SGOTM 17 - Plastic Ducks

I think we can declare war this turn. Unfortunately War Elephants will be trailing for 1 turn but the city has walls which means a full turn of bombardment is required, which lets them catch up.

Sury has NO HORSES so no sniping for him :)
Spoiler :
 
Nice, maybe Compass + Aes is enough. I believe that Sury don't have enough to bribe QSH against us, Aes is too cheap for powerful us, not sure enough for Sury to bribe QSH against Toku.

Agree to DOW now.
 
How about an arrogant demand vs QSH (20 gold)? We won't finish Sury in 10 turns and certainly won't have a 3rd stack ready by then.

Also, we are slightly relying on QSH happy resources (sugar and spice) so I wouldn't really risk it.
 
That's fine.

We need to send some workers to Sury's land next. Some chariots are needed when we have access to horse, they are good as CPs, Medic GG, and can be used to do some pillaging as well. Best way is to 3 pop whip trebs and let the OF to chariots.
 
The compensate of the loss of a GG,:D as I always say, luck is usually balancing.

This map is indeed evil for fast victory.
 
From those ice tiles, the entrance to England would be in the very west and likely a long fort canal is needed to ship troops there.
 
Probably.
I've uploaded as my SO has just gotten here, time's up!

Besides, it's a good stopping point, I need to clear my head.

The GG can be used to promote the medic sword of the main stack to super woodsman 3 mace (again).

Also, some XBows can now take Drill IV :)
Spoiler :
Turn 165, 1050 AD: You have trained a Galleon in PlastDukeberg. Work has now begun on a War Elephant.
Turn 165, 1050 AD: You have trained a Galleon in Bronze Beaver. Work has now begun on a Trebuchet.
Turn 165, 1050 AD: You have constructed a Granary in Gao. Work has now begun on a Rathaus.
Turn 165, 1050 AD: The borders of Djenne have expanded!
Turn 165, 1050 AD: Qin Shi Huang adopts Vassalage!

Turn 166, 1060 AD: The borders of Stone Island have expanded!
Turn 166, 1060 AD: The borders of Golden Clams have expanded!
Turn 166, 1060 AD: You have constructed a Rathaus in Djenne. Work has now begun on a Granary.

Turn 167, 1070 AD: You have constructed a Barracks in Stone Island. Work has now begun on a Landsknecht.
Turn 167, 1070 AD: Vincent van Gogh (Great Artist) has been born in Yasodharapura (Suryavarman II)!

