View Full Version : SGOTM 06 - Misfits
namliaM Feb 13, 2008, 06:36 AM The Roster
ChrisFromLux => Killed MM -finally-
ArcadicGamer => UP to play on Wednesday :)
Mastiff_of_Ar => On deck
namliaM
marowaker
1 Galley/ Trieme combo to find Hanny
It would be nice, yes, but it's not really necessary, I think. We won't get any other WW with new enemies until there's some fighting. And I think we all agree on eliminating Hannibal before looking for someone else.
I dont know... I guess we can upgrade the galley to a Galleon later on? But is it worth the effort?
I think Hannibal is going NO WHERE, with his 1 maybe 2 ... maybe even 3?? Rotten island cities...
We want to focus on those remaining (big) AIs ASAP, they will keep teching along while we try to hunt down Hannibal. Before you know it they will be at MT/Riffling/Chemistry themselves making things a lot harder. Hannibal on the other hand is never going to get to chemistry with his darned cities and can be killed at our discretion.
FP built in Hastings :confused: FP is allmost done in Carthage not Hastings :confused:
Workers cottaging and chopping jungle all over
Not to many Jungle inside our border ATM, but lets make sure first that all cities are not working any unimproved land. Then start clearing that spot between York and Timbuktu.
Do we want to settle anymore cities tho??? I have no clue as to their current cost and how long it will take to invest and start earning back.
tech to optics and then calander then??? making sure B's borders pop, or should we put calander off till all our new cities pop?
GG should most likely be settled in Mastown. what were our plans for the GS?
Only 2 cities currently still need to pop their borders, Coventry (which we are waiting for) and Kumba Seleh (this has a religion, no need to wait for it)
Next tech: ASTRONOMY, burn the Scientist to get that ASAP. But dont burn it right away and DONT whip anything untill we burn him. More pop = more beakers ;)
We are still planning a beeline to astro to get galleons, then grenadiers/canons for our overseas friends? I'd assume also that we'd be getting some CR2-3 macemen to upgrade to grenadiers. Sounds good right?
Yes great! The idea is to hand build Macemen/Pikemen and upgrade them to CR3 Grenadiers.
i.e. Barracks 3 xp
GG 2 xp
Theocracy 2 xp <= We should pick a religion to spread soon (Buddism or Hinduism are the likely candidates)
Vassalage 2 xp
for a total of 9 xp per new unit = CR3
Therefor the GG should not be settled in Masttown as Masttown allready has a GG wasting the GG XP.
Athens seems to have a nice hammer count where we can build some units fast...
We shouldnt be too worried about meeting the ai, or the ai meeting us till around 1300-1400 AD, which means we are most likely going to meet them before they would ever come to us. However, it may be possible that islands chains may lead to another civ in the far east of our continent.
The moment we get Optics we WILL meet that purple/pink AI no changing that.
Comments on the save:
- In general (units)
I think NOW is the time to either build infrastructure OR Catapults and Trebs untill we can build Macemen (CS)
Mix in a few XBows for good measure, because those AI will likely be having Macemen themselves :( (Archery)
- In general (Calander)
With getting Calander we will obsoleet the Monuments, this will cost us 1 :) all over, lets prepare for that. I.e. lets make sure we have atleast +1 :) all over ASAP. We are in HR so I would use cities (even without barracks) that have a nice hammer count, like Sparta and Carthage, to start spamming some cheap Chariots for MP.
Then again with calander we automagicaly get Spices (from York, right?) So forget this
- Horico & Nottingham
It just popped the GS, get those lazy people working the cottages! (i.e. fire the Scientists)
Should we return the Rice to Nottingham? Then it can work the gold again :)
While Horico grows with the cows + grass cottages.
- York
It has JUST enough food to work all the tiles, but it is going to take for EVER to get there. I suggest replacing the Grass hill mine and the 2 unworked cottages by Windmills for the added food. Later on all these windmills can be replace by either mines or cottages again.
- Masttown
Why build a workshop there when there is a hill to mine? It has an Engineer which is better off working the forrest hill.
- Djenne
Should be working the Dyes I think. $$$
- Timbuktu
Work the towns $$$
With the 2 Banana and Rice we can do 2 things to Timbuktu:
1) Cottage it up (money)
3 hills to work make it 10 hammers and +8 food overall
2) Workshop it (hammers)
With the +8 food working 3 hills we can feed 8 Workshops. I would propose we keep the towns and the hamlett south of Timbuktu but replace everthing else with Workshops. 8 workshops = 24 hammers + 10 allready there = 34 => +25% = 42 = 2 Maceman every five turns.
We need hammers>commerce pretty soon...
- Kumba Seleh
Commerce all the way, with +2 food overall lets cottage the hell out of this?
Or again we can replace 2 (plains?) with Workshops and mine the hills? Would make it stagnate as a 20 raw hammer town, 25 counting a forge.
ChrisFromLux Feb 13, 2008, 08:08 AM I dont know... I guess we can upgrade the galley to a Galleon later on? But is it worth the effort?
No, I still think it's not worth the effort. And a Galley alone will not be enough. IIRC, the Trireme we saw near Nottingham was a Carthagian one, no???
I think Hannibal is going NO WHERE, with his 1 maybe 2 ... maybe even 3?? Rotten island cities...
We want to focus on those remaining (big) AIs ASAP, they will keep teching along while we try to hunt down Hannibal. Before you know it they will be at MT/Riffling/Chemistry themselves making things a lot harder. Hannibal on the other hand is never going to get to chemistry with his darned cities and can be killed at our discretion.
While this is true, I think it won't cost use that much to use some units to get rid of him, once we have Galleons. That would take away some :mad: due to WW and WYTJOM ...
Not to many Jungle inside our border ATM, but lets make sure first that all cities are not working any unimproved land. Then start clearing that spot between York and Timbuktu.
Do we want to settle anymore cities tho??? I have no clue as to their current cost and how long it will take to invest and start earning back.
I don't think we risk to have unimproved land worked. We have 26!!! workers at the moment :eek:
And I think we could use another cottage-spammed city on the eastern end of the continent, once we work off that jungle and reveal these juicy grasslands ...
On the other hand, I don't know how much that would cost us, either!
Only 2 cities currently still need to pop their borders, Coventry (which we are waiting for) and Kumba Seleh (this has a religion, no need to wait for it)
Next tech: ASTRONOMY, burn the Scientist to get that ASAP. But dont burn it right away and DONT whip anything untill we burn him. More pop = more beakers ;)
:agree:
Yes great! The idea is to hand build Macemen/Pikemen and upgrade them to CR3 Grenadiers.
i.e. Barracks 3 xp
GG 2 xp
Theocracy 2 xp <= We should pick a religion to spread soon (Buddism or Hinduism are the likely candidates)
Vassalage 2 xp
for a total of 9 xp per new unit = CR3
Therefor the GG should not be settled in Masttown as Masttown allready has a GG wasting the GG XP.
Athens seems to have a nice hammer count where we can build some units fast...
Good idea! OK, I agree on settling the GG in Athens!
This would then mean 9XP-units out of London, Masttown and Athens :goodjob:
- Horico & Nottingham
It just popped the GS, get those lazy people working the cottages! (i.e. fire the Scientists)
Should we return the Rice to Nottingham? Then it can work the gold again :)
While Horico grows with the cows + grass cottages.
Yes, we should. Forgot to change that on the last turn ...
- Masttown
Why build a workshop there when there is a hill to mine? It has an Engineer which is better off working the forrest hill.
:blush: Upps, true :blush:
- Timbuktu
Work the towns $$$
With the 2 Banana and Rice we can do 2 things to Timbuktu:
1) Cottage it up (money)
3 hills to work make it 10 hammers and +8 food overall
2) Workshop it (hammers)
With the +8 food working 3 hills we can feed 8 Workshops. I would propose we keep the towns and the hamlett south of Timbuktu but replace everthing else with Workshops. 8 workshops = 24 hammers + 10 allready there = 34 => +25% = 42 = 2 Maceman every five turns.
We need hammers>commerce pretty soon...
42:hammers: sound nice!
ArcadicGamer Feb 13, 2008, 05:33 PM carthage not hastings, forgot the capitol for hanny when i was typing i guess.
Looks like i'm ready to play tonight. Report will be up in ~ 8 hours.
ArcadicGamer Feb 14, 2008, 02:56 AM Pretty easy set, Finished Astro on final turn selected CS as the next tech, but thats debatale. Worker turns are definatly my weak point, but i think i did a decent job. Started our military trebs in xp cities did some chariot HR boosting and such. We for sure did discover our newest enemy, RAGNAR. His score is around 826 but i didnt look to see what techs he had. I do however have some screenies of the bland set.
[img=http://img444.imageshack.us/img444/634/hannytrieme0000rm3.th.jpg] (http://img444.imageshack.us/my.php?image=hannytrieme0000rm3.jpg)
His trieme moved from the southeasterly, suggest a gallon asap in carthage to protect its seafood.
[img=http://img518.imageshack.us/img518/27/iiiiiitsragnar0000wh6.th.jpg] (http://img518.imageshack.us/my.php?image=iiiiiitsragnar0000wh6.jpg)
RAGNAR
[img=http://img89.imageshack.us/img89/5209/itza0000hq3.th.jpg] (http://img89.imageshack.us/my.php?image=itza0000hq3.jpg)
No loss here, but important to note for the battle ahead,
[img=http://img165.imageshack.us/img165/7454/barblbows0000xz4.th.jpg] (http://img165.imageshack.us/my.php?image=barblbows0000xz4.jpg)
BARB LBows! Resign! we cant win!!! :crazyeye: :crazyeye:
Save is
http://gotm.civfanatics.net/saves/civ4sgotm6/Misfits_SG006_AD1334_01.CivWarlordsSave Here
I got a War Elephant exploring the SW and a Sword the NE. Appears i only did 9 turns not 10, but honestly i always have stopped at xx9
Turn 271, 1286 AD: Buddhism has spread in York.
Turn 272, 1292 AD: The borders of Carthage have expanded!
Turn 272, 1292 AD: The borders of Coventry have expanded!
Turn 273, 1298 AD: You have declared war on Ragnar!
Turn 273, 1298 AD: You have discovered Optics!
Turn 274, 1304 AD: You have discovered Calendar!
Turn 275, 1310 AD: Clearing a Forest has created 29 ? for Kumbi Saleh.
Turn 275, 1310 AD: Utica will grow to size 7 on the next turn
Turn 275, 1310 AD: The borders of Djenne have expanded!
Turn 275, 1310 AD: Ragnar adopts Theocracy!
Turn 276, 1316 AD: The enemy has been spotted near Horico!
Turn 276, 1316 AD: Athens has grown to size 15
Turn 276, 1316 AD: Djenne has grown to size 5
Turn 277, 1322 AD: The enemy has been spotted near Nottingham!
Turn 277, 1322 AD: Horico will grow to size 6 on the next turn
Turn 277, 1322 AD: Coventry will grow to size 3 on the next turn
Turn 278, 1328 AD: Clearing a Forest has created 44 ? for Thapsus.
Turn 278, 1328 AD: Clearing a Forest has created 44 ? for Djenne.
Turn 278, 1328 AD: Horico has grown to size 6
Turn 278, 1328 AD: Thapsus will grow to size 4 on the next turn
Turn 278, 1328 AD: Coventry has grown to size 3
Turn 278, 1328 AD: Chichen Itza has been built in a far away land!
Turn 278, 1328 AD: Utica's cultural boundary is about to expand.
Turn 279, 1334 AD: The enemy has been spotted near Nottingham!
Turn 279, 1334 AD: You have discovered Astronomy!
Turn 279, 1334 AD: Churchill's War Elephant (8.80) vs Barbarian's Warrior (1.90)
Turn 279, 1334 AD: Combat Odds: 100.0%
Turn 279, 1334 AD: (Extra Combat: -10%)
Turn 279, 1334 AD: (Barbarian Combat: -5%)
Turn 279, 1334 AD: Barbarian's Warrior is hit for 39 (61/100HP)
Turn 279, 1334 AD: Barbarian's Warrior is hit for 39 (22/100HP)
Turn 279, 1334 AD: Barbarian's Warrior is hit for 39 (0/100HP)
Turn 279, 1334 AD: Churchill's War Elephant has defeated Barbarian's Warrior!
Turn 279, 1334 AD: Your War Elephant has destroyed a Warrior!
namliaM Feb 14, 2008, 04:39 AM Nice going AG...
It looks like we were first to Optics vs Ragnar anyway :) But now he has Optics as well, so we only beet Ragnar by a couple of turns at best.
I would have liked to have seen a screeny of the burning of the GS. I hope you waited until the turn PRIOR to totaly discovering Astronomy and not the turn the GS would discover Astronomy. The later means we lost a beaker or 2... or 100...
I propose our techpath to be at 70% and -80gpt which we can hold for the next 10 turns :
- 1 turns Meditation (Monastary or two to spread the faith for Theocracy)
- 1 turns Archery (XBows to defend against Macemen and alike)
- 3 turns Theology (Theocracy)
- 4 turns Feudalism (Vassalage)
Continue at 50% (Roughly break even atm)
- 2 turns Guilds => Burn the GE for roughly 1600-1700 beakers, knock it down from 9 to 2
- 7 turns Banking
Revolt to Vassalage - Theocracy - Mercantalism
Changing 1 civic is a 2 turn anarchy. Changing 2 civics is 3 turns anarchy, changing 3 civics = 3 turns anarchy.
So we can earlier switch to Theocracy + Vassalage but suffer 3 + 2 = 5 turns total anarchy or wait for 3 turns anarchy.
Is banking still worth the effort?
Banking (1501 beakers)
After guilds we are going for
- 1716 CS (chain farming Macemen) <= Perhaps earlier?
- 2574 Gunpowder
- 3861 Chemistry
- 6006 Steel
=====
14157 / 250 = 56 turns to Steel
13 cities at that time should have a library = 13 * 3.75 = 48.75 * 56 turns = 2730 beakers alone... Nevermind added hammers or anything. So basicaly it is worth it... BUT at the expense of:
- waiting
9 turns to addopt Vassalage and Theocracy = 9 turns of 4 xp missed, dont know how big a deal that is. Maybe we can resolve this by queing ?
- revolt twice
2 additional turns of anarchy = 500 beakers and a good stack of hammers lost.
Then there is still some "nice to have" techs out there.
