Here is your Session Turn Log from 725 BC to 600 BC:
Turn 86, 725 BC: Good Witch of the South adopts Hereditary Rule!
Turn 87, 700 BC: You have discovered Alphabet!
Turn 87, 700 BC: Sidney Reilly (Great Spy) has been born in a far away land!
Turn 87, 700 BC: Atisha (Great Prophet) has been born in a far away land!
Turn 88, 675 BC: You have discovered Mysticism!
Turn 88, 675 BC: You have discovered Hunting!
Turn 88, 675 BC: You have discovered Iron Working!
Turn 88, 675 BC: You have trained a Archer in Sweet Sheep. Work has now begun on a Granary.
Turn 88, 675 BC: Good Witch of the South's Golden Age has begun!!!
Turn 89, 650 BC: The enemy has been spotted near Copper Junction!
Turn 89, 650 BC: The enemy has been spotted near Copper Junction!
Turn 89, 650 BC: TOPEKA has grown to size 7.
Turn 89, 650 BC: Marble Town has grown to size 2.
Turn 89, 650 BC: Good Witch of the South will trade Polytheism
Turn 89, 650 BC: Wicked Witch of the South will trade Polytheism
Turn 89, 650 BC: Wicked Witch of the West will trade Meditation, Polytheism
Turn 89, 650 BC: Good Witch of the West will trade Meditation, Polytheism
Turn 89, 650 BC: Wicked Witch of the North will trade Meditation, Polytheism
Turn 89, 650 BC: Good Witch of the North will trade Meditation, Polytheism
Turn 89, 650 BC: You have discovered Meditation!
Turn 89, 650 BC: You have discovered Polytheism!
Turn 89, 650 BC: You have discovered Sailing!
Turn 89, 650 BC: Good Witch of the West has founded Calcutta in a distant land.
Turn 89, 650 BC: The Great Lighthouse has been built in a far away land!
Turn 89, 650 BC: Barbarian's Spearman (4.00) vs Dorothy's Archer 2 (Deer gems) (5.25)
Turn 89, 650 BC: Combat Odds: 17.8%
Turn 89, 650 BC: (City Defense: +50%)
Turn 89, 650 BC: (City Barbarian Defense: +25%)
Turn 89, 650 BC: Dorothy's Archer 2 (Deer gems) is hit for 17 (83/100HP)
Turn 89, 650 BC: Dorothy's Archer 2 (Deer gems) is hit for 17 (66/100HP)
Turn 89, 650 BC: Barbarian's Spearman is hit for 22 (78/100HP)
Turn 89, 650 BC: Dorothy's Archer 2 (Deer gems) is hit for 17 (49/100HP)
Turn 89, 650 BC: Dorothy's Archer 2 (Deer gems) is hit for 17 (32/100HP)
Turn 89, 650 BC: Barbarian's Spearman is hit for 22 (56/100HP)
Turn 89, 650 BC: Dorothy's Archer 2 (Deer gems) is hit for 17 (15/100HP)
Turn 89, 650 BC: Dorothy's Archer 2 (Deer gems) is hit for 17 (0/100HP)
Turn 89, 650 BC: Barbarian's Spearman has defeated Dorothy's Archer 2 (Deer gems)!
Turn 89, 650 BC: While defending, your Archer 2 (Deer gems) was destroyed by a Barbarian Spearman!
Turn 90, 625 BC: The enemy has been spotted near Copper Junction!
Turn 90, 625 BC: The enemy has been spotted near Deer gems!
Turn 90, 625 BC: TOPEKA can hurry Archer for 1⇴ with 18ℤ overflow and +1⇤ for 10 turns.
Turn 90, 625 BC: Sweet Sheep can hurry Monument for 1⇴ with 22ℤ overflow and +1⇤ for 21 turns.
Turn 90, 625 BC: Good Witch of the South will trade Monotheism, Priesthood
Turn 90, 625 BC: Wicked Witch of the South will trade Monotheism, Priesthood
Turn 90, 625 BC: Wicked Witch of the West will trade Monotheism, Priesthood
Turn 90, 625 BC: Good Witch of the West will trade Monotheism, Priesthood
Turn 90, 625 BC: Wicked Witch of the North will trade Monotheism, Priesthood
Turn 90, 625 BC: Good Witch of the North will trade Monotheism, Priesthood
Turn 90, 625 BC: You have discovered Priesthood!
Turn 90, 625 BC: Barbarian's Spearman (4.27) vs Dorothy's Axeman 4 (Washington) (8.75)
Turn 90, 625 BC: Combat Odds: 0.8%
Turn 90, 625 BC: (Extra Combat: -20%)
Turn 90, 625 BC: (City Barbarian Defense: +25%)
Turn 90, 625 BC: (Combat: +50%)
Turn 90, 625 BC: Dorothy's Axeman 4 (Washington) is hit for 14 (86/100HP)
Turn 90, 625 BC: Barbarian's Spearman is hit for 27 (62/100HP)
Turn 90, 625 BC: Barbarian's Spearman is hit for 27 (35/100HP)
Turn 90, 625 BC: Dorothy's Axeman 4 (Washington) is hit for 14 (72/100HP)
Turn 90, 625 BC: Dorothy's Axeman 4 (Washington) is hit for 14 (58/100HP)
Turn 90, 625 BC: Barbarian's Spearman is hit for 27 (8/100HP)
Turn 90, 625 BC: Dorothy's Axeman 4 (Washington) is hit for 14 (44/100HP)
Turn 90, 625 BC: Barbarian's Spearman is hit for 27 (0/100HP)
Turn 90, 625 BC: Dorothy's Axeman 4 (Washington) has defeated Barbarian's Spearman!
