SGOTM 21 - Xteam

I see I calculated move on our galleon wrong. They are 1 step to far away. But is salvageable. Louis had his last revolution 7 turns ago.

PPP
war stuff
turn 146
WE 1 load on Galleon 4.
Knight 2 move to copper.
Load galleon 6 and 8 with catapults

turn 147
unload catapults E of london, move knight 2 to protect. Move back and load WEs.

Plan to capture London turn 149.

other
turn 146
Use GM in Kumbi Saleh. Or grow to size 15 in X-opolis to get 200 more gold?
Unload workers in Salamanca.
Build road from Takedda to new city and then prebuild roads towards N of oil.

Cities
Continue to build NE/HE/Hagia Sophia for fail gold. Grow X-opolis to size 16 then 3 pop whip customs house in OR.
 
At the moment I think we should just kill off Elizabeth. We have Mansa as voting buddy and he has quite a few Hindu votes.

Liberating Elizabetsh cities will give her 2 LBs per city. We do not have the army to them down.
 
Trade Mission:
We need it on T148 or sooner, so Louis is not an option.

Kumbi Saleh and Walata both have Customs Houses.


Astronomy:
Mao started teching Astronomy. Sigh. I suppose that we'll have to sell it to him for a whole 10 Gold.


Stone:
We can Fort the Stone Resource, eh. It's not like a 3-Hammer square will be great to work.


Louis:
He converted to Christianity in 400 AD
He switched to Vassalage in 300 AD, Turn 127
It's now Turn 145
I'm trying to see if I can find the message that I swore I read, possibly in Tachy's thread, about how many turns a Non-Spiritual Civ must wait before switching Civics again.


I'm still writing up micro comments.
 
Liberating Elizabetsh cities will give her 2 LBs per city. We do not have the army to them down.
Show me a test game where that happens. I've tried Liberating a few times in test games since you came up with the idea and that's never happened to me.

I think that you are getting confused with creating a Colony. A Colony = a new AI, so it gets all of your techs and it gets 2 of the best units possible given its tech level and Resources, so that it doesn't immediately die.

I've never seen Military Units appear in a Liberated City.


At the moment I think we should just kill off Elizabeth. We have Mansa as voting buddy and he has quite a few Hindu votes.
A lot of things can go wrong with Mansa being our voting buddy.

I'll name a few:
- He switches Civics and goes into Taoism at the last minute, hating us for running a Heathen Religion
- He switches Civics earlier than that and before we can switch him back into Free Religion, he switches to Hinduism and not only dislikes us but will become our voting opponent
- Another AI (say, Mao) declares war on Isabella and becomes Mansa's Worst Enemy and we refuse to stop trading with Mao
- Catherine is already or becomes Mansa's Worst Enemy and when we Open Borders with her, we refuse to stop trading with Catherine
- Similarly, Mansa meets Toku and Toku becomes Mansa's Worst Enemy with similar results
- We don't end up getting to Liberate the 2nd City to Mansa
- Some of our Diplo points wear off, such as our Mutual Military Struggle or the Shared Technological Advances bonuses
- An AI asks us to stop trading with their Worst Enemy (Mansa) and we misclick, thereby sending our game into the toilet. Misclicks happen and he's the Worst Enemy of 2 players right now


I do not think that we gain much by eliminating Elizabeth, while we have a solid backup option by keeping her as our Voting Buddy.

We've hardly captured any Buildings from her and most of the Cities will shrink no matter what we do, so we might lose the population points anyway.


X-ops cannot afford to grow past Size 13. We need a Great Person in 5 turns from now!


Folket said:
I see I calculated move on our galleon wrong. They are 1 step to far away. But is salvageable.
Can you please better explain what you mean here?


Folket said:
Louis had his last revolution 7 turns ago.
Do you mean when he switched Religions? Religion counters and Civic counters are separate. Don't tell me that you've never seen an AI pick a Religion on one turn and then a Religious Civic on the next turn, or vice versa?
 
I was planing on dropping the catapults with our other catapults. But it might be better to drop them E of London to fetch the rest of our army.