- Drama (Happynes with the culture slider :) )
- Printing Press (+ commerce :) )
- Education (Military Academy)
- Horseback riding (Knights?)
- MT (Cavalry?)
- Riffling (Riffles)
Now about the save:
- London
Why improve THAT banana first? Why not the one beeing worked? And it should IMHO be given back to londen > Coventry.
Chopping the forrests I think is OK, but make sure to chop BOTH and start an Aquaduct soon.
- Nottingham
It is still growing, maybe we should change one of the water to the gold mine? Stagnating the city but +6 commerce.
- York
Milling project underway, cool. Tho getting a plantation on the dye is maybe more important?
- Athens
61% odds we pop another GE, he can be used to burn on Chemistry :) to save some 6-7 turns on that (=> Note: This means 7 turns less "gain" from banking in above calculations)
Should it be a Priest then we can use that for a shrine of choice.
- Masttown
Another engineer there, better off working the forrest I think.
- Canterburry
Working an as yet unimproved plains tile ? Why not work the Grass cottage?
- Utica
There is a Medic chariot hiding there. Get it out.... and put it to use someplace (near Ragnar maybe? to be part of the Landing force?)
- Carthage
Why an engineer? Isnt working the grass hamlett a better idea?
Why build a Winery? We dont need the food and the commerce is the same as a hamlett. I suggest building a cottage>Winery.
Having Carthage build a galleon or two sounds like a good plan to me AG :goodjob:
- Coventry
I think we need a galleon from Masttown pretty soon to improve them cows
- Happiness/MP
We only have problems ATM in Carthage, Athens, Sparta and Utica. 0, 1, 2 and 3 "extra" happiness each. So we have enough MP for now I think (maybe add some MP to those 4 cities?)
Eventually we will need some more MPs, but for now XBows/Catapults/Trebs would seem more productive.
- Health
Not that big an issue either but London, Athens, York and Masttown all are about to hit the limit.
- Circumvention
Do we need it? Loading units in Coventry can land them in the same turn on Viking grounds. (4 movement points)
Then again it could prove usefull once the battle gets futher away... plus... how much time to we need to "get ready" (see Military)?
- Military
How much time do we need to build our landing force? i.e. how much time to we have to hunt down Hannibal, before we are ready to go kill Ragnar?
8 Axemen
3 Swords
1 Pikeman
4 WEs
4 Catapults
5 Trebs
Add some Xbows and Pikes for defensive purposes, fighting against Macemen/LBs/XBows doesnt seem fun.
I think we will need Macemen really...
- Religion / Shrine of Choice
With Timbuktu going production (= units?) I would suggest not building the shrine there.
Leaving Djenne or Carthage. Djenne has the most "native commerce" to add to the shrine, so it -to me- seems the logical choice.
1 city is Hindu (currenly)
4 cities Buddist
2 Cities Judaist
So that would push the choice to Carthage. The location favours Timbuktu...
Also we need to allocate a "Missionary city" or two to start spreading the word.
Utica has 15 hammers, so that means a missionary every 4 turns. Allready buddist.
Kuba Seleh is Judaist and has nice productive capabilities too, tho it is quite new and needs lots of work before building Missionaries.
All in all Buddist seems to be the way to go?
namliaM Feb 14, 2008, 06:39 AM Ragnar... how bad is he?
He has roughly the same power we do, but...
Techs:
- 6000 Archery
- 10000 Horseback riding
Then again we have
- 4000 Astronomy
So on the tech department he has +12000 soldiers over us. Possibly he got guilds allready too for addition 8000 soldiers
Population, he has only 4% land?? 4% ! That is near nothing! We have 28% Is his kingdom mostly water? => Is he isolated?
He only has 11% of the world population, we have 34% so we have many more soldiers on that front.
Each 2 Chariots are worth 1 LBs or 1 XBows.
Each 2 Axemen are worth 2 Macemen.
Enough catapults and Trebs can do anything, but having XBows and Macemen in backup would make things much easier I think. Tho we wont know anything for sure untill we get a peak at his cities (Galleon or 2).
WEs make nice defensive units vs Anything but for Pikes/Spears. For those we have Axemen even a C2 Pike < Axeman (on defense).
So either we get a nice stack of WEs with some Axemen and lots of cats and trebs
4 WEs : 2 Axe : 2 Cats : 2 Trebs (or something like that)
Where the cats do primary damage (disposapults), Trebs, axe and WE to clean up.
But all that depends on how heavy the defences are...
Back on the Great Person front... If we do pop a GE, we can also use him to discover ALL of feudalism. This is a 1500 beaker tech and the GE is worth 1700 maybe a little less. So we lose some beakers... but gain 4 turns teching = 4 turns earlier banking = 4 * 50 beakers = 200 beakers. So it all equals out.
Mastiff_of_Ar Feb 14, 2008, 11:07 AM Okay... I'll be reading all of this over during the day and get it about ~8 hours from now. Unless Maro wants back in before me...
namliaM Feb 14, 2008, 11:54 AM I have been thinking with my aching head...
Do we need any infra at all at this point? Least of all anything that gives +science (Observatory, university, Monastary)
There should be REAL good reasons to build ANY buildings from this point forward I think (Aquaduct in London beeing one of them IMHO).
Maybe some Grocers here or there (Athens?).... what do you folks think?
Mastiff_of_Ar Feb 14, 2008, 02:44 PM I have been thinking with my aching head...
Do we need any infra at all at this point? Least of all anything that gives +science (Observatory, university, Monastary)
There should be REAL good reasons to build ANY buildings from this point forward I think (Aquaduct in London beeing one of them IMHO).
Maybe some Grocers here or there (Athens?).... what do you folks think?
I think we need to very carefully examine each city build. If it's not a unit, then there should be a good reason why not... If we're on the edge of the max :health: or :mad: then perhaps we handle it. Yes?
namliaM Feb 14, 2008, 03:46 PM If we're on the edge of the max :health: or :mad: then perhaps we handle it. Yes?
One way of lowering both is :whipped: rather than add a building ;)
Mastiff_of_Ar Feb 14, 2008, 03:58 PM One way of lowering both is :whipped: rather than add a building ;)
Quite true... quite true!
EDIT: Okay, I read all of Nams notes. Anyone have more to add?
Also, I might be tempted to go CS before Banking... and we need HR for knights.
ArcadicGamer Feb 14, 2008, 06:27 PM Nice going AG...
It looks like we were first to Optics vs Ragnar anyway :) But now he has Optics as well, so we only beet Ragnar by a couple of turns at best.
I would have liked to have seen a screeny of the burning of the GS. I hope you waited until the turn PRIOR to totaly discovering Astronomy and not the turn the GS would discover Astronomy. The later means we lost a beaker or 2... or 100... I did end up burning it the turn we discovered it, but calculating the turn before there was no way we would, so we only lost ~50 due to some pop making from one to the next.
I propose our techpath to be at 70% and -80gpt which we can hold for the next 10 turns :
- 1 turns Meditation (Monastary or two to spread the faith for Theocracy)
- 1 turns Archery (XBows to defend against Macemen and alike)
- 3 turns Theology (Theocracy)
- 4 turns Feudalism (Vassalage)
I would insert CS here, as it would seem the optimal point to start mass producing an army and starting the food chains to be able to feed our hammers
Continue at 50% (Roughly break even atm)
- 2 turns Guilds => Burn the GE for roughly 1600-1700 beakers, knock it down from 9 to 2
- 7 turns Banking
Revolt to Vassalage - Theocracy - Mercantalism
Changing 1 civic is a 2 turn anarchy. Changing 2 civics is 3 turns anarchy, changing 3 civics = 3 turns anarchy.
So we can earlier switch to Theocracy + Vassalage but suffer 3 + 2 = 5 turns total anarchy or wait for 3 turns anarchy.
Waiting the ~9 turns is better even though we'd have CS
Is banking still worth the effort?
Banking (1501 beakers)
After guilds we are going for
- 1716 CS (chain farming Macemen) <= Perhaps earlier?
- 2574 Gunpowder
- 3861 Chemistry
- 6006 Steel
=====
14157 / 250 = 56 turns to Steel
13 cities at that time should have a library = 13 * 3.75 = 48.75 * 56 turns = 2730 beakers alone... Nevermind added hammers or anything. So basicaly it is worth it... BUT at the expense of:
- waiting
9 turns to addopt Vassalage and Theocracy = 9 turns of 4 xp missed, dont know how big a deal that is. Maybe we can resolve this by queing ?
- revolt twice
2 additional turns of anarchy = 500 beakers and a good stack of hammers lost.
Banking should be gotten. Merchantilism will help every aspect our civ grow, and i think its worth it.
Then there is still some "nice to have" techs out there.
- Drama (Happynes with the culture slider :) )
- Printing Press (+ commerce :) )
- Education (Military Academy)
- Horseback riding (Knights?)
- MT (Cavalry?)
- Riffling (Riffles)
We may only need Rifling if we run into knights and cavalry, Drama seems essential due to eventual overseas WW. The rest can be gotten at will, prioritizing PP. Should we hit paper and philo for a possible Libralism after Banking? Slinging Steel would seem the best but settling for chemistry could definaltly help. Its worth a thought.
Now about the save:
- London
Why improve THAT banana first? Why not the one beeing worked? And it should IMHO be given back to londen > Coventry.
Chopping the forrests I think is OK, but make sure to chop BOTH and start an Aquaduct soon.
- Nottingham
It is still growing, maybe we should change one of the water to the gold mine? Stagnating the city but +6 commerce.
- York
Milling project underway, cool. Tho getting a plantation on the dye is maybe more important?
- Athens
61% odds we pop another GE, he can be used to burn on Chemistry :) to save some 6-7 turns on that (=> Note: This means 7 turns less "gain" from banking in above calculations)
Should it be a Priest then we can use that for a shrine of choice.
- Masttown
Another engineer there, better off working the forrest I think.
- Canterburry
Working an as yet unimproved plains tile ? Why not work the Grass cottage?
- Utica
There is a Medic chariot hiding there. Get it out.... and put it to use someplace (near Ragnar maybe? to be part of the Landing force?)
- Carthage
Why an engineer? Isnt working the grass hamlett a better idea?
Why build a Winery? We dont need the food and the commerce is the same as a hamlett. I suggest building a cottage>Winery.
Having Carthage build a galleon or two sounds like a good plan to me AG :goodjob:
- Coventry
I think we need a galleon from Masttown pretty soon to improve them cows
- Happiness/MP
We only have problems ATM in Carthage, Athens, Sparta and Utica. 0, 1, 2 and 3 "extra" happiness each. So we have enough MP for now I think (maybe add some MP to those 4 cities?)
Eventually we will need some more MPs, but for now XBows/Catapults/Trebs would seem more productive.
- Health
Not that big an issue either but London, Athens, York and Masttown all are about to hit the limit.
- Circumvention
Do we need it? Loading units in Coventry can land them in the same turn on Viking grounds. (4 movement points)
Then again it could prove usefull once the battle gets futher away... plus... how much time to we need to "get ready" (see Military)?
1 Galleon could go out from Carthage, find Hanny, and continue East, while a Galleon from Mastown could survey Ragnar's borders and continue West, killing 3 birds with one stone. The downside is meeting the other 2 AI which seems inevitable if we go for the bonus. If we arnt goint to assault raggy right away it seems the best to do while we wait to assault. However i think we could possibly assault if he doesnt have lbows and xbows. Him hitting guilds makes me think he has met a trading partner.
- Military
How much time do we need to build our landing force? i.e. how much time to we have to hunt down Hannibal, before we are ready to go kill Ragnar?
8 Axemen
3 Swords
1 Pikeman
4 WEs
4 Catapults
5 Trebs
Add some Xbows and Pikes for defensive purposes, fighting against Macemen/LBs/XBows doesnt seem fun.
I think we will need Macemen really...
Agreed, another reason i suggest moving CS up the tech ladder.
- Religion / Shrine of Choice
With Timbuktu going production (= units?) I would suggest not building the shrine there.
Leaving Djenne or Carthage. Djenne has the most "native commerce" to add to the shrine, so it -to me- seems the logical choice.
1 city is Hindu (currenly)
4 cities Buddist
2 Cities Judaist
So that would push the choice to Carthage. The location favours Timbuktu...
Also we need to allocate a "Missionary city" or two to start spreading the word.
Utica has 15 hammers, so that means a missionary every 4 turns. Allready buddist.
Kuba Seleh is Judaist and has nice productive capabilities too, tho it is quite new and needs lots of work before building Missionaries.
All in all Buddist seems to be the way to go?
Buddism did spread to york during my turnset, and athough is isnt optimal, i'd say buddism.
namliaM Feb 15, 2008, 01:10 AM Also, I might be tempted to go CS before Banking... and we need HR for knights.
HR? Oh HBR!
Knights work best when you have a considerable techlead, which we dont have... IMHO we are going to need Catapults/Trebs to complement the Knights anyway, so their movement advantage is lost.
Is the strength 10 over strength 8 for macemen that big?
Dont forget we are going to get Chemistry not to much later. Grens are definatly better than Knights.
Should we hit paper and philo for a possible Libralism after Banking? Slinging Steel would seem the best but settling for chemistry could definaltly help.
I think there is NO WAY we are going to get Liberalism.
And why research Paper (1200) => Education (3800) => Liberalism (3000) to sling Chemistry (3800) seems counter productive to me.
Agreed, another reason i suggest moving CS up the tech ladder. I have done this WE/Axe/Sword bassed attack vs Macemen and Xbows before, if you bring enough catapults... CR3 Catapults and CR3 Trebs can be monsters you know...
What about our bulbing?
Back on the Great Person front... If we do pop a GE, we can also use him to discover ALL of feudalism. This is a 1500 beaker tech and the GE is worth 1700 maybe a little less. So we lose some beakers... but gain 4 turns teching = 4 turns earlier banking = 4 * 50 beakers = 200 beakers. So it all equals out.
Bulb Feudalism? Or save him for Chem?
Mastiff_of_Ar Feb 15, 2008, 11:01 AM Okay, I have a couple turns left, but it should be back up in ~8 hours or so. Saladin has been found, he's around 1180 points. I still can't find his borders, so if you want me to upload a save before I'm done I can. Haven't found Hanny yet, either, which is odd.