Turn 168, 1080 AD: Banana FEast can hurry Trebuchet for 2⇴ with 36ℤ overflow and +1⇤ for 60 turns.
Turn 168, 1080 AD: Omega Oil has grown to size 6.
Turn 168, 1080 AD: Gao has grown to size 2.
Turn 168, 1080 AD: Djenne can hurry Granary for 2⇴ with 18ℤ overflow and +1⇤ for 18 turns.
Turn 168, 1080 AD: Timbuktu has been pacified.
Turn 168, 1080 AD: Clearing a Forest has created 13 ℤ for Ivory Coast.
Turn 168, 1080 AD: Deal Canceled: Open Borders to Suryavarman II for Open Borders
Turn 168, 1080 AD: Deal Canceled: Banana to Suryavarman II for Gold Per Turn (6)
Turn 168, 1080 AD: Deal Canceled: Copper to Suryavarman II for Gold Per Turn (1)
Turn 168, 1080 AD: You have declared war on Suryavarman II!
Turn 168, 1080 AD: Suryavarman II refuses to talk.
Turn 168, 1080 AD: PlastDukeberg will grow to size 5 on the next turn.
Turn 168, 1080 AD: Bronze Beaver will grow to size 6 on the next turn.
Turn 168, 1080 AD: Banana FEast will grow to size 7 on the next turn.
Turn 168, 1080 AD: Silver Peaks will grow to size 7 on the next turn.
Turn 168, 1080 AD: Omega Oil will grow to size 7 on the next turn.
Turn 168, 1080 AD: Kumbi Saleh will grow to size 4 on the next turn.
Turn 168, 1080 AD: Tokugawa has declared war on Suryavarman II!
Turn 168, 1080 AD: Suryavarman II's Crossbowman (6.00) vs Quartermaster's Scipio Africanus (Maceman) (5.71)
Turn 168, 1080 AD: Combat Odds: 62.5%
Turn 168, 1080 AD: (Extra Combat: +10%)
Turn 168, 1080 AD: (Combat: -50%)
Turn 168, 1080 AD: Suryavarman II's Crossbowman is hit for 19 (81/100HP)
Turn 168, 1080 AD: Suryavarman II's Crossbowman is hit for 19 (62/100HP)
Turn 168, 1080 AD: Quartermaster's Scipio Africanus (Maceman) is hit for 20 (80/100HP)
Turn 168, 1080 AD: Quartermaster's Scipio Africanus (Maceman) is hit for 20 (60/100HP)
Turn 168, 1080 AD: Suryavarman II's Crossbowman is hit for 19 (43/100HP)
Turn 168, 1080 AD: Suryavarman II's Crossbowman is hit for 19 (24/100HP)
Turn 168, 1080 AD: Suryavarman II's Crossbowman is hit for 19 (5/100HP)
Turn 168, 1080 AD: Quartermaster's Scipio Africanus (Maceman) is hit for 20 (40/100HP)
Turn 168, 1080 AD: Quartermaster's Scipio Africanus (Maceman) is hit for 20 (20/100HP)
Turn 168, 1080 AD: Scipio Africanus has died in combat!
Turn 168, 1080 AD: Quartermaster's Scipio Africanus (Maceman) is hit for 20 (0/100HP)
Turn 168, 1080 AD: Suryavarman II's Crossbowman has defeated Quartermaster's Scipio Africanus (Maceman)!
Turn 168, 1080 AD: While defending, your Scipio Africanus was destroyed by a Khmer Crossbowman!
Turn 168, 1080 AD: Suryavarman II's Axeman (5.50) vs Quartermaster's Crossbowman 1 (Bronze Beaver) (9.00)
Turn 168, 1080 AD: Combat Odds: 2.2%
Turn 168, 1080 AD: (Extra Combat: -10%)
Turn 168, 1080 AD: (Combat: +50%)
Turn 168, 1080 AD: Suryavarman II's Axeman is hit for 25 (75/100HP)
Turn 168, 1080 AD: Suryavarman II's Axeman is hit for 25 (50/100HP)
Turn 168, 1080 AD: Suryavarman II's Axeman is hit for 25 (25/100HP)
Turn 168, 1080 AD: Quartermaster's Crossbowman 1 (Bronze Beaver) is hit for 15 (85/100HP)
Turn 168, 1080 AD: Suryavarman II's Axeman is hit for 25 (0/100HP)
Turn 168, 1080 AD: Quartermaster's Crossbowman 1 (Bronze Beaver) has defeated Suryavarman II's Axeman!
Turn 168, 1080 AD: While defending, your Crossbowman 1 (Bronze Beaver) has killed a Khmer Axeman!
Turn 168, 1080 AD: Suryavarman II's Axeman (5.50) vs Quartermaster's Crossbowman 2 (Mid City) (9.00)
Turn 168, 1080 AD: Combat Odds: 2.2%
Turn 168, 1080 AD: (Extra Combat: -10%)
Turn 168, 1080 AD: (Combat: +50%)
Turn 168, 1080 AD: Suryavarman II's Axeman is hit for 25 (75/100HP)
Turn 168, 1080 AD: Suryavarman II's Axeman is hit for 25 (50/100HP)
Turn 168, 1080 AD: Suryavarman II's Axeman is hit for 25 (25/100HP)
Turn 168, 1080 AD: Quartermaster's Crossbowman 2 (Mid City) is hit for 15 (85/100HP)
Turn 168, 1080 AD: Suryavarman II's Axeman is hit for 25 (0/100HP)
Turn 168, 1080 AD: Quartermaster's Crossbowman 2 (Mid City) has defeated Suryavarman II's Axeman!
Turn 168, 1080 AD: While defending, your Crossbowman 2 (Mid City) has killed a Khmer Axeman!

