SGOTM 13 - Gypsy Kings

Whenever you are ready!
 
Update... We each lost two tiremes, but we kept one on 3XP. Vicky had only an axe in Nottingham, so I simulated 10 combats against her stuff and had 9 city captures with the axe+cat we just landed. So bc ran with that data - both our units survived and we have Nottingham! Onwards to York!
 
upload site is down

here is the REAL GAME SAVE if you want to look

pausing on T193 things are looking good as marbraham indicated above

just traded for calendar with joao giving him drama
 

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Okay let the war council begin

1st observations I failed to make last night
Vicky has settled the silver city (where we wanted it, so good and bad)
This means there are units north of london that have a road to london
edit: I might be wrong about this, her culture still appears to the north and this is why I think this might be the case. However, the culture may be left over from London and hasn't disappeared because we haven't looked had a unit in the area to reveal the new situation. I could send a very wounded 0.5/2 trireme with 1 xp to investigate this...

My proposal

T193
Beta -7 to -4 with warrior and settler
Ferry -4 to -1 with settler from Beta (beta keeps warrior destined for BF)
KT -1 to 2 with axe & settler (picks up settler from Ferry and axe from PC on the way thru)
Nautilus 3 to 2 picks up axe from KT then 2 to 4
Argo moves 1E to pick up wounded catapult then moves into London and loads axe if safe

Trireme (from GH) -1 to 2 escorting KT and settler

Axe in London moves 1NW then back to check for units coming from Vicky's silver city, if clear loads onto Argo (only loading onto Argo to let axe be rushed to Nottingham on T194 if there is imminent threat there, a threat that would arrive before T196)
Catapult (wounded) on hill moves to board Argo

Stack moves to cows

considering moving the archer back into London given the information that Vicky has a silver city with assumed units and a C1 CII sword is unaccounted for.

T194
Beta -4 to BF2 taking warrior to BF2 on east side of SM island
Ferry -1 to 2 picking up Hoover and catapult and giving Hoover to KT
KT & Trireme (GH) with Settler and Hoover now 2 to 5
Nautilus 4 to 7 with axe
Argo unloads axe in london. drops wounded catapult off on cows moves back to london

axe in london unloads from Argo, moves 1NW and back then loads in Argo again** if he is needed for defense in Nottingham. Stays in London if there is a threat from the north (will promote to shock most likely if there is a threat from melee unit)

Stack moves to Grass Hill north of York

T195
Beta BF2 to BF1 warrior offloads to BF
Ferry 2 to 5 w/ catapult
KT & trireme (GH) 5 to 8 (expect trireme from Vicky to attack EoT)
Nautilus 7 to ??? offload axe close to Nottingham while leaving movement to get back to 8 for trireme protection
Argo waits in London unloading/loading axe if safe (loads axe so axe can be used for amphibious assault on York)

stack catapults bombard York down to 8% (assuming York is still at 40%)
axe in london 1NW to check for threats then moves back and if safe loads onto Argo
wounded catapult moves to Grass Hill north of York

T196
wounded catapult bombards to finish tearing down york's defenses
2 catapults with no promo attack first
1 catapult with CR1, ACC attacks if necessary

Finish units in york off with highest odds (using axe from london in amphibious assault only if desperately needed)

On T196 both Nottingham and London could whip a defender with penalty if necessary

Hopefully can get ceasefire (not peace) after York falls (especially if vicky's trireme near Nottingham won without damage or if Nottingham or London are threatened while our stack is elsewhere) Ceasefire might lure out some workers we can grab and let us heal in peace.

Beta heads back to SR island for worker movement purposes
La C and S. triremes in Nottingham finish off Vicky's, hopefully, wounded trireme if it killed KT's escorting trireme
Ferry 5 to 8 w/catapult
KT&trieme (GH) if alive move to Nottingham and unload Hoover and Settler
N heads into Nottingham and beyond if has movement
Argo moves down to 1E York if York fell

screenshots for reference
 

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Turn report so far

T190 traded marble for wheat and 1 gold from Ragnar (set reminder to look at this trade in 10 turns since we will want the heroic epic hopefully soon)
T191 Joao learned Monarchy
T193 traded drama for calendar from Joao

As mabraham reported on T190 we lost 2 trireme and vicky lost 2. We took Nottingham with cat and axe on T191 without losses both up to 4 xp. Cat was severely damaged but has a promo

Finished off one of the triremes that attacked us with a galley and moved remaining trireme into nottingham and Argo the galley past nottingham

On T191 I promoted and healed the units near london (promos necessary for fully healing)
On T192 I sent everything near or in london towards York, the axe from Nottingham offloaded into London the catapult moved to the hill east of nottingham

Cathy's Rostov built something 900+ sabotage value on T191-192

No new war preps

Willem is researching Machinery and I'm now splitting espionage btwn Willem and Cathy

I slowed down the catapult in PC since we had to starve it to produce the catapult and it looks like we won't immediately need it, nor could we safely galley chain it to Vicky with her remaining trireme threatening the waters around NOttingham.\

I believe everything else went according to the plan.

autolog

Spoiler :
Turn 189/750 (235 AD) [13-May-2011 06:03:38]
Paired Clams begins: Catapult (13 turns)

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 189/750 (235 AD) [14-May-2011 23:33:51]
Clam Chowder finishes: Academy
100% Research: 207 per turn
0% Espionage: 4 per turn
0% Gold: -71 per turn, 751 in the bank

After End Turn:
The whip was applied in Furry Crabs
The whip was applied in Golden Hills
Clam Chowder grows to size 8
Paired Clams grows to size 4
Marbled Clam grows to size 5
Bronzed Fish grows to size 6
Furry Crabs finishes: Granary
Golden Hills grows to size 4
Golden Hills finishes: Courthouse

Other Player Actions:
Attitude Change: Isabella (Spain) towards Ragnar (Vikings), from 'Annoyed' to 'Furious'

Turn 190/750 (250 AD) [14-May-2011 23:52:20]
Paired Clams begins: Axeman (9 turns)
Furry Crabs begins: Courthouse (30 turns)
Golden Hills begins: Work Boat (12 turns)
A Cottage near London was destroyed by French Catapult (11 gold)
Axeman 3 (Paired Clams) promoted: Combat I
100% Research: 210 per turn
0% Espionage: 6 per turn
0% Gold: -70 per turn, 691 in the bank

After End Turn:
The whip was applied in Fish Hills
The whip was applied in Bronzed Fish
Fish Hills grows to size 4
Fish Hills finishes: Galley
Stone Mountain grows to size 4
Bronzed Fish finishes: Courthouse

Other Player Actions:
While defending in English territory near Nottingham, La Couronne (0.56/2) defeats English Trireme (Prob Victory: 72.8%)
While defending in English territory near Nottingham, Paralus (0.48/2) defeats English Trireme (Prob Victory: 67.8%)
While defending in English territory near Nottingham, Salaminia loses to English Trireme (1.60/2) (Prob Victory: 50.0%)
While defending in English territory at Nottingham, Trireme 5 (Bronzed Fish) loses to English Trireme (0.80/2) (Prob Victory: 50.0%)