I did get HBR (Not HR!), it was one turn at 50%... Also, CS was already started, so I went back to it after the Med --> Archery ---> HBR ---> Theo. It'll be done when my turn is up. It's running at -80g for 3 turns and we have over 600g at the moment. I think we can run all the way to Feudalism that way if we want.
Rags has a longbow, berserker, pike, and a settler in his capitol. The two other cities are similar... I think after another quick peek, I should get out of his waters so he doesn't build more.
We have three galleons on his side, with two more coming. I started a few defensive units (Pike and Xbow), and more of the same offensive units. An attack shouldn't be too far away.
I've chopped a bit to finish up projects.
I built the Mahabodhi in Carthage with the GP. We are now Buddhist, and it's already spread to another city. I figure the more it spreads w/o missionaries, the more we save. EDIT: I think I misread your post, Nam... I have a monestary going up in Djeanne. :( not Utica.
Questions? The screenies are at home... I got caught up with some stuff at home last night or I would have posted them last night.
EDIT:
Oh, Islam was founded in a distant land... so someone is teching along pretty well. We need to kill off the trading partners!
namliaM Feb 15, 2008, 03:40 PM Saladin has been found, he's around 1180 points.... I still can't find his borders
No borders, yet we know him.. he met us?
I am not so much intrested in points, rather tech situation... where is he on the tech tree?
Rags has a longbow, berserker, pike, and a settler in his capitol. The two other cities are similar... I think after another quick peek, I should get out of his waters so he doesn't build more.
Nets? Pillaged any nets? Less food = less everything :)
LB Berserker Pike doesnt sound particularly inhospitibal :) Nothing a few WEs/Axe/Xbows and Trebs cannot handle anyway :goodjob:
Did you find any "good" landing spots yet (preferably close to our coast?
We have three galleons on his side, with two more coming. I started a few defensive units (Pike and Xbow), and more of the same offensive units. Wow 5 galleons? How many units are we planning on moving? 3 would be enough for now I think?
An attack shouldn't be too far away.
:drool:
I built the Mahabodhi in Carthage with the GP. We are now Buddhist, and it's already spread to another city. I figure the more it spreads w/o missionaries, the more we save. EDIT: I think I misread your post, Nam... I have a monestary going up in Djeanne. :( not Utica.
As long as its buddist its all good, iirc there is Judaism there as well. Djenne can double up with Utica, it has some hammers too :)
[/quote]Oh, Islam was founded in a distant land... so someone is teching along pretty well. We need to kill off the trading partners![/QUOTE]
If we can effectively kill 1 civ.... no more trading
Atleast not to humans... AI dont trade away monopoly techs IIRC.
Islam... hmz, thats Devine Right. Prereq is Theology and Monarchy, that doesnt particularly mean that any AI is teching fast... Unless offcourse they have a lot more techs too.
Devine right might be nice tho, IF some AI desides to build Versailles we could keep some cities :)
Mastiff_of_Ar Feb 15, 2008, 06:04 PM No borders, yet we know him.. he met us?
I am not so much intrested in points, rather tech situation... where is he on the tech tree?
Nets? Pillaged any nets? Less food = less everything :)
LB Berserker Pike doesnt sound particularly inhospitibal :) Nothing a few WEs/Axe/Xbows and Trebs cannot handle anyway :goodjob:
Did you find any "good" landing spots yet (preferably close to our coast?
Wow 5 galleons? How many units are we planning on moving? 3 would be enough for now I think?
:drool:
As long as its buddist its all good, iirc there is Judaism there as well. Djenne can double up with Utica, it has some hammers too :)
Oh, Islam was founded in a distant land... so someone is teching along pretty well. We need to kill off the trading partners
If we can effectively kill 1 civ.... no more trading
Atleast not to humans... AI dont trade away monopoly techs IIRC.
Islam... hmz, thats Devine Right. Prereq is Theology and Monarchy, that doesnt particularly mean that any AI is teching fast... Unless offcourse they have a lot more techs too.
Devine right might be nice tho, IF some AI desides to build Versailles we could keep some cities :)
I'll post a few screenshots tonight. I found no seafood to pillage... yet. Raggy's capitol is on an iron hill. Not an easy landing.
I'll check the tech tree. Not sure HOW I met him. I'm sure I'm just right on the edge of his property.
Personally, I'd like to hit them with 15 units. But one is headed around the world! That means 12 to start. Easy enough, I'd think! And no, not inhospitable at all!
I think you might be able to attack him, actually. We've got good build-up.
Did someone say they knew where Hanny is? I'm not finding him real easy...
Mastiff_of_Ar Feb 15, 2008, 10:40 PM Okay... my turnset is up.
I lost a galleon... it was to pillage seafood. Revenge them! :mad:
Autolog:
Turn 279, 1334 AD: You have discovered Astronomy!
Turn 279, 1334 AD: Churchill's War Elephant (8.80) vs Barbarian's Warrior (1.90)
Turn 279, 1334 AD: Combat Odds: 100.0%
Turn 279, 1334 AD: (Extra Combat: -10%)
Turn 279, 1334 AD: (Barbarian Combat: -5%)
Turn 279, 1334 AD: Barbarian's Warrior is hit for 39 (61/100HP)
Turn 279, 1334 AD: Barbarian's Warrior is hit for 39 (22/100HP)
Turn 279, 1334 AD: Barbarian's Warrior is hit for 39 (0/100HP)
Turn 279, 1334 AD: Churchill's War Elephant has defeated Barbarian's Warrior!
Turn 279, 1334 AD: You have discovered Meditation!
Turn 279, 1334 AD: The borders of Utica have expanded!
Turn 280, 1340 AD: You have discovered Archery!
Turn 280, 1340 AD: Mencius (Great Prophet) has been born in Athens (Churchill)!
Turn 280, 1340 AD: Notre Dame has been built in a far away land!
Turn 281, 1346 AD: The revolution has begun!!!
Turn 281, 1346 AD: Churchill converts to Buddhism!
Turn 281, 1346 AD: The anarchy is over! Your government is re-established.
Turn 281, 1346 AD: Euclid (Great Scientist) has been born in a far away land!
Turn 282, 1352 AD: You have discovered Horseback Riding!
Turn 282, 1352 AD: Johannes Brahms (Great Artist) has been born in a far away land!
Turn 283, 1358 AD: Churchill has completed The Mahabodhi!
Turn 283, 1358 AD: Athens celebrates "We Love the Monarch Day"!!!
Turn 283, 1358 AD: Islam has been founded in a distant land!
Turn 284, 1364 AD: Buddhism has spread in London.
Turn 284, 1364 AD: Hinduism has spread in Horico.
Turn 284, 1364 AD: Athens celebrates "We Love the Monarch Day"!!!
Turn 284, 1364 AD: The borders of Masttown have expanded!
Turn 284, 1364 AD: Buddhism has spread in Canterbury.
Turn 285, 1370 AD: You have discovered Theology!
Turn 286, 1376 AD: New Tech(s) to trade: Ragnar
Turn 286, 1376 AD: You have trained a Crossbowman in London. Work has now begun on The Hagia Sophia.
Turn 286, 1376 AD: You have constructed a Jewish Monastery in Kumbi Saleh. Work has now begun on a Courthouse.
Turn 287, 1382 AD: Clearing a Forest has created 44 ? for Thapsus.
Turn 287, 1382 AD: Clearing a Forest has created 24 ? for Timbuktu.
Turn 287, 1382 AD: You have declared war on Saladin!
Turn 287, 1382 AD: You have constructed a Courthouse in Timbuktu. Work has now begun on a Forge.
Turn 288, 1388 AD: The enemy has been spotted near Nottingham!
Turn 288, 1388 AD: New Tech(s) to trade: Saladin
Turn 288, 1388 AD: Saladin has 9 gold per turn available for trade
Turn 288, 1388 AD: You have plundered 3? from the Fishing Boats!
Turn 288, 1388 AD: Clearing a Forest has created 44 ? for Thapsus.
Turn 288, 1388 AD: Clearing a Forest has created 44 ? for Timbuktu.
Turn 288, 1388 AD: Churchill's Galleon (4.40) vs Saladin's Trireme (2.00)
Turn 288, 1388 AD: Combat Odds: 99.4%
Turn 288, 1388 AD: (Extra Combat: -10%)
Turn 288, 1388 AD: Saladin's Trireme is hit for 29 (71/100HP)
Turn 288, 1388 AD: Saladin's Trireme is hit for 29 (42/100HP)
Turn 288, 1388 AD: Saladin's Trireme is hit for 29 (13/100HP)
Turn 288, 1388 AD: Saladin's Trireme is hit for 29 (0/100HP)
Turn 288, 1388 AD: Churchill's Galleon has defeated Saladin's Trireme!
Turn 288, 1388 AD: Your Galleon has destroyed a Trireme!
Turn 288, 1388 AD: You have plundered 3? from the Fishing Boats!
Turn 289, 1394 AD: The enemy has been spotted near Horico!
Turn 289, 1394 AD: Churchill's Galleon (4.40) vs Ragnar's Galley (2.20)
Turn 289, 1394 AD: Combat Odds: 99.1%
Turn 289, 1394 AD: (Extra Combat: -10%)
Turn 289, 1394 AD: (Plot Defense: +10%)
Turn 289, 1394 AD: Ragnar's Galley is hit for 28 (72/100HP)
Turn 289, 1394 AD: Ragnar's Galley is hit for 28 (44/100HP)
Turn 289, 1394 AD: Ragnar's Galley is hit for 28 (16/100HP)
Turn 289, 1394 AD: Churchill's Galleon is hit for 14 (86/100HP)
Turn 289, 1394 AD: Churchill's Galleon is hit for 14 (72/100HP)
Turn 289, 1394 AD: Churchill's Galleon is hit for 14 (58/100HP)
Turn 289, 1394 AD: Ragnar's Galley is hit for 28 (0/100HP)
Turn 289, 1394 AD: Churchill's Galleon has defeated Ragnar's Galley!
Turn 289, 1394 AD: Your Galleon has destroyed a Galley!
Turn 289, 1394 AD: Your Catapult has reduced the defenses of Leptis to 17%!
Turn 289, 1394 AD: Clearing a Forest has created 44 ? for Thapsus.
Turn 289, 1394 AD: Clearing a Forest has created 44 ? for Utica.
Turn 289, 1394 AD: You have discovered Civil Service!
Turn 289, 1394 AD: Utica will grow to size 8 on the next turn
Turn 289, 1394 AD: Coventry will grow to size 5 on the next turn
Turn 289, 1394 AD: Barbarian's Archer (3.30) vs Churchill's Pikeman (11.40)
Turn 289, 1394 AD: Combat Odds: 0.0%
Turn 289, 1394 AD: (Extra Combat: -10%)
Turn 289, 1394 AD: (Extra Combat: +10%)
Turn 289, 1394 AD: (Barbarian Combat: +5%)
Turn 289, 1394 AD: (Plot Defense: +75%)
Turn 289, 1394 AD: Barbarian's Archer is hit for 35 (65/100HP)
Turn 289, 1394 AD: Barbarian's Archer is hit for 35 (30/100HP)
Turn 289, 1394 AD: Barbarian's Archer is hit for 35 (0/100HP)
Turn 289, 1394 AD: Churchill's Pikeman has defeated Barbarian's Archer!
Turn 289, 1394 AD: While defending, your Pikeman has killed a Barbarian Archer!
Turn 289, 1394 AD: Athens's cultural boundary is about to expand.
Turn 289, 1394 AD: Kumbi Saleh's cultural boundary is about to expand.
Turn 290, 1400 AD: The enemy has been spotted near Horico!
Turn 290, 1400 AD: Your Catapult has reduced the defenses of Leptis to 14%!
Turn 290, 1400 AD: Clearing a Forest has created 44 ? for Masttown.
Turn 290, 1400 AD: Churchill's Galleon (4.40) vs Ragnar's Caravel (3.30)
Turn 290, 1400 AD: Combat Odds: 78.3%
Turn 290, 1400 AD: (Extra Combat: -10%)
Turn 290, 1400 AD: (Plot Defense: +10%)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (83/100HP)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (66/100HP)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (49/100HP)
Turn 290, 1400 AD: Ragnar's Caravel is hit for 23 (77/100HP)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (32/100HP)
Turn 290, 1400 AD: Ragnar's Caravel is hit for 23 (54/100HP)
Turn 290, 1400 AD: Ragnar's Caravel is hit for 23 (31/100HP)
Turn 290, 1400 AD: Ragnar's Caravel is hit for 23 (8/100HP)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (15/100HP)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (0/100HP)
Turn 290, 1400 AD: Ragnar's Caravel has defeated Churchill's Galleon!
Turn 290, 1400 AD: Your Galleon has died trying to attack a Caravel!
