View Full Version : SGOTM 04 - Murky Waters


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LowtherCastle
May 18, 2007, 03:22 PM
All right, over to you JERFit.

Played 10 turns. Had a few events.

Research

We finished MM and Steam Power, traded for Rifling. We have coal but not hooked up yet.
G didn't finish squat and his gold revenues are dropping...
Gave Isa Steel and next turn she had Democracy, but G didn't seem to have anything new...

Cities

Shuffled the deck a bit. We now own Gaz, Cordoba, Durnovaria, Istanbul, and razed Vienne East.
G now owns...Murky Waters. Karak is our new capital.
Take a look at our Culture Graph! Furthermore, G is at the doorstep of OS and 2 tiles from Cape Fish. The Worker Bait Program is in full swing.

Wonders

M finished Versailles.

Peace

M decided to talk 1 turn after we revolted to Emancipation and USuff...so I penalized him by taking Istanbul while waiting for our revolt to end. :lol:
Turnset log:Turn 338, 1604 AD: Hinduism has spread in Gaziantep.
Turn 338, 1604 AD: Murky Waters's Cannon (12.00) vs Isabella's Grenadier (0.72)
Turn 338, 1604 AD: Combat Odds: 100.0%
Turn 338, 1604 AD: (Extra Combat: +20%)
Turn 338, 1604 AD: Isabella's Grenadier is hit for 25 (0/100HP)
Turn 338, 1604 AD: Murky Waters's Cannon has defeated Isabella's Grenadier!
Turn 338, 1604 AD: Murky Waters's Frigate (8.00) vs Mehmed II's Caravel (3.60)
Turn 338, 1604 AD: Combat Odds: 99.5%
Turn 338, 1604 AD: (Extra Combat: +10%)
Turn 338, 1604 AD: (Plot Defense: +10%)
Turn 338, 1604 AD: Murky Waters's Frigate is hit for 13 (87/100HP)
Turn 338, 1604 AD: Mehmed II's Caravel is hit for 29 (71/100HP)
Turn 338, 1604 AD: Mehmed II's Caravel is hit for 29 (42/100HP)
Turn 338, 1604 AD: Mehmed II's Caravel is hit for 29 (13/100HP)
Turn 338, 1604 AD: Mehmed II's Caravel is hit for 29 (0/100HP)
Turn 338, 1604 AD: Murky Waters's Frigate has defeated Mehmed II's Caravel!
Turn 338, 1604 AD: The revolution has begun!!!
Turn 338, 1604 AD: Murky Waters adopts Universal Suffrage!
Turn 338, 1604 AD: Murky Waters adopts Emancipation!
Turn 338, 1604 AD: Mehmed II has completed Versailles!

Turn 339, 1607 AD: Murky Waters's Cannon (12.00) vs Isabella's Musketman (13.05)
Turn 339, 1607 AD: Combat Odds: 32.9%
Turn 339, 1607 AD: (Fortify: +20%)
Turn 339, 1607 AD: (City Defense: +45%)
Turn 339, 1607 AD: (City Attack: -20%)
Turn 339, 1607 AD: Isabella's Musketman is hit for 19 (81/100HP)
Turn 339, 1607 AD: Isabella's Musketman is hit for 19 (62/100HP)
Turn 339, 1607 AD: Isabella's Musketman is hit for 19 (43/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 20 (80/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 20 (60/100HP)
Turn 339, 1607 AD: Isabella's Musketman is hit for 19 (24/100HP)
Turn 339, 1607 AD: Isabella's Musketman is hit for 19 (5/100HP)
Turn 339, 1607 AD: Isabella's Musketman is hit for 19 (0/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon has defeated Isabella's Musketman!
Turn 339, 1607 AD: Murky Waters's Cavalry (16.50) vs Isabella's Pikeman (10.57)
Turn 339, 1607 AD: Combat Odds: 95.2%
Turn 339, 1607 AD: (Extra Combat: -10%)
Turn 339, 1607 AD: (Fortify: +5%)
Turn 339, 1607 AD: (Combat: +100%)
Turn 339, 1607 AD: Isabella's Pikeman is hit for 23 (63/100HP)
Turn 339, 1607 AD: Murky Waters's Cavalry is hit for 16 (84/100HP)
Turn 339, 1607 AD: Murky Waters's Cavalry is hit for 16 (68/100HP)
Turn 339, 1607 AD: Isabella's Pikeman is hit for 23 (40/100HP)
Turn 339, 1607 AD: Isabella's Pikeman is hit for 23 (17/100HP)
Turn 339, 1607 AD: Isabella's Pikeman is hit for 23 (0/100HP)
Turn 339, 1607 AD: Murky Waters's Cavalry has defeated Isabella's Pikeman!
Turn 339, 1607 AD: Murky Waters's Grenadier (13.20) vs Isabella's Longbowman (7.22)
Turn 339, 1607 AD: Combat Odds: 96.2%
Turn 339, 1607 AD: (Extra Combat: -10%)
Turn 339, 1607 AD: (Fortify: +20%)
Turn 339, 1607 AD: (City Defense: +45%)
Turn 339, 1607 AD: (Combat: -25%)
Turn 339, 1607 AD: Isabella's Longbowman is hit for 25 (61/100HP)
Turn 339, 1607 AD: Isabella's Longbowman is hit for 25 (36/100HP)
Turn 339, 1607 AD: Isabella's Longbowman is hit for 25 (11/100HP)
Turn 339, 1607 AD: Isabella's Longbowman is hit for 25 (0/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier has defeated Isabella's Longbowman!
Turn 339, 1607 AD: Murky Waters's Cannon (12.00) vs Isabella's Longbowman (6.19)
Turn 339, 1607 AD: Combat Odds: 96.9%
Turn 339, 1607 AD: (Fortify: +15%)
Turn 339, 1607 AD: (City Defense: +25%)
Turn 339, 1607 AD: (City Attack: -20%)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 15 (85/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 15 (70/100HP)
Turn 339, 1607 AD: Isabella's Longbowman is hit for 26 (60/100HP)
Turn 339, 1607 AD: Isabella's Longbowman is hit for 26 (34/100HP)
Turn 339, 1607 AD: Isabella's Longbowman is hit for 26 (8/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 15 (55/100HP)
Turn 339, 1607 AD: Isabella's Longbowman is hit for 26 (0/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon has defeated Isabella's Longbowman!
Turn 339, 1607 AD: You have captured Cordoba!!!
Turn 339, 1607 AD: The borders of Cordoba have expanded!
Turn 339, 1607 AD: Murky Waters's Frigate (7.44) vs Mehmed II's Caravel (3.60)
Turn 339, 1607 AD: Combat Odds: 99.2%
Turn 339, 1607 AD: (Extra Combat: +10%)
Turn 339, 1607 AD: (Plot Defense: +10%)
Turn 339, 1607 AD: Mehmed II's Caravel is hit for 28 (72/100HP)
Turn 339, 1607 AD: Mehmed II's Caravel is hit for 28 (44/100HP)
Turn 339, 1607 AD: Mehmed II's Caravel is hit for 28 (16/100HP)
Turn 339, 1607 AD: Mehmed II's Caravel is hit for 28 (0/100HP)
Turn 339, 1607 AD: Murky Waters's Frigate has defeated Mehmed II's Caravel!
Turn 339, 1607 AD: Murky Waters's Cannon (12.00) vs Brennus's Rifleman (23.80)
Turn 339, 1607 AD: Combat Odds: 0.9%
Turn 339, 1607 AD: (Plot Defense: +25%)
Turn 339, 1607 AD: (Fortify: +25%)
Turn 339, 1607 AD: (City Defense: +20%)
Turn 339, 1607 AD: (Hills: +20%)
Turn 339, 1607 AD: (City Attack: -20%)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 27 (73/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 27 (46/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 27 (19/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 27 (0/100HP)
Turn 339, 1607 AD: Brennus's Rifleman has defeated Murky Waters's Cannon!
Turn 339, 1607 AD: Murky Waters's Cannon (12.00) vs Brennus's Rifleman (26.60)
Turn 339, 1607 AD: Combat Odds: 0.6%
Turn 339, 1607 AD: (Plot Defense: +25%)
Turn 339, 1607 AD: (Fortify: +25%)
Turn 339, 1607 AD: (City Defense: +20%)
Turn 339, 1607 AD: (Hills: +20%)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 29 (71/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 29 (42/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 29 (13/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 13 (87/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 13 (74/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 13 (61/100HP)
Turn 339, 1607 AD: Murky Waters's Cannon is hit for 29 (0/100HP)
Turn 339, 1607 AD: Brennus's Rifleman has defeated Murky Waters's Cannon!
Turn 339, 1607 AD: Murky Waters's Grenadier (13.20) vs Brennus's Rifleman (6.78)
Turn 339, 1607 AD: Combat Odds: 97.8%
Turn 339, 1607 AD: (Extra Combat: -10%)
Turn 339, 1607 AD: (Plot Defense: +25%)
Turn 339, 1607 AD: (Fortify: +5%)
Turn 339, 1607 AD: (City Defense: +20%)
Turn 339, 1607 AD: (Hills: +20%)
Turn 339, 1607 AD: (City Attack: -75%)
Turn 339, 1607 AD: (Class Attack: -50%)
Turn 339, 1607 AD: (Combat: -10%)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 26 (54/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 15 (85/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 26 (28/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 26 (2/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 26 (0/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier has defeated Brennus's Rifleman!
Turn 339, 1607 AD: Murky Waters's Grenadier (13.20) vs Brennus's Rifleman (8.29)
Turn 339, 1607 AD: Combat Odds: 95.6%
Turn 339, 1607 AD: (Extra Combat: -10%)
Turn 339, 1607 AD: (Extra Combat: +10%)
Turn 339, 1607 AD: (Plot Defense: +25%)
Turn 339, 1607 AD: (Fortify: +25%)
Turn 339, 1607 AD: (City Attack: -45%)
Turn 339, 1607 AD: (Class Attack: -50%)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 23 (57/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 16 (84/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 23 (34/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 16 (68/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 16 (52/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 23 (11/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 23 (0/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier has defeated Brennus's Rifleman!
Turn 339, 1607 AD: Murky Waters's Grenadier (14.40) vs Brennus's Rifleman (9.82)
Turn 339, 1607 AD: Combat Odds: 94.7%
Turn 339, 1607 AD: (Extra Combat: -20%)
Turn 339, 1607 AD: (Plot Defense: +25%)
Turn 339, 1607 AD: (Fortify: +25%)
Turn 339, 1607 AD: (City Defense: +20%)
Turn 339, 1607 AD: (Hills: +20%)
Turn 339, 1607 AD: (Class Attack: -50%)
Turn 339, 1607 AD: (Combat: -25%)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 18 (82/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 18 (64/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 18 (46/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 21 (40/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 21 (19/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 18 (28/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 21 (0/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier has defeated Brennus's Rifleman!
Turn 339, 1607 AD: Murky Waters's Grenadier (14.40) vs Brennus's Rifleman (9.73)
Turn 339, 1607 AD: Combat Odds: 89.7%
Turn 339, 1607 AD: (Extra Combat: -20%)
Turn 339, 1607 AD: (Extra Combat: +10%)
Turn 339, 1607 AD: (Plot Defense: +25%)
Turn 339, 1607 AD: (Fortify: +25%)
Turn 339, 1607 AD: (Class Attack: -50%)
Turn 339, 1607 AD: (Combat: -25%)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 17 (83/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 17 (66/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 17 (49/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 17 (32/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 22 (58/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 17 (15/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 17 (0/100HP)
Turn 339, 1607 AD: Brennus's Rifleman has defeated Murky Waters's Grenadier!
Turn 339, 1607 AD: Murky Waters's Grenadier (14.40) vs Brennus's Rifleman (9.73)
Turn 339, 1607 AD: Combat Odds: 89.7%
Turn 339, 1607 AD: (Extra Combat: -20%)
Turn 339, 1607 AD: (Extra Combat: +10%)
Turn 339, 1607 AD: (Plot Defense: +25%)
Turn 339, 1607 AD: (Fortify: +25%)
Turn 339, 1607 AD: (Class Attack: -50%)
Turn 339, 1607 AD: (Combat: -25%)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 17 (83/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 22 (58/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 22 (36/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 22 (14/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 22 (0/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier has defeated Brennus's Rifleman!
Turn 339, 1607 AD: Murky Waters's Grenadier (13.20) vs Brennus's Rifleman (8.93)
Turn 339, 1607 AD: Combat Odds: 94.8%
Turn 339, 1607 AD: (Extra Combat: -10%)
Turn 339, 1607 AD: (Extra Combat: +10%)
Turn 339, 1607 AD: (Plot Defense: +25%)
Turn 339, 1607 AD: (Fortify: +25%)
Turn 339, 1607 AD: (Class Attack: -50%)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 19 (81/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 20 (38/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 19 (62/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 20 (18/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 19 (43/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier is hit for 19 (24/100HP)
Turn 339, 1607 AD: Brennus's Rifleman is hit for 20 (0/100HP)
Turn 339, 1607 AD: Murky Waters's Grenadier has defeated Brennus's Rifleman!
Turn 339, 1607 AD: You have captured Durnovaria!!!
Turn 339, 1607 AD: Karak can no longer work on Versailles. The lost ? is converted into 714?!
Turn 339, 1607 AD: Stone Island celebrates "We Love the President Day"!!!

Turn 340, 1610 AD: The enemy has been spotted near Turfan!
Turn 340, 1610 AD: Murky Waters's Cannon (12.00) vs Brennus's Rifleman (24.50)
Turn 340, 1610 AD: Combat Odds: 0.8%
Turn 340, 1610 AD: (Fortify: +25%)
Turn 340, 1610 AD: (Amphibious Attack: +50%)
Turn 340, 1610 AD: Murky Waters's Cannon is hit for 28 (72/100HP)
Turn 340, 1610 AD: Brennus's Rifleman is hit for 14 (86/100HP)
Turn 340, 1610 AD: Brennus's Rifleman is hit for 14 (72/100HP)
Turn 340, 1610 AD: Murky Waters's Cannon is hit for 28 (44/100HP)
Turn 340, 1610 AD: Murky Waters's Cannon is hit for 28 (16/100HP)
Turn 340, 1610 AD: Brennus's Rifleman is hit for 14 (58/100HP)
Turn 340, 1610 AD: Murky Waters's Grenadier (13.20) vs Brennus's Rifleman (5.59)
Turn 340, 1610 AD: Combat Odds: 99.6%
Turn 340, 1610 AD: (Extra Combat: -10%)
Turn 340, 1610 AD: (Fortify: +25%)
Turn 340, 1610 AD: (City Attack: -20%)
Turn 340, 1610 AD: (Class Attack: -50%)
Turn 340, 1610 AD: Brennus's Rifleman is hit for 26 (32/100HP)
Turn 340, 1610 AD: Murky Waters's Grenadier is hit for 15 (85/100HP)
Turn 340, 1610 AD: Brennus's Rifleman is hit for 26 (6/100HP)
Turn 340, 1610 AD: Brennus's Rifleman is hit for 26 (0/100HP)
Turn 340, 1610 AD: Murky Waters's Grenadier has defeated Brennus's Rifleman!
Turn 340, 1610 AD: Murky Waters's Cannon (12.00) vs Brennus's Axeman (5.46)
Turn 340, 1610 AD: Combat Odds: 99.8%
Turn 340, 1610 AD: (Fortify: +25%)
Turn 340, 1610 AD: (City Attack: -20%)
Turn 340, 1610 AD: (River Attack: +25%)
Turn 340, 1610 AD: Brennus's Axeman is hit for 28 (56/100HP)
Turn 340, 1610 AD: Brennus's Axeman is hit for 28 (28/100HP)
Turn 340, 1610 AD: Brennus's Axeman is hit for 28 (0/100HP)
Turn 340, 1610 AD: Murky Waters's Cannon has defeated Brennus's Axeman!
Turn 340, 1610 AD: You have captured Calleva!!!
Turn 340, 1610 AD: You have pillaged 13 ? from the destruction of Calleva!!!
Turn 340, 1610 AD: Murky Waters's Frigate (9.60) vs Brennus's Galleon (4.40)
Turn 340, 1610 AD: Combat Odds: 99.4%
Turn 340, 1610 AD: (Extra Combat: -20%)
Turn 340, 1610 AD: (Plot Defense: +10%)
Turn 340, 1610 AD: Murky Waters's Frigate is hit for 13 (87/100HP)
Turn 340, 1610 AD: Brennus's Galleon is hit for 29 (71/100HP)
Turn 340, 1610 AD: Brennus's Galleon is hit for 29 (42/100HP)
Turn 340, 1610 AD: Murky Waters's Frigate is hit for 13 (74/100HP)
Turn 340, 1610 AD: Brennus's Galleon is hit for 29 (13/100HP)
Turn 340, 1610 AD: Brennus's Galleon is hit for 29 (0/100HP)
Turn 340, 1610 AD: Murky Waters's Frigate has defeated Brennus's Galleon!
Turn 340, 1610 AD: Your Frigate has reduced the defenses of Bursa to 20%!
Turn 340, 1610 AD: The borders of Cordoba have expanded!
Turn 340, 1610 AD: Stone Island celebrates "We Love the President Day"!!!
Turn 340, 1610 AD: The anarchy is over! Your government is re-established.
Turn 340, 1610 AD: Gandhi's Frigate (9.60) vs Murky Waters's Frigate (9.60)
Turn 340, 1610 AD: Combat Odds: 50.0%
Turn 340, 1610 AD: (Extra Combat: -20%)
Turn 340, 1610 AD: (Extra Combat: +10%)
Turn 340, 1610 AD: (Plot Defense: +10%)
Turn 340, 1610 AD: Murky Waters's Frigate is hit for 20 (80/100HP)
Turn 340, 1610 AD: Murky Waters's Frigate is hit for 20 (60/100HP)
Turn 340, 1610 AD: Gandhi's Frigate is hit for 20 (80/100HP)
Turn 340, 1610 AD: Gandhi's Frigate is hit for 20 (60/100HP)
Turn 340, 1610 AD: Gandhi's Frigate is hit for 20 (40/100HP)
Turn 340, 1610 AD: Gandhi's Frigate is hit for 20 (20/100HP)
Turn 340, 1610 AD: Murky Waters's Frigate is hit for 20 (40/100HP)
Turn 340, 1610 AD: Gandhi's Frigate is hit for 20 (0/100HP)
Turn 340, 1610 AD: Murky Waters's Frigate has defeated Gandhi's Frigate!
Turn 340, 1610 AD: Mehmed II's Cavalry (18.00) vs Murky Waters's Georgy Zhukov (Grenadier) (19.20)
Turn 340, 1610 AD: Combat Odds: 33.8%
Turn 340, 1610 AD: (Extra Combat: -20%)
Turn 340, 1610 AD: (Extra Combat: +10%)
Turn 340, 1610 AD: (Plot Defense: +25%)
Turn 340, 1610 AD: (Fortify: +25%)
Turn 340, 1610 AD: Murky Waters's Georgy Zhukov (Grenadier) is hit for 19 (81/100HP)
Turn 340, 1610 AD: Murky Waters's Georgy Zhukov (Grenadier) is hit for 19 (62/100HP)
Turn 340, 1610 AD: Mehmed II's Cavalry is hit for 20 (80/100HP)
Turn 340, 1610 AD: Mehmed II's Cavalry is hit for 20 (60/100HP)
Turn 340, 1610 AD: Mehmed II's Cavalry is hit for 20 (40/100HP)
Turn 340, 1610 AD: Murky Waters's Georgy Zhukov (Grenadier) is hit for 19 (43/100HP)
Turn 340, 1610 AD: Mehmed II's Cavalry is hit for 20 (20/100HP)
Turn 340, 1610 AD: Mehmed II's Cavalry is hit for 20 (0/100HP)
Turn 340, 1610 AD: Murky Waters's Georgy Zhukov (Grenadier) has defeated Mehmed II's Cavalry!
Turn 340, 1610 AD: Mehmed II's Rifleman (15.40) vs Murky Waters's Grenadier (20.40)
Turn 340, 1610 AD: Combat Odds: 22.3%
Turn 340, 1610 AD: (Extra Combat: -10%)
Turn 340, 1610 AD: (Extra Combat: +20%)
Turn 340, 1610 AD: (Plot Defense: +25%)
Turn 340, 1610 AD: (Combat: +25%)
Turn 340, 1610 AD: Mehmed II's Rifleman is hit for 23 (77/100HP)
Turn 340, 1610 AD: Murky Waters's Grenadier is hit for 17 (83/100HP)
Turn 340, 1610 AD: Murky Waters's Grenadier is hit for 17 (66/100HP)
Turn 340, 1610 AD: Mehmed II's Rifleman is hit for 23 (54/100HP)
Turn 340, 1610 AD: Murky Waters's Grenadier is hit for 17 (49/100HP)
Turn 340, 1610 AD: Mehmed II's Rifleman is hit for 23 (31/100HP)
Turn 340, 1610 AD: Mehmed II's Rifleman is hit for 23 (8/100HP)
Turn 340, 1610 AD: Murky Waters's Grenadier is hit for 17 (32/100HP)
Turn 340, 1610 AD: Mehmed II's Rifleman is hit for 23 (0/100HP)
Turn 340, 1610 AD: Murky Waters's Grenadier has defeated Mehmed II's Rifleman!

Turn 341, 1613 AD: The enemy has been spotted near Turfan!
Turn 341, 1613 AD: The enemy has been spotted near Samarqand!
Turn 341, 1613 AD: You have plundered 3? from the Windmill!
Turn 341, 1613 AD: Your Frigate has reduced the defenses of Istanbul to 0%!
Turn 341, 1613 AD: Murky Waters's Grenadier (13.20) vs Mehmed II's Rifleman (8.48)
Turn 341, 1613 AD: Combat Odds: 91.1%
Turn 341, 1613 AD: (Extra Combat: -10%)
Turn 341, 1613 AD: (Plot Defense: +25%)
Turn 341, 1613 AD: (Fortify: +25%)
Turn 341, 1613 AD: (City Defense: +20%)
Turn 341, 1613 AD: (City Attack: -75%)
Turn 341, 1613 AD: (Class Attack: -50%)
Turn 341, 1613 AD: (Combat: -10%)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (84/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (76/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (68/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (52/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (28/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (52/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (36/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (20/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (4/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (4/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (0/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman has defeated Murky Waters's Grenadier!
Turn 341, 1613 AD: Murky Waters's Grenadier (13.20) vs Mehmed II's Rifleman (8.48)
Turn 341, 1613 AD: Combat Odds: 91.1%
Turn 341, 1613 AD: (Extra Combat: -10%)
Turn 341, 1613 AD: (Plot Defense: +25%)
Turn 341, 1613 AD: (Fortify: +25%)
Turn 341, 1613 AD: (City Defense: +20%)
Turn 341, 1613 AD: (City Attack: -75%)
Turn 341, 1613 AD: (Class Attack: -50%)
Turn 341, 1613 AD: (Combat: -10%)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (76/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (52/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (28/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (84/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (68/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (4/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (52/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (36/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (20/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (4/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (0/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier has defeated Mehmed II's Rifleman!
Turn 341, 1613 AD: Murky Waters's Grenadier (13.20) vs Mehmed II's Rifleman (8.00)
Turn 341, 1613 AD: Combat Odds: 96.0%
Turn 341, 1613 AD: (Extra Combat: -10%)
Turn 341, 1613 AD: (Extra Combat: +10%)
Turn 341, 1613 AD: (Plot Defense: +25%)
Turn 341, 1613 AD: (Fortify: +25%)
Turn 341, 1613 AD: (City Attack: -75%)
Turn 341, 1613 AD: (Class Attack: -50%)
Turn 341, 1613 AD: (Combat: -10%)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 15 (85/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (75/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (50/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 15 (70/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 15 (55/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (25/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 15 (40/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier has defeated Mehmed II's Rifleman!
Turn 341, 1613 AD: Murky Waters's Grenadier (13.20) vs Mehmed II's Rifleman (7.56)
Turn 341, 1613 AD: Combat Odds: 96.7%
Turn 341, 1613 AD: (Extra Combat: -10%)
Turn 341, 1613 AD: (Plot Defense: +25%)
Turn 341, 1613 AD: (Fortify: +25%)
Turn 341, 1613 AD: (City Attack: -75%)
Turn 341, 1613 AD: (Class Attack: -50%)
Turn 341, 1613 AD: (Combat: -10%)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 15 (85/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 26 (74/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 26 (48/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 26 (22/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 26 (0/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier has defeated Mehmed II's Rifleman!
Turn 341, 1613 AD: Murky Waters's Grenadier (13.20) vs Mehmed II's Rifleman (8.23)
Turn 341, 1613 AD: Combat Odds: 95.6%
Turn 341, 1613 AD: (Extra Combat: -10%)
Turn 341, 1613 AD: (Plot Defense: +25%)
Turn 341, 1613 AD: (Fortify: +25%)
Turn 341, 1613 AD: (City Attack: -45%)
Turn 341, 1613 AD: (Class Attack: -50%)
Turn 341, 1613 AD: (Combat: -25%)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (75/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 15 (85/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (50/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 15 (70/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 15 (55/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (25/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier has defeated Mehmed II's Rifleman!
Turn 341, 1613 AD: Murky Waters's Grenadier (13.20) vs Mehmed II's Rifleman (8.75)
Turn 341, 1613 AD: Combat Odds: 90.3%
Turn 341, 1613 AD: (Extra Combat: -10%)
Turn 341, 1613 AD: (Extra Combat: +10%)
Turn 341, 1613 AD: (Plot Defense: +25%)
Turn 341, 1613 AD: (City Attack: -20%)
Turn 341, 1613 AD: (Class Attack: -50%)
Turn 341, 1613 AD: (Combat: -25%)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (76/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (52/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (28/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (84/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier is hit for 16 (68/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (4/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 24 (0/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier has defeated Mehmed II's Rifleman!
Turn 341, 1613 AD: Murky Waters's Grenadier (13.20) vs Mehmed II's Rifleman (8.23)
Turn 341, 1613 AD: Combat Odds: 95.6%
Turn 341, 1613 AD: (Extra Combat: -10%)
Turn 341, 1613 AD: (Plot Defense: +25%)
Turn 341, 1613 AD: (City Attack: -45%)
Turn 341, 1613 AD: (Class Attack: -50%)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (75/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (50/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (25/100HP)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 341, 1613 AD: Murky Waters's Grenadier has defeated Mehmed II's Rifleman!
Turn 341, 1613 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Rifleman (0.75)
Turn 341, 1613 AD: Combat Odds: 100.0%
Turn 341, 1613 AD: (Plot Defense: +25%)
Turn 341, 1613 AD: (Fortify: +25%)
Turn 341, 1613 AD: (City Defense: +20%)
Turn 341, 1613 AD: (City Attack: -75%)
Turn 341, 1613 AD: (Combat: -10%)
Turn 341, 1613 AD: (Amphibious Attack: +50%)
Turn 341, 1613 AD: Mehmed II's Rifleman is hit for 22 (0/100HP)
Turn 341, 1613 AD: Murky Waters's Cannon has defeated Mehmed II's Rifleman!
Turn 341, 1613 AD: You have captured Istanbul!!!
Turn 341, 1613 AD: Your Frigate has reduced the defenses of Bursa to 5%!
Turn 341, 1613 AD: You have made peace with Mehmed II!
Turn 341, 1613 AD: You have made peace with Brennus!
Turn 341, 1613 AD: You have made peace with Isabella!
Turn 341, 1613 AD: Mehmed II adopts Free Market!
Turn 341, 1613 AD: You have trained Hindu Missionary in Marble City. Work has now begun on a Grenadier.
Turn 341, 1613 AD: You have trained a Galleon in Cape Fish. Work has now begun on a Library.
Turn 341, 1613 AD: You have trained a Cannon in Tolosa. Work has now begun on a Observatory.
Turn 341, 1613 AD: While defending, your Worker was destroyed by a Indian Musketman!
Turn 341, 1613 AD: Murky Waters (Murky Waters) has been captured by the Indian Empire!!!

Turn 342, 1616 AD: The enemy has been spotted near Stone Island!
Turn 342, 1616 AD: The enemy has been spotted near Stone Island!
Turn 342, 1616 AD: The enemy has been spotted near Samarqand!
Turn 342, 1616 AD: The enemy has been spotted near Samarqand!
Turn 342, 1616 AD: Nidaros has been founded.
Turn 342, 1616 AD: A Fishing Boats has been destroyed by a marauding Indian Frigate!
Turn 342, 1616 AD: While defending, your Worker was destroyed by a Indian Musketman!
Turn 342, 1616 AD: Tycho Brahe (Great Scientist) has been born in Washington (Washington)!

Turn 343, 1619 AD: The enemy has been spotted near Stone Island!
Turn 343, 1619 AD: The enemy has been spotted near Turfan!
Turn 343, 1619 AD: The enemy has been spotted near Stone Island!
Turn 343, 1619 AD: The enemy has been spotted near Nidaros!
Turn 343, 1619 AD: You have discovered Rifling!
Turn 343, 1619 AD: You have discovered Steam Power!
Turn 343, 1619 AD: You have discovered a source of Coal near Cordoba!
Turn 343, 1619 AD: You have discovered a source of Coal near Gaziantep!
Turn 343, 1619 AD: You have discovered a source of Coal near Bibracte!
Turn 343, 1619 AD: You have discovered a source of Coal near Bibracte!
Turn 343, 1619 AD: Madrid celebrates "We Love the President Day"!!!
Turn 343, 1619 AD: Gandhi has reduced your defenses in Samarqand to 1%!
Turn 343, 1619 AD: Gandhi has reduced your defenses in Samarqand to 0%!
Turn 343, 1619 AD: While defending, your Worker was destroyed by a Indian Musketman!
Turn 343, 1619 AD: While defending, your Worker was destroyed by a Indian Rifleman!

