SGOTM 16 - U'nu'sual S'us'pec'ts

1 turn of 40% slider will give us visibility of Hammy's research.

Both Hammy and Qin are the tech leaders (after us obviously), and are both capable of going for Guilds.

I think we should do this, maybe after PP is finished. Thoughts?
 
1 turn of 40% slider will give us visibility of Hammy's research.

Both Hammy and Qin are the tech leaders (after us obviously), and are both capable of going for Guilds.

I think we should do this, maybe after PP is finished. Thoughts?

Interesting. Is that a one time sort of thing. Or will we have to do it again ten turns later? I'm a bit hesitant to do this. But that's just because I've never done it before. It has the potential to be really useful though!
 
40% espionage slider gives 158 EP's
40% gold gives 153 gold
40% research gives us 202 beakers.

So seeing what Hammy is researching next will 'cost' us 202 beakers.
But considering that Guilds is worth 1560 beakers and Banking 1092, which we hope to get one of in a trade, I think it is money well spent.

As long as we split our EP's on Qin and Hammy, we should be able to maintain the research visibility
 
We would know:
- what we probably don't have to research.
- if they are going towards Lib or Economics for that matter
 
Its a measure of the EP ratio you have on someone.

So, we would have to split the EP's between Hammy & Qin to maintain research visibility, but we wouldn't need the slider again.
 
OK guys, I have played 2 turns, and there are Celtic units starting to come from the west. Brennus' stack has finally made it to a road, so the chariots are 3 turns from Bibracte, the GW & Axes are 6 turns away.

I think we will need to change the plan, and leave Vienne until after the stack has been vanquished. Simply because we don't know where the stack is going, and we can't afford to spread ourselves too thin.

Camulodonum still only has 2 units in it, so I am thinking we divert some troops (2 trebs and 2 maces) from the reinforcements, and get the still healing Vermalion survivors to meet them there in 2 turns. Camulodonum will fall in 3 turns, giving us a much more defendable 'front'.

If his stack decides to hole up in a city, then that is great news, as our trebs & maces get big bonuses for attacking cities, and we can collateral it into submission.

I will post the save - paused - as there are a lot of units not moved.

PP is 1 turn away, at 20% research. I haven't done anything regarding EP's on hammy as that has not been agreed to.

edit:
In other news:
- Celtic chariots in our territory have been vanquished
- we lost a treb reinforcement to a spear :spear:
- the confused missionary failed to spread to Zhou.
 