And the HOF:
Turn 280/660 (1340 AD) [14-Feb-2008 20:50:15]
Research begun: Archery (1 Turns)
London begins: The Hagia Sophia (33 turns)
Masttown begins: Galleon (3 turns)
Carthage begins: Galleon (6 turns)
A Cottage was built near Canterbury
A Windmill was built near Nottingham
Tech learned: Archery
Sparta finishes: Chariot
Hastings finishes: Chariot
Mencius (Great Prophet) born in Athens
A Town was built near Athens
Timbuktu grows: 9
Turn 281/660 (1346 AD) [14-Feb-2008 20:56:42]
Research begun: Horseback Riding (1 Turns)
Sparta begins: Trebuchet (8 turns)
Hastings begins: Pikeman (8 turns)
A Cottage was built near Canterbury
State Religion Change: Churchill(England) from 'no State Religion' to 'Buddhism'
Turn 282/660 (1352 AD) [14-Feb-2008 21:02:27]
A Cottage was built near Sparta
A Plantation was built near Djenne
A Winery was built near Carthage
A Plantation was built near Timbuktu
A Workshop was built near Timbuktu
Tech learned: Horseback Riding
A Village was built near London
A Village was built near Sparta
A Village was built near York
A Village was built near Canterbury
Utica finishes: Market
Turn 283/660 (1358 AD) [14-Feb-2008 21:05:40]
Research begun: Theology (4 Turns)
Utica begins: Galleon (8 turns)
Djenne begins: Buddhist Monastery (45 turns)
A Plantation was built near London
A Mine was built near Thapsus
A Farm was built near Carthage
A Mine was built near Djenne
Carthage finishes: The Mahabodhi
London begins: Crossbowman (4 turns)
A Hamlet was built near Horico
A Hamlet was built near York
Masttown finishes: Galleon
A Village was built near Utica
A Town was built near Carthage
Islam founded in a distant land
Turn 284/660 (1364 AD) [14-Feb-2008 21:22:03]
Masttown begins: Galleon (3 turns)
Galleon promoted: Combat I
Buddhism has spread: London
Hinduism has spread: Horico
A Village was built near Sparta
York grows: 11
York finishes: Barracks
Masttown's borders expand
Canterbury grows: 9
Buddhism has spread: Canterbury
Carthage grows: 9
A Hamlet was built near Coventry
Turn 285/660 (1370 AD) [14-Feb-2008 21:27:59]
York begins: Pikeman (9 turns)
A Windmill was built near York
A Cottage was built near Djenne
Tech learned: Theology
A Town was built near London
Horico finishes: Forge
A Hamlet was built near Horico
Athens grows: 16
Athens finishes: Galleon
Masttown finishes: Galleon
Carthage finishes: Galleon
Coventry grows: 4
A Village was built near Kumbi Saleh
Attitude Change: Ragnar(Vikings) towards Churchill(England), from 'Annoyed' to 'Furious'
Turn 286/660 (1376 AD) [14-Feb-2008 21:32:47]
Research begun: Civil Service (4 Turns)
Horico begins: Barracks (8 turns)
Athens begins: Galleon (6 turns)
Masttown begins: Galleon (3 turns)
Carthage begins: Barracks (4 turns)
A Plantation was built near Djenne
A Workshop was built near Timbuktu
Kumbi Saleh begins: Library (135 turns)
Kumbi Saleh begins: Jewish Monastery (90 turns)
London finishes: Crossbowman
A Town was built near Nottingham
Masttown grows: 12
Utica finishes: Galleon
Kumbi Saleh finishes: Jewish Monastery
Turn 287/660 (1382 AD) [14-Feb-2008 21:43:16]
Utica begins: Catapult (4 turns)
A Plantation was built near York
A Cottage was built near Thapsus
A Mine was built
A Cottage was built near London
Churchill(England) declares war on Saladin(Arabia)
Contact made: Arabian Empire
London begins: War Elephant (4 turns)
Galleon promoted: Combat I
A Town was built near Nottingham
Athens finishes: Galleon
Masttown finishes: Galleon
Thapsus finishes: Forge
Djenne grows: 6
Timbuktu finishes: Courthouse
Attitude Change: Saladin(Arabia) towards Churchill(England), from 'Annoyed' to 'Furious'
Attitude Change: Hannibal(Carthage) towards Saladin(Arabia), from 'Cautious' to 'Pleased'
Turn 288/660 (1388 AD) [15-Feb-2008 19:12:15]
Athens begins: Catapult (3 turns)
Masttown begins: Aqueduct (5 turns)
Thapsus begins: Barracks (13 turns)
While attacking in Viking territory near Nidaros, Galleon defeats (4.00/4): Arabian Trireme (Prob Victory: 99.4%)
A Village was built near York
A Hamlet was built near Hastings
Athens finishes: Catapult
Canterbury finishes: Library
Carthage finishes: Barracks
Thapsus finishes: Barracks
Turn 289/660 (1394 AD) [15-Feb-2008 19:28:37]
Athens begins: Trebuchet (6 turns)
Canterbury begins: Barracks (7 turns)
Carthage begins: Catapult (3 turns)
Thapsus begins: Granary (15 turns)
While attacking in Viking territory near Uppsala, Galleon defeats (2.32/4): Viking Galley (Prob Victory: 99.1%)
A Mine was built near Sparta
Pikeman promoted: Combat I
Tech learned: Civil Service
Sparta finishes: Trebuchet
Hastings finishes: Pikeman
Utica finishes: Catapult
A Town was built near Kumbi Saleh
While defending in the wild near Nottingham, Pikeman defeats (6.00/6): Barbarian Archer (Prob Victory: 100.0%)
Turn 290/660 (1400 AD) [15-Feb-2008 19:35:16]
Research begun: Feudalism (4 Turns)
Sparta begins: Maceman (7 turns)
Hastings begins: Maceman (9 turns)
Utica begins: Maceman (7 turns)
A Cottage was built near Utica
A Mine was built near Utica
A Mine was built near Masttown
A Cottage was built near Djenne
Galleon promoted: Combat I
While attacking in Viking territory at Nidaros, Galleon loses to: Viking Caravel (0.24/3) (Prob Victory: 78.3%)
Now the pics!
First off... who is this? Cyrus? I backed off, so no war started. Can we kill Raggy without them seeing us for awhile? I'd like that...
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM-1400-5.jpg
This is the lower end of Rags land. The photo above would be southwest of this one.
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM-1400-4.jpg
Here's the Capitol...
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM-1400-3.jpg
The east coast (below the capitol):
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM-1400-2.jpg
And we did find The Salad. He had a boat just out of sight... but here is a first glance at his land north of Raggy:
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM-1400-1.jpg
I did find Hanny! Seems he has little two city island.
East and North of Carthage. There are 3 units there now, one cat bombarding. Need a few more units to finish him.
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM-1400-6.jpg
Mastiff_of_Ar Feb 15, 2008, 10:55 PM The big map:
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM-1400-8.jpg
Here's the FA screen:
I'm glad Raggy is next!
http://i89.photobucket.com/albums/k217/mastiffofar/WGOTM-1400-7.jpg
namliaM Feb 16, 2008, 03:15 AM I built the Mahabodhi in Carthage with the GP.
WHY a priest now?? Couldnt he have waited one Great person? If it had been a GE would have been more helpfull :(
The Roster
ChrisFromLux
ArcadicGamer
Mastiff_of_Ar => Found Hanni and Saladin
namliaM => Up to play Today, but will wait a few hours
marowaker => On deck, wake up Maro ! ;)
Hmz, Ragnar is quite a few techs ahead of us :(
Turn 290, 1400 AD: Churchill's Galleon (4.40) vs Ragnar's Caravel (3.30)
Turn 290, 1400 AD: Combat Odds: 78.3%
Aaargh another 80% battle? I was hoping we had lost our share of those battles by now...
Hannibal has CG1 LBs defending on a hill. NO WAY we can tackle that now -I think- I propose reallocating the units to the soon to be all out war with Ragnar...
With so few (appearent) units for Ragnar we can just land 1 west of Uppsala with a nice mix of units to counter any counter attack (if at all).
Uhm Why do we have production into the Hagia sophia?? Do we have plans to finish that? 120 hammers = WE/Mace
I plan on upgrading our CR Units to Macemen
Unit builds
I would build Macemen and melee/archer/etc units as much as possible in the GG cities (London/Masttown/Athens) While using non-GG cities to produce Catapults and Trebs, atleast untill Steel that is. CR3 Cannons can be mean things.
Also we are building units in cities that dont have barracks and/or dont have Forges... :(
Mastiff_of_Ar Feb 16, 2008, 12:26 PM - Yep... an 80% 'er again. If it weren't for bad luck, I'd have no luck at all!
- I just stuck the Hag Soph up to see what it'd cost, and forgot to change it to a unit. My bad :( At least we might get some $ from it, right?
- I was thinking two north of Upsula to pillage the horses.
- Thre are a few units on the move. Some to Athens, but a few going north from Carthage to catch the boat to Hanny. If we aren't going to take him out, they need to head the other way.
- I missed a barracks? I was building a few of them (chopping, too)... I don't worry as much about forges if they're too expensive. Should I?
namliaM Feb 17, 2008, 04:02 AM Here is your Session Turn Log from 1400 AD to 1460 AD:
Turn 290, 1400 AD: Churchill's Galleon (4.40) vs Ragnar's Caravel (3.30)
Turn 290, 1400 AD: Combat Odds: 78.3%
Turn 290, 1400 AD: (Extra Combat: -10%)
Turn 290, 1400 AD: (Plot Defense: +10%)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (83/100HP)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (66/100HP)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (49/100HP)
Turn 290, 1400 AD: Ragnar's Caravel is hit for 23 (77/100HP)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (32/100HP)
Turn 290, 1400 AD: Ragnar's Caravel is hit for 23 (54/100HP)
Turn 290, 1400 AD: Ragnar's Caravel is hit for 23 (31/100HP)
Turn 290, 1400 AD: Ragnar's Caravel is hit for 23 (8/100HP)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (15/100HP)
Turn 290, 1400 AD: Churchill's Galleon is hit for 17 (0/100HP)
Turn 290, 1400 AD: Ragnar's Caravel has defeated Churchill's Galleon!
Turn 290, 1400 AD: You have trained a War Elephant in London. Work has now begun on a Maceman.
Turn 290, 1400 AD: Athens celebrates "We Love the Monarch Day"!!!
Turn 290, 1400 AD: The borders of Athens have expanded!
Turn 290, 1400 AD: You have constructed a Aqueduct in Masttown. Work has now begun on a Maceman.
Turn 290, 1400 AD: The borders of Kumbi Saleh have expanded!
Turn 291, 1406 AD: You have trained a Chariot in Sparta. Work has now begun on a Chariot.
Turn 291, 1406 AD: Athens celebrates "We Love the Monarch Day"!!!
Turn 291, 1406 AD: You have trained a Chariot in Carthage. Work has now begun on a Chariot.
Turn 291, 1406 AD: You have constructed a Granary in Thapsus. Work has now begun on a Courthouse.
Turn 291, 1406 AD: You have declared war on Cyrus!
Turn 292, 1412 AD: You have constructed a Barracks in Horico. Work has now begun on a Catapult.
Turn 292, 1412 AD: You have trained a Chariot in Hastings. Work has now begun on a Chariot.
Turn 293, 1418 AD: Churchill's Galleon (4.00) vs Cyrus's Caravel (3.30)
Turn 293, 1418 AD: Combat Odds: 70.7%
Turn 293, 1418 AD: (Plot Defense: +10%)
Turn 293, 1418 AD: Churchill's Galleon is hit for 18 (82/100HP)
Turn 293, 1418 AD: Cyrus's Caravel is hit for 22 (78/100HP)
Turn 293, 1418 AD: Cyrus's Caravel is hit for 22 (56/100HP)
Turn 293, 1418 AD: Churchill's Galleon is hit for 18 (64/100HP)
Turn 293, 1418 AD: Cyrus's Caravel is hit for 22 (34/100HP)
Turn 293, 1418 AD: Churchill's Galleon is hit for 18 (46/100HP)
Turn 293, 1418 AD: Cyrus's Caravel is hit for 22 (12/100HP)
Turn 293, 1418 AD: Cyrus's Caravel is hit for 22 (0/100HP)
Turn 293, 1418 AD: Churchill's Galleon has defeated Cyrus's Caravel!
Turn 293, 1418 AD: You have trained a Chariot in Sparta. Work has now begun on a Chariot.
Turn 293, 1418 AD: You have trained a Trebuchet in Athens. Work has now begun on a Maceman.
Turn 293, 1418 AD: You have trained a Maceman in Masttown. Work has now begun on a Maceman.
Turn 293, 1418 AD: You have trained a Chariot in Canterbury. Work has now begun on a Chariot.
Turn 293, 1418 AD: You have trained Buddhist Missionary in Utica. Work has now begun on Buddhist Missionary.
Turn 293, 1418 AD: You have trained a Chariot in Carthage. Work has now begun on a Chariot.
Turn 293, 1418 AD: You have trained a Chariot in Timbuktu. Work has now begun on a Forge.
Turn 293, 1418 AD: Barbarian's Longbowman (7.20) vs Churchill's Pikeman (12.60)
Turn 293, 1418 AD: Combat Odds: 4.4%
Turn 293, 1418 AD: (Extra Combat: -20%)
Turn 293, 1418 AD: (Extra Combat: +10%)
Turn 293, 1418 AD: (Barbarian Combat: +5%)
Turn 293, 1418 AD: (Plot Defense: +75%)
Turn 293, 1418 AD: (Fortify: +20%)
Turn 293, 1418 AD: Churchill's Pikeman is hit for 15 (85/100HP)
Turn 293, 1418 AD: Barbarian's Longbowman is hit for 26 (74/100HP)
Turn 293, 1418 AD: Barbarian's Longbowman is hit for 26 (48/100HP)
Turn 293, 1418 AD: Churchill's Pikeman is hit for 15 (70/100HP)
Turn 293, 1418 AD: Churchill's Pikeman is hit for 15 (55/100HP)
Turn 293, 1418 AD: Churchill's Pikeman is hit for 15 (40/100HP)
Turn 293, 1418 AD: Churchill's Pikeman is hit for 15 (25/100HP)
Turn 293, 1418 AD: Churchill's Pikeman is hit for 15 (10/100HP)
Turn 293, 1418 AD: Barbarian's Longbowman is hit for 26 (22/100HP)
Turn 293, 1418 AD: Churchill's Pikeman is hit for 15 (0/100HP)
Turn 293, 1418 AD: Barbarian's Longbowman has defeated Churchill's Pikeman!
Turn 294, 1424 AD: You have discovered Feudalism!
Turn 294, 1424 AD: You have trained a Maceman in London. Work has now begun on a Catapult.
Turn 294, 1424 AD: Nottingham celebrates "We Love the Monarch Day"!!!
Turn 295, 1430 AD: Buddhism has spread in Athens.
Turn 295, 1430 AD: You have discovered Guilds!
Turn 295, 1430 AD: Nottingham celebrates "We Love the Monarch Day"!!!
Turn 295, 1430 AD: You have trained a Maceman in Masttown. Work has now begun on a Maceman.
Turn 295, 1430 AD: You have circumnavigated the Globe! Your ships receive a +1 Movement bonus!
Turn 296, 1436 AD: Your Catapult has reduced the defenses of Uppsala to 51%!
Turn 296, 1436 AD: Your Trebuchet has reduced the defenses of Uppsala to 0%!
Turn 297, 1442 AD: The enemy has been spotted near Horico!
Turn 297, 1442 AD: You have plundered 7? from the Fishing Boats!
Turn 297, 1442 AD: Hinduism has spread in Sparta.
Turn 297, 1442 AD: You have trained Buddhist Missionary in Utica. Work has now begun on Buddhist Missionary.
Turn 298, 1448 AD: The enemy has been spotted near Horico!
Turn 298, 1448 AD: The enemy has been spotted near Nottingham!