As for Louis revolution I for some reason thought it was 175 years ago not 375 years. So 15 turns ago.
 
turn 146
WE 1 load on Galleon 4.
Knight 2 move to copper.
I think that you'll see that Knight 2 is better off going to Coventry, so that we can send 6 units from Hastings toward London while being able to attack both Cities.


turn 147
unload catapults E of london, move knight 2 to protect. Move back and load WEs.
There's no need to take extra trips like this. Our Galleons can safely land 4 Cats on the square 1SW of London. We will just be using Galleon 7 to help with logistical transportation so that 9 units instead of 6 units can be transported around the Hastings area. Subutai can also walk his way to Coventry


Grow X-opolis to size 16 then 3 pop whip customs house in OR.
Please remember that we cannot yet grow X-opolis when we don't have a Great Person for our Golden Age. ;) Size 13 and then Specialists.


Continue to build NE/HE/Hagia Sophia for fail gold.
As much as I'd like to prolong the completion of the National Epic, we also have to consider that it's important to generate a Great Engineer. So, I'd like to finish the National Epic on T146. Plus, we can build Culture on T146 whose Hammers will also go into the National Epic. We can't do so on T147, as our Cultural Borders would have already expanded naturally.

On T147 we can then hire an Engineer Specialist in Utrecht who will be contributing 9 Engineer GPP per turn.


Let me do the math on the X-ops Customs House, since you keep saying that we're going to whip it.

3 * 30 * 2.0 = 180 Hammers

So, we'd only ever need 1 turn of Hammers put into the Customs House and it would be immediately 3-pop-whippable under Organized Religion


2 * 30 * 2.0 = 120 Hammers

So, we'd need 60 final Hammers before it could only be 2-pop-whippable

Let's say that we don't start building it until we're in our Golden Age

Let's say that at Size 13, we were working the City Centre, the Deer, the Fur, the GH Riv Mine, and were in Organized Religion

That would be 2 + 3 + 2 + 4 = 11 base Hammers = 22 final Hammers in Org Rel

So, after 3 turns of building the Customs House while in our Golden Age, it could be 2-pop-whippable, which is a much more pleasant option whipping away a third population point.

Thus, let's wait until we've started our Golden Age before we begin work on our Customs House and for the time up until then, X-ops can build the Heroic Epic.



Suggested Micro
T145, 700 AD
Workers 1 and 2 (near the Stone): move 1SE and pRoad and STOP
Settler moves to the Desert Incense Road square
Spoiler :
To keep an eye out for incoming Settler Parties while the Workers are busy with Forting the Stone


Galleon 7 (west of London): Promotes to Flanking I and heads toward Hastings to help with picking up troops (stay north of Elizabeth's Cultural Borders to keep our wounded unit out of range of any of Elizabeth's boats)

Knight 2 boards Galleon 3 (4S of Hastings)
Galleon 3 moves into Canterbury and unloads the 2 Spies. One Spy can wait inside of Canterbury in case we need to do anything tricky to Elizabeth after Liberating Canterbury back to her (switching her Civics or something?)
The other spy can move toward Coventry along Elizabeth's Roads
If it looks safe to do so, Spearman 1 can board our Galleon 3 and Galleon 3 can sail toward the landing point of the G For that is 1NW of Coventry

EDIT: Gems: Build Wealth

Surfin' Turf: Farm -> Engineer

EDIT: Sleepy Sheep: Build The Hagia Sophia

I like how you have Warrior 2 in betwen X-ops and Surfin' Turf, so that whoever needs him can get him

Chariot 3: Even if we attack Shaka next, we're hurting for Happiness, so I'm fine with sending him into Surfin' Turf (he can reach X-ops from there in an emergency if we run out of Happiness in X-ops due to War Weariness)

Warrior 13 (1W of City 4): Cancel his movement... we need a Military Police unit for New Amsterdam

Sell Banking to Louis

Sell Astronomy to Mao

Worker 8 (1S of Utrecht): We can delay the Chop for 1 turn, so just partial Farm and STOP

Worker 9 (NW + N + N of Hippos): Probably partial-Windmill the GH Mine Road that is NE + N of Hippos on his way to Watermilling the G Riv Farm that is NW + W of Surfin' Turf

Hippos: Build Library to put 14 final Hammers into it
Spoiler :
30 * 2.5 = 75, while 90 - 14 = 76, so it would remain a 2-pop-whipping action with maximum overflow Hammers


