 377, 1721 AD: (Fortify: +25%)
Turn 377, 1721 AD: (City Defense: +45%)
Turn 377, 1721 AD: Gandhi's Cavalry is hit for 17 (83/100HP)
Turn 377, 1721 AD: Gandhi's Cavalry is hit for 17 (66/100HP)
Turn 377, 1721 AD: Gandhi's Cavalry is hit for 17 (49/100HP)
Turn 377, 1721 AD: Gandhi's Cavalry is hit for 17 (32/100HP)
Turn 377, 1721 AD: Murky Waters's Longbowman is hit for 22 (78/100HP)
Turn 377, 1721 AD: Murky Waters's Longbowman is hit for 22 (56/100HP)
Turn 377, 1721 AD: Gandhi's Cavalry is hit for 17 (15/100HP)
Turn 377, 1721 AD: Murky Waters's Longbowman is hit for 22 (34/100HP)
Turn 377, 1721 AD: Murky Waters's Longbowman is hit for 22 (12/100HP)
Turn 377, 1721 AD: Mehmed II adopts Representation!
Turn 377, 1721 AD: Mehmed II adopts Bureaucracy!
Turn 377, 1721 AD: Mehmed II adopts Pacifism!
Turn 377, 1721 AD: Washington adopts State Property!
Turn 378, 1724 AD: Buddhism has spread in Murcia.
Turn 378, 1724 AD: Murky Waters's Longbowman (6.00) vs Gandhi's Cavalry (2.88)
Turn 378, 1724 AD: Combat Odds: 98.0%
Turn 378, 1724 AD: (Extra Combat: +20%)
Turn 378, 1724 AD: Gandhi's Cavalry is hit for 15 (1/100HP)
Turn 378, 1724 AD: Gandhi's Cavalry is hit for 15 (0/100HP)
Turn 378, 1724 AD: Murky Waters's Longbowman has defeated Gandhi's Cavalry!
Turn 378, 1724 AD: Murky Waters's Grenadier (8.44) vs Gandhi's Cavalry (2.70)
Turn 378, 1724 AD: Combat Odds: 99.7%
Turn 378, 1724 AD: (Extra Combat: -10%)
Turn 378, 1724 AD: (Extra Combat: +20%)
Turn 378, 1724 AD: Gandhi's Cavalry is hit for 20 (0/100HP)
Turn 378, 1724 AD: Murky Waters's Grenadier has defeated Gandhi's Cavalry!
Turn 378, 1724 AD: Murky Waters's Cannon (12.00) vs Gandhi's Musketman (9.90)
Turn 378, 1724 AD: Combat Odds: 73.4%
Turn 378, 1724 AD: (Extra Combat: +10%)
Turn 378, 1724 AD: Gandhi's Musketman is hit for 22 (78/100HP)
Turn 378, 1724 AD: Murky Waters's Cannon is hit for 18 (82/100HP)
Turn 378, 1724 AD: Gandhi's Musketman is hit for 22 (56/100HP)
Turn 378, 1724 AD: Gandhi's Musketman is hit for 22 (34/100HP)
Turn 378, 1724 AD: Murky Waters's Cannon is hit for 18 (64/100HP)
Turn 378, 1724 AD: Murky Waters's Cannon is hit for 18 (46/100HP)
Turn 378, 1724 AD: Gandhi's Musketman is hit for 22 (12/100HP)
Turn 378, 1724 AD: Gandhi's Musketman is hit for 22 (0/100HP)
Turn 378, 1724 AD: Murky Waters's Cannon has defeated Gandhi's Musketman!
Turn 378, 1724 AD: Murky Waters's Grenadier (14.40) vs Washington's Longbowman (11.40)
Turn 378, 1724 AD: Combat Odds: 70.6%
Turn 378, 1724 AD: (Extra Combat: -20%)
Turn 378, 1724 AD: (Plot Defense: +20%)
Turn 378, 1724 AD: (Fortify: +25%)
Turn 378, 1724 AD: (City Defense: +45%)
Turn 378, 1724 AD: Washington's Longbowman is hit for 22 (78/100HP)
Turn 378, 1724 AD: Murky Waters's Grenadier is hit for 17 (83/100HP)
Turn 378, 1724 AD: Washington's Longbowman is hit for 22 (56/100HP)
Turn 378, 1724 AD: Washington's Longbowman is hit for 22 (34/100HP)
Turn 378, 1724 AD: Washington's Longbowman is hit for 22 (12/100HP)
Turn 378, 1724 AD: Washington's Longbowman is hit for 22 (0/100HP)
Turn 378, 1724 AD: Murky Waters's Grenadier has defeated Washington's Longbowman!
Turn 378, 1724 AD: Jalaluddin Muhammad Akbar (Great General) has been born in Bibracte (Murky Waters)!
Turn 378, 1724 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (19.60)
Turn 378, 1724 AD: Combat Odds: 69.2%
Turn 378, 1724 AD: (Extra Combat: -10%)
Turn 378, 1724 AD: (Plot Defense: +20%)
Turn 378, 1724 AD: (Fortify: +25%)
Turn 378, 1724 AD: (City Defense: +20%)
Turn 378, 1724 AD: (Combat: -25%)
Turn 378, 1724 AD: Washington's Rifleman is hit for 21 (79/100HP)
Turn 378, 1724 AD: Murky Waters's Infantry is hit for 18 (82/100HP)
Turn 378, 1724 AD: Washington's Rifleman is hit for 21 (58/100HP)
Turn 378, 1724 AD: Washington's Rifleman is hit for 21 (37/100HP)
Turn 378, 1724 AD: Murky Waters's Infantry is hit for 18 (64/100HP)
Turn 378, 1724 AD: Washington's Rifleman is hit for 21 (16/100HP)
Turn 378, 1724 AD: Murky Waters's Infantry is hit for 18 (46/100HP)
Turn 378, 1724 AD: Washington's Rifleman is hit for 21 (0/100HP)
Turn 378, 1724 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 378, 1724 AD: You have captured San Francisco!!!
Turn 378, 1724 AD: You have destroyed the city of San Francisco!!!
Turn 378, 1724 AD: You have trained a Transport in Barcelona. Work has now begun on a Worker.
Turn 379, 1727 AD: You have trained a Transport in Toledo. Work has now begun on Buddhist Missionary.
Turn 379, 1727 AD: Washington's Frigate (9.60) vs Murky Waters's Frigate (9.60)
Turn 379, 1727 AD: Combat Odds: 50.0%
Turn 379, 1727 AD: (Extra Combat: -20%)
Turn 379, 1727 AD: (Extra Combat: +20%)
Turn 379, 1727 AD: Murky Waters's Frigate is hit for 20 (80/100HP)
Turn 379, 1727 AD: Murky Waters's Frigate is hit for 20 (60/100HP)
Turn 379, 1727 AD: Murky Waters's Frigate is hit for 20 (40/100HP)
Turn 379, 1727 AD: Washington's Frigate is hit for 20 (80/100HP)
Turn 379, 1727 AD: Murky Waters's Frigate is hit for 20 (20/100HP)
Turn 379, 1727 AD: Washington's Frigate is hit for 20 (60/100HP)
Turn 379, 1727 AD: Washington's Frigate is hit for 20 (40/100HP)
Turn 379, 1727 AD: Murky Waters's Frigate is hit for 20 (0/100HP)
Turn 379, 1727 AD: Washington's Frigate has defeated Murky Waters's Frigate!
Turn 380, 1730 AD: Murky Waters's Grenadier (14.40) vs Washington's Cavalry (14.28)
Turn 380, 1730 AD: Combat Odds: 63.0%
Turn 380, 1730 AD: (Extra Combat: -20%)
Turn 380, 1730 AD: (Extra Combat: +20%)
Turn 380, 1730 AD: (Combat: -25%)
Turn 380, 1730 AD: Washington's Cavalry is hit for 20 (80/100HP)
Turn 380, 1730 AD: Murky Waters's Grenadier is hit for 19 (81/100HP)
Turn 380, 1730 AD: Washington's Cavalry is hit for 20 (60/100HP)
Turn 380, 1730 AD: Murky Waters's Grenadier is hit for 19 (62/100HP)
Turn 380, 1730 AD: Washington's Cavalry is hit for 20 (40/100HP)
Turn 380, 1730 AD: Murky Waters's Grenadier is hit for 19 (43/100HP)
Turn 380, 1730 AD: Washington's Cavalry is hit for 20 (20/100HP)
Turn 380, 1730 AD: Washington's Cavalry is hit for 20 (0/100HP)
Turn 380, 1730 AD: Murky Waters's Grenadier has defeated Washington's Cavalry!
Turn 380, 1730 AD: Murky Waters's Frigate (8.80) vs Washington's Frigate (8.00)
Turn 380, 1730 AD: Combat Odds: 68.1%
Turn 380, 1730 AD: (Extra Combat: -10%)
Turn 380, 1730 AD: Murky Waters's Frigate is hit for 19 (81/100HP)
Turn 380, 1730 AD: Murky Waters's Frigate is hit for 19 (62/100HP)
Turn 380, 1730 AD: Washington's Frigate is hit for 20 (80/100HP)
Turn 380, 1730 AD: Washington's Frigate is hit for 20 (60/100HP)
Turn 380, 1730 AD: Washington's Frigate is hit for 20 (40/100HP)
Turn 380, 1730 AD: Murky Waters's Frigate is hit for 19 (43/100HP)
Turn 380, 1730 AD: Washington's Frigate is hit for 20 (20/100HP)
Turn 380, 1730 AD: Washington's Frigate is hit for 20 (0/100HP)
Turn 380, 1730 AD: Murky Waters's Frigate has defeated Washington's Frigate!
Turn 380, 1730 AD: Murky Waters's Frigate (8.00) vs Washington's Frigate (3.84)
Turn 380, 1730 AD: Combat Odds: 99.4%
Turn 380, 1730 AD: (Extra Combat: +20%)
Turn 380, 1730 AD: Murky Waters's Frigate is hit for 18 (82/100HP)
Turn 380, 1730 AD: Washington's Frigate is hit for 21 (19/100HP)
Turn 380, 1730 AD: Washington's Frigate is hit for 21 (0/100HP)
Turn 380, 1730 AD: Murky Waters's Frigate has defeated Washington's Frigate!
Turn 380, 1730 AD: You have constructed a Market in Gaziantep. Work has now begun on a Theatre.
Turn 380, 1730 AD: You have trained Buddhist Missionary in Toledo. Work has now begun on a Machine Gun.
Turn 380, 1730 AD: Mehmed II converts to Taoism!
Turn 381, 1732 AD: The enemy has been spotted near Stone Island!
Turn 381, 1732 AD: Buddhism has spread in Istanbul.
Turn 381, 1732 AD: Your Artillery has reduced the defenses of Washington to 30%!
Turn 381, 1732 AD: Murky Waters's Artillery (18.00) vs Washington's Rifleman (20.02)
Turn 381, 1732 AD: Combat Odds: 31.5%
Turn 381, 1732 AD: (Plot Defense: +18%)
Turn 381, 1732 AD: (Fortify: +25%)
Turn 381, 1732 AD: (City Defense: +45%)
Turn 381, 1732 AD: (City Attack: -45%)
Turn 381, 1732 AD: Washington's Rifleman is hit for 18 (82/100HP)
Turn 381, 1732 AD: Murky Waters's Artillery is hit for 21 (79/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 18 (64/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 18 (46/100HP)
Turn 381, 1732 AD: Murky Waters's Artillery is hit for 21 (58/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 18 (28/100HP)
Turn 381, 1732 AD: Murky Waters's Artillery is hit for 21 (37/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 18 (10/100HP)
Turn 381, 1732 AD: Murky Waters's Artillery is hit for 21 (16/100HP)
Turn 381, 1732 AD: Murky Waters's Artillery is hit for 21 (0/100HP)
Turn 381, 1732 AD: Washington's Rifleman has defeated Murky Waters's Artillery!
