SGOTM 14 - Kakumeika

turn report T125-T134

Good news:
  • Teching went better than expected and we will finish education T134
  • we successfully stole machinery and the spy survived
  • we captured a pretty nice barbarian city with rice and pigs and 3 forests
  • we have a level 4 unit (9 xp) and have started the HE
  • the western witches hadn't started the AP so we have good odds that we will be able to build it (the south picked up theology in trade but I don't think they will be able to beat us--they only had a 2 turn head start)
  • we successufully traded for feudalism (giving up machinery)
  • really good news the western witches teched compass and we will be able to steal it next turn, and now they are teching optics so we should be able to steal that too :D
potentially good news
  • Shaka has 260 gold for trade and someone else has 200 gold but we don't have anything we want to trade for it probably
  • northern witches are teching engineering so we might be able to steal that too :)

Bad news

  • our missionary failed to spread to cultural bridge and thus I decided to build another missionary in Stone city (we have 2 on the way to CB if the first succeeds the other will go to Boston) This is important because we want to be able to 3 pop whip the university sooner than expected.
  • we don't have a missionary on the way to Genghis
  • southern witches are teching paper (but don't have philosophy) but liberalism is at risk earlier
  • the AI tech like demons
  • we lost an elephant at 94% odds on the barbarian city
  • It might be a scramble to get university whips timed well since we are getting education earlier than expected.
  • I forgot to move the great spy


we need to consdier carefully the turn we switch civics since the great engineer from washington might be beaten by GPFarm if we aren't careful.

Other news
traded maps but the south & the north were unwilling to trade us their maps
I passed on 1 gold resource trades but established several resource trades and established trade routes with shaka with map trades
WE switched around a lot but seems to have stabilized:
  • South isn't the WE of anyone
  • West is WE of east
  • North isn't the WE of anyone
  • East is the WE of South & West
South teched Feudalism, traded for Theology, Civil service, working on Paper
West teched machinery, traded for Feudalism, Compass, working on Optics
East teched metal casting, Caste System, working on machinery
North teched drama, we gave them machinery in trade, working on engineering

North built the colossus
Prophet born to Genghis (North) and the jewish holy city was built by it.

When both north witches are pleased they still won't trade maps.


Spoiler :
News Update: The Wizard of Oz is still alive



Here is your Session Turn Log from 250 AD to 475 AD:

Turn 125, 250 AD: Taoism has spread in Silver City.
Turn 125, 250 AD: Taoism has spread in Gems City.
Turn 125, 250 AD: You have constructed a Granary in Marble City. Work has now begun on a Lighthouse.
Turn 125, 250 AD: Good Witch of the West converts to Hinduism!
Turn 125, 250 AD: Wicked Witch of the East adopts Vassalage!

Turn 126, 275 AD: You have trained Taoist Missionary in Stone City. Work has now begun on a Taoist Monastery.
Turn 126, 275 AD: You have trained Taoist Missionary in Gems City. Work has now begun on a Forge.
Turn 126, 275 AD: Good Witch of the South adopts Vassalage!

Turn 127, 300 AD: Taoism has spread in Trojan horse.
Turn 127, 300 AD: You have discovered Paper!
Turn 127, 300 AD: You have trained Taoist Missionary in Stone City. Work has now begun on a Taoist Monastery.
Turn 127, 300 AD: The borders of Gems City have expanded!
Turn 127, 300 AD: Alhazen (Great Scientist) has been born in GP Farm (Dorothy)!
Turn 127, 300 AD: Wicked Witch of the West adopts Vassalage!
Turn 127, 300 AD: Good Witch of the West adopts Vassalage!

Turn 128, 325 AD: The borders of New York have expanded!
Turn 128, 325 AD: Wicked Witch of the North adopts Vassalage!

Turn 129, 350 AD: Philadelphia has been founded.
Turn 129, 350 AD: You have discovered Machinery!