Turn 191/750 (265 AD) [15-May-2011 00:32:20]
Catapult 4 (Paired Clams) promoted: City Raider I
Fish Hills begins: Settler (14 turns)
Bronzed Fish begins: Worker (9 turns)
While attacking in French territory at Fish Hills, Galley 4 (Fish Hills) (2.00/2) defeats English Work Boat (Prob Victory: 50.0%)
While attacking, Catapult 4 (Paired Clams) escapes from English Axeman (Prob Victory: 32.3%)
While attacking in English territory at Nottingham, Axeman 3 (Paired Clams) (5.00/5) defeats English Axeman (Prob Victory: 99.8%)
Captured Nottingham (Victoria)
While attacking just off shore near Nottingham, Argo (1.58/2) defeats English Trireme (Prob Victory: 90.0%)
Swordsman promoted: City Raider I
Swordsman promoted: City Raider I
Axeman 1 (Fish Hills) promoted: Combat I
Swordsman promoted: City Raider II
Nottingham begins: Courthouse (181 turns)
70% Research: 147 per turn
0% Espionage: 8 per turn
30% Gold: -23 per turn, 759 in the bank

After End Turn:
The whip was applied in Stone Mountain
The whip was applied in Paired Clams
The whip was applied in Spicy Rice
Tech research finished: Drama
Clam Chowder grows to size 9
Stone Mountain finishes: Courthouse
Paired Clams finishes: Axeman
Spicy Rice grows to size 2
Spicy Rice finishes: Taoist Monastery

Other Player Actions:
Attitude Change: Joao II (Portugal) towards Willem van Oranje (Netherlands), from 'Cautious' to 'Pleased'
Civics Change: Joao II(Portugal) from 'Despotism' to 'Hereditary Rule'

Turn 192/750 (280 AD) [15-May-2011 01:40:13]
Research begun: Calendar (4 Turns)
Spicy Rice begins: Taoist Missionary (60 turns)
Spicy Rice begins: Taoist Missionary (60 turns)
Spicy Rice begins: Taoist Missionary (60 turns)
Stone Mountain begins: Work Boat (9 turns)
50% Research: 116 per turn
0% Culture: 64 per turn
0% Espionage: 10 per turn
50% Gold: 8 per turn, 736 in the bank

After End Turn:
The whip was applied in Fish Hills
Fish Hills finishes: Settler
Paired Clams grows to size 3

Turn 193/750 (295 AD) [15-May-2011 02:11:17]
Diplomacy: Catherine (Russia) offers to trade Calendar to Napoleon (France) for Drama
Diplomacy: Napoleon (France) rejects trade of Drama to Catherine (Russia) for Calendar
Fish Hills begins: Courthouse (23 turns)
Tech traded to Joao II (Portugal): Drama
Tech acquired (trade, lightbulb, hut, espionage): Calendar
Research begun: Philosophy (9 Turns)
 
Okay let the war council begin

1st observations I failed to make last night
Vicky has settled the silver city (where we wanted it, so good and bad)
This means there are units north of london that have a road to london
edit: I might be wrong about this, her culture still appears to the north and this is why I think this might be the case. However, the culture may be left over from London and hasn't disappeared because we haven't looked had a unit in the area to reveal the new situation. I could send a very wounded 0.5/2 trireme with 1 xp to investigate this...

I note that the T189 real save also has this square of culture, and Vicky's city count was 3. It is still 3 on T193 after we have taken Nottingham. If the count is accurate - we've seen nothing elsewhere to suggest a new city - then she's just settled somewhere. The fact that we've seen no settler in/near London (e.g. with the pillaging axeman at the DOW T184), and not with Magellan through to T189 suggests to me that she settled the iron-fish site.

My proposal

T193
Beta -7 to -4 with warrior and settler
Ferry -4 to -1 with settler from Beta (beta keeps warrior destined for BF)
KT -1 to 2 with axe & settler (picks up settler from Ferry and axe from PC on the way thru)
Nautilus 3 to 2 picks up axe from KT then 2 to 4
Argo moves 1E to pick up wounded catapult then moves into London and loads axe if safe

Trireme (from GH) -1 to 2 escorting KT and settler

Axe in London moves 1NW then back to check for units coming from Vicky's silver city, if clear loads onto Argo (only loading onto Argo to let axe be rushed to Nottingham on T194 if there is imminent threat there, a threat that would arrive before T196)
Catapult (wounded) on hill moves to board Argo

Stack moves to cows

considering moving the archer back into London given the information that Vicky has a silver city with assumed units and a C1 CII sword is unaccounted for.

I do not think that units are north of London.

T194
Beta -4 to BF2 taking warrior to BF2 on east side of SM island
Ferry -1 to 2 picking up Hoover and catapult and giving Hoover to KT
KT & Trireme (GH) with Settler and Hoover now 2 to 5
Nautilus 4 to 7 with axe

Obviously, Nautilus can do this only if it is safe from Vicky's trireme. Also mild risk of barb galley having just spawned.

Argo unloads axe in london. drops wounded catapult off on cows moves back to london

axe in london unloads from Argo, moves 1NW and back then loads in Argo again** if he is needed for defense in Nottingham. Stays in London if there is a threat from the north (will promote to shock most likely if there is a threat from melee unit)

Seems wise.

Stack moves to Grass Hill north of York

T195
Beta BF2 to BF1 warrior offloads to BF
Ferry 2 to 5 w/ catapult
KT & trireme (GH) 5 to 8 (expect trireme from Vicky to attack EoT)
Nautilus 7 to ??? offload axe close to Nottingham while leaving movement to get back to 8 for trireme protection
Argo waits in London unloading/loading axe if safe (loads axe so axe can be used for amphibious assault on York)

stack catapults bombard York down to 8% (assuming York is still at 40%)
axe in london 1NW to check for threats then moves back and if safe loads onto Argo
wounded catapult moves to Grass Hill north of York

T196
wounded catapult bombards to finish tearing down york's defenses
2 catapults with no promo attack first
1 catapult with CR1, ACC attacks if necessary

Finish units in york off with highest odds (using axe from london in amphibious assault only if desperately needed)

On T196 both Nottingham and London could whip a defender with penalty if necessary

Hopefully can get ceasefire (not peace) after York falls (especially if vicky's trireme near Nottingham won without damage or if Nottingham or London are threatened while our stack is elsewhere) Ceasefire might lure out some workers we can grab and let us heal in peace.

Beta heads back to SR island for worker movement purposes
La C and S. triremes in Nottingham finish off Vicky's, hopefully, wounded trireme if it killed KT's escorting trireme
Ferry 5 to 8 w/catapult
KT&trieme (GH) if alive move to Nottingham and unload Hoover and Settler
N heads into Nottingham and beyond if has movement
Argo moves down to 1E York if York fell

screenshots for reference

Looks good, play when ready.

We could also consider peace with Vicky post-York in return for a tech (or two), and while we find where her other city is. Nobody has a negative diplo penalty with us for the first DOW, so the second won't matter.
 