Turn 381, 1732 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (10.20)
Turn 381, 1732 AD: Combat Odds: 99.4%
Turn 381, 1732 AD: (Extra Combat: -10%)
Turn 381, 1732 AD: (Plot Defense: +18%)
Turn 381, 1732 AD: (Fortify: +25%)
Turn 381, 1732 AD: (City Defense: +45%)
Turn 381, 1732 AD: (City Attack: -75%)
Turn 381, 1732 AD: (Combat: -35%)
Turn 381, 1732 AD: Washington's Rifleman is hit for 28 (61/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 28 (33/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 28 (5/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 28 (0/100HP)
Turn 381, 1732 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 381, 1732 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (11.12)
Turn 381, 1732 AD: Combat Odds: 99.1%
Turn 381, 1732 AD: (Extra Combat: -10%)
Turn 381, 1732 AD: (Plot Defense: +18%)
Turn 381, 1732 AD: (Fortify: +20%)
Turn 381, 1732 AD: (City Defense: +45%)
Turn 381, 1732 AD: (City Attack: -45%)
Turn 381, 1732 AD: (Combat: -50%)
Turn 381, 1732 AD: Washington's Rifleman is hit for 27 (62/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 27 (35/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 27 (8/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 27 (0/100HP)
Turn 381, 1732 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 381, 1732 AD: Murky Waters's Infantry (24.00) vs Washington's Rifleman (14.07)
Turn 381, 1732 AD: Combat Odds: 96.5%
Turn 381, 1732 AD: (Extra Combat: -20%)
Turn 381, 1732 AD: (Plot Defense: +18%)
Turn 381, 1732 AD: (Fortify: +25%)
Turn 381, 1732 AD: (City Defense: +20%)
Turn 381, 1732 AD: (Combat: -50%)
Turn 381, 1732 AD: Washington's Rifleman is hit for 25 (64/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 25 (39/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 25 (14/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 25 (0/100HP)
Turn 381, 1732 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 381, 1732 AD: Murky Waters's Infantry (24.00) vs Washington's Rifleman (11.64)
Turn 381, 1732 AD: Combat Odds: 99.2%
Turn 381, 1732 AD: (Extra Combat: -20%)
Turn 381, 1732 AD: (Plot Defense: +18%)
Turn 381, 1732 AD: (Fortify: +25%)
Turn 381, 1732 AD: (Combat: -50%)
Turn 381, 1732 AD: Washington's Rifleman is hit for 27 (62/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 27 (35/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 27 (8/100HP)
Turn 381, 1732 AD: Murky Waters's Infantry is hit for 14 (86/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 27 (0/100HP)
Turn 381, 1732 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 381, 1732 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (1.93)
Turn 381, 1732 AD: Combat Odds: 100.0%
Turn 381, 1732 AD: (Extra Combat: -10%)
Turn 381, 1732 AD: (Plot Defense: +18%)
Turn 381, 1732 AD: (Fortify: +25%)
Turn 381, 1732 AD: (City Defense: +45%)
Turn 381, 1732 AD: (Combat: -50%)
Turn 381, 1732 AD: Washington's Rifleman is hit for 28 (0/100HP)
Turn 381, 1732 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 381, 1732 AD: You have captured Washington!!!
Turn 381, 1732 AD: Your Artillery has reduced the defenses of New York to 30%!
Turn 381, 1732 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (12.72)
Turn 381, 1732 AD: Combat Odds: 96.6%
Turn 381, 1732 AD: (Extra Combat: -10%)
Turn 381, 1732 AD: (Plot Defense: +25%)
Turn 381, 1732 AD: (Combat: -35%)
Turn 381, 1732 AD: Washington's Rifleman is hit for 26 (74/100HP)
Turn 381, 1732 AD: Murky Waters's Infantry is hit for 15 (85/100HP)
Turn 381, 1732 AD: Murky Waters's Infantry is hit for 15 (70/100HP)
Turn 381, 1732 AD: Murky Waters's Infantry is hit for 15 (55/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 26 (48/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 26 (22/100HP)
Turn 381, 1732 AD: Washington's Rifleman is hit for 26 (0/100HP)
Turn 381, 1732 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 381, 1732 AD: Your Frigate has reduced the defenses of Philadelphia to 95%!
Turn 381, 1732 AD: Murky Waters's Transport (16.00) vs Washington's Frigate (8.80)
Turn 381, 1732 AD: Combat Odds: 98.7%
Turn 381, 1732 AD: (Plot Defense: +10%)
Turn 381, 1732 AD: Washington's Frigate is hit for 26 (74/100HP)
Turn 381, 1732 AD: Washington's Frigate is hit for 26 (48/100HP)
Turn 381, 1732 AD: Murky Waters's Transport is hit for 14 (86/100HP)
Turn 381, 1732 AD: Washington's Frigate is hit for 26 (22/100HP)
Turn 381, 1732 AD: Washington's Frigate is hit for 26 (0/100HP)
Turn 381, 1732 AD: Murky Waters's Transport has defeated Washington's Frigate!
Turn 381, 1732 AD: Edirne will grow to size 16 on the next turn
Turn 381, 1732 AD: Bibracte has grown to size 19
Turn 381, 1732 AD: Besh (Murky Waters) has been captured by the Indian Empire!!!
Gnejs May 25, 2007, 08:30 PM Turn log, part II:
Turn 382, 1734 AD: The enemy has been spotted near Stone Island!
Turn 382, 1734 AD: The enemy has been spotted near Stone Island!
Turn 382, 1734 AD: The enemy has been spotted near Stone Island!
Turn 382, 1734 AD: Your Artillery has reduced the defenses of New York to 0%!
Turn 382, 1734 AD: Murky Waters's Artillery (18.00) vs Washington's Rifleman (23.80)
Turn 382, 1734 AD: Combat Odds: 22.3%
Turn 382, 1734 AD: (Fortify: +25%)
Turn 382, 1734 AD: (City Defense: +45%)
Turn 382, 1734 AD: Your Artillery has caused collateral damage! (2 Units)
Turn 382, 1734 AD: Murky Waters's Artillery is hit for 22 (78/100HP)
Turn 382, 1734 AD: Murky Waters's Artillery is hit for 22 (56/100HP)
Turn 382, 1734 AD: Murky Waters's Artillery is hit for 22 (34/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 17 (83/100HP)
Turn 382, 1734 AD: Murky Waters's Artillery is hit for 22 (12/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 17 (66/100HP)
Turn 382, 1734 AD: Murky Waters's Artillery is hit for 22 (0/100HP)
Turn 382, 1734 AD: Washington's Rifleman has defeated Murky Waters's Artillery!
Turn 382, 1734 AD: Your Artillery has died trying to attack a Rifleman!
Turn 382, 1734 AD: Murky Waters's Infantry (24.00) vs Washington's Cannon (12.00)
Turn 382, 1734 AD: Combat Odds: 99.1%
Turn 382, 1734 AD: (Extra Combat: -20%)
Turn 382, 1734 AD: Washington's Cannon is hit for 28 (72/100HP)
Turn 382, 1734 AD: Washington's Cannon is hit for 28 (44/100HP)
Turn 382, 1734 AD: Washington's Cannon is hit for 28 (16/100HP)
Turn 382, 1734 AD: Washington's Cannon is hit for 28 (0/100HP)
Turn 382, 1734 AD: Murky Waters's Infantry has defeated Washington's Cannon!
Turn 382, 1734 AD: Your Infantry has destroyed a Cannon!
Turn 382, 1734 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (11.59)
Turn 382, 1734 AD: Combat Odds: 97.6%
Turn 382, 1734 AD: (Extra Combat: -10%)
Turn 382, 1734 AD: (Fortify: +25%)
Turn 382, 1734 AD: (City Defense: +20%)
Turn 382, 1734 AD: (Combat: -50%)
Turn 382, 1734 AD: Murky Waters's Infantry is hit for 15 (85/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (61/100HP)
Turn 382, 1734 AD: Murky Waters's Infantry is hit for 15 (70/100HP)
Turn 382, 1734 AD: Murky Waters's Infantry is hit for 15 (55/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (35/100HP)
Turn 382, 1734 AD: Murky Waters's Infantry is hit for 15 (40/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (9/100HP)
Turn 382, 1734 AD: Murky Waters's Infantry is hit for 15 (25/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (0/100HP)
Turn 382, 1734 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 382, 1734 AD: Your Infantry has destroyed a Rifleman!
Turn 382, 1734 AD: Murky Waters's Grenadier (14.40) vs Washington's Rifleman (11.08)
Turn 382, 1734 AD: Combat Odds: 85.8%
Turn 382, 1734 AD: (Extra Combat: -20%)
Turn 382, 1734 AD: (Fortify: +25%)
Turn 382, 1734 AD: (City Defense: +45%)
Turn 382, 1734 AD: (Class Attack: -50%)
Turn 382, 1734 AD: Washington's Rifleman is hit for 20 (46/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 20 (26/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 20 (6/100HP)
Turn 382, 1734 AD: Murky Waters's Grenadier is hit for 19 (81/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 20 (0/100HP)
Turn 382, 1734 AD: Murky Waters's Grenadier has defeated Washington's Rifleman!
Turn 382, 1734 AD: Your Grenadier has destroyed a Rifleman!
Turn 382, 1734 AD: Murky Waters's Artillery (18.00) vs Washington's Rifleman (14.00)
Turn 382, 1734 AD: Combat Odds: 76.5%
Turn 382, 1734 AD: (Extra Combat: +10%)
Turn 382, 1734 AD: (Fortify: +25%)
Turn 382, 1734 AD: (City Attack: -20%)
Turn 382, 1734 AD: Washington's Rifleman is hit for 21 (66/100HP)
Turn 382, 1734 AD: Murky Waters's Artillery is hit for 18 (82/100HP)
Turn 382, 1734 AD: Murky Waters's Artillery is hit for 18 (64/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 21 (45/100HP)
Turn 382, 1734 AD: Murky Waters's Artillery is hit for 18 (46/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 21 (24/100HP)
Turn 382, 1734 AD: Murky Waters's Artillery is hit for 18 (28/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 21 (3/100HP)
Turn 382, 1734 AD: Murky Waters's Artillery is hit for 18 (10/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 21 (0/100HP)
Turn 382, 1734 AD: Murky Waters's Artillery has defeated Washington's Rifleman!
Turn 382, 1734 AD: Your Artillery has destroyed a Rifleman!
Turn 382, 1734 AD: You have captured New York!!!
Turn 382, 1734 AD: Your Artillery has reduced the defenses of Boston to 65%!
Turn 382, 1734 AD: Your Artillery has reduced the defenses of Boston to 40%!
Turn 382, 1734 AD: Your Artillery has reduced the defenses of Boston to 15%!
Turn 382, 1734 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (12.06)
Turn 382, 1734 AD: Combat Odds: 98.7%
Turn 382, 1734 AD: (Extra Combat: -10%)
Turn 382, 1734 AD: (Plot Defense: +9%)
Turn 382, 1734 AD: (Fortify: +25%)
Turn 382, 1734 AD: (City Defense: +45%)
Turn 382, 1734 AD: (City Attack: -45%)
Turn 382, 1734 AD: (Combat: -50%)
Turn 382, 1734 AD: Murky Waters's Infantry is hit for 14 (86/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (74/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (48/100HP)
Turn 382, 1734 AD: Murky Waters's Infantry is hit for 14 (72/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (22/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (0/100HP)
Turn 382, 1734 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 382, 1734 AD: Your Infantry has destroyed a Rifleman!
Turn 382, 1734 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (8.97)
Turn 382, 1734 AD: Combat Odds: 99.7%
Turn 382, 1734 AD: (Extra Combat: -10%)
Turn 382, 1734 AD: (Plot Defense: +9%)
Turn 382, 1734 AD: (Fortify: +25%)
Turn 382, 1734 AD: (City Defense: +20%)
Turn 382, 1734 AD: (City Attack: -75%)
Turn 382, 1734 AD: (Combat: -35%)
Turn 382, 1734 AD: Murky Waters's Infantry is hit for 13 (87/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 30 (70/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 30 (40/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 30 (10/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 30 (0/100HP)
Turn 382, 1734 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 382, 1734 AD: Your Infantry has destroyed a Rifleman!
Turn 382, 1734 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (12.06)
Turn 382, 1734 AD: Combat Odds: 98.7%
Turn 382, 1734 AD: (Extra Combat: -10%)
Turn 382, 1734 AD: (Plot Defense: +9%)
Turn 382, 1734 AD: (Fortify: +25%)
Turn 382, 1734 AD: (City Defense: +20%)
Turn 382, 1734 AD: (City Attack: -45%)
Turn 382, 1734 AD: (Combat: -25%)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (74/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (48/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (22/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 26 (0/100HP)
Turn 382, 1734 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 382, 1734 AD: Your Infantry has destroyed a Rifleman!
Turn 382, 1734 AD: Murky Waters's Grenadier (13.20) vs Washington's Rifleman (9.92)
Turn 382, 1734 AD: Combat Odds: 78.1%
Turn 382, 1734 AD: (Extra Combat: -10%)
Turn 382, 1734 AD: (Plot Defense: +9%)
Turn 382, 1734 AD: (Fortify: +25%)
Turn 382, 1734 AD: (Class Attack: -50%)
Turn 382, 1734 AD: (Combat: -25%)
Turn 382, 1734 AD: Washington's Rifleman is hit for 23 (77/100HP)
Turn 382, 1734 AD: Murky Waters's Grenadier is hit for 17 (83/100HP)
Turn 382, 1734 AD: Murky Waters's Grenadier is hit for 17 (66/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 23 (54/100HP)
Turn 382, 1734 AD: Murky Waters's Grenadier is hit for 17 (49/100HP)
Turn 382, 1734 AD: Murky Waters's Grenadier is hit for 17 (32/100HP)
Turn 382, 1734 AD: Murky Waters's Grenadier is hit for 17 (15/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 23 (31/100HP)
Turn 382, 1734 AD: Washington's Rifleman is hit for 23 (8/100HP)
Turn 382, 1734 AD: Murky Waters's Grenadier is hit for 17 (0/100HP)
Turn 382, 1734 AD: Washington's Rifleman has defeated Murky Waters's Grenadier!