Turn 169, 1090 AD: The enemy has been spotted near Golden Clams!
Turn 169, 1090 AD: PlastDukeberg has grown to size 5.
Turn 169, 1090 AD: PlastDukeberg can hurry Trebuchet for 2⇴ with 20ℤ overflow and +1⇤ for 61 turns.
Turn 169, 1090 AD: Bronze Beaver has grown to size 6.
Turn 169, 1090 AD: Bronze Beaver can hurry Trebuchet for 2⇴ with 13ℤ overflow and +1⇤ for 59 turns.
Turn 169, 1090 AD: Ivory Coast can hurry Maceman for 1⇴ with 29ℤ overflow and +1⇤ for 23 turns.
Turn 169, 1090 AD: Silver Peaks has grown to size 7.
Turn 169, 1090 AD: Silver Peaks can hurry Trebuchet for 2⇴ with 15ℤ overflow and +1⇤ for 59 turns.
Turn 169, 1090 AD: Omega Oil has grown to size 7.
Turn 169, 1090 AD: Kumbi Saleh has grown to size 4.
Turn 169, 1090 AD: Kumbi Saleh can hurry Landsknecht for 2⇴ with 33ℤ overflow and +1⇤ for 23 turns.
Turn 169, 1090 AD: Timbuktu can hurry Rathaus for 4⇴ with 10ℤ overflow and +1⇤ for 10 turns.
Turn 169, 1090 AD: You are the worst enemy of Suryavarman II.
Turn 169, 1090 AD: Suryavarman II is the worst enemy of Tokugawa.
Turn 169, 1090 AD: Your Trebuchet 6 (Ivory Coast) has reduced the defenses of Nagara Jayasri to 38%!
Turn 169, 1090 AD: Your Trebuchet 7 (Silver Peaks) has reduced the defenses of Nagara Jayasri to 26%!
Turn 169, 1090 AD: Your Trebuchet 8 (PlastDukeberg) has reduced the defenses of Nagara Jayasri to 18%!
Turn 169, 1090 AD: Your Trebuchet 11 (Ivory Coast) has reduced the defenses of Nagara Jayasri to 10%!
Turn 169, 1090 AD: Your Trebuchet 12 (Silver Peaks) has reduced the defenses of Nagara Jayasri to 2%!
Turn 169, 1090 AD: Quartermaster's Landsknecht 4 (Banana FEast) (6.00) vs Suryavarman II's Spearman (2.10)
Turn 169, 1090 AD: Combat Odds: 99.9%
Turn 169, 1090 AD: (Extra Combat: +10%)
Turn 169, 1090 AD: (Combat: -100%)
Turn 169, 1090 AD: Suryavarman II's Spearman is hit for 32 (68/100HP)
Turn 169, 1090 AD: Suryavarman II's Spearman is hit for 32 (36/100HP)
Turn 169, 1090 AD: Suryavarman II's Spearman is hit for 32 (4/100HP)
Turn 169, 1090 AD: Suryavarman II's Spearman is hit for 32 (0/100HP)
Turn 169, 1090 AD: Quartermaster's Landsknecht 4 (Banana FEast) has defeated Suryavarman II's Spearman!
Turn 169, 1090 AD: Your Landsknecht 4 (Banana FEast) has destroyed a Spearman!
Turn 169, 1090 AD: Clearing a Forest has created 30 ℤ for Gao.
Turn 169, 1090 AD: Clearing a Forest has created 30 ℤ for Banana FEast.
Turn 169, 1090 AD: PlastDukeberg will grow to size 6 on the next turn.
Turn 169, 1090 AD: Banana FEast will grow to size 8 on the next turn.
Turn 169, 1090 AD: Silver Peaks will grow to size 6 on the next turn.
Turn 169, 1090 AD: Gao will grow to size 3 on the next turn.
Turn 169, 1090 AD: You have constructed a Rathaus in Timbuktu. Work has now begun on a Forge.
Turn 169, 1090 AD: Isvarapura (Suryavarman II) has been captured by the Japanese Empire!!!

