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

Cool, just checking in, and nothing has happened yet, which can only be good. :-)

Teleconference starts in 5 minutes, so I will be out for another hour at least.
 
Turns 170, 171, 172 and some of 173 because I was feeling lucky!

CivFanatics log:

Spoiler :
Here is your Session Turn Log from 1100 AD to 1130 AD:

Turn 170, 1100 AD: Louis XIV's Crossbowman 3 (Production) (6.00) vs Brennus's Chariot (4.40)
Turn 170, 1100 AD: Combat Odds: 83.9%
Turn 170, 1100 AD: (Extra Combat: +10%)
Turn 170, 1100 AD: Brennus's Chariot is hit for 23 (77/100HP)
Turn 170, 1100 AD: Louis XIV's Crossbowman 3 (Production) is hit for 17 (83/100HP)
Turn 170, 1100 AD: Louis XIV's Crossbowman 3 (Production) is hit for 17 (66/100HP)
Turn 170, 1100 AD: Louis XIV's Crossbowman 3 (Production) is hit for 17 (49/100HP)
Turn 170, 1100 AD: Brennus's Chariot is hit for 23 (54/100HP)
Turn 170, 1100 AD: Brennus's Chariot is hit for 23 (31/100HP)
Turn 170, 1100 AD: Brennus's Chariot is hit for 23 (8/100HP)
Turn 170, 1100 AD: Brennus's Chariot is hit for 23 (0/100HP)
Turn 170, 1100 AD: Louis XIV's Crossbowman 3 (Production) has defeated Brennus's Chariot!
Turn 170, 1100 AD: Confucianism has spread in Red Fish Blue F.