Turn 130, 375 AD: Taoism has spread in Philadelphia.
Turn 130, 375 AD: Dorothy's War Elephant 1 (Isengard) (8.80) vs Barbarian's Archer (5.25)
Turn 130, 375 AD: Combat Odds: 95.0%
Turn 130, 375 AD: (Extra Combat: -10%)
Turn 130, 375 AD: (Fortify: +25%)
Turn 130, 375 AD: (City Defense: +50%)
Turn 130, 375 AD: Barbarian's Archer is hit for 25 (75/100HP)
Turn 130, 375 AD: Barbarian's Archer is hit for 25 (50/100HP)
Turn 130, 375 AD: Dorothy's War Elephant 1 (Isengard) is hit for 15 (85/100HP)
Turn 130, 375 AD: Dorothy's War Elephant 1 (Isengard) is hit for 15 (70/100HP)
Turn 130, 375 AD: Barbarian's Archer is hit for 25 (25/100HP)
Turn 130, 375 AD: Dorothy's War Elephant 1 (Isengard) is hit for 15 (55/100HP)
Turn 130, 375 AD: Dorothy's War Elephant 1 (Isengard) is hit for 15 (40/100HP)
Turn 130, 375 AD: Barbarian's Archer is hit for 25 (0/100HP)
Turn 130, 375 AD: Dorothy's War Elephant 1 (Isengard) has defeated Barbarian's Archer!
Turn 130, 375 AD: The borders of Silver City have expanded!
Turn 130, 375 AD: St. Thomas Aquinas (Great Prophet) has been born in Karakorum (Wicked Witch of the North)!

Turn 131, 400 AD: You have discovered Feudalism!
Turn 131, 400 AD: You have trained a Work Boat in Isengard. Work has now begun on a Forge.
Turn 131, 400 AD: Wicked Witch of the South adopts Bureaucracy!
Turn 131, 400 AD: Wicked Witch of the North has completed The Temple of Solomon!

Turn 132, 425 AD: Gems City has grown to size 10.
Turn 132, 425 AD: GP Farm has grown to size 14.
Turn 132, 425 AD: Culture Bridge has grown to size 5.
Turn 132, 425 AD: Culture Bridge can hurry Spy for 1⇴ with 34ℤ overflow and +1⇤ for 18 turns.
Turn 132, 425 AD: Phants City has grown to size 3.
Turn 132, 425 AD: Sheep City can hurry Granary for 1⇴ with 5ℤ overflow and +1⇤ for 10 turns.
Turn 132, 425 AD: The borders of Fur City are about to expand.
Turn 132, 425 AD: Taoism has spread in Isengard.
Turn 132, 425 AD: Stone City will grow to size 8 on the next turn.
Turn 132, 425 AD: Silver City will grow to size 9 on the next turn.
Turn 132, 425 AD: Isengard will grow to size 8 on the next turn.
Turn 132, 425 AD: Marble City will grow to size 5 on the next turn.
Turn 132, 425 AD: You have constructed a Forge in Stone City. Work has now begun on a Taoist Monastery.
Turn 132, 425 AD: Wicked Witch of the North has completed The Colossus!