Upload log
Spoiler :
Turn 160, 1000 AD: The enemy has been spotted near Wheat!
Turn 160, 1000 AD: West Coast Silk can hurry Harbor for 1⇴ with 8ℤ overflow and +1⇤ for 67 turns.
Turn 160, 1000 AD: Ramesses II has 60 gold available for trade.
Turn 160, 1000 AD: The borders of Commerce are about to expand.
Turn 160, 1000 AD: Qin Shi Huang will trade Fur
Turn 160, 1000 AD: Louis XIV's Catapult 1 (Production) (5.00) vs Brennus's Longbowman (10.62)
Turn 160, 1000 AD: Combat Odds: 2.2%
Turn 160, 1000 AD: (Plot Defense: +52%)
Turn 160, 1000 AD: (City Defense: +25%)
Turn 160, 1000 AD: Your Catapult 1 (Production) has caused collateral damage! (4 Units)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 13 (87/100HP)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 13 (74/100HP)
Turn 160, 1000 AD: Louis XIV's Catapult 1 (Production) is hit for 28 (72/100HP)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 13 (61/100HP)
Turn 160, 1000 AD: Louis XIV's Catapult 1 (Production) is hit for 28 (44/100HP)
Turn 160, 1000 AD: Louis XIV's Catapult 1 (Production) is hit for 28 (16/100HP)
Turn 160, 1000 AD: Louis XIV's Catapult 1 (Production) is hit for 28 (0/100HP)
Turn 160, 1000 AD: Brennus's Longbowman has defeated Louis XIV's Catapult 1 (Production)!
Turn 160, 1000 AD: Your Catapult 1 (Production) has died trying to attack a Longbowman!
Turn 160, 1000 AD: Louis XIV's Catapult 6 (Barb City) (5.00) vs Brennus's Gallic Warrior (10.09)
Turn 160, 1000 AD: Combat Odds: 8.7%
Turn 160, 1000 AD: (Extra Combat: +10%)
Turn 160, 1000 AD: (Plot Defense: +52%)
Turn 160, 1000 AD: (Fortify: +25%)
Turn 160, 1000 AD: Your Catapult 6 (Barb City) has caused collateral damage! (4 Units)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 13 (77/100HP)
Turn 160, 1000 AD: Louis XIV's Catapult 6 (Barb City) is hit for 28 (72/100HP)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 13 (64/100HP)
Turn 160, 1000 AD: Louis XIV's Catapult 6 (Barb City) is hit for 28 (44/100HP)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 13 (51/100HP)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 13 (38/100HP)
Turn 160, 1000 AD: Louis XIV's Catapult 6 (Barb City) is hit for 28 (16/100HP)
Turn 160, 1000 AD: Louis XIV's Catapult 6 (Barb City) is hit for 28 (0/100HP)
Turn 160, 1000 AD: Brennus's Gallic Warrior has defeated Louis XIV's Catapult 6 (Barb City)!
Turn 160, 1000 AD: Your Catapult 6 (Barb City) has died trying to attack a Gallic Warrior!
Turn 160, 1000 AD: Louis XIV's Maceman 2 (Wheat) (8.00) vs Brennus's Longbowman (5.18)
Turn 160, 1000 AD: Combat Odds: 93.7%
Turn 160, 1000 AD: (Plot Defense: +52%)
Turn 160, 1000 AD: (City Defense: +25%)
Turn 160, 1000 AD: (City Attack: -20%)
Turn 160, 1000 AD: Louis XIV's Maceman 2 (Wheat) is hit for 19 (81/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 2 (Wheat) is hit for 19 (62/100HP)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 20 (35/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 2 (Wheat) is hit for 19 (43/100HP)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 20 (15/100HP)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 20 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 2 (Wheat) has defeated Brennus's Longbowman!
Turn 160, 1000 AD: Your Maceman 2 (Wheat) has destroyed a Longbowman!
Turn 160, 1000 AD: Louis XIV's Maceman 8 (West Coast Silk) (8.00) vs Brennus's Archer (4.90)
Turn 160, 1000 AD: Combat Odds: 89.8%
Turn 160, 1000 AD: (Plot Defense: +52%)
Turn 160, 1000 AD: (Fortify: +25%)
Turn 160, 1000 AD: (City Defense: +70%)
Turn 160, 1000 AD: (City Attack: -20%)
Turn 160, 1000 AD: Brennus's Archer is hit for 23 (49/100HP)
Turn 160, 1000 AD: Brennus's Archer is hit for 23 (26/100HP)
Turn 160, 1000 AD: Brennus's Archer is hit for 23 (3/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 8 (West Coast Silk) is hit for 17 (83/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 8 (West Coast Silk) is hit for 17 (66/100HP)
Turn 160, 1000 AD: Brennus's Archer is hit for 23 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 8 (West Coast Silk) has defeated Brennus's Archer!
Turn 160, 1000 AD: Your Maceman 8 (West Coast Silk) has destroyed a Archer!
Turn 160, 1000 AD: Louis XIV's Maceman 1 (West Coast Silk) (8.00) vs Brennus's Archer (4.47)
Turn 160, 1000 AD: Combat Odds: 98.2%
Turn 160, 1000 AD: (Plot Defense: +52%)
Turn 160, 1000 AD: (Fortify: +5%)
Turn 160, 1000 AD: (City Defense: +70%)
Turn 160, 1000 AD: (City Attack: -20%)
Turn 160, 1000 AD: Louis XIV's Maceman 1 (West Coast Silk) is hit for 16 (84/100HP)
Turn 160, 1000 AD: Brennus's Archer is hit for 24 (48/100HP)
Turn 160, 1000 AD: Brennus's Archer is hit for 24 (24/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 1 (West Coast Silk) is hit for 16 (68/100HP)
Turn 160, 1000 AD: Brennus's Archer is hit for 24 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 1 (West Coast Silk) has defeated Brennus's Archer!
Turn 160, 1000 AD: Your Maceman 1 (West Coast Silk) has destroyed a Archer!
Turn 160, 1000 AD: Louis XIV's Crossbowman 2 (Clams) (6.00) vs Brennus's Spearman (3.31)
Turn 160, 1000 AD: Combat Odds: 98.2%
Turn 160, 1000 AD: (Extra Combat: +10%)
Turn 160, 1000 AD: (Plot Defense: +52%)
Turn 160, 1000 AD: (Combat: -50%)
Turn 160, 1000 AD: Brennus's Spearman is hit for 24 (50/100HP)
Turn 160, 1000 AD: Brennus's Spearman is hit for 24 (26/100HP)
Turn 160, 1000 AD: Brennus's Spearman is hit for 24 (2/100HP)