The Hague: Let's complete our Hindu Missionary for Piscatorium
The Hague: Steal the SE + E Deer instead of working a Cottage

Utrecht: Build the Odeon
Spoiler :
Now is our last chance to do so, as we'll want to have an Engineer hired after we complete the National Epic, which would mess up the Hammer count for an Odeon

Utrecht: Switch the GH Mine to the Coast and make that the only Hammer-earning square that we are working the the 2E Deer, so that we will get 4 final Hammers going into the Odeon

Marble: Work the Cow (earning Gold beats earning Flasks and we can plan to let the City grow once we've learned Communism)


T146, 720 AD
Sell/gift Economics to Louis
Spoiler :
We don't dare leave him with only Banking and then allow him to switch into Mercantilism


Workers 1 and 2 (near the Stone): Build a Fort on top of the Stone

EDIT: Galleon 5 (near Marble City) can move into Marble City, unload the troops, then head back toward the London area to pick up 3 Workers for use at the Barb City and later at Marble City

Hastings troops:
Subutai can move 2NE as long as no units of Elizabeth's have left Coventry
Spoiler :
Elizabeth doesn't have Engineering, so a unit leaving Coventry at the end of our T146 can't reach us


2 Cats and a War Elephant can board a Galleon to be dropped off 1NE of Coventry
For example: 1 full-health Cat and 1 full-health War Elephant can board Galleon 6 to join the Cat that is already on there

Galleons 7 and 8 can pick up 6 Military Units, but how should we distribute them?

How about: Galleon 7 takes 3 Catapults, which we can then drop off at the stack at London

Also, Galleon 8 takes the last Cat and 2 of the War Elephants, who can also plan to drop off at London, but just the Catapult initially and the War Elephants only when we're 1 turn away from attacking London


Galleon 4 can move into Nottingham to pick up Horatio and can plan to unload him 1SW of London on T147, when we also pick up War Elephant 1 on the Galleon
Spoiler :
Using your idea of having only 3 kill-units on land near London but making one of those units our healer


QE Galleon probably dares to fight with Chariot 1 aboard, especially if there is an Elizabeth boat that is on an Ocean square

Worker 8 (1S of Utrecht): Finish the G Riv For Chop that is 1SE of Utrecht

Worker 9 (NW + N + N of Hippos): Start Watermilling the G Riv Farm that is NW + W of Surfin' Turf

EDIT: Worker 0 (2S of Hippos): Move 1NW, pChop the Deer, and STOP... next, he can pWindmill the GH Mine Road that is NE + N of Hippos, then help out with the NW + W G Riv Farm becoming a Watermill at Surfin' Turf

Warrior 13 (1W of City 4): Move him to New Amsterdam to act as a Military Police unit

X-ops: Will have grown to Size 13, so hire 4 to 5 Scientists (however many it will take to get us a Great Person on the same turn that we learn Communism)

Gems: Will grow to Size 4, so steal a G Farm from Surfin' Turf

Piscatorium: Switch enough Coast squares to PH Mines to be able to get our Settler in 3 turns

Hippos: Build a Forge at Size 7, making 12 final Hammers while working all of the Hammer-based squares (Whale, Deer, Horse, GH Mine, and Fur)
Spoiler :
71 + 12 = 83; 30 * 1.25 = 37; 120 - 83 = 37, which is perfect for a 1-pop-whipping action with no whipping overflow. We'll obviously need Confucianism in this City


Utrecht: Build Culture -> National Epic
Spoiler :
The Culture tactic works any time that we're about to expand our Cultural Borders

EDIT: Utrecht: Steal the Deer back from The Hague and maximize Hammers in Utrecht this turn


EDIT: Unless you have a better idea, Caravel 1 can move to Gems City to wait for Hindu Missionary 3 for Piscatorium
 
Doing the calculation growing to size 14 before great person is doable but not preferable. It would force us to stop working mature cottages for 1 turn and hire 2 merchants that are not as efficient as scientists.
 