Turn 298, 1448 AD: Churchill's Trebuchet (4.00) vs Ragnar's Longbowman (5.35)
Turn 298, 1448 AD: Combat Odds: 17.0%
Turn 298, 1448 AD: (Plot Defense: +28%)
Turn 298, 1448 AD: (Fortify: +10%)
Turn 298, 1448 AD: (City Defense: +70%)
Turn 298, 1448 AD: (Hills: +25%)
Turn 298, 1448 AD: (City Attack: -145%)
Turn 298, 1448 AD: Your Trebuchet has caused collateral damage! (3 Units)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 23 (77/100HP)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 23 (54/100HP)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 17 (83/100HP)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 23 (31/100HP)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 17 (66/100HP)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 17 (49/100HP)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 17 (32/100HP)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 23 (8/100HP)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 23 (0/100HP)
Turn 298, 1448 AD: Ragnar's Longbowman has defeated Churchill's Trebuchet!
Turn 298, 1448 AD: Your Trebuchet has died trying to attack a Longbowman!
Turn 298, 1448 AD: Churchill's Trebuchet (4.00) vs Ragnar's Longbowman (3.88)
Turn 298, 1448 AD: Combat Odds: 45.1%
Turn 298, 1448 AD: (Plot Defense: +28%)
Turn 298, 1448 AD: (Fortify: +25%)
Turn 298, 1448 AD: (City Defense: +25%)
Turn 298, 1448 AD: (Hills: +25%)
Turn 298, 1448 AD: (City Attack: -145%)
Turn 298, 1448 AD: Your Trebuchet has caused collateral damage! (2 Units)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 19 (73/100HP)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 19 (54/100HP)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 20 (80/100HP)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 20 (60/100HP)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 20 (40/100HP)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 19 (35/100HP)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 20 (20/100HP)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 19 (16/100HP)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 20 (0/100HP)
Turn 298, 1448 AD: Ragnar's Longbowman has defeated Churchill's Trebuchet!
Turn 298, 1448 AD: Your Trebuchet has died trying to attack a Longbowman!
Turn 298, 1448 AD: Churchill's Trebuchet (4.00) vs Ragnar's Crossbowman (2.62)
Turn 298, 1448 AD: Combat Odds: 92.1%
Turn 298, 1448 AD: (Plot Defense: +28%)
Turn 298, 1448 AD: (Fortify: +25%)
Turn 298, 1448 AD: (City Attack: -145%)
Turn 298, 1448 AD: Your Trebuchet has caused collateral damage! (1 Unit)
Turn 298, 1448 AD: Churchill's Trebuchet is hit for 16 (84/100HP)
Turn 298, 1448 AD: Ragnar's Crossbowman is hit for 23 (61/100HP)
Turn 298, 1448 AD: Ragnar's Crossbowman is hit for 23 (38/100HP)
Turn 298, 1448 AD: Ragnar's Crossbowman is hit for 23 (15/100HP)
Turn 298, 1448 AD: Ragnar's Crossbowman is hit for 23 (0/100HP)
Turn 298, 1448 AD: Churchill's Trebuchet has defeated Ragnar's Crossbowman!
Turn 298, 1448 AD: Your Trebuchet has destroyed a Crossbowman!
Turn 298, 1448 AD: Churchill's Maceman (8.00) vs Ragnar's Longbowman (3.03)
Turn 298, 1448 AD: Combat Odds: 99.6%
Turn 298, 1448 AD: (Plot Defense: +28%)
Turn 298, 1448 AD: (Fortify: +10%)
Turn 298, 1448 AD: (City Defense: +70%)
Turn 298, 1448 AD: (Hills: +25%)
Turn 298, 1448 AD: (City Attack: -75%)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 22 (10/100HP)
Turn 298, 1448 AD: Churchill's Maceman is hit for 17 (83/100HP)
Turn 298, 1448 AD: Churchill's Maceman is hit for 17 (66/100HP)
Turn 298, 1448 AD: Churchill's Maceman is hit for 17 (49/100HP)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 22 (0/100HP)
Turn 298, 1448 AD: Churchill's Maceman has defeated Ragnar's Longbowman!
Turn 298, 1448 AD: Your Maceman has destroyed a Longbowman!
Turn 298, 1448 AD: Churchill's Crossbowman (7.20) vs Ragnar's Pikeman (5.15)
Turn 298, 1448 AD: Combat Odds: 92.7%
Turn 298, 1448 AD: (Extra Combat: -20%)
Turn 298, 1448 AD: (Extra Combat: +10%)
Turn 298, 1448 AD: (Plot Defense: +28%)
Turn 298, 1448 AD: (Fortify: +25%)
Turn 298, 1448 AD: (Combat: -50%)
Turn 298, 1448 AD: Ragnar's Pikeman is hit for 21 (55/100HP)
Turn 298, 1448 AD: Churchill's Crossbowman is hit for 18 (82/100HP)
Turn 298, 1448 AD: Ragnar's Pikeman is hit for 21 (34/100HP)
Turn 298, 1448 AD: Ragnar's Pikeman is hit for 21 (13/100HP)
Turn 298, 1448 AD: Churchill's Crossbowman is hit for 18 (64/100HP)
Turn 298, 1448 AD: Ragnar's Pikeman is hit for 21 (0/100HP)
Turn 298, 1448 AD: Churchill's Crossbowman has defeated Ragnar's Pikeman!
Turn 298, 1448 AD: Your Crossbowman has destroyed a Pikeman!
Turn 298, 1448 AD: Churchill's War Elephant (8.00) vs Ragnar's Longbowman (1.94)
Turn 298, 1448 AD: Combat Odds: 100.0%
Turn 298, 1448 AD: (Plot Defense: +28%)
Turn 298, 1448 AD: (Fortify: +25%)
Turn 298, 1448 AD: (City Defense: +25%)
Turn 298, 1448 AD: (Hills: +25%)
Turn 298, 1448 AD: Ragnar's Longbowman is hit for 21 (0/100HP)
Turn 298, 1448 AD: Churchill's War Elephant has defeated Ragnar's Longbowman!
Turn 298, 1448 AD: Your War Elephant has destroyed a Longbowman!
Turn 298, 1448 AD: You have captured Uppsala!!!
Turn 298, 1448 AD: You have destroyed the city of Uppsala!!!
Turn 298, 1448 AD: You have plundered 11? from the Cottage!
Turn 298, 1448 AD: You have discovered Banking!
Turn 299, 1454 AD: The enemy has been spotted near Horico!
Turn 299, 1454 AD: The revolution has begun!!!
Turn 299, 1454 AD: Churchill adopts Vassalage!
Turn 299, 1454 AD: Churchill adopts Mercantilism!
Turn 299, 1454 AD: Churchill adopts Theocracy!
Turn 299, 1454 AD: Cyrus adopts Theocracy!
Turn 300, 1460 AD: The enemy has been spotted near Nottingham!
Turn 300, 1460 AD: Churchill's Galleon (4.00) vs Hannibal's Trireme (2.20)
Turn 300, 1460 AD: Combat Odds: 98.7%
Turn 300, 1460 AD: (Plot Defense: +10%)
Turn 300, 1460 AD: Hannibal's Trireme is hit for 26 (74/100HP)
Turn 300, 1460 AD: Hannibal's Trireme is hit for 26 (48/100HP)
Turn 300, 1460 AD: Hannibal's Trireme is hit for 26 (22/100HP)
Turn 300, 1460 AD: Hannibal's Trireme is hit for 26 (0/100HP)
Turn 300, 1460 AD: Churchill's Galleon has defeated Hannibal's Trireme!
Turn 300, 1460 AD: Your Galleon has destroyed a Trireme!
Turn 300, 1460 AD: Buddhism has spread in Masttown.
Turn 300, 1460 AD: You have plundered 3? from the Hamlet!
Turn 300, 1460 AD: You have plundered 11? from the Cottage!
Turn 300, 1460 AD: You have plundered 3? from the Fishing Boats!
Hmz, I have allready razed a city... but notice this island city
http://img182.imageshack.us/img182/9821/islandsle2.jpg (http://imageshack.us)
Also saladin allready has an island city :(. So dispite me razing the Confusian holy city allready... Later I thought... with the islands do we want to keep cities and go for Domination OR just Conquest?
We meet the "Guy in blue" Mr Cyrus... who automagicaly losses a Caravel that strayed to close.
http://img182.imageshack.us/img182/4047/cyrushk4.jpg (http://imageshack.us)
Our circumvention galleon(s) sail by the Arabia capitol. Wowsers.... :eek:
http://img167.imageshack.us/img167/1835/meetsaladinbx8.jpg (http://imageshack.us)
We had better bring some Formation Grens and/or Pikes to deal with those on defense.
Bulbing guilds from 8 turns down to 1 :) adding a whopping 1938 beakers
http://img508.imageshack.us/img508/1204/guildszk8.jpg (http://imageshack.us)
Our first units were put on foreign land...
http://img167.imageshack.us/img167/6108/landingqx6.jpg (http://imageshack.us)
While our units at Hannibals are having some pillaging fun (I really hate to lose those Senior troops). Our galleons make the world be round
http://img182.imageshack.us/img182/4647/circumventionqr3.jpg (http://imageshack.us)
I suggest taking first that flat land city... maybe even wait for a Mace or two to come on over.
*Wabush*
http://img508.imageshack.us/img508/9075/bombardme6.jpg (http://imageshack.us)
OK Those were the cultural defenses of Uppsala.
I upped research to 70%, to get banking in 3 turns. Now that is a good techrate :)
How sad that we can only keep it exactly those 3 turns.
The techsituation...
http://img167.imageshack.us/img167/4898/techsituationvw7.jpg (http://imageshack.us)
Poor saladin with his unit overload is on the short end of the technological situation. I propose we take on Cyrus next, after releaving Ragnar of his teching abilities (i.e. he is down to that Island city)
The seige of Uppsalla was delayed a turn while reinforcements arrived (if only as defensive aids) After sacrificing two Trebs :( the rest was cleanup....
http://img167.imageshack.us/img167/903/seigeuppsalahv0.jpg (http://imageshack.us)
Banking is in, so I revolt.
http://img167.imageshack.us/img167/8976/bankinghv7.jpg (http://imageshack.us)
I have tried to put a hold on as many unit builds as possible to pick up the XP. So there are a few cities with some units queed...
Masttown, London and Athens offcourse are among them and all 3 also have Buddism now spread to them (from Utica)
I started farming Utica to be able to work the hammers. I suggest farming/workshopping it up, except for the 3 Villages.
I have spammed some cheap Chariots for MP purposses, there are now 11 Chariots in Masttown to help with happiness anywhere. Because we have HBR now we can no longer build any cheap units. Cheapest one will be LB at 75 hammers or Catapult at 60.
As I was spamming Chariots we now have some Knights in que cause I appearently misjudged the discovery of Guilds vs the Chariot builds :(
Massbuilding Catapults may be a good idea to ready a mass upgrade to Cannons and flatten the other continent with them. While we build Macemen/XBows (add a few pikes) from the GG-Trio.
Try to delay any unit builds from cities (if possible) untill we can spread Buddism to them for the +2 XP. Then again they get to 7 xp... so not quite the third promotion...
The Save (http://gotm.civfanatics.net/saves/civ4sgotm6/Misfits_SG006_AD1460_01.CivWarlordsSave) has been MM-ed for Mercantalism, but it is in the blind as to hammers and such... so maybe redo the MM once we get out of revolt?
i.e. I put a Scientist in London, but maybe an Engineer would be more valuable?
namliaM Feb 17, 2008, 06:11 AM The Roster
ChrisFromLux => On Deck
ArcadicGamer
Mastiff_of_Ar
namliaM => Started on Ragnar
marowaker => wake UP Maro !
ChrisFromLux Feb 17, 2008, 07:24 AM Hmz, I have allready razed a city... but notice this island city
Also saladin allready has an island city :(. So dispite me razing the Confusian holy city allready... Later I thought... with the islands do we want to keep cities and go for Domination OR just Conquest?
Domination would mean keeping quite some cities (we have to double our current land area!!!), which would completely ruin our weak economy, I fear.
Or razing the cities and mass-building settlers in the end ...
I think that even with their island-cities, Conquest will be faster. With the highly-promoted units we'll have after cleaning up that continent, these poor island cities won't be much of a problem. Of course, we would have to set up some logistics to bring enough units to all the islands, but it will be faster than Domination, IMHO!
While our units at Hannibals are having some pillaging fun (I really hate to lose those Senior troops) ... I suggest taking first that flat land city... maybe even wait for a Mace or two to come on over.
Yes, I think we'll have to wait for some Maces, because our best Attacker (C2-CR3-Axe) only has 70%-odds against these LBs, who are not on a hill and not promoted to CG ... :(
The other Axe and the WE only have 59-65% ...
And his capital is on a hill, with CG1-LBs ...
Poor saladin with his unit overload is on the short end of the technological situation. I propose we take on Cyrus next, after releaving Ragnar of his teching abilities (i.e. he is down to that Island city)
:agree:
So there are a few cities with some units queed...
Masttown, London and Athens offcourse are among them and all 3 also have Buddism now spread to them (from Utica)
IMHO, there are too many units queued at the moment ... the next player will have to take a look at that, once out of revolt.
Massbuilding Catapults may be a good idea to ready a mass upgrade to Cannons and flatten the other continent with them. While we build Macemen/XBows (add a few pikes) from the GG-Trio.
:agree:
Try to delay any unit builds from cities (if possible) untill we can spread Buddism to them for the +2 XP. Then again they get to 7 xp... so not quite the third promotion...
I think our religion-spread does look quite good at the moment. 9 out of 16 cities already are buddist ... the most important ones for now are Sparta and Hastings, I think!
At the moment, we are running 20%:science: only. We probably are able to run 40% and being breaking-even. Because I suggest we race to Steel ASAP!
And I think there are not many units left worth upgrading: there are both Axes on Hanni's island, but they cannot be upgraded at the moment; and there a CR2-Sword in Coventry, who could be worth upgraded for 155:gold:.
But apart from them: there are Axes in Sparta and Kumbi Saleh, but I think they are not really worth upgrading. And the ones in Athens, Masttown and Carthage surely aren't worth the cost!
Beside that, in London, Athens and Masttown, we can build better units from scratch. So my vote goes to: don't care about money to upgrade, and keep research as high as possible!
Mastiff_of_Ar Feb 17, 2008, 10:26 AM Are we keeping any cities? I wouldn't mind a nice production city with a port... especially the way they've teched! Once they get Astro, they'll be making galleons. Let's hope we have frigates ready. (Or are we going to make some ironclads for home defense?