Turn 133, 450 AD: Silver City has grown to size 9.
Turn 133, 450 AD: Isengard has grown to size 8.
Turn 133, 450 AD: Isengard can hurry Forge for 3⇴ with 36ℤ overflow and +1⇤ for 18 turns.
Turn 133, 450 AD: Marble City has grown to size 5.
Turn 133, 450 AD: The borders of Fur City are about to expand.
Turn 133, 450 AD: Dorothy's War Elephant 1 (Isengard) (9.60) vs Barbarian's Archer (5.25)
Turn 133, 450 AD: Combat Odds: 98.2%
Turn 133, 450 AD: (Extra Combat: -20%)
Turn 133, 450 AD: (Fortify: +25%)
Turn 133, 450 AD: (City Defense: +50%)
Turn 133, 450 AD: Barbarian's Archer is hit for 26 (74/100HP)
Turn 133, 450 AD: Barbarian's Archer is hit for 26 (48/100HP)
Turn 133, 450 AD: Barbarian's Archer is hit for 26 (22/100HP)
Turn 133, 450 AD: Dorothy's War Elephant 1 (Isengard) is hit for 14 (86/100HP)
Turn 133, 450 AD: Barbarian's Archer is hit for 26 (0/100HP)
Turn 133, 450 AD: Dorothy's War Elephant 1 (Isengard) has defeated Barbarian's Archer!
Turn 133, 450 AD: Your War Elephant 1 (Isengard) has destroyed a Archer!
Turn 133, 450 AD: Dorothy's War Elephant 2 (Isengard) (8.80) vs Barbarian's Archer (5.25)
Turn 133, 450 AD: Combat Odds: 95.0%
Turn 133, 450 AD: (Extra Combat: -10%)
Turn 133, 450 AD: (Fortify: +25%)
Turn 133, 450 AD: (City Defense: +50%)
Turn 133, 450 AD: Dorothy's War Elephant 2 (Isengard) is hit for 15 (85/100HP)
Turn 133, 450 AD: Dorothy's War Elephant 2 (Isengard) is hit for 15 (70/100HP)
Turn 133, 450 AD: Dorothy's War Elephant 2 (Isengard) is hit for 15 (55/100HP)
Turn 133, 450 AD: Barbarian's Archer is hit for 25 (75/100HP)
Turn 133, 450 AD: Dorothy's War Elephant 2 (Isengard) is hit for 15 (40/100HP)
Turn 133, 450 AD: Dorothy's War Elephant 2 (Isengard) is hit for 15 (25/100HP)
Turn 133, 450 AD: Barbarian's Archer is hit for 25 (50/100HP)
Turn 133, 450 AD: Barbarian's Archer is hit for 25 (25/100HP)
Turn 133, 450 AD: Dorothy's War Elephant 2 (Isengard) is hit for 15 (10/100HP)
Turn 133, 450 AD: Dorothy's War Elephant 2 (Isengard) is hit for 15 (0/100HP)
Turn 133, 450 AD: Barbarian's Archer has defeated Dorothy's War Elephant 2 (Isengard)!
Turn 133, 450 AD: Your War Elephant 2 (Isengard) has died trying to attack a Archer!
Turn 133, 450 AD: Dorothy's Spearman 1 (Isengard) (4.00) vs Barbarian's Archer (1.31)
Turn 133, 450 AD: Combat Odds: 99.8%
Turn 133, 450 AD: (Fortify: +25%)
Turn 133, 450 AD: (City Defense: +50%)
Turn 133, 450 AD: Barbarian's Archer is hit for 22 (3/100HP)
Turn 133, 450 AD: Barbarian's Archer is hit for 22 (0/100HP)
Turn 133, 450 AD: Dorothy's Spearman 1 (Isengard) has defeated Barbarian's Archer!
Turn 133, 450 AD: Your Spearman 1 (Isengard) has destroyed a Archer!
Turn 133, 450 AD: You have captured Cimmerian!!!
Turn 133, 450 AD: Washington will grow to size 13 on the next turn.
Turn 133, 450 AD: Stone City will grow to size 6 on the next turn.
Turn 133, 450 AD: Silver City will grow to size 7 on the next turn.
Turn 133, 450 AD: Isengard will grow to size 6 on the next turn.
Turn 133, 450 AD: You have trained Taoist Missionary in Stone City. Work has now begun on a Taoist Monastery.
Turn 133, 450 AD: The borders of Fur City have expanded!
Turn 133, 450 AD: Zu Chongzhi (Great Scientist) has been born in Teotihuacan (Wicked Witch of the West)!

Turn 134, 475 AD: Washington has grown to size 13.
Turn 134, 475 AD: Washington can hurry Taoist Monastery for 2⇴ with 36ℤ overflow and +1⇤ for 10 turns.
Turn 134, 475 AD: Stone City has grown to size 6.
Turn 134, 475 AD: Stone City can hurry Taoist Monastery for 1⇴ with 11ℤ overflow and +1⇤ for 36 turns.
Turn 134, 475 AD: GP Farm can hurry Taoist Monastery for 2⇴ with 42ℤ overflow and +1⇤ for 10 turns.
Turn 134, 475 AD: Wicked Witch of the South has 260 gold available for trade.
Turn 134, 475 AD: Wicked Witch of the West has 200 gold available for trade.
Turn 134, 475 AD: Wicked Witch of the South has 260 gold available for trade.
Turn 134, 475 AD: Wicked Witch of the West has 200 gold available for trade.
Turn 134, 475 AD: Good Witch of the North has 50 gold available for trade.
Turn 134, 475 AD: Wicked Witch of the East has 5 gold per turn available for trade.
Turn 134, 475 AD: Good Witch of the East has 5 gold per turn available for trade.
Turn 134, 475 AD: Wicked Witch of the West/Good Witch of the West is the worst enemy of Wicked Witch of the East/Good Witch of the East.
Turn 134, 475 AD: Wicked Witch of the East/Good Witch of the East is the worst enemy of Good Witch of the South/Wicked Witch of the South, Wicked Witch of the West/Good Witch of the West.
Turn 134, 475 AD: Wicked Witch of the East will trade Wine
Turn 134, 475 AD: Will Trade Map: Good Witch of the West, Wicked Witch of the West
Turn 134, 475 AD: Clearing a Forest has created 24 ℤ for Silver City.
Turn 134, 475 AD: Gems City will grow to size 11 on the next turn.
Turn 134, 475 AD: GP Farm will grow to size 15 on the next turn.
Turn 134, 475 AD: Culture Bridge will grow to size 6 on the next turn.
Turn 134, 475 AD: Marble City will grow to size 4 on the next turn.
Turn 134, 475 AD: Phants City will grow to size 4 on the next turn.
Turn 134, 475 AD: Fur City will grow to size 2 on the next turn.