Just in case you get some crazy ideas about eliminating Elizabeth, remember that we're going to have to keep her alive for a while until we get a 30-XP Galleon, so getting her as a Voting Buddy has another good reason behind it: we need to keep Elizabeth alive and we need to get OPEN BORDERS with her in order to gift her a boat. How do you plan to do so without Liberating Cities to her? :p

But, I think that I've made a case for having Elizabeth as a Voting Buddy even if we were able to get Open Borders with her.


Presumably, we'll finish earning that Galleon XP in the war against Shaka.


EDIT: I forgot to say that we should probably pick a different City other than Gems for building the Hagia Sophia. How about Sleepy Sheep
 
As for X-opolis we can hire 1 turn of 4 scientists and then 3 turns of 3 scientists.
 
My estimate is that Elizabeth will be cautious as soon as we end the war. I will test the liberation thing when I return.
 
That's weird... Mansa offers up Engineering. Ahhh, it's because he completed Notre Dame. Well, now we know what he was building in Timbuktu.

Anyway, we don't want to take Engineering from him, as we want to save Scientific Method for Nationalism.
 
As for X-opolis we can hire 1 turn of 4 scientists and then 3 turns of 3 scientists.
As long as we keep working the current squares on T145 to earn the 11 Food needed to hit T146, and you get our Great Person 4 turns after that, I'll be happy if we don't need to use as many Scientists as my guess of 4 to 5.

For T146, when we need 4 Scientists according to your calculations (I'm too tired to check), we can have Athens steal back its Cottage.
EDIT: Nevermind, I forgot that we'll get another citizen by next turn, which will act as the 4th Scientist. I'm clearly tired. Time to sleep. Good luck to you! :)


My estimate is that Elizabeth will be cautious as soon as we end the war. I will test the liberation thing when I return.
I still think that we should stick with the plan of making Elizabeth our Voting Buddy.

7 Liberations = 7 * 1.5 = 10.5... and we already have 1.5, so that's +11. -3 for declaring war.

As long as we wait for 1 turn while she has no Hindu Cities before Liberating any Cities back to her, and as long as we Cease Fire with her (no Peace Treaty), she'll quickly love us to pieces.
 
Sant. Jag borde nämnt ingenjörskonst fanns att köpa men tydligen lider jag av tunnelseende och nämner inte saker som inte påverkar min plan.
 
It seems that we already completed the Windmill 2S of X-ops. Please don't complete the other Windmill, unless you want to delay your beloved Customs House by a turn. ^.^

I suppose that Worker 4 could help with setting up Surfin' Turf's second G Riv Watermill.

Soon, Watermills will offer as much Food as Farms but with +1 H (and another H after Replaceable Parts and another 2 C after Electricity)
 
Yes, I did miss that one.

I'm still of the opinion that we should do a 3 pop whip of the customs house. Doing a 2 pop whip will cost 52-60 (dependent on OR) gold. I do not see the 14th pop producing 52 gold during the few turn it will be gone before growing back.
 
I tried the liberating cities. It seems that if you liberate cities to vassals they get 2 free defenders but other AIs do not get the free defenders.
 
"Plus, we can build Culture on T146 whose Hammers will also go into the National Epic. We can't do so on T147, as our Cultural Borders would have already expanded naturally." This sounds illogical. Are you saying that we can build culture and those hammers go into both culture and NE before the city expands but not afterwards?
 
Playing 145-146 now,
wish me luck.
 
turn 145
Sold banking for 50 gold and world map to France.
Sold astronomy for 10 gold and world map to China.
Noticed that we can no longer liberate Marble.

IBT
China went to war with the Zulu. China is now researching Theology. Chine did not attack the Huns this turn.
Mali did not get a turn on Nationalism this turn. still on 6.
Elizabeth did not build a unit in Hastings thinking a 1.5 health HA could stop our army.

turn 146
Trade mission in Kumbi Saleh is 1900 as expected.
Sold economics for 80 gold and world map to France.
Captured Hastings without our WE getting hurt.
Queen Elizabeth sinks a trimeme.
Settled All Hail Astro!

