SGOTM 12 - Plastic Ducks

T120-yea, forgot to remove that part.

T121-I figured it'd be faster than using it on the 2 clams after I started playing... that's one part I need to re-check

T124- pre-chop forest for wb then

T126-Need to revise. Moscow: Cat is good... probably allows us to get the right OF going also

T129-Right.

Yek wb: either city west first or city northeast depending on previous wb. 3rd is for itself. Was getting lost in my notes at that point :D (and tired mostly)

Will revise in some 7~8 hours.
 
I'm fine to move the current WB to the southern city, it will delay the clam on that city, but fasten the Fish in the Pig city and clam in Yek, and also save 1 whipping anger in Yek.

Think about the promotion of 1st maceman again, the CI promotion seems unnecessarily, it's 6/1.4 vs 10 in the 1st battle and 4/1.4 vs ? in the 2nd battle, the chance of losing more than half HP in the 1st battle is minimal.

The chariot is better to just stay around there, there's an English spearman western. French border is full of danger. Their cities will be ours soon, so no need to pillage now.
 
1st Macemen:

Why not C1? It will get to 5xp regardless of us being attacked or us attacking... just gives slightly better odds for the Medic line.
In my last test, Churchill actually killed the Mace with the Axe at 1.4% odds :lol:

Doing some more testing now.
 
->No citizen automation
->keep binary research

T120
Sell 4 surplus resources+horses to Roosevelt

Rostov workers keep roading west
New city: granary

Yakutsk galley goes to 1SW pigs

Rostov switch to Settler, whip

Mace sent to hill, give Combat 1 (or not... debating)

Warrior stays to distract DG

Chariot takes a peek at Ivory city then goes south to check on the few tiles we don't know there. Stick around for when troops start shipping south & scout

T121 R 0%
wb east goes to cities SOUTH

Moscow
2 workers to 3W Moscow (SF)
Start another Macemen
Send mace 2W

Novgorod galley 2E
Start wb

Rostov
Settler to Novgorod
Resume forge

T122 R 100%
2nd Mace to hill (DG should be close by)
1st Mace can kill Archer at 98.23% odds (2xp)

Galley by island unload settler+worker on pig, continues scouting islands nearby for good spots

Moscow
2 workers SF

Novgorod
settler boards galley
Galley to 1-tile island with 2 clams
Confu Missionary boards galley

Yekaterinburg
2nd pop on clams PH 2H

T123 R 0% start Aesthetics+Literature path
Vladivostok founded between pigs-sheep, start granary, work 2F3C fish
Worker pasture pigs

Rostov
Worker W camps nearest fur
Queue settler (1 turn, whip on T125 after growth)

Yekaterinburg
Whip granary

Moscow Catapult
Worker to W rice (SF)

Novgorod takes Cow from SP and on it

SP
Cow -> lake
Start settler

T124 R 100%
Rostov
worker I
worker outside, west: pre-chop forest

Yekaterinburg start wb

Moscow (Macemen)
workers west: 2 SF, 1 irrigate Rice

SP whip settler [work hammer tiles]

T125 R 0%
Novgorod 2nd worker I on same tile

Moscow whip Mace

Rostov whip settler [focus on food first]

Nov whip wb (will get just in time to clams) - remove grassland

SP settler to 3W Moscow, settle new city (gra, 3F tile)
SP start barracks [1 Ivory, fish, lake, 3F tile from Novgorod] - reacquire lost tiles from new city



T126 R 100%

SP takes farm->cows and on it

Novgorod wb (2nd clams east)
Nov cows->farm
wb to east clams (closest)

Vladivostok on 6F pig

Smolensk 2 workers go 1E of city to irrigate

T127 R 0%
Smolensk 3rd worker irrigates

Yaroslav whip granary

Yekaterinburg whip wb

Vladivostok worker roads pig (lose 3F here, gain 1F in capital due to health)

Settler&CM disembark on 2-clams island

Novgorod
1 worker SE I
1 worker to Rostov, SW (SF)

SP Mace

T128 R 100%
Start marching 4 Maces + 1 catapult S (1 cat 2 Maces on their way)

Rostov worker on furs goes 3W2S SF+C
worker SW SF

Yaroslav (LH)

Found new city (wb, on 2F3C)
Worker finishes forest chop

Found new city on island (granary)
CM spread religion
Galley goes back home

Moscow (Mace)
2 workers go NW Moscow, cottage+cancel

Smolensk worker goes S to continue road (move 3 tiles, SF+C)