Turn 382, 1734 AD: Your Grenadier has died trying to attack a Rifleman!
Turn 382, 1734 AD: Murky Waters's Cavalry (16.50) vs Washington's Rifleman (1.50)
Turn 382, 1734 AD: Combat Odds: 100.0%
Turn 382, 1734 AD: (Extra Combat: -10%)
Turn 382, 1734 AD: (Plot Defense: +9%)
Turn 382, 1734 AD: (Fortify: +25%)
Turn 382, 1734 AD: (Combat: -25%)
Turn 382, 1734 AD: (Combat: +25%)
Turn 382, 1734 AD: Washington's Rifleman is hit for 25 (0/100HP)
Turn 382, 1734 AD: Murky Waters's Cavalry has defeated Washington's Rifleman!
Turn 382, 1734 AD: Your Cavalry has destroyed a Rifleman!
Turn 382, 1734 AD: You have captured Boston!!!
Turn 382, 1734 AD: Your Frigate has reduced the defenses of Philadelphia to 90%!
Turn 382, 1734 AD: Hannibal has 120 gold available for trade
Turn 382, 1734 AD: Edirne has grown to size 16
Turn 382, 1734 AD: Edirne has become unhealthy
Turn 382, 1734 AD: Gaziantep will grow to size 10 on the next turn
Turn 382, 1734 AD: Salamanca will grow to size 9 on the next turn
Turn 382, 1734 AD: Confucianism has spread in Washington.
Turn 383, 1736 AD: The enemy has been spotted near Stone Island!
Turn 383, 1736 AD: The enemy has been spotted near Stone Island!
Turn 383, 1736 AD: The enemy has been spotted near Stone Island!
Turn 383, 1736 AD: The enemy has been spotted near Ning-hsia!
Turn 383, 1736 AD: Your Frigate has reduced the defenses of Philadelphia to 85%!
Turn 383, 1736 AD: Murky Waters's Destroyer (30.00) vs Gandhi's Frigate (9.60)
Turn 383, 1736 AD: Combat Odds: 100.0%
Turn 383, 1736 AD: (Extra Combat: +10%)
Turn 383, 1736 AD: (Plot Defense: +10%)
Turn 383, 1736 AD: Gandhi's Frigate is hit for 33 (67/100HP)
Turn 383, 1736 AD: Murky Waters's Destroyer is hit for 11 (89/100HP)
Turn 383, 1736 AD: Gandhi's Frigate is hit for 33 (34/100HP)
Turn 383, 1736 AD: Gandhi's Frigate is hit for 33 (1/100HP)
Turn 383, 1736 AD: Murky Waters's Destroyer is hit for 11 (78/100HP)
Turn 383, 1736 AD: Murky Waters's Destroyer is hit for 11 (67/100HP)
Turn 383, 1736 AD: Gandhi's Frigate is hit for 33 (0/100HP)
Turn 383, 1736 AD: Murky Waters's Destroyer has defeated Gandhi's Frigate!
Turn 383, 1736 AD: Your Destroyer has destroyed a Frigate!
Turn 383, 1736 AD: Murky Waters's Frigate (9.60) vs Gandhi's Galleon (4.80)
Turn 383, 1736 AD: Combat Odds: 99.1%
Turn 383, 1736 AD: (Extra Combat: -20%)
Turn 383, 1736 AD: (Extra Combat: +10%)
Turn 383, 1736 AD: (Plot Defense: +10%)
Turn 383, 1736 AD: Gandhi's Galleon is hit for 28 (72/100HP)
Turn 383, 1736 AD: Gandhi's Galleon is hit for 28 (44/100HP)
Turn 383, 1736 AD: Gandhi's Galleon is hit for 28 (16/100HP)
Turn 383, 1736 AD: Gandhi's Galleon is hit for 28 (0/100HP)
Turn 383, 1736 AD: Murky Waters's Frigate has defeated Gandhi's Galleon!
Turn 383, 1736 AD: Your Frigate has destroyed a Galleon!
Turn 383, 1736 AD: Murky Waters's Cavalry (18.00) vs Washington's Grenadier (9.60)
Turn 383, 1736 AD: Combat Odds: 98.8%
Turn 383, 1736 AD: (Extra Combat: -20%)
Turn 383, 1736 AD: (Combat: -25%)
Turn 383, 1736 AD: Washington's Grenadier is hit for 27 (73/100HP)
Turn 383, 1736 AD: Murky Waters's Cavalry is hit for 14 (86/100HP)
Turn 383, 1736 AD: Washington's Grenadier is hit for 27 (46/100HP)
Turn 383, 1736 AD: Murky Waters's Cavalry is hit for 14 (72/100HP)
Turn 383, 1736 AD: Murky Waters's Cavalry is hit for 14 (58/100HP)
Turn 383, 1736 AD: Murky Waters's Cavalry is hit for 14 (44/100HP)
Turn 383, 1736 AD: Washington's Grenadier is hit for 27 (19/100HP)
Turn 383, 1736 AD: Washington's Grenadier is hit for 27 (0/100HP)
Turn 383, 1736 AD: Murky Waters's Cavalry has defeated Washington's Grenadier!
Turn 383, 1736 AD: Your Cavalry has destroyed a Grenadier!
Turn 383, 1736 AD: Gaziantep has grown to size 10
Turn 383, 1736 AD: Gergovia celebrates "We Love the President Day"!!!
Turn 383, 1736 AD: Salamanca has grown to size 9
Turn 383, 1736 AD: A Mine has been destroyed by a marauding Indian Grenadier!
Turn 383, 1736 AD: Washington's Rifleman (14.00) vs Murky Waters's Cavalry (12.00)
Turn 383, 1736 AD: Combat Odds: 71.5%
Turn 383, 1736 AD: (Combat: -25%)
Turn 383, 1736 AD: Murky Waters's Cavalry is hit for 21 (79/100HP)
Turn 383, 1736 AD: Murky Waters's Cavalry is hit for 21 (58/100HP)
Turn 383, 1736 AD: Murky Waters's Cavalry is hit for 21 (37/100HP)
Turn 383, 1736 AD: Murky Waters's Cavalry is hit for 21 (16/100HP)
Turn 383, 1736 AD: Murky Waters's Cavalry is hit for 21 (0/100HP)
Turn 383, 1736 AD: Washington's Rifleman has defeated Murky Waters's Cavalry!
Turn 383, 1736 AD: While defending, your Cavalry was destroyed by a American Rifleman!
Turn 384, 1738 AD: The enemy has been spotted near Stone Island!
Turn 384, 1738 AD: The enemy has been spotted near Stone Island!
Turn 384, 1738 AD: The enemy has been spotted near Stone Island!
Turn 384, 1738 AD: The enemy has been spotted near Boston!
Turn 384, 1738 AD: Your Frigate has reduced the defenses of Philadelphia to 80%!
Turn 384, 1738 AD: Your Artillery has reduced the defenses of Philadelphia to 45%!
Turn 384, 1738 AD: Your Artillery has reduced the defenses of Philadelphia to 10%!
Turn 384, 1738 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (10.44)
Turn 384, 1738 AD: Combat Odds: 99.3%
Turn 384, 1738 AD: (Extra Combat: -10%)
Turn 384, 1738 AD: (Plot Defense: +6%)
Turn 384, 1738 AD: (Fortify: +25%)
Turn 384, 1738 AD: (City Defense: +45%)
Turn 384, 1738 AD: (City Attack: -75%)
Turn 384, 1738 AD: (Combat: -35%)
Turn 384, 1738 AD: Murky Waters's Infantry is hit for 13 (87/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry is hit for 13 (74/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 28 (72/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 28 (44/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 28 (16/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 28 (0/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 384, 1738 AD: Your Infantry has destroyed a Rifleman!
Turn 384, 1738 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (9.09)
Turn 384, 1738 AD: Combat Odds: 99.6%
Turn 384, 1738 AD: (Extra Combat: -10%)
Turn 384, 1738 AD: (Extra Combat: +10%)
Turn 384, 1738 AD: (Plot Defense: +6%)
Turn 384, 1738 AD: (Fortify: +25%)
Turn 384, 1738 AD: (City Attack: -45%)
Turn 384, 1738 AD: (Combat: -50%)
Turn 384, 1738 AD: Washington's Rifleman is hit for 30 (70/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry is hit for 13 (87/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 30 (40/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 30 (10/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 30 (0/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 384, 1738 AD: Your Infantry has destroyed a Rifleman!
Turn 384, 1738 AD: Murky Waters's Infantry (24.00) vs Washington's Rifleman (11.76)
Turn 384, 1738 AD: Combat Odds: 99.2%
Turn 384, 1738 AD: (Extra Combat: -20%)
Turn 384, 1738 AD: (Plot Defense: +6%)
Turn 384, 1738 AD: (Fortify: +5%)
Turn 384, 1738 AD: (City Defense: +20%)
Turn 384, 1738 AD: (Combat: -50%)
Turn 384, 1738 AD: Washington's Rifleman is hit for 28 (72/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 28 (44/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 28 (16/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 28 (0/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 384, 1738 AD: Your Infantry has destroyed a Rifleman!
Turn 384, 1738 AD: You have captured Philadelphia!!!
Turn 384, 1738 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (12.72)
Turn 384, 1738 AD: Combat Odds: 96.6%
Turn 384, 1738 AD: (Extra Combat: -10%)
Turn 384, 1738 AD: (Plot Defense: +60%)
Turn 384, 1738 AD: (Fortify: +25%)
Turn 384, 1738 AD: (City Attack: -45%)
Turn 384, 1738 AD: (Combat: -50%)
Turn 384, 1738 AD: Murky Waters's Infantry is hit for 15 (85/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 26 (74/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 26 (48/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry is hit for 15 (70/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 26 (22/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 26 (0/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 384, 1738 AD: Your Infantry has destroyed a Rifleman!
Turn 384, 1738 AD: Murky Waters's Infantry (22.00) vs Gandhi's Cavalry (18.00)
Turn 384, 1738 AD: Combat Odds: 73.8%
Turn 384, 1738 AD: (Extra Combat: -10%)
Turn 384, 1738 AD: (Extra Combat: +20%)
Turn 384, 1738 AD: Gandhi's Cavalry is hit for 22 (78/100HP)
Turn 384, 1738 AD: Gandhi's Cavalry is hit for 22 (56/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry is hit for 18 (82/100HP)
Turn 384, 1738 AD: Gandhi's Cavalry is hit for 22 (34/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry is hit for 18 (64/100HP)
Turn 384, 1738 AD: Gandhi's Cavalry is hit for 22 (12/100HP)
Turn 384, 1738 AD: Gandhi's Cavalry is hit for 22 (0/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry has defeated Gandhi's Cavalry!
Turn 384, 1738 AD: Your Infantry has destroyed a Cavalry!
Turn 384, 1738 AD: Murky Waters's Infantry (24.00) vs Gandhi's Grenadier (9.60)
Turn 384, 1738 AD: Combat Odds: 99.9%
Turn 384, 1738 AD: (Extra Combat: -20%)
Turn 384, 1738 AD: (Plot Defense: +25%)
Turn 384, 1738 AD: (Combat: -50%)
Turn 384, 1738 AD: Gandhi's Grenadier is hit for 30 (70/100HP)
Turn 384, 1738 AD: Gandhi's Grenadier is hit for 30 (40/100HP)
Turn 384, 1738 AD: Gandhi's Grenadier is hit for 30 (10/100HP)
Turn 384, 1738 AD: Gandhi's Grenadier is hit for 30 (0/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry has defeated Gandhi's Grenadier!
Turn 384, 1738 AD: Your Infantry has destroyed a Grenadier!
Turn 384, 1738 AD: Murky Waters's Infantry (22.00) vs Gandhi's Musketman (7.82)
Turn 384, 1738 AD: Combat Odds: 99.9%
Turn 384, 1738 AD: (Extra Combat: -10%)
Turn 384, 1738 AD: (Extra Combat: +10%)
Turn 384, 1738 AD: (Combat: -25%)
Turn 384, 1738 AD: Murky Waters's Infantry is hit for 12 (88/100HP)
Turn 384, 1738 AD: Gandhi's Musketman is hit for 32 (68/100HP)
Turn 384, 1738 AD: Gandhi's Musketman is hit for 32 (36/100HP)
Turn 384, 1738 AD: Gandhi's Musketman is hit for 32 (4/100HP)
Turn 384, 1738 AD: Gandhi's Musketman is hit for 32 (0/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry has defeated Gandhi's Musketman!
Turn 384, 1738 AD: Your Infantry has destroyed a Musketman!