Turn 344, 1622 AD: The enemy has been spotted near Stone Island!
Turn 344, 1622 AD: The enemy has been spotted near Samarqand!
Turn 344, 1622 AD: The enemy has been spotted near Samarqand!
Turn 344, 1622 AD: The enemy has been spotted near Samarqand!
Turn 344, 1622 AD: Your Hindu Missionary has failed to spread ? in Atlanta!!!
Turn 344, 1622 AD: Deal Canceled: Corn to Hannibal for Gold Per Turn (6)

JERFit
May 18, 2007, 05:15 PM
Got it.

Donate some gold and something else? Can we tell who she could've traded with.

That was a big culture drop.

I'm guessing the drops in revenue with Ghandi are from war weariness. Is there anything we can do to stop this?

LowtherCastle
May 18, 2007, 05:35 PM
Got it.

Donate some gold and something else? Might help, but she's getting so advanced, I'm not sure G's got anything for her. Keep an eye on it. Can we tell who she could've traded with. I couldn't. Maybe she researched it herself.

That was a big culture drop.

I'm guessing the drops in revenue with Ghandi are from war weariness. Is there anything we can do to stop this?Right, plus just getting our cities going. Didn't help that he pillaged all the gold mines. That's what got me sending the wkrs there--stop the pillaging. Lo and behold, he munched all the way to MW!

In NH, at pop17, you'll be able to work all the hammers.

Good chance you can lure another Grenadier out of NS to capture either MC or Karak. Just feed him one wkr after the other, but I don't think you need one in the city when he gets next to it, We're running out of wkrs! You might even make more wkrs in a city with maxed out pop.

I think we should keep Stone Islamd (for the stone), but maybe give Isa Horse Island.

Start building a factory asap in NH. Keep spamming misses. I think it's a good idea to fill H with Jews, so put the Hindus where there's already a Jew (e.g., Altanta).

We can't poprush anymore, so you'll have to build health and happy bldgs where needed. Otherwise, do what seems right and GOOD LUCK!!!

(Might as well play at least until you complete Ass Line.)

Erkon
May 19, 2007, 01:20 AM
Great play! Rofl at the UN! Waster! It was your fault...

JERFit
May 19, 2007, 12:05 PM
Ok, I'm going to play now, I'll upload in a few...

Erkon
May 19, 2007, 12:27 PM
Build units :-D

JERFit
May 19, 2007, 01:01 PM
Turn 2 update

Ghandi has captured OS. I'm gonna try to coax him into capturing MC and CF next.

When should I give Izzy horse isle? After I give Isa horse isle, should I declare as soon as I have some units set-up?

I traded H for Communism, I gave him Physics.
Should we build the Kremlin?

JERFit
May 19, 2007, 01:30 PM
Turn 3, nothing really seems to have happened.

Is Nh supposed to be building West Point? (nevermind)

JERFit
May 19, 2007, 02:16 PM
Turn 6 (?)

2 turns from assembly line.

Izzy has broken free from M. Ghandi has taken Samarqand

Also, forgot to mention that I built a military academy in Edirne a few turns back.

JERFit
May 19, 2007, 02:25 PM
Ran 100% for 1 turn and finished my turnset a little early.
Ghandi's frigs are running rampant destroying and pillaging everything in sight. Ghandi just received a new GG.

Finished Assembly line.

Izzy built herself a new city, about 4 N of her capital.


Here is your Session Turn Log from 1622 AD to 1643 AD:

Turn 344, 1622 AD: The borders of Edirne have expanded!
Turn 344, 1622 AD: You have trained Jewish Missionary in Marble City. Work has now begun on a Grenadier.
Turn 344, 1622 AD: You have trained Jewish Missionary in Besh. Work has now begun on a Grenadier.
Turn 344, 1622 AD: The borders of Gergovia have expanded!
Turn 344, 1622 AD: You have trained Jewish Missionary in Gergovia. Work has now begun on a Grenadier.
Turn 344, 1622 AD: You have trained a Frigate in Stone Island. Work has now begun on a Observatory.
Turn 344, 1622 AD: Madrid celebrates "We Love the President Day"!!!
Turn 344, 1622 AD: You have trained a Cannon in Barcelona. Work has now begun on a Courthouse.
Turn 344, 1622 AD: Old Sarai (Murky Waters) has been captured by the Indian Empire!!!

Turn 345, 1625 AD: You have discovered Communism!
Turn 345, 1625 AD: You have trained a Grenadier in Madrid. Work has now begun on a Hindu Temple.
Turn 345, 1625 AD: Washington adopts Emancipation!
Turn 345, 1625 AD: Isabella adopts Emancipation!

Turn 346, 1628 AD: You have trained Hindu Missionary in Marble City. Work has now begun on a Grenadier.
Turn 346, 1628 AD: Bibracte celebrates "We Love the President Day"!!!
Turn 346, 1628 AD: You have trained a Grenadier in Gergovia. Work has now begun on a Library.
Turn 346, 1628 AD: You have trained a Grenadier in Seville. Work has now begun on a Observatory.

Turn 347, 1631 AD: The enemy has been spotted near Turfan!
Turn 347, 1631 AD: Hinduism has spread in Hippo.
Turn 347, 1631 AD: Besh has grown to size 17
Turn 347, 1631 AD: You have trained a Galleon in Samarqand. Work has now begun on a Harbor.
Turn 347, 1631 AD: Bibracte celebrates "We Love the President Day"!!!

Turn 348, 1634 AD: The enemy has been spotted near Stone Island!
Turn 348, 1634 AD: The enemy has been spotted near Stone Island!
Turn 348, 1634 AD: Verlamion will grow to size 17 on the next turn
Turn 348, 1634 AD: The borders of Gaziantep have expanded!
Turn 348, 1634 AD: Gandhi has reduced your defenses in Turfan to 18%!

Turn 349, 1637 AD: The enemy has been spotted near Stone Island!
Turn 349, 1637 AD: The enemy has been spotted near Turfan!
Turn 349, 1637 AD: The enemy has been spotted near Stone Island!
Turn 349, 1637 AD: The enemy has been spotted near Samarqand!
Turn 349, 1637 AD: Hannibal has 230 gold available for trade
Turn 349, 1637 AD: Verlamion has grown to size 17
Turn 349, 1637 AD: Verlamion has become unhealthy
Turn 349, 1637 AD: Vienne will grow to size 14 on the next turn
Turn 349, 1637 AD: Madrid will grow to size 18 on the next turn
Turn 349, 1637 AD: Salamanca will grow to size 8 on the next turn
Turn 349, 1637 AD: You have trained a Grenadier in Toledo. Work has now begun on a Library.
Turn 349, 1637 AD: Gandhi has reduced your defenses in Stone Island to 0%!
Turn 349, 1637 AD: Gandhi has reduced your defenses in Turfan to 10%!
Turn 349, 1637 AD: Gandhi has reduced your defenses in Turfan to 6%!
Turn 349, 1637 AD: Samarqand (Murky Waters) has been captured by the Indian Empire!!!

Turn 350, 1640 AD: The enemy has been spotted near Stone Island!
Turn 350, 1640 AD: The enemy has been spotted near Turfan!
Turn 350, 1640 AD: The enemy has been spotted near Nidaros!
Turn 350, 1640 AD: The enemy has been spotted near Stone Island!
Turn 350, 1640 AD: Your Jewish Missionary has failed to spread ? in Hippo!!!
Turn 350, 1640 AD: Edirne will grow to size 12 on the next turn
Turn 350, 1640 AD: Cape Fish will grow to size 13 on the next turn
Turn 350, 1640 AD: Karak will grow to size 16 on the next turn
Turn 350, 1640 AD: Ning-hsia celebrates "We Love the President Day"!!!
Turn 350, 1640 AD: You have constructed Wall Street in Bibracte. Work has now begun on a Drydock.
Turn 350, 1640 AD: Vienne has grown to size 14
Turn 350, 1640 AD: Madrid has grown to size 18
Turn 350, 1640 AD: Salamanca has grown to size 8
Turn 350, 1640 AD: Gandhi has reduced your defenses in Turfan to 2%!
Turn 350, 1640 AD: Gandhi has reduced your defenses in Turfan to 0%!
Turn 350, 1640 AD: Gandhi's Frigate (8.80) vs Murky Waters's Frigate (9.60)
Turn 350, 1640 AD: Combat Odds: 32.6%
Turn 350, 1640 AD: (Extra Combat: -10%)
Turn 350, 1640 AD: (Extra Combat: +20%)
Turn 350, 1640 AD: Gandhi's Frigate is hit for 20 (80/100HP)
Turn 350, 1640 AD: Gandhi's Frigate is hit for 20 (60/100HP)
Turn 350, 1640 AD: Murky Waters's Frigate is hit for 19 (81/100HP)
Turn 350, 1640 AD: Murky Waters's Frigate is hit for 19 (62/100HP)
Turn 350, 1640 AD: Murky Waters's Frigate is hit for 19 (43/100HP)
Turn 350, 1640 AD: Murky Waters's Frigate is hit for 19 (24/100HP)
Turn 350, 1640 AD: Murky Waters's Frigate is hit for 19 (5/100HP)
Turn 350, 1640 AD: Gandhi's Frigate is hit for 20 (40/100HP)
Turn 350, 1640 AD: Gandhi's Frigate is hit for 20 (20/100HP)
Turn 350, 1640 AD: Murky Waters's Frigate is hit for 19 (0/100HP)
Turn 350, 1640 AD: Gandhi's Frigate has defeated Murky Waters's Frigate!
Turn 350, 1640 AD: While defending, your Frigate was destroyed by a Indian Frigate!
Turn 350, 1640 AD: Isabella has renounced the protection of Mehmed II and is once again a free state.
Turn 350, 1640 AD: Durnovaria's cultural boundary is about to expand.

Turn 351, 1643 AD: The enemy has been spotted near Stone Island!
Turn 351, 1643 AD: The enemy has been spotted near Turfan!
Turn 351, 1643 AD: The enemy has been spotted near Stone Island!

LowtherCastle
May 19, 2007, 03:02 PM
Sounds great, JERFit! Well played!

Erkon
May 19, 2007, 03:06 PM
Lots of good news. Can we gift horse island to M? Nice play.

LowtherCastle
May 19, 2007, 03:14 PM
Ran 100% for 1 turn and finished my turnset a little early.
Ghandi's frigs are running rampant destroying and pillaging everything in sight. Ghandi just received a new GG.

Finished Assembly line.

Izzy built herself a new city, about 4 N of her capital.
JERFit, I think you uploaded the wrong save or forgot to save after finishing your last turn. The save you uploaded is 1643 AD but Isa hasn't settled yet and we still show 2 turns to Ass LIne at 70% reseach (1t at 100%).

JERFit
May 19, 2007, 03:31 PM
Then I uploaded the wrong save, >.<, let me try reuploading, sorry.

Ok I reuploaded. I uploaded the wrong save because I saved the most current game into the wrong sub-folder. WOTM9 instead of SGOTM4, :P

The rest of the turn-log.

Here is your Session Turn Log from 1643 AD to 1646 AD:

Turn 351, 1643 AD: The enemy has been spotted near Stone Island!
Turn 351, 1643 AD: The enemy has been spotted near Turfan!
Turn 351, 1643 AD: The enemy has been spotted near Stone Island!
Turn 351, 1643 AD: Hannibal has 360 gold available for trade
Turn 351, 1643 AD: Deal Canceled: Peace Treaty (10 Turns) to Mehmed II for Peace Treaty (10 Turns), Gold Per Turn (4)
Turn 351, 1643 AD: You have discovered Assembly Line!
Turn 351, 1643 AD: Edirne has grown to size 12
Turn 351, 1643 AD: Cape Fish has grown to size 13
Turn 351, 1643 AD: Karak has grown to size 16
Turn 351, 1643 AD: Ning-hsia celebrates "We Love the President Day"!!!
Turn 351, 1643 AD: The borders of Durnovaria have expanded!
Turn 351, 1643 AD: You have constructed a Drydock in Bibracte. Work has now begun on a Grenadier.
Turn 351, 1643 AD: Bibracte will grow to size 16 on the next turn
Turn 351, 1643 AD: Gandhi's Frigate (8.80) vs Murky Waters's Frigate (8.80)
Turn 351, 1643 AD: Combat Odds: 50.0%
Turn 351, 1643 AD: (Extra Combat: -10%)
Turn 351, 1643 AD: (Extra Combat: +10%)
Turn 351, 1643 AD: Murky Waters's Frigate is hit for 20 (80/100HP)
Turn 351, 1643 AD: Murky Waters's Frigate is hit for 20 (60/100HP)
Turn 351, 1643 AD: Murky Waters's Frigate is hit for 20 (40/100HP)
Turn 351, 1643 AD: Murky Waters's Frigate is hit for 20 (20/100HP)
Turn 351, 1643 AD: Gandhi's Frigate is hit for 20 (80/100HP)
Turn 351, 1643 AD: Murky Waters's Frigate is hit for 20 (0/100HP)
Turn 351, 1643 AD: Gandhi's Frigate has defeated Murky Waters's Frigate!
Turn 351, 1643 AD: Ivan the Terrible (Great General) has been born in Delhi (Gandhi)!
Turn 351, 1643 AD: While defending, your Frigate was destroyed by a Indian Frigate!
Turn 351, 1643 AD: Gandhi's Frigate (8.80) vs Murky Waters's Frigate (8.80)
Turn 351, 1643 AD: Combat Odds: 50.0%
Turn 351, 1643 AD: (Extra Combat: -10%)
Turn 351, 1643 AD: (Extra Combat: +10%)
Turn 351, 1643 AD: Murky Waters's Frigate is hit for 20 (80/100HP)
Turn 351, 1643 AD: Gandhi's Frigate is hit for 20 (80/100HP)
Turn 351, 1643 AD: Gandhi's Frigate is hit for 20 (60/100HP)
Turn 351, 1643 AD: Gandhi's Frigate is hit for 20 (40/100HP)
Turn 351, 1643 AD: Murky Waters's Frigate is hit for 20 (60/100HP)
Turn 351, 1643 AD: Murky Waters's Frigate is hit for 20 (40/100HP)
Turn 351, 1643 AD: Gandhi's Frigate is hit for 20 (20/100HP)
Turn 351, 1643 AD: Murky Waters's Frigate is hit for 20 (20/100HP)
Turn 351, 1643 AD: Murky Waters's Frigate is hit for 20 (0/100HP)
Turn 351, 1643 AD: Gandhi's Frigate has defeated Murky Waters's Frigate!
Turn 351, 1643 AD: While defending, your Frigate was destroyed by a Indian Frigate!
Turn 351, 1643 AD: A Whaling Boats has been destroyed by a marauding Indian Frigate!
Turn 351, 1643 AD: While defending, your Worker was destroyed by a Indian Grenadier!
Turn 351, 1643 AD: Mehmed II adopts Representation!
Turn 351, 1643 AD: Mehmed II adopts Emancipation!
Turn 351, 1643 AD: Mehmed II adopts Mercantilism!

Turn 352, 1646 AD: The enemy has been spotted near Turfan!
Turn 352, 1646 AD: The enemy has been spotted near Stone Island!
Turn 352, 1646 AD: The enemy has been spotted near Nidaros!
Turn 352, 1646 AD: The enemy has been spotted near Nidaros!

JERFit
May 19, 2007, 03:35 PM
Lots of good news. Can we gift horse island to M? Nice play.

We probably could, if not then he will accept it eventually. Izzy is already willing to accept anything you throw at her.

LowtherCastle
May 19, 2007, 03:43 PM
Ok I reuploaded. I uploaded the wrong save because I saved the most current game into the wrong sub-folder. WOTM9 instead of SGOTM4, :P
Yeah, that happens to me. It would be nice if you could assign a default folder so it always went automatically to the right one. Save looks great. Very well done, JERFit.

LowtherCastle
May 19, 2007, 03:56 PM
Notes for BP's turnset

MM
NH needs the two coastal tiles re-assigned and watched to make sure the governor doesn't get stupid on us. Build factory asap after WP, then grocer so we can grow pop to about pop19 or pop20, whatever it is that will support the 2 additional engineers, plus turn 1 more wkshp into farm (iirc). All the while working all 4 engineers. If we switch to State Property, then we need to re-figure how many wkshps we can have with teh extra food.

Gifting G techs

Isabella and W are now too advanced.
M may move up to cautious w/G if he gets 1 more plusmod. That will happen, I think, in at most 8 turns after we DOW, maybe sooner, not sure. Then he becomes our best candidate to trade with G.

DoWing M

We can upgrade 6 Grens/t, all 28 (+1 free) in 5 turns.
Possible Plan

We go 0% research for 5t, upgrade all our Grens.
Just before DoWing M, we consult the tech table and gift M techs for G (currently Steel and Steam Power appear to be the right ones).
Gift Isa Horse Island
Then DoW M and Isa, etc.
When WW gets really painful, we could revolt to State Property and Pacifism, but hopefully spam Jews into all of H's cities first.

LowtherCastle
May 20, 2007, 02:58 AM
I'm guessing the drops in revenue with Ghandi are from war weariness. Is there anything we can do to stop this?D'oh! D'oh! JERFit, you have to keep asking questions, especially the ones the rest of us are too stupid to ask...

Guys, we have to think more like Gandhi... We spammed all those HIndu Misses into his future cities and now they're unhappy because G is fighting with Brethren, among other reasons. Hello?

EMERGENCY!! I think G just sent us a hand-written request to switch religions to Buddhism asap (as in TURN ZERO, BP!)

Then we can spam Buddhist Misses in

Ning-hsia
Vienne (if we're going to build something other than units)
Bibracte
...
and Jewish misses in H-Land, forget about Hindu misses for now.

Erkon
May 20, 2007, 03:07 AM
The drop comes from city maintenance too. It may be better to switch to FR?

LowtherCastle
May 20, 2007, 03:13 AM
Some more notes on MM:

We're not spamming Bud and Jew Misses right now, I think they're more important than Mil Units. (The single Hindu can be postponed immediately)
Verlamion: work the new cottages, switch build now to Harbor
Vienne: Should build only units (or Scotland Yard?), not bank. Might as well work irrigated farm instead of S/SW cottage and build wkshps on the 2 undeveloped cottages and the unirrigated farm.
Bibracte: Have to keep an eye on it, because it's been working a scinetist and now there's no way we can prevent it from popping a GL before NH. Anyway, work a tile instead of the sci.
Gergovia: Switch build immediately to Jew Miss to spam in Gaz so we can gift it back to M in advance, if we want to take all his other cities.
Besh: Aqua and Gren both good builds but maybe JewMiss even better for now.

LowtherCastle
May 20, 2007, 03:51 AM
The drop comes from city maintenance too. It may be better to switch to FR?This is my thinking, for what it's worth. ;)

Switching religions only costs 1 turn.
Switching to FR/State Property now is 3 turns, but instantly generates more :food: and :gold: afterwards.
We having Buddhism won't hurt G.
In Buddhism, we can still use OrgRel for now.
Later, (when we have massive WW again) we switch to Pacifism/State Property and the Buddhist in NH doubles the GPP rate.
The sooner we go to war with M, the sooner he might trade with G.

Here's the math on Pacifism vs. FR:

3GD = 2625:hammers: * 9:gold:/:hammers: = 23,625 bucks
SE = 1500:hammers: * 9:gold:/:hammers: = 13,500 bucks
-33% w/Kremlin and not Fiber Optics.

Pacifism for 80turns (to make 2 GEs) = -10%:science: = ~116:science:/turn = ~9000:science: lost because not running FR. Note that in roughly 80t we'll still pop 1 GE w/o Pacifism.

I forget how many :hammers: we get from 1 GE, (BP knows). But I think it's roughly 1000:hammers:, which means 9000 bucks, which takes us 8t right now, so it looks like FR may actually be better, since we don't have the mil unti cost.

Bottom line: Do we want to burn 3 turns right now and go to war with M in about 6 turns or go to war with M in about 4 turns and switch civics when we have major WW (in about 10turns)?

LowtherCastle
May 20, 2007, 03:55 AM
Some notes on Warring:

M will accept Toledo and Gaz. I vote for Gaz if we want to take ALL his other cities (which I also vote for).
Gaz needs a Jew Miss FIRST. That way, when it's his only city, he might adopt Judaism as his state religion, especially since he'll hate us more than G.
Gift Isabella Horse Island before DoWing her.
KEEP STONE ISLAND because it's our only stone and it's important to protect G from H later on.

LowtherCastle
May 20, 2007, 04:00 AM
Gifting G our cities
I think our major priorities are:

Karak
Besh
MC
Why?

We can always gift Turfan and CF to Isabella, for example. For G, they just mean more WW with not much in return. BUt we want to gift Isa Horse Island AND take Murcia and other new city FIRST, so her capital goes to Horse island. THen Turfan and CF wouldn't culture-creep G so much.

Erkon
May 20, 2007, 06:14 AM
Dow isa or me first? Gaz to me will tie up our units. Have not seen save yet.

Erkon
May 20, 2007, 07:33 AM
We cannot gift city to M until peace, and the treaty delay is bad. If we dow isa, there is a risk that M backstab her and vassal her again.
So, we need to dop M, then gift a city in ten turns, then dow. Or gift city after we take most of M core cities. ?

Gnejs
May 20, 2007, 09:14 AM
United Nations is disabled.


LMAO!!!!!



This just proves that we are all idiots! :lol: :lol: :lol:

Never in the history of Civ have so few had so many plans that went soooo wrong! :D

LowtherCastle
May 20, 2007, 10:41 AM
We cannot gift city to M until peace, and the treaty delay is bad. If we dow isa, there is a risk that M backstab her and vassal her again.
So, we need to dop M, then gift a city in ten turns, then dow. Or gift city after we take most of M core cities. ?The idea is to pre-gift an appropriate city (e.g. Gaz), so we can then take all of the AI's other existing cities. We gift the city and then DoW on the same turn. This is the only way I know of if we want all of M's current cities without 2 DoWs.

M wouldn't have any units in Gaz when we gifted it, so it would not be a threat of any kind.

I was thinking we'd leave Brennus as is and do both Isa and M at the same time, but I suppose we could do M first, then Isa.

LowtherCastle
May 20, 2007, 10:43 AM
This just proves that we are all idiots! :lol: :lol: :lol: I take exception to that. I'm still the Official Idiot.

Go find yourself another label.

Like dolt.

Or dunderpate.

Btw, I think we're still in teh running for the wooden spoon. All we have to do is get G to space.

JERFit
May 20, 2007, 11:11 AM
Guys, I think that if we start now we'll still have a chance at fastest conquest victory. Just a thought, ;)

Big Pig
May 20, 2007, 12:20 PM
'Got it'
Great work from JERFit and LC

I'll try to start my turns later tonight once I have assimilated the last few pages of suggestions

Gnejs
May 20, 2007, 12:22 PM
'Got it'
Great work from JERFit and LC

I'll try to start my turns later tonight once I have assimilated the last few pages of suggestions

That means I will have to have a look at the save quite soon then? Ok, give me an hour or two, and I will have posted my comments too.

Erkon
May 20, 2007, 12:26 PM
Ok, after looking at the save I've got the following advice:

Build culture in Istanbul
Research Artillery
Settle city N of Ning Hsia that we can gift

I'm a little worried of gifting CF since Gandhi may attack and wipe out one AI. And with Stone Island, there is a risk that H. will run crazy. Perhaps we shall let Isa keep Valencia?

I also think Toledo is good to gift to M. although we risk that the city will switch due to the cultural pressure from Barcelona? Does anyone know if the city tile will keep the cultural history if the city is gifted?

Big Pig
May 20, 2007, 12:50 PM
Ok, after looking at the save I've got the following advice:

Build culture in Istanbul Sounds good - I will go culture until it gets its fat cross
Research Artillery I plan to research RR>?Combustion. With RR I can use workers (under heavy guard) to start RRing G's mines (and our own). Combustion I am less sure about - it gives us a strong navy and allows us to beeline Plastics - which means we can 'gift' the 3GD to G as soon as we have lots of cash or a GE (and quite a lot of cash). I know artillery makes a prereq for Rocketry cheaper - but the Space Race is decided by who can build the last few parts the quickest, not by who builds the Apollo program quickest
Settle city N of Ning Hsia that we can gift Not keen on this - it will cause potential culture creep on NH

I'm a little worried of gifting CF since Gandhi may attack and wipe out one AI. Unlikely tho' - G is not prone to random attacksAnd with Stone Island, there is a risk that H. will run crazy. Perhaps we shall let Isa keep Valencia?

I also think Toledo is good to gift to M. although we risk that the city will switch due to the cultural pressure from Barcelona? Does anyone know if the city tile will keep the cultural history if the city is gifted? It may revolt but it will not flip. I don't think we have that much culture in Barca tho'.... Toledo is a good choice to give to M as it will have no base M culture. I will aim to put a Jewish miss there first
Is the consensus on civics/religion to:
1. Revolt to Buddhism on turn 0
2. Revolt to FR and SP once we have serious WW again (and once we have spammed a few Jewish misses to NH etc?

If we plan to part buy the 3GD and SE for Gandhi, then we need to be certain of getting the Kremlin to cut down on costs. It is only 11 turns in NH - but of course it risks polluting the engineer gene pool

Big Pig
May 20, 2007, 01:17 PM
Guys, we have to think more like Gandhi... We spammed all those HIndu Misses into his future cities and now they're unhappy because G is fighting with Brethren, among other reasons. Hello?

EMERGENCY!! I think G just sent us a hand-written request to switch religions to Buddhism asap (as in TURN ZERO, BP!)


Actually, I'm not sure this is such a big deal. The unhappiness only happens in cities of size 10-12 and above and so at most G will have +1 extra unhappy in ~4 cities. (The we long to return to the motherland unhappy will be much more a problem). The religion unhappy will disappear when we get FR, and so there is probably no point revolting to Buddhism and losing a turn. (Spamming Buddhist misses is still a good idea tho' in case we get a GProph from Bib)

Gnejs
May 20, 2007, 01:23 PM
Actually, I'm not sure this is such a big deal. The unhappiness only happens in cities of size 10-12 and above and so at most G will have +1 extra unhappy in ~4 cities. (The we long to return to the motherland unhappy will be much more a problem). The religion unhappy will disappear when we get FR, and so there is probably no point revolting to Buddhism and losing a turn. (Spamming Buddhist misses is still a good idea tho' in case we get a GProph from Bib)

Agreed. We should instead be focusing on losing cities with happy resources to Gandhi (such as MC). I don't think G has much problem with WW, the AI seldom has. But it would be nice to get some spies soon... :)

Erkon
May 20, 2007, 01:45 PM
I am also keen on RR-Combustion. The extra production from railroads will help us a lot, and we can do coastal invasions with troop carrying transporters without risking G. to kill them off.

The idea with Artillery is not to tech to Rocketry. It's for building ... artillery! ;)

The distance between M. cities is so small, that we don't need coastal invasions. We can speed up the war with artillery. That's why I think Artillery is more important than RR-Combustion. But you are the Boss :lol:

Gandhi has not increased his BNP after he started to grab cities from us. At the same time his military upkeep has grown a lot. I don't think it will help him much if we switch to Buddhism.

How will FR and SP help us with WW? WW is best fought with short, intensive wars with one AI at the time, using the cultural slider to pacify the red guys.

Erkon
May 20, 2007, 01:55 PM
Switching to State Property will save us about 50-70 gpt, and the extra turn of anarchy will cost us 1500 gold. That means it will take about 20 turns to break even, not counting the lost production or the gained food. Is this really clever?

EDIT: similar with FR: it will take at least T*10 turns to get that civic to pay back.

Big Pig
May 20, 2007, 01:55 PM
How will FR and SP help us with WW? WW is best fought with short, intensive wars with one AI at the time, using the cultural slider to pacify the red guys.
They won't. FR will remove the unhapiness in GHindu cities. The reason for switching during WW is that the loss of 3 productive turns will be minimised

LowtherCastle
May 20, 2007, 02:00 PM
Toledo is much worse than Gaz by my estimation. Why? because if it's M's capital it'll quickly grow to fat cross and then connect to his Edirne culture and rapidly encroach on our Edirne fat cross. Gaz will be in the middle of us, but not encroach on anything w/o a culture bomb.

Revolting to FR and SP is not for G's WW nor for ours, it's for our economy. Only abandoning Hinduism as our state religion was for G's WW.

MC doesn't get G any Happies he doesn't already have. I don't know what G's problem is, but his economy is crashing and burning. Hard to believe it's just mil units.

Agree with everything else you guys said, in particular where you disagreed. :lol:

Erkon
May 20, 2007, 02:01 PM
They won't. FR will remove the unhapiness in GHindu cities. The reason for switching during WW is that the loss of 3 productive turns will be minimised

Ahh, clever. :blush:

LowtherCastle
May 20, 2007, 02:05 PM
Switching to State Property will save us about 50-70 gpt, and the extra turn of anarchy will cost us 1500 gold. That means it will take about 20 turns to break even, not counting the lost production or the gained food. Is this really clever?

EDIT: similar with FR: it will take at least T*10 turns to get that civic to pay back.State P also gives us a lot more food in NH. In fact, we could turn more tiles into wkshps and have way more production. BUt do we need it?

You guys make the call, I'm packing.

One thing for sure, we want to minimize G's unhappiness in any way we can. The heck with our economy and lost gold, what about G?

Let's build Kremiln somewhere. And Scotland Yard.

AND NO MORE UNITS>GNEJS AND ERKON HAVE PLENTY. HAHAHAHAHAHAHHAHAHAHA. >>just joshing<<

Erkon
May 20, 2007, 02:16 PM
Toledo is much worse than Gaz by my estimation. Why? because if it's M's capital it'll quickly grow to fat cross and then connect to his Edirne culture and rapidly encroach on our Edirne fat cross. Gaz will be in the middle of us, but not encroach on anything w/o a culture bomb.

Revolting to FR and SP is not for G's WW nor for ours, it's for our economy. Only abandoning Hinduism as our state religion was for G's WW.

MC doesn't get G any Happies he doesn't already have. I don't know what G's problem is, but his economy is crashing and burning. Hard to believe it's just mil units.

Agree with everything else you guys said, in particular where you disagreed. :lol:

OMG, I was looking at our BNP graph :wallbash:

Anyway, the power and food yield rise dramatically while the BNP drops, which indicates city maintenance + troop costs. My city-gazing may fail me, but it doesn't look like G. has many courthouses?

