SGOTM 15 - Unusual Suspects

Other log

Spoiler :
Here is your Session Turn Log from 1 AD to 150 AD:

Turn 115, 1 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 22 of 56 Total Votes)

Turn 116, 25 AD: You have trained a Catapult in Bollywood. Work has now begun on a Axeman.
Turn 116, 25 AD: Notre Dame has been built in a far away land!

Turn 117, 50 AD: Hammuragawa adopts Hereditary Rule!

Turn 118, 75 AD: Abu Bakr (Great Prophet) has been born in Bollywood (Gandhi)!
Turn 118, 75 AD: The borders of Vijayanagara have expanded!

Turn 119, 100 AD: Drona will become unhappy on the next turn.
Turn 119, 100 AD: Delhi has grown to size 6.
Turn 119, 100 AD: Holy Cow can hurry Barracks for 2⇴ with 26ℤ overflow and +1⇤ for 14 turns.
Turn 119, 100 AD: You are the worst enemy of Hatsegawa.
Turn 119, 100 AD: Drona will grow to size 9 on the next turn.
Turn 119, 100 AD: Holy Cow will grow to size 5 on the next turn.
Turn 119, 100 AD: Pataliputra will grow to size 2 on the next turn.
Turn 119, 100 AD: A Egyptian Spy has been stumbled upon while operating near the Indian city of Drona!