Spoiler :
Here is your Session Turn Log from 700 AD to 720 AD:

Turn 145, 700 AD: X-opolis can hurry Heroic Epic for 4⇴ with 15ℤ overflow and +1⇤ for 49 turns.
Turn 145, 700 AD: City 4 has grown to size 5.
Turn 145, 700 AD: New Amsterdam has grown to size 5.
Turn 145, 700 AD: York will be pacified on the next turn.
Turn 145, 700 AD: Mansa Musa will trade Engineering
Turn 145, 700 AD: Your War Elephant 1 (Gems) has destroyed a Worker!
Turn 145, 700 AD: You have captured a Worker
Turn 145, 700 AD: You have captured a Worker
Turn 145, 700 AD: You have captured a Worker
Turn 145, 700 AD: You have captured a Worker
Turn 145, 700 AD: Pericles's Queen Elizabeth (Galleon) (4.00) vs Elizabeth's Trireme (2.40)
Turn 145, 700 AD: Combat Odds: 96.2%
Turn 145, 700 AD: (Extra Combat: +10%)
Turn 145, 700 AD: (Plot Defense: +10%)
Turn 145, 700 AD: Elizabeth's Trireme is hit for 25 (75/100HP)
Turn 145, 700 AD: Elizabeth's Trireme is hit for 25 (50/100HP)
Turn 145, 700 AD: Elizabeth's Trireme is hit for 25 (25/100HP)
Turn 145, 700 AD: Elizabeth's Trireme is hit for 25 (0/100HP)
Turn 145, 700 AD: Pericles's Queen Elizabeth (Galleon) has defeated Elizabeth's Trireme!
Turn 145, 700 AD: Your Queen Elizabeth has destroyed a Trireme!
Turn 145, 700 AD: Your Catapult 16 (Sleepy Sheep) has reduced the defenses of Hastings to 16%!
Turn 145, 700 AD: Your Catapult 8 (Gems) has reduced the defenses of Hastings to 8%!
Turn 145, 700 AD: Your Catapult 19 (City 4) has reduced the defenses of Hastings to 0%!
Turn 145, 700 AD: Pericles's Catapult 12 (Gems) (5.00) vs Elizabeth's Longbowman (10.20)
Turn 145, 700 AD: Combat Odds: 2.5%
Turn 145, 700 AD: (Fortify: +25%)
Turn 145, 700 AD: (City Defense: +45%)
Turn 145, 700 AD: Your Catapult 12 (Gems) has caused collateral damage! (5 Units)
Turn 145, 700 AD: Pericles's Catapult 12 (Gems) is hit for 28 (72/100HP)
Turn 145, 700 AD: Pericles's Catapult 12 (Gems) is hit for 28 (44/100HP)
Turn 145, 700 AD: Pericles's Catapult 12 (Gems) is hit for 28 (16/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 14 (86/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 14 (72/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 14 (58/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 14 (44/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 14 (30/100HP)
Turn 145, 700 AD: Pericles's Catapult 12 (Gems) is hit for 28 (0/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman has defeated Pericles's Catapult 12 (Gems)!
Turn 145, 700 AD: Your Catapult 12 (Gems) has died trying to attack a Longbowman!
Turn 145, 700 AD: Pericles's Catapult 5 (X-opolis) (5.00) vs Elizabeth's Longbowman (5.13)
Turn 145, 700 AD: Combat Odds: 58.9%
Turn 145, 700 AD: (Fortify: +25%)
Turn 145, 700 AD: (City Defense: +45%)
Turn 145, 700 AD: (City Attack: -75%)
Turn 145, 700 AD: Your Catapult 5 (X-opolis) has caused collateral damage! (4 Units)
Turn 145, 700 AD: Pericles's Catapult 5 (X-opolis) is hit for 20 (80/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 19 (71/100HP)
Turn 145, 700 AD: Pericles's Catapult 5 (X-opolis) is hit for 20 (60/100HP)
Turn 145, 700 AD: Pericles's Catapult 5 (X-opolis) is hit for 20 (40/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 19 (52/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 19 (33/100HP)