Novgorod (library)
wb sent east 2nd clams

Yek (wb)
Current wb sent northeast for fish

T129 R 0% - Music/Philosophy depending on Gandhi's research
Moscow whip Mace
1 worker cottage+cancel
1 worker to 2S Moscow mine+cancel

SP whip Mace (lake, fish, cow, Ivory)

Vladivostok pop 2 on 2F3C

Orenburg wb CFB fish
1 workers I corn, 1 worker to deer (R)

Yek whip wb

T130
Yek LH, wb sent to Yek clams
Moscow TGL (short 19H... I can't remember how I managed to do it in 1 turn)
SP Mace


Save+upload

Test Save here... one thing I did not do: trade with Roose
Poor Chariot was killed by Archer defending
 

Attachments

1st Macemen:

Why not C1? It will get to 5xp regardless of us being attacked or us attacking... just gives slightly better odds for the Medic line.
In my last test, Churchill actually killed the Mace with the Axe at 1.4% odds :lol:

Doing some more testing now.

The saved promotion let the units recover faster later. It's a battle with over 99.1% odd (1 vs 2). Edit: I thought it's a swordman, so the odd vs Axeman is less great (98.7%), promote to C I if you are in doubt.;) I use medical GG for battle all the time.

@your plan
T121 -- the French units will chase warrior down south, the warrior then retreats SE to hill and then go clockwise back. Let 1st mace move to road and 2nd maceman go outside to kill them and get the warrior back safely.

T125 -- Nov (worker goes 1S to ivory R, Ros does not need worker now and it can produce worker itself, let it go to help capital)

T126 -- Ros (settler goes 2W , avoid to go outside culture border this turn)
SP takes farm->cows and on it
Where do you put the 4th citizen of Nov? IMO Nov should keep the Cow.

T127 -- Partial research to complete Lit, SP(2W worker goes 3S3E I), Smo(worker on Rice goes 2N3E cot &C), Mos(cat to get enough overflow)

T128 -- Mos(3 workers chop 3 forest, 4th worker goes to forest silk, next turn, 1worker goes to the riverside GH and 2worker to cottage the grassland and 1 worker to chop the last forest), SP(whip mace), Nov should whip a worker once it hit size 5. We are going to clear the way and settle the southern fallout area as soon as possible.

T129 -- Mos(NE), Ros(move the worker down south to road to Paris), Nov(Worker), Oren(2 workers to Corn I since Capital needs the health bonus from Corn as soon as possible)

BTW, the galley to 2 clam site better stays in case that the 1st GG is born there.

Some more detailed micro added. Save attached. Note: There are a few beakers short on T127, I let some cities build research instead of Gra. Do whatever you like to complete Lit this turn.
 

Attachments

There's a possibility that we could get Calendar from trade, otherwise it's a 3 turns of research and can be done anytime we need it.
 
Doing revisions... I've ameliorated some things here and there. Still having trouble with a thing or two, will post again if I can't solve them. Or post revised plan if they get fixed.

EDIT: I must be doing something wrong or I don't know what but... I can't get Moscow to work! The overflow hammers are disappearing left and right

This is what's in the plan

T120 N/A
T121 Mace
T122 N/A
Construction IBT
T123 Cat 1
T124 Mace
T125 whip
T126 Mace
T127 Cat
T128 TGL (need 17 OF at least) <--- when I get here I only have 5 OF

Now I understand you do

T120 N/A
T121 Mace
T122 N/A
Construction IBT
T123 Cat 1
T124 Mace
T125 whip
T126 Cat
T127 Cat
T128 TGL (need 17 OF at least) <--- get 17 OF

However, have you taken a look at the amount of lost OF?

Underlined: actual... rest is calculated

t125 40/70 mace (21*1.75 H base) + (52H whip) = 128/70 -> 58 OF right?
t126 0/50 cat (21*1.75 H base) + (33*1.75 OF) -> 25*1.75 = 43H lost already, should overflow as 94/50 H -> 44H OF [instead of 138/50 -- 88 OF]
t127 0/50 cat (21*1.75 H base) + (25*1.75 OF) -> 63*1.75 = 110 H lost already, should overflow as 80/50 H -> 30 OF [instead of 190/50 lol!]
t128 0/350 TGL (21*2.75 base) + (17!!!!*2.75 OF) + (90*2.75 chop) = 352 H

Ok so my beef is this: that 1 pop whip is costly as hell! I would much rather find a better way around it.

1 work around I found is to not whip now... yes we lose some food (I micro'd to gain 2 food by improving the western corn 1t sooner). It stops being unhealthy t131, only losing 1F t130.
 