Turn 160, 1000 AD: Louis XIV's Crossbowman 2 (Clams) is hit for 16 (84/100HP)
Turn 160, 1000 AD: Brennus's Spearman is hit for 24 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Crossbowman 2 (Clams) has defeated Brennus's Spearman!
Turn 160, 1000 AD: Your Crossbowman 2 (Clams) has destroyed a Spearman!
Turn 160, 1000 AD: Louis XIV's Crossbowman 5 (Barb City) (6.00) vs Brennus's Gallic Warrior (3.12)
Turn 160, 1000 AD: Combat Odds: 99.6%
Turn 160, 1000 AD: (Extra Combat: +10%)
Turn 160, 1000 AD: (Plot Defense: +52%)
Turn 160, 1000 AD: (Fortify: +25%)
Turn 160, 1000 AD: (Combat: -50%)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 20 (18/100HP)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 20 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Crossbowman 5 (Barb City) has defeated Brennus's Gallic Warrior!
Turn 160, 1000 AD: Your Crossbowman 5 (Barb City) has destroyed a Gallic Warrior!
Turn 160, 1000 AD: You have captured Bibracte!!!
Turn 160, 1000 AD: Louis XIV's Trebuchet 7 (Barb City) (4.00) vs Brennus's Axeman (3.47)
Turn 160, 1000 AD: Combat Odds: 81.2%
Turn 160, 1000 AD: (Extra Combat: +10%)
Turn 160, 1000 AD: (Plot Defense: +75%)
Turn 160, 1000 AD: (City Attack: -120%)
Turn 160, 1000 AD: Your Trebuchet 7 (Barb City) has caused collateral damage! (1 Unit)
Turn 160, 1000 AD: Brennus's Axeman is hit for 21 (73/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 7 (Barb City) is hit for 18 (82/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 7 (Barb City) is hit for 18 (64/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 7 (Barb City) is hit for 18 (46/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 7 (Barb City) is hit for 18 (28/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 7 (Barb City) is hit for 18 (10/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 7 (Barb City) is hit for 18 (0/100HP)
Turn 160, 1000 AD: Brennus's Axeman has defeated Louis XIV's Trebuchet 7 (Barb City)!
Turn 160, 1000 AD: Your Trebuchet 7 (Barb City) has died trying to attack a Axeman!
Turn 160, 1000 AD: Louis XIV's Maceman 6 (Commerce) (7.20) vs Brennus's Axeman (7.41)
Turn 160, 1000 AD: Combat Odds: 48.3%
Turn 160, 1000 AD: (Extra Combat: +10%)
Turn 160, 1000 AD: (Plot Defense: +75%)
Turn 160, 1000 AD: (Fortify: +5%)
Turn 160, 1000 AD: (City Attack: -20%)
Turn 160, 1000 AD: (Combat: -50%)
Turn 160, 1000 AD: (Combat: +75%)
Turn 160, 1000 AD: Brennus's Axeman is hit for 18 (58/100HP)
Turn 160, 1000 AD: Brennus's Axeman is hit for 18 (40/100HP)
Turn 160, 1000 AD: Brennus's Axeman is hit for 18 (22/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 6 (Commerce) is hit for 21 (69/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 6 (Commerce) is hit for 21 (48/100HP)
Turn 160, 1000 AD: Brennus's Axeman is hit for 18 (4/100HP)
Turn 160, 1000 AD: Brennus's Axeman is hit for 18 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 6 (Commerce) has defeated Brennus's Axeman!
Turn 160, 1000 AD: Nebuchadrezzar II (Great General) has been born in Commerce (Louis XIV)!
Turn 160, 1000 AD: Your Maceman 6 (Commerce) has destroyed a Axeman!
Turn 160, 1000 AD: Louis XIV's Crossbowman 6 (West Coast Silk) (5.34) vs Brennus's Axeman (4.92)
Turn 160, 1000 AD: Combat Odds: 83.1%
Turn 160, 1000 AD: (Extra Combat: +10%)
Turn 160, 1000 AD: (Plot Defense: +75%)
Turn 160, 1000 AD: (Combat: -50%)
Turn 160, 1000 AD: Brennus's Axeman is hit for 19 (54/100HP)
Turn 160, 1000 AD: Brennus's Axeman is hit for 19 (35/100HP)
Turn 160, 1000 AD: Brennus's Axeman is hit for 19 (16/100HP)
Turn 160, 1000 AD: Brennus's Axeman is hit for 19 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Crossbowman 6 (West Coast Silk) has defeated Brennus's Axeman!
Turn 160, 1000 AD: Your Crossbowman 6 (West Coast Silk) has destroyed a Axeman!
Turn 160, 1000 AD: You have captured Verlamion!!!
Turn 160, 1000 AD: Your Catapult 4 (GP Farm) has reduced the defenses of Tolosa to 46%!
Turn 160, 1000 AD: Your Catapult 5 (Clams) has reduced the defenses of Tolosa to 42%!
Turn 160, 1000 AD: Your Catapult 2 (Commerce) has reduced the defenses of Tolosa to 38%!
Turn 160, 1000 AD: Louis XIV's Trebuchet 1 (Paris) (4.00) vs Brennus's Longbowman (3.82)
Turn 160, 1000 AD: Combat Odds: 71.7%
Turn 160, 1000 AD: (Plot Defense: +38%)
Turn 160, 1000 AD: (City Defense: +25%)
Turn 160, 1000 AD: (City Attack: -120%)
Turn 160, 1000 AD: Your Trebuchet 1 (Paris) has caused collateral damage! (3 Units)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 20 (80/100HP)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 20 (60/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 1 (Paris) is hit for 19 (81/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 1 (Paris) is hit for 19 (62/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 1 (Paris) is hit for 19 (43/100HP)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 20 (40/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 1 (Paris) is hit for 19 (24/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 1 (Paris) is hit for 19 (5/100HP)
Turn 160, 1000 AD: Your Trebuchet 1 (Paris) has withdrawn from combat with a Longbowman!
Turn 160, 1000 AD: Louis XIV's Trebuchet 3 (Clams) (4.00) vs Brennus's Gallic Warrior (3.51)
Turn 160, 1000 AD: Combat Odds: 80.7%
Turn 160, 1000 AD: (Plot Defense: +38%)
Turn 160, 1000 AD: (Fortify: +25%)
Turn 160, 1000 AD: (City Attack: -120%)