Turn 90, 625 BC: While defending, your Axeman 4 (Washington) has killed a Barbarian Spearman!
Turn 90, 625 BC: Barbarian's Archer (3.03) vs Dorothy's Warrior 3 (TOPEKA) (3.30)
Turn 90, 625 BC: Combat Odds: 38.5%
Turn 90, 625 BC: (Extra Combat: -10%)
Turn 90, 625 BC: (Fortify: +15%)
Turn 90, 625 BC: (City Defense: +25%)
Turn 90, 625 BC: (City Barbarian Defense: +25%)
Turn 90, 625 BC: Dorothy's Warrior 3 (TOPEKA) is hit for 19 (81/100HP)
Turn 90, 625 BC: Barbarian's Archer is hit for 20 (72/100HP)
Turn 90, 625 BC: Dorothy's Warrior 3 (TOPEKA) is hit for 19 (62/100HP)
Turn 90, 625 BC: Dorothy's Warrior 3 (TOPEKA) is hit for 19 (43/100HP)
Turn 90, 625 BC: Barbarian's Archer is hit for 20 (52/100HP)
Turn 90, 625 BC: Dorothy's Warrior 3 (TOPEKA) is hit for 19 (24/100HP)
Turn 90, 625 BC: Barbarian's Archer is hit for 20 (32/100HP)
Turn 90, 625 BC: Dorothy's Warrior 3 (TOPEKA) is hit for 19 (5/100HP)
Turn 90, 625 BC: Barbarian's Archer is hit for 20 (12/100HP)
Turn 90, 625 BC: Dorothy's Warrior 3 (TOPEKA) is hit for 19 (0/100HP)
Turn 90, 625 BC: Barbarian's Archer has defeated Dorothy's Warrior 3 (TOPEKA)!
Turn 90, 625 BC: While defending, your Warrior 3 (TOPEKA) was destroyed by a Barbarian Archer!
Turn 90, 625 BC: Barbarian's Archer (2.61) vs Dorothy's Axeman 4 (Washington) (2.75)
Turn 90, 625 BC: Combat Odds: 71.2%
Turn 90, 625 BC: (City Barbarian Defense: +25%)
Turn 90, 625 BC: Barbarian's Archer is hit for 25 (62/100HP)
Turn 90, 625 BC: Dorothy's Axeman 4 (Washington) is hit for 15 (29/100HP)
Turn 90, 625 BC: Dorothy's Axeman 4 (Washington) is hit for 15 (14/100HP)
Turn 90, 625 BC: Dorothy's Axeman 4 (Washington) is hit for 15 (0/100HP)
Turn 90, 625 BC: Barbarian's Archer has defeated Dorothy's Axeman 4 (Washington)!
Turn 90, 625 BC: While defending, your Axeman 4 (Washington) was destroyed by a Barbarian Archer!
Turn 90, 625 BC: Copper Junction (Dorothy) has been captured by the Barbarian State!!!
Turn 90, 625 BC: Copper Junction has been razed by the Barbarian State!!!
Turn 91, 600 BC: The enemy has been spotted near Deer gems!
Turn 91, 600 BC: Deer gems can hurry Archer for 1⇴ with 13ℤ overflow and +1⇤ for 10 turns.
Turn 91, 600 BC: Good Witch of the South will trade Monarchy
Turn 91, 600 BC: Wicked Witch of the South will trade Monarchy
Turn 91, 600 BC: Wicked Witch of the West will trade Monarchy
Turn 91, 600 BC: Good Witch of the West will trade Monarchy
Turn 91, 600 BC: Good Witch of the South/Wicked Witch of the South is the worst enemy of Wicked Witch of the North/Good Witch of the North, Wicked Witch of the East/Good Witch of the East.
Turn 91, 600 BC: Wicked Witch of the East/Good Witch of the East is the worst enemy of Good Witch of the South/Wicked Witch of the South, Wicked Witch of the West/Good Witch of the West.
Turn 91, 600 BC: Good Witch of the South will trade Monarchy, Monotheism
Turn 91, 600 BC: Wicked Witch of the South will trade Monarchy, Monotheism
Turn 91, 600 BC: Wicked Witch of the West will trade Monarchy, Monotheism
Turn 91, 600 BC: Good Witch of the West will trade Monarchy, Monotheism
Turn 91, 600 BC: Wicked Witch of the North will trade Monotheism
Turn 91, 600 BC: Good Witch of the North will trade Monotheism
Turn 91, 600 BC: Will Sign Open Borders: Good Witch of the North, Good Witch of the South, Wicked Witch of the North, Wicked Witch of the South