Also, I can't see any opportunities to pillage more cottages until after the fall of York. (We did the previous pillage because we wouldn't work the tile enough to get more :commerce: than we'd get :gold: from pillaging it, and will eventually workshop it over anyway.

We are going to get Great General. We should either settle him in our HE site (where?), or start making a Woodsman-III medic out of the axeman dancing in London.
 
okay played uploaded

We have York!!!

report continues from http://forums.civfanatics.com/showpost.php?p=10497804&postcount=1727
willem finishes machinery next turn
Cathy researched Civil service and is willing to trade horseback riding
Traded corn for gems from Cathy T198
we picked up 1 :mad: from WW

london's water was poisoned

we have york and I think the plan is to revolt T199 to caste and pacifism all but london are timed well for T199 switch. London has several forests so it can finish teh courthouse with a chop during the revolt

unfortunately I have a lot of work to do next week, so I might not be able to update the test game in a timely manner. anyone else want to try? I played almost to the plan I laid out a few deviations near the end.
I put a turn on trireme in GH, I put a turn on trireme in PC as well.
PC is different than the plan since i delayed the catapult from there rather than starve it out a turn earlier because of vicky's trireme blocking us. I ran a coast once it got to 4 pop instead of Pmine since it set up a growth for courthouse whip.
MC switched to coast on T194 instead of marble
T196 I ran a citizen in SM to get a workboat out a turn earlier


turn log T189-T198

Spoiler :
Here is your Session Turn Log from 235 AD to 370 AD:

Turn 189, 235 AD: You have constructed a Courthouse in Golden Hills. Work has now begun on a Archer.

Turn 190, 250 AD: Victoria's Trireme (2.00) vs Napoleon's La Couronne (Trireme) (2.40)
Turn 190, 250 AD: Combat Odds: 27.2%
Turn 190, 250 AD: (Extra Combat: +10%)
Turn 190, 250 AD: (Plot Defense: +10%)
Turn 190, 250 AD: Napoleon's La Couronne (Trireme) is hit for 18 (82/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 21 (79/100HP)
Turn 190, 250 AD: Napoleon's La Couronne (Trireme) is hit for 18 (64/100HP)
Turn 190, 250 AD: Napoleon's La Couronne (Trireme) is hit for 18 (46/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 21 (58/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 21 (37/100HP)
Turn 190, 250 AD: Napoleon's La Couronne (Trireme) is hit for 18 (28/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 21 (16/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 21 (0/100HP)
Turn 190, 250 AD: Napoleon's La Couronne (Trireme) has defeated Victoria's Trireme!
Turn 190, 250 AD: Victoria's Trireme (2.00) vs Napoleon's Paralus (Trireme) (2.20)
Turn 190, 250 AD: Combat Odds: 32.2%
Turn 190, 250 AD: (Plot Defense: +10%)
Turn 190, 250 AD: Victoria's Trireme is hit for 20 (80/100HP)
Turn 190, 250 AD: Napoleon's Paralus (Trireme) is hit for 19 (81/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 20 (60/100HP)
Turn 190, 250 AD: Napoleon's Paralus (Trireme) is hit for 19 (62/100HP)
Turn 190, 250 AD: Napoleon's Paralus (Trireme) is hit for 19 (43/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 20 (40/100HP)
Turn 190, 250 AD: Napoleon's Paralus (Trireme) is hit for 19 (24/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 20 (20/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 20 (0/100HP)
Turn 190, 250 AD: Napoleon's Paralus (Trireme) has defeated Victoria's Trireme!
Turn 190, 250 AD: Victoria's Trireme (2.20) vs Napoleon's Salaminia (Trireme) (2.20)
Turn 190, 250 AD: Combat Odds: 50.0%
Turn 190, 250 AD: (Extra Combat: -10%)
Turn 190, 250 AD: (Plot Defense: +10%)
Turn 190, 250 AD: Napoleon's Salaminia (Trireme) is hit for 20 (80/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 20 (80/100HP)
Turn 190, 250 AD: Napoleon's Salaminia (Trireme) is hit for 20 (60/100HP)
Turn 190, 250 AD: Napoleon's Salaminia (Trireme) is hit for 20 (40/100HP)
Turn 190, 250 AD: Napoleon's Salaminia (Trireme) is hit for 20 (20/100HP)
Turn 190, 250 AD: Napoleon's Salaminia (Trireme) is hit for 20 (0/100HP)
Turn 190, 250 AD: Victoria's Trireme has defeated Napoleon's Salaminia (Trireme)!
Turn 190, 250 AD: Victoria's Trireme (2.20) vs Napoleon's Trireme 5 (Bronzed Fish) (2.20)
Turn 190, 250 AD: Combat Odds: 50.0%
Turn 190, 250 AD: (Extra Combat: -10%)
Turn 190, 250 AD: (Plot Defense: +10%)
Turn 190, 250 AD: Victoria's Trireme is hit for 20 (80/100HP)
Turn 190, 250 AD: Napoleon's Trireme 5 (Bronzed Fish) is hit for 20 (80/100HP)
Turn 190, 250 AD: Napoleon's Trireme 5 (Bronzed Fish) is hit for 20 (60/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 20 (60/100HP)
Turn 190, 250 AD: Victoria's Trireme is hit for 20 (40/100HP)
Turn 190, 250 AD: Napoleon's Trireme 5 (Bronzed Fish) is hit for 20 (40/100HP)
Turn 190, 250 AD: Napoleon's Trireme 5 (Bronzed Fish) is hit for 20 (20/100HP)
Turn 190, 250 AD: Napoleon's Trireme 5 (Bronzed Fish) is hit for 20 (0/100HP)
Turn 190, 250 AD: Victoria's Trireme has defeated Napoleon's Trireme 5 (Bronzed Fish)!