autolog

Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 125/500 (250 AD) [05-Nov-2011 08:15:45]
Stone City begins: Taoist Missionary (7 turns)
Gems City begins: Taoist Missionary (3 turns)
Marble City begins: Lighthouse (29 turns)
100% Research: 185 per turn
0% Espionage: 6 per turn
0% Gold: -106 per turn, 124 in the bank

After End Turn:
The whip was applied in Marble City
The whip was applied in Phants City
Stone City grows to size 7
GP Farm grows to size 11
Silver City grows to size 5
Silver City finishes: Lighthouse
Isengard grows to size 6
Culture Bridge grows to size 5
Marble City finishes: Granary
Phants City finishes: Granary

Other Player Actions:
State Religion Change: Good Witch of the West (India) from 'Christianity' to 'Hinduism'
Attitude Change: Wicked Witch of the South (Zululand) towards Wicked Witch of the East (Vikings), from 'Cautious' to 'Annoyed'
Attitude Change: Good Witch of the West (India) towards Good Witch of the North (England), from 'Cautious' to 'Pleased'
Attitude Change: Wicked Witch of the North (Mongolia) towards Wicked Witch of the South (Zululand), from 'Cautious' to 'Annoyed'
Attitude Change: Wicked Witch of the East (Vikings) towards Wicked Witch of the South (Zululand), from 'Cautious' to 'Annoyed'
Attitude Change: Wicked Witch of the East (Vikings) towards Good Witch of the North (England), from 'Cautious' to 'Pleased'
Civics Change: Wicked Witch of the East(Vikings) from 'Barbarism' to 'Vassalage'

Turn 126/500 (275 AD) [05-Nov-2011 08:26:58]
Silver City begins: Forge (120 turns)
Phants City begins: Lighthouse (60 turns)
A Mine was built near Culture Bridge
60% Research: 122 per turn
0% Espionage: 10 per turn
40% Gold: -44 per turn, 48 in the bank

After End Turn:
The whip was applied in Stone City
The whip was applied in Gems City
Washington grows to size 11
Stone City finishes: Taoist Missionary
Gems City grows to size 9
Gems City finishes: Taoist Missionary
Silver City grows to size 6
Isengard finishes: Lighthouse

Other Player Actions:
Attitude Change: Wicked Witch of the East (Vikings) towards Wicked Witch of the West (Aztec), from 'Cautious' to 'Annoyed'
Attitude Change: Wicked Witch of the East (Vikings) towards Good Witch of the West (India), from 'Cautious' to 'Annoyed'
Civics Change: Good Witch of the South(Mali) from 'Barbarism' to 'Vassalage'

Turn 127/500 (300 AD) [05-Nov-2011 08:55:09]
Taoism has spread: Trojan horse (Aztec Empire)
New York begins: Work Boat (15 turns)
Stone City begins: Taoist Missionary (7 turns)
40% Research: 111 per turn
0% Espionage: 10 per turn
60% Gold: -1 per turn, 4 in the bank

After End Turn:
The whip was applied in Gems City
Tech research finished: Paper
Stone City grows to size 6
Stone City finishes: Taoist Missionary
Gems City grows to size 8
Gems City's borders expand
Gems City finishes: Forge
GP Farm grows to size 12
Alhazen (Great Scientist) born in GP Farm
Culture Bridge grows to size 6
Marble City grows to size 3
New York finishes: Work Boat

Other Player Actions:
Attitude Change: Wicked Witch of the South (Zululand) towards Wicked Witch of the East (Vikings), from 'Annoyed' to 'Cautious'
Attitude Change: Wicked Witch of the North (Mongolia) towards Wicked Witch of the South (Zululand), from 'Annoyed' to 'Cautious'
Attitude Change: Wicked Witch of the East (Vikings) towards Wicked Witch of the South (Zululand), from 'Annoyed' to 'Cautious'
Attitude Change: Wicked Witch of the East (Vikings) towards Good Witch of the North (England), from 'Pleased' to 'Cautious'
Civics Change: Wicked Witch of the West(Aztec) from 'Barbarism' to 'Vassalage'
Civics Change: Good Witch of the West(India) from 'Barbarism' to 'Vassalage'

Turn 128/500 (325 AD) [05-Nov-2011 09:33:58]
New York begins: Granary (60 turns)
Gems City begins: The Apostolic Palace (19 turns)
Stone City begins: Forge (18 turns)
Silver City begins: Forge (24 turns)
Isengard begins: Forge (9 turns)
Isengard begins: Work Boat (3 turns)
Isengard begins: Forge (9 turns)
Research begun: Education (104 Turns)
0% Research: 22 per turn
0% Espionage: 10 per turn
100% Gold: 43 per turn, 98 in the bank