Turn 384, 1738 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (12.72)
Turn 384, 1738 AD: Combat Odds: 96.6%
Turn 384, 1738 AD: (Extra Combat: -10%)
Turn 384, 1738 AD: (Plot Defense: +25%)
Turn 384, 1738 AD: (Combat: -35%)
Turn 384, 1738 AD: Washington's Rifleman is hit for 26 (74/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 26 (48/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry is hit for 15 (85/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 26 (22/100HP)
Turn 384, 1738 AD: Washington's Rifleman is hit for 26 (0/100HP)
Turn 384, 1738 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 384, 1738 AD: Your Infantry has destroyed a Rifleman!
Gnejs May 25, 2007, 08:33 PM Good night LC, thanks for keeping me company. :)
LowtherCastle May 25, 2007, 09:23 PM For serious consideration:
There are at least 6 more vital, tradeable techs G needs
We could put a Jew in Gergovia SW, then gift to M and capture his capital, so he'd switch to Judaism and come back up to cautious with G.
We could switch to FR (and SP?), H would then be pleased with us, bribe H to switch to FR, then he'd be cautious w/G again. Question is, will G ever have a tech H needs?
LowtherCastle May 25, 2007, 09:27 PM Do you guys think we can take the power graphs as an indicator that teams are not significantly farther ahead of us technologically?
I'm not sure we've been teching as fast as teams who have really focused on research.
Erkon May 26, 2007, 12:57 AM Turn 11:
Capture Philadelphia
There is one rifle left in Chicago and we can capture it using amphibious infantry this turn.
8 turns. Sweet! Excellent play :goodjob:
Gnejs May 26, 2007, 02:37 AM For serious consideration:
There are at least 6 more vital, tradeable techs G needs
We could put a Jew in Gergovia SW, then gift to M and capture his capital, so he'd switch to Judaism and come back up to cautious with G.
We could switch to FR (and SP?), H would then be pleased with us, bribe H to switch to FR, then he'd be cautious w/G again. Question is, will G ever have a tech H needs?
Adding to the list:
Do we capture Chicago or not? If we leave W with only LA there is a risk that it flips and W is gone.
Gergovia SW might be a good retreat for W.
I think that if we spam Hindu and Buddhists in all Hs cities he might switch to FR by himself.
Ning-Hsia needs to build an army now. I suggest we put ten Infantry and Artillery in the queue before anything else.
We will pop a GP in Bibcrate in 2-3 turns. What do we do with it if it is a GP? Buddhist shrine or save for a GA?
Scotland Yard finishes in 2 turns. Getting the spies to the right places might require some thought now that Gandhi has Combustion = Destroyers.
Should we kill off a bunch of Gandhi's ships before he upgrades them?
We need to mass defenses in Washington. Right now we are very vulnerable to a sneak attack by Hannibal.
What to do with the Great General? General Grog?
Gnejs May 26, 2007, 02:39 AM 8 turns. Sweet! Excellent play :goodjob:
And yet the timing was wrong. Had we declared war one turn earlier we could capture Chicago, settle Gergovia SW, make peace and gift GSW. All this turn. Now we get one additional turn of WW...
Big Pig May 26, 2007, 05:47 AM How could I have doubted your war-mongering abilities? Well done! :bowdown:
It would be a pity to leave W with Chicago, and just LA is clearly a risk as it may flip to us. I suggest on this turn we land the infantry on the iron mine next to Chicago (killing the grenadier). Then next turn (assuming W will talk peace) we take Chicago and immediately get peace, offering either Stone Island or Gaz as a peace offering.
I also think we need to enact a civics change to SP and FR this turn - I know it takes 3 turns but some of this will be covered by WW and the research bonus of FR will pay for itself in 30 turns. Also, Free Trade is less and less useful as we run out of foreign cities to trade with (and the extra workshop food will help rescue the starvation in NH.
Also, NH needs a market building now!!!!! (to increase the number of food producing tiles we can work)
It might be wise for Gnejs to play 1 more turn - the dicussion for the next turnset can then involve what to do with Bib's GP and we should hopefully be back at peace with W (I am bare kneed as I write this....)
Big Pig May 26, 2007, 06:13 AM The tile 3S of Gaz might be a better site than Geogovia SW for settling a give-away city as it is not coastal and therefore more protected from H. Similarly, the desert tile W of Karak might be a good site for an Isa city
LowtherCastle May 26, 2007, 07:39 AM The tile 3S of Gaz might be a better site than Geogovia SW for settling a give-away city as it is not coastal and therefore more protected from H. Similarly, the desert tile W of Karak might be a good site for an Isa cityAny settlements in Gland will have to be quick, before G's culture envelops those tiles.
Gaz turns out to be one of our best hammer cities (top ten anyway).
Don't forget that tiles S of Gaz were all Isa's once upon a time, so she might get more tiles from such a city than we want her to.
LowtherCastle May 26, 2007, 07:43 AM If we leave W with only LA there is a risk that it flips and W is gone.Can this really happen? That an AI dies off in such a manner? If it flips for the 2nd time, do we have to decide whether to keep or raze all in the same turn, or is there a delay period?
In any case, in gifting AIs these cities, we need to pay attention to where they may have ancient culture. In other words, GSW is good for Isa, but GazS is NOT
GazS is good for W
What about MehmedOtherCity? Imo, this is Very High Priority for us because it's about gifting G techs.
LowtherCastle May 26, 2007, 08:07 AM Adding to the list:
Do we capture Chicago or not? Definitely.
I think that if we spam Hindu and Buddhists in all Hs cities he might switch to FR by himself. We need to figure out whether we want OrgRel or FR.
Ning-Hsia needs to build an army now. I suggest we put ten Infantry and Artillery in the queue before anything else. Okay, but NH's FIrst Priority should remain popping a GE = 6 engineers at all times.
Should we kill off a bunch of Gandhi's ships before he upgrades them? Yes, then we're safer. No, then he'll spend :hammers: building more. Hmmm...
We need to mass defenses in Washington. Right now we are very vulnerable to a sneak attack by Hannibal. Kill 'im. Kill 'im dead. :aargh: :aargh: :aargh: I think we should present H with a OCC-offer he can't refuse, and the deadline would be about the time G researches computers/rocketry.
What to do with the Great General? General Grog? Bibracte is now our biggest :hammers: city outside NH. Boost unit production there by 50%? I'm afraid General Grog might spend all his time drinking egg nog. Of course, we could call him Egg Nog Grog.
edit: Or make one of those Super artillery that has +7 first strikes or whatever it was?
Edit2: Here's another way to look at it: When we give away NH, where will we build our Iron Works?
LowtherCastle May 26, 2007, 08:19 AM The tile 3S of Gaz might be a better site than Geogovia SW for settling a give-away city as it is not coastal and therefore more protected from H. Similarly, the desert tile W of Karak might be a good site for an Isa cityLIsten, if an AI can die by flipping, then all of these choices are going to be vulnerable, right?
Big Pig May 26, 2007, 11:38 AM LIsten, if an AI can die by flipping, then all of these choices are going to be vulnerable, right?
That is why they are second city sites. Isa is generally a bit more resistant to flipping as her cities accumulate culture faster. Also I don't think (not 100% sure) that a city we gift away can flip back to us.
Big Pig May 26, 2007, 11:42 AM What about MehmedOtherCity? Imo, this is Very High Priority for us because it's about gifting G techs.
He doesn't need one right now as his capital is not going to be captured by anyone (= H) on turn 1. If H looks likely to take his capital we can simply gift M another city then (preferably Gaz or Gaz S as they are hidden within our borders)
JERFit May 26, 2007, 11:42 AM Got it.
Maybe someone should run a test map and see if its possible for an ai's capital to flip?
Big Pig May 26, 2007, 11:45 AM Got it.
Maybe someone should run a test map and see if its possible for an ai's capital to flip?
It is possible
LowtherCastle May 26, 2007, 12:13 PM He doesn't need one right now as his capital is not going to be captured by anyone (= H) on turn 1. If H looks likely to take his capital we can simply gift M another city then (preferably Gaz or Gaz S as they are hidden within our borders)My idea is all about getting M up to Cautious with G, not protecting his survival:
M adopted Confucianism during Gnejs' turn and became annoyed with G.
=> We gift M a city with Judaism and take away his city with confucianism.
=> M adopts Judaism and likes G a whole lot, even loves him...:love:
=> We suffer 8 or 10 more turns of WW, but we say, "wtf, we're trying to lose to G anyway."
If you look at the tech and diplo screens, you'll see
only W and Isa are cautious+ now
M is our best chance to get a trade for G
(haven't been following this perfectly, but my feeling is that Isa hasn't traded any techs with G for a while, so maybe she thinks he's too advanced)
Hey, no one accused me of being a manipulation freak and he was right.
LowtherCastle May 26, 2007, 12:25 PM Maybe someone should run a test map and see if its possible for an ai's capital to flip?Go for it, JERFit.
Open up a game with basically our settings using Warlords and this version of the HOF mod.
Settle your city and hit <enter>.
Open up Worldbuilder.
Click on the units icon. (forget what it's called)
Place 8 Viking settlers around the W' capital but far enough so they can build cities around his inner cross.
Leave Worldbuilder.
Settle all 8 settlers.
Enter Worldbuilder again.
Click on the city icon (forget what it's called).
Put the colored square over a city center and click on it. Adjust the culture to 7500.
Do this with all 8 new viking cities.
Leave Worldbuilder.
Save file
Hit <enter> forever and ever and ever and ever to see if W flips out and dies.
LowtherCastle May 26, 2007, 12:35 PM As a joke, you might even try going into WB before hitting <enter> the first time, make the 8 settlers, go settle them so that the sum of their outer crosses (first cultural expansion) will leave one free tile--the one where W's settler is. Go back into WB and set all city cultures to 15 for one expansion.
Now W's settler is trapped on a single free tile. Hit <enter> to end your turn and see what happens. If W settles there see how many tiles he gets. Go into WB and adjust the cultures to 150, 750, 7500, etc... experiment around and see what happens. Save, Hit <enter> till he flips and dies, if ever.
Big Pig May 26, 2007, 12:50 PM I wonder if razing SF was a mistake? If H grabs the site with a settler, he has access to oil. (And yes, I know we are going to attack him eventually, but....)
LowtherCastle May 26, 2007, 12:52 PM I wonder if razing SF was a mistake? If H grabs the site with a settler, he has access to oil. (And yes, I know we are going to attack him eventually, but....)We could camp a settler (in NH?) nearby just in case.
LowtherCastle May 26, 2007, 12:53 PM @BP, got time to put together a summary for JERFit? I suppose he'll be playing tomorrow night, although he didn't say. We 've been all over the place in our discussion, so a little sumary might do wonders.
Big Pig May 26, 2007, 12:57 PM @BP, got time to put together a summary for JERFit? I suppose he'll be playing tomorrow night, although he didn't say. We 've been all over the place in our discussion, so a little sumary might do wonders.
I can knock one together tomorrow.
We need some consensus on matters such as:
- civic changes (if any)
- which cities to gift to whom
- what to do with our next GP
- etc, etc
Big Pig May 26, 2007, 01:09 PM IMPORTANT
Gunpowder units (i.e. infantry / mech inf) cannot get city raider promotions. We need to jealously guard our double and triple city raider units and try not to use them in attacks on units in the open
LowtherCastle May 26, 2007, 01:10 PM Org Religion is still useful for buildings and missionaries. I think FR/SP is better for us in the long run. Tonight I can open the save and try to determine how much longer it makes sense to stay with Org Rel.
Personally, I don't think the 3-turn revolt means a whole lot in the bigger picture. (The exception maybe being getting SE done, but if we don't hurry G's tech trading, then SE won't be urgent for a while anyway.) Mostly, we just need to stay ahead of G in research and keep world peace.
Gnejs May 26, 2007, 02:42 PM Got it.
Maybe someone should run a test map and see if its possible for an ai's capital to flip?
It is possible
More than possible. Check out the Cultural Extermination threads in the Succession Game subforum. Four teams competing in winning a conquest without ever entering any AIs territory except during open borders. Very interesting read.
Gnejs May 26, 2007, 02:49 PM It might be wise for Gnejs to play 1 more turn - the dicussion for the next turnset can then involve what to do with Bib's GP and we should hopefully be back at peace with W (I am bare kneed as I write this....)
Where is your webcam? :lol: Though, on second thoughts, I pass on the pictures of your naked legs...:eek:
I am not playing any more turns this time. Besides, JERFit already "has it". But I agree that a one-turn first session would make sense so we don't need to make plans for all potential developments. JERFIt, is that ok for you?
LowtherCastle May 26, 2007, 02:55 PM More than possible. Check out the Cultural Extermination threads in the Succession Game subforum. Four teams competing in winning a conquest without ever entering any AIs territory except during open borders. Very interesting read.A link please?