I buy your reasoning regarding the culture, and with that in mind, Gaz is better. Erm, did I just let LC sway my opinion that easy? That must mean Toledo is the best choice...

Almost all my civics changes in the end phase of my games have been bad. I've said written it before, but I'll repeat it (since Gnejs probably didn't read my posts earlier in this thread, else he would have read my comment about the UN being disabled) : changing civics must have a very big impact in the end game to be worth the delay in production IMHO.

Erkon
May 20, 2007, 02:18 PM
...
You guys make the call, I'm packing.
...

Have a nice trip! I promise I'll be peaceful.
NOT!!!

Gnejs
May 20, 2007, 02:32 PM
Anyway, the power and food yield rise dramatically while the BNP drops, which indicates city maintenance + troop costs. My city-gazing may fail me, but it doesn't look like G. has many courthouses?


My impression also from looking at G's stats. He probably has too many troops for his own good. But no, I am not suggesting we should try to help him reduce his troop count. :D

Gnejs
May 20, 2007, 02:42 PM
We are under quite heavy cultural pressure from Isa. This seems costly. I would suggest gifting Nidaros and declaring war on the first turn. Maybe this is already planned for?

Isa should not tie up more than a handful of units. We have a bunch of troops in Barcelona, Toledo and Edirne. Use the Galleons in Istanbul to ferry these down to Istanbul. Once we got them all in place I believe it is time to declare on Mehmed too. I actually don't think we need to wait for Infantry, a pack Cannons + CR Grenadiers will work nicely.


It will be costly in terms of WW for sure, but the sooner we can finish these wars the better. We are already so much ahead of G in tech that we can afford running a high culture % for some turns.

Big Pig
May 20, 2007, 03:21 PM
Turn 3:
Murcia has fallen and Isa is left with Nidaros. I hope H doesn't take advantage of her....

Big Pig
May 21, 2007, 01:38 AM
Well, not my finest turnset.
War with Isa was quick and straight forward. She now has Horse Island as her capital. It is presently ungarrisoned and at risk of attack from H (or anyone else)
War with M is another matter. Prior to DOW I gave him Gaz, and steel / steam power to encourage trading with G, and upgraded a bunch of grenadiers to infantry. Gifting steel may have been a tactical error as he managed to find a lot of old cats to upgrade and cause havoc in our infantry SODs . He also found a hitherto un-noticed (by me) stack of cavalry which he landed with a stack of rifles and cannons mid-way between Edirne and Istanbul while all our troops were camped outside Bursa. And the WW is seriously harming our economy (culture slider is at 70%). But we dealt with his little invasion, captured Bursa and have a SOD poised to capture Ankara (Versailles city) next turn. Oh, and we also captured Gazientep... :blush: I am slightly embarassed about this one. Basically I had a cavary pillaging the tiles around Gaz. So I moved him from 1 tile on the East of Gaz to a tile on the West of Gaz - and the cavalry promptly detoured through the undefended city and captured it..... :cry:
Brennus has broken free of M. I'm thinking there is no real need to ever gert peace with Brennus as he is no threat, and may eventually become cautious with G and start trading.
G has captured CF and Turfan. And has troops heading in the direction of MC and Karak
We have discovered RR
No civics changes yet - but the WW is so huge that now would be a good time to change.
We are 4 turns from Kremlin in NH. Haven't started a Scot Yard build anywhere yet.
It looks as if G has been trading with M as G now has Steam Power and Steel


Turn 353, 1649 AD: The borders of Istanbul have expanded!
Turn 353, 1649 AD: Ning-hsia celebrates "We Love the President Day"!!!

Turn 354, 1652 AD: You have declared war on Isabella!
Turn 354, 1652 AD: Murky Waters's Infantry (22.00) vs Isabella's Rifleman (9.33)
Turn 354, 1652 AD: Combat Odds: 99.6%
Turn 354, 1652 AD: (Extra Combat: -10%)
Turn 354, 1652 AD: (Combat: -50%)
Turn 354, 1652 AD: Isabella's Rifleman is hit for 30 (70/100HP)
Turn 354, 1652 AD: Isabella's Rifleman is hit for 30 (40/100HP)
Turn 354, 1652 AD: Isabella's Rifleman is hit for 30 (10/100HP)
Turn 354, 1652 AD: Isabella's Rifleman is hit for 30 (0/100HP)
Turn 354, 1652 AD: Murky Waters's Infantry has defeated Isabella's Rifleman!
Turn 354, 1652 AD: You have constructed a Aqueduct in Besh. Work has now begun on a Grenadier.
Turn 354, 1652 AD: Ning-hsia celebrates "We Love the President Day"!!!

Turn 355, 1655 AD: Murky Waters's Infantry (22.00) vs Isabella's Rifleman (9.33)
Turn 355, 1655 AD: Combat Odds: 99.6%
Turn 355, 1655 AD: (Extra Combat: -10%)
Turn 355, 1655 AD: (Plot Defense: +25%)
Turn 355, 1655 AD: (Fortify: +15%)
Turn 355, 1655 AD: (City Defense: +20%)
Turn 355, 1655 AD: (City Attack: -75%)
Turn 355, 1655 AD: (Combat: -35%)
Turn 355, 1655 AD: Isabella's Rifleman is hit for 30 (70/100HP)
Turn 355, 1655 AD: Isabella's Rifleman is hit for 30 (40/100HP)
Turn 355, 1655 AD: Murky Waters's Infantry is hit for 13 (87/100HP)
Turn 355, 1655 AD: Isabella's Rifleman is hit for 30 (10/100HP)
Turn 355, 1655 AD: Murky Waters's Infantry is hit for 13 (74/100HP)
Turn 355, 1655 AD: Murky Waters's Infantry is hit for 13 (61/100HP)
Turn 355, 1655 AD: Murky Waters's Infantry is hit for 13 (48/100HP)
Turn 355, 1655 AD: Murky Waters's Infantry is hit for 13 (35/100HP)
Turn 355, 1655 AD: Isabella's Rifleman is hit for 30 (0/100HP)
Turn 355, 1655 AD: Murky Waters's Infantry has defeated Isabella's Rifleman!
Turn 355, 1655 AD: Murky Waters's Infantry (22.00) vs Isabella's Grenadier (13.20)
Turn 355, 1655 AD: Combat Odds: 96.2%
Turn 355, 1655 AD: (Extra Combat: -10%)
Turn 355, 1655 AD: (Extra Combat: +20%)
Turn 355, 1655 AD: (Plot Defense: +25%)
Turn 355, 1655 AD: (Fortify: +15%)
Turn 355, 1655 AD: (Combat: -50%)
Turn 355, 1655 AD: Isabella's Grenadier is hit for 25 (75/100HP)
Turn 355, 1655 AD: Murky Waters's Infantry is hit for 15 (85/100HP)
Turn 355, 1655 AD: Isabella's Grenadier is hit for 25 (50/100HP)
Turn 355, 1655 AD: Isabella's Grenadier is hit for 25 (25/100HP)
Turn 355, 1655 AD: Isabella's Grenadier is hit for 25 (0/100HP)
Turn 355, 1655 AD: Murky Waters's Infantry has defeated Isabella's Grenadier!
Turn 355, 1655 AD: You have captured Valencia!!!
Turn 355, 1655 AD: You have pillaged 7 ? from the destruction of Valencia!!!
Turn 355, 1655 AD: The borders of Edirne have expanded!
Turn 355, 1655 AD: The borders of Barcelona have expanded!
Turn 355, 1655 AD: You have trained a Grenadier in Salamanca. Work has now begun on a Library.
Turn 355, 1655 AD: A Viking revolt has taken place in Thaenae!

Turn 356, 1658 AD: Murky Waters's Infantry (22.00) vs Isabella's Rifleman (11.20)
Turn 356, 1658 AD: Combat Odds: 99.1%
Turn 356, 1658 AD: (Extra Combat: -10%)
Turn 356, 1658 AD: (Fortify: +25%)
Turn 356, 1658 AD: (City Defense: +45%)
Turn 356, 1658 AD: (City Attack: -45%)
Turn 356, 1658 AD: (Combat: -50%)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 27 (73/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 27 (46/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 27 (19/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 27 (0/100HP)
Turn 356, 1658 AD: Murky Waters's Infantry has defeated Isabella's Rifleman!
Turn 356, 1658 AD: Murky Waters's Infantry (24.00) vs Isabella's Rifleman (16.10)
Turn 356, 1658 AD: Combat Odds: 89.9%
Turn 356, 1658 AD: (Extra Combat: -20%)
Turn 356, 1658 AD: (Fortify: +20%)
Turn 356, 1658 AD: (City Defense: +45%)
Turn 356, 1658 AD: (Combat: -50%)
Turn 356, 1658 AD: Murky Waters's Infantry is hit for 16 (84/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 24 (76/100HP)
Turn 356, 1658 AD: Murky Waters's Infantry is hit for 16 (68/100HP)
Turn 356, 1658 AD: Murky Waters's Infantry is hit for 16 (52/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 24 (52/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 24 (28/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 24 (4/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 24 (0/100HP)
Turn 356, 1658 AD: Murky Waters's Infantry has defeated Isabella's Rifleman!
Turn 356, 1658 AD: Murky Waters's Infantry (22.00) vs Isabella's Rifleman (12.17)
Turn 356, 1658 AD: Combat Odds: 98.6%
Turn 356, 1658 AD: (Extra Combat: -10%)
Turn 356, 1658 AD: (Extra Combat: +10%)
Turn 356, 1658 AD: (Fortify: +25%)
Turn 356, 1658 AD: (Combat: -50%)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 26 (74/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 26 (48/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 26 (22/100HP)
Turn 356, 1658 AD: Murky Waters's Infantry is hit for 14 (86/100HP)
Turn 356, 1658 AD: Isabella's Rifleman is hit for 26 (0/100HP)
Turn 356, 1658 AD: Murky Waters's Infantry has defeated Isabella's Rifleman!
Turn 356, 1658 AD: You have captured Murcia!!!
Turn 356, 1658 AD: Buddhism has spread in Barcelona.
Turn 356, 1658 AD: Isabella adopts Free Religion!

Turn 357, 1661 AD: You have constructed a Market in Camulodunum. Work has now begun on a Cannon.

Turn 358, 1664 AD: Buddhism has spread in Tolosa.
Turn 358, 1664 AD: You have declared war on Mehmed II!
Turn 358, 1664 AD: You have declared war on Brennus!
Turn 358, 1664 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (14.00)
Turn 358, 1664 AD: Combat Odds: 95.4%
Turn 358, 1664 AD: (Extra Combat: -10%)
Turn 358, 1664 AD: (Extra Combat: +10%)
Turn 358, 1664 AD: (Fortify: +25%)
Turn 358, 1664 AD: (Combat: -35%)
Turn 358, 1664 AD: Murky Waters's Infantry is hit for 16 (84/100HP)
Turn 358, 1664 AD: Mehmed II's Rifleman is hit for 25 (75/100HP)
Turn 358, 1664 AD: Mehmed II's Rifleman is hit for 25 (50/100HP)
Turn 358, 1664 AD: Mehmed II's Rifleman is hit for 25 (25/100HP)
Turn 358, 1664 AD: Murky Waters's Infantry is hit for 16 (68/100HP)
Turn 358, 1664 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 358, 1664 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 358, 1664 AD: Istanbul celebrates "We Love the President Day"!!!
Turn 358, 1664 AD: You have trained Jewish Missionary in Gergovia. Work has now begun on a Observatory.
Turn 358, 1664 AD: Cape Fish (Murky Waters) has been captured by the Indian Empire!!!
Turn 358, 1664 AD: Mehmed II's Trebuchet (4.00) vs Murky Waters's Infantry (24.00)
Turn 358, 1664 AD: Combat Odds: 0.0%
Turn 358, 1664 AD: (Extra Combat: +20%)
Turn 358, 1664 AD: Murky Waters's Infantry is hit for 9 (91/100HP)
Turn 358, 1664 AD: Mehmed II's Trebuchet is hit for 42 (58/100HP)
Turn 358, 1664 AD: Mehmed II's Trebuchet is hit for 42 (16/100HP)
Turn 358, 1664 AD: Mehmed II's Trebuchet is hit for 42 (0/100HP)
Turn 358, 1664 AD: Murky Waters's Infantry has defeated Mehmed II's Trebuchet!
Turn 358, 1664 AD: Mehmed II's Catapult (5.00) vs Murky Waters's Infantry (21.84)
Turn 358, 1664 AD: Combat Odds: 0.0%
Turn 358, 1664 AD: (Extra Combat: +20%)
Turn 358, 1664 AD: Mehmed II's Catapult is hit for 38 (62/100HP)
Turn 358, 1664 AD: Mehmed II's Catapult is hit for 38 (24/100HP)
Turn 358, 1664 AD: Murky Waters's Infantry is hit for 10 (81/100HP)
Turn 358, 1664 AD: Mehmed II's Catapult is hit for 38 (0/100HP)
Turn 358, 1664 AD: Murky Waters's Infantry has defeated Mehmed II's Catapult!
Turn 358, 1664 AD: Mehmed II's Trebuchet (4.00) vs Murky Waters's Infantry (19.80)
Turn 358, 1664 AD: Combat Odds: 0.0%
Turn 358, 1664 AD: (Extra Combat: +10%)
Turn 358, 1664 AD: Mehmed II's Trebuchet is hit for 40 (60/100HP)
Turn 358, 1664 AD: Murky Waters's Infantry is hit for 9 (81/100HP)
Turn 358, 1664 AD: Murky Waters's Infantry is hit for 9 (72/100HP)
Turn 358, 1664 AD: Murky Waters's Infantry is hit for 9 (63/100HP)
Turn 358, 1664 AD: Mehmed II's Trebuchet is hit for 40 (20/100HP)
Turn 358, 1664 AD: Mehmed II's Trebuchet is hit for 40 (0/100HP)
Turn 358, 1664 AD: Murky Waters's Infantry has defeated Mehmed II's Trebuchet!
Turn 358, 1664 AD: Mehmed II's Trebuchet (4.00) vs Murky Waters's Infantry (18.70)
Turn 358, 1664 AD: Combat Odds: 0.0%
Turn 358, 1664 AD: (Extra Combat: +10%)
Turn 358, 1664 AD: Mehmed II's Trebuchet is hit for 40 (60/100HP)
Turn 358, 1664 AD: Mehmed II's Trebuchet is hit for 40 (20/100HP)
Turn 358, 1664 AD: Murky Waters's Infantry is hit for 9 (76/100HP)
Turn 358, 1664 AD: Thaenae has revolted and joined the Viking Empire!

Turn 359, 1667 AD: Your Frigate has reduced the defenses of Bursa to 40%!
Turn 359, 1667 AD: Murky Waters's Infantry (18.00) vs Mehmed II's Rifleman (10.00)
Turn 359, 1667 AD: Combat Odds: 94.1%
Turn 359, 1667 AD: (Extra Combat: -20%)
Turn 359, 1667 AD: (Extra Combat: +10%)
Turn 359, 1667 AD: (Combat: -50%)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 28 (72/100HP)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 28 (44/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 13 (62/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 13 (49/100HP)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 28 (16/100HP)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 28 (0/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 359, 1667 AD: Murky Waters's Infantry (17.60) vs Mehmed II's Rifleman (10.00)
Turn 359, 1667 AD: Combat Odds: 93.7%
Turn 359, 1667 AD: (Extra Combat: -10%)
Turn 359, 1667 AD: (Extra Combat: +10%)
Turn 359, 1667 AD: (Combat: -50%)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 27 (73/100HP)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 27 (46/100HP)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 27 (19/100HP)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 27 (0/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 359, 1667 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (14.00)
Turn 359, 1667 AD: Combat Odds: 94.6%
Turn 359, 1667 AD: (Extra Combat: -10%)
Turn 359, 1667 AD: (Fortify: +25%)
Turn 359, 1667 AD: (Combat: -25%)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 25 (75/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 16 (84/100HP)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 25 (50/100HP)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 25 (25/100HP)
Turn 359, 1667 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 359, 1667 AD: Buddhism has spread in Salamanca.
Turn 359, 1667 AD: Istanbul celebrates "We Love the President Day"!!!
Turn 359, 1667 AD: Mehmed II's Cannon (12.00) vs Murky Waters's Infantry (22.00)
Turn 359, 1667 AD: Combat Odds: 1.3%
Turn 359, 1667 AD: (Extra Combat: +10%)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 26 (74/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 26 (48/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 14 (86/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 14 (72/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 14 (58/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 14 (44/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 26 (22/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 14 (30/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 26 (0/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry has defeated Mehmed II's Cannon!
Turn 359, 1667 AD: Mehmed II's Cannon (12.00) vs Murky Waters's Infantry (20.24)
Turn 359, 1667 AD: Combat Odds: 3.7%
Turn 359, 1667 AD: (Extra Combat: +10%)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 26 (74/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 26 (48/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 15 (77/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 26 (22/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 15 (62/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 26 (0/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry has defeated Mehmed II's Cannon!
Turn 359, 1667 AD: Mehmed II's Cannon (12.00) vs Murky Waters's Infantry (18.48)
Turn 359, 1667 AD: Combat Odds: 9.3%
Turn 359, 1667 AD: (Extra Combat: +10%)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 25 (75/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 25 (50/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 15 (69/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 25 (25/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 25 (0/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry has defeated Mehmed II's Cannon!
Turn 359, 1667 AD: Mehmed II's Cannon (12.00) vs Murky Waters's Georgy Zhukov (Infantry) (16.72)
Turn 359, 1667 AD: Combat Odds: 12.1%
Turn 359, 1667 AD: (Extra Combat: +10%)
Turn 359, 1667 AD: Murky Waters's Georgy Zhukov (Infantry) is hit for 15 (61/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 25 (75/100HP)
Turn 359, 1667 AD: Murky Waters's Georgy Zhukov (Infantry) is hit for 15 (46/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 25 (50/100HP)
Turn 359, 1667 AD: Murky Waters's Georgy Zhukov (Infantry) is hit for 15 (31/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 25 (25/100HP)
Turn 359, 1667 AD: Murky Waters's Georgy Zhukov (Infantry) is hit for 15 (16/100HP)
Turn 359, 1667 AD: Murky Waters's Georgy Zhukov (Infantry) is hit for 15 (1/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 25 (0/100HP)
Turn 359, 1667 AD: Murky Waters's Georgy Zhukov (Infantry) has defeated Mehmed II's Cannon!
Turn 359, 1667 AD: Mehmed II's Cannon (12.00) vs Murky Waters's Infantry (13.42)
Turn 359, 1667 AD: Combat Odds: 57.6%
Turn 359, 1667 AD: (Extra Combat: +10%)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 16 (45/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 16 (29/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 24 (76/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 16 (13/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 24 (52/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon is hit for 24 (28/100HP)
Turn 359, 1667 AD: Murky Waters's Infantry is hit for 16 (0/100HP)
Turn 359, 1667 AD: Mehmed II's Cannon has defeated Murky Waters's Infantry!

Big Pig
May 21, 2007, 01:39 AM
Turn log part 2:
Turn 360, 1670 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Rifleman (12.17)
Turn 360, 1670 AD: Combat Odds: 37.0%
Turn 360, 1670 AD: (Plot Defense: +25%)
Turn 360, 1670 AD: (Fortify: +25%)
Turn 360, 1670 AD: (City Defense: +20%)
Turn 360, 1670 AD: (City Attack: -75%)
Turn 360, 1670 AD: (Combat: -10%)
Turn 360, 1670 AD: Murky Waters's Cannon is hit for 20 (80/100HP)
Turn 360, 1670 AD: Murky Waters's Cannon is hit for 20 (60/100HP)
Turn 360, 1670 AD: Murky Waters's Cannon is hit for 20 (40/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 19 (81/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 19 (62/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 19 (43/100HP)
Turn 360, 1670 AD: Murky Waters's Cannon is hit for 20 (20/100HP)
Turn 360, 1670 AD: Murky Waters's Cannon is hit for 20 (0/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman has defeated Murky Waters's Cannon!
Turn 360, 1670 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Rifleman (11.07)
Turn 360, 1670 AD: Combat Odds: 67.4%
Turn 360, 1670 AD: (Plot Defense: +25%)
Turn 360, 1670 AD: (Fortify: +25%)
Turn 360, 1670 AD: (City Defense: +20%)
Turn 360, 1670 AD: (City Attack: -75%)
Turn 360, 1670 AD: (Combat: -10%)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 20 (71/100HP)
Turn 360, 1670 AD: Murky Waters's Cannon is hit for 19 (81/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 20 (51/100HP)
Turn 360, 1670 AD: Murky Waters's Cannon is hit for 19 (62/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 20 (31/100HP)
Turn 360, 1670 AD: Murky Waters's Cannon is hit for 19 (43/100HP)
Turn 360, 1670 AD: Murky Waters's Cannon is hit for 19 (24/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 20 (11/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 20 (0/100HP)
Turn 360, 1670 AD: Murky Waters's Cannon has defeated Mehmed II's Rifleman!
Turn 360, 1670 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (12.62)
Turn 360, 1670 AD: Combat Odds: 96.7%
Turn 360, 1670 AD: (Extra Combat: -10%)
Turn 360, 1670 AD: (Extra Combat: +10%)
Turn 360, 1670 AD: (Plot Defense: +25%)
Turn 360, 1670 AD: (Fortify: +25%)
Turn 360, 1670 AD: (Combat: -50%)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 24 (58/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 16 (84/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 24 (34/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 24 (10/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 24 (0/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 360, 1670 AD: Murky Waters's Infantry (19.24) vs Mehmed II's Rifleman (12.62)
Turn 360, 1670 AD: Combat Odds: 83.2%
Turn 360, 1670 AD: (Extra Combat: -30%)
Turn 360, 1670 AD: (Extra Combat: +10%)
Turn 360, 1670 AD: (Plot Defense: +25%)
Turn 360, 1670 AD: (Fortify: +25%)
Turn 360, 1670 AD: (Combat: -50%)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (59/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 25 (57/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (44/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 25 (32/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (29/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (14/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (0/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman has defeated Murky Waters's Infantry!
Turn 360, 1670 AD: Hinduism has spread in Murcia.
Turn 360, 1670 AD: Murky Waters's Infantry (18.70) vs Mehmed II's Rifleman (11.48)
Turn 360, 1670 AD: Combat Odds: 92.1%
Turn 360, 1670 AD: (Extra Combat: -10%)
Turn 360, 1670 AD: (Plot Defense: +25%)
Turn 360, 1670 AD: (Fortify: +25%)
Turn 360, 1670 AD: (Combat: -50%)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 25 (57/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (70/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (55/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 25 (32/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 25 (7/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (40/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 360, 1670 AD: Murky Waters's Infantry (17.82) vs Mehmed II's Rifleman (11.48)
Turn 360, 1670 AD: Combat Odds: 91.0%
Turn 360, 1670 AD: (Extra Combat: -10%)
Turn 360, 1670 AD: (Plot Defense: +25%)
Turn 360, 1670 AD: (Fortify: +25%)
Turn 360, 1670 AD: (Combat: -50%)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 16 (65/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 16 (49/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 16 (33/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 24 (58/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 24 (34/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 24 (10/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 16 (17/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 24 (0/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 360, 1670 AD: Murky Waters's Infantry (14.96) vs Mehmed II's Rifleman (7.91)
Turn 360, 1670 AD: Combat Odds: 97.6%
Turn 360, 1670 AD: (Extra Combat: -10%)
Turn 360, 1670 AD: (Plot Defense: +25%)
Turn 360, 1670 AD: (Fortify: +25%)
Turn 360, 1670 AD: (City Attack: -45%)
Turn 360, 1670 AD: (Combat: -50%)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 28 (54/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 28 (26/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 28 (0/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 360, 1670 AD: Murky Waters's Infantry (17.60) vs Mehmed II's Grenadier (5.18)
Turn 360, 1670 AD: Combat Odds: 100.0%
Turn 360, 1670 AD: (Extra Combat: -10%)
Turn 360, 1670 AD: (Plot Defense: +25%)
Turn 360, 1670 AD: (City Attack: -75%)
Turn 360, 1670 AD: (Combat: -35%)
Turn 360, 1670 AD: Mehmed II's Grenadier is hit for 34 (46/100HP)
Turn 360, 1670 AD: Mehmed II's Grenadier is hit for 34 (12/100HP)
Turn 360, 1670 AD: Mehmed II's Grenadier is hit for 34 (0/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry has defeated Mehmed II's Grenadier!
Turn 360, 1670 AD: Murky Waters's Infantry (11.00) vs Mehmed II's Rifleman (6.02)
Turn 360, 1670 AD: Combat Odds: 94.4%
Turn 360, 1670 AD: (Extra Combat: -10%)
Turn 360, 1670 AD: (Plot Defense: +25%)
Turn 360, 1670 AD: (Fortify: +25%)
Turn 360, 1670 AD: (City Defense: +20%)
Turn 360, 1670 AD: (City Attack: -45%)
Turn 360, 1670 AD: (Combat: -25%)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 25 (18/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (35/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 360, 1670 AD: Murky Waters's Infantry (6.60) vs Mehmed II's Rifleman (2.98)
Turn 360, 1670 AD: Combat Odds: 90.8%
Turn 360, 1670 AD: (Extra Combat: -10%)
Turn 360, 1670 AD: (Extra Combat: +10%)
Turn 360, 1670 AD: (Plot Defense: +25%)
Turn 360, 1670 AD: (Fortify: +25%)
Turn 360, 1670 AD: (City Attack: -75%)
Turn 360, 1670 AD: (Combat: -35%)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 13 (17/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 29 (3/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 13 (4/100HP)
Turn 360, 1670 AD: Mehmed II's Rifleman is hit for 29 (0/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 360, 1670 AD: Murky Waters's Infantry (20.24) vs Mehmed II's Cannon (12.00)
Turn 360, 1670 AD: Combat Odds: 96.3%
Turn 360, 1670 AD: (Extra Combat: -10%)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (77/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (62/100HP)
Turn 360, 1670 AD: Mehmed II's Cannon is hit for 26 (74/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (47/100HP)
Turn 360, 1670 AD: Mehmed II's Cannon is hit for 26 (48/100HP)
Turn 360, 1670 AD: Mehmed II's Cannon is hit for 26 (22/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (32/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry is hit for 15 (17/100HP)
Turn 360, 1670 AD: Mehmed II's Cannon is hit for 26 (0/100HP)
Turn 360, 1670 AD: Murky Waters's Infantry has defeated Mehmed II's Cannon!
Turn 360, 1670 AD: Your Frigate has reduced the defenses of Ankara to 85%!
Turn 360, 1670 AD: Cordoba will grow to size 6 on the next turn
Turn 360, 1670 AD: The borders of Salamanca have expanded!
Turn 360, 1670 AD: The borders of Toledo have expanded!