Turn 160, 1000 AD: Your Trebuchet 3 (Clams) has caused collateral damage! (2 Units)
Turn 160, 1000 AD: Louis XIV's Trebuchet 3 (Clams) is hit for 19 (81/100HP)
Turn 160, 1000 AD: Louis XIV's Trebuchet 3 (Clams) is hit for 19 (62/100HP)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 20 (72/100HP)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 20 (52/100HP)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 20 (32/100HP)
Turn 160, 1000 AD: Your Trebuchet 3 (Clams) has withdrawn from combat with a Gallic Warrior!
Turn 160, 1000 AD: Louis XIV's Maceman 3 (Paris) (8.00) vs Brennus's Axeman (5.24)
Turn 160, 1000 AD: Combat Odds: 90.6%
Turn 160, 1000 AD: (Extra Combat: +10%)
Turn 160, 1000 AD: (Plot Defense: +38%)
Turn 160, 1000 AD: (City Attack: -20%)
Turn 160, 1000 AD: (Combat: -50%)
Turn 160, 1000 AD: (Combat: +50%)
Turn 160, 1000 AD: Brennus's Axeman is hit for 23 (59/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 3 (Paris) is hit for 17 (83/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 3 (Paris) is hit for 17 (66/100HP)
Turn 160, 1000 AD: Brennus's Axeman is hit for 23 (36/100HP)
Turn 160, 1000 AD: Brennus's Axeman is hit for 23 (13/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 3 (Paris) is hit for 17 (49/100HP)
Turn 160, 1000 AD: Brennus's Axeman is hit for 23 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 3 (Paris) has defeated Brennus's Axeman!
Turn 160, 1000 AD: Your Maceman 3 (Paris) has destroyed a Axeman!
Turn 160, 1000 AD: Louis XIV's Maceman 7 (Clams) (8.00) vs Brennus's Archer (4.51)
Turn 160, 1000 AD: Combat Odds: 95.8%
Turn 160, 1000 AD: (Plot Defense: +38%)
Turn 160, 1000 AD: (Fortify: +5%)
Turn 160, 1000 AD: (City Defense: +70%)
Turn 160, 1000 AD: (City Attack: -20%)
Turn 160, 1000 AD: Louis XIV's Maceman 7 (Clams) is hit for 16 (84/100HP)
Turn 160, 1000 AD: Brennus's Archer is hit for 24 (54/100HP)
Turn 160, 1000 AD: Brennus's Archer is hit for 24 (30/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 7 (Clams) is hit for 16 (68/100HP)
Turn 160, 1000 AD: Brennus's Archer is hit for 24 (6/100HP)
Turn 160, 1000 AD: Brennus's Archer is hit for 24 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 7 (Clams) has defeated Brennus's Archer!
Turn 160, 1000 AD: Your Maceman 7 (Clams) has destroyed a Archer!
Turn 160, 1000 AD: Louis XIV's Maceman 11 (Wheat) (8.00) vs Brennus's Longbowman (2.44)
Turn 160, 1000 AD: Combat Odds: 99.8%
Turn 160, 1000 AD: (Plot Defense: +38%)
Turn 160, 1000 AD: (City Defense: +25%)
Turn 160, 1000 AD: Louis XIV's Maceman 11 (Wheat) is hit for 17 (83/100HP)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 22 (3/100HP)
Turn 160, 1000 AD: Brennus's Longbowman is hit for 22 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Maceman 11 (Wheat) has defeated Brennus's Longbowman!
Turn 160, 1000 AD: Your Maceman 11 (Wheat) has destroyed a Longbowman!
Turn 160, 1000 AD: Louis XIV's Crossbowman 3 (Production) (6.00) vs Brennus's Gallic Warrior (1.69)
Turn 160, 1000 AD: Combat Odds: 100.0%
Turn 160, 1000 AD: (Plot Defense: +38%)
Turn 160, 1000 AD: (Fortify: +25%)
Turn 160, 1000 AD: (Combat: -50%)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 23 (2/100HP)
Turn 160, 1000 AD: Brennus's Gallic Warrior is hit for 23 (0/100HP)
Turn 160, 1000 AD: Louis XIV's Crossbowman 3 (Production) has defeated Brennus's Gallic Warrior!
Turn 160, 1000 AD: Your Crossbowman 3 (Production) has destroyed a Gallic Warrior!
Turn 160, 1000 AD: You have captured Tolosa!!!
Turn 160, 1000 AD: Ramesses II has 60 gold available for trade.
Turn 160, 1000 AD: Hammurabi has 50 gold available for trade.
Turn 160, 1000 AD: Brennus refuses to talk.
Turn 160, 1000 AD: Ramesses II is the worst enemy of Brennus.
Turn 160, 1000 AD: Hammurabi is the worst enemy of Saladin.
Turn 160, 1000 AD: Brennus is the worst enemy of Ramesses II.
Turn 160, 1000 AD: The borders of Commerce are about to expand.
Turn 160, 1000 AD: Will Trade Map: Hammurabi, Sitting Bull
Turn 160, 1000 AD: Paris will grow to size 9 on the next turn.
Turn 160, 1000 AD: Commerce will grow to size 12 on the next turn.
Turn 160, 1000 AD: Clams will grow to size 8 on the next turn.
Turn 160, 1000 AD: West Fish will grow to size 6 on the next turn.
Turn 160, 1000 AD: Barb City will grow to size 8 on the next turn.
Turn 160, 1000 AD: West Coast Silk will grow to size 4 on the next turn.
Turn 160, 1000 AD: Red Fish Blue F will grow to size 4 on the next turn.
Turn 160, 1000 AD: Ramesses II has 60 gold available for trade.
Turn 160, 1000 AD: Hammurabi has 50 gold available for trade.
Turn 160, 1000 AD: Brennus refuses to talk.
Turn 160, 1000 AD: Ramesses II is the worst enemy of Brennus.
Turn 160, 1000 AD: Hammurabi is the worst enemy of Saladin.
Turn 160, 1000 AD: Brennus is the worst enemy of Ramesses II.
Turn 160, 1000 AD: The borders of Commerce are about to expand.
Turn 160, 1000 AD: Will Trade Map: Hammurabi, Sitting Bull
Turn 160, 1000 AD: Paris will grow to size 9 on the next turn.
Turn 160, 1000 AD: Commerce will grow to size 12 on the next turn.
Turn 160, 1000 AD: Clams will grow to size 8 on the next turn.
Turn 160, 1000 AD: West Fish will grow to size 6 on the next turn.
Turn 160, 1000 AD: Barb City will grow to size 8 on the next turn.
Turn 160, 1000 AD: West Coast Silk will grow to size 4 on the next turn.
Turn 160, 1000 AD: Red Fish Blue F will grow to size 4 on the next turn.
Turn 160, 1000 AD: The borders of Commerce have expanded!