The LAST thing we want is for Salad or Cy to show up at our island with a couple boatloads of troops! So let's keep an eye on the techs to make sure they aren't able to come attack us...
EDIT: Maybe Cy will build Versailles for us!
"We had better bring some Formation Grens and/or Pikes to deal with those on defense."
How about some cannons?! Yeah... Cannons! :drool:
EDIT #2: So, who thinks we've met all our rivals? (I also agree on taking out Cy after Raggy...)
ChrisFromLux Feb 17, 2008, 11:17 AM Are we keeping any cities? I wouldn't mind a nice production city with a port... especially the way they've teched! Once they get Astro, they'll be making galleons. Let's hope we have frigates ready. (Or are we going to make some ironclads for home defense?
What about Masttown? It's a nice production city with a port, no???
EDIT: Maybe Cy will build Versailles for us!
Now, that would be nice. In that case, we could think about keeping some cities, and maybe Domination. But if not, I think it's much faster to kill everything, everyone, everywhere :mwaha:
EDIT #2: So, who thinks we've met all our rivals? (I also agree on taking out Cy after Raggy...)
Nothing to think here. We HAVE met all the rivals. There were 6 to start, 4 left: Cyrus, Ragnar, Saladin and Hannibal :crazyeye: ;)
Mastiff_of_Ar Feb 17, 2008, 11:29 AM What about Masttown? It's a nice production city with a port, no???
A great one, for sure. I was thinking if we found one in a strategic location to watch for passing ship, it could be a good thing. I'd like to believe they'll never get a chance to come back at us... but I'd prefer to be prepared, too.
Now, that would be nice. In that case, we could think about keeping some cities, and maybe Domination. But if not, I think it's much faster to kill everything, everyone, everywhere :mwaha:
I'm not expecting it, but... you never know.
I'm with you. Let's kill 'em all! :aargh:
Nothing to think here. We HAVE met all the rivals. There were 6 to start, 4 left: Cyrus, Ragnar, Saladin and Hannibal :crazyeye: ;)
Did you read that in the starting message? I didn't. I could be modified, right? Or did I miss something... :confused:
EDIT: Oh, once we have a good view of the continents a position, we might want to stop for a few days and work on an attack plan. Just shuttling troops over will eventually do the job, but with several galleons, making some pronged attacks to divide the opponents troops is a good move. Also, we might send some after Salad to keep him busy...
namliaM Feb 17, 2008, 11:54 AM Did you spot that monster stack waiting for us in Mecca? Two pronged attack?? Geez...
Galleons move 5 tiles while units move 3 so it may be 2 times as fast but we need some more boats to shuttle units eventually.
Ragnars land seems to be a bit that is sticking out from the main continent with Cyrus as his neighbour directly to the east. Then Saladin as Cyrus' immediat nothern neighbour. Lets not worry to much about that yet... but stomp Ragnar good and fast :)
While we keep reinforcing our front line, and try to save up some catapults/trebs for upgrades to cannons.
This and this alone could for me be a reason to keep ONE city abroad as upgrade station for any troops we have over there.
@MoA there ARE 4 rivals left. Look at the victory screen!
Mastiff_of_Ar Feb 17, 2008, 11:57 AM [I upped research to 70%, to get banking in 3 turns. Now that is a good techrate :)
How sad that we can only keep it exactly those 3 turns.
The seige of Uppsalla was delayed a turn while reinforcements arrived (if only as defensive aids) After sacrificing two Trebs :( the rest was cleanup....
Looks like you just bought us two more turns with the 179 :gold: from the burning of Uppsalla! If we aren't going to upgrade many units (I'm with CfL on that idea.), I say we run that science hot whenever we can.
They have gunpowder, so we'll be meeting some muskets. Nothing polishes off cites like cannons at this point. :p
EDIT: Also, I think we should use the circumnav galleons to sweep the rest of the ocean. I don't trust Gyathaar enough to think there isn't some island SE of us somewhere with easy attack access.
namliaM Feb 17, 2008, 12:18 PM Nothing polishes off cites like cannons at this point. :p
Offcourse you mean modern Armor... problem is we dont have them yet...
But burning everything we have towards Steel is the thing to do IMHO...
Mastiff_of_Ar Feb 17, 2008, 12:27 PM Did you spot that monster stack waiting for us in Mecca? Two pronged attack?? Geez...
Galleons move 5 tiles while units move 3 so it may be 2 times as fast but we need some more boats to shuttle units eventually.
Okay, a dozen pronged attack! :lol: Whatever will work for us. But best to start mapping out the unit/ship builds and landing spots. We seem to buid boats fast. Will drydocks be worthwhile?
Ragnars land seems to be a bit that is sticking out from the main continent with Cyrus as his neighbour directly to the east. Then Saladin as Cyrus' immediat nothern neighbour. Lets not worry to much about that yet... but stomp Ragnar good and fast :)
Okay, I'm good with that. As long as they don't come riding down on us while we're doing it. Set up a scouting party or two?
While we keep reinforcing our front line, and try to save up some catapults/trebs for upgrades to cannons.
This and this alone could for me be a reason to keep ONE city abroad as upgrade station for any troops we have over there.
Nidaros is closer to our capitol than Athens! Is there an overseas penalty like in BtS?
@MoA there ARE 4 rivals left. Look at the victory screen!
Does that show them all even unnamed? :confused:
ChrisFromLux Feb 17, 2008, 02:42 PM Nidaros is closer to our capitol than Athens! Is there an overseas penalty like in BtS?
No, there is no oversea penalty, AFAIK. So, we might want to keep it to upgrade our units?!? Could be a good idea :mischief: But I still think we cannot keep many cities ...
Does that show them all even unnamed? :confused:
Yes, it is. It tells you immediately on the first turn that there are 'x' rival to be defeated for Conquest-victory! ;)
namliaM Feb 18, 2008, 01:23 AM Will drydocks be worthwhile?
IMHO no... we should not need that many boats...
Nidaros is closer to our capitol than Athens! Is there an overseas penalty like in BtS?
No no overseas penalty... but it does drive up the cost for ALL cities.
And what does it bring really? 21 hammers (if we workshop it and add an Engineer, saving the Town)
25 hammers (forge) makes for a cannon/gren every 6 turns.
Then in my experience once you have a city abroad and you are at war... the AI comes hunting down your city.
Does that show them all even unnamed? :confused:
Just to confirm, yes.
marowaker Feb 19, 2008, 03:28 AM marowaker => wake UP Maro !
ZZZZZZzzzzzzzzz..............:sleep:
......wha?
...Oh, that's right.
Feel free to kill me as I completly forgot about this thread for a while.:spank: :hammer2:
Seems I came at the right time. We have Cyrus, Saladin and Ragnar to deal with? Interesting.
Chances are that I can and intend to play in 24 hours so discuss my turnset until then.
Until then :sleep:
namliaM Feb 19, 2008, 12:43 PM so discuss my turnset until then.
Until then :sleep:
LOL
Goals:
- Build some units
- Research steel
- Whack Ragnar good, if need be move on to cyrus...
Cyrus seems to be due SW of Ragnar, do we want to leave Ragnar "hanging" with 2-3 cities while we kill Cyrus or Remove Ragnar from this continent first with the risk of those Camel archers comming to hunt us down?
Mastiff_of_Ar Feb 19, 2008, 12:54 PM LOL
Goals:
- Build some units
- Research steel
- Whack Ragnar good, if need be move on to cyrus...
Cyrus seems to be due SW of Ragnar, do we want to leave Ragnar "hanging" with 2-3 cities while we kill Cyrus or Remove Ragnar from this continent first with the risk of those Camel archers comming to hunt us down?
Well, we definitely want a few pikes along with the troops...
ArcadicGamer Feb 19, 2008, 05:50 PM Well, we definitely want a few pikes along with the troops...
definatly definalty definaltly. I have nothing more to add, as everything seems pretty good as far as i've read. But then again....
We'll want some patrols around the islands to keep them there. We also will want possibly 1-2 knights or other fast movers to keep in the razed fog to keep them from re-settling the area, saladin for example has a settler ready to go in his capitol. But we should raze all mainland cities.
Looking at the tech tree, i assume steel will be the last tech we get, due to needing the funds to upgrade an army of CR3 Grenadiers.
marowaker Feb 20, 2008, 03:14 AM OK, I have the save and will play my turns shortly
ChrisFromLux Feb 20, 2008, 04:19 AM Looking at the tech tree, i assume steel will be the last tech we get, due to needing the funds to upgrade an army of CR3 Grenadiers.
In general, I agree, but once our Army is upgraded, we might want to consider researching Music i.e., to build Culture in order to combat WW.
Or Printing Press (Paper still needed, I think :confused:), for more commerce, if we don't need to build money due to what we earn for razing their cities ...
marowaker Feb 20, 2008, 04:55 AM Here is your Session Turn Log from 1460 AD to 1520 AD:
Turn 300, 1460 AD: Churchill's Galleon (4.00) vs Hannibal's Trireme (2.20)
Turn 300, 1460 AD: Combat Odds: 98.7%
Turn 300, 1460 AD: (Plot Defense: +10%)
Turn 300, 1460 AD: Hannibal's Trireme is hit for 26 (74/100HP)
Turn 300, 1460 AD: Hannibal's Trireme is hit for 26 (48/100HP)
Turn 300, 1460 AD: Hannibal's Trireme is hit for 26 (22/100HP)
Turn 300, 1460 AD: Hannibal's Trireme is hit for 26 (0/100HP)
Turn 300, 1460 AD: Churchill's Galleon has defeated Hannibal's Trireme!
Turn 300, 1460 AD: Buddhism has spread in Masttown.
Turn 300, 1460 AD: Isambard Kingdom Brunel (Great Engineer) has been born in a far away land!
Turn 301, 1466 AD: The anarchy is over! Your government is re-established.
Turn 301, 1466 AD: The Hagia Sophia has been built in a far away land!
Turn 301, 1466 AD: Ragnar adopts Mercantilism!
Turn 302, 1472 AD: Churchill's Trebuchet (4.00) vs Ragnar's Longbowman (8.70)
Turn 302, 1472 AD: Combat Odds: 0.4%
Turn 302, 1472 AD: (Plot Defense: +25%)
Turn 302, 1472 AD: (Fortify: +25%)
Turn 302, 1472 AD: (City Defense: +70%)
Turn 302, 1472 AD: (Hills: +25%)
Turn 302, 1472 AD: (City Attack: -100%)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 29 (71/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 29 (42/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 29 (13/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman is hit for 13 (87/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 29 (0/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman has defeated Churchill's Trebuchet!
Turn 302, 1472 AD: Churchill's Trebuchet (4.00) vs Ragnar's Longbowman (8.00)
Turn 302, 1472 AD: Combat Odds: 1.3%
Turn 302, 1472 AD: (Plot Defense: +25%)
Turn 302, 1472 AD: (Fortify: +25%)
Turn 302, 1472 AD: (City Defense: +70%)
Turn 302, 1472 AD: (Hills: +25%)
Turn 302, 1472 AD: (City Attack: -100%)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 28 (72/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 28 (44/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 28 (16/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 28 (0/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman has defeated Churchill's Trebuchet!
Turn 302, 1472 AD: Churchill's Catapult (5.00) vs Ragnar's Longbowman (13.52)
Turn 302, 1472 AD: Combat Odds: 0.2%
Turn 302, 1472 AD: (Plot Defense: +25%)
Turn 302, 1472 AD: (Fortify: +25%)
Turn 302, 1472 AD: (City Defense: +70%)
Turn 302, 1472 AD: (Hills: +25%)
Turn 302, 1472 AD: Churchill's Catapult is hit for 32 (68/100HP)
Turn 302, 1472 AD: Churchill's Catapult is hit for 32 (36/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman is hit for 12 (80/100HP)
Turn 302, 1472 AD: Churchill's Catapult is hit for 32 (4/100HP)
Turn 302, 1472 AD: Churchill's Catapult is hit for 32 (0/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman has defeated Churchill's Catapult!
Turn 302, 1472 AD: Churchill's Trebuchet (4.00) vs Ragnar's Longbowman (6.96)
Turn 302, 1472 AD: Combat Odds: 4.4%
Turn 302, 1472 AD: (Plot Defense: +25%)
Turn 302, 1472 AD: (Fortify: +25%)
Turn 302, 1472 AD: (City Defense: +70%)
Turn 302, 1472 AD: (Hills: +25%)
Turn 302, 1472 AD: (City Attack: -100%)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 27 (73/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 27 (46/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 27 (19/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman is hit for 14 (66/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 27 (0/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman has defeated Churchill's Trebuchet!
Turn 302, 1472 AD: Churchill's Trebuchet (4.00) vs Ragnar's Longbowman (5.74)
Turn 302, 1472 AD: Combat Odds: 14.2%
Turn 302, 1472 AD: (Plot Defense: +25%)
Turn 302, 1472 AD: (Fortify: +25%)
Turn 302, 1472 AD: (City Defense: +70%)
Turn 302, 1472 AD: (Hills: +25%)
Turn 302, 1472 AD: (City Attack: -100%)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 26 (74/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 26 (48/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 26 (22/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 26 (0/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman has defeated Churchill's Trebuchet!
Turn 302, 1472 AD: Churchill's Maceman (9.60) vs Ragnar's Longbowman (8.91)
Turn 302, 1472 AD: Combat Odds: 61.2%
Turn 302, 1472 AD: (Extra Combat: -20%)
Turn 302, 1472 AD: (Plot Defense: +25%)
Turn 302, 1472 AD: (Fortify: +25%)
Turn 302, 1472 AD: (City Defense: +70%)
Turn 302, 1472 AD: (Hills: +25%)
Turn 302, 1472 AD: (City Attack: -20%)
Turn 302, 1472 AD: Churchill's Maceman is hit for 21 (79/100HP)
Turn 302, 1472 AD: Churchill's Maceman is hit for 21 (58/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman is hit for 18 (48/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman is hit for 18 (30/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman is hit for 18 (12/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman is hit for 18 (0/100HP)
Turn 302, 1472 AD: Churchill's Maceman has defeated Ragnar's Longbowman!