After End Turn:
A Hamlet was built near Boston
Silver City grows to size 7
Isengard grows to size 7
Phants City grows to size 2
New York's borders expand

Other Player Actions:
Civics Change: Wicked Witch of the North(Mongolia) from 'Barbarism' to 'Vassalage'

Turn 129/500 (350 AD) [05-Nov-2011 10:18:16]
Philadelphia founded
Isengard begins: Work Boat (3 turns)
Tech acquired (trade, lightbulb, hut, espionage): Machinery
A Farm was built near Marble City
New York begins: Granary (60 turns)
A Fishing Boats was built near Trojan horse
0% Research: 22 per turn
0% Espionage: 10 per turn
100% Gold: 48 per turn, 141 in the bank

After End Turn:
Whip anger has decreased in Gems City
Whip anger has decreased in Culture Bridge
Washington grows to size 12
Stone City grows to size 7
Gems City grows to size 9
GP Farm grows to size 13
GP Farm finishes: National Epic

Turn 130/500 (375 AD) [05-Nov-2011 10:37:46]
GP Farm begins: Taoist Missionary (3 turns)
A Farm was built near Phants City
Taoism has spread: Philadelphia
War Elephant 1 (Isengard) promoted: Combat I
While attacking in Barbarian territory at Cimmerian, War Elephant 1 (Isengard) (3.20/8) defeats Barbarian Archer (Prob Victory: 95.0%)
A Pasture was built near Philadelphia
0% Research: 22 per turn
0% Espionage: 10 per turn
100% Gold: 52 per turn, 194 in the bank

After End Turn:
Whip anger has decreased in Stone City
The whip was applied in Culture Bridge
Silver City grows to size 8
Silver City's borders expand
Culture Bridge grows to size 4
Culture Bridge finishes: Library
Marble City grows to size 4
New York grows to size 2

Turn 131/500 (400 AD) [05-Nov-2011 10:52:26]
Culture Bridge begins: Spy (40 turns)
War Elephant 1 (Isengard) promoted: Combat II
War Elephant 2 (Isengard) promoted: Combat I
War Elephant 2 (Isengard) promoted: Medic I
Tech traded to Wicked Witch of the North (Mongolia): Machinery
Tech acquired (trade, lightbulb, hut, espionage): Feudalism
100% Research: 224 per turn
0% Espionage: 10 per turn
0% Gold: -117 per turn, 286 in the bank

After End Turn:
Whip anger has decreased in GP Farm
Whip anger has decreased in Isengard
Gems City grows to size 10
GP Farm grows to size 14
Isengard finishes: Work Boat
Culture Bridge grows to size 5
Phants City grows to size 3

Other Player Actions:
Attitude Change: Wicked Witch of the North (Mongolia) towards Dorothy (America), from 'Cautious' to 'Pleased'
Civics Change: Wicked Witch of the South(Zululand) from 'Barbarism' to 'Bureaucracy'

Turn 132/500 (425 AD) [05-Nov-2011 11:12:05]
Taoism has spread: Isengard
Fur City begins: Granary (30 turns)
100% Research: 229 per turn
0% Espionage: 10 per turn
0% Gold: -117 per turn, 204 in the bank

After End Turn:
Whip anger has decreased in Washington
The whip was applied in Stone City
Whip anger has decreased in Silver City
The whip was applied in Sheep City
Washington finishes: Market
Stone City grows to size 5
Stone City finishes: Forge
GP Farm finishes: Taoist Missionary
Silver City grows to size 9
Isengard grows to size 8
Culture Bridge finishes: Spy
Marble City grows to size 5
Sheep City finishes: Granary

Other Player Actions:
Taoism has spread: London (English Empire)

Turn 133/500 (450 AD) [05-Nov-2011 11:32:16]
GP Farm begins: Taoist Missionary (3 turns)
Washington begins: Taoist Monastery (5 turns)
Culture Bridge begins: Courthouse (18 turns)
Sheep City begins: Lighthouse (60 turns)
A Fort was built near Gems City
A Farm was built near GP Farm
A Farm was built near Marble City
While attacking in Barbarian territory at Cimmerian, War Elephant 1 (Isengard) (6.88/8) defeats Barbarian Archer (Prob Victory: 98.2%)
While attacking in Barbarian territory at Cimmerian, War Elephant 2 (Isengard) loses to Barbarian Archer (0.75/3) (Prob Victory: 95.0%)
While attacking in Barbarian territory at Cimmerian, Spearman 1 (Isengard) (4.00/4) defeats Barbarian Archer (Prob Victory: 99.8%)
Captured Cimmerian (Barbarian)
Stone City begins: Taoist Missionary (4 turns)
GP Farm begins: Taoist Monastery (4 turns)
Cimmerian begins: Granary (61 turns)
100% Research: 223 per turn
0% Espionage: 6 per turn
0% Gold: -118 per turn, 243 in the bank