Gnejs May 26, 2007, 02:57 PM It would be a pity to leave W with Chicago, and just LA is clearly a risk as it may flip to us. I suggest on this turn we land the infantry on the iron mine next to Chicago (killing the grenadier). Then next turn (assuming W will talk peace) we take Chicago and immediately get peace, offering either Stone Island or Gaz as a peace offering.
The reason LA is in danger is that it is not producing any culture. We are not putting much culture either into that tile. If W gets his palace there I would assume that the danger is over after 1-2 turns. Does the palace always automove, or can it disappear?
If we spot a palace in LA when we have captured Chicago we probably don't need to gift any other cities.
I also think we need to enact a civics change to SP and FR this turn - I know it takes 3 turns but some of this will be covered by WW and the research bonus of FR will pay for itself in 30 turns. Also, Free Trade is less and less useful as we run out of foreign cities to trade with (and the extra workshop food will help rescue the starvation in NH.
Could make sense. Lets wait until LC has done the math before deciding.
Also, NH needs a market building now!!!!! (to increase the number of food producing tiles we can work)
WW will disappear when we peace with W, and we get +2 happy back when we connect the gold near NY or rebuild the mine NW of NH. It is more urgent with military units. Gandhi has Artillery now...
Gnejs May 26, 2007, 03:02 PM A link please?
Two finished:
http://forums.civfanatics.com/showthread.php?t=210325
http://forums.civfanatics.com/showthread.php?t=210279
Two in progress:
http://forums.civfanatics.com/showthread.php?t=210387
http://forums.civfanatics.com/showthread.php?t=210288
LowtherCastle May 26, 2007, 03:22 PM Does the palace always automove, or can it disappear?ALways moves. Disappearing would be a bug.
Gnejs May 26, 2007, 03:52 PM ALways moves. Disappearing would be a bug.
Fine, that means LA will produce plenty of culture. Besides, a garrison reduces or even removes the risk of a flip.
LowtherCastle May 26, 2007, 04:41 PM Originally Posted by Mutineer
Not complitelly. You still can breibe some one to attack this city and take it. Then you can fleep it or they will raise it.
you can only hope they raze it, since you still can't flip it :(
Looks like if we gift a city in our cultural zone it can't flip back to us.
Big Pig May 26, 2007, 05:03 PM Looks like if we gift a city in our cultural zone it can't flip back to us.
Didn't I say that? :confused:
JERFit May 26, 2007, 05:09 PM - civic changes (if any)
- which cities to gift to whom
- what to do with our next GP
- etc, etc
So, should I play one turn and then re-upload? What are we going to do?
Big Pig May 26, 2007, 06:02 PM So, should I play one turn and then re-upload? What are we going to do?
Ideally - if you don't mind.
For 1 turn (ie turn 0), I suggest:
do not attack Chicago (yet) - or the grenadier on the iron next to Chicago
sink any G ships that are in G's waters (so he will not get WW) (i.e. use the submarine!)
do not change civics
start a Jewish miss in Gergovia, Murcia and Gazientep on turn 0 (so we can spread Judaism to new cities before gifting to W)
start a confucian missionary in Barcelona
move the settler 1 or 2 tiles east (so it can settle Gaz S in 2 turns or Gergovia SW in 1 turn as necessary; in its present position it will take 3 turns to reach and settle Gaz S)
promote 1 of the grenadiers in NH to Medic 1
sink W's caravel with our destroyer in NH and return the destroyer to NH to heal next turn (won't generate any WW as in our cultural boundaries
decrease research by 10 or 20% (just until we have peace with W) so we have some extra cash for rush buys or unit upgrades
Hire the 6th engineer in Ning-hsia, instead of the spice wksp or something like that. ALways 6 engineers. Don't worry about starvation there.
Start settlers immediately in Bibracte and VIenne
thats about it really - we want to see
1. if W will make peace next turn (then we can decide what if any city to gift as a peace settlement)
2. what sort of GP we get
Big Pig May 26, 2007, 06:05 PM The reason LA is in danger is that it is not producing any culture. We are not putting much culture either into that tile. If W gets his palace there I would assume that the danger is over after 1-2 turns. Does the palace always automove, or can it disappear?
If we spot a palace in LA when we have captured Chicago we probably don't need to gift any other cities.
I think this is a dangerous assumption. The capital only makes 2 :culture: per turn and currently LA is 0% American. I think we want to gift W a second city so that if LA does flip there is a fall back
Big Pig May 26, 2007, 06:22 PM Org Religion is still useful for buildings and missionaries. I think FR/SP is better for us in the long run. Tonight I can open the save and try to determine how much longer it makes sense to stay with Org Rel.
Personally, I don't think the 3-turn revolt means a whole lot in the bigger picture. (The exception maybe being getting SE done, but if we don't hurry G's tech trading, then SE won't be urgent for a while anyway.) Mostly, we just need to stay ahead of G in research and keep world peace.
I keep forgetting about the missionaries....
A lot of our problems will be solved if we castrate H in the near future and make M and H (and maybe Isa) friendlier with G. So, I suggest the following plan for the next 20-30 turns:
1. Get peace with W asap (hopefully next turn). Take Chicago (not until W will talk!) but leave W with LA plus 1 other gift city as insurance.
2. Build up troops and navy for an assault on H in ~15-30 turns.
3. Spam missionaries for the next 15-30 turns. Hindu and Jewish missionaries mainly - but also all other religions in high pop cities such as Madrid, Bibracte, Verlamion etc (gives happiness advantage when we go FR) (EDIT: Actually, Hindu missionaries are the least important as we have a number of Hindu monasteries and can continue to spam Hindu missionaries after we go FR)
4. Finish critical infrastructure in next 15-30 turns
(busy 15-30 turns!!)
5. Research either a tech that gives military advantage over H (e.g. Flight, Industrialism) or research advantage (Computers) (I don't think knowing the location of G's aluminium is critical at this point)
6. Settle 2 or 3 giveaway cities - and spread Judaism to these cities
7. DOW on H when ready. Allow H to capture Stone Island. Capture the rest of H's cities
8. After 5 turns of war with H (assuming he will talk after 8 turns - I haven't checked) revolt to FR and SP (hopefully our missionary spam will be finished by then)
9. Gift a city to M and DOW M either on ~turn 1 of the war with H (it will give major WW - but 3 turns will be taken up by the civics change)
10. Get peace with H and M - possibly with USuff and FR civics change
By the end, we should hopefully have:
1. neutered H
2. spammed missionaries for extra gold for us and G - and extra FR happiness in our large cities
3. FR for extra research, and SP for extra food
4. left H and M with Jewish cities and G-friendly civics
Agree?
LowtherCastle May 26, 2007, 07:50 PM Didn't I say that? :confused:Yeah, I simply meant that as a confirmation to what you and Gnejs had already said.
LowtherCastle May 26, 2007, 07:57 PM I guarantee G has aluminum on his home side of the continent. Why? Because that's one thing Gyathaar wouldn't take any chances with in terms of all teams finishing this game.
Can't guarantee he has any aluminium, though.
LowtherCastle May 26, 2007, 08:45 PM Ideally - if you don't mind.
For 1 turn, I suggest:
do not attack Chicago (yet) - or the grenadier on the iron next to Chicago
sink any G ships that are in G's waters (so he will not get WW) (i.e. use the submarine!)
do not change civics
start a Jewish miss in Gergovia and Gazientep and Murcia on turn 0 (so we can spread Judaism to new cities before gifting to W)
move the settler 1 or 2 tiles east (so it can settle Gaz S in 2 turns or Gergovia SW in 1 turn as necessary; in its present position it will take 3 turns to reach and settle Gaz S)
thats about it really - we want to see
1. if W will make peace next turn (then we can decide what if any city to gift as a peace settlement)
2. what sort of GP we get
EDIT: @JERFit. A few more important details for Turn Zero:
Hire the 6th engineer in Ning-hsia, instead of the spice wksp or something like that. ALways 6 engineers. Don't worry about starvation there.
Start settlers immediately in Bibracte and VIenne
LowtherCastle May 26, 2007, 09:33 PM Workout for Civics Change
Key point, we have:
3 Hindu monasteries (Gergovia, Tolosa, VIenne)
1 Buddhist mon. (Seville--where we want to make spies full-time)
0 Jewish mon. (had it in MC)
FR nets us:
+70:science:/turn at 70% research
+30gpt
+happies
SP nets us:
+84gpt right now
+food for wkshps
Recommendations for builds:
First build 2 more settlers (in Bibracte, Vienne), 3 Jews asap, for W, Isa, M city-havens
Then build 1 more Jew for Vienne as Jew factory
Then build Jews in VIenne 2 per 3turns till H fills cities (~15-20 turns from now)
After settler, Bibracte builds Buddhists 2 per 3 turns for H's cities.
Recommendations for W, Isa, M City-havens:
First city, for W, is 3S of Gaz, because:
Land is Ancient Isa
We watch to see how many tiles W gets from gift
If W gets only 1 tile, we can build for Isa 4W of Vienne
Recommendation for Civics change:
As BP proposed above.
Big Pig May 27, 2007, 04:36 AM Key point, we have:
1 Buddhist mon. (Seville--where we want to make spies full-time)
...
Recommendations for builds:
After settler, Bibracte builds Buddhists 2 per 3 turns for our and H's cities.
Good news about the Bud monastery - I didn't see that. As we can build Hindu and Bud missionaries after FR, then the priority has to be to spam Jewish missionaries to saturate the globe, and to build Tao and Confucian (+Islam and Christian if poss) missionaries for our large (pop>14) cities for extra FR happiness.
Re. spies, I'm not so sure we actually need many. Once H is dust, what are we going to use them for? (Sure it will be nice to know what G is building in his cities, but we can't do much to change that). The only useful info will be to see what he is researching - and we only need 1 spy for that...)
EDIT: 2 or 3 spies to pillage H's uranium mines prior to war will be handy
Recommendations for W, Isa, M City-havens:
First city, for W, is 3S of Gaz, because:
Land is Ancient Isa
We watch to see how many tiles W gets from gift
If W gets only 1 tile, we can build for Isa 4W of Vienne
Other possibilities are:
- 2SW of the remains of SF
- the desert W of Karak
- 3S of Seville
- 3E of Istanbul
LowtherCastle May 27, 2007, 07:19 AM @JERFit, I think BP's summary for turn 0 (post #2312) is pretty complete now and if you can possibly do that turn before the European guys go to bed tonight, that'd be great. In other words, more or less before noon, your time.
If you can't fit it in, no biggie.
JERFit May 27, 2007, 01:01 PM Guys, I hate to do this, but some stuff came up and I'm not going to be near a CIV computer for a few days. I wasn't expecting this, so sorry guys, :\.
Can somebody swap with me and I'll play next?
Big Pig May 27, 2007, 01:19 PM That's fine. We can swap. I'll get turn 0 played and post in a few minutes
Big Pig May 27, 2007, 01:35 PM Unfortunately, its a Great Prophet :(
Washington will now talk turkey
G has 3 less ships :) (all killed in his waters to avoid WW)
The save is uploaded
Log: Turn 384, 1738 AD: Murky Waters's Submarine (24.00) vs Gandhi's Frigate (9.60)
Turn 384, 1738 AD: Combat Odds: 99.9%
Turn 384, 1738 AD: (Extra Combat: +10%)
Turn 384, 1738 AD: (Plot Defense: +10%)
Turn 384, 1738 AD: Gandhi's Frigate is hit for 30 (70/100HP)
Turn 384, 1738 AD: Gandhi's Frigate is hit for 30 (40/100HP)
Turn 384, 1738 AD: Murky Waters's Submarine is hit for 12 (88/100HP)
Turn 384, 1738 AD: Gandhi's Frigate is hit for 30 (10/100HP)
Turn 384, 1738 AD: Gandhi's Frigate is hit for 30 (0/100HP)
Turn 384, 1738 AD: Murky Waters's Submarine has defeated Gandhi's Frigate!
Turn 384, 1738 AD: Your Submarine has destroyed a Frigate!
Turn 384, 1738 AD: Murky Waters's Destroyer (24.90) vs Washington's Caravel (3.30)
Turn 384, 1738 AD: Combat Odds: 100.0%
Turn 384, 1738 AD: (Plot Defense: +10%)
Turn 384, 1738 AD: Washington's Caravel is hit for 45 (55/100HP)
Turn 384, 1738 AD: Washington's Caravel is hit for 45 (10/100HP)
Turn 384, 1738 AD: Washington's Caravel is hit for 45 (0/100HP)
Turn 384, 1738 AD: Murky Waters's Destroyer has defeated Washington's Caravel!
Turn 384, 1738 AD: Your Destroyer has destroyed a Caravel!
Turn 384, 1738 AD: Hannibal has 260 gold available for trade
Turn 384, 1738 AD: Gandhi has 29 gold per turn available for trade
Turn 384, 1738 AD: Murcia will grow to size 10 on the next turn
Turn 384, 1738 AD: Camulodunum will grow to size 12 on the next turn
Turn 384, 1738 AD: Mo Tzu (Great Prophet) has been born in Bibracte (Murky Waters)!