The program recalculates the real overflow hammers.

Therefore the overflow on T126 is 58/1.75 = 33H, which is correct.

The only bad thing about overflow is that if the overflow hammers are larger than the build, then they will lost mysteriously in 3.19 patch.;)
 
BTW, I've had some nasty fallouts happening in my tests from time to time... hope it doesn't happen for real :(

->No citizen automation
->keep binary research except t127
->agree demands from Gandhi except gold/CoL
->keep looking for gpt deals

T120
Sell 4 surplus resources+horses to Roosevelt

Rostov workers keep roading west
New city: granary

Yakutsk galley goes to 1SW pigs

Rostov switch to Settler, whip

Mace sent to hill, give Combat 1 (or not... debating)

Warrior stays to distract DG

Chariot takes a peek at Ivory city then goes south to check on the few tiles we don't know there. Stick around for when troops start shipping south & scout

(for me: Check SP micro)

T121 R 0%
wb east goes to cities SOUTH

Moscow
2 workers to 3W Moscow SF
Start another Macemen
Send mace 2W

Novgorod galley 2E
Start wb

Rostov
Settler to Novgorod
Resume forge

T122 R 100%
Galley by island unload settler+worker on pig, continues scouting islands nearby for good spots

Novgorod
settler boards galley
Galley to 1-tile island with 2 clams
Confu Missionary boards galley

Yekaterinburg
2nd pop on PH 2H

SP micro 2 Ivories, Cow, Fish, lake - I'm trading ~15H for 1 pop at t130 (SP ends up size 3, 1 turn to 4 compared to size 2 1 turn to 3). Seeing as 1 pop = 37.5H this is a good deal... plus the extra commerce.

T123 R 0% start Aesthetics+Literature path
Vladivostok founded between pigs-sheep, start granary, work 2F3C fish
Worker pasture pigs

Rostov
Worker W camps nearest fur
Queue settler (1 turn, whip on T125 after growth)

Yekaterinburg
Whip granary

Moscow Catapult
Worker to W rice (SF)

Novgorod takes Cow from SP and on it

SP
Cow -> GH mine
Start settler

T124 R 100%
Rostov
worker I
worker outside, west: pre-chop forest

Yekaterinburg start wb

Moscow (Macemen)
workers west: 2 SF, 1 irrigate Rice

SP whip settler [work hammer tiles]

T125 R 0%
Moscow whip Mace

Rostov whip settler [focus on food first]

Nov whip wb (will get just in time to clams) - remove cow
worker goes 1S on Ivory, R

SP settler to 3W Moscow, settle new city (gra, 3F tile)
SP start barracks [1 Ivory, fish, lake, Cow for 1 turn from Novgorod] - reacquire lost tiles from new city

T126 R 100%
Novgorod wb (2nd clams east)
Nov takes cows
wb to east clams (closest)

SP cows -> GH mine (growth in 2, otherwise 3 if don't take cows)

Vladivostok on 6F pig

Moscow catapult

Rostov settler 2W+skip
worker on fur camp+cancel (1 turn left)

Smolensk 2 workers go 1E of city to irrigate

T127 R partial
Smolensk worker on SP Ivory irrigates
Other worker to NW Moscow forest, cottage+cancel

Moscow catapult

Rostov worker on furs goes 3W2S SF+C
settler to city spot

Yaroslav whip granary

Yekaterinburg whip wb

Vladivostok worker roads pig (lose 3F here, gain 1F in capital due to health)

Settler&CM disembark on 2-clams island

SP Mace

T128 R 0% Music/Philo
Start marching 4 Maces + 1 catapult S (1 cat 2 Maces on their way)

SP whip mace
SP takes 3F1C+lake+fish+1 ivory

Yaroslav (LH)

Found new city (wb, on 2F3C)
Worker finishes forest chop
2nd worker start irrigating corn

Found new city on island (granary)
CM spread religion
Galley goes back home

Moscow (TGL)
3 workers chop (start with furthest away)
4th worker to forested silk

Smolensk worker goes S to continue road (move 3 tiles, SF+C)

Novgorod (worker)
3F1C to new 2F1H1C tile
wb sent east 2nd clams

Yek (wb)
Current wb sent northeast for fish

T129 R 0% - Music/Philosophy depending on Gandhi's research

Moscow (NE)
2 workers NW cottage
1 worker to 1S Moscow

SP mace
cows to ivory

Novgorod queue library ahead of worker
2F1H1C to cows

SP whip Mace (lake, fish, cow, Ivory)

Vladivostok pop 2 on 2F3C

Orenburg wb CFB fish
1 workers I corn, 1 worker to deer (R)

Yek whip wb

T130
Yek LH, wb sent to Yek clams

SP whip Mace

Corn connected

Novgorod whip worker
Rostov takes 2F1H1C tile from Novgorod

Save+upload

+++
SP can whip again next turn
Moscow +2 food

---
Rostov loses 3C due to accelerated corn in Orenburg
 

Attachments

NO TECH gift to Gandhi, he won't take diplomatic hit from refusal. But yes to Roosevelt as he is backward.