Turn 170, 1100 AD: PlastDukeberg has grown to size 6.
Turn 170, 1100 AD: Stone Island can hurry Crossbowman for 1⇴ with 11ℤ overflow and +1⇤ for 17 turns.
Turn 170, 1100 AD: Banana FEast has grown to size 8.
Turn 170, 1100 AD: Kumbi Saleh can hurry Barracks for 2⇴ with 29ℤ overflow and +1⇤ for 22 turns.
Turn 170, 1100 AD: Gao has grown to size 3.
Turn 170, 1100 AD: Your Trebuchet 6 (Ivory Coast) has reduced the defenses of Nagara Jayasri to 0%!
Turn 170, 1100 AD: Quartermaster's Trebuchet 8 (PlastDukeberg) (4.00) vs Suryavarman II's Longbowman (3.42)
Turn 170, 1100 AD: Combat Odds: 77.3%
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: (City Defense: +45%)
Turn 170, 1100 AD: (City Attack: -145%)
Turn 170, 1100 AD: Your Trebuchet 8 (PlastDukeberg) has caused collateral damage! (4 Units)
Turn 170, 1100 AD: Quartermaster's Trebuchet 8 (PlastDukeberg) is hit for 18 (82/100HP)
Turn 170, 1100 AD: Suryavarman II's Longbowman is hit for 21 (79/100HP)
Turn 170, 1100 AD: Suryavarman II's Longbowman is hit for 21 (58/100HP)
Turn 170, 1100 AD: Suryavarman II's Longbowman is hit for 21 (37/100HP)
Turn 170, 1100 AD: Quartermaster's Trebuchet 8 (PlastDukeberg) is hit for 18 (64/100HP)
Turn 170, 1100 AD: Your Trebuchet 8 (PlastDukeberg) has withdrawn from combat with a Longbowman!
Turn 170, 1100 AD: Quartermaster's Trebuchet 9 (Bronze Beaver) (4.00) vs Suryavarman II's Swordsman (2.62)
Turn 170, 1100 AD: Combat Odds: 97.7%
Turn 170, 1100 AD: (Extra Combat: +10%)
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: (City Attack: -145%)
Turn 170, 1100 AD: Your Trebuchet 9 (Bronze Beaver) has caused collateral damage! (3 Units)
Turn 170, 1100 AD: Suryavarman II's Swordsman is hit for 24 (68/100HP)
Turn 170, 1100 AD: Suryavarman II's Swordsman is hit for 24 (44/100HP)
Turn 170, 1100 AD: Your Trebuchet 9 (Bronze Beaver) has withdrawn from combat with a Swordsman!
Turn 170, 1100 AD: Quartermaster's Trebuchet 10 (Mid City) (4.00) vs Suryavarman II's Crossbowman (2.04)
Turn 170, 1100 AD: Combat Odds: 98.7%
Turn 170, 1100 AD: (City Attack: -145%)
Turn 170, 1100 AD: Your Trebuchet 10 (Mid City) has caused collateral damage! (2 Units)
Turn 170, 1100 AD: Suryavarman II's Crossbowman is hit for 26 (58/100HP)
Turn 170, 1100 AD: Quartermaster's Trebuchet 10 (Mid City) is hit for 15 (85/100HP)
Turn 170, 1100 AD: Suryavarman II's Crossbowman is hit for 26 (32/100HP)
Turn 170, 1100 AD: Your Trebuchet 10 (Mid City) has withdrawn from combat with a Crossbowman!
Turn 170, 1100 AD: Quartermaster's Trebuchet 3 (Mid City) (4.00) vs Suryavarman II's Catapult (2.04)
Turn 170, 1100 AD: Combat Odds: 99.6%
Turn 170, 1100 AD: (City Attack: -145%)
Turn 170, 1100 AD: Your Trebuchet 3 (Mid City) has caused collateral damage! (2 Units)
Turn 170, 1100 AD: Quartermaster's Trebuchet 3 (Mid City) is hit for 14 (86/100HP)
Turn 170, 1100 AD: Quartermaster's Trebuchet 3 (Mid City) is hit for 14 (72/100HP)