Turn 384, 1738 AD: Gergovia celebrates "We Love the President Day"!!!
Turn 384, 1738 AD: You have constructed Scotland Yard in Seville. Work has now begun on Buddhist Missionary.
Turn 384, 1738 AD: The borders of Ankara have expanded!
Turn 384, 1738 AD: Gaziantep's cultural boundary is about to expand.
Turn 385, 1740 AD: The enemy has been spotted near Stone Island!
Turn 385, 1740 AD: The enemy has been spotted near Stone Island!
Turn 385, 1740 AD: The enemy has been spotted near Stone Island!
Turn 385, 1740 AD: The enemy has been spotted near Stone Island!
Turn 385, 1740 AD: Murky Waters's Destroyer (30.00) vs Gandhi's Ironclad (15.60)
Turn 385, 1740 AD: Combat Odds: 99.0%
Turn 385, 1740 AD: (Extra Combat: +20%)
Turn 385, 1740 AD: (Plot Defense: +10%)
Turn 385, 1740 AD: Gandhi's Ironclad is hit for 27 (73/100HP)
Turn 385, 1740 AD: Gandhi's Ironclad is hit for 27 (46/100HP)
Turn 385, 1740 AD: Gandhi's Ironclad is hit for 27 (19/100HP)
Turn 385, 1740 AD: Gandhi's Ironclad is hit for 27 (0/100HP)
Turn 385, 1740 AD: Murky Waters's Destroyer has defeated Gandhi's Ironclad!
Turn 385, 1740 AD: Your Destroyer has destroyed a Ironclad!
Turn 385, 1740 AD: Murky Waters's Submarine (21.12) vs Gandhi's Frigate (9.60)
Turn 385, 1740 AD: Combat Odds: 98.7%
Turn 385, 1740 AD: (Extra Combat: +10%)
Turn 385, 1740 AD: (Plot Defense: +10%)
Turn 385, 1740 AD: Murky Waters's Submarine is hit for 13 (75/100HP)
Turn 385, 1740 AD: Gandhi's Frigate is hit for 30 (70/100HP)
Turn 385, 1740 AD: Gandhi's Frigate is hit for 30 (40/100HP)
Turn 385, 1740 AD: Gandhi's Frigate is hit for 30 (10/100HP)
Turn 385, 1740 AD: Gandhi's Frigate is hit for 30 (0/100HP)
Turn 385, 1740 AD: Murky Waters's Submarine has defeated Gandhi's Frigate!
Turn 385, 1740 AD: Your Submarine has destroyed a Frigate!
LowtherCastle May 27, 2007, 01:42 PM Still no new tecsh for G?
Big Pig May 27, 2007, 02:16 PM Still no new tecsh for G?
Sadly not.
Gnejs May 27, 2007, 02:25 PM Unfortunately, its a Great Prophet :(
Washington will now talk turkey
G has 3 less ships :) (all killed in his waters to avoid WW)
The save is uploaded
The profet can be used for a shrine in Madrid giving roughly +19 gpt + 100% = +38 gpt. Not to be sneezed at, especially if we continue to spam buddhist missionaries.
We could save it for a GA, but the second great person that is not an engineer is very distant...
Peace this turn? Otherwise, we get starvation in NH...
Why are we not building a spy now that we have the Scotland Yard? :confused:
Edit: And don't waste hammers on that Confu missionary in Barcelona. Hannibal is very eager to spread Confucianism for us. Switch back to the Factory or to naval units.
Big Pig May 27, 2007, 02:39 PM The profet can be used for a shrine in Madrid giving roughly +19 gpt + 100% = +38 gpt. Not to be sneezed at, especially if we continue to spam buddhist missionaries. Yes - that is probably the best use
We could save it for a GA, but the second great person that is not an engineer is very distant...
Peace this turn? Otherwise, we get starvation in NH... I think we want to be able to give W another (Jewish) city before we get peace - if LA flips this interturn before we can build and gift Gaz S it would be bad! So I will prolong the war for 1 extra turn and attempt to ward off starvation in NH
Why are we not building a spy now that we have the Scotland Yard? :confused: We are now. I think there was an un-deleted Bud Miss in the build queue
Edit: And don't waste hammers on that Confu missionary in Barcelona. Hannibal is very eager to spread Confucianism for us. Switch back to the Factory or to naval units. No. We need to spam as many religions as poss to our larger cities before we go FR for the happiness benefit
I'll play a few more turns and continue to post. Start thinking about where to site our giveaway cities.
LowtherCastle May 27, 2007, 03:58 PM I look at the save tonight. We should be specific about where we want to spam our Happy misses. Some cities simply may not need it, others desperately, ans some may not deserve it.
Does the Shrine money qualify for commerce bonuses? I thought not...
Big Pig May 27, 2007, 04:07 PM Turn 1-2:
GProph settled in Madrid
H has discovered Rocketry; no new techs for G :(
LA flipped to us in the interturn - good news because we had not taken Chicago, bad news because we must now get a ceasefire with W before we can gift him another city
I will pause it there while we decide what to do. But we need to get peace with W this turn
EDIT: I note there is a W galleon next to Turfan. There is an outside chance that this contains a settler heading for the ruins of the old W city (?Seattle) S of Karak. If so, W could have a second city in 2 turns. I could bump up the culture slider to continue the war for a turn maybe?
Big Pig May 27, 2007, 04:08 PM Does the Shrine money qualify for commerce bonuses? I thought not...
Yes it does. That is why Bibracte is able to single-handedly prop up our economy
Erkon May 27, 2007, 04:28 PM I started the Buddhist missionary a long, long time ago. We need to finish him as soon as we have build our spies, since he's occupying one of the three slots for miss-build.
BP - you shouldn't have listened to Gnejs! If you had settled the GP in Bibracte instead, you would have got 15 gpt + 4 hpt. Ok, perhaps not better, but I just wanted to mention that Gnejs is a waster! Don't listen to him any more.
I think that everything is multiplied by the modifiers apart from culture/gold/research production.
H. will be a tough bastard to beat. We need much more units than we had before we attacked W.
Big Pig May 27, 2007, 04:40 PM I started the Buddhist missionary a long, long time ago. We need to finish him as soon as we have build our spies, since he's occupying one of the three slots for miss-build. or remove him from the build queue...
BP - you shouldn't have listened to Gnejs! If you had settled the GP in Bibracte instead, you would have got 15 gpt + 4 hpt. Ok, perhaps not better, but I just wanted to mention that Gnejs is a waster! Don't listen to him any more. I did briefly think about this., but decided 38gpt > 15gpt + 4 hpt. Maybe not at this stage of the game?
H. will be a tough bastard to beat. We need much more units than we had before we attacked W.
H has SODs in all his cities :eek:
When we do DOW we will probably want to defend until he has wasted most of his stacks on us - then go forth and kick his ass. It is a pity he has Rocketry and SAM infantry - it would have been nice to soften up his stacks with bombers
Big Pig May 27, 2007, 05:35 PM Turn 3:
Still no 2nd city from W (but the galleon is right next to the spot where he needs to settle....). We are still at war, thanks to the cultural slider
Repelled a couple of G cavalry from the borders of NH
Sunk a few more G ships
We have 3 settlers and 3 J missionaries looking for new homes
I have uploaded the current save
Need to decide new city locations and whether to continue the war against W in the hope that the galleon contains a settler
Log: Turn 385, 1740 AD: Murky Waters's Destroyer (30.00) vs Gandhi's Ironclad (15.60)
Turn 385, 1740 AD: Combat Odds: 99.0%
Turn 385, 1740 AD: (Extra Combat: +20%)
Turn 385, 1740 AD: (Plot Defense: +10%)
Turn 385, 1740 AD: Gandhi's Ironclad is hit for 27 (73/100HP)
Turn 385, 1740 AD: Gandhi's Ironclad is hit for 27 (46/100HP)
Turn 385, 1740 AD: Gandhi's Ironclad is hit for 27 (19/100HP)
Turn 385, 1740 AD: Gandhi's Ironclad is hit for 27 (0/100HP)
Turn 385, 1740 AD: Murky Waters's Destroyer has defeated Gandhi's Ironclad!
Turn 385, 1740 AD: Your Destroyer has destroyed a Ironclad!
Turn 385, 1740 AD: Murky Waters's Submarine (21.12) vs Gandhi's Frigate (9.60)
Turn 385, 1740 AD: Combat Odds: 98.7%
Turn 385, 1740 AD: (Extra Combat: +10%)
Turn 385, 1740 AD: (Plot Defense: +10%)
Turn 385, 1740 AD: Murky Waters's Submarine is hit for 13 (75/100HP)
Turn 385, 1740 AD: Gandhi's Frigate is hit for 30 (70/100HP)
Turn 385, 1740 AD: Gandhi's Frigate is hit for 30 (40/100HP)
Turn 385, 1740 AD: Gandhi's Frigate is hit for 30 (10/100HP)
Turn 385, 1740 AD: Gandhi's Frigate is hit for 30 (0/100HP)
Turn 385, 1740 AD: Murky Waters's Submarine has defeated Gandhi's Frigate!
Turn 385, 1740 AD: Your Submarine has destroyed a Frigate!
Turn 385, 1740 AD: Hinduism has spread in Utica.
Turn 385, 1740 AD: Murcia has grown to size 10
Turn 385, 1740 AD: You have trained Jewish Missionary in Murcia. Work has now begun on a Factory.
Turn 385, 1740 AD: The borders of Gaziantep have expanded!
Turn 385, 1740 AD: You have trained Jewish Missionary in Gaziantep. Work has now begun on a Factory.
Turn 385, 1740 AD: Durnovaria will grow to size 11 on the next turn
Turn 385, 1740 AD: Camulodunum has grown to size 12
Turn 385, 1740 AD: Confucianism has spread in New York.
Turn 385, 1740 AD: Bursa's cultural boundary is about to expand.
Turn 385, 1740 AD: Los Angeles has revolted and joined the Viking Empire!
Turn 386, 1742 AD: The enemy has been spotted near Stone Island!
Turn 386, 1742 AD: The enemy has been spotted near Stone Island!
Turn 386, 1742 AD: The enemy has been spotted near Ning-hsia!
Turn 386, 1742 AD: The enemy has been spotted near Ning-hsia!
Turn 386, 1742 AD: Murky Waters's Destroyer (30.00) vs Gandhi's Frigate (10.40)
Turn 386, 1742 AD: Combat Odds: 100.0%
Turn 386, 1742 AD: (Extra Combat: +20%)
Turn 386, 1742 AD: (Plot Defense: +10%)
Turn 386, 1742 AD: Gandhi's Frigate is hit for 32 (68/100HP)
Turn 386, 1742 AD: Gandhi's Frigate is hit for 32 (36/100HP)
Turn 386, 1742 AD: Gandhi's Frigate is hit for 32 (4/100HP)
Turn 386, 1742 AD: Murky Waters's Destroyer is hit for 12 (88/100HP)
Turn 386, 1742 AD: Gandhi's Frigate is hit for 32 (0/100HP)
Turn 386, 1742 AD: Murky Waters's Destroyer has defeated Gandhi's Frigate!
Turn 386, 1742 AD: Your Destroyer has destroyed a Frigate!
Turn 386, 1742 AD: Hinduism has spread in Carthage.
Turn 386, 1742 AD: Murky Waters has completed The Mahabodhi!
Turn 386, 1742 AD: Clearing a Forest has created 44 ? for Murcia.
Turn 386, 1742 AD: Murky Waters's Infantry (22.00) vs Gandhi's Cavalry (16.50)
Turn 386, 1742 AD: Combat Odds: 78.3%
Turn 386, 1742 AD: (Extra Combat: -10%)
Turn 386, 1742 AD: (Extra Combat: +10%)
Turn 386, 1742 AD: Gandhi's Cavalry is hit for 23 (77/100HP)
Turn 386, 1742 AD: Gandhi's Cavalry is hit for 23 (54/100HP)
Turn 386, 1742 AD: Murky Waters's Infantry is hit for 17 (83/100HP)
Turn 386, 1742 AD: Murky Waters's Infantry is hit for 17 (66/100HP)
Turn 386, 1742 AD: Murky Waters's Infantry is hit for 17 (49/100HP)
Turn 386, 1742 AD: Gandhi's Cavalry is hit for 23 (31/100HP)
Turn 386, 1742 AD: Murky Waters's Infantry is hit for 17 (32/100HP)
Turn 386, 1742 AD: Gandhi's Cavalry is hit for 23 (8/100HP)
Turn 386, 1742 AD: Gandhi's Cavalry is hit for 23 (0/100HP)
Turn 386, 1742 AD: Murky Waters's Infantry has defeated Gandhi's Cavalry!
Turn 386, 1742 AD: Your Infantry has destroyed a Cavalry!