Turn 161, 1010 AD: The enemy has been spotted near Clams!
Turn 161, 1010 AD: The enemy has been spotted near Wheat!
Turn 161, 1010 AD: Paris has grown to size 9.
Turn 161, 1010 AD: Production can hurry Trebuchet for 1⇴ with 28ℤ overflow and +1⇤ for 69 turns.
Turn 161, 1010 AD: Commerce has grown to size 12.
Turn 161, 1010 AD: Clams has grown to size 8.
Turn 161, 1010 AD: Clams has become unhappy.
Turn 161, 1010 AD: Clams can hurry Maceman for 1⇴ with 16ℤ overflow and +1⇤ for 64 turns.
Turn 161, 1010 AD: Barb City has grown to size 8.
Turn 161, 1010 AD: Barb City has become unhappy.
Turn 161, 1010 AD: Barb City can hurry Trebuchet for 2⇴ with 30ℤ overflow and +1⇤ for 73 turns.
Turn 161, 1010 AD: Zhou can hurry University for 3⇴ with 10ℤ overflow and +1⇤ for 42 turns.
Turn 161, 1010 AD: West Coast Silk has grown to size 4.
Turn 161, 1010 AD: Red Fish Blue F has grown to size 4.
Turn 161, 1010 AD: Bibracte has become healthy.
Turn 161, 1010 AD: Bibracte has become happy.
Turn 161, 1010 AD: Tolosa has become healthy.
Turn 161, 1010 AD: Tolosa has become happy.
Turn 161, 1010 AD: Louis XIV's Maceman 15 (Wheat) (8.00) vs Brennus's Chariot (4.40)
Turn 161, 1010 AD: Combat Odds: 98.7%
Turn 161, 1010 AD: (Extra Combat: +10%)
Turn 161, 1010 AD: Louis XIV's Maceman 15 (Wheat) is hit for 14 (86/100HP)
Turn 161, 1010 AD: Brennus's Chariot is hit for 26 (74/100HP)
Turn 161, 1010 AD: Brennus's Chariot is hit for 26 (48/100HP)
Turn 161, 1010 AD: Louis XIV's Maceman 15 (Wheat) is hit for 14 (72/100HP)
Turn 161, 1010 AD: Brennus's Chariot is hit for 26 (22/100HP)
Turn 161, 1010 AD: Brennus's Chariot is hit for 26 (0/100HP)
Turn 161, 1010 AD: Louis XIV's Maceman 15 (Wheat) has defeated Brennus's Chariot!
Turn 161, 1010 AD: Your Maceman 15 (Wheat) has destroyed a Chariot!
Turn 161, 1010 AD: Your Confucian Missionary 2 (West Fish) has failed to spread ⅰ in Zhou!!!
Turn 161, 1010 AD: Production will grow to size 7 on the next turn.
Turn 161, 1010 AD: West Fish will grow to size 6 on the next turn.
Turn 161, 1010 AD: Zhou will grow to size 7 on the next turn.
Turn 161, 1010 AD: Fake Humbaba will grow to size 4 on the next turn.
Turn 161, 1010 AD: Red Fish Blue F will grow to size 5 on the next turn.
Turn 161, 1010 AD: Brennus's Spearman (4.40) vs Louis XIV's Trebuchet 8 (Paris) (4.00)
Turn 161, 1010 AD: Combat Odds: 68.1%
Turn 161, 1010 AD: (Extra Combat: -10%)
Turn 161, 1010 AD: Louis XIV's Trebuchet 8 (Paris) is hit for 20 (80/100HP)
Turn 161, 1010 AD: Brennus's Spearman is hit for 19 (81/100HP)
Turn 161, 1010 AD: Brennus's Spearman is hit for 19 (62/100HP)
Turn 161, 1010 AD: Louis XIV's Trebuchet 8 (Paris) is hit for 20 (60/100HP)
Turn 161, 1010 AD: Brennus's Spearman is hit for 19 (43/100HP)
Turn 161, 1010 AD: Louis XIV's Trebuchet 8 (Paris) is hit for 20 (40/100HP)
Turn 161, 1010 AD: Louis XIV's Trebuchet 8 (Paris) is hit for 20 (20/100HP)
Turn 161, 1010 AD: Louis XIV's Trebuchet 8 (Paris) is hit for 20 (0/100HP)
Turn 161, 1010 AD: Brennus's Spearman has defeated Louis XIV's Trebuchet 8 (Paris)!
Turn 161, 1010 AD: While defending, your Trebuchet 8 (Paris) was destroyed by a Celtic Spearman!
Turn 161, 1010 AD: Sitting Bull has founded Nacogdoches.