Turn 170, 1100 AD: Quartermaster's Trebuchet 3 (Mid City) is hit for 14 (58/100HP)
Turn 170, 1100 AD: Quartermaster's Trebuchet 3 (Mid City) is hit for 14 (44/100HP)
Turn 170, 1100 AD: Quartermaster's Trebuchet 3 (Mid City) is hit for 14 (30/100HP)
Turn 170, 1100 AD: Suryavarman II's Catapult is hit for 27 (73/100HP)
Turn 170, 1100 AD: Suryavarman II's Catapult is hit for 27 (46/100HP)
Turn 170, 1100 AD: Quartermaster's Trebuchet 3 (Mid City) is hit for 14 (16/100HP)
Turn 170, 1100 AD: Your Trebuchet 3 (Mid City) has withdrawn from combat with a Catapult!
Turn 170, 1100 AD: Quartermaster's War Elephant 1 (Ivory Coast) (8.80) vs Suryavarman II's Spearman (5.64)
Turn 170, 1100 AD: Combat Odds: 95.6%
Turn 170, 1100 AD: (Extra Combat: -10%)
Turn 170, 1100 AD: (Extra Combat: +10%)
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: (Combat: +100%)
Turn 170, 1100 AD: Suryavarman II's Spearman is hit for 21 (39/100HP)
Turn 170, 1100 AD: Suryavarman II's Spearman is hit for 21 (18/100HP)
Turn 170, 1100 AD: Suryavarman II's Spearman is hit for 21 (0/100HP)
Turn 170, 1100 AD: Quartermaster's War Elephant 1 (Ivory Coast) has defeated Suryavarman II's Spearman!
Turn 170, 1100 AD: Isoroku Yamamoto (Great General) has been born in Kumbi Saleh (Quartermaster)!
Turn 170, 1100 AD: Your War Elephant 1 (Ivory Coast) has destroyed a Spearman!
Turn 170, 1100 AD: Quartermaster's Landsknecht 2 (Silver Peaks) (6.00) vs Suryavarman II's Crossbowman (3.58)
Turn 170, 1100 AD: Combat Odds: 92.0%
Turn 170, 1100 AD: (Fortify: +10%)
Turn 170, 1100 AD: (City Attack: -45%)
Turn 170, 1100 AD: (Combat: +50%)
Turn 170, 1100 AD: Suryavarman II's Crossbowman is hit for 21 (31/100HP)
Turn 170, 1100 AD: Suryavarman II's Crossbowman is hit for 21 (10/100HP)
Turn 170, 1100 AD: Suryavarman II's Crossbowman is hit for 21 (0/100HP)
Turn 170, 1100 AD: Quartermaster's Landsknecht 2 (Silver Peaks) has defeated Suryavarman II's Crossbowman!
Turn 170, 1100 AD: Your Landsknecht 2 (Silver Peaks) has destroyed a Crossbowman!
Turn 170, 1100 AD: Quartermaster's Maceman 1 (PlastDukeberg) (8.00) vs Suryavarman II's Axeman (4.32)
Turn 170, 1100 AD: Combat Odds: 98.9%
Turn 170, 1100 AD: (Extra Combat: +10%)
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: (Combat: -50%)
Turn 170, 1100 AD: (Combat: +50%)
Turn 170, 1100 AD: Quartermaster's Maceman 1 (PlastDukeberg) is hit for 16 (84/100HP)
Turn 170, 1100 AD: Suryavarman II's Axeman is hit for 23 (41/100HP)
Turn 170, 1100 AD: Suryavarman II's Axeman is hit for 23 (18/100HP)
Turn 170, 1100 AD: Suryavarman II's Axeman is hit for 23 (0/100HP)
Turn 170, 1100 AD: Quartermaster's Maceman 1 (PlastDukeberg) has defeated Suryavarman II's Axeman!
Turn 170, 1100 AD: Your Maceman 1 (PlastDukeberg) has destroyed a Axeman!
Turn 170, 1100 AD: Quartermaster's Swordsman 1 (Ivory Coast) (6.60) vs Suryavarman II's Longbowman (2.40)