SP micro 2 Ivories, Cow, Fish, lake - I'm trading ~15H for 1 pop at t130 (SP ends up size 3, 1 turn to 4 compared to size 2 1 turn to 3). Seeing as 1 pop = 37.5H this is a good deal... plus the extra commerce.
It's actually 3F3C vs 1F3H, yes 3F3C is better as long as TC can be done in time, but not that much hammer difference.:lol:

T128
3 workers chop (start with furthest away)
4th worker to forested silk
Smolensk worker goes S to continue road (move 3 tiles, SF+C)
Where does the 5th worker come from? 3 around Mos and SP from beginning plus 1 from Nov. Also it seems that you had more macemans than in my tests. Magic?;)

T126
worker on fur camp+cancel (1 turn left)
I'd rather not to do so, you have to draw 1 worker from South to finish camp and that worker needs to be sent down south again, 2F in capital does not worth the worker turns.

Others are good to go.
 
SP micro... I revised the micro after writing that... so yea, it's only a few hammers.

T128
Forgot to remove that line (I mean, I thought I did!)

T126
Ok... then what shall that worker do? I still think 2F will have a big impact (for example, Novgorod is often 1F short of 1 extra pop... lots of commerce/hammers lost).
 
Send that worker to road to Paris and then to future site. Worker turn now will make difference on the settling of cities in southern area, which is more important than 2F in capital.

T128
Forgot to remove that line (I mean, I thought I did!)

I won't mentioned if that's just a typo error, you had that extra magic worker in the test game.
 
Regarding battle -- My favorite battle is 2vs1, which has a winning odd of 99.1% and gives 2 GGPs. I'd never given a units a promotion that exceeds this ratio. Most generous, I'm happy with much lower winning odd when my SOD is small and need to participate more battles sooner than later, I'd usually save the promotion for faster recover than using the promotion for better winning odd. For instance, when you meet a CI swordman in the flat field, the odd of an unprompted maceman against it is 8 vs 6/1.4, which is a decent odd already, give it a CI promotion is a waste. However, it makes sense to give it a CI promotion when facing a CI axeman, 8.8 vs 5.5 is considerable better than 8 vs 5.5. Another obvious reason is that the majority macemans are better to go CR line.
 
Played+Paused+Saved+Uploaded

Log
Spoiler :
Here is your Session Turn Log from 125 AD to 375 AD:

Turn 120, 125 AD: Yakutsk has been founded.
Turn 120, 125 AD: You have trained a Settler in Rostov. Work has now begun on a Forge.
Turn 120, 125 AD: Churchill's Axeman (5.50) vs Catherine's Maceman 1 (Moscow) (10.80)
Turn 120, 125 AD: Combat Odds: 1.0%
Turn 120, 125 AD: (Extra Combat: -10%)
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +25%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +50%)
Turn 120, 125 AD: Churchill's Axeman is hit for 27 (73/100HP)
Turn 120, 125 AD: Churchill's Axeman is hit for 27 (46/100HP)
Turn 120, 125 AD: Churchill's Axeman is hit for 27 (19/100HP)
Turn 120, 125 AD: Catherine's Maceman 1 (Moscow) is hit for 14 (86/100HP)
Turn 120, 125 AD: Churchill's Axeman is hit for 27 (0/100HP)
Turn 120, 125 AD: Catherine's Maceman 1 (Moscow) has defeated Churchill's Axeman!
Turn 120, 125 AD: Churchill's Spearman (4.40) vs Catherine's Maceman 1 (Moscow) (12.72)
Turn 120, 125 AD: Combat Odds: 0.1%
Turn 120, 125 AD: (Extra Combat: -10%)
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +25%)
Turn 120, 125 AD: (Combat: +50%)
Turn 120, 125 AD: Catherine's Maceman 1 (Moscow) is hit for 11 (75/100HP)
Turn 120, 125 AD: Churchill's Spearman is hit for 33 (67/100HP)
Turn 120, 125 AD: Churchill's Spearman is hit for 33 (34/100HP)
Turn 120, 125 AD: Catherine's Maceman 1 (Moscow) is hit for 11 (64/100HP)
Turn 120, 125 AD: Churchill's Spearman is hit for 33 (1/100HP)
Turn 120, 125 AD: Churchill's Spearman is hit for 33 (0/100HP)
Turn 120, 125 AD: Catherine's Maceman 1 (Moscow) has defeated Churchill's Spearman!
Turn 120, 125 AD: De Gaulle's Archer (3.30) vs Catherine's Chariot 1 (Moscow) (4.40)
Turn 120, 125 AD: Combat Odds: 26.7%
Turn 120, 125 AD: (Extra Combat: -10%)
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: Catherine's Chariot 1 (Moscow) is hit for 17 (83/100HP)
Turn 120, 125 AD: De Gaulle's Archer is hit for 23 (77/100HP)
Turn 120, 125 AD: De Gaulle's Archer is hit for 23 (54/100HP)
Turn 120, 125 AD: Catherine's Chariot 1 (Moscow) is hit for 17 (66/100HP)
Turn 120, 125 AD: Catherine's Chariot 1 (Moscow) is hit for 17 (49/100HP)
Turn 120, 125 AD: Catherine's Chariot 1 (Moscow) is hit for 17 (32/100HP)
Turn 120, 125 AD: De Gaulle's Archer is hit for 23 (31/100HP)
Turn 120, 125 AD: De Gaulle's Archer is hit for 23 (8/100HP)
Turn 120, 125 AD: Catherine's Chariot 1 (Moscow) is hit for 17 (15/100HP)
Turn 120, 125 AD: Catherine's Chariot 1 (Moscow) is hit for 17 (0/100HP)
Turn 120, 125 AD: De Gaulle's Archer has defeated Catherine's Chariot 1 (Moscow)!
Turn 120, 125 AD: Scipio Africanus (Great General) has been born in a far away land!

Turn 121, 150 AD: Churchill converts to Hinduism!
Turn 121, 150 AD: Nathan Hale (Great Spy) has been born in a far away land!
Turn 121, 150 AD: Mao Zedong converts to Hinduism!

Turn 122, 175 AD: You have discovered Construction!
Turn 122, 175 AD: Catherine has completed The Colossus!

Turn 123, 200 AD: Vladivostok has been founded.
Turn 123, 200 AD: You have constructed a Granary in Yekaterinburg. Work has now begun on a Work Boat.

Turn 124, 225 AD: You have trained a Settler in St. Petersburg. Work has now begun on a Barracks.
Turn 124, 225 AD: The borders of Novgorod have expanded!
Turn 124, 225 AD: The borders of Yakutsk have expanded!
Turn 124, 225 AD: De Gaulle's Archer (3.00) vs Catherine's Warrior 1 (Moscow) (2.00)
Turn 124, 225 AD: Combat Odds: 93.8%
Turn 124, 225 AD: Catherine's Warrior 1 (Moscow) is hit for 24 (76/100HP)
Turn 124, 225 AD: Catherine's Warrior 1 (Moscow) is hit for 24 (52/100HP)
Turn 124, 225 AD: Catherine's Warrior 1 (Moscow) is hit for 24 (28/100HP)
Turn 124, 225 AD: De Gaulle's Archer is hit for 16 (84/100HP)
Turn 124, 225 AD: De Gaulle's Archer is hit for 16 (68/100HP)
Turn 124, 225 AD: Catherine's Warrior 1 (Moscow) is hit for 24 (4/100HP)
Turn 124, 225 AD: De Gaulle's Archer is hit for 16 (52/100HP)
Turn 124, 225 AD: De Gaulle's Archer is hit for 16 (36/100HP)
Turn 124, 225 AD: Catherine's Warrior 1 (Moscow) is hit for 24 (0/100HP)
Turn 124, 225 AD: De Gaulle's Archer has defeated Catherine's Warrior 1 (Moscow)!