Turn 171, 1110 AD: The enemy has been spotted near Bibracte!
Turn 171, 1110 AD: The enemy has been spotted near Bibracte!
Turn 171, 1110 AD: The enemy has been spotted near Ski Resort!
Turn 171, 1110 AD: Paris has grown to size 10.
Turn 171, 1110 AD: Production has grown to size 8.
Turn 171, 1110 AD: Clams has grown to size 7.
Turn 171, 1110 AD: Clams can hurry Salon for 3⇴ with 21ℤ overflow and +1⇤ for 84 turns.
Turn 171, 1110 AD: Barb City will become unhappy on the next turn.
Turn 171, 1110 AD: Barb City can hurry Salon for 3⇴ with 8ℤ overflow and +1⇤ for 83 turns.
Turn 171, 1110 AD: Zhou has grown to size 9.
Turn 171, 1110 AD: Fake Humbaba has grown to size 3.
Turn 171, 1110 AD: Fake Humbaba can hurry Buddhist Temple for 1⇴ with 8ℤ overflow and +1⇤ for 43 turns.
Turn 171, 1110 AD: Bibracte has grown to size 3.
Turn 171, 1110 AD: Sugar Gems has grown to size 3.
Turn 171, 1110 AD: Sugar Gems can hurry Library for 1⇴ with 18ℤ overflow and +1⇤ for 18 turns.
Turn 171, 1110 AD: Brennus is willing to negotiate.
Turn 171, 1110 AD: Will Trade Map: Brennus
Turn 171, 1110 AD: Will Capitulate: Brennus
Turn 171, 1110 AD: Will Sign Peace Treaty: Brennus
Turn 171, 1110 AD: Clearing a Forest has created 30 ℤ for Sugar Gems.
Turn 171, 1110 AD: Clearing a Forest has created 30 ℤ for Ski Resort.
Turn 171, 1110 AD: Louis XIV's Crossbowman 6 (West Coast Silk) (6.00) vs Brennus's Gallic Warrior (4.00)
Turn 171, 1110 AD: Combat Odds: 96.9%
Turn 171, 1110 AD: (Combat: -50%)
Turn 171, 1110 AD: Brennus's Gallic Warrior is hit for 24 (76/100HP)
Turn 171, 1110 AD: Brennus's Gallic Warrior is hit for 24 (52/100HP)
Turn 171, 1110 AD: Brennus's Gallic Warrior is hit for 24 (28/100HP)
Turn 171, 1110 AD: Louis XIV's Crossbowman 6 (West Coast Silk) is hit for 16 (84/100HP)
Turn 171, 1110 AD: Brennus's Gallic Warrior is hit for 24 (4/100HP)
Turn 171, 1110 AD: Brennus's Gallic Warrior is hit for 24 (0/100HP)
Turn 171, 1110 AD: Louis XIV's Crossbowman 6 (West Coast Silk) has defeated Brennus's Gallic Warrior!
Turn 171, 1110 AD: Your Crossbowman 6 (West Coast Silk) has destroyed a Gallic Warrior!
Turn 171, 1110 AD: Your Trebuchet 11 (Production) has reduced the defenses of Durnovaria to 24%!
Turn 171, 1110 AD: Your Trebuchet 10 (Paris) has reduced the defenses of Durnovaria to 8%!
Turn 171, 1110 AD: Your Trebuchet 9 (Production) has reduced the defenses of Durnovaria to 0%!
Turn 171, 1110 AD: Louis XIV's Trebuchet 1 (Paris) (4.00) vs Brennus's Longbowman (3.63)
Turn 171, 1110 AD: Combat Odds: 74.4%
Turn 171, 1110 AD: (Fortify: +10%)
Turn 171, 1110 AD: (City Defense: +45%)
Turn 171, 1110 AD: (City Attack: -120%)
Turn 171, 1110 AD: Your Trebuchet 1 (Paris) has caused collateral damage! (2 Units)
Turn 171, 1110 AD: Louis XIV's Trebuchet 1 (Paris) is hit for 19 (81/100HP)
Turn 171, 1110 AD: Brennus's Longbowman is hit for 20 (80/100HP)
Turn 171, 1110 AD: Louis XIV's Trebuchet 1 (Paris) is hit for 19 (62/100HP)
Turn 171, 1110 AD: Louis XIV's Trebuchet 1 (Paris) is hit for 19 (43/100HP)
Turn 171, 1110 AD: Brennus's Longbowman is hit for 20 (60/100HP)
Turn 171, 1110 AD: Louis XIV's Trebuchet 1 (Paris) is hit for 19 (24/100HP)
Turn 171, 1110 AD: Brennus's Longbowman is hit for 20 (40/100HP)
Turn 171, 1110 AD: Your Trebuchet 1 (Paris) has withdrawn from combat with a Longbowman!
Turn 171, 1110 AD: Louis XIV's Trebuchet 2 (Production) (4.00) vs Brennus's Axeman (2.45)
Turn 171, 1110 AD: Combat Odds: 98.2%
Turn 171, 1110 AD: (Extra Combat: +10%)
Turn 171, 1110 AD: (Fortify: +25%)
Turn 171, 1110 AD: (City Attack: -120%)
Turn 171, 1110 AD: Your Trebuchet 2 (Production) has caused collateral damage! (1 Unit)
Turn 171, 1110 AD: Louis XIV's Trebuchet 2 (Production) is hit for 16 (84/100HP)
Turn 171, 1110 AD: Brennus's Axeman is hit for 24 (67/100HP)
Turn 171, 1110 AD: Brennus's Axeman is hit for 24 (43/100HP)
Turn 171, 1110 AD: Your Trebuchet 2 (Production) has withdrawn from combat with a Axeman!
Turn 171, 1110 AD: Louis XIV's Crossbowman 2 (Clams) (6.00) vs Brennus's Spearman (2.77)
Turn 171, 1110 AD: Combat Odds: 99.9%
Turn 171, 1110 AD: (Extra Combat: +10%)
Turn 171, 1110 AD: (Fortify: +25%)
Turn 171, 1110 AD: (Combat: -50%)
Turn 171, 1110 AD: Brennus's Spearman is hit for 27 (53/100HP)
Turn 171, 1110 AD: Brennus's Spearman is hit for 27 (26/100HP)
Turn 171, 1110 AD: Brennus's Spearman is hit for 27 (0/100HP)
Turn 171, 1110 AD: Louis XIV's Crossbowman 2 (Clams) has defeated Brennus's Spearman!
Turn 171, 1110 AD: Your Crossbowman 2 (Clams) has destroyed a Spearman!
Turn 171, 1110 AD: Louis XIV's Maceman 3 (Paris) (6.80) vs Brennus's Longbowman (1.65)
Turn 171, 1110 AD: Combat Odds: 100.0%
Turn 171, 1110 AD: (Fortify: +10%)
Turn 171, 1110 AD: (City Defense: +45%)
Turn 171, 1110 AD: (City Attack: -45%)
Turn 171, 1110 AD: Louis XIV's Maceman 3 (Paris) is hit for 15 (70/100HP)
Turn 171, 1110 AD: Brennus's Longbowman is hit for 26 (0/100HP)
Turn 171, 1110 AD: Louis XIV's Maceman 3 (Paris) has defeated Brennus's Longbowman!
Turn 171, 1110 AD: Your Maceman 3 (Paris) has destroyed a Longbowman!
Turn 171, 1110 AD: Louis XIV's Maceman 11 (Wheat) (6.80) vs Brennus's Axeman (1.43)
Turn 171, 1110 AD: Combat Odds: 100.0%
Turn 171, 1110 AD: (Extra Combat: +10%)
Turn 171, 1110 AD: (Fortify: +25%)
Turn 171, 1110 AD: (City Attack: -20%)
Turn 171, 1110 AD: (Combat: -50%)
Turn 171, 1110 AD: (Combat: +50%)
Turn 171, 1110 AD: Brennus's Axeman is hit for 28 (0/100HP)
Turn 171, 1110 AD: Louis XIV's Maceman 11 (Wheat) has defeated Brennus's Axeman!
Turn 171, 1110 AD: Your Maceman 11 (Wheat) has destroyed a Axeman!
Turn 171, 1110 AD: You have captured Durnovaria!!!
Turn 171, 1110 AD: Your Chariot 7 (Paris) has destroyed a Worker!
Turn 171, 1110 AD: You have captured a Worker
Turn 171, 1110 AD: Commerce will grow to size 13 on the next turn.
Turn 171, 1110 AD: Barb City will grow to size 9 on the next turn.
Turn 171, 1110 AD: West Coast Silk will grow to size 7 on the next turn.
Turn 171, 1110 AD: Wheat will grow to size 3 on the next turn.
Turn 171, 1110 AD: Red Fish Blue F will grow to size 4 on the next turn.
Turn 171, 1110 AD: Deal Canceled: Sheep to Hammurabi for Gold Per Turn (2)