Turn 162, 1020 AD: The enemy has been spotted near Wheat!
Turn 162, 1020 AD: The enemy has been spotted near Clams!
Turn 162, 1020 AD: Clams has become happy.
Turn 162, 1020 AD: West Fish has grown to size 6.
Turn 162, 1020 AD: Barb City has become happy.
Turn 162, 1020 AD: Zhou has grown to size 7.
Turn 162, 1020 AD: Fake Humbaba has grown to size 4.
Turn 162, 1020 AD: Fake Humbaba can hurry Forge for 2⇴ with 28ℤ overflow and +1⇤ for 22 turns.
Turn 162, 1020 AD: Red Fish Blue F has grown to size 5.
Turn 162, 1020 AD: The borders of Wheat are about to expand.
Turn 162, 1020 AD: Louis XIV's Maceman 14 (Barb City) (8.00) vs Brennus's Chariot (4.40)
Turn 162, 1020 AD: Combat Odds: 98.7%
Turn 162, 1020 AD: (Extra Combat: +10%)
Turn 162, 1020 AD: Brennus's Chariot is hit for 26 (74/100HP)
Turn 162, 1020 AD: Brennus's Chariot is hit for 26 (48/100HP)
Turn 162, 1020 AD: Louis XIV's Maceman 14 (Barb City) is hit for 14 (86/100HP)
Turn 162, 1020 AD: Brennus's Chariot is hit for 26 (22/100HP)
Turn 162, 1020 AD: Brennus's Chariot is hit for 26 (0/100HP)
Turn 162, 1020 AD: Louis XIV's Maceman 14 (Barb City) has defeated Brennus's Chariot!
Turn 162, 1020 AD: Your Maceman 14 (Barb City) has destroyed a Chariot!
Turn 162, 1020 AD: Louis XIV's Maceman 16 (Clams) (8.00) vs Brennus's Spearman (1.89)
Turn 162, 1020 AD: Combat Odds: 100.0%
Turn 162, 1020 AD: (Extra Combat: +10%)
Turn 162, 1020 AD: (Plot Defense: +50%)
Turn 162, 1020 AD: (Combat: -50%)
Turn 162, 1020 AD: Brennus's Spearman is hit for 31 (12/100HP)
Turn 162, 1020 AD: Brennus's Spearman is hit for 31 (0/100HP)
Turn 162, 1020 AD: Louis XIV's Maceman 16 (Clams) has defeated Brennus's Spearman!
Turn 162, 1020 AD: Your Maceman 16 (Clams) has destroyed a Spearman!