Turn 125, 250 AD: Catherine's Maceman 2 (Moscow) (8.00) vs De Gaulle's Swordsman (4.28)
Turn 125, 250 AD: Combat Odds: 98.8%
Turn 125, 250 AD: (Extra Combat: +10%)
Turn 125, 250 AD: (Combat: -50%)
Turn 125, 250 AD: De Gaulle's Swordsman is hit for 27 (73/100HP)
Turn 125, 250 AD: De Gaulle's Swordsman is hit for 27 (46/100HP)
Turn 125, 250 AD: De Gaulle's Swordsman is hit for 27 (19/100HP)
Turn 125, 250 AD: De Gaulle's Swordsman is hit for 27 (0/100HP)
Turn 125, 250 AD: Catherine's Maceman 2 (Moscow) has defeated De Gaulle's Swordsman!
Turn 125, 250 AD: Catherine's Maceman 3 (Moscow) (8.00) vs De Gaulle's Archer (3.30)
Turn 125, 250 AD: Combat Odds: 99.4%
Turn 125, 250 AD: (Extra Combat: +10%)
Turn 125, 250 AD: Catherine's Maceman 3 (Moscow) is hit for 13 (87/100HP)
Turn 125, 250 AD: Catherine's Maceman 3 (Moscow) is hit for 13 (74/100HP)
Turn 125, 250 AD: De Gaulle's Archer is hit for 30 (70/100HP)
Turn 125, 250 AD: De Gaulle's Archer is hit for 30 (40/100HP)
Turn 125, 250 AD: De Gaulle's Archer is hit for 30 (10/100HP)
Turn 125, 250 AD: De Gaulle's Archer is hit for 30 (0/100HP)
Turn 125, 250 AD: Catherine's Maceman 3 (Moscow) has defeated De Gaulle's Archer!
Turn 125, 250 AD: Smolensk has been founded.
Turn 125, 250 AD: You have discovered Aesthetics!
Turn 125, 250 AD: You have trained a Work Boat in Novgorod. Work has now begun on a Work Boat.
Turn 125, 250 AD: You have trained a Settler in Rostov. Work has now begun on a Forge.
Turn 125, 250 AD: J. Edgar Hoover (Great Spy) has been born in Shanghai (Mao Zedong)!

Turn 126, 275 AD: Catherine's Maceman 2 (Moscow) (8.00) vs Mao Zedong's Archer (3.30)
Turn 126, 275 AD: Combat Odds: 99.3%
Turn 126, 275 AD: (Extra Combat: +10%)
Turn 126, 275 AD: Catherine's Maceman 2 (Moscow) is hit for 13 (87/100HP)
Turn 126, 275 AD: Mao Zedong's Archer is hit for 30 (70/100HP)
Turn 126, 275 AD: Mao Zedong's Archer is hit for 30 (40/100HP)
Turn 126, 275 AD: Mao Zedong's Archer is hit for 30 (10/100HP)
Turn 126, 275 AD: Catherine's Maceman 2 (Moscow) is hit for 13 (74/100HP)
Turn 126, 275 AD: Mao Zedong's Archer is hit for 30 (0/100HP)
Turn 126, 275 AD: Catherine's Maceman 2 (Moscow) has defeated Mao Zedong's Archer!
Turn 126, 275 AD: You have trained a Catapult in Moscow. Work has now begun on a Catapult.
Turn 126, 275 AD: Mao Zedong's Golden Age has begun!!!

Turn 127, 300 AD: Catherine's Maceman 3 (Moscow) (6.96) vs De Gaulle's Archer (3.26)
Turn 127, 300 AD: Combat Odds: 98.8%
Turn 127, 300 AD: (Extra Combat: +10%)
Turn 127, 300 AD: (Plot Defense: +25%)
Turn 127, 300 AD: (Hills Defense: +25%)
Turn 127, 300 AD: Catherine's Maceman 3 (Moscow) is hit for 14 (73/100HP)
Turn 127, 300 AD: De Gaulle's Archer is hit for 27 (41/100HP)
Turn 127, 300 AD: De Gaulle's Archer is hit for 27 (14/100HP)
Turn 127, 300 AD: De Gaulle's Archer is hit for 27 (0/100HP)
Turn 127, 300 AD: Catherine's Maceman 3 (Moscow) has defeated De Gaulle's Archer!
Turn 127, 300 AD: You have discovered Literature!
Turn 127, 300 AD: You have constructed a Granary in Yaroslavl'. Work has now begun on a Lighthouse.
Turn 127, 300 AD: You have trained a Work Boat in Yekaterinburg. Work has now begun on a Work Boat.
Turn 127, 300 AD: The borders of Vladivostok have expanded!
Turn 127, 300 AD: Confucianism has spread in Smolensk.