Turn 172, 1120 AD: The enemy has been spotted near Bibracte!
Turn 172, 1120 AD: The enemy has been spotted near Ski Resort!
Turn 172, 1120 AD: Commerce has grown to size 13.
Turn 172, 1120 AD: Barb City has grown to size 9.
Turn 172, 1120 AD: Barb City has become unhappy.
Turn 172, 1120 AD: West Coast Silk has grown to size 7.
Turn 172, 1120 AD: Red Fish Blue F has grown to size 4.
Turn 172, 1120 AD: Red Fish Blue F can hurry Library for 1⇴ with 5ℤ overflow and +1⇤ for 41 turns.
Turn 172, 1120 AD: Ski Resort can hurry Forge for 1⇴ with 14ℤ overflow and +1⇤ for 24 turns.
Turn 172, 1120 AD: Saladin has 50 gold available for trade.
Turn 172, 1120 AD: The borders of Production are about to expand.
Turn 172, 1120 AD: The borders of Camel Dumdum are about to expand.
Turn 172, 1120 AD: Qin Shi Huang will trade Ivory
Turn 172, 1120 AD: Clams will grow to size 5 on the next turn.
Turn 172, 1120 AD: West Fish will grow to size 6 on the next turn.
Turn 172, 1120 AD: Zhou will grow to size 10 on the next turn.
Turn 172, 1120 AD: Fake Humbaba will grow to size 3 on the next turn.
Turn 172, 1120 AD: Wheat will grow to size 4 on the next turn.
Turn 172, 1120 AD: Red Fish Blue F will grow to size 4 on the next turn.
Turn 172, 1120 AD: Sugar Gems will grow to size 4 on the next turn.
Turn 172, 1120 AD: Ski Resort will grow to size 2 on the next turn.
Turn 172, 1120 AD: The borders of Production have expanded!
Turn 172, 1120 AD: You have constructed a Salon in Clams. Work has now begun on a Buddhist Temple.
Turn 172, 1120 AD: The borders of Camel Dumdum have expanded!
Turn 172, 1120 AD: Ishikawa Goemon (Great Spy) has been born in Thebes (Brennus)!