Turn 361, 1673 AD: The enemy has been spotted near Turfan!
Turn 361, 1673 AD: You have plundered 3? from the Windmill!
Turn 361, 1673 AD: You have plundered 7? from the Windmill!
Turn 361, 1673 AD: Murky Waters's Infantry (17.60) vs Mehmed II's Cannon (4.38)
Turn 361, 1673 AD: Combat Odds: 100.0%
Turn 361, 1673 AD: (Extra Combat: -10%)
Turn 361, 1673 AD: (City Attack: -75%)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 35 (29/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 35 (0/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry has defeated Mehmed II's Cannon!
Turn 361, 1673 AD: Murky Waters's Infantry (14.96) vs Mehmed II's Cannon (3.30)
Turn 361, 1673 AD: Combat Odds: 100.0%
Turn 361, 1673 AD: (Extra Combat: -10%)
Turn 361, 1673 AD: (City Attack: -45%)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 34 (6/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 34 (0/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry has defeated Mehmed II's Cannon!
Turn 361, 1673 AD: You have captured Bursa!!!
Turn 361, 1673 AD: Your Frigate has reduced the defenses of Konya to 90%!
Turn 361, 1673 AD: Your Frigate has reduced the defenses of Ankara to 60%!
Turn 361, 1673 AD: Your Frigate has reduced the defenses of Ankara to 50%!
Turn 361, 1673 AD: Your Frigate has reduced the defenses of Ankara to 40%!
Turn 361, 1673 AD: Hinduism has spread in Bursa.
Turn 361, 1673 AD: Murky Waters's Infantry (18.48) vs Mehmed II's Cannon (12.00)
Turn 361, 1673 AD: Combat Odds: 90.8%
Turn 361, 1673 AD: (Extra Combat: -10%)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 25 (75/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 25 (50/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 25 (25/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 25 (0/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry has defeated Mehmed II's Cannon!
Turn 361, 1673 AD: Cordoba has grown to size 6
Turn 361, 1673 AD: Gandhi has reduced your defenses in Stone Island to 14%!
Turn 361, 1673 AD: Gandhi's Cavalry (16.50) vs Murky Waters's Longbowman (11.82)
Turn 361, 1673 AD: Combat Odds: 84.7%
Turn 361, 1673 AD: (Extra Combat: -10%)
Turn 361, 1673 AD: (Plot Defense: +2%)
Turn 361, 1673 AD: (Fortify: +25%)
Turn 361, 1673 AD: (City Defense: +70%)
Turn 361, 1673 AD: Gandhi's Cavalry is hit for 16 (84/100HP)
Turn 361, 1673 AD: Murky Waters's Longbowman is hit for 23 (77/100HP)
Turn 361, 1673 AD: Murky Waters's Longbowman is hit for 23 (54/100HP)
Turn 361, 1673 AD: Gandhi's Cavalry is hit for 16 (68/100HP)
Turn 361, 1673 AD: Murky Waters's Longbowman is hit for 23 (31/100HP)
Turn 361, 1673 AD: Murky Waters's Longbowman is hit for 23 (8/100HP)
Turn 361, 1673 AD: Gandhi's Cavalry is hit for 16 (52/100HP)
Turn 361, 1673 AD: Gandhi's Cavalry is hit for 16 (36/100HP)
Turn 361, 1673 AD: Murky Waters's Longbowman is hit for 23 (0/100HP)
Turn 361, 1673 AD: Gandhi's Cavalry has defeated Murky Waters's Longbowman!
Turn 361, 1673 AD: Turfan (Murky Waters) has been captured by the Indian Empire!!!
Turn 361, 1673 AD: Mehmed II's Cannon (12.00) vs Murky Waters's Cannon (12.00)
Turn 361, 1673 AD: Combat Odds: 50.0%
Turn 361, 1673 AD: Murky Waters's Cannon is hit for 20 (80/100HP)
Turn 361, 1673 AD: Murky Waters's Cannon is hit for 20 (60/100HP)
Turn 361, 1673 AD: Murky Waters's Cannon is hit for 20 (40/100HP)
Turn 361, 1673 AD: Murky Waters's Cannon is hit for 20 (20/100HP)
Turn 361, 1673 AD: Murky Waters's Cannon is hit for 20 (0/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon has defeated Murky Waters's Cannon!
Turn 361, 1673 AD: Mehmed II's Cannon (12.00) vs Murky Waters's Cannon (12.00)
Turn 361, 1673 AD: Combat Odds: 50.0%
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 20 (80/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 20 (60/100HP)
Turn 361, 1673 AD: Murky Waters's Cannon is hit for 20 (80/100HP)
Turn 361, 1673 AD: Murky Waters's Cannon is hit for 20 (60/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 20 (40/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 20 (20/100HP)
Turn 361, 1673 AD: Murky Waters's Cannon is hit for 20 (40/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon (12.00) vs Murky Waters's Cannon (4.80)
Turn 361, 1673 AD: Combat Odds: 99.9%
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 16 (84/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon is hit for 16 (68/100HP)
Turn 361, 1673 AD: Murky Waters's Cannon is hit for 23 (17/100HP)
Turn 361, 1673 AD: Murky Waters's Cannon is hit for 23 (0/100HP)
Turn 361, 1673 AD: Mehmed II's Cannon has defeated Murky Waters's Cannon!
Turn 361, 1673 AD: Mehmed II's Cavalry (18.00) vs Murky Waters's Grenadier (17.40)
Turn 361, 1673 AD: Combat Odds: 64.5%
Turn 361, 1673 AD: (Extra Combat: -20%)
Turn 361, 1673 AD: (Extra Combat: +20%)
Turn 361, 1673 AD: (Combat: +25%)
Turn 361, 1673 AD: Murky Waters's Grenadier is hit for 20 (80/100HP)
Turn 361, 1673 AD: Murky Waters's Grenadier is hit for 20 (60/100HP)
Turn 361, 1673 AD: Murky Waters's Grenadier is hit for 20 (40/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 19 (81/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 19 (62/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 19 (43/100HP)
Turn 361, 1673 AD: Murky Waters's Grenadier is hit for 20 (20/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 19 (24/100HP)
Turn 361, 1673 AD: Murky Waters's Grenadier is hit for 20 (0/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry has defeated Murky Waters's Grenadier!
Turn 361, 1673 AD: Mehmed II's Cavalry (16.50) vs Murky Waters's Infantry (18.48)
Turn 361, 1673 AD: Combat Odds: 43.1%
Turn 361, 1673 AD: (Extra Combat: -10%)
Turn 361, 1673 AD: (Extra Combat: +10%)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 22 (78/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry is hit for 18 (66/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry is hit for 18 (48/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 22 (56/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry is hit for 18 (30/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry is hit for 18 (12/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 22 (34/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry is hit for 18 (0/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry has defeated Murky Waters's Infantry!
Turn 361, 1673 AD: A Village has been destroyed by a marauding Ottoman Cavalry!
Turn 361, 1673 AD: Mehmed II's Cavalry (16.50) vs Murky Waters's Infantry (35.00)
Turn 361, 1673 AD: Combat Odds: 0.7%
Turn 361, 1673 AD: (Extra Combat: -10%)
Turn 361, 1673 AD: (Extra Combat: +10%)
Turn 361, 1673 AD: (Plot Defense: +65%)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 28 (72/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry is hit for 13 (87/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry is hit for 13 (74/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 28 (44/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 28 (16/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry is hit for 13 (61/100HP)
Turn 361, 1673 AD: Mehmed II's Cavalry is hit for 28 (0/100HP)
Turn 361, 1673 AD: Murky Waters's Infantry has defeated Mehmed II's Cavalry!
Turn 361, 1673 AD: A Fishing Boats has been destroyed by a marauding Ottoman Galleon!
Turn 361, 1673 AD: Cordoba's cultural boundary is about to expand.

Turn 362, 1676 AD: The enemy has been spotted near Karak!
Turn 362, 1676 AD: The enemy has been spotted near Stone Island!
Turn 362, 1676 AD: The enemy has been spotted near Stone Island!
Turn 362, 1676 AD: Murky Waters's Grenadier (14.40) vs Mehmed II's Cavalry (4.32)
Turn 362, 1676 AD: Combat Odds: 99.9%
Turn 362, 1676 AD: (Extra Combat: -20%)
Turn 362, 1676 AD: (Extra Combat: +20%)
Turn 362, 1676 AD: Mehmed II's Cavalry is hit for 22 (2/100HP)
Turn 362, 1676 AD: Mehmed II's Cavalry is hit for 22 (0/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier has defeated Mehmed II's Cavalry!
Turn 362, 1676 AD: Your Grenadier has destroyed a Cavalry!
Turn 362, 1676 AD: Murky Waters's Grenadier (13.20) vs Mehmed II's Rifleman (10.00)
Turn 362, 1676 AD: Combat Odds: 77.7%
Turn 362, 1676 AD: (Extra Combat: -10%)
Turn 362, 1676 AD: (Extra Combat: +10%)
Turn 362, 1676 AD: (Class Attack: -50%)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 17 (83/100HP)
Turn 362, 1676 AD: Mehmed II's Rifleman is hit for 22 (78/100HP)
Turn 362, 1676 AD: Mehmed II's Rifleman is hit for 22 (56/100HP)
Turn 362, 1676 AD: Mehmed II's Rifleman is hit for 22 (34/100HP)
Turn 362, 1676 AD: Mehmed II's Rifleman is hit for 22 (12/100HP)
Turn 362, 1676 AD: Mehmed II's Rifleman is hit for 22 (0/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier has defeated Mehmed II's Rifleman!
Turn 362, 1676 AD: Your Grenadier has destroyed a Rifleman!
Turn 362, 1676 AD: Murky Waters's Grenadier (13.20) vs Mehmed II's Cannon (8.16)
Turn 362, 1676 AD: Combat Odds: 91.9%
Turn 362, 1676 AD: (Extra Combat: -10%)
Turn 362, 1676 AD: Mehmed II's Cannon is hit for 22 (46/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 17 (83/100HP)
Turn 362, 1676 AD: Mehmed II's Cannon is hit for 22 (24/100HP)
Turn 362, 1676 AD: Mehmed II's Cannon is hit for 22 (2/100HP)
Turn 362, 1676 AD: Mehmed II's Cannon is hit for 22 (0/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier has defeated Mehmed II's Cannon!
Turn 362, 1676 AD: Your Grenadier has destroyed a Cannon!
Turn 362, 1676 AD: Murky Waters's Infantry (20.90) vs Mehmed II's Rifleman (10.00)
Turn 362, 1676 AD: Combat Odds: 99.3%
Turn 362, 1676 AD: (Extra Combat: -10%)
Turn 362, 1676 AD: (Extra Combat: +10%)
Turn 362, 1676 AD: (Combat: -50%)
Turn 362, 1676 AD: Mehmed II's Rifleman is hit for 28 (72/100HP)
Turn 362, 1676 AD: Murky Waters's Infantry is hit for 13 (82/100HP)
Turn 362, 1676 AD: Mehmed II's Rifleman is hit for 28 (44/100HP)
Turn 362, 1676 AD: Mehmed II's Rifleman is hit for 28 (16/100HP)
Turn 362, 1676 AD: Mehmed II's Rifleman is hit for 28 (0/100HP)
Turn 362, 1676 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 362, 1676 AD: Your Infantry has destroyed a Rifleman!
Turn 362, 1676 AD: Your Frigate has reduced the defenses of Ankara to 15%!
Turn 362, 1676 AD: Your Frigate has reduced the defenses of Ankara to 10%!
Turn 362, 1676 AD: Your Frigate has reduced the defenses of Ankara to 5%!
Turn 362, 1676 AD: Your Frigate has reduced the defenses of Ankara to 0%!
Turn 362, 1676 AD: You have captured Gaziantep!!!
Turn 362, 1676 AD: The borders of Gaziantep have expanded!
Turn 362, 1676 AD: Judaism has spread in Gaziantep.
Turn 362, 1676 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Cavalry (8.16)
Turn 362, 1676 AD: Combat Odds: 95.7%
Turn 362, 1676 AD: (Extra Combat: +10%)
Turn 362, 1676 AD: (Amphibious Attack: +50%)
Turn 362, 1676 AD: Mehmed II's Cavalry is hit for 17 (17/100HP)
Turn 362, 1676 AD: Murky Waters's Cannon is hit for 23 (77/100HP)
Turn 362, 1676 AD: Mehmed II's Cavalry is hit for 17 (0/100HP)
Turn 362, 1676 AD: Murky Waters's Cannon has defeated Mehmed II's Cavalry!
Turn 362, 1676 AD: Your Cannon has destroyed a Cavalry!
Turn 362, 1676 AD: Your Frigate has reduced the defenses of Konya to 85%!
Turn 362, 1676 AD: Your Frigate has reduced the defenses of Konya to 80%!
Turn 362, 1676 AD: Your Frigate has reduced the defenses of Samsun to 46%!
Turn 362, 1676 AD: Your Frigate has reduced the defenses of Samsun to 43%!
Turn 362, 1676 AD: Gandhi has 23 gold per turn available for trade
Turn 362, 1676 AD: You have discovered Railroad!
Turn 362, 1676 AD: The borders of Murcia have expanded!
Turn 362, 1676 AD: Edirne has grown to size 13
Turn 362, 1676 AD: Edirne has become unhappy
Turn 362, 1676 AD: The borders of Cordoba have expanded!
Turn 362, 1676 AD: The borders of Durnovaria have expanded!
Turn 362, 1676 AD: Gandhi has reduced your defenses in Stone Island to 10%!
Turn 362, 1676 AD: Gandhi has reduced your defenses in Stone Island to 6%!
Turn 362, 1676 AD: Mehmed II's Cannon (12.00) vs Murky Waters's Grenadier (14.40)
Turn 362, 1676 AD: Combat Odds: 27.2%
Turn 362, 1676 AD: (Extra Combat: +20%)
Turn 362, 1676 AD: You have suffered collateral damage! (1 Unit)
Turn 362, 1676 AD: Mehmed II's Cannon is hit for 21 (79/100HP)
Turn 362, 1676 AD: Mehmed II's Cannon is hit for 21 (58/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 18 (82/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 18 (64/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 18 (46/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 18 (28/100HP)
Turn 362, 1676 AD: Mehmed II's Cannon is hit for 21 (37/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 18 (10/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 18 (0/100HP)
Turn 362, 1676 AD: Mehmed II's Cannon has defeated Murky Waters's Grenadier!
Turn 362, 1676 AD: While defending, your Grenadier was destroyed by a Ottoman Cannon!
Turn 362, 1676 AD: Mehmed II's Cavalry (18.00) vs Murky Waters's Grenadier (9.37)
Turn 362, 1676 AD: Combat Odds: 99.0%
Turn 362, 1676 AD: (Extra Combat: -20%)
Turn 362, 1676 AD: (Extra Combat: +10%)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 25 (46/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 25 (21/100HP)
Turn 362, 1676 AD: Mehmed II's Cavalry is hit for 15 (85/100HP)
Turn 362, 1676 AD: Mehmed II's Cavalry is hit for 15 (70/100HP)
Turn 362, 1676 AD: Murky Waters's Grenadier is hit for 25 (0/100HP)
Turn 362, 1676 AD: Mehmed II's Cavalry has defeated Murky Waters's Grenadier!
Turn 362, 1676 AD: While defending, your Grenadier was destroyed by a Ottoman Cavalry!
Turn 362, 1676 AD: A Hamlet has been destroyed by a marauding Ottoman Cavalry!
Turn 362, 1676 AD: Brennus has renounced the protection of Mehmed II and is once again a free state.

Turn 363, 1679 AD: The enemy has been spotted near Karak!
Turn 363, 1679 AD: The enemy has been spotted near Stone Island!
Turn 363, 1679 AD: The enemy has been spotted near Stone Island!
Turn 363, 1679 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Cavalry (12.60)
Turn 363, 1679 AD: Combat Odds: 96.7%
Turn 363, 1679 AD: (Extra Combat: -10%)
Turn 363, 1679 AD: (Extra Combat: +20%)
Turn 363, 1679 AD: Mehmed II's Cavalry is hit for 23 (47/100HP)
Turn 363, 1679 AD: Mehmed II's Cavalry is hit for 23 (24/100HP)
Turn 363, 1679 AD: Mehmed II's Cavalry is hit for 23 (1/100HP)
Turn 363, 1679 AD: Mehmed II's Cavalry is hit for 23 (0/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry has defeated Mehmed II's Cavalry!
Turn 363, 1679 AD: Your Infantry has destroyed a Cavalry!
Turn 363, 1679 AD: Murky Waters's Infantry (17.82) vs Mehmed II's Knight (12.00)
Turn 363, 1679 AD: Combat Odds: 89.8%
Turn 363, 1679 AD: (Extra Combat: -10%)
Turn 363, 1679 AD: (Extra Combat: +20%)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 15 (66/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 15 (51/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 15 (36/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 15 (21/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 15 (6/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 15 (0/100HP)
Turn 363, 1679 AD: Mehmed II's Knight has defeated Murky Waters's Infantry!
Turn 363, 1679 AD: Your Infantry has died trying to attack a Knight!
Turn 363, 1679 AD: Murky Waters's Infantry (24.00) vs Mehmed II's Rifleman (15.40)
Turn 363, 1679 AD: Combat Odds: 91.2%
Turn 363, 1679 AD: (Extra Combat: -20%)
Turn 363, 1679 AD: (Extra Combat: +10%)
Turn 363, 1679 AD: (Plot Defense: +50%)
Turn 363, 1679 AD: (Combat: -50%)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 16 (84/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 16 (68/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 16 (52/100HP)
Turn 363, 1679 AD: Mehmed II's Rifleman is hit for 24 (76/100HP)
Turn 363, 1679 AD: Mehmed II's Rifleman is hit for 24 (52/100HP)
Turn 363, 1679 AD: Mehmed II's Rifleman is hit for 24 (28/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 16 (36/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 16 (20/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 16 (4/100HP)
Turn 363, 1679 AD: Mehmed II's Rifleman is hit for 24 (4/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry is hit for 16 (0/100HP)
Turn 363, 1679 AD: Mehmed II's Rifleman has defeated Murky Waters's Infantry!
Turn 363, 1679 AD: Your Infantry has died trying to attack a Rifleman!
Turn 363, 1679 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (0.70)
Turn 363, 1679 AD: Combat Odds: 100.0%
Turn 363, 1679 AD: (Extra Combat: -10%)
Turn 363, 1679 AD: (Extra Combat: +10%)
Turn 363, 1679 AD: (Plot Defense: +50%)
Turn 363, 1679 AD: (Combat: -35%)
Turn 363, 1679 AD: Mehmed II's Rifleman is hit for 30 (0/100HP)
Turn 363, 1679 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 363, 1679 AD: Your Infantry has destroyed a Rifleman!
Turn 363, 1679 AD: Your Frigate has reduced the defenses of Konya to 75%!
Turn 363, 1679 AD: Your Frigate has reduced the defenses of Konya to 70%!
Turn 363, 1679 AD: Istanbul celebrates "We Love the President Day"!!!
Turn 363, 1679 AD: Istanbul will grow to size 10 on the next turn
Turn 363, 1679 AD: Gandhi has reduced your defenses in Stone Island to 2%!
Turn 363, 1679 AD: Gandhi has reduced your defenses in Stone Island to 0%!
Turn 363, 1679 AD: Istanbul's cultural boundary is about to expand.
Turn 363, 1679 AD: Ning-hsia's cultural boundary is about to expand.
Turn 363, 1679 AD: Stone Island's cultural boundary is about to expand.

Turn 364, 1682 AD: The enemy has been spotted near Stone Island!
Turn 364, 1682 AD: The enemy has been spotted near Bursa!
Turn 364, 1682 AD: The enemy has been spotted near Stone Island!
Turn 364, 1682 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Knight (12.00)
Turn 364, 1682 AD: Combat Odds: 98.7%
Turn 364, 1682 AD: (Extra Combat: -10%)
Turn 364, 1682 AD: (Extra Combat: +20%)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (74/100HP)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (48/100HP)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (22/100HP)
Turn 364, 1682 AD: Murky Waters's Infantry is hit for 14 (86/100HP)
Turn 364, 1682 AD: Murky Waters's Infantry is hit for 14 (72/100HP)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (0/100HP)
Turn 364, 1682 AD: Murky Waters's Infantry has defeated Mehmed II's Knight!
Turn 364, 1682 AD: Your Infantry has destroyed a Knight!
Turn 364, 1682 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Cannon (8.16)
Turn 364, 1682 AD: Combat Odds: 89.6%
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (82/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (47/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (64/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (26/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (46/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (5/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (28/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (0/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon has defeated Mehmed II's Cannon!
Turn 364, 1682 AD: Your Cannon has destroyed a Cannon!
Turn 364, 1682 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Cannon (3.00)
Turn 364, 1682 AD: Combat Odds: 100.0%
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 15 (85/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 25 (0/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon has defeated Mehmed II's Cannon!
Turn 364, 1682 AD: Your Cannon has destroyed a Cannon!
Turn 364, 1682 AD: You have made peace with Isabella!
Turn 364, 1682 AD: Your Frigate has reduced the defenses of Konya to 65%!
Turn 364, 1682 AD: Your Frigate has reduced the defenses of Konya to 60%!

LowtherCastle
May 21, 2007, 02:04 AM
Oh, and we also captured Gazientep... :blush: I am slightly?!?!?!?!?!? embarassed about this one. Basically I had a cavary pillaging the tiles around Gaz. So I moved him from 1 tile on the East of Gaz to a tile on the West of Gaz - and the cavalry promptly detoured through the undefended city and captured it..... :cry: So tell us the punch line: Did you pillage the tile or not? :lol:
Guys, I forgot to mention in advance that BP is renowned for his revolutionary discoveries. This new one is sure to go down in history as the Big Pig WW Bonus Capture How to magnify your war weariness against all odds.

I guess the Comedy of Errors continues....

LowtherCastle
May 21, 2007, 02:17 AM
But we dealt with his little invasion, captured Bursa and have a SOD poised to capture Ankara (Versailles city) next turn. Very well done. :goodjob: Those diversions can be scary.
Brennus has broken free of M. I'm thinking there is no real need to ever gert peace with Brennus as he is no threat, and may eventually become cautious with G and start trading. We'll eventually want peace with him so we can give him techs to make them cheaper for G.
G has captured CF and Turfan. And has troops heading in the direction of MC and Karak Not sure how realistic, but do we want to consider cash-rushing Statue of Liberty for G if he arrives at the door-step of Karak? If so, we need to save up that cash in advance. Maybe before changing civics. We can wait to change civics till the 7th turn of the war with M...
It looks as if G has been trading with M as G now has Steam Power and Steel Outfingrageous!!!

Don't have time to do it myself, but you guys might take a look at the tech chart to see if there's another way to hurry G along. G may now have something that W doesn't have? Or Isa?

You'll have to decide which M city to leave in the end. Preferably one with the least culture creep for us and W.

Wonder what M is going to think next time we offer him Gaz? :lol: :lol: :nuke: :cool: :king: :confused: :blush: ;)

LowtherCastle
May 21, 2007, 02:25 AM
Maximum # of Shared War Plusmods

Here are the maximum numbers of plusmods G will get with AIs fighting us:

Brennus +4
Hannibal +3
Isabella +2
Mehmed +4
Washington +3
Supposedly, these amounts start at +1 and increment every 8 turns of war.

I don't think we need to remain at war with them for those peaks to remain in effect. There is probably some memory decay, but I don't know what it is.

LowtherCastle
May 21, 2007, 02:40 AM
We are 4 turns from Kremlin in NH.
If G advances quickly on Karak, you might even cash rush Kremlin when G's 3 tiles away, Statue of Lib 2 tiles away... (but don't wait till he's 1 tile away so the cash-rush goes for nought in the interturn...) and if he's coming with a mounted unit (not WEleph), all bets are off.

LowtherCastle
May 21, 2007, 02:54 AM
Ok, looked at the dam save...

Forget SoL, Karak is gone (MC too), let's get rid of Besh asap too, then we've accomplished our original goal.
There's a settler SE of Gergovia--immediately settle on the far west desert tile and gift city to Isa. H doesn't like her at all.
We need peace with B (still not talking...) and M asap, because W and Isa are way too advanced to trade with G. If possible, demand FR with B in the peace deal. Then he might come up to cautious with G.

Big Pig
May 21, 2007, 03:34 AM
Ok, looked at the dam save...

Forget SoL, Karak is gone (MC too), let's get rid of Besh asap too, then we've accomplished our original goal.
There's a settler SE of Gergovia--immediately settle on the far west desert tile and gift city to Isa. H doesn't like her at all.
We need peace with B (still not talking...) and M asap, because W and Isa are way too advanced to trade with G. If possible, demand FR with B in the peace deal. Then he might come up to cautious with G.


Perhaps Gaz might be a better spot for Isa? She should be safe there. We can leave M his SE coastal city. And we can use the settler to (eventually) build Vienne West (or has W got in the way with LA?) (NB I am continuing to build culture in Murcia to put pressure on LA)

We will not be able to demand FR with Brennus unless we have it too. I'm not sure that W and Isa are that much more advanced than G - especially not Isa. In fact I was toying with the idea of gifting her another tech (?elec - I can't see the save) - to encourage another trade with G

Gnejs
May 21, 2007, 04:00 AM
Well, not my finest turnset.
War with Isa was quick and straight forward. She now has Horse Island as her capital. It is presently ungarrisoned and at risk of attack from H (or anyone else)
War with M is another matter. Prior to DOW I gave him Gaz, and steel / steam power to encourage trading with G, and upgraded a bunch of grenadiers to infantry. Gifting steel may have been a tactical error as he managed to find a lot of old cats to upgrade and cause havoc in our infantry SODs . He also found a hitherto un-noticed (by me) stack of cavalry which he landed with a stack of rifles and cannons mid-way between Edirne and Istanbul while all our troops were camped outside Bursa. And the WW is seriously harming our economy (culture slider is at 70%). But we dealt with his little invasion, captured Bursa and have a SOD poised to capture Ankara (Versailles city) next turn. Oh, and we also captured Gazientep... :blush: I am slightly embarassed about this one. Basically I had a cavary pillaging the tiles around Gaz. So I moved him from 1 tile on the East of Gaz to a tile on the West of Gaz - and the cavalry promptly detoured through the undefended city and captured it..... :cry:
Brennus has broken free of M. I'm thinking there is no real need to ever gert peace with Brennus as he is no threat, and may eventually become cautious with G and start trading.
G has captured CF and Turfan. And has troops heading in the direction of MC and Karak
We have discovered RR
No civics changes yet - but the WW is so huge that now would be a good time to change.
We are 4 turns from Kremlin in NH. Haven't started a Scot Yard build anywhere yet.
It looks as if G has been trading with M as G now has Steam Power and Steel




Great play BP! :goodjob: Well, apart from the Steel and Gaz blunders...

Looking good on Mehmed. If I remember correctly M only had 4 cities, so once you capture Ankara he will be down to 2. Correct? If so, only one more before we can get peace again. If we should ever make any more civics changes, this seems the right time.

We should make Scotland Yard a top priority. Unless this has also been disabled... Is Seville a good production city?

Gandhi seems to be very blood-thirsty. We only have MC, Karak, and Besh left for him to capture, right? We need to think on how we should defend NH so we can pop those Engineers and build the Space Elevator, which I assume is best to build directly in NH.

LowtherCastle
May 21, 2007, 04:25 AM
Perhaps Gaz might be a better spot for Isa? Seems reasonable.

We will not be able to demand FR with Brennus unless we have it too. Good point. Good reason to adopt FR. I hadn't thought of that before. I'm not sure that W and Isa are that much more advanced than G - especially not Isa.
Isa doesnt' have steam power but that's worth something like 3000 :science: less than Electricity. I think we want G to catch up with them before gifting anything else. If we watch what G techs next then gift something else. But if G is teching Elect and we gift it, we shoot ourselves in the foot.

Well, apart from the Steel blunder... Not a blunder, I don't think. Our first priority is for G to get those techs and he did...poof...just like magic...;)

We should make Scotland Yard a top priority. Yes, maybe in Vienne? Unless this has also been disabled...:aargh: :wallbash: :aargh: :wallbash: :aargh:

We need to think on how we should defend NH so we can pop those Engineers and build the Space Elevator, which I assume is best to build directly in NH.
Definitely. We could maybe build the 3GD there too.

I suppose we don't need Kremlin after those 2 anyway.

LowtherCastle
May 21, 2007, 04:47 AM
RED ALERT!!!

With Versailles down S and FP in the middle, we definitely want our capital to jump to Bibracte (or do we?). Someone needs to take a look at the formula i posted about 859 posts ago (+/-400 posts) and see what we can do to prevent it from going to Madrid when G is on Karak's doorstep. Waste of time having to build it in Bibracte. (Or do we want to build it somewhere else?)

Also, @BP, if G's WE starts pillaging towns, you might want to zoom a couple wkrs over from NH to lure him into Karak w/o further undo.

Big Pig
May 21, 2007, 04:52 AM
Definitely. We could maybe build the 3GD there too. If you can work out a way of diverting the nearest river. SE may be nixxed by the latitude

I suppose we don't need Kremlin after those 2 anyway.
The Kremlin will be useful for getting our infrastructure in place in our newer cities and for rush-buying defences if necessary.

Free Religion. Bottom-line is whether the ability to missionary spam and the production bonus on buildings (such as Scotland Yard, 3GD etc) is outweighed by the 10% research bonus.

As we haven't killed any of B's units in this current war, he may not respond to demands he switches to FR anyway.

Big Pig
May 21, 2007, 04:53 AM
Also, @BP, if G's WE starts pillaging towns, you might want to zoom a couple wkrs over from NH to lure him into Karak w/o further undo.
Erkon is next up

Once NH has finished the Kremlin (and that grocer) it needs a coal plant and the Pentagon (for extra security that it will pop a GE )

Big Pig
May 21, 2007, 04:57 AM
Someone needs to take a look at the formula i posted about 859 posts ago (+/-400 posts) and see what we can do to prevent it from going to Madrid
Good job there is that useful links post on Page 1 of this thread then...... I'm sure this is exactly the sort of thing it was created for.... :p

LowtherCastle
May 21, 2007, 05:05 AM
Palace Jumping

Here's the lowdown, folks. PMed ori and he provided me with this:

The game seems to look for the new capital as follows:
it scores each city available (if the old capital is not available that is):

population*4
yield food
yield production *3
yield commerce *2
culture level
number of religions
number of great people (settled) *2

this is summed to iValue

then the percentage of own culture on the city plot is calculated and the following operation is done:

iValue*(CulturePercent+100)/100

the resulting score is kept and whichever city has the highest score wins the palace...

So what this means is that the palace may not jump to Madrid after all, because our culture there will be about 0% when we take it, so the iValue figure will get multiplied by 1, whereas our own cities' iValue will be multiplied by 2. So I suppose our palace will jump to our biggest, most productive city.

Good job there is that useful links post on Page 1 of this thread then...... I'm sure this is exactly the sort of thing it was created for.... :pEven better that there's a search this thread option...waster.

Erkon
May 21, 2007, 05:14 AM
Great play BP! Did you MM correct? :p

Listen very carefully: don't you dare to peace just before you finish your turn! :mad: If so, I will swap turnset with Gnejs. :lol:

Big Pig
May 21, 2007, 05:20 AM
Great play BP! Did you MM correct? :p Well, LC hasn't complained too much yet

Listen very carefully: don't you dare to peace just before you finish your turn! :mad: If so, I will swap turnset with Gnejs. :lol:
I'm all done. Its your turn to crush the infidel hordes

LowtherCastle
May 21, 2007, 05:29 AM
Our next Palace will be:
Ning-hsia!!! Should we switch to bureaucracy...? :lol:
Here are my unoffical calcs (I'm still not sure about certain details):
NH 928 points
Besh 728
Bibracte 536
Verlamion 464
Madrid 402
If we tried to alter the course of history andwork 17 specialists in NH, it still has 604 points, folks. Our destiny is written in the stars.

LowtherCastle
May 21, 2007, 05:31 AM
Great play BP! Did you MM correctly? :pNah, I've been saving all my pent-up MM :mad: for someone really special...

And don't think tomorrow's travel plans spare you the rod, I'll find a way...

Big Pig
May 21, 2007, 05:36 AM
Our next Palace will be:
Ning-hsia!!! Should we switch to bureaucracy...? :lol:
Here are my unoffical calcs (I'm still not sure about certain details):
NH 928 points
Besh 728
Bibracte 536
Verlamion 464
Madrid 402
If we tried to alter the course of history andwork 17 specialists in NH, it still has 604 points, folks. Our destiny is written in the stars.
Good work. We could always just *build* a Palace in Bib....

Erkon
May 21, 2007, 09:57 AM
Got it

textfill

Erkon
May 21, 2007, 12:00 PM
BP: I had a look at the save and I just want to check with you if the M. galleons are empty or not? Were they used for the invasion?

I also suggest that we peace with Brennus to reduce WW.