After End Turn:
The whip was applied in Silver City
The whip was applied in Isengard
The whip was applied in Marble City
Washington grows to size 13
Stone City grows to size 6
Stone City finishes: Taoist Missionary
Silver City grows to size 7
Silver City finishes: Forge
Isengard grows to size 6
Isengard finishes: Forge
Marble City finishes: Lighthouse
Fur City's borders expand

Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 134/500 (475 AD) [05-Nov-2011 12:32:10]

Turn 134/500 (475 AD) [05-Nov-2011 12:05:42]
War Elephant 1 (Isengard) promoted: Shock
Isengard begins: Heroic Epic (6 turns)
Marble City begins: Courthouse (60 turns)
A Mine was built near Marble City
A Farm was built near Gems City
A Fishing Boats was built near Fur City
 
Hmm, only Charlemange, Alexander, Mehmed II, and Cyrus have Vassalage as their favorite Civic. I don't recall any of them having closed borders/no trades at cautious, so fake Asoka must really be Tokugawa as I think Tachywaxon was saying. I'll have to check if Shaka or Ragnar also have closed borders/no trades at cautious in some test games later.

There is only one despicable "forever alone" AI who doesn't OB at cautious and it is Toku.
Since OB are shared property between both members, then as the "rounded down rule"
suggests, both AI's will adopt attitude of the worst AI. Unfortunately.

Just by a quick glance, I already can affirm Burger King isn't a choice and likely not in the game.

Maps follow the same rule as shared property.

Interestingly, the Wicked Witch of the South (fake Shaka) adopted right away Bureaucracy. Is that a possibility of favorite civic. If so, that would be nice for identification.
 
Good job bcool

I have a suggestion

Since there is little time left for the game to get finished, we might extend the number of turns each player takes in a turnset. Maybe 15.

bcool just finished his 10 turns (or nine to be more specific), and by inertion (idk if it's the right word) he has an idea of what might be possible/best for the next 5 turns, and go on quickly (tomorrow).
Or, when planning a PPP, we might have a 7+7 (8+7 or 7+8 actually) mini sets played in one or max two days.
Do you think this would speed us up, or be contraproductive?
 
Good job bcool

I have a suggestion

Since there is little time left for the game to get finished, we might extend the number of turns each player takes in a turnset. Maybe 15.

bcool just finished his 10 turns (or nine to be more specific), and by inertion (idk if it's the right word) he has an idea of what might be possible/best for the next 5 turns, and go on quickly (tomorrow).
Or, when planning a PPP, we might have a 7+7 (8+7 or 7+8 actually) mini sets played in one or max two days.
Do you think this would speed us up, or be contraproductive?

I have to vote no because 10 turns is already a ton of work. :(
 
There is only one despicable "forever alone" AI who doesn't OB at cautious and it is Toku.
Since OB are shared property between both members, then as the "rounded down rule"
suggests, both AI's will adopt attitude of the worst AI. Unfortunately.

Just by a quick glance, I already can affirm Burger King isn't a choice and likely not in the game.

Maps follow the same rule as shared property.

Interestingly, the Wicked Witch of the South (fake Shaka) adopted right away Bureaucracy. Is that a possibility of favorite civic. If so, that would be nice for identification.

Bureaucracy is not the favorite civic of fake Shaka
 
Bureaucracy is not the favorite civic of fake Shaka

Ah I see. I thought favorite civic box was unlocked the moment an AI adopts the same civic. So, this box of uncertainty is unlocked if the AI adopts the fave civic and no more condition is necessary.

BTW, I think fake Ragnar might be Cyrus. :)

And you deliberately ignored my request about sleep/wake unit. :( Still updating resume post. :blush:
 
I am embarrassed that I didn't wake up the great spy since I made a point of trying to list all the units I had to wake up.

I personally see no value in sleep/fortifying units other than the sole MP unit in each city between turn sets. So from now on do not fortify any units between turnsets except the sole MP unit in each city. I wouldn't even pass their turns. Keep them awake and ready to take orders.

If you have at least one unit waiting for orders then someone can not accidently end the turn. If someone is worried about accidently moving a unit when they open the save then you should pause the real game when you open it.