Turn 191, 265 AD: Napoleon's Catapult 4 (Paired Clams) (5.00) vs Victoria's Axeman (6.75)
Turn 191, 265 AD: Combat Odds: 32.3%
Turn 191, 265 AD: (Extra Combat: +10%)
Turn 191, 265 AD: (Plot Defense: +20%)
Turn 191, 265 AD: (Fortify: +25%)
Turn 191, 265 AD: (City Attack: -20%)
Turn 191, 265 AD: Napoleon's Catapult 4 (Paired Clams) is hit for 23 (77/100HP)
Turn 191, 265 AD: Victoria's Axeman is hit for 17 (83/100HP)
Turn 191, 265 AD: Victoria's Axeman is hit for 17 (66/100HP)
Turn 191, 265 AD: Napoleon's Catapult 4 (Paired Clams) is hit for 23 (54/100HP)
Turn 191, 265 AD: Victoria's Axeman is hit for 17 (49/100HP)
Turn 191, 265 AD: Victoria's Axeman is hit for 17 (32/100HP)
Turn 191, 265 AD: Napoleon's Catapult 4 (Paired Clams) is hit for 23 (31/100HP)
Turn 191, 265 AD: Napoleon's Axeman 3 (Paired Clams) (5.50) vs Victoria's Axeman (1.93)
Turn 191, 265 AD: Combat Odds: 99.8%
Turn 191, 265 AD: (Extra Combat: -10%)
Turn 191, 265 AD: (Extra Combat: +10%)
Turn 191, 265 AD: (Plot Defense: +20%)
Turn 191, 265 AD: (Fortify: +25%)
Turn 191, 265 AD: (Combat: -50%)
Turn 191, 265 AD: (Combat: +50%)
Turn 191, 265 AD: Victoria's Axeman is hit for 21 (4/100HP)
Turn 191, 265 AD: Victoria's Axeman is hit for 21 (0/100HP)
Turn 191, 265 AD: Napoleon's Axeman 3 (Paired Clams) has defeated Victoria's Axeman!
Turn 191, 265 AD: You have captured Nottingham!!!
Turn 191, 265 AD: Napoleon's Argo (Galley) (2.00) vs Victoria's Trireme (1.36)
Turn 191, 265 AD: Combat Odds: 90.0%
Turn 191, 265 AD: (Extra Combat: +10%)
Turn 191, 265 AD: (Plot Defense: +10%)
Turn 191, 265 AD: (Class Defense: +50%)
Turn 191, 265 AD: Napoleon's Argo (Galley) is hit for 21 (79/100HP)
Turn 191, 265 AD: Victoria's Trireme is hit for 18 (22/100HP)
Turn 191, 265 AD: Victoria's Trireme is hit for 18 (4/100HP)
Turn 191, 265 AD: Victoria's Trireme is hit for 18 (0/100HP)
Turn 191, 265 AD: Napoleon's Argo (Galley) has defeated Victoria's Trireme!
Turn 191, 265 AD: You have discovered Drama!
Turn 191, 265 AD: You have trained a Axeman in Paired Clams. Work has now begun on a Catapult.
Turn 191, 265 AD: You have constructed a Taoist Monastery in Spicy Rice. Work has now begun on a Granary.
Turn 191, 265 AD: Joao II adopts Hereditary Rule!

Turn 193, 295 AD: You have discovered Calendar!
Turn 193, 295 AD: You have trained Taoist Missionary in Spicy Rice. Work has now begun on Taoist Missionary.
Turn 193, 295 AD: Victoria's Axeman (5.50) vs Napoleon's Catapult 1 (Paired Clams) (5.00)
Turn 193, 295 AD: Combat Odds: 68.1%
Turn 193, 295 AD: (Extra Combat: -10%)
Turn 193, 295 AD: Victoria's Axeman is hit for 19 (81/100HP)
Turn 193, 295 AD: Napoleon's Catapult 1 (Paired Clams) is hit for 20 (80/100HP)
Turn 193, 295 AD: Napoleon's Catapult 1 (Paired Clams) is hit for 20 (60/100HP)
Turn 193, 295 AD: Napoleon's Catapult 1 (Paired Clams) is hit for 20 (40/100HP)
Turn 193, 295 AD: Victoria's Axeman is hit for 19 (62/100HP)
Turn 193, 295 AD: Victoria's Axeman is hit for 19 (43/100HP)
Turn 193, 295 AD: Victoria's Axeman is hit for 19 (24/100HP)
Turn 193, 295 AD: Napoleon's Catapult 1 (Paired Clams) is hit for 20 (20/100HP)
Turn 193, 295 AD: Victoria's Axeman is hit for 19 (5/100HP)
Turn 193, 295 AD: Napoleon's Catapult 1 (Paired Clams) is hit for 20 (0/100HP)
Turn 193, 295 AD: Victoria's Axeman has defeated Napoleon's Catapult 1 (Paired Clams)!

Turn 194, 310 AD: Napoleon's Swordsman (6.00) vs Victoria's Axeman (0.52)
Turn 194, 310 AD: Combat Odds: 100.0%
Turn 194, 310 AD: (Extra Combat: +10%)
Turn 194, 310 AD: (Plot Defense: +25%)
Turn 194, 310 AD: (Combat: +75%)
Turn 194, 310 AD: Victoria's Axeman is hit for 20 (0/100HP)
Turn 194, 310 AD: Napoleon's Swordsman has defeated Victoria's Axeman!

Turn 195, 325 AD: The borders of Marbled Clam have expanded!

Turn 196, 340 AD: Fish Hills has grown to size 3.
Turn 196, 340 AD: Paired Clams has grown to size 4.
Turn 196, 340 AD: Paired Clams can hurry Trireme for 2? with 31? overflow and +1? for 63 turns.
Turn 196, 340 AD: Marbled Clam has grown to size 6.
Turn 196, 340 AD: Bronzed Fish has become happy.
Turn 196, 340 AD: Golden Hills can hurry Work Boat for 1? with 32? overflow and +1? for 36 turns.
Turn 196, 340 AD: London has been pacified.
Turn 196, 340 AD: London can hurry Catapult for 3? with 33? overflow and +1? for 15 turns.
Turn 196, 340 AD: Nottingham has been pacified.
Turn 196, 340 AD: Joao II has 50 gold available for trade.
Turn 196, 340 AD: Isabella has 50 gold available for trade.
Turn 196, 340 AD: Catherine will trade Horseback Riding
Turn 196, 340 AD: Willem van Oranje will trade Copper
Turn 196, 340 AD: Taoism has spread in Clam Chowder.
Turn 196, 340 AD: Your Catapult 4 (Paired Clams) has reduced the defenses of York to 16%!
Turn 196, 340 AD: Your Catapult 2 (Bronzed Fish) has reduced the defenses of York to 8%!
Turn 196, 340 AD: Your Catapult has reduced the defenses of York to 0%!
Turn 196, 340 AD: Golden Hills will grow to size 6 on the next turn.
Turn 196, 340 AD: Victoria's Galley (2.00) vs Napoleon's Argo (Galley) (2.13)
Turn 196, 340 AD: Combat Odds: 46.3%
Turn 196, 340 AD: (Extra Combat: +10%)
Turn 196, 340 AD: (Plot Defense: +10%)
Turn 196, 340 AD: Victoria's Galley is hit for 21 (79/100HP)
Turn 196, 340 AD: Victoria's Galley is hit for 21 (58/100HP)
Turn 196, 340 AD: Victoria's Galley is hit for 21 (37/100HP)
Turn 196, 340 AD: Victoria's Galley is hit for 21 (16/100HP)
Turn 196, 340 AD: Napoleon's Argo (Galley) is hit for 18 (71/100HP)
Turn 196, 340 AD: Victoria's Galley is hit for 21 (0/100HP)
Turn 196, 340 AD: Napoleon's Argo (Galley) has defeated Victoria's Galley!
Turn 196, 340 AD: While defending, your Argo has killed a English Galley!
Turn 196, 340 AD: Victoria's Galley (2.00) vs Napoleon's Argo (Galley) (1.70)
Turn 196, 340 AD: Combat Odds: 72.2%
Turn 196, 340 AD: (Extra Combat: +10%)
Turn 196, 340 AD: (Plot Defense: +10%)
Turn 196, 340 AD: Napoleon's Argo (Galley) is hit for 19 (52/100HP)
Turn 196, 340 AD: Victoria's Galley is hit for 20 (80/100HP)
Turn 196, 340 AD: Napoleon's Argo (Galley) is hit for 19 (33/100HP)
Turn 196, 340 AD: Victoria's Galley is hit for 20 (60/100HP)
Turn 196, 340 AD: Victoria's Galley is hit for 20 (40/100HP)
Turn 196, 340 AD: Victoria's Galley is hit for 20 (20/100HP)
Turn 196, 340 AD: Napoleon's Argo (Galley) is hit for 19 (14/100HP)
Turn 196, 340 AD: Napoleon's Argo (Galley) is hit for 19 (0/100HP)
Turn 196, 340 AD: Victoria's Galley has defeated Napoleon's Argo (Galley)!
Turn 196, 340 AD: Belisarius (Great General) has been born in Canterbury (Victoria)!
Turn 196, 340 AD: While defending, your Argo was destroyed by a English Galley!
Turn 196, 340 AD: Victoria's Trireme (2.40) vs Napoleon's Trireme 4 (Golden Hills) (2.20)
Turn 196, 340 AD: Combat Odds: 67.6%
Turn 196, 340 AD: (Extra Combat: -20%)
Turn 196, 340 AD: (Plot Defense: +10%)
Turn 196, 340 AD: Napoleon's Trireme 4 (Golden Hills) is hit for 20 (80/100HP)
Turn 196, 340 AD: Victoria's Trireme is hit for 19 (81/100HP)
Turn 196, 340 AD: Napoleon's Trireme 4 (Golden Hills) is hit for 20 (60/100HP)
Turn 196, 340 AD: Napoleon's Trireme 4 (Golden Hills) is hit for 20 (40/100HP)
Turn 196, 340 AD: Napoleon's Trireme 4 (Golden Hills) is hit for 20 (20/100HP)
Turn 196, 340 AD: Victoria's Trireme is hit for 19 (62/100HP)
Turn 196, 340 AD: Napoleon's Trireme 4 (Golden Hills) is hit for 20 (0/100HP)
Turn 196, 340 AD: Victoria's Trireme has defeated Napoleon's Trireme 4 (Golden Hills)!
Turn 196, 340 AD: While defending, your Trireme 4 (Golden Hills) was destroyed by a English Trireme!