Gnejs
May 21, 2007, 01:03 PM
Guess what? We can build another National Epic! :eek:

Had we only known... Now it really sucks that we built West Point in Ning-Hsia for +1 GPP when we could have built the NE instead and gotten +17 GPP instead. Would have shaved off a whole bunch of turns for that GE... :mad:

Erkon
May 21, 2007, 01:14 PM
Guess what? We can build another National Epic! :eek:

Had we only known... Now it really sucks that we built West Point in Ning-Hsia for +1 GPP when we could have built the NE instead and gotten +17 GPP instead. Would have shaved off a whole bunch of turns for that GE... :mad:

I think we're piling up stupid points at an alarming rate :lol: . It makes me wonder how many crazy things I normally do in my single player games that I never notice :cry:

LowtherCastle
May 21, 2007, 02:38 PM
I think we're piling up stupid points at an alarming rate :lol: . It makes me wonder how many crazy things I normally do in my single player games that I never notice :cry:Yeah, I was looking at your final save for one of those GOTMs, but didn't want to say anything... :p j/k

LowtherCastle
May 21, 2007, 02:39 PM
Guess what? We can build another National Epic! :eek:
Hey, better late than never. Greaet observation, Gnejs, let's go for it! Start now whle we still have marble (for 3 turns...).

Big Pig
May 21, 2007, 04:01 PM
BP: I had a look at the save and I just want to check with you if the M. galleons are empty or not? Were they used for the invasion?

I also suggest that we peace with Brennus to reduce WW.

The boats are empty. That is why I have left them alone

I had forgotten we had recently captured and razed some Brennus' cities. Peace with B will reduce our WW (but also reduce the chances of him ever being cautious with G...)

Big Pig
May 21, 2007, 04:02 PM
Hey, better late than never. Greaet observation, Gnejs, let's go for it! Start now whle we still have marble (for 3 turns...).
Will you tell him Gnejs, or shall I?

Erkon
May 21, 2007, 04:35 PM
The boats are empty. That is why I have left them alone

I had forgotten we had recently captured and razed some Brennus' cities. Peace with B will reduce our WW (but also reduce the chances of him ever being cautious with G...)

I then suggest that I make peace with B. We can then gift everything we have to B. and restart the war (when the war with M. is over).

I also suggest that we make peace with M. after the next city falls (will probably do so in next turn). We can then gift a suitable city :lol: to M. and restart the war in another ten turns.

Big Pig
May 21, 2007, 11:41 PM
I then suggest that I make peace with B. We can then gift everything we have to B. and restart the war (when the war with M. is over). Monitor his attitude to G and see what it is the turn before we get peace. We are unlikely to improve it much more from this value

I also suggest that we make peace with M. after the next city falls (will probably do so in next turn). We can then gift a suitable city :lol: to M. and restart the war in another ten turns.
I think another war with M would be a very bad idea - the WW is seriously crippling the economy and slowing tech progress. Just leave him 1 city (the one on the SE seems ideal). The benefits of relocating him from there are far outweighed by the need for another 10+ turns of war

Gnejs
May 22, 2007, 12:33 AM
I think another war with M would be a very bad idea - the WW is seriously crippling the economy and slowing tech progress. Just leave him 1 city (the one on the SE seems ideal). The benefits of relocating him from there are far outweighed by the need for another 10+ turns of war

As it looks now you may be right. Perhaps we can wage another war once we have Mount Rushmore and Jails in key cities.

On the other hand, it will take us some extra turns to capture the next city. The choice seems to be whether we want WW now or later...


Research-wise, assuming that we beeline for Robotics for the Space Elevator, these are the techs that are missing:

Computers
Combustion+Industrialism -> Plastics -> Robotics

Pretty expensive ones. The sooner we get them, the better. Maybe we should grab Computers first for the Labs to help speed up the others?
Combustion is also good for destroyers and transports (and subs for the spies) to rule the seas.


If we can build the SE in Ning-Hsia with Aluminium we could perhaps even finish it before the first GE pops...

Gnejs
May 22, 2007, 12:46 AM
I am almost certain that we will be able to build the SE in Ning-Hsia. From this post: http://forums.civfanatics.com/showpost.php?p=4650179&postcount=8 it seems that it can be built in the middle third of the map. And looking back through this thread for screenshots (had to go all the way back to my last turnset... wasters!) Ning-Hsia definitely seems to be within the middle third.

The plan should then be to complete the SE and then hand over NH at the earliest opportunity.

Btw, I doubt the 3GD will be very useful to Gandhi. Power comes much cheaper and earlier than this. The only reason to build it for him would be to avoid that he wastes hammers on it himself...

Erkon
May 22, 2007, 02:45 AM
LC - congrats to the SILVER!

:bowdown: :trophy2nd:

Gnejs
May 22, 2007, 01:47 PM
LC - congrats to the SILVER!

:bowdown: :trophy2nd:

Yeah, congrats to both of you!

Erkon
May 22, 2007, 03:21 PM
Turn 0 update

Did a LOT of MM (my god what a mess), changed some production etc to get an illusion of having power.

Split up worker pairs to earn a turn or two (BP - please notice that workers that are bundled are not activated until all workers have done their task. I presume you know this but I wanted to point it out! :lol: ).

Erkon
May 22, 2007, 03:47 PM
Turn 1 update

No inter-AI tech trade
Brennus refuses to talk
Lost one infantry at 98.9% :(
Zhukov captures Ankara
Gandhi landed three Cavalry south of Karak

Erkon
May 22, 2007, 04:12 PM
Turn 2 update

Gandhi the brainless pillage tiles two steps away from Karak.
Mehmed talk. He will switch to Univ Suf for peace. That's good :)
Hannibal has Combustion but will not trade
Gandhi production is sky rocketing, and his BNP is still diving...

Erkon
May 22, 2007, 04:32 PM
Turn 3 update

Lost Karak
Ning Hsia new capital (will pop GE in 36 turns)
Sacrifice Cannon so that Zhukov can capture Konya :)
Lost an infantry at 92% since I wanted to completely intimidate Mehmed. I wonder if such code exists? IF (player.intimidate > ai.intimidate.threshold) THEN (ai.aggression = zero)
Made peace with Mehmed for Universal Suffrage, Free Speech and Free Market.
I'm building workers since there are a lot of tiles, and I'm not sure what to build else.
Saved and uploaded

Session Turn Log from 1682 AD to 1691 AD:

Turn 364, 1682 AD: The enemy has been spotted near Stone Island!
Turn 364, 1682 AD: The enemy has been spotted near Stone Island!
Turn 364, 1682 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Knight (12.00)
Turn 364, 1682 AD: Combat Odds: 98.7%
Turn 364, 1682 AD: (Extra Combat: -10%)
Turn 364, 1682 AD: (Extra Combat: +20%)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (74/100HP)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (48/100HP)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (22/100HP)
Turn 364, 1682 AD: Murky Waters's Infantry is hit for 14 (86/100HP)
Turn 364, 1682 AD: Murky Waters's Infantry is hit for 14 (72/100HP)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (0/100HP)
Turn 364, 1682 AD: Murky Waters's Infantry has defeated Mehmed II's Knight!
Turn 364, 1682 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Cannon (8.16)
Turn 364, 1682 AD: Combat Odds: 89.6%
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (82/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (47/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (64/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (26/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (46/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (5/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (28/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (0/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon has defeated Mehmed II's Cannon!
Turn 364, 1682 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Cannon (3.00)
Turn 364, 1682 AD: Combat Odds: 100.0%
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 15 (85/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 25 (0/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon has defeated Mehmed II's Cannon!
Turn 364, 1682 AD: You have made peace with Isabella!
Turn 364, 1682 AD: Your Frigate has reduced the defenses of Konya to 60%!
Turn 364, 1682 AD: Gandhi has 23 gold per turn available for trade
Turn 364, 1682 AD: Istanbul celebrates "We Love the President Day"!!!
Turn 364, 1682 AD: The borders of Istanbul have expanded!
Turn 364, 1682 AD: The borders of Ning-hsia have expanded!
Turn 364, 1682 AD: Vienne has grown to size 16
Turn 364, 1682 AD: Vienne has become unhappy
Turn 364, 1682 AD: The borders of Stone Island have expanded!
Turn 364, 1682 AD: Murcia's cultural boundary is about to expand.

Turn 365, 1685 AD: The enemy has been spotted near Stone Island!
Turn 365, 1685 AD: The enemy has been spotted near Bursa!
Turn 365, 1685 AD: The enemy has been spotted near Stone Island!
Turn 365, 1685 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (9.72)
Turn 365, 1685 AD: Combat Odds: 99.5%
Turn 365, 1685 AD: (Extra Combat: -10%)
Turn 365, 1685 AD: (Plot Defense: +6%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (City Defense: +20%)
Turn 365, 1685 AD: (City Attack: -45%)
Turn 365, 1685 AD: (Combat: -50%)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 29 (71/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 29 (42/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 29 (13/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 29 (0/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 365, 1685 AD: Your Infantry has destroyed a Rifleman!
Turn 365, 1685 AD: Your Frigate has reduced the defenses of Ankara to 5%!
Turn 365, 1685 AD: Your Frigate has reduced the defenses of Ankara to 0%!
Turn 365, 1685 AD: Murky Waters's Infantry (24.00) vs Mehmed II's Rifleman (13.33)
Turn 365, 1685 AD: Combat Odds: 98.6%
Turn 365, 1685 AD: (Extra Combat: -20%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (City Defense: +20%)
Turn 365, 1685 AD: (Combat: -50%)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 26 (74/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 14 (86/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 14 (72/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 26 (48/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 26 (22/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 26 (0/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 365, 1685 AD: Your Infantry has destroyed a Rifleman!
Turn 365, 1685 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (8.00)
Turn 365, 1685 AD: Combat Odds: 99.9%
Turn 365, 1685 AD: (Extra Combat: -10%)
Turn 365, 1685 AD: (Extra Combat: +10%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (City Attack: -75%)
Turn 365, 1685 AD: (Combat: -35%)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 32 (68/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (88/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (76/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 32 (36/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 32 (4/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (64/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (52/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 32 (0/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 365, 1685 AD: Your Infantry has destroyed a Rifleman!
Turn 365, 1685 AD: Murky Waters's Infantry (18.48) vs Mehmed II's Rifleman (8.00)
Turn 365, 1685 AD: Combat Odds: 98.9%
Turn 365, 1685 AD: (Extra Combat: -10%)
Turn 365, 1685 AD: (Extra Combat: +10%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (City Attack: -75%)
Turn 365, 1685 AD: (Combat: -35%)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (72/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 31 (69/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 31 (38/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (60/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (48/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (36/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (24/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (12/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 31 (7/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (0/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman has defeated Murky Waters's Infantry!
Turn 365, 1685 AD: Your Infantry has died trying to attack a Rifleman!
Turn 365, 1685 AD: Murky Waters's Infantry (21.84) vs Mehmed II's Rifleman (12.17)
Turn 365, 1685 AD: Combat Odds: 97.1%
Turn 365, 1685 AD: (Extra Combat: -20%)
Turn 365, 1685 AD: (Extra Combat: +10%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (Combat: -50%)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 27 (73/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 27 (46/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 14 (77/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 27 (19/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 27 (0/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 365, 1685 AD: Your Infantry has destroyed a Rifleman!
Turn 365, 1685 AD: Murky Waters's Georgy Zhukov (Infantry) (22.00) vs Mehmed II's Rifleman (1.07)
Turn 365, 1685 AD: Combat Odds: 100.0%
Turn 365, 1685 AD: (Extra Combat: -10%)
Turn 365, 1685 AD: (Extra Combat: +10%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (Combat: -25%)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 31 (0/100HP)
Turn 365, 1685 AD: Murky Waters's Georgy Zhukov (Infantry) has defeated Mehmed II's Rifleman!
Turn 365, 1685 AD: Your Georgy Zhukov has destroyed a Rifleman!
Turn 365, 1685 AD: You have captured Ankara!!!
Turn 365, 1685 AD: Your Frigate has reduced the defenses of Konya to 55%!
Turn 365, 1685 AD: Your Frigate has reduced the defenses of Konya to 50%!
Turn 365, 1685 AD: The borders of Murcia have expanded!
Turn 365, 1685 AD: Istanbul will grow to size 11 on the next turn
Turn 365, 1685 AD: Karak has grown to size 19
Turn 365, 1685 AD: Bibracte has grown to size 18
Turn 365, 1685 AD: Seville has grown to size 14
Turn 365, 1685 AD: Toledo will grow to size 11 on the next turn
Turn 365, 1685 AD: A Pasture has been destroyed by a marauding Indian Cavalry!
Turn 365, 1685 AD: A Village has been destroyed by a marauding Indian Cavalry!
Turn 365, 1685 AD: A Workshop has been destroyed by a marauding Indian Cavalry!
Turn 365, 1685 AD: A Town has been destroyed by a marauding Indian War Elephant!
Turn 365, 1685 AD: A Plantation has been destroyed by a marauding Indian Grenadier!

Turn 366, 1688 AD: The enemy has been spotted near Stone Island!
Turn 366, 1688 AD: The enemy has been spotted near Bursa!
Turn 366, 1688 AD: The enemy has been spotted near Stone Island!
Turn 366, 1688 AD: The enemy has been spotted near Karak!
Turn 366, 1688 AD: Your Frigate has reduced the defenses of Konya to 45%!
Turn 366, 1688 AD: Your Frigate has reduced the defenses of Konya to 40%!
Turn 366, 1688 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (12.06)
Turn 366, 1688 AD: Combat Odds: 98.7%
Turn 366, 1688 AD: (Extra Combat: -10%)
Turn 366, 1688 AD: (Plot Defense: +49%)
Turn 366, 1688 AD: (Fortify: +25%)
Turn 366, 1688 AD: (City Defense: +20%)
Turn 366, 1688 AD: (City Attack: -75%)
Turn 366, 1688 AD: (Combat: -35%)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 26 (74/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 26 (48/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 26 (22/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 26 (0/100HP)
Turn 366, 1688 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 366, 1688 AD: Your Infantry has destroyed a Rifleman!
Turn 366, 1688 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (14.56)
Turn 366, 1688 AD: Combat Odds: 90.3%
Turn 366, 1688 AD: (Extra Combat: -10%)
Turn 366, 1688 AD: (Plot Defense: +49%)
Turn 366, 1688 AD: (Fortify: +25%)
Turn 366, 1688 AD: (City Attack: -45%)
Turn 366, 1688 AD: (Combat: -25%)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 24 (76/100HP)
Turn 366, 1688 AD: Murky Waters's Infantry is hit for 16 (84/100HP)
Turn 366, 1688 AD: Murky Waters's Infantry is hit for 16 (68/100HP)
Turn 366, 1688 AD: Murky Waters's Infantry is hit for 16 (52/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 24 (52/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 24 (28/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 24 (4/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 24 (0/100HP)
Turn 366, 1688 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 366, 1688 AD: Your Infantry has destroyed a Rifleman!
Turn 366, 1688 AD: Your Frigate has reduced the defenses of Samsun to 46%!
Turn 366, 1688 AD: Your Frigate has reduced the defenses of Samsun to 43%!
Turn 366, 1688 AD: Your Frigate has reduced the defenses of Samsun to 39%!
Turn 366, 1688 AD: Edirne will grow to size 14 on the next turn
Turn 366, 1688 AD: Istanbul has grown to size 11
Turn 366, 1688 AD: Istanbul has become unhappy
Turn 366, 1688 AD: Istanbul will grow to size 12 on the next turn
Turn 366, 1688 AD: Istanbul will become unhappy on the next turn
Turn 366, 1688 AD: The borders of Gaziantep have expanded!
Turn 366, 1688 AD: Gergovia celebrates "We Love the President Day"!!!
Turn 366, 1688 AD: You have constructed a Library in Salamanca. Work has now begun on a Explorer.
Turn 366, 1688 AD: Toledo has grown to size 11
Turn 366, 1688 AD: Karak (Murky Waters) has been captured by the Indian Empire!!!
Turn 366, 1688 AD: Christopher Columbus (Great Merchant) has been born in Washington (Washington)!
Turn 366, 1688 AD: Edirne's cultural boundary is about to expand.
Turn 366, 1688 AD: A Viking revolt has taken place in Los Angeles!

Turn 367, 1691 AD: The enemy has been spotted near Stone Island!
Turn 367, 1691 AD: The enemy has been spotted near Bursa!
Turn 367, 1691 AD: The enemy has been spotted near Stone Island!
Turn 367, 1691 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (10.29)
Turn 367, 1691 AD: Combat Odds: 99.4%
Turn 367, 1691 AD: (Extra Combat: -10%)
Turn 367, 1691 AD: (Plot Defense: +49%)
Turn 367, 1691 AD: (Fortify: +25%)
Turn 367, 1691 AD: (City Attack: -75%)
Turn 367, 1691 AD: (Combat: -35%)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (72/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (44/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (16/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 367, 1691 AD: Your Infantry has destroyed a Rifleman!
Turn 367, 1691 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Rifleman (15.96)
Turn 367, 1691 AD: Combat Odds: 22.1%
Turn 367, 1691 AD: (Plot Defense: +49%)
Turn 367, 1691 AD: (City Attack: -75%)
Turn 367, 1691 AD: (Combat: -10%)
Turn 367, 1691 AD: (Amphibious Attack: +50%)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (77/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (54/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 17 (83/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (31/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 17 (66/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (8/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (0/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman has defeated Murky Waters's Cannon!
Turn 367, 1691 AD: Your Cannon has died trying to attack a Rifleman!
Turn 367, 1691 AD: Your Frigate has reduced the defenses of Konya to 35%!
Turn 367, 1691 AD: Your Frigate has reduced the defenses of Konya to 30%!
Turn 367, 1691 AD: Murky Waters's Georgy Zhukov (Infantry) (22.00) vs Mehmed II's Rifleman (10.90)
Turn 367, 1691 AD: Combat Odds: 99.2%
Turn 367, 1691 AD: (Extra Combat: -10%)
Turn 367, 1691 AD: (Plot Defense: +43%)
Turn 367, 1691 AD: (Combat: -25%)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (41/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (16/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Georgy Zhukov (Infantry) has defeated Mehmed II's Rifleman!
Turn 367, 1691 AD: Your Georgy Zhukov has destroyed a Rifleman!
Turn 367, 1691 AD: You have captured Konya!!!
Turn 367, 1691 AD: Murky Waters's Infantry (18.48) vs Mehmed II's Rifleman (11.20)
Turn 367, 1691 AD: Combat Odds: 92.4%
Turn 367, 1691 AD: (Extra Combat: -20%)
Turn 367, 1691 AD: (Plot Defense: +25%)
Turn 367, 1691 AD: (Combat: -50%)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (63/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (49/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (35/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (21/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (7/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 27 (73/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 27 (46/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 27 (19/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (0/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman has defeated Murky Waters's Infantry!
Turn 367, 1691 AD: Your Infantry has died trying to attack a Rifleman!
Turn 367, 1691 AD: Murky Waters's Cavalry (16.50) vs Mehmed II's Rifleman (3.32)
Turn 367, 1691 AD: Combat Odds: 100.0%
Turn 367, 1691 AD: (Extra Combat: -10%)
Turn 367, 1691 AD: (Plot Defense: +25%)
Turn 367, 1691 AD: (Combat: -25%)
Turn 367, 1691 AD: (Combat: +25%)
Turn 367, 1691 AD: Murky Waters's Cavalry is hit for 15 (85/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Cavalry has defeated Mehmed II's Rifleman!
Turn 367, 1691 AD: Your Cavalry has destroyed a Rifleman!
Turn 367, 1691 AD: You have plundered 6? from the Farm!
Turn 367, 1691 AD: You have made peace with Mehmed II!
Turn 367, 1691 AD: Mehmed II adopts Universal Suffrage!
Turn 367, 1691 AD: Mehmed II adopts Free Speech!
Turn 367, 1691 AD: Mehmed II adopts Free Market!

Big Pig
May 23, 2007, 02:17 AM
Turn 0 update

Did a LOT of MM (my god what a mess), changed some production etc to get an illusion of having power.

Split up worker pairs to earn a turn or two (BP - please notice that workers that are bundled are not activated until all workers have done their task. I presume you know this but I wanted to point it out! :lol: ).

:blush: I probably did know this, but was being lazy.

We should use our workers under heavy infantry guard to RR G's mines - especially in places like Brown City and Gold City

Big Pig
May 23, 2007, 02:24 AM
Turn 3 update

Lost Karak
Ning Hsia new capital (will pop GE in 36 turns)
Sacrifice Cannon so that Zhukov can capture Konya :)
Lost an infantry at 92% since I wanted to completely intimidate Mehmed. I wonder if such code exists? IF (player.intimidate > ai.intimidate.threshold) THEN (ai.aggression = zero)
Made peace with Mehmed for Universal Suffrage, Free Speech and Free Market.
I'm building workers since there are a lot of tiles, and I'm not sure what to build else.
Saved and uploaded

Session Turn Log from 1682 AD to 1691 AD:

Turn 364, 1682 AD: The enemy has been spotted near Stone Island!
Turn 364, 1682 AD: The enemy has been spotted near Stone Island!
Turn 364, 1682 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Knight (12.00)
Turn 364, 1682 AD: Combat Odds: 98.7%
Turn 364, 1682 AD: (Extra Combat: -10%)
Turn 364, 1682 AD: (Extra Combat: +20%)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (74/100HP)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (48/100HP)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (22/100HP)
Turn 364, 1682 AD: Murky Waters's Infantry is hit for 14 (86/100HP)
Turn 364, 1682 AD: Murky Waters's Infantry is hit for 14 (72/100HP)
Turn 364, 1682 AD: Mehmed II's Knight is hit for 26 (0/100HP)
Turn 364, 1682 AD: Murky Waters's Infantry has defeated Mehmed II's Knight!
Turn 364, 1682 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Cannon (8.16)
Turn 364, 1682 AD: Combat Odds: 89.6%
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (82/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (47/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (64/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (26/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (46/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (5/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 18 (28/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 21 (0/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon has defeated Mehmed II's Cannon!
Turn 364, 1682 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Cannon (3.00)
Turn 364, 1682 AD: Combat Odds: 100.0%
Turn 364, 1682 AD: Murky Waters's Cannon is hit for 15 (85/100HP)
Turn 364, 1682 AD: Mehmed II's Cannon is hit for 25 (0/100HP)
Turn 364, 1682 AD: Murky Waters's Cannon has defeated Mehmed II's Cannon!
Turn 364, 1682 AD: You have made peace with Isabella!
Turn 364, 1682 AD: Your Frigate has reduced the defenses of Konya to 60%!
Turn 364, 1682 AD: Gandhi has 23 gold per turn available for trade
Turn 364, 1682 AD: Istanbul celebrates "We Love the President Day"!!!
Turn 364, 1682 AD: The borders of Istanbul have expanded!
Turn 364, 1682 AD: The borders of Ning-hsia have expanded!
Turn 364, 1682 AD: Vienne has grown to size 16
Turn 364, 1682 AD: Vienne has become unhappy
Turn 364, 1682 AD: The borders of Stone Island have expanded!
Turn 364, 1682 AD: Murcia's cultural boundary is about to expand.

Turn 365, 1685 AD: The enemy has been spotted near Stone Island!
Turn 365, 1685 AD: The enemy has been spotted near Bursa!
Turn 365, 1685 AD: The enemy has been spotted near Stone Island!
Turn 365, 1685 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (9.72)
Turn 365, 1685 AD: Combat Odds: 99.5%
Turn 365, 1685 AD: (Extra Combat: -10%)
Turn 365, 1685 AD: (Plot Defense: +6%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (City Defense: +20%)
Turn 365, 1685 AD: (City Attack: -45%)
Turn 365, 1685 AD: (Combat: -50%)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 29 (71/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 29 (42/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 29 (13/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 29 (0/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 365, 1685 AD: Your Infantry has destroyed a Rifleman!
Turn 365, 1685 AD: Your Frigate has reduced the defenses of Ankara to 5%!
Turn 365, 1685 AD: Your Frigate has reduced the defenses of Ankara to 0%!
Turn 365, 1685 AD: Murky Waters's Infantry (24.00) vs Mehmed II's Rifleman (13.33)
Turn 365, 1685 AD: Combat Odds: 98.6%
Turn 365, 1685 AD: (Extra Combat: -20%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (City Defense: +20%)
Turn 365, 1685 AD: (Combat: -50%)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 26 (74/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 14 (86/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 14 (72/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 26 (48/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 26 (22/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 26 (0/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 365, 1685 AD: Your Infantry has destroyed a Rifleman!
Turn 365, 1685 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (8.00)
Turn 365, 1685 AD: Combat Odds: 99.9%
Turn 365, 1685 AD: (Extra Combat: -10%)
Turn 365, 1685 AD: (Extra Combat: +10%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (City Attack: -75%)
Turn 365, 1685 AD: (Combat: -35%)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 32 (68/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (88/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (76/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 32 (36/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 32 (4/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (64/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (52/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 32 (0/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 365, 1685 AD: Your Infantry has destroyed a Rifleman!
Turn 365, 1685 AD: Murky Waters's Infantry (18.48) vs Mehmed II's Rifleman (8.00)
Turn 365, 1685 AD: Combat Odds: 98.9%
Turn 365, 1685 AD: (Extra Combat: -10%)
Turn 365, 1685 AD: (Extra Combat: +10%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (City Attack: -75%)
Turn 365, 1685 AD: (Combat: -35%)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (72/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 31 (69/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 31 (38/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (60/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (48/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (36/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (24/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (12/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 31 (7/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 12 (0/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman has defeated Murky Waters's Infantry!
Turn 365, 1685 AD: Your Infantry has died trying to attack a Rifleman!
Turn 365, 1685 AD: Murky Waters's Infantry (21.84) vs Mehmed II's Rifleman (12.17)
Turn 365, 1685 AD: Combat Odds: 97.1%
Turn 365, 1685 AD: (Extra Combat: -20%)
Turn 365, 1685 AD: (Extra Combat: +10%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (Combat: -50%)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 27 (73/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 27 (46/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry is hit for 14 (77/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 27 (19/100HP)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 27 (0/100HP)
Turn 365, 1685 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 365, 1685 AD: Your Infantry has destroyed a Rifleman!
Turn 365, 1685 AD: Murky Waters's Georgy Zhukov (Infantry) (22.00) vs Mehmed II's Rifleman (1.07)
Turn 365, 1685 AD: Combat Odds: 100.0%
Turn 365, 1685 AD: (Extra Combat: -10%)
Turn 365, 1685 AD: (Extra Combat: +10%)
Turn 365, 1685 AD: (Fortify: +25%)
Turn 365, 1685 AD: (Combat: -25%)
Turn 365, 1685 AD: Mehmed II's Rifleman is hit for 31 (0/100HP)
Turn 365, 1685 AD: Murky Waters's Georgy Zhukov (Infantry) has defeated Mehmed II's Rifleman!
Turn 365, 1685 AD: Your Georgy Zhukov has destroyed a Rifleman!
Turn 365, 1685 AD: You have captured Ankara!!!
Turn 365, 1685 AD: Your Frigate has reduced the defenses of Konya to 55%!
Turn 365, 1685 AD: Your Frigate has reduced the defenses of Konya to 50%!
Turn 365, 1685 AD: The borders of Murcia have expanded!
Turn 365, 1685 AD: Istanbul will grow to size 11 on the next turn
Turn 365, 1685 AD: Karak has grown to size 19
Turn 365, 1685 AD: Bibracte has grown to size 18
Turn 365, 1685 AD: Seville has grown to size 14
Turn 365, 1685 AD: Toledo will grow to size 11 on the next turn
Turn 365, 1685 AD: A Pasture has been destroyed by a marauding Indian Cavalry!
Turn 365, 1685 AD: A Village has been destroyed by a marauding Indian Cavalry!
Turn 365, 1685 AD: A Workshop has been destroyed by a marauding Indian Cavalry!
Turn 365, 1685 AD: A Town has been destroyed by a marauding Indian War Elephant!
Turn 365, 1685 AD: A Plantation has been destroyed by a marauding Indian Grenadier!

Turn 366, 1688 AD: The enemy has been spotted near Stone Island!
Turn 366, 1688 AD: The enemy has been spotted near Bursa!
Turn 366, 1688 AD: The enemy has been spotted near Stone Island!
Turn 366, 1688 AD: The enemy has been spotted near Karak!
Turn 366, 1688 AD: Your Frigate has reduced the defenses of Konya to 45%!
Turn 366, 1688 AD: Your Frigate has reduced the defenses of Konya to 40%!
Turn 366, 1688 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (12.06)
Turn 366, 1688 AD: Combat Odds: 98.7%
Turn 366, 1688 AD: (Extra Combat: -10%)
Turn 366, 1688 AD: (Plot Defense: +49%)
Turn 366, 1688 AD: (Fortify: +25%)
Turn 366, 1688 AD: (City Defense: +20%)
Turn 366, 1688 AD: (City Attack: -75%)
Turn 366, 1688 AD: (Combat: -35%)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 26 (74/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 26 (48/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 26 (22/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 26 (0/100HP)
Turn 366, 1688 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 366, 1688 AD: Your Infantry has destroyed a Rifleman!
Turn 366, 1688 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (14.56)
Turn 366, 1688 AD: Combat Odds: 90.3%
Turn 366, 1688 AD: (Extra Combat: -10%)
Turn 366, 1688 AD: (Plot Defense: +49%)
Turn 366, 1688 AD: (Fortify: +25%)
Turn 366, 1688 AD: (City Attack: -45%)
Turn 366, 1688 AD: (Combat: -25%)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 24 (76/100HP)
Turn 366, 1688 AD: Murky Waters's Infantry is hit for 16 (84/100HP)
Turn 366, 1688 AD: Murky Waters's Infantry is hit for 16 (68/100HP)
Turn 366, 1688 AD: Murky Waters's Infantry is hit for 16 (52/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 24 (52/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 24 (28/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 24 (4/100HP)
Turn 366, 1688 AD: Mehmed II's Rifleman is hit for 24 (0/100HP)
Turn 366, 1688 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 366, 1688 AD: Your Infantry has destroyed a Rifleman!
Turn 366, 1688 AD: Your Frigate has reduced the defenses of Samsun to 46%!
Turn 366, 1688 AD: Your Frigate has reduced the defenses of Samsun to 43%!
Turn 366, 1688 AD: Your Frigate has reduced the defenses of Samsun to 39%!
Turn 366, 1688 AD: Edirne will grow to size 14 on the next turn
Turn 366, 1688 AD: Istanbul has grown to size 11
Turn 366, 1688 AD: Istanbul has become unhappy
Turn 366, 1688 AD: Istanbul will grow to size 12 on the next turn
Turn 366, 1688 AD: Istanbul will become unhappy on the next turn
Turn 366, 1688 AD: The borders of Gaziantep have expanded!
Turn 366, 1688 AD: Gergovia celebrates "We Love the President Day"!!!
Turn 366, 1688 AD: You have constructed a Library in Salamanca. Work has now begun on a Explorer.
Turn 366, 1688 AD: Toledo has grown to size 11
Turn 366, 1688 AD: Karak (Murky Waters) has been captured by the Indian Empire!!!
Turn 366, 1688 AD: Christopher Columbus (Great Merchant) has been born in Washington (Washington)!
Turn 366, 1688 AD: Edirne's cultural boundary is about to expand.
Turn 366, 1688 AD: A Viking revolt has taken place in Los Angeles!