Turn 128, 325 AD: Moscow has grown to size 9.
Turn 128, 325 AD: St. Petersburg has grown to size 6.
Turn 128, 325 AD: St. Petersburg can hurry Maceman for 2? with 27? overflow and +1? for 24 turns.
Turn 128, 325 AD: Orenburg has been founded.
Turn 128, 325 AD: Clearing a Forest has created 30 ? for Orenburg.
Turn 128, 325 AD: Clearing a Forest has created 30 ? for Moscow.
Turn 128, 325 AD: Clearing a Forest has created 30 ? for Moscow.
Turn 128, 325 AD: Clearing a Forest has created 30 ? for Moscow.
Turn 128, 325 AD: Krasnoyarsk has been founded.
Turn 128, 325 AD: Confucianism has spread in Krasnoyarsk.
Turn 128, 325 AD: Novgorod will grow to size 5 on the next turn.
Turn 128, 325 AD: Rostov will grow to size 5 on the next turn.
Turn 128, 325 AD: Yekaterinburg will grow to size 2 on the next turn.
Turn 128, 325 AD: Vladivostok will grow to size 2 on the next turn.
Turn 128, 325 AD: Catherine has completed The Great Library!
Turn 128, 325 AD: You have constructed The Great Library in Moscow. Work has now begun on National Epic.
Turn 128, 325 AD: You have trained a Work Boat in Orenburg. Work has now begun on a Granary.
Turn 128, 325 AD: Churchill has founded Coventry in a distant land.

Turn 129, 350 AD: Novgorod can hurry Worker for 2? with 17? overflow and +1? for 16 turns.
Turn 129, 350 AD: Rostov has grown to size 5.
Turn 129, 350 AD: Yekaterinburg has grown to size 2.
Turn 129, 350 AD: Yekaterinburg can hurry Work Boat for 1? with 18? overflow and +1? for 24 turns.
Turn 129, 350 AD: Vladivostok has grown to size 2.
Turn 129, 350 AD: De Gaulle has 50 gold available for trade.
Turn 129, 350 AD: Gandhi has 100 gold available for trade.
Turn 129, 350 AD: De Gaulle has 1 gold per turn available for trade.
Turn 129, 350 AD: Gandhi has 1 gold per turn available for trade.
Turn 129, 350 AD: Mao Zedong has 2 gold per turn available for trade.
Turn 129, 350 AD: The borders of Smolensk are about to expand.
Turn 129, 350 AD: Catherine's Maceman 1 (Moscow) (8.80) vs De Gaulle's Axeman (5.50)
Turn 129, 350 AD: Combat Odds: 95.6%
Turn 129, 350 AD: (Extra Combat: -10%)
Turn 129, 350 AD: (Extra Combat: +10%)
Turn 129, 350 AD: (Combat: -50%)
Turn 129, 350 AD: (Combat: +50%)
Turn 129, 350 AD: Catherine's Maceman 1 (Moscow) is hit for 15 (85/100HP)
Turn 129, 350 AD: De Gaulle's Axeman is hit for 25 (75/100HP)
Turn 129, 350 AD: De Gaulle's Axeman is hit for 25 (50/100HP)
Turn 129, 350 AD: De Gaulle's Axeman is hit for 25 (25/100HP)
Turn 129, 350 AD: Catherine's Maceman 1 (Moscow) is hit for 15 (70/100HP)
Turn 129, 350 AD: De Gaulle's Axeman is hit for 25 (0/100HP)
Turn 129, 350 AD: Catherine's Maceman 1 (Moscow) has defeated De Gaulle's Axeman!
Turn 129, 350 AD: Your Maceman 1 (Moscow) has destroyed a Axeman!
Turn 129, 350 AD: Catherine's Maceman 3 (Moscow) (6.88) vs De Gaulle's Swordsman (4.00)
Turn 129, 350 AD: Combat Odds: 96.6%
Turn 129, 350 AD: (Combat: -50%)
Turn 129, 350 AD: Catherine's Maceman 3 (Moscow) is hit for 14 (72/100HP)
Turn 129, 350 AD: De Gaulle's Swordsman is hit for 27 (73/100HP)
Turn 129, 350 AD: Catherine's Maceman 3 (Moscow) is hit for 14 (58/100HP)
Turn 129, 350 AD: Catherine's Maceman 3 (Moscow) is hit for 14 (44/100HP)
Turn 129, 350 AD: Catherine's Maceman 3 (Moscow) is hit for 14 (30/100HP)
Turn 129, 350 AD: Catherine's Maceman 3 (Moscow) is hit for 14 (16/100HP)
Turn 129, 350 AD: De Gaulle's Swordsman is hit for 27 (46/100HP)
Turn 129, 350 AD: Catherine's Maceman 3 (Moscow) is hit for 14 (2/100HP)
Turn 129, 350 AD: De Gaulle's Swordsman is hit for 27 (19/100HP)
Turn 129, 350 AD: De Gaulle's Swordsman is hit for 27 (0/100HP)
Turn 129, 350 AD: Catherine's Maceman 3 (Moscow) has defeated De Gaulle's Swordsman!
Turn 129, 350 AD: Your Maceman 3 (Moscow) has destroyed a Swordsman!
Turn 129, 350 AD: Catherine's Maceman 2 (Moscow) (7.44) vs De Gaulle's Swordsman (4.00)
Turn 129, 350 AD: Combat Odds: 97.4%
Turn 129, 350 AD: (Combat: -50%)
Turn 129, 350 AD: De Gaulle's Swordsman is hit for 27 (73/100HP)
Turn 129, 350 AD: De Gaulle's Swordsman is hit for 27 (46/100HP)
Turn 129, 350 AD: De Gaulle's Swordsman is hit for 27 (19/100HP)
Turn 129, 350 AD: De Gaulle's Swordsman is hit for 27 (0/100HP)
Turn 129, 350 AD: Catherine's Maceman 2 (Moscow) has defeated De Gaulle's Swordsman!
Turn 129, 350 AD: Ivan the Terrible (Great General) has been born in Moscow (Catherine)!
Turn 129, 350 AD: Your Maceman 2 (Moscow) has destroyed a Swordsman!
Turn 129, 350 AD: St. Petersburg will grow to size 5 on the next turn.
Turn 129, 350 AD: Yakutsk will grow to size 3 on the next turn.
Turn 129, 350 AD: Smolensk will grow to size 2 on the next turn.
Turn 129, 350 AD: Deal Canceled: Cow to Gandhi for Gold Per Turn (2)
Turn 129, 350 AD: You have trained a Work Boat in Yekaterinburg. Work has now begun on a Lighthouse.
Turn 129, 350 AD: The borders of Smolensk have expanded!
Turn 129, 350 AD: Churchill adopts Hereditary Rule!