Turn 145, 700 AD: Your Catapult 5 (X-opolis) has withdrawn from combat with a Longbowman!
Turn 145, 700 AD: Pericles's Catapult 17 (Gems) (5.00) vs Elizabeth's Maceman (7.63)
Turn 145, 700 AD: Combat Odds: 28.2%
Turn 145, 700 AD: (Extra Combat: +10%)
Turn 145, 700 AD: (Fortify: +25%)
Turn 145, 700 AD: (City Attack: -20%)
Turn 145, 700 AD: Your Catapult 17 (Gems) has caused collateral damage! (3 Units)
Turn 145, 700 AD: Elizabeth's Maceman is hit for 15 (68/100HP)
Turn 145, 700 AD: Elizabeth's Maceman is hit for 15 (53/100HP)
Turn 145, 700 AD: Pericles's Catapult 17 (Gems) is hit for 25 (75/100HP)
Turn 145, 700 AD: Elizabeth's Maceman is hit for 15 (38/100HP)
Turn 145, 700 AD: Pericles's Catapult 17 (Gems) is hit for 25 (50/100HP)
Turn 145, 700 AD: Pericles's Catapult 17 (Gems) is hit for 25 (25/100HP)
Turn 145, 700 AD: Your Catapult 17 (Gems) has withdrawn from combat with a Maceman!
Turn 145, 700 AD: Pericles's War Elephant 7 (X-opolis) (9.60) vs Elizabeth's Maceman (8.10)
Turn 145, 700 AD: Combat Odds: 82.3%
Turn 145, 700 AD: (Extra Combat: -20%)
Turn 145, 700 AD: (Extra Combat: +10%)
Turn 145, 700 AD: (Fortify: +25%)
Turn 145, 700 AD: Pericles's War Elephant 7 (X-opolis) is hit for 19 (81/100HP)
Turn 145, 700 AD: Elizabeth's Maceman is hit for 20 (55/100HP)
Turn 145, 700 AD: Elizabeth's Maceman is hit for 20 (35/100HP)
Turn 145, 700 AD: Pericles's War Elephant 7 (X-opolis) is hit for 19 (62/100HP)
Turn 145, 700 AD: Pericles's War Elephant 7 (X-opolis) is hit for 19 (43/100HP)
Turn 145, 700 AD: Pericles's War Elephant 7 (X-opolis) is hit for 19 (24/100HP)
Turn 145, 700 AD: Pericles's War Elephant 7 (X-opolis) is hit for 19 (5/100HP)
Turn 145, 700 AD: Pericles's War Elephant 7 (X-opolis) is hit for 19 (0/100HP)
Turn 145, 700 AD: Elizabeth's Maceman has defeated Pericles's War Elephant 7 (X-opolis)!
Turn 145, 700 AD: Your War Elephant 7 (X-opolis) has died trying to attack a Maceman!
Turn 145, 700 AD: Pericles's Catapult 20 (Canterbury) (5.00) vs Elizabeth's Horse Archer (4.75)
Turn 145, 700 AD: Combat Odds: 79.4%
Turn 145, 700 AD: (Extra Combat: +10%)
Turn 145, 700 AD: Your Catapult 20 (Canterbury) has caused collateral damage! (1 Unit)
Turn 145, 700 AD: Pericles's Catapult 20 (Canterbury) is hit for 21 (79/100HP)
Turn 145, 700 AD: Elizabeth's Horse Archer is hit for 18 (54/100HP)
Turn 145, 700 AD: Elizabeth's Horse Archer is hit for 18 (36/100HP)
Turn 145, 700 AD: Your Catapult 20 (Canterbury) has withdrawn from combat with a Horse Archer!
Turn 145, 700 AD: Pericles's War Elephant 3 (Hippos) (9.60) vs Elizabeth's Maceman (3.78)
Turn 145, 700 AD: Combat Odds: 99.7%
Turn 145, 700 AD: (Extra Combat: -20%)
Turn 145, 700 AD: (Extra Combat: +10%)
Turn 145, 700 AD: (Fortify: +25%)
Turn 145, 700 AD: Elizabeth's Maceman is hit for 22 (13/100HP)
Turn 145, 700 AD: Elizabeth's Maceman is hit for 22 (0/100HP)
Turn 145, 700 AD: Pericles's War Elephant 3 (Hippos) has defeated Elizabeth's Maceman!
Turn 145, 700 AD: Your War Elephant 3 (Hippos) has destroyed a Maceman!
Turn 145, 700 AD: Pericles's War Elephant 5 (City 4) (9.60) vs Elizabeth's Longbowman (3.06)
Turn 145, 700 AD: Combat Odds: 100.0%
Turn 145, 700 AD: (Extra Combat: -20%)
Turn 145, 700 AD: (Fortify: +25%)
Turn 145, 700 AD: (City Defense: +45%)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 24 (6/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 24 (0/100HP)