Turn 367, 1691 AD: The enemy has been spotted near Stone Island!
Turn 367, 1691 AD: The enemy has been spotted near Bursa!
Turn 367, 1691 AD: The enemy has been spotted near Stone Island!
Turn 367, 1691 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (10.29)
Turn 367, 1691 AD: Combat Odds: 99.4%
Turn 367, 1691 AD: (Extra Combat: -10%)
Turn 367, 1691 AD: (Plot Defense: +49%)
Turn 367, 1691 AD: (Fortify: +25%)
Turn 367, 1691 AD: (City Attack: -75%)
Turn 367, 1691 AD: (Combat: -35%)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (72/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (44/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (16/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 367, 1691 AD: Your Infantry has destroyed a Rifleman!
Turn 367, 1691 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Rifleman (15.96)
Turn 367, 1691 AD: Combat Odds: 22.1%
Turn 367, 1691 AD: (Plot Defense: +49%)
Turn 367, 1691 AD: (City Attack: -75%)
Turn 367, 1691 AD: (Combat: -10%)
Turn 367, 1691 AD: (Amphibious Attack: +50%)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (77/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (54/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 17 (83/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (31/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 17 (66/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (8/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (0/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman has defeated Murky Waters's Cannon!
Turn 367, 1691 AD: Your Cannon has died trying to attack a Rifleman!
Turn 367, 1691 AD: Your Frigate has reduced the defenses of Konya to 35%!
Turn 367, 1691 AD: Your Frigate has reduced the defenses of Konya to 30%!
Turn 367, 1691 AD: Murky Waters's Georgy Zhukov (Infantry) (22.00) vs Mehmed II's Rifleman (10.90)
Turn 367, 1691 AD: Combat Odds: 99.2%
Turn 367, 1691 AD: (Extra Combat: -10%)
Turn 367, 1691 AD: (Plot Defense: +43%)
Turn 367, 1691 AD: (Combat: -25%)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (41/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (16/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Georgy Zhukov (Infantry) has defeated Mehmed II's Rifleman!
Turn 367, 1691 AD: Your Georgy Zhukov has destroyed a Rifleman!
Turn 367, 1691 AD: You have captured Konya!!!
Turn 367, 1691 AD: Murky Waters's Infantry (18.48) vs Mehmed II's Rifleman (11.20)
Turn 367, 1691 AD: Combat Odds: 92.4%
Turn 367, 1691 AD: (Extra Combat: -20%)
Turn 367, 1691 AD: (Plot Defense: +25%)
Turn 367, 1691 AD: (Combat: -50%)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (63/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (49/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (35/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (21/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (7/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 27 (73/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 27 (46/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 27 (19/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (0/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman has defeated Murky Waters's Infantry!
Turn 367, 1691 AD: Your Infantry has died trying to attack a Rifleman!
Turn 367, 1691 AD: Murky Waters's Cavalry (16.50) vs Mehmed II's Rifleman (3.32)
Turn 367, 1691 AD: Combat Odds: 100.0%
Turn 367, 1691 AD: (Extra Combat: -10%)
Turn 367, 1691 AD: (Plot Defense: +25%)
Turn 367, 1691 AD: (Combat: -25%)
Turn 367, 1691 AD: (Combat: +25%)
Turn 367, 1691 AD: Murky Waters's Cavalry is hit for 15 (85/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Cavalry has defeated Mehmed II's Rifleman!
Turn 367, 1691 AD: Your Cavalry has destroyed a Rifleman!
Turn 367, 1691 AD: You have plundered 6? from the Farm!
Turn 367, 1691 AD: You have made peace with Mehmed II!
Turn 367, 1691 AD: Mehmed II adopts Universal Suffrage!
Turn 367, 1691 AD: Mehmed II adopts Free Speech!
Turn 367, 1691 AD: Mehmed II adopts Free Market!

The economy looks a lot better in peace time! Good job with forcing those civics changes on M too!

I don't see any unhappies in any of our cities from being at war with Brennus. I suggest we stay at war with him (WW will not happen if there are no battles) until he is cautious with G (he is still annoyed), then get a ceasefire, tech gift and redeclare when necessary to keep the mutual enemy mods high. (The other option that has been suggested is to force him to accept FR to increase his chances of dealing with G - but we need FR first)

Once we have a strong navy we may also want to consider DOW with H - not to capture any of his cities but to just repel any naval invasions and get him to build up the plus mods with G. If we don't capture any cities or fight any land wars our WW should not be too bothersome

As for tech, I wonder if computers next is best as Gnejs suggested so we can build labs to boost subsequent research?

Gnejs
May 23, 2007, 02:59 AM
We should use our workers under heavy infantry guard to RR G's mines - especially in places like Brown City and Gold City

This is a cool idea, but...
1) What workers? There are none left on the old continent, and he have too few as it is on the new.
2) Is it really effective? G can't work the tiles we are standing on - this is a loss of production that the extra +1 from the RR will take a while to compensate for. He will have RR himself soon, probably it is more effective just to make sure that he has enough of his own workers. And we have been making sure of that for a while now... :)

Erkon
May 23, 2007, 03:42 AM
This is a cool idea, but...
1) What workers? There are none left on the old continent, and he have too few as it is on the new.
2) Is it really effective? G can't work the tiles we are standing on - this is a loss of production that the extra +1 from the RR will take a while to compensate for. He will have RR himself soon, probably it is more effective just to make sure that he has enough of his own workers. And we have been making sure of that for a while now... :)

I think it's more effective to gift Gandhi more workers than doing the RR ourselves. But he already has loads, so he should be able to do it himself in no time. My plan is to ship the workers from the old world to the new world, since we have lots of tiles to improve.

Erkon
May 23, 2007, 03:49 AM
The economy looks a lot better in peace time! Good job with forcing those civics changes on M too!

I don't see any unhappies in any of our cities from being at war with Brennus. I suggest we stay at war with him (WW will not happen if there are no battles) until he is cautious with G (he is still annoyed), then get a ceasefire, tech gift and redeclare when necessary to keep the mutual enemy mods high. (The other option that has been suggested is to force him to accept FR to increase his chances of dealing with G - but we need FR first)

Once we have a strong navy we may also want to consider DOW with H - not to capture any of his cities but to just repel any naval invasions and get him to build up the plus mods with G. If we don't capture any cities or fight any land wars our WW should not be too bothersome

As for tech, I wonder if computers next is best as Gnejs suggested so we can build labs to boost subsequent research?

I'll stay in war with Brennus then. Or has he reached the mutual enemy cap?

Regarding wars: Shall we steal Washingtons cities? I mean, perhaps we are more responsible owners?

I agree that we need to declare on H. sooner or later, but we need spies first, and lots of ships. Perhaps we shall focus on ship building instead of unit building? And having W. as a buffer may be good to prevent H. from pillaging us.

I plan to destroy G. ships. He doesn't need them any longer, and they will interfere with our future plans. Else we will have to station a ship on each of our nets.

LowtherCastle
May 23, 2007, 04:13 AM
Will you tell him Gnejs, or shall I?Beat a dog when he's down...

LC - congrats to the SILVER!

:bowdown: :trophy2nd:Thanks!

Yeah, congrats to both of you!Thanks!

Couldn't have done it without Erkon, who urged me to finish games, and who my wife now thoroughly despises...

Of course, since then I've quit every GOTM I've started...:blush:

LowtherCastle
May 23, 2007, 04:22 AM
Computers
Combustion+Industrialism -> Plastics -> Robotics

Pretty expensive ones. The sooner we get them, the better. Maybe we should grab Computers first for the Labs to help speed up the others?
Combustion is also good for destroyers and transports (and subs for the spies) to rule the seas.Ruling the seas is an important consideration, as is making sure people will trade techs with G. 2 more have to know COmbustion before they'll trade it.

Lost Karak Yes!

I think it's more effective to gift Gandhi more workers than doing the RR ourselves. I believe G is now killing our wkrs, so evidently he has enough. Maybe because of his high unit costs.

I'll stay in war with Brennus then. Or has he reached the mutual enemy cap? I believe he has.

I plan to destroy G. ships. He doesn't need them any longer, Maybe he'll need them against H? Plus, killing them adds to our WW and his.and they will interfere with our future plans. Else we will have to station a ship on each of our nets. This may be the right move.
Unless things have changed, I don't think there's any cance of getting B up to cautious with G without getting him to go FR or adopt Judaism. Doubt he'll sign OBs with us for a JewMiss, though.

Gnejs
May 23, 2007, 04:23 AM
Regarding wars: Shall we steal Washingtons cities? I mean, perhaps we are more responsible owners?

W is not contributing much to the research race any more, so why not? Last I saw he didn't have much defense either. But if we do this, we should strive to minimize war weariness.
Here are a couple of ideas on how:
+ Declare war early so W will talk to us once we have taken the cities we want.
+ Use superior units such as CR artillery, maybe that even lets us skip bombardment?
+ Capture all cities on the same turn, immediately declare peace after.

I agree that we need to declare on H. sooner or later, but we need spies first, and lots of ships. Perhaps we shall focus on ship building instead of unit building? And having W. as a buffer may be good to prevent H. from pillaging us.

Apart from a general dislike of H, I don't see an immediate reason to go to war against him. His cities are sources of trade income to G, or would be if G switches out of Mercantilism. (same goes for W too actually). H also contributes to the research.

I plan to destroy G. ships. He doesn't need them any longer, and they will interfere with our future plans. Else we will have to station a ship on each of our nets.

Probably a good idea (to destroy his ships, that is). Although perhaps it would not be necessary with ships on all nets if we use some advance sentries (subs or destroyers) to warn about incoming G ships and some mobile battleships to take care of the intruders.

LowtherCastle
May 23, 2007, 04:27 AM
XML and Gandhi

There's one factor I don't have a handle on, but it's in the XML. It appears that AIs are more aggressive when at war with someone on their own continent. My guess is that we will be a major rather than a minor thorn in G's side until he captures NH. In other words, he'll feel more comfortable going into to SPace Prod mode once we're completely off the continent.

Another reason to finish SE asap.

LowtherCastle
May 23, 2007, 04:31 AM
W is not contributing much to the research race any more, so why not? Last I saw he didn't have much defense either. But if we do this, we should strive to minimize war weariness.
Here are a couple of ideas on how:
+ Declare war early so W will talk to us once we have taken the cities we want.
+ Use superior units such as CR artillery, maybe that even lets us skip bombardment?
+ Capture all cities on the same turn, immediately declare peace after.

THe xml also indicates how soon W will be willing to talk peace ( I don't have it in front of me), but one additional idea might be to capture his cities all in one turn just before that turn.

Big Pig
May 23, 2007, 04:48 AM
I think it's more effective to gift Gandhi more workers than doing the RR ourselves. But he already has loads, so he should be able to do it himself in no time. My plan is to ship the workers from the old world to the new world, since we have lots of tiles to improve.
I guess it boils down to how quickly G gets RR and the ability to RR

Big Pig
May 23, 2007, 04:50 AM
THe xml also indicates how soon W will be willing to talk peace ( I don't have it in front of me), but one additional idea might be to capture his cities all in one turn just before that turn.
Wash will talk after 8 turns. However the xml says the same for M, and it seemed longer

Gnejs
May 23, 2007, 04:51 AM
XML and Gandhi

There's one factor I don't have a handle on, but it's in the XML. It appears that AIs are more aggressive when at war with someone on their own continent. My guess is that we will be a major rather than a minor thorn in G's side until he captures NH. In other words, he'll feel more comfortable going into to SPace Prod mode once we're completely off the continent.

Another reason to finish SE asap.



Didn't know about this, good point. Are we still sure that we wan't to keep NH until it can complete the SE?

If we give NH up I expect G to have a continent of his own within 20 turns.

If we have to research up to Robotics and then build the SE, while having to defend NH and its tiles from whatever G may throw at us, it will take much longer. Building the SE (1500h w/Alu) in NH will be pretty quick, especially with cash- or GE-rushing. But I am a bit worried about the time to research Robotics. Won't this be something like 70k beakers? Even if we are still producing 1500 beakers/t (which I doubt considering the recent losses) it is going to take at least 45 turns for the research + roughly 15 turns for the SE.

That is 40 turns more of G in his war mode. I am not sure the +50% spaceship production would outweigh this.

Big Pig
May 23, 2007, 04:53 AM
Apart from a general dislike of H, I don't see an immediate reason to go to war against him. His cities are sources of trade income to G, or would be if G switches out of Mercantilism. (same goes for W too actually). H also contributes to the research.
War with H is not to steal any of his cities. The point is to get him happier with G and willing to trade directly. I think we should actively avoid taking any cities and just concentrate on destroying H's navy. Minimal WW and maximal plusmods with G......

Gnejs
May 23, 2007, 04:55 AM
THe xml also indicates how soon W will be willing to talk peace ( I don't have it in front of me), but one additional idea might be to capture his cities all in one turn just before that turn.

Why the turn before? :confused: Won't that give us one unnecessary turn of heavy war weariness?

Gnejs
May 23, 2007, 04:57 AM
War with H is not to steal any of his cities. The point is to get him happier with G and willing to trade directly. I think we should actively avoid taking any cities and just concentrate on destroying H's navy. Minimal WW and maximal plusmods with G......

Ok, I get it. Although this could potentially slow down H's research rate.

Gnejs
May 23, 2007, 04:59 AM
Wash will talk after 8 turns. However the xml says the same for M, and it seemed longer

Epic modifier perhaps? Or something to do with the modifiers of the Vassals?

On the tenth turn which was my last, M still wasn't talking. Did he talk during JERFits turnset, or was it when you played?

Big Pig
May 23, 2007, 05:01 AM
Epic modifier perhaps? Or something to do with the modifiers of the Vassals?

On the tenth turn which was my last, M still wasn't talking. Did he talk during JERFits turnset, or was it when you played?
He talked during LC's turnset - round about turn 16 or so. But the recent war with Isa lasted only 10 turns - which is how long the xml says she won't talk for :crazyeye:

Big Pig
May 23, 2007, 05:04 AM
If we look after W's cities for him the benefits of staying with Free Trade are even less, and the benefits of State Prop are even greater.... But we have probably missed the opportunity of a good time to change as we hope to avoid major WW in the future

LowtherCastle
May 23, 2007, 06:11 AM
Why the turn before? :confused: Won't that give us one unnecessary turn of heavy war weariness?Or the same turn as...good point. ;)

He talked during LC's turnset - round about turn 16 or so. But the recent war with Isa lasted only 10 turns - which is how long the xml says she won't talk for :crazyeye:In any case, that's the minimum as I understand it. In our first war with M, we evidently didn't beat him down enough, but in the 2nd, I think it was closer to the minimum when he talked, wasn't it?

I don't think epic has anything to do with it, but I'm not certain. I'dd just play it assuming that W will talk after 8 turns and a good beat-down.

But make sure H doesn't kill him off...

Gnejs
May 23, 2007, 07:03 AM
I don't think epic has anything to do with it, but I'm not certain. I'dd just play it assuming that W will talk after 8 turns and a good beat-down.


Ok. Erkon, that means it is your duty to set things up for an DoW on W at the beginning of my turnset. Units should be in place and cities scouted. I want to be able to DoW on turn 1 and capture all his mainland cities simultaneously on turn 9 so I can get peace at the end of turn 9. If something fails I will blame you, but if it succeeds I expect to get all the glory.

:p :p :p

Erkon
May 23, 2007, 07:31 AM
...
Couldn't have done it without Erkon, who urged me to finish games, and who my wife now thoroughly despises...


Most wives despise me, so tell her to join the queue :lol:

Erkon
May 23, 2007, 07:37 AM
War with H is not to steal any of his cities. The point is to get him happier with G and willing to trade directly. I think we should actively avoid taking any cities and just concentrate on destroying H's navy. Minimal WW and maximal plusmods with G......

Yeah - right! It's like putting a candy on the table and tell your kid not to take it. Or hold a bone to a dog and tell him he can't have it. You know what will happen when it's Gnejs turnset? "Oh, I was just moving my SUPER-STACK of tanks from one end of the continent to the other and OOOPS they accidently captured Carthago!..." We have learned from our master!

Erkon
May 23, 2007, 07:40 AM
Shall I evacuate NH?

LowtherCastle
May 23, 2007, 10:05 AM
Most wives despise me, so tell her to join the queue :lol:She doesn't stand in lines, she casts spells. :eek:

"Oh, I was just moving my SUPER-STACK of tanks from one end of the continent to the other and OOOPS they accidently captured Carthago!..." You mean kind of like, "I was just trying to pillage one of W's tiles and my SoD accidently ran through Carthage on the way to the tile?" :lol:

LowtherCastle
May 23, 2007, 10:09 AM
Shall I evacuate NH?Ouch, this is getting pretty serious, now.

Are we sure G isn't planning to win byu Domination...:)

Speaking of which, guys, don't forget to check the dominations limits occasionally. last I looked we were at 48+% in total land. I doubt it'll be a problem but we don't want to pull of the da Vinci Dumbination Victory, do we?

Erkon
May 23, 2007, 10:54 AM
Ouch, this is getting pretty serious, now.
Yes, as in no compromise
Are we sure G isn't planning to win byu Domination...:)

Speaking of which, guys, don't forget to check the dominations limits occasionally. last I looked we were at 48+% in total land. I doubt it'll be a problem but we don't want to pull of the da Vinci Dumbination Victory, do we?

I've not heard of the da Vinci Dumbination Victory but I can imagine what happened :lol:

LowtherCastle
May 23, 2007, 10:57 AM
I've not heard of the da Vinci Dumbination Victory but I can imagine what happened :lol:It actually hasn't happened, it's his name for the team dumb enough to accidentally "win" by domination in this SG where we want to lose to G.

Big Pig
May 23, 2007, 11:10 AM
Shall I evacuate NH?
I'm not sure G needs a high production city right now. It will currently be much more use to us than to him (especially as he won't get the benefit of the ironworks). I am of the opinion that we keep it to build the SE. Gifting G the SE will more than make up for him having to build a few more units. Space Race is won by building the last few expensive parts the quickest - and that is what the SE will allow him to do. Keeping it also allows us the benefit from the Kremlin by cash rushing infrastructure such as labs in key cities

In the mean time it will also be useful for the Pentagon....

Erkon
May 23, 2007, 11:18 AM
I'm not sure G needs a high production city right now. It will currently be much more use to us than to him (especially as he won't get the benefit of the ironworks). I am of the opinion that we keep it to build the SE. Gifting G the SE will more than make up for him having to build a few more units. Space Race is won by building the last few expensive parts the quickest - and that is what the SE will allow him to do. Keeping it also allows us the benefit from the Kremlin by cash rushing infrastructure such as labs in key cities

In the mean time it will also be useful for the Pentagon....

Ok, I'll keep it my turn set, but I'm going to build ships, ships and ships :aargh: :aargh: :aargh: (perhaps a unit or two as well) :lol:

Erkon
May 23, 2007, 12:22 PM
Turn 4 update

Gandhi is idle (I killed two of his frigates and lost one of mine).
Isa converts to Confucianism (still pleased with Gandhi)
Kremlin complete, started grocery and after that I will build coal plant

EDIT: Brennus is willing to peace but not for Universal Suffrage, so I stay in war.

Gnejs
May 23, 2007, 02:04 PM
I'm not sure G needs a high production city right now. It will currently be much more use to us than to him (especially as he won't get the benefit of the ironworks). I am of the opinion that we keep it to build the SE. Gifting G the SE will more than make up for him having to build a few more units. Space Race is won by building the last few expensive parts the quickest - and that is what the SE will allow him to do. Keeping it also allows us the benefit from the Kremlin by cash rushing infrastructure such as labs in key cities

In the mean time it will also be useful for the Pentagon....

You may be right, and you may be wrong. If we "gift" NH to G now, we can expect the production infrastructure: forge, factory, power plant, etc, to be in place (in NH as well as in other production cities) when it is time to complete those spaceship parts. If we wait until post-SE, G gets +50% but maybe lacks some of those buildings in some of the cities that will build SS parts.

Losing it now also give the Kremlin benefit to G...


I am not sure which of the alternatives is best, but we shouldn't dismiss gifting NH now without a good motivation.


PS. Even without NH we still have the possibility to Smash-n-Grab-n-Build the SE using say a Fusion GE + cash.

LowtherCastle
May 23, 2007, 02:19 PM
Keeping NH

Pros--keep

pop GE(s)
build SE fast
could build 3GD also
could build up our navy quickly

Cons--give to G asap

G builds has this prod city online much sooner
Gets us entirely off the continent (w/MC)
G gets Kremlin (like he has any gold to even spend anyway...)

Questions

How soon do we pop our first GE? (1350GPPs)
Does G need another prod center? (His prod is already kick-ass)
Whatever happened to building NE here? (Was that just an APril Fool's spoof or can we really build it again?)

Erkon
May 23, 2007, 02:27 PM
Turn 8 update

Marble City lost to Gandhi
Hannibal completes Statue of Liberty
Combustion is in, started Artillery
Move ships and units around to prepare for Gnejs turnset
RR like mad
Workshopping farms for the cities that have too much food
War with Brennus is hurting us in Bibracte and Vienne now that Whale, Sugar and Gems are gone. Time to peace?

Erkon
May 23, 2007, 02:31 PM
Keeping NH

Pros--keep

pop GE(s)
build SE fast
could build 3GD also
could build up our navy quickly

Cons--give to G asap

G builds has this prod city online much sooner
Gets us entirely off the continent (w/MC)
G gets Kremlin (like he has any gold to even spend anyway...)

Questions

How soon do we pop our first GE? (1350GPPs)
Does G need another prod center? (His prod is already kick-ass)
Whatever happened to building NE here? (Was that just an APril Fool's spoof or can we really build it again?)


Ning Hsia is not connected to a river => no 3GD (jet lag hurting you? :p )
GP will take 28 + 150/22 ~35 turns
We can't build NE in Ning Hsia since some idiot built the f*****g west point!!! :mad: (j/k ;))

LC, nice that you're still online :)

LowtherCastle
May 23, 2007, 02:48 PM
Ning Hsia is not connected to a river => no 3GD (jet lag hurting you? :p ) Typical European response. Both Russians and Americans would just build a river there.
GP will take 28 + 150/22 ~35 turns Maybe too long.
We can't build NE in Ning Hsia since some idiot built the f*****g west point!!! :mad: (j/k ;)) Ah so. Denn wir irgandwo anderes ihn bauen mussen.

LC, nice that you're still online :) Monga tusen Tak.Maybe we should look into building a GE elsewhere.

DO we know INdustrialism yet? If so, where's the aluminum? EDIT: Never mind.

Erkon
May 23, 2007, 02:48 PM
Final update

I stopped a turn short since we need to sort out when to peace with Brennus, what tech we shall gift to the AI and I wanted Gnejs to have full control of the potential war with washington. Gandhi is growing his GNP nicely.

I have not MM'ed this turn, and produce wealth in all cities that just completed their builds. The workers are building improvement so be careful and avoid "waiting" any units.

Confession time: I lost two Galleons in Chicago. I forgot that ships in harbours has no defense and Gandhi killed them both without any damage taken. Doh!

Session Turn Log from 1691 AD to 1709 AD:

Turn 367, 1691 AD: Murky Waters's Infantry (22.00) vs Mehmed II's Rifleman (10.29)
Turn 367, 1691 AD: Combat Odds: 99.4%
Turn 367, 1691 AD: (Extra Combat: -10%)
Turn 367, 1691 AD: (Plot Defense: +49%)
Turn 367, 1691 AD: (Fortify: +25%)
Turn 367, 1691 AD: (City Attack: -75%)
Turn 367, 1691 AD: (Combat: -35%)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (72/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (44/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (16/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 28 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry has defeated Mehmed II's Rifleman!
Turn 367, 1691 AD: Murky Waters's Cannon (12.00) vs Mehmed II's Rifleman (15.96)
Turn 367, 1691 AD: Combat Odds: 22.1%
Turn 367, 1691 AD: (Plot Defense: +49%)
Turn 367, 1691 AD: (City Attack: -75%)
Turn 367, 1691 AD: (Combat: -10%)
Turn 367, 1691 AD: (Amphibious Attack: +50%)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (77/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (54/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 17 (83/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (31/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 17 (66/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (8/100HP)
Turn 367, 1691 AD: Murky Waters's Cannon is hit for 23 (0/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman has defeated Murky Waters's Cannon!
Turn 367, 1691 AD: Murky Waters's Georgy Zhukov (Infantry) (22.00) vs Mehmed II's Rifleman (10.90)
Turn 367, 1691 AD: Combat Odds: 99.2%
Turn 367, 1691 AD: (Extra Combat: -10%)
Turn 367, 1691 AD: (Plot Defense: +43%)
Turn 367, 1691 AD: (Combat: -25%)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (41/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (16/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Georgy Zhukov (Infantry) has defeated Mehmed II's Rifleman!
Turn 367, 1691 AD: You have captured Konya!!!
Turn 367, 1691 AD: Murky Waters's Infantry (18.48) vs Mehmed II's Rifleman (11.20)
Turn 367, 1691 AD: Combat Odds: 92.4%
Turn 367, 1691 AD: (Extra Combat: -20%)
Turn 367, 1691 AD: (Plot Defense: +25%)
Turn 367, 1691 AD: (Combat: -50%)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (63/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (49/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (35/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (21/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (7/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 27 (73/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 27 (46/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 27 (19/100HP)
Turn 367, 1691 AD: Murky Waters's Infantry is hit for 14 (0/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman has defeated Murky Waters's Infantry!
Turn 367, 1691 AD: Murky Waters's Cavalry (16.50) vs Mehmed II's Rifleman (3.32)
Turn 367, 1691 AD: Combat Odds: 100.0%
Turn 367, 1691 AD: (Extra Combat: -10%)
Turn 367, 1691 AD: (Plot Defense: +25%)
Turn 367, 1691 AD: (Combat: -25%)
Turn 367, 1691 AD: (Combat: +25%)
Turn 367, 1691 AD: Murky Waters's Cavalry is hit for 15 (85/100HP)
Turn 367, 1691 AD: Mehmed II's Rifleman is hit for 25 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Cavalry has defeated Mehmed II's Rifleman!
Turn 367, 1691 AD: You have made peace with Mehmed II!
Turn 367, 1691 AD: Mehmed II adopts Universal Suffrage!
Turn 367, 1691 AD: Mehmed II adopts Free Speech!
Turn 367, 1691 AD: Mehmed II adopts Free Market!
Turn 367, 1691 AD: Buddhism has spread in Bibracte.
Turn 367, 1691 AD: Murky Waters's Frigate (9.60) vs Gandhi's Frigate (9.60)
Turn 367, 1691 AD: Combat Odds: 50.0%
Turn 367, 1691 AD: (Extra Combat: -20%)
Turn 367, 1691 AD: (Extra Combat: +20%)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 20 (80/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 20 (60/100HP)
Turn 367, 1691 AD: Gandhi's Frigate is hit for 20 (80/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 20 (40/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 20 (20/100HP)
Turn 367, 1691 AD: Gandhi's Frigate is hit for 20 (60/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 20 (0/100HP)
Turn 367, 1691 AD: Gandhi's Frigate has defeated Murky Waters's Frigate!
Turn 367, 1691 AD: Murky Waters's Frigate (9.60) vs Gandhi's Frigate (8.80)
Turn 367, 1691 AD: Combat Odds: 67.6%
Turn 367, 1691 AD: (Extra Combat: -20%)
Turn 367, 1691 AD: (Extra Combat: +10%)
Turn 367, 1691 AD: Gandhi's Frigate is hit for 20 (80/100HP)
Turn 367, 1691 AD: Gandhi's Frigate is hit for 20 (60/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 19 (81/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 19 (62/100HP)
Turn 367, 1691 AD: Gandhi's Frigate is hit for 20 (40/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 19 (43/100HP)
Turn 367, 1691 AD: Gandhi's Frigate is hit for 20 (20/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 19 (24/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 19 (5/100HP)
Turn 367, 1691 AD: Gandhi's Frigate is hit for 20 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate has defeated Gandhi's Frigate!
Turn 367, 1691 AD: Murky Waters's Frigate (8.00) vs Gandhi's Frigate (5.76)
Turn 367, 1691 AD: Combat Odds: 93.8%
Turn 367, 1691 AD: (Extra Combat: +20%)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 19 (81/100HP)
Turn 367, 1691 AD: Gandhi's Frigate is hit for 20 (40/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 19 (62/100HP)
Turn 367, 1691 AD: Gandhi's Frigate is hit for 20 (20/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 19 (43/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate is hit for 19 (24/100HP)
Turn 367, 1691 AD: Gandhi's Frigate is hit for 20 (0/100HP)
Turn 367, 1691 AD: Murky Waters's Frigate has defeated Gandhi's Frigate!
Turn 367, 1691 AD: Hinduism has spread in Ankara.
Turn 367, 1691 AD: Hinduism has spread in Konya.
Turn 367, 1691 AD: The borders of Edirne have expanded!
Turn 367, 1691 AD: Murky Waters has completed The Kremlin!
Turn 367, 1691 AD: Gergovia celebrates "We Love the President Day"!!!
Turn 367, 1691 AD: Washington's Golden Age has begun!!!
Turn 367, 1691 AD: Isabella adopts Pacifism!
Turn 367, 1691 AD: Isabella converts to Confucianism!