Turn 386, 1742 AD: Istanbul will grow to size 17 on the next turn
Turn 386, 1742 AD: Istanbul will become unhappy on the next turn
Turn 386, 1742 AD: The borders of Bursa have expanded!
Turn 386, 1742 AD: Durnovaria has grown to size 11
Turn 386, 1742 AD: You have trained a Settler in Bibracte. Work has now begun on a Hindu Mandir.
Turn 386, 1742 AD: You have trained Jewish Missionary in Gergovia. Work has now begun on a Destroyer.
Turn 386, 1742 AD: You have trained Confucian Missionary in Barcelona. Work has now begun on a Factory.
Turn 386, 1742 AD: A Farm has been destroyed by a marauding Indian Cavalry!
Turn 386, 1742 AD: Durnovaria's cultural boundary is about to expand.
Turn 387, 1744 AD: The enemy has been spotted near Stone Island!
Turn 387, 1744 AD: The enemy has been spotted near Ning-hsia!
Turn 387, 1744 AD: The enemy has been spotted near Los Angeles!
Turn 387, 1744 AD: Murky Waters's Infantry (24.00) vs Gandhi's Cavalry (18.00)
Turn 387, 1744 AD: Combat Odds: 78.3%
Turn 387, 1744 AD: (Extra Combat: -20%)
Turn 387, 1744 AD: (Extra Combat: +20%)
Turn 387, 1744 AD: Gandhi's Cavalry is hit for 23 (77/100HP)
Turn 387, 1744 AD: Gandhi's Cavalry is hit for 23 (54/100HP)
Turn 387, 1744 AD: Gandhi's Cavalry is hit for 23 (31/100HP)
Turn 387, 1744 AD: Murky Waters's Infantry is hit for 17 (83/100HP)
Turn 387, 1744 AD: Gandhi's Cavalry is hit for 23 (8/100HP)
Turn 387, 1744 AD: Gandhi's Cavalry is hit for 23 (0/100HP)
Turn 387, 1744 AD: Murky Waters's Infantry has defeated Gandhi's Cavalry!
Turn 387, 1744 AD: Your Infantry has destroyed a Cavalry!
Turn 387, 1744 AD: Murky Waters's Destroyer (26.40) vs Gandhi's Frigate (9.60)
Turn 387, 1744 AD: Combat Odds: 99.8%
Turn 387, 1744 AD: (Extra Combat: +10%)
Turn 387, 1744 AD: (Plot Defense: +10%)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 33 (67/100HP)
Turn 387, 1744 AD: Murky Waters's Destroyer is hit for 12 (76/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 33 (34/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 33 (1/100HP)
Turn 387, 1744 AD: Murky Waters's Destroyer is hit for 12 (64/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 33 (0/100HP)
Turn 387, 1744 AD: Murky Waters's Destroyer has defeated Gandhi's Frigate!
Turn 387, 1744 AD: Your Destroyer has destroyed a Frigate!
Turn 387, 1744 AD: Murky Waters's Frigate (9.60) vs Gandhi's Frigate (9.60)
Turn 387, 1744 AD: Combat Odds: 50.0%
Turn 387, 1744 AD: (Extra Combat: -20%)
Turn 387, 1744 AD: (Extra Combat: +20%)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 20 (80/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 20 (60/100HP)
Turn 387, 1744 AD: Murky Waters's Frigate is hit for 20 (80/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 20 (40/100HP)
Turn 387, 1744 AD: Murky Waters's Frigate is hit for 20 (60/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 20 (20/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 20 (0/100HP)
Turn 387, 1744 AD: Murky Waters's Frigate has defeated Gandhi's Frigate!
Turn 387, 1744 AD: Your Frigate has destroyed a Frigate!
LowtherCastle May 27, 2007, 10:17 PM State of the MM Nation
Guys, we have a large sprawling nation now and we need to maintain some order, in particular, focus our cities on their specilizations. For example, Verlaniom is our second best income/research city--we don't need a Drydocks there... :crazyeye: ...in fact, since it gives us -1 health, it actually hurts us there. Cancel that build forever.
Military Units
For our impending war with H, I think we want tanks, so rather than build a bunch of useless units right now, we would be smarter to build some factories in our production cities.
Production CIties
We need to decide which cities to use for production. Vienne, Seville, Edirne, Murcia, Madrid, Bibracte are all good candidates. These cities need factories if they don't have them. I proprose the GG makes a MilAcad in Seville. Seville already has high base :hammers:, even without factory and energy source.
Missionaries
I don't think we should build any Taoist or Islamic missionaries unless we locate a specific need. For example, Bibracte doesn't need more happiness. It just needs us to stop fighting wars. It doesn't even need that worthless Mandir, especially since we'll be going FR sooner or later... Gnejs was right that H is spamming Confucianists, BUT guess what? There is a Confucian Shrine, but not an Islamic or Toaist one. We'd be smarter to help H along for a while on that.
Missionary details:
ASAP put a Jew in LA so we can gift it away.
Preferably put Hindu Misses first in H cities where Judaism already exists.
Research/Commerce Cities
Any non-prod city is a research/commerce city. These cities should focus on research/commerce builds. This is our biggest single source of increased tech speed. Much more important than Missionaries and FR :science:.
Gnejs May 28, 2007, 01:12 AM I think we should make peace now. Chicago is sufficiently out of the way and commands no strategic resources.
I am not so sure about the war with H that you seem to take for granted. A 30-turn war will be so very costly in terms of the total research, both ours and Hs. So, let us revisit the arguments for a war with H:
We don't want H to attack G.
But we can most likely bribe H to stop such a war. If this doesn't work, we can go to war against H too.
H having Uranium is cause of concern, he could get nukes.
See above. Besides, both our and Gandhis production is much higher than Hannibals. For preventing H from going to war it might be enough to make sure that our power is higher than his.
We want H to trade with G.
G has 3 other trading partners that we can work with. We can also work on spamming all religions to H so he becomes more likely to adopt FR.
We could use Hs cities to improve our research rate.
I very much doubt that 30 turns of war + 10 turns of rebellion per city will pay for itself in this game.
We don't want H to pick on any of the weak civs.
See above.
My conclusion is that we should make sure that we are adequately defended against a possible sneak attack from H. What we need is a big defensive stack in Washington composed of the right mix of units: collateral Artillery, SAM infantry/Fighters, Tanks, Marines, Infantry. It is also important to expand the culture of Washington such that any battles are fought in out territory, and that H can't reach W in one turn.
Gnejs May 28, 2007, 01:31 AM Now, a much more difficult problem to deal with is how to handle a nuclear Gandhi. For what reason they took the UN out of the game I don't know, but it is going to be a very interesting endgame. :)
W want G to be building spaceship parts and not nukes, so we need to postpone the Manhattan Project as long as possible. If it gets built anyway, we should be prepared to construct the SDI at top speed.
I doubt that we can deny Gandhi Uranium. If someone with access to the save could check the location of G's Uranium deposits it would be great, otherwise I will have a look tonight. From what I remember there is one on the coast SW of Ning-Hsia. This one we could maybe use carrier-based fighters to pillage, or perhaps marines.
Big Pig May 28, 2007, 05:08 AM My conclusion is that we should make sure that we are adequately defended against a possible sneak attack from H. What we need is a big defensive stack in Washington composed of the right mix of units: collateral Artillery, SAM infantry/Fighters, Tanks, Marines, Infantry. It is also important to expand the culture of Washington such that any battles are fought in out territory, and that H can't reach W in one turn.
No need - H has no access to oil (and therefore to gunships and bombers etc)
Big Pig May 28, 2007, 05:19 AM Turn 4
Still no W second city. Peace obtained (for USuff civics change)
Need to stay on 10% culture to stop NH starving. Without irrigated farms our ability to work the workshops in NH is greatly diminished
Trying to assign builds/improvements according to city specialty as above
Contrary to LC's suggestion, Bib does need a Mandhir - and Confucianism to get rid of peace time unhappiness
Big Pig May 28, 2007, 05:42 AM Turn 5
No new techs for G
Jewish city founded S of the ruins of SF and gifted to Isa
LowtherCastle May 28, 2007, 06:02 AM Now, a much more difficult problem to deal with is how to handle a nuclear Gandhi. G has more than enough prod centers now to build the space parts. The simple solution, as I see it, is to spy on his cities after he gets fission and see where he's building the ManHP. Prepare a SoD for that city and pulverize it the turn he completes.
C'est la vie.
Of course, what if he can build it again having lost it...? In that case, we just use spies to screww up the production of it.
Big Pig May 28, 2007, 06:03 AM Turn 6
Isa has converted to Judaism
still no techs for G
spy en route to Gandhi-land
Mil Acad in Seville
Gnejs May 28, 2007, 06:14 AM spy en route to Gandhi-land
Drop that spy off in the closest G city so we can peek at what he is researching.
LowtherCastle May 28, 2007, 06:14 AM I think we're again thinking for our own interests and not G's. We need to suffer 10 more turns of WW and put M in a Jewish city. This has to happen asap, because we don't konw how long it wil take for M to switch to Judaism. He might not do it at first.
And I agree with Gnejs that H is not a high-prioirty threat or conquest. We take him when we have the tanks to do it. Meanwhile he's making techs a bit cheapre for all.
EDIT: THe last time G had any tech trades was just before M switched religions and went annoyed with G. CHeck Gnejs' turnset.
EDIT: Note that this strategy has been upgraded to Jewish city giving instead of DoW!!!!
Big Pig May 28, 2007, 06:23 AM :mad: :mad: :mad: :mad:
The game crashed at the end of turn 6 (never done that before)
I thought I had autosaves every turn but the latest autosave I can find is turn 4 :cry:
Looking through the options, I can't even find how to autosave each turn - maybe I was getting confused with autosave on exit :confused: How do I do it?
I'll PM AlanH and retrace my moves
LowtherCastle May 28, 2007, 06:27 AM Commentary
Oddly enough, UN being disabled may have been a bonus for us. G is not planning to switch to FR it appears. His being stuck in Judaism combined with the common war plusmods is what caused M to come up to Cautious with him.
So what we have is the possibility of having 3-4-5 trading partners for G rather than the original 1-2 we foresaw. That's exactly what we need for the upcoming part fo the tech tree with its multiple paths. G needs to research a tech and be able to use it to acquire 2-3 techs just as humans do.
LowtherCastle May 28, 2007, 06:28 AM :mad: :mad: :mad: :mad:
The game crashed at the end of turn 6 (never done that before)
I thought I had autosaves every turn but the latest autosave I can find is turn 4 :cry:
Looking through the options, I can't even find how to autosave each turn - maybe I was getting confused with autosave on exit :confused: How do I do it?
I'll PM AlanH and retrace my movesYou have to open the config file and set autosaves to every turn (=1). YOu don't do it from within the game.
The file's called CivilizationIV.ini (EDIT: Mine is located in the subdirectory: ...\My Documents\My Games\Warlords) Be careful, because you have a such a file for Vanilla too, with the same name but in the Vanilla subdirectory.
and you want to adjust this setting to 1 as shown here:
; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 1
THen you save the file and reload the game and it should be ok and you should see the autosave message appear in the upper left part of the screen every time you hit enter.
Big Pig May 28, 2007, 07:23 AM Thanks for that. I'm demonstrating my computer ignorance yet again.
Anyway, we are back to the end of turn 6 and everything that I posted has happened (again)
I will look at warring with M when we get Industrialism
Big Pig May 28, 2007, 07:26 AM Strangely it crashed again in the same place. Fortunately I have a save tho this time :)
Big Pig May 28, 2007, 07:43 AM Not sure what to do. I have restarted my PC and reloaded the save from the end of turn 6 3 seperate times - each time it crashes after I press enter for end turn.
I will upload the save at this point - maybe one of you could see if you can get the game onto the next turn
(NB. The *only* move I made before end turn is to move the infantry on the gold hill 1S to protect the injured artillery. So no MM etc!)
Turn log:Turn 387, 1744 AD: The enemy has been spotted near Stone Island!
Turn 387, 1744 AD: The enemy has been spotted near Los Angeles!
Turn 387, 1744 AD: Murky Waters's Infantry (24.00) vs Gandhi's Cavalry (18.00)
Turn 387, 1744 AD: Combat Odds: 78.3%
Turn 387, 1744 AD: (Extra Combat: -20%)
Turn 387, 1744 AD: (Extra Combat: +20%)
Turn 387, 1744 AD: Gandhi's Cavalry is hit for 23 (77/100HP)
Turn 387, 1744 AD: Gandhi's Cavalry is hit for 23 (54/100HP)
Turn 387, 1744 AD: Gandhi's Cavalry is hit for 23 (31/100HP)
Turn 387, 1744 AD: Murky Waters's Infantry is hit for 17 (83/100HP)
Turn 387, 1744 AD: Gandhi's Cavalry is hit for 23 (8/100HP)
Turn 387, 1744 AD: Gandhi's Cavalry is hit for 23 (0/100HP)
Turn 387, 1744 AD: Murky Waters's Infantry has defeated Gandhi's Cavalry!