I have uploaded a new save with all but the MP woken up or moved. All workers should have had their actions canceled as well.
 
My first global report which has the mandate to make random personalities obsolete and lead us to better diplomatic choices for U.N. Victory.

Bucket List of AI's

Its use is to minimize the possibilities when some AI's are obviously absent.

Spoiler :
  • ALEXANDER
  • ASOKA
  • AUGUSTUS
  • BISMARCK
  • BOUDICA
  • BRENNUS Only OR lover was identified.
  • CATHERINE
  • CHARLEMAGNE
  • CHURCHILL
  • CYRUS - Identified!
  • DARIUS
  • DE GAULLE
  • ELIZABETH
  • FREDERICK
  • GANDHI
  • GENGHIS KHAN
  • GILGAMESH
  • HAMMURABI
  • HANNIBAL
  • HATSHESUP Only OR lover was identified.
  • HUAYNA CAPAC
  • ISABELLA
  • JOAO II
  • JULIUS CEASAR
  • JUSTINIAN
  • KUBLAI KHAN
  • LINCOLN
  • LOUIS XIV
  • MANSA MUSA - Identified
  • MAO ZEDONG
  • MEHMED II
  • MONTEZUMA
  • NAPOLEON
  • PACAL II
  • PERICLES
  • PETER
  • QIN SHI HUANGDI
  • RAGNAR
  • RAMESSES Only OR lover was identified.
  • ROOSEVELT
  • SALADIN
  • SHAKA
  • SITTING BULL
  • STALIN
  • SULEIMAN
  • SURYAVARMAN Only OR lover was identified.
  • TOKUGAWA - Identified


==========================================================

Wicked Witches of the East were promptly refusing OB.
Ragnar whatever request was refused and the diplo hit was -1.
Therefore, Asoka is the Tokugawa.

==========================================================

Thanks to high level of brothers in faith diplo bonus, we deduced Montezuma was in fact Mansa Musa. The recent change in vassalage reinforces this idea.

==========================================================

Ragnar has vassalage as favorite civic.
Four possibilities arise from this hint:
Alex, Charlie, Cyrus and Mehmed. I promptly observed religious hatred between Ragnar and others.
I noticed a low -2 diplo hit. Charlemagne was obviously not a choice.
After making a test game of instant relgious strife diplo hit, the results were:
Alexander: -2
Charlemagne: -3
Cyrus: -1
Mehmed: -3

Mehmed is not a choice.
After 5-6 turns, they went to the botton of diplo hit, that another minus 1.
In the real game, they had more than 10-12 turns of religious strife, meaning Alexander is out.

Thus, Cyrus is the true personality of Ragnar. I think we might observe and confirm if he goes free religion later (and I am not confusing with Darius.).
 

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I personally see no value in sleep/fortifying units other than the sole MP unit in each city between turn sets. So from now on do not fortify any units between turnsets except the sole MP unit in each city. I wouldn't even pass their turns. Keep them awake and ready to take orders.

If you have at least one unit waiting for orders then someone can not accidently end the turn. If someone is worried about accidently moving a unit when they open the save then you should pause the real game when you open it.

I have uploaded a new save with all but the MP woken up or moved. All workers should have had their actions canceled as well.

Great! :D

And that's okay. Everyone is making mistakes. I made mine and were worse.
 
I think we are going to keep the game to ~10 turn sets.

I stopped just because there were a few things we could do at the end of T134 that I didn't want to decide for the team. namely the gold for music trade we could do with Shaka.

I suggest for T134
trade music to shaka for 260 gold and the +4 trade relations (no need to make friends with the south, but it doesn't hurt)
might want to get a 2 gold trade from Mansa or might want to wait for 2 turns and renogiate all the trades.

I never did explore the subsidizing trick tachy was suggesting awhile back. Since there will be a time when we are going 0% research, this next turn set might be the time to make some subsidizing AI resource trades. Although I have given a wealth per turn gift to an AI and had the amount of gold they are willing to trade go down, so I'm not convinced this strategy works early on.

Marble wants to whip a courthouse before we go into caste system and pacifism
we are planning to whip universities in the capital, Stone, Gems, GPFarm, Cultural Bridge, and Silver

Silver is saving the OF from a forge whip and a forest chop by building wealth. I think this should go into the university so the whip isn't as bad for that city.

Fur city wants to chop a forest into a granary, then 1 pop whip it, then we can switch civics.