Turn 197, 355 AD: Golden Hills has grown to size 6.
Turn 197, 355 AD: London has become happy.
Turn 197, 355 AD: Nottingham can hurry Worker for 2? with 12? overflow and +1? for 15 turns.
Turn 197, 355 AD: Catherine won't trade Cow
Turn 197, 355 AD: Napoleon's Catapult (5.00) vs Victoria's Archer (8.25)
Turn 197, 355 AD: Combat Odds: 10.1%
Turn 197, 355 AD: (Plot Defense: +25%)
Turn 197, 355 AD: (Fortify: +25%)
Turn 197, 355 AD: (City Defense: +50%)
Turn 197, 355 AD: (Hills Defense: +75%)
Turn 197, 355 AD: Your Catapult has caused collateral damage! (5 Units)
Turn 197, 355 AD: Napoleon's Catapult is hit for 25 (75/100HP)
Turn 197, 355 AD: Napoleon's Catapult is hit for 25 (50/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 15 (85/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 15 (70/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 15 (55/100HP)
Turn 197, 355 AD: Napoleon's Catapult is hit for 25 (25/100HP)
Turn 197, 355 AD: Napoleon's Catapult is hit for 25 (0/100HP)
Turn 197, 355 AD: Victoria's Archer has defeated Napoleon's Catapult!
Turn 197, 355 AD: Your Catapult has died trying to attack a Archer!
Turn 197, 355 AD: Napoleon's Catapult 2 (Bronzed Fish) (5.00) vs Victoria's Archer (7.26)
Turn 197, 355 AD: Combat Odds: 35.4%
Turn 197, 355 AD: (Plot Defense: +25%)
Turn 197, 355 AD: (Fortify: +25%)
Turn 197, 355 AD: (City Defense: +50%)
Turn 197, 355 AD: (Hills Defense: +75%)
Turn 197, 355 AD: Your Catapult 2 (Bronzed Fish) has caused collateral damage! (5 Units)
Turn 197, 355 AD: Victoria's Archer is hit for 16 (72/100HP)
Turn 197, 355 AD: Napoleon's Catapult 2 (Bronzed Fish) is hit for 24 (76/100HP)
Turn 197, 355 AD: Napoleon's Catapult 2 (Bronzed Fish) is hit for 24 (52/100HP)
Turn 197, 355 AD: Napoleon's Catapult 2 (Bronzed Fish) is hit for 24 (28/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 16 (56/100HP)
Turn 197, 355 AD: Napoleon's Catapult 2 (Bronzed Fish) is hit for 24 (4/100HP)
Turn 197, 355 AD: Napoleon's Catapult 2 (Bronzed Fish) is hit for 24 (0/100HP)
Turn 197, 355 AD: Victoria's Archer has defeated Napoleon's Catapult 2 (Bronzed Fish)!
Turn 197, 355 AD: Your Catapult 2 (Bronzed Fish) has died trying to attack a Archer!
Turn 197, 355 AD: Napoleon's Catapult 4 (Paired Clams) (3.25) vs Victoria's Archer (4.21)
Turn 197, 355 AD: Combat Odds: 44.6%
Turn 197, 355 AD: (Extra Combat: +20%)
Turn 197, 355 AD: (Plot Defense: +25%)
Turn 197, 355 AD: (Fortify: +10%)
Turn 197, 355 AD: (City Defense: +50%)
Turn 197, 355 AD: (Hills Defense: +25%)
Turn 197, 355 AD: (City Attack: -45%)
Turn 197, 355 AD: Your Catapult 4 (Paired Clams) has caused collateral damage! (4 Units)
Turn 197, 355 AD: Napoleon's Catapult 4 (Paired Clams) is hit for 21 (44/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 18 (58/100HP)
Turn 197, 355 AD: Napoleon's Catapult 4 (Paired Clams) is hit for 21 (23/100HP)
Turn 197, 355 AD: Napoleon's Catapult 4 (Paired Clams) is hit for 21 (2/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 18 (40/100HP)
Turn 197, 355 AD: Your Catapult 4 (Paired Clams) has withdrawn from combat with a Archer!
Turn 197, 355 AD: Napoleon's Axeman 3 (Paired Clams) (5.50) vs Victoria's Axeman (5.77)
Turn 197, 355 AD: Combat Odds: 47.3%
Turn 197, 355 AD: (Extra Combat: -10%)
Turn 197, 355 AD: (Extra Combat: +10%)
Turn 197, 355 AD: (Plot Defense: +25%)
Turn 197, 355 AD: (Fortify: +25%)
Turn 197, 355 AD: (City Attack: -20%)
Turn 197, 355 AD: (Combat: -50%)
Turn 197, 355 AD: (Combat: +75%)
Turn 197, 355 AD: Victoria's Axeman is hit for 17 (53/100HP)
Turn 197, 355 AD: Napoleon's Axeman 3 (Paired Clams) is hit for 22 (78/100HP)
Turn 197, 355 AD: Victoria's Axeman is hit for 17 (36/100HP)
Turn 197, 355 AD: Napoleon's Axeman 3 (Paired Clams) is hit for 22 (56/100HP)
Turn 197, 355 AD: Napoleon's Axeman 3 (Paired Clams) is hit for 22 (34/100HP)
Turn 197, 355 AD: Victoria's Axeman is hit for 17 (19/100HP)
Turn 197, 355 AD: Victoria's Axeman is hit for 17 (2/100HP)
Turn 197, 355 AD: Victoria's Axeman is hit for 17 (0/100HP)
Turn 197, 355 AD: Napoleon's Axeman 3 (Paired Clams) has defeated Victoria's Axeman!
Turn 197, 355 AD: Your Axeman 3 (Paired Clams) has destroyed a Axeman!
Turn 197, 355 AD: Napoleon's Swordsman (6.00) vs Victoria's Archer (3.30)
Turn 197, 355 AD: Combat Odds: 96.2%
Turn 197, 355 AD: (Plot Defense: +25%)
Turn 197, 355 AD: (Fortify: +25%)
Turn 197, 355 AD: (City Defense: +50%)
Turn 197, 355 AD: (Hills Defense: +75%)
Turn 197, 355 AD: (City Attack: -55%)