Turn 170, 1100 AD: Combat Odds: 99.7%
Turn 170, 1100 AD: (Extra Combat: -10%)
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: (City Defense: +45%)
Turn 170, 1100 AD: (City Attack: -10%)
Turn 170, 1100 AD: Quartermaster's Swordsman 1 (Ivory Coast) is hit for 19 (81/100HP)
Turn 170, 1100 AD: Suryavarman II's Longbowman is hit for 20 (5/100HP)
Turn 170, 1100 AD: Suryavarman II's Longbowman is hit for 20 (0/100HP)
Turn 170, 1100 AD: Quartermaster's Swordsman 1 (Ivory Coast) has defeated Suryavarman II's Longbowman!
Turn 170, 1100 AD: Your Swordsman 1 (Ivory Coast) has destroyed a Longbowman!
Turn 170, 1100 AD: Quartermaster's Crossbowman 1 (Bronze Beaver) (6.00) vs Suryavarman II's Crossbowman (1.50)
Turn 170, 1100 AD: Combat Odds: 100.0%
Turn 170, 1100 AD: Suryavarman II's Crossbowman is hit for 25 (0/100HP)
Turn 170, 1100 AD: Quartermaster's Crossbowman 1 (Bronze Beaver) has defeated Suryavarman II's Crossbowman!
Turn 170, 1100 AD: Your Crossbowman 1 (Bronze Beaver) has destroyed a Crossbowman!
Turn 170, 1100 AD: Quartermaster's Landsknecht 4 (Banana FEast) (6.00) vs Suryavarman II's Catapult (1.25)
Turn 170, 1100 AD: Combat Odds: 100.0%
Turn 170, 1100 AD: Suryavarman II's Catapult is hit for 27 (0/100HP)
Turn 170, 1100 AD: Quartermaster's Landsknecht 4 (Banana FEast) has defeated Suryavarman II's Catapult!
Turn 170, 1100 AD: Your Landsknecht 4 (Banana FEast) has destroyed a Catapult!
Turn 170, 1100 AD: Quartermaster's War Elephant 2 (Banana FEast) (8.00) vs Suryavarman II's Swordsman (2.02)
Turn 170, 1100 AD: Combat Odds: 100.0%
Turn 170, 1100 AD: (Extra Combat: +10%)
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: Suryavarman II's Swordsman is hit for 25 (0/100HP)
Turn 170, 1100 AD: Quartermaster's War Elephant 2 (Banana FEast) has defeated Suryavarman II's Swordsman!
Turn 170, 1100 AD: Your War Elephant 2 (Banana FEast) has destroyed a Swordsman!
Turn 170, 1100 AD: You have captured Nagara Jayasri!!!
 
Great stuff.
Totally forgot to warn about the woody dude (I'm sorry), the 1st strikes are counted similar to str. and the 2 extra first strikes suck due to high base strength x.x. Need to get one xbow/bow w/ cover promo to safety reasons.


I'd work the gems not the rice farm in Djenne, basically trading 2food for 6commerce. If you wait 1 turn w/ the worker south west of it, it gets more hammers due to 100culture border pop.
Also, extortion of music and currency, the hilly Rajavhara looks like possible last city now. Technically we can leave the coast city to be retaken but it's requires some luck.
 
Great warring :) I knew Nagara was worth keeping :mischief:
Utterly happy that we met Churchill. Was truly worried the mapmaker had something more evil in mind like two peaceful AIs locked behind an impassable mountain range :) But hey, we may not need to tech after all :mischief:
 
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