edit: Sorry, Buffy log didn't work for some reason.
 
I think I agree that the EP spending is worthwhile.

It'll be fun to see what Brennus does with his stack. Where are the galleons right now? Do we have troops being built that can do a sneak around - SC2 style?
 
We have 1 galleon each blocking & giving visiblity of both Camuludonum & Isca.

The 3rd is sailing back out to the island, mainly in anticipation of moving the worker & missionaries.

edit: we could move some troops around, but there seems to be a stream of units flowing from the west.
We have visiblity of 3 GW, 1 Chariot, 2 Spears, 2 Axes, 1 LB, galley all in Isca or further east.

Brennus main stack was 6 GW's, 4 Axes, 2 Spears and about 6-7 Chariots.
 
And we have a lot of reinforcements still coming.

Here are some screenies

Spoiler :




 
Pre Play Plan

Play 3 turns until Camulodunum taken

1. Technologies

Printing Press at 20% for 1 turns, then 0% and save cash.
Espionage at 0%, all ESP on Hammy, then split our 18 EP's/t 2:1 Hammy:Qin. Its 50% now as in the last 2 turns the cost to see his research has increased 12 EP's and 40% leaves us a few EP short.

2. Dealing with AI

Qin is now +5, only 2 more needed for friendly, we are yet to get the resources bonus, we just got another shared civic +1, so the next civic +1 is 9 turns away.

Espionage at 50% for 1 turn, all ESP on Hammy, then split our 18 EP's/t 2:1 Hammy:Qin.
Qin has no EP's on us, despite us putting all of ours on him for some time.
Hammy has 125 on us, the cost to see his research is increasing 6 EP/t.

Refuse demands from Brennus, Ramesses II, and Saladin. Consider demands from others if interesting, but likely refuse.

Keep an eye on map trades with other hemisphere.

Remote spy heads to Qin

3. City placement and builds

No new cities this set.