Turn 173, 1130 AD: The enemy has been spotted near Bibracte!
Turn 173, 1130 AD: The enemy has been spotted near Fake Humbaba!
Turn 173, 1130 AD: West Fish has grown to size 6.
Turn 173, 1130 AD: West Fish can hurry Salon for 3⇴ with 32ℤ overflow and +1⇤ for 64 turns.
Turn 173, 1130 AD: Barb City has become happy.
Turn 173, 1130 AD: Zhou has grown to size 10.
Turn 173, 1130 AD: Fake Humbaba has grown to size 3.
Turn 173, 1130 AD: Wheat has grown to size 4.
Turn 173, 1130 AD: Wheat can hurry Buddhist Temple for 1⇴ with 24ℤ overflow and +1⇤ for 47 turns.
Turn 173, 1130 AD: Sugar Gems has grown to size 4.
Turn 173, 1130 AD: Sugar Gems can hurry Buddhist Temple for 2⇴ with 30ℤ overflow and +1⇤ for 16 turns.
Turn 173, 1130 AD: Stone will be pacified on the next turn.
Turn 173, 1130 AD: You are the worst enemy of Brennus.
Turn 173, 1130 AD: Ramesses II will trade Music
Turn 173, 1130 AD: Hammurabi will trade Drama, Music
Turn 173, 1130 AD: Your Trebuchet 6 (Commerce) has reduced the defenses of Gergovia to 24%!
Turn 173, 1130 AD: Your Trebuchet 12 (Barb City) has reduced the defenses of Gergovia to 8%!
Turn 173, 1130 AD: Your Trebuchet 5 (Production) has reduced the defenses of Gergovia to 0%!
Turn 173, 1130 AD: Louis XIV's Trebuchet 3 (Clams) (4.00) vs Brennus's Longbowman (3.15)
Turn 173, 1130 AD: Combat Odds: 81.0%
Turn 173, 1130 AD: (Fortify: +10%)
Turn 173, 1130 AD: (City Defense: +45%)
Turn 173, 1130 AD: (City Attack: -145%)
Turn 173, 1130 AD: Your Trebuchet 3 (Clams) has caused collateral damage! (3 Units)
Turn 173, 1130 AD: Louis XIV's Trebuchet 3 (Clams) is hit for 17 (83/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 22 (78/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 22 (56/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 22 (34/100HP)
Turn 173, 1130 AD: Louis XIV's Trebuchet 3 (Clams) is hit for 17 (66/100HP)
Turn 173, 1130 AD: Louis XIV's Trebuchet 3 (Clams) is hit for 17 (49/100HP)
Turn 173, 1130 AD: Your Trebuchet 3 (Clams) has withdrawn from combat with a Longbowman!
Turn 173, 1130 AD: Louis XIV's Trebuchet 4 (Paris) (4.00) vs Brennus's Longbowman (3.23)
Turn 173, 1130 AD: Combat Odds: 79.9%
Turn 173, 1130 AD: (Fortify: +5%)
Turn 173, 1130 AD: (City Defense: +45%)
Turn 173, 1130 AD: (City Attack: -120%)
Turn 173, 1130 AD: Your Trebuchet 4 (Paris) has caused collateral damage! (2 Units)
Turn 173, 1130 AD: Louis XIV's Trebuchet 4 (Paris) is hit for 18 (82/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 21 (71/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 21 (50/100HP)
Turn 173, 1130 AD: Louis XIV's Trebuchet 4 (Paris) is hit for 18 (64/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 21 (29/100HP)
Turn 173, 1130 AD: Louis XIV's Trebuchet 4 (Paris) is hit for 18 (46/100HP)
Turn 173, 1130 AD: Your Trebuchet 4 (Paris) has withdrawn from combat with a Longbowman!
Turn 173, 1130 AD: Louis XIV's Maceman 10 (Barb City) (6.80) vs Brennus's Gallic Warrior (3.15)
Turn 173, 1130 AD: Combat Odds: 99.4%
Turn 173, 1130 AD: (Extra Combat: +10%)
Turn 173, 1130 AD: (Fortify: +25%)
Turn 173, 1130 AD: (City Attack: -45%)
Turn 173, 1130 AD: (Combat: -50%)
Turn 173, 1130 AD: Brennus's Gallic Warrior is hit for 28 (56/100HP)
Turn 173, 1130 AD: Louis XIV's Maceman 10 (Barb City) is hit for 13 (72/100HP)
Turn 173, 1130 AD: Brennus's Gallic Warrior is hit for 28 (28/100HP)
Turn 173, 1130 AD: Brennus's Gallic Warrior is hit for 28 (0/100HP)
Turn 173, 1130 AD: Louis XIV's Maceman 10 (Barb City) has defeated Brennus's Gallic Warrior!
Turn 173, 1130 AD: Your Maceman 10 (Barb City) has destroyed a Gallic Warrior!
Turn 173, 1130 AD: Louis XIV's Maceman 7 (Clams) (6.80) vs Brennus's Longbowman (1.65)
Turn 173, 1130 AD: Combat Odds: 100.0%
Turn 173, 1130 AD: (Fortify: +10%)
Turn 173, 1130 AD: (City Defense: +45%)
Turn 173, 1130 AD: (City Attack: -45%)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 26 (0/100HP)
Turn 173, 1130 AD: Louis XIV's Maceman 7 (Clams) has defeated Brennus's Longbowman!
Turn 173, 1130 AD: Your Maceman 7 (Clams) has destroyed a Longbowman!
Turn 173, 1130 AD: Louis XIV's Pikeman 1 (Barb City) (6.98) vs Brennus's Spearman (3.52)
Turn 173, 1130 AD: Combat Odds: 98.0%
Turn 173, 1130 AD: (Extra Combat: -20%)
Turn 173, 1130 AD: (Extra Combat: +10%)
Turn 173, 1130 AD: Louis XIV's Pikeman 1 (Barb City) is hit for 15 (82/100HP)
Turn 173, 1130 AD: Brennus's Spearman is hit for 26 (54/100HP)
Turn 173, 1130 AD: Brennus's Spearman is hit for 26 (28/100HP)
Turn 173, 1130 AD: Brennus's Spearman is hit for 26 (2/100HP)
Turn 173, 1130 AD: Brennus's Spearman is hit for 26 (0/100HP)
Turn 173, 1130 AD: Louis XIV's Pikeman 1 (Barb City) has defeated Brennus's Spearman!
Turn 173, 1130 AD: Your Pikeman 1 (Barb City) has destroyed a Spearman!
Turn 173, 1130 AD: Louis XIV's Maceman 13 (Clams) (8.80) vs Brennus's Longbowman (2.25)
Turn 173, 1130 AD: Combat Odds: 100.0%
Turn 173, 1130 AD: (Extra Combat: -10%)
Turn 173, 1130 AD: (Fortify: +5%)
Turn 173, 1130 AD: (City Defense: +45%)
Turn 173, 1130 AD: Louis XIV's Maceman 13 (Clams) is hit for 16 (84/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 24 (1/100HP)
Turn 173, 1130 AD: Brennus's Longbowman is hit for 24 (0/100HP)
Turn 173, 1130 AD: Louis XIV's Maceman 13 (Clams) has defeated Brennus's Longbowman!
Turn 173, 1130 AD: Your Maceman 13 (Clams) has destroyed a Longbowman!
Turn 173, 1130 AD: You have captured Gergovia!!!
 