Turn 197, 355 AD: Victoria's Archer is hit for 22 (28/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 22 (6/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 22 (0/100HP)
Turn 197, 355 AD: Napoleon's Swordsman has defeated Victoria's Archer!
Turn 197, 355 AD: Lysander (Great General) has been born in Golden Hills (Napoleon)!
Turn 197, 355 AD: Your Swordsman has destroyed a Archer!
Turn 197, 355 AD: Napoleon's Swordsman (6.00) vs Victoria's Archer (3.30)
Turn 197, 355 AD: Combat Odds: 96.2%
Turn 197, 355 AD: (Plot Defense: +25%)
Turn 197, 355 AD: (Fortify: +25%)
Turn 197, 355 AD: (City Defense: +50%)
Turn 197, 355 AD: (Hills Defense: +75%)
Turn 197, 355 AD: (City Attack: -55%)
Turn 197, 355 AD: Napoleon's Swordsman is hit for 18 (82/100HP)
Turn 197, 355 AD: Napoleon's Swordsman is hit for 18 (64/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 22 (28/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 22 (6/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 22 (0/100HP)
Turn 197, 355 AD: Napoleon's Swordsman has defeated Victoria's Archer!
Turn 197, 355 AD: Your Swordsman has destroyed a Archer!
Turn 197, 355 AD: Napoleon's Swordsman (6.00) vs Victoria's Archer (3.74)
Turn 197, 355 AD: Combat Odds: 94.4%
Turn 197, 355 AD: (Extra Combat: +20%)
Turn 197, 355 AD: (Plot Defense: +25%)
Turn 197, 355 AD: (Fortify: +5%)
Turn 197, 355 AD: (City Defense: +50%)
Turn 197, 355 AD: (Hills Defense: +25%)
Turn 197, 355 AD: (City Attack: -30%)
Turn 197, 355 AD: Napoleon's Swordsman is hit for 17 (83/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 22 (42/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 22 (20/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 22 (0/100HP)
Turn 197, 355 AD: Napoleon's Swordsman has defeated Victoria's Archer!
Turn 197, 355 AD: Your Swordsman has destroyed a Archer!
Turn 197, 355 AD: Napoleon's Axeman 1 (Fish Hills) (5.50) vs Victoria's Archer (3.84)
Turn 197, 355 AD: Combat Odds: 85.5%
Turn 197, 355 AD: (Extra Combat: -10%)
Turn 197, 355 AD: (Plot Defense: +25%)
Turn 197, 355 AD: (City Defense: +50%)
Turn 197, 355 AD: (Hills Defense: +25%)
Turn 197, 355 AD: Victoria's Archer is hit for 21 (43/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 21 (22/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 21 (1/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 21 (0/100HP)
Turn 197, 355 AD: Napoleon's Axeman 1 (Fish Hills) has defeated Victoria's Archer!
Turn 197, 355 AD: Your Axeman 1 (Fish Hills) has destroyed a Archer!
Turn 197, 355 AD: Napoleon's Axeman 2 (Bronzed Fish) (5.00) vs Victoria's Archer (1.72)
Turn 197, 355 AD: Combat Odds: 99.8%
Turn 197, 355 AD: (Extra Combat: +20%)
Turn 197, 355 AD: (Plot Defense: +25%)
Turn 197, 355 AD: (Fortify: +10%)
Turn 197, 355 AD: (City Defense: +50%)
Turn 197, 355 AD: (Hills Defense: +25%)
Turn 197, 355 AD: Victoria's Archer is hit for 21 (4/100HP)
Turn 197, 355 AD: Victoria's Archer is hit for 21 (0/100HP)
Turn 197, 355 AD: Napoleon's Axeman 2 (Bronzed Fish) has defeated Victoria's Archer!
Turn 197, 355 AD: Your Axeman 2 (Bronzed Fish) has destroyed a Archer!
Turn 197, 355 AD: You have captured York!!!
Turn 197, 355 AD: Your Archer has destroyed a Worker!
Turn 197, 355 AD: You have captured a Worker
Turn 197, 355 AD: Napoleon's La Couronne (Trireme) (2.20) vs Victoria's Trireme (1.61)
Turn 197, 355 AD: Combat Odds: 87.4%
Turn 197, 355 AD: (Extra Combat: -10%)
Turn 197, 355 AD: (Extra Combat: +20%)
Turn 197, 355 AD: (Plot Defense: +10%)
Turn 197, 355 AD: Victoria's Trireme is hit for 20 (42/100HP)
Turn 197, 355 AD: Napoleon's La Couronne (Trireme) is hit for 19 (81/100HP)
Turn 197, 355 AD: Napoleon's La Couronne (Trireme) is hit for 19 (62/100HP)
Turn 197, 355 AD: Napoleon's La Couronne (Trireme) is hit for 19 (43/100HP)
Turn 197, 355 AD: Napoleon's La Couronne (Trireme) is hit for 19 (24/100HP)
Turn 197, 355 AD: Victoria's Trireme is hit for 20 (22/100HP)
Turn 197, 355 AD: Victoria's Trireme is hit for 20 (2/100HP)
Turn 197, 355 AD: Napoleon's La Couronne (Trireme) is hit for 19 (5/100HP)
Turn 197, 355 AD: Victoria's Trireme is hit for 20 (0/100HP)
Turn 197, 355 AD: Napoleon's La Couronne (Trireme) has defeated Victoria's Trireme!
Turn 197, 355 AD: Your La Couronne has destroyed a Trireme!
Turn 197, 355 AD: Bronzed Fish will grow to size 5 on the next turn.
Turn 197, 355 AD: Spicy Rice will grow to size 3 on the next turn.
Turn 197, 355 AD: You have discovered Philosophy!
Turn 197, 355 AD: The Water Supply of the city of London was poisoned by enemy infiltrators!