4. General micro

Tile changes:
- Wheat work PH mine & plains cottage, it will still grow this turn.
- Piggies over mines in Clams.
- Grass cottage rather than plains cottage in Commerce

Paris: Uni
GP Farm: Uni
Production: Treb
Commerce: Uni
Clams: Treb
West Fish: Uni
Barb City: Uni
Zhou: Uni
Fake Humbaba: Forge (whip this turn for 27 o/f into Harbor)
West Coast Silk: Harbor -> Chariot (garrison)
Wheat: whip Pike when available
Red Fish Blue Fish: CH, whip in 2 turns (this city grows 2 pop every 3 turns :eek:)

Workers
Workers 1 & 9 continue cottage Jungle next to WCS (1t), then chop & cottage riverside jungle next to Vermalion
Worker 2 continue workshopping island, only 3 tiles to go.
Worker 3 mine Iron (4t)
Worker 4 mine GH (4t)
Worker 5 cottage Clams plains tile that can be shared with Paris (4t)
Worker 6 continue workshop Production forest (6t)
Worker 7 continue barb city watermill (5t)
Worker 8 finish Paris cottage on plains forest (2t), then cottage plains 1E of Paris
Worker 10 finish Paris cottage on plains forest (2t), then cottage plains 1E of Paris
Worker 11 continue chopping Wheat plains (1t), then farm grass tile 1W

Great People
GS to be saved for Corp/Golden Age/bulbing SM
GE to be saved for Mining Inc
GM to be saved for Sushi/used for trade mission
GA to be saved for a culture bomb.

5. Civics and Religion

Attempt to convert Hammy to Beauro

6. War

Continue war, focus on Camulodunum & Brennus' SoD

Camulodunum stacks
3 Maces (injured) & X-bow in Veramilion, move towards Camulodunum, arrives in 2 turns
2 Trebs & 2 Maces from reinforcement stack (north of Bibracte), move towards Camulodunum, arrives in 2 turns
Take Camulodunum on 3rd turn.

Bibracte stack - all in place or arriving within 2 turns
These could/should pick off stray Celtic units
Super medic Chariot (Medic III and +1 extra movement)
Chariot (Medic I)
8 Maces
4 X-bows
2 Pikes
1 LB
3 Cats
6 Trebs

Tolosa defenders
1 X-bow & 1 spear

Veramilion defender
1 spear

Reinforcements built & en route
1 Mace & 4 Trebs

7. Bigger picture

Smash Brennus
Get other hemisphere up to speed, but not with Paper/Edu
Get 6 universities. (You are right Revent, its only 6 we need)
 
Or am i just being a wuss and I should just take Vienne now ??


edit: no, I don't think so. The Bibracte stack looks awesome, but if we split it in 2, it suddenly doesn't look so crash hot anymore. Once we take Camulodunum, and the survivors come back, we will be in a much better position re: the approaching SoD.
 
I would stay in Bibracte if it looks like the stack is coming towards you. If it looks like they're not, go take Vienne. But I think in the units vs turns tradeoff, I prefer units. In other words, I'd rather the war go longer and us lose fewer units.
 
An extra free 3k beakers is never a bad thing. :) Works out to an extra 30 beakers a turn for the rest of the game if we played another 100 turns only!
Plus, with bulbing, I think it's pretty realistic. The AI aren't exactly a challenge on Emp :lol:

@Ben, I know it's not equal. But the AI do prioritise stuff like gunpowder, banking, econ and nationalism which actually works in our favour! Gifting them all guilds means that you can expect one to research gunpowder and another to research banking.

By the way, I suggest that the AI's getting banking should co-incide with us switching over to Caste and Pacifism. :) Our research rate will drop a lot during Merc time and it takes at least 25 turns before an AI will consider switching; this is coded. (Perhaps EP may be used here, not sure if it works???)

Anyway, whilst our research rate has dropped by a big portion, we can then rely on heavy bulbing to get to our target.

In my opinion, taking a detour for Chem to Lib bio is a waste. This is because AI will trade away stuff like Chemistry even if they have a monopoly. The beauty of Libbing Radio is we can generate a GS to bulb us SM. We can finish over 2/3's of SM or so I think. Meanwhile, we finish researching it and start Physics. Use our next GS to bulb Physics which gives us a GS. By the way, for bulbing, may I suggest that we only bulb our techs so that as soon as we bulb, we get the tech or are one turn away from it? Since our heavy bulbing will start pretty much when we switch to caste, our cities will only grow, so bulbing at the beginning wouldn't make sense because cities growing mean more beakers, even if only a little, it makes no difference.

Also, I'm liking the idea of Libbing radio because of CR. That wonder will be so powerful imo and let us micromanage the game to every last detail? Need to get out a unit quickly just for now? No problem, switch to slavery and whip? Next turn, switch back, etc...Plus, Eifel Tower is a pretty important wonder for us to have en route to culture. :) Plus, we will need to tech it anyway :)

Regarding the EP, I'm not so sure of it. A couple of more CH's in our new cities may prove to do the job as well. :)
 
Also, not sure if we should be taking Vienne atm since we don't know where Brennus's units are heading. Perhaps we could scout it to see if it is easy to take?

The last thing we want is to have Brennus fortify all his units in Vienne :lol:
 
Top Bottom