Buffy Log:

Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 170/500 (1100 AD) [22-Nov-2012 15:21:50]
Production begins: The Apostolic Palace (34 turns)
Fake Humbaba begins: Buddhist Temple (80 turns)
Barb City begins: Salon (13 turns)
Clams begins: Salon (50 turns)
Wheat begins: Library (6 turns)
Sugar Gems begins: Library (18 turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 170/500 (1100 AD) [22-Nov-2012 18:10:29]
A Cottage was built near Paris
A Cottage was built near Wheat
A Cottage was built near Wheat
While attacking in French territory at Ski Resort, Crossbowman 3 (Production) (2.94/6) defeats Celtic Chariot (Prob Victory: 83.9%)
0% Research: 26 per turn
0% Espionage: 26 per turn
100% Gold: 266 per turn, 1593 in the bank

After End Turn:
The whip was applied in Red Fish Blue F
The whip was applied in Ski Resort
Paris grows to size 10
Production grows to size 8
A Hamlet was built near Commerce
Clams grows to size 7
Zhou grows to size 9
Fake Humbaba grows to size 3
Red Fish Blue F grows to size 3
Red Fish Blue F finishes: Forge
Confucianism has spread: Red Fish Blue F
Bibracte grows to size 3
Sugar Gems grows to size 3
Ski Resort finishes: Granary

Other Player Actions:
A Road near Durocortorum was destroyed by Celtic Gallic Warrior

Turn 171/500 (1110 AD) [22-Nov-2012 18:21:21]
Red Fish Blue F begins: Library (45 turns)
Crossbowman 3 (Production) promoted: Drill I
While attacking in French territory at Bibracte, Crossbowman 6 (West Coast Silk) (5.04/6) defeats Celtic Gallic Warrior (Prob Victory: 96.9%)
While attacking, Trebuchet 1 (Paris) decimates Celtic Longbowman (Prob Victory: 74.4%)
While attacking, Trebuchet 2 (Production) decimates Celtic Axeman (Prob Victory: 98.2%)
While attacking in Celtic territory at Durnovaria, Crossbowman 2 (Clams) (6.00/6) defeats Celtic Spearman (Prob Victory: 99.9%)
While attacking in Celtic territory at Durnovaria, Maceman 3 (Paris) (5.60/8) defeats Celtic Longbowman (Prob Victory: 100.0%)
While attacking in Celtic territory at Durnovaria, Maceman 11 (Wheat) (6.80/8) defeats Celtic Axeman (Prob Victory: 100.0%)
Buddhism has been removed: Durnovaria (Celtic Empire)
Buddhism has spread: Durnovaria
Confucianism has spread: Durnovaria
Captured Durnovaria (Brennus)
While attacking in French territory at Durnovaria, Chariot 7 (Paris) (4.00/4) defeats Celtic Worker (Prob Victory: 100.0%)
Ski Resort begins: Forge (14 turns)
Durnovaria begins: Forge (121 turns)
Durnovaria begins: Forge (121 turns)
0% Research: 26 per turn
0% Espionage: 26 per turn
100% Gold: 257 per turn, 1982 in the bank

After End Turn:
The whip was applied in Fake Humbaba
The whip was applied in Wheat
A Town was built near Paris
Commerce grows to size 13
Barb City grows to size 9
Fake Humbaba finishes: Buddhist Temple
West Coast Silk grows to size 7
Wheat grows to size 3
Wheat finishes: Library
Red Fish Blue F grows to size 4
Sugar Gems finishes: Library

Turn 172/500 (1120 AD) [22-Nov-2012 18:47:58]
Maceman 4 (GP Farm) promoted: City Raider I
Clams begins: Buddhist Temple (27 turns)
Fake Humbaba begins: Buddhist Monastery (60 turns)
Wheat begins: Buddhist Temple (9 turns)
Sugar Gems begins: Buddhist Temple (20 turns)
Maceman 11 (Wheat) promoted: City Raider II
Maceman 14 (Barb City) promoted: City Raider I
0% Research: 26 per turn
0% Espionage: 26 per turn
100% Gold: 266 per turn, 2239 in the bank