Turn 302, 1472 AD: Churchill's Trebuchet (4.00) vs Ragnar's Musketman (3.84)
Turn 302, 1472 AD: Combat Odds: 66.1%
Turn 302, 1472 AD: (Extra Combat: +10%)
Turn 302, 1472 AD: (Plot Defense: +25%)
Turn 302, 1472 AD: (Fortify: +20%)
Turn 302, 1472 AD: (City Defense: +45%)
Turn 302, 1472 AD: (City Attack: -145%)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 22 (78/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 22 (56/100HP)
Turn 302, 1472 AD: Ragnar's Musketman is hit for 17 (45/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 22 (34/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 22 (12/100HP)
Turn 302, 1472 AD: Ragnar's Musketman is hit for 17 (28/100HP)
Turn 302, 1472 AD: Churchill's Trebuchet is hit for 22 (0/100HP)
Turn 302, 1472 AD: Ragnar's Musketman has defeated Churchill's Trebuchet!
Turn 302, 1472 AD: Churchill's Maceman (8.00) vs Ragnar's Longbowman (6.00)
Turn 302, 1472 AD: Combat Odds: 83.4%
Turn 302, 1472 AD: (Plot Defense: +25%)
Turn 302, 1472 AD: (Fortify: +25%)
Turn 302, 1472 AD: (City Defense: +70%)
Turn 302, 1472 AD: (Hills: +25%)
Turn 302, 1472 AD: (City Attack: -45%)
Turn 302, 1472 AD: Ragnar's Longbowman is hit for 18 (32/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman is hit for 18 (14/100HP)
Turn 302, 1472 AD: Ragnar's Longbowman is hit for 18 (0/100HP)
Turn 302, 1472 AD: Churchill's Maceman has defeated Ragnar's Longbowman!
Turn 302, 1472 AD: Churchill's Maceman (8.00) vs Ragnar's Berserker (6.00)
Turn 302, 1472 AD: Combat Odds: 87.4%
Turn 302, 1472 AD: (Extra Combat: +20%)
Turn 302, 1472 AD: (Plot Defense: +25%)
Turn 302, 1472 AD: (Fortify: +25%)
Turn 302, 1472 AD: (City Attack: -45%)
Turn 302, 1472 AD: (Combat: -50%)
Turn 302, 1472 AD: (Combat: +50%)
Turn 302, 1472 AD: Ragnar's Berserker is hit for 20 (40/100HP)
Turn 302, 1472 AD: Ragnar's Berserker is hit for 20 (20/100HP)
Turn 302, 1472 AD: Churchill's Maceman is hit for 20 (80/100HP)
Turn 302, 1472 AD: Ragnar's Berserker is hit for 20 (0/100HP)
Turn 302, 1472 AD: Churchill's Maceman has defeated Ragnar's Berserker!
Turn 302, 1472 AD: Churchill's War Elephant (8.80) vs Ragnar's Musketman (5.04)
Turn 302, 1472 AD: Combat Odds: 97.3%
Turn 302, 1472 AD: (Extra Combat: -10%)
Turn 302, 1472 AD: (Extra Combat: +10%)
Turn 302, 1472 AD: (Plot Defense: +25%)
Turn 302, 1472 AD: (Fortify: +20%)
Turn 302, 1472 AD: (City Defense: +45%)
Turn 302, 1472 AD: Ragnar's Musketman is hit for 17 (11/100HP)
Turn 302, 1472 AD: Ragnar's Musketman is hit for 17 (0/100HP)
Turn 302, 1472 AD: Churchill's War Elephant has defeated Ragnar's Musketman!
Turn 302, 1472 AD: You have captured Nidaros!!!
Turn 302, 1472 AD: You have destroyed the city of Nidaros!!!
Turn 302, 1472 AD: London can no longer work on The Hagia Sophia. The lost ? is converted into 120?!
Turn 302, 1472 AD: You have trained a Catapult in Sparta. Work has now begun on a Trebuchet.
Turn 302, 1472 AD: You have trained a Trebuchet in Masttown. Work has now begun on a Maceman.
Turn 302, 1472 AD: You have trained a Knight in Carthage. Work has now begun on a Catapult.
Turn 302, 1472 AD: Ragnar's Berserker (8.80) vs Churchill's Maceman (6.66)
Turn 302, 1472 AD: Combat Odds: 77.9%
Turn 302, 1472 AD: (Extra Combat: -10%)
Turn 302, 1472 AD: (Fortify: +5%)
Turn 302, 1472 AD: (Combat: -75%)
Turn 302, 1472 AD: (Combat: +50%)
Turn 302, 1472 AD: Churchill's Maceman is hit for 22 (78/100HP)
Turn 302, 1472 AD: Churchill's Maceman is hit for 22 (56/100HP)
Turn 302, 1472 AD: Churchill's Maceman is hit for 22 (34/100HP)
Turn 302, 1472 AD: Churchill's Maceman is hit for 22 (12/100HP)
Turn 302, 1472 AD: Churchill's Maceman is hit for 22 (0/100HP)
Turn 302, 1472 AD: Ragnar's Berserker has defeated Churchill's Maceman!
Turn 303, 1478 AD: Churchill's Maceman (8.00) vs Ragnar's Pikeman (4.28)
Turn 303, 1478 AD: Combat Odds: 98.8%
Turn 303, 1478 AD: (Extra Combat: +10%)
Turn 303, 1478 AD: (Combat: -50%)
Turn 303, 1478 AD: Churchill's Maceman is hit for 14 (86/100HP)
Turn 303, 1478 AD: Churchill's Maceman is hit for 14 (72/100HP)
Turn 303, 1478 AD: Churchill's Maceman is hit for 14 (58/100HP)
Turn 303, 1478 AD: Ragnar's Pikeman is hit for 27 (73/100HP)
Turn 303, 1478 AD: Churchill's Maceman is hit for 14 (44/100HP)
Turn 303, 1478 AD: Ragnar's Pikeman is hit for 27 (46/100HP)
Turn 303, 1478 AD: Churchill's Maceman is hit for 14 (30/100HP)
Turn 303, 1478 AD: Ragnar's Pikeman is hit for 27 (19/100HP)
Turn 303, 1478 AD: Ragnar's Pikeman is hit for 27 (0/100HP)
Turn 303, 1478 AD: Churchill's Maceman has defeated Ragnar's Pikeman!
Turn 303, 1478 AD: Churchill's Maceman (7.52) vs Ragnar's Pikeman (4.28)
Turn 303, 1478 AD: Combat Odds: 96.8%
Turn 303, 1478 AD: (Extra Combat: +10%)
Turn 303, 1478 AD: (Combat: -50%)
Turn 303, 1478 AD: Ragnar's Pikeman is hit for 26 (74/100HP)
Turn 303, 1478 AD: Ragnar's Pikeman is hit for 26 (48/100HP)
Turn 303, 1478 AD: Ragnar's Pikeman is hit for 26 (22/100HP)
Turn 303, 1478 AD: Churchill's Maceman is hit for 14 (80/100HP)
Turn 303, 1478 AD: Churchill's Maceman is hit for 14 (66/100HP)
Turn 303, 1478 AD: Ragnar's Pikeman is hit for 26 (0/100HP)
Turn 303, 1478 AD: Churchill's Maceman has defeated Ragnar's Pikeman!
Turn 303, 1478 AD: You have trained a Trebuchet in London. Work has now begun on a Catapult.
Turn 303, 1478 AD: You have trained a Catapult in Horico. Work has now begun on a Trebuchet.
Turn 303, 1478 AD: You have trained a Catapult in Athens. Work has now begun on a Maceman.
Turn 303, 1478 AD: You have trained a Maceman in Masttown. Work has now begun on a Maceman.
Turn 303, 1478 AD: Ragnar has agreed to become a vassal state of Saladin
Turn 304, 1484 AD: Churchill's Crossbowman (7.20) vs Ragnar's Berserker (6.15)
Turn 304, 1484 AD: Combat Odds: 79.7%
Turn 304, 1484 AD: (Extra Combat: -20%)
Turn 304, 1484 AD: (Extra Combat: +20%)
Turn 304, 1484 AD: (Combat: -50%)
Turn 304, 1484 AD: Churchill's Crossbowman is hit for 18 (82/100HP)
Turn 304, 1484 AD: Ragnar's Berserker is hit for 21 (79/100HP)
Turn 304, 1484 AD: Ragnar's Berserker is hit for 21 (58/100HP)
Turn 304, 1484 AD: Churchill's Crossbowman is hit for 18 (64/100HP)
Turn 304, 1484 AD: Ragnar's Berserker is hit for 21 (37/100HP)
Turn 304, 1484 AD: Ragnar's Berserker is hit for 21 (16/100HP)
Turn 304, 1484 AD: Churchill's Crossbowman is hit for 18 (46/100HP)
Turn 304, 1484 AD: Ragnar's Berserker is hit for 21 (0/100HP)
Turn 304, 1484 AD: Churchill's Crossbowman has defeated Ragnar's Berserker!
Turn 304, 1484 AD: You have trained a Pikeman in York. Work has now begun on a Knight.
Turn 304, 1484 AD: John Stuart Mill (Great Merchant) has been born in Athens (Churchill)!
Turn 304, 1484 AD: You have constructed a Barracks in Canterbury. Work has now begun on a Knight.
Turn 305, 1490 AD: Clearing a Forest has created 44 ? for Horico.
Turn 306, 1496 AD: Your Catapult has reduced the defenses of Bjørgvin to 0%!
Turn 306, 1496 AD: Churchill's Trebuchet (4.00) vs Ragnar's Longbowman (4.00)
Turn 306, 1496 AD: Combat Odds: 43.2%
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +70%)
Turn 306, 1496 AD: (City Attack: -145%)
Turn 306, 1496 AD: Churchill's Trebuchet is hit for 20 (80/100HP)
Turn 306, 1496 AD: Ragnar's Longbowman is hit for 20 (80/100HP)
Turn 306, 1496 AD: Churchill's Trebuchet is hit for 20 (60/100HP)
Turn 306, 1496 AD: Churchill's Trebuchet is hit for 20 (40/100HP)
Turn 306, 1496 AD: Ragnar's Longbowman is hit for 20 (60/100HP)
Turn 306, 1496 AD: Ragnar's Longbowman is hit for 20 (40/100HP)
Turn 306, 1496 AD: Churchill's Trebuchet is hit for 20 (20/100HP)
Turn 306, 1496 AD: Churchill's Trebuchet is hit for 20 (0/100HP)
Turn 306, 1496 AD: Ragnar's Longbowman has defeated Churchill's Trebuchet!
Turn 306, 1496 AD: Churchill's Maceman (8.62) vs Ragnar's Longbowman (2.88)
Turn 306, 1496 AD: Combat Odds: 100.0%
Turn 306, 1496 AD: (Extra Combat: -10%)
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +70%)
Turn 306, 1496 AD: (City Attack: -75%)
Turn 306, 1496 AD: Ragnar's Longbowman is hit for 26 (14/100HP)
Turn 306, 1496 AD: Ragnar's Longbowman is hit for 26 (0/100HP)
Turn 306, 1496 AD: Churchill's Maceman has defeated Ragnar's Longbowman!
Turn 306, 1496 AD: Churchill's Maceman (9.02) vs Ragnar's Pikeman (3.45)
Turn 306, 1496 AD: Combat Odds: 99.9%
Turn 306, 1496 AD: (Extra Combat: -20%)
Turn 306, 1496 AD: (Extra Combat: +10%)
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Attack: -45%)
Turn 306, 1496 AD: (Combat: -50%)
Turn 306, 1496 AD: Ragnar's Pikeman is hit for 31 (61/100HP)
Turn 306, 1496 AD: Churchill's Maceman is hit for 12 (82/100HP)
Turn 306, 1496 AD: Ragnar's Pikeman is hit for 31 (30/100HP)
Turn 306, 1496 AD: Churchill's Maceman is hit for 12 (70/100HP)
Turn 306, 1496 AD: Ragnar's Pikeman is hit for 31 (0/100HP)
Turn 306, 1496 AD: Churchill's Maceman has defeated Ragnar's Pikeman!
Turn 306, 1496 AD: You have captured Bjørgvin!!!
Turn 306, 1496 AD: You have destroyed the city of Bjørgvin!!!
Turn 306, 1496 AD: Churchill's Catapult (5.00) vs Hannibal's Longbowman (9.00)
Turn 306, 1496 AD: Combat Odds: 1.9%
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +25%)
Turn 306, 1496 AD: Churchill's Catapult is hit for 26 (74/100HP)
Turn 306, 1496 AD: Churchill's Catapult is hit for 26 (48/100HP)
Turn 306, 1496 AD: Churchill's Catapult is hit for 26 (22/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 15 (85/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 15 (70/100HP)
Turn 306, 1496 AD: Churchill's Catapult is hit for 26 (0/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman has defeated Churchill's Catapult!
Turn 306, 1496 AD: Churchill's War Elephant (10.40) vs Hannibal's Longbowman (8.10)
Turn 306, 1496 AD: Combat Odds: 71.6%
Turn 306, 1496 AD: (Extra Combat: -30%)
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +25%)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 18 (82/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 22 (68/100HP)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 18 (64/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 22 (46/100HP)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 18 (46/100HP)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 18 (28/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 22 (24/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 22 (2/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 22 (0/100HP)
Turn 306, 1496 AD: Churchill's War Elephant has defeated Hannibal's Longbowman!
Turn 306, 1496 AD: Churchill's War Elephant (10.40) vs Hannibal's Longbowman (6.30)
Turn 306, 1496 AD: Combat Odds: 90.0%
Turn 306, 1496 AD: (Extra Combat: -30%)
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +25%)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 17 (83/100HP)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 17 (66/100HP)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 17 (49/100HP)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 17 (32/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 23 (47/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 23 (24/100HP)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 17 (15/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 23 (1/100HP)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 17 (0/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman has defeated Churchill's War Elephant!
Turn 306, 1496 AD: Churchill's Knight (10.00) vs Hannibal's Longbowman (0.12)
Turn 306, 1496 AD: Combat Odds: 100.0%
Turn 306, 1496 AD: (Fortify: +25%)
Turn 306, 1496 AD: (City Defense: +25%)
Turn 306, 1496 AD: (Amphibious Attack: +50%)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 25 (0/100HP)
Turn 306, 1496 AD: Churchill's Knight has defeated Hannibal's Longbowman!
Turn 306, 1496 AD: You have captured Sicca!!!
Turn 306, 1496 AD: You have destroyed the city of Sicca!!!