Turn 130, 375 AD: Moscow can hurry National Epic for 4? with 30? overflow and +1? for 15 turns.
Turn 130, 375 AD: St. Petersburg has grown to size 5.
Turn 130, 375 AD: St. Petersburg can hurry Maceman for 2? with 35? overflow and +1? for 32 turns.
Turn 130, 375 AD: Novgorod has grown to size 5.
Turn 130, 375 AD: Novgorod can hurry Library for 2? with 27? overflow and +1? for 15 turns.
Turn 130, 375 AD: Yakutsk has grown to size 3.
Turn 130, 375 AD: Smolensk has grown to size 2.
Turn 130, 375 AD: Churchill has 3 gold per turn available for trade.


Screenies
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Summary:
Got GG, several troops incoming our way had to be dealt with. Ready to make super medic.
Cancelled gpt deal to Gandhi to acquire more but he suddenly had no gold.
Micro went as plan... slightly better because I acquired wheat from Gandhi.
New island found... clams, more forests.
Oil found...
Gandhi got Lit 1 turn before us.
Roose made a demand (CoL)... I sent him packing when I saw he was in war mode already.
 
Good job, all desired wonders are in bag.

Cancelled gpt deal to Gandhi to acquire more but he suddenly had no gold.
This happens all the time, generally if we have extra resource to offer, I'd just get the gold with new resource, which will also let us get the resource trade bonus faster.

We will settle those island cities from close to further. Fish/Oil> Corn/Copper > new island

2nd GP is coming. What to do if that's a GPriest? Settle vs Shrine is 4H5g vs 6g at the moment. Chance is that we might not get GPriest later and Shrine will be better if we spread Confu. My final thought is to settle it as we won't spread confu in short time and there's chance of GPriest later. GM -- settled, GA -- saved for golden ages.
 
We had spare Ivory to sell him but I didn't really want to give him that. Due to the wheat<->deer deal that was the only other resource iIrc.

GPs: Agree. GP in capital is stronger than Shrine for now (hammers+gold, and we might get a Market in there sometime too).
GM: food and gold? You bet!
GA: GA!
GS: settle is strong... not much need to bulb Education right now as we don't have access to Stone for quite some time still. Never mind actually having 6 cities ready to get Universities!

So I guess we send eastern galley to our mainland, load it with a settler.
South galley finishes checking island out then turns back, gets worker on the island... the last settler can be whipped from one of the islands down there.
We're going to need some more troops before being able to move ahead me thinks.
 
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