After End Turn:
The whip was applied in Clams
The whip was applied in Barb City
The whip was applied in Red Fish Blue F
The whip was applied in Ski Resort
Production's borders expand
A Village was built near Commerce
Clams grows to size 5
Clams finishes: Salon
West Fish grows to size 6
Barb City finishes: Salon
Zhou grows to size 10
Fake Humbaba grows to size 3
A Hamlet was built near West Coast Silk
Wheat grows to size 4
Red Fish Blue F grows to size 4
Red Fish Blue F finishes: Library
Sugar Gems grows to size 4
Ski Resort grows to size 2
Ski Resort finishes: Forge
Camel Dumdum's borders expand

Turn 173/500 (1130 AD) [22-Nov-2012 19:13:31]
Trebuchet 3 (Clams) promoted: City Raider II
While attacking, Trebuchet 3 (Clams) escapes from Celtic Longbowman (Prob Victory: 81.0%)
Trebuchet 4 (Paris) promoted: City Raider I
While attacking, Trebuchet 4 (Paris) escapes from Celtic Longbowman (Prob Victory: 79.9%)
While attacking in Celtic territory at Gergovia, Maceman 10 (Barb City) (5.76/8) defeats Celtic Gallic Warrior (Prob Victory: 99.4%)
While attacking in Celtic territory at Gergovia, Maceman 7 (Clams) (6.80/8) defeats Celtic Longbowman (Prob Victory: 100.0%)
Pikeman 1 (Barb City) promoted: Combat II
While attacking in Celtic territory at Gergovia, Pikeman 1 (Barb City) (4.92/6) defeats Celtic Spearman (Prob Victory: 98.0%)
While attacking in Celtic territory at Gergovia, Maceman 13 (Clams) (6.72/8) defeats Celtic Longbowman (Prob Victory: 100.0%)
Buddhism has been removed: Gergovia (Celtic Empire)
Buddhism has spread: Gergovia
Confucianism has spread: Gergovia
Captured Gergovia (Brennus)
Gergovia begins: Forge (121 turns)


Some Screenshots:

Spoiler :
Civ4ScreenShot0007.JPG


Civ4ScreenShot0008.JPG


No luck on religion spread, :(

Civ4ScreenShot0009.JPG


Civ4ScreenShot0010.JPG


Civ4ScreenShot0011.JPG


Re-negotiate for an extra gold.

Civ4ScreenShot0012.JPG


Whip those unhappy guys (war starting to catch up, we're at 3 unhappy from war)

Civ4ScreenShot0013.JPG


Civ4ScreenShot0014.JPG


Craptastic:

Civ4ScreenShot0015.JPG



The current situation:

Spoiler :
Civ4ScreenShot0016.JPG


Southern army in two mini-stacks:

Civ4ScreenShot0017.JPG


These guys just healed:

Civ4ScreenShot0018.JPG


That city up north is whipping in units, but we have more than enough to handle it I think.

Civ4ScreenShot0019.JPG


Music up for trade. It might be time to get it and start on a Buddhist Stupa or three.

Civ4ScreenShot0020.JPG


The save is uploaded. I know I played an extra turn, but the force was with me and I was having fun! :). I would have kept going, but it's a team game after all. Not to mention ive probably be messing something up. :lol:
 
Sounds awesome, 0 units lost & 2 cities captured, will need to download the save to have a closer look.

.. and I personally am glad you continued until Durnovia was captured. :goodjob:
 
Bugger, no Qin Friendly at +8, thats a shame.

Make the Astro trade with Hammy for Music, Drama, gold & map. Astro does not open up anything he doesn't already have, and poses no risk to our Lib target.

edit: Corn & Spices to Qin for Ivory & 1gpt. This also means we are trading Qin 6 resources, so the next +1 for shared resources will happen very quickly.
Pig to SB for 1gpt.

We have enough gold to sustain 10 turns at 100%. This plan requires ~15. edit: actually, probably 14 due to all the Uni's & Salons we are about to finish

Proposed tech path:
- Chemistry (3t)
- Philo (~1 turn if we get Drama, assuming we can't trade for it)
- Lib(2 of 3t)
- SM (2t with Bulb)
- Biology(~6-7t)
- Lib(Finish)
- Free Medicine

Trade for Guilds when it is available, pray that Qin goes for Banking. Hammy goes for Nationalism.

edit:
If Qin starts Engineering or Optics next, then sell him it, for whatever he will give us. We want him to do either Banking or Nationalism
 
Graphs look great.

PR have been tracking our score graph very closely, and thats in the period where we are whipping like crazy, and they don't appear to be whipping, well not units anyway.