Turn 368, 1694 AD: Seville will grow to size 15 on the next turn

Turn 369, 1697 AD: The enemy has been spotted near Stone Island!
Turn 369, 1697 AD: The borders of Bursa have expanded!

Turn 370, 1700 AD: The enemy has been spotted near Stone Island!
Turn 370, 1700 AD: The enemy has been spotted near Stone Island!
Turn 370, 1700 AD: Buddhism has spread in Verlamion.
Turn 370, 1700 AD: Hinduism has spread in New York.
Turn 370, 1700 AD: You have discovered Combustion!
Turn 370, 1700 AD: You have trained a Work Boat in Istanbul. Work has now begun on a Work Boat.
Turn 370, 1700 AD: Istanbul will become unhappy on the next turn
Turn 370, 1700 AD: Camulodunum celebrates "We Love the President Day"!!!
Turn 370, 1700 AD: You have constructed a Harbor in Toledo. Work has now begun on a Machine Gun.
Turn 370, 1700 AD: Merit Ptah (Great Scientist) has been born in Carthage (Hannibal)!

Turn 371, 1703 AD: The enemy has been spotted near Stone Island!
Turn 371, 1703 AD: The enemy has been spotted near Stone Island!
Turn 371, 1703 AD: The enemy has been spotted near Stone Island!
Turn 371, 1703 AD: The enemy has been spotted near Stone Island!
Turn 371, 1703 AD: Hinduism has spread in Chicago.
Turn 371, 1703 AD: Istanbul has grown to size 14
Turn 371, 1703 AD: Istanbul has become unhappy
Turn 371, 1703 AD: Durnovaria will grow to size 9 on the next turn
Turn 371, 1703 AD: Camulodunum celebrates "We Love the President Day"!!!
Turn 371, 1703 AD: While defending, your Galleon was destroyed by a Indian Frigate!
Turn 371, 1703 AD: Marble City (Murky Waters) has been captured by the Indian Empire!!!
Turn 371, 1703 AD: Hannibal has completed The Statue of Liberty!

Turn 372, 1706 AD: The enemy has been spotted near Stone Island!
Turn 372, 1706 AD: The enemy has been spotted near Stone Island!
Turn 372, 1706 AD: The enemy has been spotted near Stone Island!
Turn 372, 1706 AD: Your Jewish Missionary has failed to spread ? in Hadrumetum!!!
Turn 372, 1706 AD: Washington has 200 gold available for trade
Turn 372, 1706 AD: Durnovaria has grown to size 9
Turn 372, 1706 AD: Gergovia will grow to size 10 on the next turn
Turn 372, 1706 AD: Seville will grow to size 16 on the next turn
Turn 372, 1706 AD: Seville will become unhealthy on the next turn
Turn 372, 1706 AD: Barcelona will grow to size 11 on the next turn

Turn 373, 1709 AD: The enemy has been spotted near Stone Island!
Turn 373, 1709 AD: The enemy has been spotted near Stone Island!
Turn 373, 1709 AD: The enemy has been spotted near Stone Island!

Erkon
May 23, 2007, 02:53 PM
Ning Hsia is not connected to a river => no 3GD (jet lag hurting you? ) Typical European response. Both Russians and Americans would just build a river there. That's why the 3GD is build in China, yes? :lol:
We can't build NE in Ning Hsia since some idiot built the f*****g west point!!! (j/k ) Ah so. Denn wir irgandwo anderes ihn bauen mussen. Aber wohin? Vieleicht in Bibracte :lol:

LC, nice that you're still online Monga tusen Tak. :lol:
Maybe we should look into building a GE elsewhere. See above

DO we know INdustrialism yet? If so, where's the aluminum?

No, we don't. And let's settle this once and for all: it's called aluminium! With a second 'i' squezed in, comprende? j/k

LowtherCastle
May 23, 2007, 02:56 PM
Can someone make a screen shot of the tech picture?

Idea on our Next GE: Before we get rid of NH, how about picking a city for a GE and cashrushing a forge/factory (as necessary) for the extra engineers and getting NE built there fast?

LowtherCastle
May 23, 2007, 02:57 PM
Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum Aluminum

Hey, want to know a palindrome I invented as a kid?I'm alive: evil am I.Btw, aluminium is what the British put in their underarm to keep from sweating their brains out, but the end result is brain poisoning caused by excessive aluminium in their brain matter. :lol:

Erkon
May 23, 2007, 03:04 PM
Here you are:

LowtherCastle
May 23, 2007, 03:23 PM
TRading

G has Steam Power for Isa but I don't see her trading that for Electricity. Otoh, once Isa has Steam Power and G researches his next tech, we can quickly trade a comparable tech to Isa and make sure someone else has it and then something ought to happen. In fact, if we work it right we might get G to get the 2nd from W and the 3rd from Isa (of Elect, Ass Line, and RR).

Big Pig
May 23, 2007, 03:38 PM
Apropos nothing:Hey, want to know a palindrome I invented as a kid?I'm alive: evil am I.

Btw, aluminium is what the British put in their underarm to keep from sweating their brains out, but the end result is brain poisoning caused by excessive aluminium in their brain matter. :lol:
We needed to dumb down enough to watch all the US TV programmes they import over here

LowtherCastle
May 23, 2007, 04:52 PM
Apropos nothing:
We needed to dumb down enough to watch all the US TV programmes they import over here. I feel your pain.Just one question: Who?

LowtherCastle
May 24, 2007, 04:34 AM
Once we have a strong navy we may also want to consider DOW with H - not to capture any of his cities but to just repel any naval invasions and get him to build up the plus mods with G. If we don't capture any cities or fight any land wars our WW should not be too bothersome

I agree that we need to declare on H. sooner or later, but we need spies first, and lots of ships. Perhaps we shall focus on ship building instead of unit building? And having W. as a buffer may be good to prevent H. from pillaging us.

Apart from a general dislike of H, I don't see an immediate reason to go to war against him. His cities are sources of trade income to G, or would be if G switches out of Mercantilism. (same goes for W too actually). H also contributes to the research.

Ok. Erkon, that means it is your duty to set things up for an DoW on W at the beginning of my turnset. Man, that was a quick discussion. H? Nah. W? Yeah. Okay, let's do it.

I'll give you an immediate reason to DoW H now. It's called Destroyers (with a capital DESTROY). G's got Uranium, he's building destroyers. H has now achieved a technological/military superiority over G that is unstoppable, IF HE DECIDES TO USE IT. I think our first priority from now on is G's safety. He's taken our continent, now we want him to keep it.

From now on, imo, H, M, and anyone else who's not friendly with G must not have oil or uranium. Period.

I say we DoW H immediately and plant SoD's on each of his Uranium tiles. Once that's done, we worry about W.

I nominate Gnejs as the HERO to do it... ;)

P.s.: Gnejs, if that leaves you with WM tremens, then I offer you my turnset to mop up W after securing our international uranium supplies.

Gnejs
May 24, 2007, 04:59 AM
Man, that was a quick discussion. H? Nah. W? Yeah. Okay, let's do it.

I'll give you an immediate reason to DoW H now. It's called Destroyers (with a capital DESTROY). G's got Uranium, he's building destroyers. You do mean H, right? H has now achieved a technological/military superiority over G that is unstoppable, IF HE DECIDES TO USE IT. I think our first priority from now on is G's safety. He's taken our continent, now we want him to keep it.

From now on, imo, H, M, and anyone else who's not friendly with G must not have oil or uranium. Period.

I say we DoW H immediately and plant SoD's on each of his Uranium tiles. Once that's done, we worry about W.

I nominate Gnejs as the HERO to do it... ;)

P.s.: Gnejs, if that leaves you with WM tremens, then I offer you my turnset to mop up W after securing our international uranium supplies.

What is the problem? Hannibal has Destroyers, so what? The worst that could happen is that he kills G's navy - this just saves us some time since we seem to want to do that anyway.

Now, if someone builds the manhattan project, then it is a different story. Btw, I just realized that without the UN there is a pretty high risk of a nuclear war... :eek:

Where are the Uranium sources located? I only remember the one at Gaz.


We really need those spies as soon as possible so we can be prepared when G or H starts researching Fission or building the Manhattan project. Obviously, we shouldn't do either (not now at least).

Big Pig
May 24, 2007, 05:05 AM
I'll give you an immediate reason to DoW H now. It's called Destroyers (with a capital DESTROY). G's got Uranium, he's building destroyers. H has now achieved a technological/military superiority over G that is unstoppable, IF HE DECIDES TO USE IT. I think our first priority from now on is G's safety. He's taken our continent, now we want him to keep it.

From now on, imo, H, M, and anyone else who's not friendly with G must not have oil or uranium. Period.

I say we DoW H immediately and plant SoD's on each of his Uranium tiles. Once that's done, we worry about W.

I nominate Gnejs as the HERO to do it... ;)

P.s.: Gnejs, if that leaves you with WM tremens, then I offer you my turnset to mop up W after securing our international uranium supplies.
I think you are overestimating the danger posed by H to G and underestimating the cost of stationing 3 SODs in H-land just to sit on his uranium mines.
Yes - H could build destroyers and transports - and battleships eventually - which would whip G's current navy. But G is so much stronger than H that I don't think tthat H will risk DOW on G. By all means put spies on H's uranium and sabotage the mines - but a land war with H will result in rapidly escalating WW and would have no end in sight.
A naval war will have much fewer battles and so less WW. We can either do that soon to try to destroy H's navy (and so solve the problem) or when he hets Plastics and can build an oil rig onn his only source of oil. Without oil H cannot build tanks and aircraft and will become much less of a military threat. It is also good to see he has no coal, so won't be building power stations any time soon.

EDIT: We should also aim to quickly upgrade all our frigates to destroyers (@500 gold per frigate)

Big Pig
May 24, 2007, 05:10 AM
Good turnset from Erkon. :goodjob:

We should be concentrating on improving happiness and health in our cities that need it with builds such as grocers, temples, etc etc. This is probably more important than building workers in terms of the extra commerce and production gained by having all our citizens working.

Once we have 3 Hindu temples, a Hindu Mandhir in Bibracte would be nice

LowtherCastle
May 24, 2007, 05:11 AM
Ok. Where do we stand on Scotland Yard, btw?

Big Pig
May 24, 2007, 05:12 AM
What is the problem? Hannibal has Destroyers, so what? The worst that could happen is that he kills G's navy - this just saves us some time since we seem to want to do that anyway.
I'm not sure we do want to kill off G's navy for the reasons of WW that were raised earlier. But we do want to protect our sea resources from him

LowtherCastle
May 24, 2007, 05:13 AM
I think we should put a couple of infantry in Stone Island and station a couiple of destroyers nearby, just in case.

LowtherCastle
May 24, 2007, 05:15 AM
What is the problem? Hannibal has Destroyers, so what? The worst that could happen is that he kills G's navy - this just saves us some time since we seem to want to do that anyway.Well, G may show power on the graph but with all his new holdings, he's spread pretty thin. H could land an offensive and take out a city or two if he wanted. But I'll trust your judgment.

Big Pig
May 24, 2007, 05:17 AM
Ok. Where do we stand on Scotland Yard, btw?
It is ~15 turns from completion in Seville (probably more like 12-13 as it is about to grow 1 pop and Erkon is changing a couple of farms to workshops). Currently we could rush buy it for 2000 gold (if we had 2000 gold....)

We could probably workshop a couple of Seville's ivory camps to boost production too

LowtherCastle
May 24, 2007, 05:20 AM
So are we leaving W's gold/oil city N of Karak alone? Kind of give sus some insurance against H tkaing W completely out. Unless of course, H vassalizes him, then H ges oil.

LowtherCastle
May 24, 2007, 05:25 AM
EDIT: We should also aim to quickly upgrade all our frigates to destroyers (@500 gold per frigate)Maybe it's enough to have the cash for 3-4 upgrades in reserve, just in case, but not use it unlesss we need to. That way we could also use for research later on.

LowtherCastle
May 24, 2007, 05:27 AM
Oh yeah, assuming you did a fabulous job of MMing, Great Turnset, Erkon!!! :goodjob: ;)

And congratuolations on your medal in W8! And all your awards, and everything else. Flexing your eptathletic muscles, huh? I'm counting on you to be the FIRST EPTATHLETE in Warlords!!!

Big Pig
May 24, 2007, 05:28 AM
W will accept Gazientep! We could leave this as his last city and he will be protected from H. However it will lose our source of uranium. (Do we need uranium? There is another source by Bibracte but it has an 8 gold producing town built on it at present)

LowtherCastle
May 24, 2007, 05:36 AM
W will accept Gazientep! We could leave this as his last city and he will be protected from H. However it will lose our source of uranium. (Do we need uranium? There is another source by Bibracte but it has an 8 gold producing town built on it at present)Up to you guys, but if we do, the city MUST be renamed Schizoentep first. :lol:

Big Pig
May 24, 2007, 05:43 AM
We are currently trading away our sole source of sheep - and what will soon be our sole source of corn. Please renegotiate these deals for some resource that we have plenty of!!

Big Pig
May 24, 2007, 05:46 AM
We should be running an engineer in Bib to maximise the (small) chances of popping a GE there

Big Pig
May 24, 2007, 05:54 AM
War with Brennus is hurting us in Bibracte and Vienne now that Whale, Sugar and Gems are gone. Time to peace?
Yeah, get a ceasefire. We can redeclare if B or G get Free Religion.

I suggest a market next in NH to get rid of the unhappiness - then Pentagon or lots of destroyers

Gnejs
May 24, 2007, 06:11 AM
Well, G may show power on the graph but with all his new holdings, he's spread pretty thin. H could land an offensive and take out a city or two if he wanted. But I'll trust your judgment.

You shouldn't, really. ;)

But if H declares on G we might be able to bribe H to peace as we did when W was attacked.

Gnejs
May 24, 2007, 06:14 AM
Yeah, get a ceasefire. We can redeclare if B or G get Free Religion.

I suggest a market next in NH to get rid of the unhappiness - then Pentagon or lots of destroyers

Destroyers for sure. 500 gold for upgrading a frigate is pretty steep...

Oh, and "got it".

Erkon
May 24, 2007, 06:28 AM
Btw, I just realized that without the UN there is a pretty high risk chance of a nuclear war...

:woohoo:

Man, that was a quick discussion. H? Nah. W? Yeah. Okay, let's do it. And now we're planning the war against Hannibal :D

I say we DoW H immediately and plant SoD's on each of his Uranium tiles.

:woohoo:

... but a land war with H will result in rapidly escalating WW and would have no end in sight....

:woohoo:

Erkon
May 24, 2007, 06:30 AM
Destroyers for sure. 500 gold for upgrading a frigate is pretty steep...

Oh, and "got it".

How did you "get it"? Are you not at work? :p

Big Pig
May 24, 2007, 06:30 AM
Haha

WW is generally accepted to be a *bad* thing......

Gnejs
May 24, 2007, 06:44 AM
Haha

WW is generally accepted to be a *bad* thing......

I believe it is the "no end in sight" that triggered him... :)

LowtherCastle
May 24, 2007, 06:53 AM
Question: How is G doing for Happy and Health resources? We need to bear in mind that if we capture a monopoly of resources, no one can trade them to G (if the klutz ever comes out of Mercanilism).

Erkon
May 24, 2007, 06:58 AM
Question: How is G doing for Happy and Health resources? We need to bear in mind that if we capture a monopoly of resources, no one can trade them to G (if the klutz ever comes out of Mercanilism).

Does Mercantilism affect resource trade? I thought it only limited the city trade?

In a similar way, un-open borders limits resource trade, but not city trade?...

Big Pig
May 24, 2007, 07:00 AM
Question: How is G doing for Happy and Health resources? We need to bear in mind that if we capture a monopoly of resources, no one can trade them to G (if the klutz ever comes out of Mercanilism).

Does Mercantilism affect resource trade? I thought it only limited the city trade?

In a similar way, un-open borders limits resource trade, but not city trade?...
I don't think Mercantilism does affect the ability to trade resources. Having said that, G has no resource deals with any of the AI at present (and OB with only W and Isa)

LowtherCastle
May 24, 2007, 07:03 AM
For the nicest leader in CIV, G isn't very nice, hogging all those gems and sugar.

Think maybe he's in a bad mood for some reason?

Erkon
May 24, 2007, 07:23 AM
I don't think Mercantilism does affect the ability to trade resources. Having said that, G has no resource deals with any of the AI at present (and OB with only W and Isa)

G and H were trading cow for gold earlier me thinks...

Gnejs
May 24, 2007, 07:31 AM
Does Mercantilism affect resource trade? I thought it only limited the city trade?

In a similar way, un-open borders limits resource trade, but not city trade?...

Without open borders, there are no foreign trade routes. Did they forget to put that section in your civ manual? :p

Gnejs
May 24, 2007, 08:08 AM
Plans for my turnset:


Attack W, capture his mainland cities, then peace. (LC's alternative war against H wasn't met with much enthusiasm...:lol: )
Keep NH, build Destroyers.
Renegotiate trades.
Research Artillery, then get back on track towards Robotics.
Build railroads, change some farms to workshops, maybe also build some cottages (with Eman it takes 53 turns to grow a fresh cottage to a town, if I calculate correctly. Some more of these would help us a bit towards the final SS techs)
Peace with Brennus, if there is anything to gain compared to a cease-fire.
Have a look at the happiness situation, maybe build some temples.
No civic or religion changes.
Consider cash-rushing Scotland Yard. We should get some loot from W's cities that could come in handy.



I can play tonight if you people are ok with this plan.

Erkon
May 24, 2007, 08:14 AM
Plans for my turnset:


Attack W, capture his mainland cities, then peace. (LC's alternative war against H wasn't met with much enthusiasm...:lol: )
Keep NH, build Destroyers.
Renegotiate trades.
Research Artillery, then get back on track towards Robotics.
Build railroads, change some farms to workshops, maybe also build some cottages (with Eman it takes 53 turns to grow a fresh cottage to a town, if I calculate correctly. Some more of these would help us a bit towards the final SS techs)
Peace with Brennus, if there is anything to gain compared to a cease-fire.
Have a look at the happiness situation, maybe build some temples.
No civic or religion changes.
Consider cash-rushing Scotland Yard. We should get some loot from W's cities that could come in handy.
Proper MM this time!
Spread religions: buddhism in ours and hindu & jew in H.



I can play tonight if you people are ok with this plan.

I'm fine with the updated plan although I still think we need to decide on what techs we shall gift to Brennus and Mehmed. :confused:

LowtherCastle
May 24, 2007, 08:21 AM
Plan looks good to me. Btw, why are we in a hurry to get Artillery again?

You left out tech trades for G's sake. Here are my previous comments on them: TRading

G has Steam Power for Isa but I don't see her trading that for Electricity. Otoh, once Isa has Steam Power and G researches his next tech, we can quickly trade a comparable tech to Isa and make sure someone else has it and then something ought to happen. In fact, if we work it right we might get G to get the 2nd from W and the 3rd from Isa (of Elect, Ass Line, and RR).I see 2 options:

Gift Isa Steam Power and then monitor G's tech progress every turn to see what he finishes next (Elect, Ass Line, or RR) and immediately gift techs so he's in position to trade for 1 or 2 of the others. Hopefully, you gift Isa 1, W the other, and H already has both or something like that.
Gift Isa Elect and hope she'll trade it to G for Steam Power (not very likely I don't think).

I prefer option 1 as having the greater potential.

In terms of M and B, I'm not sure there's any need to gift them techs until they starts licking G's toes...but if either comes up to cautious w/G (monitor every turn!) then you want to jump on the opportunity to create trades, because that could be a bonanza for G.

P.s: This is way more important than MM. Yes, you heard it from LC! (In fact, it's the most important thing in your turnset, you WM).

EDIT: There's one risk with giving Isa Steam Power--H demanding it from her to keep the peace. Otoh, H is a research animal, so if he wants it, he get it soon enough...so...do what inspires you...

Erkon
May 24, 2007, 08:28 AM
Plan looks good to me. Btw, why are we in a hurry to get Artillery again?

Artillery enables shorter wars and reduces losses (to us) and thus reduces WW. It further reduces the number of units we have to build i.e. we can attack sooner. Finally, G. needs it for Rocketry i.e. is a potential tech we can gift to Washington (after the war this time! ;) ) and Isa. We don't want to trade it to H. though just in case we accidently declares on him...

LowtherCastle
May 24, 2007, 08:45 AM
Guidelines for gifting Techs to M and/or B

Gift 1 or more techs with value corresonding to what G can give them (d'oh).
Make sure at least 1 other AI has the techs you want M or B to trade to G.
Very important to monitor who M and/or B is in love with, because we want them to trade with G not their lovers (not d'oh--this is very tricky). You may have to gift the same tech(s) to the lover(s) to negate this possibility.

Be creative, clever, and above alldon't screw it up.If G happens to research Hospital next, then decide if it's worth switching to that so he'll trade it. Don't forget, his tech progress is Astronomically, no Cosmically, more important than ours.

Gnejs
May 24, 2007, 08:57 AM
Ok, I will gift steam power to Isa then. And monitor the tech progress and trade possibilities. Yes, every turn.

Btw, when is Artillery finished? If it won't happen during the first half of my turnset I see no reason to research it. Nobody but me is supposed to use the shiny big guns, anyway... Better to go for Industrialism so we finally get to know if G has Aluminium, followed by Computers for the Labs.

Big Pig
May 24, 2007, 11:10 AM
Might be worth gifting RR to M. He won't trade to H (already has it) or Isa (lacks stream power) or Brennus (nothing to give in exchange), and he is still cautious with G

Gnejs
May 24, 2007, 11:15 AM
Might be worth gifting RR to M. He won't trade to H (already has it) or Isa (lacks stream power) or Brennus (nothing to give in exchange), and he is still cautious with G

Sounds reasonable. I retract my statement about gifting Steam Power to Isa then - I guess this anyway can wait until G researches some of the other techs.

Big Pig
May 24, 2007, 11:24 AM
@Gnejs: Which city do you plan to leave W with?

LowtherCastle
May 24, 2007, 11:45 AM
Might be worth gifting RR to M. He won't trade to H (already has it) or Isa (lacks stream power) or Brennus (nothing to give in exchange), and he is still cautious with GExcellent! How do the :science: stack up on RR versus Biology (and/or Communism)? I ask because another possiblity might be RR and Elect to M and Elect to H. So the question is which is more likely, according to the :science::

RR for Biology (or Communism)
or
RR and Elect for Biology and Comunism

?

Big Pig
May 24, 2007, 11:51 AM
Excellent! How do the :science: stack up on RR versus Biology (and/or Communism)? I ask because another possiblity might be RR and Elect to M and Elect to H. So the question is which is more likely, according to the :science::

RR for Biology (or Communism)
or
RR and Elect for Biology and Comunism

?
RR and Elec are both ~10000; Biol is ~8000 and Communism is ~6300. So RR for Biol is the most likely trade

Big Pig
May 24, 2007, 11:54 AM
Just to confuse the issue, Flight and bombers might be more useful in a war against W than Artillery. We can soften up his cities for 8 turns with bombers and have zero WW before our mass last stage assault. (Of course, to research Flight would take Gnejs 9 turns - so he may not be too keen on the idea....)

LowtherCastle
May 24, 2007, 12:06 PM
I like the bombers for H's uranium. Would they reach from Stone Island?

But mopst of all, I like reseaching techs that are going to help G the most

Gnejs
May 24, 2007, 12:32 PM
@Gnejs: Which city do you plan to leave W with?

The city N of Karak.

Big Pig
May 24, 2007, 12:34 PM
The city N of Karak.
Don't you think G might like that city? What about LA (city N of Murcia)?

Or Gazientep of course.....

Gnejs
May 24, 2007, 12:50 PM
Don't you think G might like that city? What about LA (city N of Murcia)?

Or Gazientep of course.....

Probably. It is most convenient to leave W with that one though. Maybe we should let W keep two cities? Just to be on the safe side, I mean.

LowtherCastle
May 24, 2007, 12:59 PM
Probably. It is most convenient to leave W with that one though. Maybe we should let W keep two cities? Just to be on the safe side, I mean.Gaz should be safe as a single-city leave. Unfortunately, both cities have strategic resources, but I suppose uranium (Gaz) is less valuable than oil.

LowtherCastle
May 24, 2007, 01:01 PM
Don't you think G might like that city? What about LA (city N of Murcia)?Didn't we leave Isabella a city N of Murcia?
Dam this no computer situation...

Gnejs
May 24, 2007, 01:20 PM
Had a look at the save, finally.

Artillery is 4 turns away, and we have about 8 cannons to upgrade = 2 more turns. We also don't have enough units to take on all Ws cities at once.

This might take slightly more than 10 turns. Should I play until we have taken all W's cities?

Big Pig
May 24, 2007, 01:21 PM
Didn't we leave Isabella a city N of Murcia?
Dam this no computer situation...
No. She is marooned on Horse Island

Big Pig
May 24, 2007, 01:23 PM
This might take slightly more than 10 turns. Should I play until we have taken all W's cities?
I would prefer we delay DOW on W until we do have enough units to take his cities in 10 turns. If we have to suffer through 20 turns of mounting WW, then I am not sure it is worth DOW Washington.

(That is why Flight and bombers would be good... :p )

Gnejs
May 24, 2007, 01:23 PM
Didn't we leave Isabella a city N of Murcia?
Dam this no computer situation...

We must have razed it. LA is there now. It would be an excellent retreat for W, but unfortunately it is under quite strong cultural pressure. But maybe we can settle an out of the way city for him if LA starts revolting.

Leaning towards LA now.

LowtherCastle
May 24, 2007, 01:38 PM
I don't like Isa alone on Horse Island. H hates her too much and it makes it risky to gift her techs he doesn't have.

How come no one likes my idea of making a settlement to the far west just below Gergovia? :cry: :lol:

I think we should put W in Gaz, which is safe, and Isa should have a second city far away from H. ANd gift her a unit she can upgrade to Infantry (let her pay the cost, since she gets a discount).

I thought we were going to take all of W's cities in 1 turn. Now it's going to take 10+ turns? LOL Maybe Gnejs should take on a more elementary project to learn about warfare, like...Isabella on Horse Island. :cool:

LowtherCastle
May 24, 2007, 01:39 PM
It would be an excellent retreat for W, but unfortunately it is under quite strong cultural pressure.
Pressure from whom?

Big Pig
May 24, 2007, 01:41 PM
ANd gift her a unit she can upgrade to Infantry
How? We don't (and won't) have OB with Isa

Big Pig
May 24, 2007, 01:43 PM
Pressure from whom?
Us
153419

LowtherCastle
May 24, 2007, 01:43 PM
Artillery is 4 turns away, and we have about 8 cannons to upgrade = 2 more turns. We also don't have enough units to take on all Ws cities at once.

This might take slightly more than 10 turns. Should I play until we have taken all W's cities?Okay, when you say more than 10 turns, you mean overall turns. How many turns of warfare to take all his cities, in your estimation? We've got 8 turns to play with anyway.

In any case, I think you should be smart about it, plan it out, do solid preps, THEN DoW and finish the the 8 turns of war in your turnset.

But whatever you do, don't neglect the Trade Screen and setting G up with juicy trade deals.

LowtherCastle
May 24, 2007, 01:46 PM
How? We don't (and won't) have OB with IsaOh.

Us
153419 What a hole! Just like the real LA...Thanks, BP! Now if LA revolts, can't we just decline the city and it reverts to W or...? (No experience with this, sorry.) Because if we can just leave it with W, then that's already a done job. I don't think H is going to mess with LA ever.

EDIT: And then gift Isa Gaz or something worthless, like Gergovia SW.

Erkon
May 24, 2007, 02:16 PM
Just to confuse the issue, Flight and bombers might be more useful in a war against W than Artillery. We can soften up his cities for 8 turns with bombers and have zero WW before our mass last stage assault. (Of course, to research Flight would take Gnejs 9 turns - so he may not be too keen on the idea....)

Nothing beats Artillery... apart from nukes :D And nukes comes in pairs: two of them will kill off all units in a city (or most of them). Then you can capture and raze with just a few marines.

Gnejs
May 24, 2007, 02:21 PM
Okay, when you say more than 10 turns, you mean overall turns. You just saved yourself from a venomous reply. :D How many turns of warfare to take all his cities, in your estimation? We've got 8 turns to play with anyway.

There are 5 cities to take. We have 8 cannons to be upgraded on turns 5 and 6. We will also have about 10 infantry + a couple of Grenadiers (Erkon shipped over a bunch of Longbows and other obsoletes that can be city garrisons instead of our modern units).

We can reach 3 of the 5 cities in 3 turns, the other two require 3-4 more turns. If we divide our units into three stacks we get roughly 3 arty+3 inf per stack, which is decent but not great.

My estimate would be 3+1+4+1 = 8 turns to get those cities, but then we would not declare war until turn 6, and we have 4-5 turns of WW. Peace on turn 14...

In any case, I think you should be smart about it, plan it out, do solid preps, THEN DoW and finish the the 8 turns of war in your turnset.

But whatever you do, don't neglect the Trade Screen and setting G up with juicy trade deals.

Blablablabla (text filler...)

Erkon
May 24, 2007, 02:27 PM
If it revolts, we either keep it (which I suggest as the sign states) or we have to raze it. What's wrong with the city north of Besh?

Gnejs, how about splitting up the 8 artillery into three or four stacks? Did you count with the cannon in production? It should in theory be possible to take five cities in eight turns, but that's only if everything goes according to plan, and that there is enough time to plan. 6 + 8 = 14 turns. For how long will W. refuse to talk? Eight turns?

EDIT: I promise, i didn't read Gnejs post before I posted my estimations. Scary.

LowtherCastle
May 24, 2007, 02:29 PM
Blablablabla You like Abba?Sounds good to me, as long as you're not selling our needs short (we don't want those 8 turns to drag out to 1-15 because we were short a couple attackers). I'd rather build a couple more if necessary, because I don't think it matters a whole lot if we take W down on T14 or T24.