Turn 145, 700 AD: Pericles's War Elephant 5 (City 4) has defeated Elizabeth's Longbowman!
Turn 145, 700 AD: Your War Elephant 5 (City 4) has destroyed a Longbowman!
Turn 145, 700 AD: Pericles's War Elephant 2 (City 4) (9.60) vs Elizabeth's Longbowman (2.55)
Turn 145, 700 AD: Combat Odds: 100.0%
Turn 145, 700 AD: (Extra Combat: -20%)
Turn 145, 700 AD: (Fortify: +25%)
Turn 145, 700 AD: (City Defense: +45%)
Turn 145, 700 AD: Pericles's War Elephant 2 (City 4) is hit for 16 (84/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 24 (1/100HP)
Turn 145, 700 AD: Elizabeth's Longbowman is hit for 24 (0/100HP)
Turn 145, 700 AD: Pericles's War Elephant 2 (City 4) has defeated Elizabeth's Longbowman!
Turn 145, 700 AD: Your War Elephant 2 (City 4) has destroyed a Longbowman!
Turn 145, 700 AD: Pericles's War Elephant 6 (Hippos) (7.87) vs Elizabeth's Maceman (2.70)
Turn 145, 700 AD: Combat Odds: 99.5%
Turn 145, 700 AD: (Extra Combat: -20%)
Turn 145, 700 AD: (Extra Combat: +10%)
Turn 145, 700 AD: (Fortify: +25%)
Turn 145, 700 AD: Elizabeth's Maceman is hit for 22 (3/100HP)
Turn 145, 700 AD: Elizabeth's Maceman is hit for 22 (0/100HP)
Turn 145, 700 AD: Pericles's War Elephant 6 (Hippos) has defeated Elizabeth's Maceman!
Turn 145, 700 AD: Your War Elephant 6 (Hippos) has destroyed a Maceman!
Turn 145, 700 AD: Pericles's Subutai (Maceman) (8.00) vs Elizabeth's Horse Archer (3.78)
Turn 145, 700 AD: Combat Odds: 99.4%
Turn 145, 700 AD: Elizabeth's Horse Archer is hit for 25 (38/100HP)
Turn 145, 700 AD: Pericles's Subutai (Maceman) is hit for 15 (85/100HP)
Turn 145, 700 AD: Pericles's Subutai (Maceman) is hit for 15 (70/100HP)
Turn 145, 700 AD: Elizabeth's Horse Archer is hit for 25 (13/100HP)
Turn 145, 700 AD: Elizabeth's Horse Archer is hit for 25 (0/100HP)
Turn 145, 700 AD: Pericles's Subutai (Maceman) has defeated Elizabeth's Horse Archer!
Turn 145, 700 AD: Your Subutai has destroyed a Horse Archer!
Turn 145, 700 AD: York will be pacified on the next turn.
Turn 145, 700 AD: Louis XIV has 50 gold available for trade.
Turn 145, 700 AD: You are the worst enemy of Elizabeth, Shaka.
Turn 145, 700 AD: Mansa Musa is the worst enemy of Louis XIV, Mao Zedong.
Turn 145, 700 AD: Elizabeth is the worst enemy of Isabella.
Turn 145, 700 AD: Elizabeth will trade Divine Right
Turn 145, 700 AD: Mansa Musa will trade Engineering
Turn 145, 700 AD: Isabella will trade Copper
Turn 145, 700 AD: Mao Zedong will trade Spices
Turn 145, 700 AD: Mansa Musa will trade Pig
Turn 145, 700 AD: Will Trade Map: Elizabeth, Louis XIV, Mansa Musa, Mao Zedong
Turn 145, 700 AD: Will Sign Peace Treaty: Elizabeth
Turn 145, 700 AD: X-opolis will grow to size 13 on the next turn.
Turn 145, 700 AD: Gems will grow to size 4 on the next turn.
Turn 145, 700 AD: Hippos will grow to size 7 on the next turn.
Turn 145, 700 AD: Utrecht will grow to size 7 on the next turn.
Turn 145, 700 AD: Sleepy Sheep will grow to size 4 on the next turn.
Turn 145, 700 AD: Surfin' Turf celebrates "We Love the Monarch Day"!!!
Turn 145, 700 AD: You have trained a Settler in Piscatorium. Work has now begun on a Settler.
Turn 145, 700 AD: Piscatorium celebrates "We Love the Monarch Day"!!!
Turn 145, 700 AD: Mao Zedong has declared war on Shaka!