Ducks score is closely matching ours, though their power has been growing steadily and exceeds ours at the same point.
 
Benginal - Good play. :goodjob:

I like the proposed tech path if we can get the Guilds trade. If we can't get the Guilds trade would we forgo first to Econ and the GM to get Bio/Med sooner? If Qin goes Banking after Guilds or Philo but isn't willing to trade either, we may lose the Econ race. Without getting Qin to Friendly, he looks a bit unwilling to trade.

Note that Hammy has met Rams. So we need to take into account the relationship before DoWing Rams. We don't Rams peace vassaling to Hammy.
 
Chris, my thought was that the meat of the PPP had been discussed already a few days ago. I totally agree it's time for a new discussion. We have to again evaluate medicine or radio, warring on the other continent, and victory conditions, among others. Also, I think I've played a good handful of turns, so I'll pass along the baton to whomever is next!
 
Economics is still safe, as they need Education to get it, and none of them have even started Paper. If we do the trade for Ivory, the next +1 for shared resources is 7 turns away, the next +1 Beauro bonus is 8 or 9 turns away. So he will be at +10 in at most 9 turns. If he isn't Friendly by then I will be very upset.

Ah yes, Ramesses has met Hammy, thankfully he doesn't appear to like him.

Revent green lighted the basic plan several times, especially as we still haven't made a decision on the techs yet.
 
Nice job, Benginal! It looks like we are good shape.

I am up next. I will have time to look at the save today and start working on war plans and micro while we discuss how we will proceed from here. I think it is worthwhile to look over the list of decathlon objectives, and how we can most quickly accomplish those from here.
 
The Decathlon objectives status: as of 11/16
  • [*] Humbaba --an advanced era barbarian unit -- must be dead (Thanks Leif). He is a real monster just like in BOTM 41, but now lives in a fairly secluded place.
    This should be no problem at all, as we need Industrialism to get FT1, so we will have Marines. Half a dozen Marines = everything inside the Haven is dead.

    [*] You own at least 2 Legendary culture cities.
    I have done an analysis on this in the past, linked here. The cpt assumed from buildings will be about right for Paris, but is probably a bit optimistic for city 2. But I have only assumed 3 religions, and we will probably get 5, so the numbers still hold up. IMO, this won't be a problem.

    [*] You are EITHER the United Nations Secretary General OR the Apostolic Palace Resident.
    AP will be finished in 7 turns, and I would 4 pop whip it in 5 turns just to try make sure. If it is Buddhist, we get 90% of the votes. :D

    [*] You have learned Future Tech 1.
    This is still the bottleneck, and deserves its own post.

    [*] At least one AI opponent has been eliminated (conquered) by your team.
    Sorry Brennus, this means you. His extra island city just means we can do it last. Edit: maybe even after taking out Ramesses

    [*] You own at least three Holy Shrines.
    We have already the Mahabodhi and the Kong Maoi is in our near future.
    -Best case is Ramesses gets another Prophet and builds it before we take Memphis.
    -OK case is we get a Prophet ourselves, used in Memphis.
    -Worst case is we choose a lucky city in other hemisphere for future ownership.

    [*] You own at least three Corporate Headquarters
    Sushi(GM) is a given, the other 2 depend on what GP's we get. Ideally we want Mining Inc(GE) and Civ Jewellers(GA) I think, but we can take the 2 GS corps or the other GM corp.

  • You have stolen EITHER Iron Working, OR Astronomy, OR Physics using espionage. Completed! IW stolen from Brennus on turn 114

    [*] You fulfil the requirements for TWO victory conditions, at least one of which is NOT Conquest or Domination.
    Hmmm, so many options:
    Domination, Religious, Diplomatic & Cultural are the contenders. in decreasing order of likelihood.
    One option not canvassed is winning both Religious & Diplo. :) If we never research Mass Media, then we never obsolete AP. Our population will mean we are always the opponent in a UN vote. Obviously the timings would have to be really lucky, but its not impossible.

  • Blazing: You must submit a save covering at least your first 100 turns – or victory or defeat - not later than 2 months after game start. - Completed! Played 101 turns on 10/16
 
[*] You fulfil the requirements for TWO victory conditions, at least one of which is NOT Conquest or Domination.
Hmmm, so many options:
Domination, Religious, Diplomatic & Cultural are the contenders. in decreasing order of likelihood.
One option not canvassed is winning both Religious & Diplo. :) If we never research Mass Media, then we never obsolete AP. Our population will mean we are always the opponent in a UN vote. Obviously the timings would have to be really lucky, but its not impossible.
The problem with this is that we want the AP votes to co-incide with the UN, we will need to build the UN ourself (which we cannot if we build the AP) since we will want the vote timing to co-incide for both. That would be impossible if the AP was built on an odd turn and the UN on an even or vice versa. Leaving that to chance is not advisable. However, having said that, if it happens, that just means we can divert our focus on something else instead such as getting to FT1 faster. :)

I do apologise for my lack of input lately.
 