I think washington should set up a max OF 2pop whip of a university. I believe we get 75 hammers per whip in a city with a forge % taoism that is building a university. So we want the capital to get 123-4 hammers invested into the university before the whip. I don't agree with STZ that we need to whip all of the university 2 turns after we get education. If we go to a 0% slider once we get education we can take some time to build the universities and Oxford. The only reason to rush university and Oxford is if we need a certain technology researched while we build them. If we go 0% research the gold will allow us to run deficit spending once we have all the research modifier buildings built. I don't think we need a specific research researched immediately so we can wait to build the universities and Oxford in the most effective long-term way. Plus we get a few more turns to build or whip courthouses in the side cities with the OR bonus. And if we go 0% research while we build universities and Oxford it is likely we will be able to steal some other techs on the path to Mass Media. I'm hoping that another AI will tech Civil Service so that we can trade for it or steal it before we go back to 100% research.

The Great spy should beeline the northern witches, so that we can infiltrate and steal engineering from the northern witches (However it might make sense to just use the espionage slider and get enough espionage to steal engineering since it will be far less than 3000)

Fur City wants a courthouse and monastery and lighthouse in my opinion. A monastery because Fur City is the closest city we have to the AI, and we want the option at least of building missionaries there later. Also a monastery might make sense before the lighthouse since with the AP it will give +2 hammers as well. Maybe the monastery makes sense before the courthouse but I don't think so.

Boston spy could steal drama without infiltration probably (but would need taoism to spread successfully)
Boston spy could come back and steal engineering in time for infiltration or espionage built up with the slider.

spy in Trojan Horse is going to steal compass next turn, and then the next spy will set up to steal optics there.

Just noticed Delhi started the AP, will finish in 13 turns (we will beat it easily, although we might want to maximize the OF from the university whip in Gems too).

I'm keeping a record of the begs I did and that we have down with notes in the ocean tiles between us and elizabeth.
 
Sun Tzu Wu... on deck
mabraham... in the hole
Tachywaxon... waiting
Walter_Wolf... waiting
Kaitzilla... waiting
frogdude... waiting
bcool... waiting
shulec... UP NOW

I'm working on the test game now...
 
Test game updated...

T133 save and T134 save attached although I believe the only differences are
1 extra OF in Silver City
research is close but not perfect (trade route differences and no resource trade equivalents)

The diplo situation is not anywhere close.
 

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I am embarrassed that I didn't wake up the great spy since I made a point of trying to list all the units I had to wake up.

I personally see no value in sleep/fortifying units other than the sole MP unit in each city between turn sets. So from now on do not fortify any units between turnsets except the sole MP unit in each city. I wouldn't even pass their turns. Keep them awake and ready to take orders.

If you have at least one unit waiting for orders then someone can not accidently end the turn. If someone is worried about accidently moving a unit when they open the save then you should pause the real game when you open it.

I have uploaded a new save with all but the MP woken up or moved. All workers should have had their actions canceled as well.


KK, I will make sure not to do it again. Great Spy not moving around isn't the end of the world.

Worst mistake I ever made in a game was using that Shift+Multiple move+Cancel trick to see what gold I could get in various cities with my Great Merchant. Only.. instead of clicking cancel at the end, I hit the gift unit button which is next to cancel move. The GM was just inside an AI's borders. Cost me that game :sad:
 
Sooooooo, Gunpowder/Nationalism? :bounce:

I wonder...I get nervous we don't find that wizard. If it is an unit belonging to the wrong team (a friend of us for example)...the teams are tech monster with rate akin to quick speed.

I wonder if the wizard is on an island, that might be his lair.

Nice trick for the GMerchant, Kaitzilla. ;)

In the screenshots, that looks like another mountain island. Weird.
 

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Yes it looks like there are multiple mountainous islands/penisulas. Perhaps the map maker wanted to make it interesting and put in several places where the wizard appeared to be.

Personally I find it highly unlikely that the wizard is a unit of one of the other civilizations.
This belief is reinforced by the placement of these mountainous areas. Why put in these map features to possibly hide the wizard if you are going to hide the wizard in plain sight?

The difficulty might be that we have to put a city nearby in order to get units to the location, and to do that we might have to make room...
 
Wow, we have Education already? Nice work Bcool on the turnset

Sooooooo, Gunpowder/Nationalism?

I think we need some time to crank out universities and Oxford, build the heroic epic and get a number of courthouses and cities set up to crank out great people, and then we consider the warring possibilities.
 
I finally ran the python console thingy to test the occurences of specific AI's personalities and I am disappointed this brought nothing new to help to the AI's identification.

The only interesting detail I learnt is regenerating map retains many properties of a previous map. :evil:

Still, some personalities look to appear more often than others...but with such a small pool, better not taking this seriously. :ack:

Now, I will stop goofing around with weird stuff. Ha ha.
 

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