To me, it would only matter if W is about to research a tech that bolsters his defense.

LowtherCastle
May 24, 2007, 02:30 PM
If it revolts, we either keep it (which I suggest as the sign states) or we have to raze it. What's wrong with the city north of Besh? What if it's his capital and only city?

EDIT: Sounds to me like Gnejs should capture Karak N only after capturing everything else and knowing for a fact that LA is safe from revolt.

Erkon
May 24, 2007, 02:33 PM
What if it's his capital and only city?

EDIT: Sounds to me like Gnejs should capture Karak N only after capturing everything else and knowing for a fact that LA is safe from revolt.

Why capture Karak N? Isn't that city perfect for W. capital?

LowtherCastle
May 24, 2007, 02:55 PM
Why capture Karak N? Isn't that city perfect for W. capital?To me the single drawback is the oil. Don't want it coming into H's hands by vassalization, but if W is far from H, then I suppose this is less likely(?).

Gnejs
May 24, 2007, 03:08 PM
Turn 0 update:

Cease fire with B. He wouldn't switch to US even though it was not red.

Renegotiate trades with H: Fur for Incense, Corn for 9 gpt

Gift RR to M

MM all cities for optimal growth/prod. Btw Erkon, how come you didn't work the pigs at Vienne? So much for your great MM skills... :)

Erkon
May 24, 2007, 03:14 PM
To me the single drawback is the oil. Don't want it coming into H's hands by vassalization, but if W is far from H, then I suppose this is less likely(?).

We will then have to pillage the oil with a spy. Yes, it may be a problem.

Erkon
May 24, 2007, 03:16 PM
...
MM all cities for optimal growth/prod. Btw Erkon, how come you didn't work the pigs at Vienne? So much for your great MM skills... :)

Because Vienne had angry citizens and growing the city would be something only stupid people would do!

Did you manage to get any new happiness resources through trade? I didn't think that was possible...

Big Pig
May 24, 2007, 03:18 PM
We are currently trading away our sole source of sheep - and what will soon be our sole source of corn. Please renegotiate these deals for some resource that we have plenty of!!

Renegotiate trades with H: Fur for Incense, Corn for 9 gpt

Let's hope G doesn't capture Besh in the next 10 turns then

Big Pig
May 24, 2007, 03:21 PM
There is no rush to capture any or all of Wash's cities. I would much rather we spend longer building enough units than rushing in too early. Perhaps Gnejs could stop and post the save when he is ready to DOW.

Also, turnets during war-time should be limited to 10 turns +/- 1 or 2. If JERFit gets to finish the war, so be it. That is the point of a SGOTM.....

Gnejs
May 24, 2007, 03:21 PM
We will then have to pillage the oil with a spy. Yes, it may be a problem.

Not possible, city is on top of oil.

LowtherCastle
May 24, 2007, 03:22 PM
LOL - bicker bicker bicker

I must say, it's a true pleasure to see you guys get all worked up about micromanagement... :goodjob:

Just remember, you don't need to do any micromanagement in your GOTMs, just here...

Gnejs
May 24, 2007, 03:23 PM
Because Vienne had angry citizens and growing the city would be something only stupid people would do!



So a 4-food farm was better than a 6-food pig?

Gnejs
May 24, 2007, 03:23 PM
Let's hope G doesn't capture Besh in the next 10 turns then

I checked, we have one corn at NH and one at Madrid.

Big Pig
May 24, 2007, 03:24 PM
Why capture Karak N? Isn't that city perfect for W. capital?
Yes and no. No, because it would be better in G's hands than Washington's. Better we sacrifice some of our territory than G's

LowtherCastle
May 24, 2007, 03:25 PM
Not possible, city is on top of oil.Good point. That's one distinctive difference between Karak N and Gaz. The uranium is pillageable. Unless of course G owns Karak N--in which case the oil is always pillageable... :nuke:

LowtherCastle
May 24, 2007, 03:29 PM
Gnejs, ignore the peanut gallery and get back to work before you lose that glorious motivation for MM...

Erkon
May 24, 2007, 03:45 PM
Just remember, you don't need to do any micromanagement in your GOTMs, just here...

You would be proud if you saw my MM in WOTM9. Sniff.

Gnejs
May 24, 2007, 03:59 PM
Turn 2 update:

H has Artillery
M has Biology
and...
G has Railroad! :)

So, what should be the next tech trade for G?

Gnejs
May 24, 2007, 04:06 PM
To answer myself:

Combustion to Mehmed so he can trade it for G's Communism

Steam+Electricity to Isa so she can trade for G's RR

LowtherCastle
May 24, 2007, 04:08 PM
Turn 2 update:

H has Artillery
M has Biology
and...
G has Railroad! :)

So, what should be the next tech trade for G?



Great!!! We're rolling!

LowtherCastle
May 24, 2007, 04:14 PM
You would be proud if you saw my MM in WOTM9. Sniff.That's scary. Up to now you've merely won an award or a medal...

Big Pig
May 24, 2007, 04:28 PM
I checked, we have one corn at NH and one at Madrid.

Fair enough. I didn't see the one in Madrid. Carry on.... :blush:

Gnejs
May 24, 2007, 04:29 PM
Turn 3 update (wow, I have never played this slow before :))

W has combustion.
We have 1 turn left on Artillery

G has a Frigate and a Galleon next to Gergovia. I am rushing some boats + 1 cannon and a grenadier there, but other than that we have almost no defense at all... :eek:

LowtherCastle
May 24, 2007, 04:34 PM
Turn 3 update (wow, I have never played this slow before :))

W has combustion.
We have 1 turn left on Artillery

G has a Frigate and a Galleon next to Gergovia. I am rushing some boats + 1 cannon and a grenadier there, but other than that we have almost no defense at all... :eek:Someone get G back on his estrogen supplements.

Big Pig
May 24, 2007, 04:36 PM
W has combustion.

When / if you DOW with Wash, you need to take SF on turn 1 to disposess Wash of the ability to build destroyers (and stop him building an oil well S of Boston of course....)

Big Pig
May 24, 2007, 04:37 PM
Someone get G back on his estrogen supplements.

Its OESTROGEN

Erkon
May 24, 2007, 04:43 PM
Turn 3 update (wow, I have never played this slow before :))

Almost as slow as I. Almost.

LowtherCastle
May 24, 2007, 04:53 PM
It's OESTROGENOestrogen: The hormone found in female ostriches, frequently fed to PIGS to make them look pinker.

Gnejs
May 24, 2007, 05:19 PM
Turn 4 update:

Artillery in. 14458 turns to Industrialism. :)

G drops 2 cav and one musket next to Gergovia. I manage to get 2 longbows, one gren and one cannon for defense. Start on a Machine gun so we can cash-rush it next turn.

I realize too late that our units in NH are two moves from SF. Move them this turn, so they can take SF next turn.


In other words, this would be a good time to declare war on Washington.

Getting too late at night here, so I am uploading the save.

Turn log:
Here is your Session Turn Log from 1709 AD to 1721 AD:

Turn 373, 1709 AD: The enemy has been spotted near Stone Island!
Turn 373, 1709 AD: You have made peace with Brennus!
Turn 373, 1709 AD: Gandhi has 26 gold per turn available for trade
Turn 373, 1709 AD: Edirne celebrates "We Love the President Day"!!!
Turn 373, 1709 AD: Gaziantep will grow to size 7 on the next turn
Turn 373, 1709 AD: Seville has become unhealthy
Turn 373, 1709 AD: William Shakespeare (Great Artist) has been born in Madras (Gandhi)!

Turn 374, 1712 AD: The enemy has been spotted near Stone Island!
Turn 374, 1712 AD: Hinduism has spread in Philadelphia.
Turn 374, 1712 AD: Buddhism has spread in Vienne.
Turn 374, 1712 AD: Edirne celebrates "We Love the President Day"!!!
Turn 374, 1712 AD: Istanbul has grown to size 15
Turn 374, 1712 AD: You have trained Hindu Missionary in Istanbul. Work has now begun on a Forge.
Turn 374, 1712 AD: Cordoba will grow to size 7 on the next turn
Turn 374, 1712 AD: Camulodunum has grown to size 11
Turn 374, 1712 AD: A Mine has been destroyed by a marauding Indian Grenadier!
Turn 374, 1712 AD: Ankara's cultural boundary is about to expand.

Turn 375, 1715 AD: The enemy has been spotted near Stone Island!
Turn 375, 1715 AD: The enemy has been spotted near Stone Island!
Turn 375, 1715 AD: The enemy has been spotted near Stone Island!
Turn 375, 1715 AD: Murky Waters's Frigate (9.60) vs Gandhi's Frigate (9.60)
Turn 375, 1715 AD: Combat Odds: 50.0%
Turn 375, 1715 AD: (Extra Combat: -20%)
Turn 375, 1715 AD: (Extra Combat: +10%)
Turn 375, 1715 AD: (Plot Defense: +10%)
Turn 375, 1715 AD: Murky Waters's Frigate is hit for 20 (80/100HP)
Turn 375, 1715 AD: Murky Waters's Frigate is hit for 20 (60/100HP)
Turn 375, 1715 AD: Gandhi's Frigate is hit for 20 (80/100HP)
Turn 375, 1715 AD: Gandhi's Frigate is hit for 20 (60/100HP)
Turn 375, 1715 AD: Murky Waters's Frigate is hit for 20 (40/100HP)
Turn 375, 1715 AD: Murky Waters's Frigate is hit for 20 (20/100HP)
Turn 375, 1715 AD: Gandhi's Frigate is hit for 20 (40/100HP)
Turn 375, 1715 AD: Gandhi's Frigate is hit for 20 (20/100HP)
Turn 375, 1715 AD: Gandhi's Frigate is hit for 20 (0/100HP)
Turn 375, 1715 AD: Murky Waters's Frigate has defeated Gandhi's Frigate!
Turn 375, 1715 AD: Your Frigate has destroyed a Frigate!
Turn 375, 1715 AD: Hinduism has spread in Boston.
Turn 375, 1715 AD: Bursa has grown to size 11
Turn 375, 1715 AD: Cordoba has grown to size 7
Turn 375, 1715 AD: The borders of Konya have expanded!
Turn 375, 1715 AD: The borders of Ankara have expanded!

Turn 376, 1718 AD: The enemy has been spotted near Stone Island!
Turn 376, 1718 AD: The enemy has been spotted near Stone Island!
Turn 376, 1718 AD: The enemy has been spotted near Stone Island!
Turn 376, 1718 AD: Murky Waters's Frigate (10.40) vs Gandhi's Frigate (8.80)
Turn 376, 1718 AD: Combat Odds: 72.1%
Turn 376, 1718 AD: (Extra Combat: -30%)
Turn 376, 1718 AD: (Extra Combat: +10%)
Turn 376, 1718 AD: Gandhi's Frigate is hit for 21 (79/100HP)
Turn 376, 1718 AD: Gandhi's Frigate is hit for 21 (58/100HP)
Turn 376, 1718 AD: Murky Waters's Frigate is hit for 18 (82/100HP)
Turn 376, 1718 AD: Murky Waters's Frigate is hit for 18 (64/100HP)
Turn 376, 1718 AD: Murky Waters's Frigate is hit for 18 (46/100HP)
Turn 376, 1718 AD: Murky Waters's Frigate is hit for 18 (28/100HP)
Turn 376, 1718 AD: Gandhi's Frigate is hit for 21 (37/100HP)
Turn 376, 1718 AD: Gandhi's Frigate is hit for 21 (16/100HP)
Turn 376, 1718 AD: Gandhi's Frigate is hit for 21 (0/100HP)
Turn 376, 1718 AD: Murky Waters's Frigate has defeated Gandhi's Frigate!
Turn 376, 1718 AD: Your Frigate has destroyed a Frigate!
Turn 376, 1718 AD: You have discovered Artillery!
Turn 376, 1718 AD: Edirne celebrates "We Love the President Day"!!!
Turn 376, 1718 AD: Gaziantep will grow to size 8 on the next turn
Turn 376, 1718 AD: A Town has been destroyed by a marauding Indian Musketman!
Turn 376, 1718 AD: Hannibal adopts Representation!
Turn 376, 1718 AD: Washington's Golden Age has ended...

Turn 377, 1721 AD: The enemy has been spotted near Stone Island!
Turn 377, 1721 AD: The enemy has been spotted near Stone Island!
Turn 377, 1721 AD: The enemy has been spotted near Stone Island!
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: Your Destroyer has destroyed a 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: Your Frigate has destroyed a Galleon!

LowtherCastle
May 24, 2007, 08:53 PM
Good stuff so far, Gnejs!

Guys, I'm back online. Will have limited access to a low-resolution Warlords computer and I've even looked at the save!

Notes:

If things go well, we may get G a bunch of techs over the next few turns.
Maybe we should tech Rocketry next, instead of Indust. The sooner G builds Apollo, the sooner he'll stop warring, or so we can hope.
San Francisco--keep or raze? If we raze, then G doesn't have to capture it from us and increase his WW.
Bloody WW.
Isa has no unit in Stone Island. We must watch the waterways and be ready to gift her a city on a moment's notice.

Gnejs
May 24, 2007, 11:47 PM
Notes:

If things go well, we may get G a bunch of techs over the next few turns.
Maybe we should tech Rocketry next, instead of Indust. The sooner G builds Apollo, the sooner he'll stop warring, or so we can hope. True, but Ind reveals the Aluminium. Even if I strongly doubt that there won't be any on G's continent one can never be sure. This is not just a random map after all... San Francisco--keep or raze? If we raze, then G doesn't have to capture it from us and increase his WW. I'd say raze. G will be quick to build a settler.
Bloody WW.
Isa has no unit in Stone Island. We must watch the waterways and be ready to gift her a city on a moment's notice.


I had the settler ready to built Cape West, but then Gandhi made his landing right there so it had to retreat...


Will play the rest of my turnset tonight.

LowtherCastle
May 25, 2007, 04:17 AM
Second thought on Rocketry: If we're right that AIs won't trade space-race techs, then we don't need to have researched rocketry until G has the prereqs anyway. THe best we'll ever be able to do is to speed it up by gifting it to other AIs.

Gnejs
May 25, 2007, 04:18 AM
Bummer...one reason why I prefer to see wars fought in one turnset, even if that turnset is longer than 10 turns--it's not the easiest thing in the world picking up someone else's flow of action...


Also, turnets during war-time should be limited to 10 turns +/- 1 or 2. If JERFit gets to finish the war, so be it. That is the point of a SGOTM.....

Could you perhaps be so kind to agree on how many turns I am allowed to play?

I am fine with anything that includes at least one more turn than Erkon got to play. :D

LowtherCastle
May 25, 2007, 05:26 AM
Could you perhaps be so kind to agree on how many turns I am allowed to play?

I am fine with anything that includes at least one more turn than Erkon got to play. :DI always agree with Captain BP.

This formula might be helpful though:∫(Gnejs(t))=∑0,Erkon(war(t))-1℮**G(t)*q
for t=10;
G(t)=min(G.Cities.Captured(t), Gnejs.wkrs.lost(t));
q=BigPig.Aluminum.estrogen()/i.q.0()

Gnejs
May 25, 2007, 05:47 AM
I always agree with Captain BP.

This formula might be helpful though:∫(Gnejs(t))=∑0,Erkon(war(t))-1℮**G(t)*q
for t=10;
G(t)=min(G.Cities.Captured(t), Gnejs.wkrs.lost(t));
q=BigPig.Aluminum.estrogen()/i.q.0()

LOL! I am intrigued. Could you elaborate on that q parameter? :lol:



If I declare this turn (4) and W talks in 8 turns (turn 12) then I could in principle make you both happy by playing until the end of the war. Like this war would have any chance of being finished in 8 turns...
Are you comfortable with a DoW on Washington this turn then?

Btw, Erkon told me that LA had a revolt during his turnset - this rules out leaving W with LA since it could flip any moment. SF doesn't seem that good either due to the oil. I am going to follow our first instinct and gift Schizotep before the DoW.

Erkon
May 25, 2007, 06:30 AM
I always agree with Captain BP.

This formula might be helpful though:∫(Gnejs(t))=∑0,Erkon(war(t))-1℮**G(t)*q
for t=10;
G(t)=min(G.Cities.Captured(t), Gnejs.wkrs.lost(t));
q=BigPig.Aluminum.estrogen()/i.q.0()

There is a small error in your formulae. Since Gnejs is continous, and I am discreet, I would suggest that you replace the 't' in my part of the equation with 'T' to indicate this difference.

Erkon
May 25, 2007, 06:32 AM
...
I am fine with anything that includes at least one more turn than Erkon got to play. :D

That's because you need one extra turn to accomplish the same as me. Noone can fail as quick as I :lol:

LowtherCastle
May 25, 2007, 06:50 AM
There is a small error in your formulae. Since Gnejs is continous, and I am discreet, I would suggest that you replace the 't' in my part of the equation with 'T' to indicate this difference.You are discrete in the formula and I was hoping you'd be discreet enough to overlook that detail, because I knew Gnejs would take exception to you being assigned the capital T. To avoid this conflict, I've decided to replace you with a fictitious placeholder. Here's the correction:
∫(Gnejs(T))=∑0,Smartass(war(t))-1℮**G(t)*q
for t=10;
G(t)=min(G.Cities.Captured(t), Gnejs.wkrs.lost(t));
q=BigPig.Aluminum.estrogen()/i.q.0()

Smartasses are always punished by stupid professors...

LowtherCastle
May 25, 2007, 07:05 AM
LOL! I am intrigued. Could you elaborate on that q parameter? :lol:I'd like to, but unfortunately at this time all I can do is give you some experimental data:Inexplicably, for BigPig.Aluminum.estrogen()/i.q.0() <=0, T>=11 (in other words i.q.0()>0)

otherwiseT=9 (i.q.o()=0)

Big Pig
May 25, 2007, 08:44 AM
WTF???? When I left this thread it was the MW WOTM thread. Now it seems to have morphed into Math Geeks R Us.

Big Pig
May 25, 2007, 08:51 AM
I feel rather like the lone voice crying in the wilderness, but I remain unconvinced why we need to DOW now (other than the fact that it is Gnejs' turn). We have only 2 destroyers and so won't be able to bombard W's defences down particularly quickly, and have no troops stationed in H-land to attack W from the west. Sure, we have enough forces to beat W - that is a given - but do we have enough to beat him with minimal turns of WW? I don't think we have.

Please could someone explain the advantages of DOW now rather than DOW in 10-20 turns?

Big Pig
May 25, 2007, 08:53 AM
We still have a number of cities with unhappiness (and lost tile production) that could be easily remedied with a temple or theatre etc (e.g. NH, Vienne, Bibracte etc).

Gnejs
May 25, 2007, 09:21 AM
I feel rather like the lone voice crying in the wilderness, but I remain unconvinced why we need to DOW now (other than the fact that it is Gnejs' turn). We have only 2 destroyers and so won't be able to bombard W's defences down particularly quickly, and have no troops stationed in H-land to attack W from the west. Sure, we have enough forces to beat W - that is a given - but do we have enough to beat him with minimal turns of WW? I don't think we have.

Ships are worthless for bombardment, takes too long. But we will have Artillery, so 1 turn of bombardment per city should be enough.
We have ships and will have some transports too, I don't see a problem with getting the troops to the right positions.
The one thing that worries me is whether W will be able to upgrade any of his ships - he already has one transport in Washington. On the other hand, we can use some Frigates as sacrifice protection from his attacks. Once the troops are delivered our ships are expendable anyway.
I plan to extort his 40 gold before the DoW.


Please could someone explain the advantages of DOW now rather than DOW in 10-20 turns?

I get to have all the fun? :D

Gnejs
May 25, 2007, 09:22 AM
We still have a number of cities with unhappiness (and lost tile production) that could be easily remedied with a temple or theatre etc (e.g. NH, Vienne, Bibracte etc).

Yep. I got sidetracked by G's landing. Will correct this soon.

Big Pig
May 25, 2007, 09:28 AM
Ships are worthless for bombardment, takes too long. Not sure I agree. 6 or 7 destroyers gets a city to 0% in 1 turn, which allows the land troops to move in that turn. But we will have Artillery, so 1 turn of bombardment per city should be enough. Don't forget that you will lose artillery on attacks on the first city so subseqent cities will be slower to bombard to 0%
We have ships and will have some transports too, I don't see a problem with getting the troops to the right positions.
The one thing that worries me is whether W will be able to upgrade any of his ships - he already has one transport in Washington. On the other hand, we can use some Frigates as sacrifice protection from his attacks. Once the troops are delivered our ships are expendable anyway.
I plan to extort his 40 gold before the DoW.


I get to have all the fun? :D
I was rather hoping for a more detailed analysis (a la LC) conclusively proving a significant increase in research speed or commerce or something..... :)

LowtherCastle
May 25, 2007, 09:34 AM
The one thing that worries me is whether W will be able to upgrade any of his ships What about taking SF from sea on T0?

I was rather hoping for a more detailed analysis (a la LC) conclusively proving a significant increase in research speed or commerce or something..... :):lol: :lol: :lol:

LowtherCastle
May 25, 2007, 09:36 AM
I get to have all the fun? :D"All the fun" in your turnset is getting G to acquire umpteen techs. I'm salivating at the very thought...

LowtherCastle
May 25, 2007, 09:37 AM
Anyway, moving on to more important questions, do we want to gift G any more cities? As in, on our new continent?

Think out of the box now...

maybe we should keep Bibracte and give him everything else...?

Big Pig
May 25, 2007, 09:39 AM
Anyway, moving on to more important questions, do we want to gift G any more cities? As in, on our new continent?

Think out of the box now...

Unless it is Ankara (Versailles), or he switches to State Prop, probably not. Also, remember we need to drive a rapid tech pace (one of the reasons I am keen to avoid excessive WW....)

Big Pig
May 25, 2007, 09:40 AM
maybe we should keep Bibracte and give him everything else...?a Dumbination victory that da Vinci would be proud of.

Get back in the box

LowtherCastle
May 25, 2007, 09:48 AM
I feel rather like the lone wolf crying in the wilderness, Sounds to me like a primaevil nightmare occurring in certain types of animals.

Unless it is Ankara (Versailles), or he switches to State Prop, probably not. Also, remember we need to drive a rapid tech pace (one of the reasons I am keen to avoid excessive WW....)Alas, BP, clearly i have to remind you again.

"That's very interesting, LC." :lol:

LowtherCastle
May 25, 2007, 09:50 AM
Get back in the boxOkay, guys, I'm calm now. Just been a little delirious since I got Warlords working here.

LowtherCastle
May 25, 2007, 09:59 AM
Right now
Seriously, I think we have two issues we're faced with:

How to calm G down? (Get our power back up? Beat him down a bit? Rule the seas?)
How to get our research rolling (I think H is starting to outpace us)?
Near future
As far as warring is concerned, I'm of the belief that once G's into the space-race techs, which isn't too far off,

we want to gift all AIs the techs we research, which means
we want all AIs to be impotent, so
G can build space parts in peace.
If these are our priorities, then our actions should contribute to them.

Big Pig
May 25, 2007, 10:03 AM
we want all AIs to be impotent

Quick. We need to pillage H's Viagra mine :cool:

Erkon
May 25, 2007, 10:29 AM
I feel rather like the lone voice crying in the wilderness, but I remain unconvinced why we need to DOW now (other than the fact that it is Gnejs' turn). We have only 2 destroyers and so won't be able to bombard W's defences down particularly quickly, and have no troops stationed in H-land to attack W from the west. Sure, we have enough forces to beat W - that is a given - but do we have enough to beat him with minimal turns of WW? I don't think we have.

Please could someone explain the advantages of DOW now rather than DOW in 10-20 turns?

Both Gnejs and I came to the conclusion (independantly) that it will take 8 turns to capture all W. cities. Perhaps we're optimistic, so lets say 10. We could shave of a few turns by being more prepared, but we have to wait for W. to talk anyway. Combat efficiency drops rapidly if you rely on a superior army: we can spend another 10-20 turns to build a LARGE army (something I think would be very fun :D ) but these turns could be spent on temples and laboratories. The trick is to attack with exacly enough units to fulfill the mission.

OTOH, we can spend a couple of turns to position our units better to reduce the time we're in WW. On the third hand, I don't want this war to be split between two players. It doesn't matter how good two players are, there will always be mistakes as a direct consequence of a hand over (that was the lesson we learned from our bad advice to JERFit to move the Cavalry). I cut my turnset one turn short just because of this to give Gnejs more time to prepare (even though I'm a superior player in all respect compared to him ;) )

The idea to attack W. may be faulty and I'm not 100% convinced that this is the best move. It's just a feeling I have that the extra research we gain from W. cities is more useful to G. than if he ran them himself.

Erkon
May 25, 2007, 10:30 AM
Right now
Seriously, I think we have two issues we're faced with:

How to calm G down? (Get our power back up? Beat him down a bit? Rule the seas?)
How to get our research rolling (I think H is starting to outpace us)?
Near future
As far as warring is concerned, I'm of the belief that once G's into the space-race techs, which isn't too far off,

we want to gift all AIs the techs we research, which means
we want all AIs to be impotent, so
G can build space parts in peace.
If these are our priorities, then our actions should contribute to them.

I think we should kill his navy.

EDIT: I think that we're outpacing H, not the other way around. Yeah, H. is outpacing us.

Big Pig
May 25, 2007, 10:44 AM
Combat efficiency drops rapidly if you rely on a superior army: we can spend another 10-20 turns to build a LARGE army (something I think would be very fun :D ) but these turns could be spent on temples and laboratories. The trick is to attack with exacly enough units to fulfill the mission. That is a good way of looking at it.

OTOH, we can spend a couple of turns to position our units better to reduce the time we're in WW. That sounds sensible doesn't it?On the third hand, I don't want this war to be split between two players. You seemed more than happy to take over the war against M from my turnset..... It doesn't matter how good two players are, there will always be mistakes as a direct consequence of a hand over (that was the lesson we learned from our bad advice to JERFit to move the Cavalry). I cut my turnset one turn short just because of this to give Gnejs more time to prepare (even though I'm a superior player in all respect compared to him ;) )
So perhaps Gnejs should use the rest of the turnset to complete preparations, and JERFit should war against W in his? :devil:

The reason I don't like extending war turnsets much beyond 10 turns is that MM gets missed because of everything else going on. It happens to all of us - you saw the mess you inherited from me last turnset. I also think it is importna that all the players get to experience the 'fun' of wars

I suggest that Gnejs spends a few more turns positioning and upgrading units and then DOWs. Save and post after ~ turn 10 (unless all the fighting really will be over in 1 or 2 more turns). Then we can at least assess the situation and criticize all his MM decisions and decide who gets to finish off the war

LowtherCastle
May 25, 2007, 10:44 AM
One way to look at it is that the sooner we end our warring the better, because when G gets to the space techs we want to be well ahead of him.

After W, all we have left, as any sort of threat, is H. He's powerful and not impotent, but he's growth got stunted by his physical limitations, so he'll have limited penetration. Taking a few of his cities will be enough to castrate him. :scan:

Hope Moonsinger never reads our thread. Moonsinger, I love you...

Big Pig
May 25, 2007, 10:55 AM
One way to look at it is that the sooner we end our warring the better, because when G gets to the space techs we want to be well ahead of him.

After W, all we have left, as any sort of threat, is H. He's powerful and not impotent, but he's growth got stunted by his physical limitations, so he'll have limited penetration. Taking a few of his cities will be enough to castrate him. :scan:

Hope Moonsinger never reads our thread. Moonsinger, I love you...
By the time we get Industrialism and beyond, H's lack of oil will make him relatively impotent. I see no reason to be taking his cities.

There is a small danger that H will dogpile W after we DOW. This is good in that H will end up killing some of W's units that would otherwise have contributed to our WW, but bad in that it might force W to vassalize to H........ Although without oil, this wouldn't really be a big deal. Perhaps we should even bribe H into dogpiling W?

LowtherCastle
May 25, 2007, 11:02 AM
Perhaps we should even bribe H into dogpiling W?That 'll probably give H negmods with G. Not sure we want that.

Erkon
May 25, 2007, 11:25 AM
You seemed more than happy to take over the war against M from my turnset..... Of course I was happy, since I like combat! But that doesn't meen we lost tempo due to the handover?

So perhaps Gnejs should use the rest of the turnset to complete preparations, and JERFit should war against W in his? I'm fine with that, if Gnejs can manage to explain his reasoning behind his moves. If there is any...

The reason I don't like extending war turnsets much beyond 10 turns is that MM gets missed because of everything else going on. It happens to all of us - you saw the mess you inherited from me last turnset. I also think it is importna that all the players get to experience the 'fun' of wars Yes, MM will suffer in wars. I'm first to admit. Perhaps that can be mitigated by mid sessio n saves?

I suggest that Gnejs spends a few more turns positioning and upgrading units and then DOWs. Save and post after ~ turn 10 (unless all the fighting really will be over in 1 or 2 more turns). Then we can at least assess the situation and criticize all his MM decisions and decide who gets to finish off the war

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. Come to think of it, are there any official punishment procedures for severe misbehaviour? I didn't receive anything more than a few reprimands. Perhaps the culprit can upload a web cam recording of himself squeezing lemon juice in his eyes? Let's say one lemon / extra turn?

Gnejs
May 25, 2007, 11:31 AM
The reason I don't like extending war turnsets much beyond 10 turns is that MM gets missed because of everything else going on. It happens to all of us - you saw the mess you inherited from me last turnset. I also think it is importna that all the players get to experience the 'fun' of wars

Very true.

I suggest that Gnejs spends a few more turns positioning and upgrading units and then DOWs. Save and post after ~ turn 10 (unless all the fighting really will be over in 1 or 2 more turns). Then we can at least assess the situation and criticize all his MM decisions and decide who gets to finish off the war

I do think now is the time to DoW. Basically, all units are in place and there are no reinforcements otw. G has just researched Combustion, so we would like to avoid that he upgrades any more of his ships.

If Erkon and I are correct in our estimations then DoW now minimizes the number of turns spent at war. We need to start W's "refuse to talk"-timer now.


That said, I will not continue past turn 10 (+-1) - not unless you beg me on your bare knees... ;)