Turn 146, 720 AD: The enemy has been spotted near York!
Turn 146, 720 AD: X-opolis has grown to size 13.
Turn 146, 720 AD: Gems has grown to size 4.
Turn 146, 720 AD: Surfin' Turf can hurry National Epic for 4⇴ with 22ℤ overflow and +1⇤ for 52 turns.
Turn 146, 720 AD: City 4 will become unhappy on the next turn.
Turn 146, 720 AD: Hippos has grown to size 7.
Turn 146, 720 AD: Hippos can hurry Library for 2⇴ with 32ℤ overflow and +1⇤ for 10 turns.
Turn 146, 720 AD: Utrecht has grown to size 7.
Turn 146, 720 AD: Utrecht can hurry Odeon for 2⇴ with 31ℤ overflow and +1⇤ for 13 turns.
Turn 146, 720 AD: Sleepy Sheep has grown to size 4.
Turn 146, 720 AD: The Hague can hurry Hindu Missionary for 1⇴ with 32ℤ overflow and +1⇤ for 10 turns.
Turn 146, 720 AD: York has been pacified.
Turn 146, 720 AD: Nottingham has become happy.
Turn 146, 720 AD: The borders of Athens are about to expand.
Turn 146, 720 AD: The borders of Utrecht are about to expand.
Turn 146, 720 AD: The borders of York are about to expand.
Turn 146, 720 AD: Pericles's War Elephant 3 (Hippos) (9.60) vs Elizabeth's Horse Archer (1.07)
Turn 146, 720 AD: Combat Odds: 100.0%
Turn 146, 720 AD: (Extra Combat: -20%)
Turn 146, 720 AD: (Extra Combat: +10%)
Turn 146, 720 AD: (Combat: -50%)
Turn 146, 720 AD: Elizabeth's Horse Archer is hit for 35 (0/100HP)
Turn 146, 720 AD: Pericles's War Elephant 3 (Hippos) has defeated Elizabeth's Horse Archer!
Turn 146, 720 AD: Your War Elephant 3 (Hippos) has destroyed a Horse Archer!
Turn 146, 720 AD: You have captured Hastings!!!
Turn 146, 720 AD: Your Catapult 14 (Surfin' Turf) has reduced the defenses of London to 56%!
Turn 146, 720 AD: Your Catapult 13 (Sleepy Sheep) has reduced the defenses of London to 52%!
Turn 146, 720 AD: Pericles's Queen Elizabeth (Galleon) (4.00) vs Elizabeth's Trireme (2.40)
Turn 146, 720 AD: Combat Odds: 96.2%
Turn 146, 720 AD: (Extra Combat: +10%)
Turn 146, 720 AD: (Plot Defense: +10%)
Turn 146, 720 AD: Elizabeth's Trireme is hit for 25 (75/100HP)
Turn 146, 720 AD: Elizabeth's Trireme is hit for 25 (50/100HP)
Turn 146, 720 AD: Pericles's Queen Elizabeth (Galleon) is hit for 15 (85/100HP)
Turn 146, 720 AD: Elizabeth's Trireme is hit for 25 (25/100HP)
Turn 146, 720 AD: Pericles's Queen Elizabeth (Galleon) is hit for 15 (70/100HP)
Turn 146, 720 AD: Elizabeth's Trireme is hit for 25 (0/100HP)
Turn 146, 720 AD: Pericles's Queen Elizabeth (Galleon) has defeated Elizabeth's Trireme!
Turn 146, 720 AD: Your Queen Elizabeth has destroyed a Trireme!
Turn 146, 720 AD: Clearing a Forest has created 30 ℤ for Utrecht.
Turn 146, 720 AD: All Hail Astro! has been founded.


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