Turn 198, 370 AD: Paired Clams will become unhappy on the next turn.
Turn 198, 370 AD: Bronzed Fish has grown to size 5.
Turn 198, 370 AD: Furry Crabs can hurry Courthouse for 1? with 3? overflow and +1? for 21 turns.
Turn 198, 370 AD: Spicy Rice has grown to size 3.
Turn 198, 370 AD: London has become unhealthy.
Turn 198, 370 AD: London can hurry Courthouse for 1? with 18? overflow and +1? for 28 turns.
Turn 198, 370 AD: Catherine will trade Gems


autolog from T193

Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 193/750 (295 AD) [15-May-2011 16:16:25]
100% Research: 219 per turn
0% Culture: 64 per turn
0% Espionage: 10 per turn
0% Gold: -70 per turn, 744 in the bank

After End Turn:
Stone Mountain grows to size 3
Paired Clams finishes: Catapult
Marbled Clam finishes: Moai Statues
Golden Hills grows to size 5
Spicy Rice finishes: Taoist Missionary

Other Player Actions:
While defending in English territory at York, Catapult 1 (Paired Clams) loses to English Axeman (0.25/5) (Prob Victory: 31.9%)

Turn 194/750 (310 AD) [15-May-2011 16:16:36]
While attacking in English territory near Hastings, Swordsman (6.00/6) defeats English Axeman (Prob Victory: 100.0%)
Paired Clams begins: Courthouse (15 turns)
Marbled Clam begins: Courthouse (15 turns)
Golden Hills begins: Trireme (19 turns)
100% Research: 215 per turn
0% Culture: 68 per turn
0% Espionage: 10 per turn
0% Gold: -70 per turn, 674 in the bank

After End Turn:
Clam Chowder grows to size 10
Furry Crabs grows to size 3

Other Player Actions:
Attitude Change: Catherine (Russia) towards Willem van Oranje (Netherlands), from 'Pleased' to 'Cautious'

Turn 195/750 (325 AD) [15-May-2011 16:39:14]
Golden Hills begins: Work Boat (6 turns)
Paired Clams begins: Trireme (13 turns)
100% Research: 226 per turn
0% Culture: 68 per turn
0% Espionage: 10 per turn
0% Gold: -73 per turn, 604 in the bank

After End Turn:
Whip anger has decreased in Spicy Rice
Fish Hills grows to size 3
Paired Clams grows to size 4
Marbled Clam grows to size 6
Marbled Clam's borders expand
Bronzed Fish finishes: Worker

Turn 196/750 (340 AD) [15-May-2011 18:13:42]
Taoism has spread: Clam Chowder
Argo (Galley) promoted: Combat I
London begins: Granary (18 turns)
London begins: Axeman (9 turns)
London begins: Catapult (15 turns)
London begins: Settler (15 turns)
London begins: Catapult (13 turns)
Bronzed Fish begins: Worker (10 turns)
Nottingham begins: Worker (23 turns)
100% Research: 258 per turn
0% Culture: 72 per turn
0% Espionage: 10 per turn
0% Gold: -99 per turn, 531 in the bank

After End Turn:
The whip was applied in London
Stone Mountain finishes: Work Boat
Golden Hills grows to size 6
London finishes: Catapult

Other Player Actions:
While defending in English territory at York, Argo (1.42/2) defeats English Galley (Prob Victory: 53.7%)
While defending in English territory at York, Argo loses to English Galley (0.40/2) (Prob Victory: 27.8%)
While defending just off shore, Trireme 4 (Golden Hills) loses to English Trireme (1.24/2) (Prob Victory: 32.4%)

Turn 197/750 (355 AD) [15-May-2011 18:33:54]
Catapult 4 (Paired Clams) promoted: City Raider II
While attacking in English territory at York, Catapult loses to English Archer (1.65/3) (Prob Victory: 10.1%)
While attacking in English territory at York, Catapult 2 (Bronzed Fish) loses to English Archer (1.68/3) (Prob Victory: 35.4%)
While attacking, Catapult 4 (Paired Clams) decimates English Archer (Prob Victory: 44.6%)
Swordsman promoted: City Raider II
Axeman 3 (Paired Clams) promoted: City Raider I
While attacking in English territory at York, Axeman 3 (Paired Clams) (1.70/5) defeats English Axeman (Prob Victory: 47.3%)
Lysander (Great General) born in Golden Hills
While attacking in English territory at York, Swordsman (6.00/6) defeats English Archer (Prob Victory: 96.2%)
While attacking in English territory at York, Swordsman (3.84/6) defeats English Archer (Prob Victory: 96.2%)
While attacking in English territory at York, Swordsman (4.98/6) defeats English Archer (Prob Victory: 94.4%)
While attacking in English territory at York, Axeman 1 (Fish Hills) (5.00/5) defeats English Archer (Prob Victory: 85.5%)
While attacking in English territory at York, Axeman 2 (Bronzed Fish) (5.00/5) defeats English Archer (Prob Victory: 99.8%)
Christianity has spread: York
Captured York (Victoria)
While attacking in French territory at York, Archer (3.00/3) defeats English Worker (Prob Victory: 99.8%)
While attacking just off shore, La Couronne (0.10/2) defeats English Trireme (Prob Victory: 87.4%)
A Plantation was built near Spicy Rice
Stone Mountain begins: Work Boat (9 turns)
London begins: Granary (8 turns)
London begins: Courthouse (9 turns)
London begins: Settler (11 turns)
London begins: Granary (8 turns)
London begins: Courthouse (9 turns)
York begins: Lighthouse (91 turns)
100% Research: 253 per turn
0% Culture: 72 per turn
0% Espionage: 10 per turn
0% Gold: -94 per turn, 595 in the bank

After End Turn:
Whip anger has decreased in Bronzed Fish
The whip was applied in Nottingham
Tech research finished: Philosophy
Bronzed Fish grows to size 5
Spicy Rice grows to size 3
Nottingham finishes: Worker

Other Player Actions:
Attitude Change: Victoria (England) towards Willem van Oranje (Netherlands), from 'Annoyed' to 'Cautious'

Turn 198/750 (370 AD) [15-May-2011 19:31:18]
London begins: Granary (8 turns)
Nottingham begins: Courthouse (18 turns)
Research begun: Compass (3 Turns)
 
Well done bc!

The save looks good and I like our curve on the score graph!

I am a bit concerned that our power curve looks so weak. Are we missing something? The Plastic Ducks are clearly growing rapidly and obviously built more units and we must assume captured their way to a larger empire. Their culture curve and ours are almost an exact match, with us just a few turns ahead. Our games are very comparable in most aspects with the exception of military strength.

The Roster order is

mabraham = UP NOW
adrianj = on deck
Ronnie1 = in the hole
bcool = just played :goodjob:

AWOL
grifftavian = waiting
Thorn = waiting
da_Vinci = waiting
 
OK we need to assign some roles to our cities for use during the war, because we have to specialise their builds towards that end.

I think there is a natural axis for distribution of land troops through SR-MC-CC-FH-PC-England. It will be reasonably straightforward to set up sustainable galleon/galley chains to do that island hopping for our cannons and muskets. There will have to be a galleon wandering around to get drafted units from the other cities too. Cities off that axis should be building naval units.