Yes, it is unlikely, but you never know. There is a way to control the voting cycle.

The turn after ownership of UN changes, a new resident vote is forced, resetting the cycle.

We could always conquer a city with the UN in it, and gift it to someone else to align the voting cycles.
 
Long term proposed tech path:
- Chemistry (3t)
- Philo (~1 turn if we get Drama, assuming we can't trade for it)
- Lib(2 of 3t)
- SM (2t with Bulb)
- Biology(6-7t)
- gift tech lead away to the other continent, except Edu
- Lib(Finish)
- Free Medicine
- Guilds (hopefully we can trade for it by now :rolleyes:)
- Banking (hopefully by trade) - whip Banks
- Economics (sushi GM)
- Nationalism (hopefully by trade)
- Constitution (maybe by trade)
- Golden Age super-revolt to Rep, CS, FM, Pacifism and maybe FS (no more Friendly Qin & Hammy)
- Corporation (sushi time)
- Replaceable Parts
- Steam Power (hello levee's)
- Assembly Line (hello factories)

Once we can confidently get our Lib target (Medicine?), then we should gift away our current tech lead.
We will get it back again with the help of 10 Sushi & Representation fueled Scientist specialists in every city.
 
Yes, I am not against the idea, however, we shall not put all of our chips on it since it is risky; rather if it happens, it happens.

As for long term target, an issue to consider is that Sushi means large cities. Large cities mean greater emancipation unhappiness.

I think vassaling an AI or two on the other continent will really help us get to our VC. Obviously, the technicalities will have to be calculated since we don't want to trigger domination. But there are lots of pro's for doing so.
-UN vote will be in our favour
-AP vote will be in our favour
-We can have the AI research one part of the tech tree whilst we go through the other
-No trade limits with said AI
-Can counter and limit Emancipation unhappiness via no democracy.
-Opens route for domination and conquest VC if it does come to it.
-No unexpected war since our power will easily be double other AIs.
-Spreading corps to them should be relatively straight forward and profitable.
 
I completely agree that Domination is by far the most likely VC we will pursue. We could in fact have Domination ready and both Religious & Diplo brewing as the kicker, gives us more options on the timing.

A vassal (or 2) on the other continent would indeed be nice, for all the reasons you mentioned.
 
Proposed PPP, turns 172, 173, 174 (part1)


Tech path:

Keep the slider at 0% for 2 more turns, then run slider at 100% for Chemistry (3t).


City Micro:

Paris (54t whip unhappy) - whip Salon into ND next turn to get max overflow into ND.

GP Farm (16t unhappy) - slow build University (9t) > start Courthouse

Production (67t unhappy) - build AP (4 pop whip in 5t), assign next citizen (3t) as engineer specialist.

Commerce (8t unhappy) - next turn change 1 PH mine for cottage (so that it doesn't quite finish Uni), whip in 2 turns for stupendous o/f into Oxford University.

Clams (82t unhappy) - Buddhist temple (7t)

West Fish (54t unhappy) - 3 pop whip the Salon this turn, for 30h overflow into a Buddhist missionary for RFBF.

Barb City - (81t unhappy) - will grow to the :) cap next turn. Start Market, whip for max overflow into more trebuchets.

Zhou - (30t unhappy) - whip Salon this turn for max overflow into University of Sankore when stone comes online next turn.

Fake Humbaba (41t unhappy) - whip Buddhist monastery in 2 turns then start Market.

West Coast Silk (54t unhappy) - Whip Salon, overflow into Buddhist temple

Wheat - Buddhist temple (2t) > Buddhist monastery

Red Fish, Blue Fish - Finished Library - start Market. Needs Buddhism and a garrison unit.

Bribracte - Market > Courthouse

Sugar Gems - Buddhist temple (13t) > whip into monastery? This city has excess happiness and really needs to grow, but we should get Buddhist buildings in here ASAP for the AP and Sankore bonuses.

Ski Resort - Finished Forge - start Courthouse (17t) .

Camel Dumdum - Forge (56t). This is another city with excess happiness that needs to grow.

Stone - comes out of revolt in 1 turn, and we get stone. Whip away excess pop into Granary and maybe Library.

Durnovaria - 3 more turns of revolt then start Forge.

Gergovia - 6 turns of revolt then Forge.


Worker Micro:

More details in Part 2, but:

Worker 10 - Is on a tile where the sign indicates we should build a farm, however this tile cannot be worked by any city. Reassign worker

Worker 3/7/11 +2 - Are also on a tile indicated to be farmed that cannot actually be worked by a city. I will split these up.

I will be traveling most of tomorrow, so the rest of PPP will probably not be posted until Sunday.
 
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