Turn 387, 1744 AD: Murky Waters's Destroyer (26.40) vs Gandhi's Frigate (9.60)
Turn 387, 1744 AD: Combat Odds: 99.8%
Turn 387, 1744 AD: (Extra Combat: +10%)
Turn 387, 1744 AD: (Plot Defense: +10%)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 33 (67/100HP)
Turn 387, 1744 AD: Murky Waters's Destroyer is hit for 12 (76/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 33 (34/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 33 (1/100HP)
Turn 387, 1744 AD: Murky Waters's Destroyer is hit for 12 (64/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 33 (0/100HP)
Turn 387, 1744 AD: Murky Waters's Destroyer has defeated Gandhi's Frigate!
Turn 387, 1744 AD: Murky Waters's Frigate (9.60) vs Gandhi's Frigate (9.60)
Turn 387, 1744 AD: Combat Odds: 50.0%
Turn 387, 1744 AD: (Extra Combat: -20%)
Turn 387, 1744 AD: (Extra Combat: +20%)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 20 (80/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 20 (60/100HP)
Turn 387, 1744 AD: Murky Waters's Frigate is hit for 20 (80/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 20 (40/100HP)
Turn 387, 1744 AD: Murky Waters's Frigate is hit for 20 (60/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 20 (20/100HP)
Turn 387, 1744 AD: Gandhi's Frigate is hit for 20 (0/100HP)
Turn 387, 1744 AD: Murky Waters's Frigate has defeated Gandhi's Frigate!
Turn 387, 1744 AD: Gandhi has 29 gold per turn available for trade
Turn 387, 1744 AD: Istanbul has become unhappy
Turn 387, 1744 AD: The borders of Durnovaria have expanded!
Turn 387, 1744 AD: You have trained a Destroyer in Gergovia. Work has now begun on a Machine Gun.
Turn 387, 1744 AD: The borders of Los Angeles have expanded!
Turn 388, 1746 AD: The enemy has been spotted near Stone Island!
Turn 388, 1746 AD: The enemy has been spotted near Ning-hsia!
Turn 388, 1746 AD: The enemy has been spotted near Ning-hsia!
Turn 388, 1746 AD: The enemy has been spotted near Los Angeles!
Turn 388, 1746 AD: Judaism has spread in Los Angeles.
Turn 388, 1746 AD: Murky Waters's Infantry (22.00) vs Washington's Rifleman (11.20)
Turn 388, 1746 AD: Combat Odds: 99.1%
Turn 388, 1746 AD: (Extra Combat: -10%)
Turn 388, 1746 AD: (Plot Defense: +60%)
Turn 388, 1746 AD: (Fortify: +25%)
Turn 388, 1746 AD: (City Attack: -75%)
Turn 388, 1746 AD: (Combat: -35%)
Turn 388, 1746 AD: Washington's Rifleman is hit for 27 (73/100HP)
Turn 388, 1746 AD: Washington's Rifleman is hit for 27 (46/100HP)
Turn 388, 1746 AD: Murky Waters's Infantry is hit for 14 (86/100HP)
Turn 388, 1746 AD: Murky Waters's Infantry is hit for 14 (72/100HP)
Turn 388, 1746 AD: Washington's Rifleman is hit for 27 (19/100HP)
Turn 388, 1746 AD: Washington's Rifleman is hit for 27 (0/100HP)
Turn 388, 1746 AD: Murky Waters's Infantry has defeated Washington's Rifleman!
Turn 388, 1746 AD: Your Infantry has destroyed a Rifleman!
Turn 388, 1746 AD: You have made peace with Washington!
Turn 388, 1746 AD: Washington adopts Universal Suffrage!
Turn 388, 1746 AD: Washington adopts Free Speech!
Turn 388, 1746 AD: Murky Waters's Destroyer (27.06) vs Gandhi's Ironclad (15.60)
Turn 388, 1746 AD: Combat Odds: 93.5%
Turn 388, 1746 AD: (Extra Combat: -10%)
Turn 388, 1746 AD: (Extra Combat: +20%)
Turn 388, 1746 AD: (Plot Defense: +10%)
Turn 388, 1746 AD: Gandhi's Ironclad is hit for 27 (73/100HP)
Turn 388, 1746 AD: Gandhi's Ironclad is hit for 27 (46/100HP)
Turn 388, 1746 AD: Murky Waters's Destroyer is hit for 14 (68/100HP)
Turn 388, 1746 AD: Gandhi's Ironclad is hit for 27 (19/100HP)
Turn 388, 1746 AD: Gandhi's Ironclad is hit for 27 (0/100HP)
Turn 388, 1746 AD: Murky Waters's Destroyer has defeated Gandhi's Ironclad!
Turn 388, 1746 AD: Your Destroyer has destroyed a Ironclad!
Turn 388, 1746 AD: Buddhism has spread in Durnovaria.
Turn 388, 1746 AD: Confucianism has spread in Bibracte.
Turn 388, 1746 AD: Murky Waters's Destroyer (30.00) vs Gandhi's Frigate (9.60)
Turn 388, 1746 AD: Combat Odds: 100.0%
Turn 388, 1746 AD: (Extra Combat: +10%)
Turn 388, 1746 AD: (Plot Defense: +10%)
Turn 388, 1746 AD: Murky Waters's Destroyer is hit for 11 (89/100HP)
Turn 388, 1746 AD: Gandhi's Frigate is hit for 33 (67/100HP)
Turn 388, 1746 AD: Gandhi's Frigate is hit for 33 (34/100HP)
Turn 388, 1746 AD: Gandhi's Frigate is hit for 33 (1/100HP)
Turn 388, 1746 AD: Gandhi's Frigate is hit for 33 (0/100HP)
Turn 388, 1746 AD: Murky Waters's Destroyer has defeated Gandhi's Frigate!
Turn 388, 1746 AD: Your Destroyer has destroyed a Frigate!
Turn 388, 1746 AD: Gandhi has 21 gold per turn available for trade
Turn 388, 1746 AD: You have trained Spy in Seville. Work has now begun on Buddhist Missionary.
Turn 388, 1746 AD: Gandhi's Cavalry (18.00) vs Murky Waters's Infantry (31.00)
Turn 388, 1746 AD: Combat Odds: 3.5%
Turn 388, 1746 AD: (Extra Combat: -20%)
Turn 388, 1746 AD: (Extra Combat: +20%)
Turn 388, 1746 AD: (Plot Defense: +25%)
Turn 388, 1746 AD: (Fortify: +10%)
Turn 388, 1746 AD: Gandhi's Cavalry is hit for 26 (74/100HP)
Turn 388, 1746 AD: Gandhi's Cavalry is hit for 26 (48/100HP)
Turn 388, 1746 AD: Murky Waters's Infantry is hit for 15 (85/100HP)
Turn 388, 1746 AD: Gandhi's Cavalry is hit for 26 (22/100HP)
Turn 388, 1746 AD: Murky Waters's Infantry is hit for 15 (70/100HP)
Turn 388, 1746 AD: Gandhi's Cavalry is hit for 26 (0/100HP)
Turn 388, 1746 AD: Murky Waters's Infantry has defeated Gandhi's Cavalry!
Turn 388, 1746 AD: While defending, your Infantry has killed a Indian Cavalry!
Turn 388, 1746 AD: A Farm has been destroyed by a marauding Indian Cavalry!
Turn 388, 1746 AD: Tsongkhapa (Great Prophet) has been born in Delhi (Gandhi)!
Turn 388, 1746 AD: Confucianism has spread in Madrid.
Turn 389, 1748 AD: The enemy has been spotted near Stone Island!
Turn 389, 1748 AD: The enemy has been spotted near Ning-hsia!
Turn 389, 1748 AD: The enemy has been spotted near Ning-hsia!
Turn 389, 1748 AD: The enemy has been spotted near Ning-hsia!
Turn 389, 1748 AD: Murky Waters's Infantry (24.00) vs Gandhi's Cavalry (16.50)
Turn 389, 1748 AD: Combat Odds: 89.2%
Turn 389, 1748 AD: (Extra Combat: -20%)
Turn 389, 1748 AD: (Extra Combat: +10%)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 24 (76/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry is hit for 16 (84/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 24 (52/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry is hit for 16 (68/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry is hit for 16 (52/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry is hit for 16 (36/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 24 (28/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry is hit for 16 (20/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry is hit for 16 (4/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry is hit for 16 (0/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry has defeated Murky Waters's Infantry!
Turn 389, 1748 AD: Your Infantry has died trying to attack a Cavalry!
Turn 389, 1748 AD: Murky Waters's Infantry (24.00) vs Gandhi's Cavalry (20.25)
Turn 389, 1748 AD: Combat Odds: 72.3%
Turn 389, 1748 AD: (Extra Combat: -20%)
Turn 389, 1748 AD: (Extra Combat: +10%)
Turn 389, 1748 AD: (Combat: +25%)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 21 (79/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry is hit for 18 (82/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 21 (58/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 21 (37/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry is hit for 18 (64/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 21 (16/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 21 (0/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry has defeated Gandhi's Cavalry!
Turn 389, 1748 AD: Your Infantry has destroyed a Cavalry!
Turn 389, 1748 AD: Murky Waters's Grenadier (14.40) vs Gandhi's Cavalry (4.62)
Turn 389, 1748 AD: Combat Odds: 99.9%
Turn 389, 1748 AD: (Extra Combat: -20%)
Turn 389, 1748 AD: (Extra Combat: +10%)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 23 (5/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 23 (0/100HP)
Turn 389, 1748 AD: Murky Waters's Grenadier has defeated Gandhi's Cavalry!
Turn 389, 1748 AD: Your Grenadier has destroyed a Cavalry!
Turn 389, 1748 AD: Murky Waters's Knight (11.00) vs Gandhi's Trebuchet (4.00)
Turn 389, 1748 AD: Combat Odds: 99.9%
Turn 389, 1748 AD: (Extra Combat: -10%)
Turn 389, 1748 AD: Gandhi's Trebuchet is hit for 32 (68/100HP)
Turn 389, 1748 AD: Murky Waters's Knight is hit for 12 (88/100HP)
Turn 389, 1748 AD: Murky Waters's Knight is hit for 12 (76/100HP)
Turn 389, 1748 AD: Gandhi's Trebuchet is hit for 32 (36/100HP)
Turn 389, 1748 AD: Murky Waters's Knight is hit for 12 (64/100HP)
Turn 389, 1748 AD: Gandhi's Trebuchet is hit for 32 (4/100HP)
Turn 389, 1748 AD: Murky Waters's Knight is hit for 12 (52/100HP)
Turn 389, 1748 AD: Gandhi's Trebuchet is hit for 32 (0/100HP)
Turn 389, 1748 AD: Murky Waters's Knight has defeated Gandhi's Trebuchet!
Turn 389, 1748 AD: Your Knight has destroyed a Trebuchet!
Turn 389, 1748 AD: Uppsala has been founded.
Turn 389, 1748 AD: Judaism has spread in Uppsala.
Turn 389, 1748 AD: Gandhi has 29 gold per turn available for trade
Turn 389, 1748 AD: Istanbul will grow to size 18 on the next turn
Turn 389, 1748 AD: Istanbul will become unhappy on the next turn
Turn 389, 1748 AD: Bursa has grown to size 12
Turn 389, 1748 AD: Konya will grow to size 6 on the next turn
Turn 389, 1748 AD: Tolosa will grow to size 13 on the next turn
Turn 389, 1748 AD: Ankara will grow to size 13 on the next turn
Turn 389, 1748 AD: You have trained Confucian Missionary in Barcelona. Work has now begun on a Factory.
Turn 389, 1748 AD: Barcelona will grow to size 12 on the next turn
Turn 389, 1748 AD: Toledo will grow to size 13 on the next turn
Turn 389, 1748 AD: Los Angeles will grow to size 4 on the next turn
Turn 389, 1748 AD: Gandhi's Cavalry (15.00) vs Murky Waters's Infantry (34.04)
Turn 389, 1748 AD: Combat Odds: 0.5%
Turn 389, 1748 AD: (Extra Combat: +20%)
Turn 389, 1748 AD: (Plot Defense: +25%)
Turn 389, 1748 AD: (Fortify: +15%)
Turn 389, 1748 AD: (Combat: +25%)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 30 (70/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 30 (40/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 30 (10/100HP)
Turn 389, 1748 AD: Gandhi's Cavalry is hit for 30 (0/100HP)
Turn 389, 1748 AD: Murky Waters's Infantry has defeated Gandhi's Cavalry!
Turn 389, 1748 AD: While defending, your Infantry has killed a Indian Cavalry!
Turn 389, 1748 AD: A Farm has been destroyed by a marauding Indian Cavalry!
Turn 389, 1748 AD: Isabella converts to Judaism!
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