So I'm looking at BF, FC and GH to build navy - so no barracks for them, so probably they should build theatres because we need some and they need something to do. They might get drydocks when the time comes, too. Those cities might need to be supplemented, of course.

Speaking of drafting, I looked at the food situations, and of our current non-English cities, only FC grows too slowly to be worth drafting. We don't have to worry about many rounds of drafting... if the game might be over by T290, we're only going to draft each city a handful of times - but we want populations noticeably higher than 6 for doing that with. This also dovetails with getting to size 8 to have We Love the King chances.

In the short term, GH should use its food to run merchants, hopefully it will be Taoist as well. We judge later when/whether to let it spawn a GMerchant. CC runs 7 scientists. Other cities finish infrastructure and build barracks and the necessary theatres. Then build catapults and boats to upgrade into cannons and frigates/galleons later. We still want to look at a settler or two for the ivory and maybe two sites on the CGT island.

I think London should gear up to be the Globe Theatre city (so gets theatre and barracks). At size 7 working Fish, FWclams, corn, cows and three FWlakes London earns 32:food:. For reference, at size 7 working three clams, corn and coasts, CC produces 28:food:.

We now have a unit with the necessary 8XP to be level 4, so we can build a HE somewhere. However, wherever it gets built needs to be functional in about 20 turns time - post-barracks in most cases. Nottingham and York aren't really good enough to grow fast enough, and are short other infrastructure, too. London's not fat enough to do justice to both GT and HE. It's too late to try to settle the CGT site and get anything going. So I think that makes BF the best of a bad bunch.

Probably that means re-thinking the navy plan... boats in PC? But we already have a barracks there!
 
I am a bit concerned that our power curve looks so weak. Are we missing something? The Plastic Ducks are clearly growing rapidly and obviously built more units and we must assume captured their way to a larger empire. Their culture curve and ours are almost an exact match, with us just a few turns ahead. Our games are very comparable in most aspects with the exception of military strength.

They committed their resources to an early army of swords/axes/catapults and rapid expansion (maybe macemen by now). And maybe a wonder or 2. I assume they captured stonehenge which explains a lot of their culture curve. Probably captured the GLH too. We committed ourselves to wonders and a high tech war. I don't think we are missing anything. We just committed to a different strategy. We will see if their early war has the legs it needs against the AI and if their early wars didn't make enemies of the wrong people.

It really doesn't make sense to shift to producing a big army for us since better more efficient units and production options are coming.
 
The first thing I see is that I want to send the healthy promotable Axe to the hill overlooking the new city. From there decide how we can best utilize our troops to take out both cities asap. She has about 1/2 as many troops as we do based on the demo screen. We should be able to split our forces and take both her cities quickly.

Would we consider moving our capitol to the English landmass? We would have much reduced colonial maintenance because most of our other cities are on single city landmasses. Not sure we can spare the hammers, but wanted to throw it out there,

Sort of on the above note, why are we building a Courthouse in FH? Will it really pay off that close to the capitol? It is only saving us 2.1g/t at the current size, a bit more as it grows. If we moved the capitol, it would make great sense, as would one in CC.
 
OK we need to assign some roles to our cities for use during the war, because we have to specialise their builds towards that end.

I think there is a natural axis for distribution of land troops through SR-MC-CC-FH-PC-England. It will be reasonably straightforward to set up sustainable galleon/galley chains to do that island hopping for our cannons and muskets. There will have to be a galleon wandering around to get drafted units from the other cities too. Cities off that axis should be building naval units.

So I'm looking at BF, FC and GH to build navy - so no barracks for them, so probably they should build theatres because we need some and they need something to do. They might get drydocks when the time comes, too. Those cities might need to be supplemented, of course.

Speaking of drafting, I looked at the food situations, and of our current non-English cities, only FC grows too slowly to be worth drafting. We don't have to worry about many rounds of drafting... if the game might be over by T290, we're only going to draft each city a handful of times - but we want populations noticeably higher than 6 for doing that with. This also dovetails with getting to size 8 to have We Love the King chances.

In the short term, GH should use its food to run merchants, hopefully it will be Taoist as well. We judge later when/whether to let it spawn a GMerchant. CC runs 7 scientists. Other cities finish infrastructure and build barracks and the necessary theatres. Then build catapults and boats to upgrade into cannons and frigates/galleons later. We still want to look at a settler or two for the ivory and maybe two sites on the CGT island.

I think London should gear up to be the Globe Theatre city (so gets theatre and barracks). At size 7 working Fish, FWclams, corn, cows and three FWlakes London earns 32:food:. For reference, at size 7 working three clams, corn and coasts, CC produces 28:food:.

We now have a unit with the necessary 8XP to be level 4, so we can build a HE somewhere. However, wherever it gets built needs to be functional in about 20 turns time - post-barracks in most cases. Nottingham and York aren't really good enough to grow fast enough, and are short other infrastructure, too. London's not fat enough to do justice to both GT and HE. It's too late to try to settle the CGT site and get anything going. So I think that makes BF the best of a bad bunch.

Probably that means re-thinking the navy plan... boats in PC? But we already have a barracks there!

Hastings might be good for the HE depending on what it has after capture (sacrifice a courthouse maybe?) I think we want the forbidden palace in York. This would allow us make skipping a courthouse in Hastings more palatable.

London for GT for sure.

Make sure to revolt before we settle another city or capture Hastings (not an issue probably since T199 revolt is in order I assume)

would be nice to get some warrior mp too although with silver and wine coming soon it might not hurt us for some time. And with the gems from cathy.

I want to scout cathy, there is a small chance she is targeting us. It is very small but if she is, it is devasting. I think we might want to whip the trireme in GH and send it over to scout between us and cathy to give us time to see any fleet coming our way.
 
They committed their resources to an early army of swords/axes/catapults and rapid expansion (maybe macemen by now). And maybe a wonder or 2. I assume they captured stonehenge which explains a lot of their culture curve. Probably captured the GLH too. We committed ourselves to wonders and a high tech war. I don't think we are missing anything. We just committed to a different strategy. We will see if their early war has the legs it needs against the AI and if their early wars didn't make enemies of the wrong people.

It really doesn't make sense to shift to producing a big army for us since better more efficient units and production options are coming.

Oh I'm not suggesting changing strategies now, that would not make sense. I was just thinking out loud that maybe they did some early scouting that lead them to believe that an early war was the best option. They are the defending gold medalists, I personally look at what they are doing.

Probably that means re-thinking the navy plan... boats in PC? But we already have a barracks there!
What about HE in PC? It already has the barracks and is on the route. It may not be great, but we can get it pumping cats right away.
 
pushing revolt to T200?
idea for london, granary T198
T199 whip granary start barracks
T200 whip barracks, finish granary
T201 finish barracks
T202 finish? courthouse with OF

BF might build worker and whip for OF into a barracks HE on T200 (when we can cancel marble trade I believe)

oops would have to build the barracks first
 
Funny...I was just looking at maintenance in the Sevopedia, it doesn't say anything about colonial maintenance? I was sure it was added in CivIV...
 
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