Turn 306, 1496 AD: You have trained a Knight in Hastings. Work has now begun on a Catapult.
Turn 306, 1496 AD: Hannibal's Longbowman (6.60) vs Churchill's War Elephant (2.91)
Turn 306, 1496 AD: Combat Odds: 99.4%
Turn 306, 1496 AD: (Extra Combat: -10%)
Turn 306, 1496 AD: (Extra Combat: +30%)
Turn 306, 1496 AD: Hannibal's Longbowman is hit for 20 (80/100HP)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 19 (9/100HP)
Turn 306, 1496 AD: Churchill's War Elephant is hit for 19 (0/100HP)
Turn 306, 1496 AD: Hannibal's Longbowman has defeated Churchill's War Elephant!
Turn 307, 1502 AD: The enemy has been spotted near Utica!
Turn 307, 1502 AD: Buddhism has spread in Sparta.
Turn 307, 1502 AD: Churchill's Knight (13.00) vs Hannibal's Longbowman (5.28)
Turn 307, 1502 AD: Combat Odds: 99.9%
Turn 307, 1502 AD: (Extra Combat: -30%)
Turn 307, 1502 AD: (Extra Combat: +10%)
Turn 307, 1502 AD: Hannibal's Longbowman is hit for 29 (51/100HP)
Turn 307, 1502 AD: Churchill's Knight is hit for 13 (87/100HP)
Turn 307, 1502 AD: Hannibal's Longbowman is hit for 29 (22/100HP)
Turn 307, 1502 AD: Hannibal's Longbowman is hit for 29 (0/100HP)
Turn 307, 1502 AD: Churchill's Knight has defeated Hannibal's Longbowman!
Turn 308, 1508 AD: The enemy has been spotted near Utica!
Turn 308, 1508 AD: The enemy has been spotted near Horico!
Turn 308, 1508 AD: You have plundered 3? from the Windmill!
Turn 308, 1508 AD: You have discovered Gunpowder!
Turn 308, 1508 AD: You have trained a Trebuchet in Sparta. Work has now begun on a Catapult.
Turn 308, 1508 AD: Saladin adopts Mercantilism!
Turn 309, 1514 AD: The enemy has been spotted near Horico!
Turn 309, 1514 AD: The enemy has been spotted near Horico!
Turn 309, 1514 AD: Athens celebrates "We Love the Monarch Day"!!!
Turn 309, 1514 AD: Cyrus is the first to discover Liberalism!
Turn 310, 1520 AD: The enemy has been spotted near Athens!
Turn 310, 1520 AD: The enemy has been spotted near Horico!
Turn 310, 1520 AD: Your Catapult has reduced the defenses of Leptis to 22%!
Turn 310, 1520 AD: Your Catapult has reduced the defenses of Haithabu to 34%!
Turn 310, 1520 AD: Your Catapult has reduced the defenses of Haithabu to 28%!
Turn 310, 1520 AD: Your Catapult has reduced the defenses of Haithabu to 22%!
Turn 310, 1520 AD: Your Catapult has reduced the defenses of Haithabu to 16%!
Turn 310, 1520 AD: You have plundered 5? from the Fishing Boats!
Turn 310, 1520 AD: Churchill's Galleon (4.80) vs Ragnar's Caravel (3.30)
Turn 310, 1520 AD: Combat Odds: 89.2%
Turn 310, 1520 AD: (Extra Combat: -20%)
Turn 310, 1520 AD: (Extra Combat: +10%)
Turn 310, 1520 AD: Ragnar's Caravel is hit for 24 (76/100HP)
Turn 310, 1520 AD: Ragnar's Caravel is hit for 24 (52/100HP)
Turn 310, 1520 AD: Churchill's Galleon is hit for 16 (84/100HP)
Turn 310, 1520 AD: Churchill's Galleon is hit for 16 (68/100HP)
Turn 310, 1520 AD: Ragnar's Caravel is hit for 24 (28/100HP)
Turn 310, 1520 AD: Ragnar's Caravel is hit for 24 (4/100HP)
Turn 310, 1520 AD: Churchill's Galleon is hit for 16 (52/100HP)
Turn 310, 1520 AD: Churchill's Galleon is hit for 16 (36/100HP)
Turn 310, 1520 AD: Churchill's Galleon is hit for 16 (20/100HP)
Turn 310, 1520 AD: Ragnar's Caravel is hit for 24 (0/100HP)
Turn 310, 1520 AD: Churchill's Galleon has defeated Ragnar's Caravel!
Turn 310, 1520 AD: Your Galleon has destroyed a Caravel!
Well, I finished my turns and a few interesting things happened.
Firstly, Nidaros and Bjorvin were razed.
http://forums.civfanatics.com/uploads/101359/Civ4ScreenShot0004.JPG
http://forums.civfanatics.com/uploads/101359/Civ4ScreenShot0007.JPG
Those troops are moving towards the next Viking city. But after that, they should move onto Persia for reasons I will move into a bit later.
Also the flat Hannibal city was razed with more losses than expected. I forgot to take a picture. To take Hanny's final city, we need some troops diverted from the war front(being produced) to over by Kumbi Saleh. At least 1 cat and 1 mace should do it.
I got Gunpowder
http://forums.civfanatics.com/uploads/101359/Civ4ScreenShot0008.JPG
I then went onto Chemistry.
We also got a GM in Athens. I did not know what to do with him so he is still there.
Anyway, 2 random things that happened are that Cyrus got Liberalism(on the last turn) and Ragnar became Saladin's vassal. The former means that Cyrus has revealed his teching ability. The latter means Ragnar is weak.
Judging by the geography of Ragnar, all of his cities are on the coast. So I believe that we should go for Cyrus ASAP after the next city since Ragnar has been weakened enough to be a vassal.
That is about all. ChrisFromLux is UP.
Mastiff_of_Ar Feb 20, 2008, 11:22 AM What will the GM bulb? We can't send him on a mission, so the only other option is settling him for more gpt...
ChrisFromLux Feb 20, 2008, 01:12 PM Those troops are moving towards the next Viking city. But after that, they should move onto Persia for reasons I will move into a bit later.
...
Anyway, 2 random things that happened are that Cyrus got Liberalism(on the last turn) and Ragnar became Saladin's vassal. The former means that Cyrus has revealed his teching ability. The latter means Ragnar is weak.
Judging by the geography of Ragnar, all of his cities are on the coast. So I believe that we should go for Cyrus ASAP after the next city since Ragnar has been weakened enough to be a vassal.
Yes, I think we could do that. Take that city, then turn SE towards Cyrus, in a somewhat clockwise order, than take out the rest of Ragnar, and move on to Saladin. Finally then go for their remaining island-cities ..
Also the flat Hannibal city was razed with more losses than expected.
Yeah, well, YOU have lost a 90%-odds-combat ... :(
For the rest of the team, that seems normal, but you used to be a bit luckier ...
To take Hanny's final city, we need some troops diverted from the war front(being produced) to over by Kumbi Saleh. At least 1 cat and 1 mace should do it.
I agree that we need more troops to take out these CG1-LBs sitting on their hill. We even thought it would be interesting to get reinforcements before taking out that flat city. But well ...
Where I don't agree: why do you think we need another Catapult? We have 1, that's enough to take out the defenses, before reinforcement arrives, but 'wasting' a Cat to collateral-damage 1 unit?!? That's not worth it, I think.
I got Gunpowder. I then went onto Chemistry.
:goodjob:
We also got a GM in Athens. I did not know what to do with him so he is still there.
What will the GM bulb? We can't send him on a mission, so the only other option is settling him for more gpt...
At the moment, that GM will completely bulb us Paper (that's 'only' 1287:science:, though). But if we research Paper ourself (3 turns at the 50% where we're breaking-even at the moment), that should allow the GM to bulb Printing Press (which is 3432:science:). Could be worth it, I think, because this should net us more than settling him!
Of course, after Steel, shut down research to earn enough money to upgrade everyone to a Grenadier. But once that's done, we could research Paper and bulb PP ...
That is about all. ChrisFromLux is UP.
Yeah, well, or we can give AG a go. Long time ago since he played ... :confused:
Some reflections about the save:
- We have some workers sitting idle. There's not much left for them to do, except for chopping some unused forests? We still have a total 26 workers! Shouldn't we kill some of them?
- Did you build that farm on the banana near Sparta, instead of building a farm? Or did the worker just finish the road?
- Why is there a settler queued in Coventry?
- Carthage is unhappy! We should send a chariot-MP there. We still have quite a few sitting in Masttown.
Mastiff_of_Ar Feb 20, 2008, 01:48 PM I'm not sure about the settler, but we could still use one city east of York, IMO...
namliaM Feb 20, 2008, 03:06 PM In general, I agree, but once our Army is upgraded, we might want to consider researching Music i.e., to build Culture in order to combat WW.
As far as I know building culture dont help WW nothing. The culture slider you probably mean ;)
[/quote]Or Printing Press (Paper still needed, I think :confused:), for more commerce, if we don't need to build money due to what we earn for razing their cities ...[/QUOTE]
PP might be a good target and yes we need paper first.
We also got a GM in Athens.
GM :sad: when will our luck finaly give in? Geez... GM was not even on the charts yet untill the end of my turnset, that makes 0.1% or something chance of a GM and we get a GM :(
On hannibal, lets just get some knights over there and be done with it/him. *GRMBL*
I must admitt I wouldnt even have attacked without extra re-inforcements present with our luck... :cry:
Only 10 turns to Chemistry with 50%, that is good enough :)
At the moment, that GM will completely bulb us Paper (that's 'only' 1287, though). But if we research Paper ourself (3 turns at the 50% where we're breaking-even at the moment), that should allow the GM to bulb Printing Press (which is 3432). Could be worth it, I think, because this should net us more than settling him!
Of course, after Steel, shut down research to earn enough money to upgrade everyone to a Grenadier. But once that's done, we could research Paper and bulb PP ...
Not quite my friend :(
He will bulb towards PP after paper, however he WILL NOT give 3000 beakers but more like 2000 just like the GE did. Which is roughly 7 turns research.
Settled he will earn 6GPT, 7.5 when settled in Carthage (Shrine combo) and the market finishes. 2000/ 7.5 = 266 turns tho... so burning him on something is better (allways) than settling him. Keeping him for a burn on PP is the thing to do.
Some reflections about the save:
- We have some workers sitting idle. There's not much left for them to do, except for chopping some unused forests? We still have a total 26 workers! Shouldn't we kill some of them?
Not sure workers count towards unit limit for upkeep.
Chopping forrests is a nice idea tho...
- Did you build that farm on the banana near Sparta, instead of building a farm? Or did the worker just finish the road?
The farm has been there for a while, as has the road... The worker is on "goto" to the WEs ... but I think putting a plantation on those banana's is MUCHO more importanto....
- Why is there a settler queued in Coventry?
Probably still left over from something I looked at before saving the game.
Maybe we can use a settler to settle that city south of Nottingham (2 east of the stone) to allow irrigation/chain farming to Nottingham. Tho the city itself will not be that usefull other than a drain on our economy.
Perhaps we would be better off whipping Coventry to death for Catapults/Trebs.
- Carthage is unhappy! We should send a chariot-MP there. We still have quite a few sitting in Masttown.
:agree:
Yeah, well, or we can give AG a go. Long time ago since he played ...
:agree:
AG want to have a stab at this?
Djenne and Utica are building Macemen.
I think Melee's should be build in the GG cities, while we produce Catapults and Trebs (cannons in the future) from the lesser cities.
Also they have not yet converted all the cities to Buddism.... I suggest we pump out a few more missionaries.
Some other cities are also building Macemen... which again IMHO should be Cats/Trebs/Cannons. The GG can pump out Macemen faster than we can get them killed anyways.
Do we want to spread a second religion? I dont think so, but just putting the question out there.
ChrisFromLux Feb 20, 2008, 03:41 PM As far as I know building culture dont help WW nothing. The culture slider you probably mean ;)
Yeah, true, that's what I meant ...
Do we want to spread a second religion? I dont think so, but just putting the question out there.
I don't think so either. We are currently breaking-even @50%-research. So, we should be able to run culture @20%, once Research is done. (Max. 30 turns from now?!?). Thus making more people happy with culture rather than religion, and we'll have some more units to fight instead of having to build missionaries ...
ArcadicGamer Feb 20, 2008, 07:21 PM Yeah, true, that's what I meant ...
I don't think so either. We are currently breaking-even @50%-research. So, we should be able to run culture @20%, once Research is done. (Max. 30 turns from now?!?). Thus making more people happy with culture rather than religion, and we'll have some more units to fight instead of having to build missionaries ...
I agree with this.
Is it my turn in the rotation already? Well ok. 7 turns to chemisty, which will mean we lose the ability to make macemen am i correct? Ever since my BTS game where i could make Rilfles, Grens, Canons and Mace all at the same time i'm confused where they disapear from the options.
I cannot access the save till thursday, and probably wont play till friday, so unless someone else is ready to play today or tomm i will play. But could i get a SS of the other land mass for some strategy and planning?
namliaM Feb 21, 2008, 01:00 AM I agree with this.
Is it my turn in the rotation already? Well ok. 7 turns to chemisty, which will mean we lose the ability to make macemen am i correct? Ever since my BTS game where i could make Rilfles, Grens, Canons and Mace all at the same time i'm confused where they disapear from the options.
No... we can still build Macemen, untill we get to Riffling.
End it is 10 turns to Chemistry not 7, dont spare the whip... If people are unhappy (like Carthage) insert a Treb, build it one turn and WHIP those unhappy/unhealthy citizens away.
I cannot access the save till thursday, and probably wont play till friday, so unless someone else is ready to play today or tomm i will play. But could i get a SS of the other land mass for some strategy and planning?
Unfortunatly not much data there... mostly black unexplored land...but I think the concensus in a nutshell is to:
First: Raze the Ragnar city we are about ready to raze...
After: Go kill Cyrus (or atleast hurt him bad),
ChrisFromLux Feb 21, 2008, 11:56 AM IIs it my turn in the rotation already? Well ok.
I cannot access the save till thursday, and probably wont play till friday, so unless someone else is ready to play today or tomm i will play. But could i get a SS of the other land mass for some strategy and planning?
Your turn ... hmmm, don't know :crazyeye: ... but it's a long time ago since you last played IIRC. That's why I proposed we should give you a go.
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