Turn 120, 125 AD: Drona has grown to size 9.
Turn 120, 125 AD: Drona has become unhappy.
Turn 120, 125 AD: Vijayanagara will become happy on the next turn.
Turn 120, 125 AD: Holy Cow has grown to size 5.
Turn 120, 125 AD: Pataliputra has grown to size 2.
Turn 120, 125 AD: Pataliputra can hurry Catapult for 1⇴ with 18ℤ overflow and +1⇤ for 10 turns.
Turn 120, 125 AD: You are the worst enemy of Shakagawa.
Turn 120, 125 AD: You have declared war on Tokugawa!
Turn 120, 125 AD: Tokugawa refuses to talk.
Turn 120, 125 AD: Your Catapult 1 (Bollywood) has reduced the defenses of Osaka to 42%!
Turn 120, 125 AD: Your Catapult 3 (Bollywood) has reduced the defenses of Osaka to 34%!
Turn 120, 125 AD: Your Catapult 4 (Bollywood) has reduced the defenses of Osaka to 26%!
Turn 120, 125 AD: Your Catapult 6 (Delhi) has reduced the defenses of Osaka to 18%!
Turn 120, 125 AD: Your Catapult 7 (Holy Cow) has reduced the defenses of Osaka to 14%!
Turn 120, 125 AD: Your Catapult 8 (Bollywood) has reduced the defenses of Osaka to 6%!
Turn 120, 125 AD: Gandhi's Catapult 10 (Bollywood) (5.00) vs Tokugawa's Archer (5.43)
Turn 120, 125 AD: Combat Odds: 48.4%
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Defense: +95%)
Turn 120, 125 AD: (City Attack: -45%)
Turn 120, 125 AD: Your Catapult 10 (Bollywood) has caused collateral damage! (6 Units)
Turn 120, 125 AD: Gandhi's Catapult 10 (Bollywood) is hit for 20 (80/100HP)
Turn 120, 125 AD: Gandhi's Catapult 10 (Bollywood) is hit for 20 (60/100HP)
Turn 120, 125 AD: Gandhi's Catapult 10 (Bollywood) is hit for 20 (40/100HP)
Turn 120, 125 AD: Tokugawa's Archer is hit for 19 (81/100HP)
Turn 120, 125 AD: Tokugawa's Archer is hit for 19 (62/100HP)
Turn 120, 125 AD: Tokugawa's Archer is hit for 19 (43/100HP)
Turn 120, 125 AD: Gandhi's Catapult 10 (Bollywood) is hit for 20 (20/100HP)
Turn 120, 125 AD: Gandhi's Catapult 10 (Bollywood) is hit for 20 (0/100HP)
Turn 120, 125 AD: Tokugawa's Archer has defeated Gandhi's Catapult 10 (Bollywood)!
Turn 120, 125 AD: Your Catapult 10 (Bollywood) has died trying to attack a Archer!
Turn 120, 125 AD: Gandhi's Catapult 12 (Drona) (5.00) vs Tokugawa's Archer (5.43)
Turn 120, 125 AD: Combat Odds: 48.4%
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Defense: +95%)
Turn 120, 125 AD: (City Attack: -45%)
Turn 120, 125 AD: Your Catapult 12 (Drona) has caused collateral damage! (6 Units)
Turn 120, 125 AD: Gandhi's Catapult 12 (Drona) is hit for 20 (80/100HP)
Turn 120, 125 AD: Gandhi's Catapult 12 (Drona) is hit for 20 (60/100HP)
Turn 120, 125 AD: Gandhi's Catapult 12 (Drona) is hit for 20 (40/100HP)
Turn 120, 125 AD: Tokugawa's Archer is hit for 19 (81/100HP)
Turn 120, 125 AD: Tokugawa's Archer is hit for 19 (62/100HP)
Turn 120, 125 AD: Tokugawa's Archer is hit for 19 (43/100HP)
Turn 120, 125 AD: Your Catapult 12 (Drona) has withdrawn from combat with a Archer!
Turn 120, 125 AD: Gandhi's Catapult 2 (Vijayanagara) (5.00) vs Tokugawa's Swordsman (6.60)
Turn 120, 125 AD: Combat Odds: 48.1%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Attack: -20%)
Turn 120, 125 AD: Your Catapult 2 (Vijayanagara) has caused collateral damage! (6 Units)
Turn 120, 125 AD: Gandhi's Catapult 2 (Vijayanagara) is hit for 23 (77/100HP)
Turn 120, 125 AD: Gandhi's Catapult 2 (Vijayanagara) is hit for 23 (54/100HP)
Turn 120, 125 AD: Gandhi's Catapult 2 (Vijayanagara) is hit for 23 (31/100HP)
Turn 120, 125 AD: Gandhi's Catapult 2 (Vijayanagara) is hit for 23 (8/100HP)
Turn 120, 125 AD: Gandhi's Catapult 2 (Vijayanagara) is hit for 23 (0/100HP)
Turn 120, 125 AD: Tokugawa's Swordsman has defeated Gandhi's Catapult 2 (Vijayanagara)!
Turn 120, 125 AD: Your Catapult 2 (Vijayanagara) has died trying to attack a Swordsman!
Turn 120, 125 AD: Gandhi's Catapult 5 (Vijayanagara) (5.00) vs Tokugawa's Swordsman (6.60)
Turn 120, 125 AD: Combat Odds: 48.1%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Attack: -20%)
Turn 120, 125 AD: Your Catapult 5 (Vijayanagara) has caused collateral damage! (5 Units)
Turn 120, 125 AD: Tokugawa's Swordsman is hit for 17 (74/100HP)
Turn 120, 125 AD: Tokugawa's Swordsman is hit for 17 (57/100HP)
Turn 120, 125 AD: Gandhi's Catapult 5 (Vijayanagara) is hit for 23 (77/100HP)
Turn 120, 125 AD: Tokugawa's Swordsman is hit for 17 (40/100HP)
Turn 120, 125 AD: Gandhi's Catapult 5 (Vijayanagara) is hit for 23 (54/100HP)
Turn 120, 125 AD: Your Catapult 5 (Vijayanagara) has withdrawn from combat with a Swordsman!
Turn 120, 125 AD: Gandhi's Axeman 13 (Delhi) (5.00) vs Tokugawa's Axeman (5.44)
Turn 120, 125 AD: Combat Odds: 44.8%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Attack: -45%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +75%)
Turn 120, 125 AD: Gandhi's Axeman 13 (Delhi) is hit for 21 (79/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (72/100HP)
Turn 120, 125 AD: Gandhi's Axeman 13 (Delhi) is hit for 21 (58/100HP)
Turn 120, 125 AD: Gandhi's Axeman 13 (Delhi) is hit for 21 (37/100HP)
Turn 120, 125 AD: Gandhi's Axeman 13 (Delhi) is hit for 21 (16/100HP)
Turn 120, 125 AD: Gandhi's Axeman 13 (Delhi) is hit for 21 (0/100HP)
Turn 120, 125 AD: Tokugawa's Axeman has defeated Gandhi's Axeman 13 (Delhi)!
Turn 120, 125 AD: Your Axeman 13 (Delhi) has died trying to attack a Axeman!
Turn 120, 125 AD: Gandhi's Axeman 3 (Bollywood) (5.50) vs Tokugawa's Axeman (5.64)
Turn 120, 125 AD: Combat Odds: 48.5%
Turn 120, 125 AD: (Extra Combat: -10%)
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (Combat: -75%)
Turn 120, 125 AD: (Combat: +75%)
Turn 120, 125 AD: Gandhi's Axeman 3 (Bollywood) is hit for 21 (79/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (62/100HP)
Turn 120, 125 AD: Gandhi's Axeman 3 (Bollywood) is hit for 21 (58/100HP)
Turn 120, 125 AD: Gandhi's Axeman 3 (Bollywood) is hit for 21 (37/100HP)
Turn 120, 125 AD: Gandhi's Axeman 3 (Bollywood) is hit for 21 (16/100HP)
Turn 120, 125 AD: Gandhi's Axeman 3 (Bollywood) is hit for 21 (0/100HP)
Turn 120, 125 AD: Tokugawa's Axeman has defeated Gandhi's Axeman 3 (Bollywood)!
Turn 120, 125 AD: Your Axeman 3 (Bollywood) has died trying to attack a Axeman!
Turn 120, 125 AD: Gandhi's Axeman 10 (Delhi) (5.00) vs Tokugawa's Axeman (4.35)
Turn 120, 125 AD: Combat Odds: 71.0%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Attack: -45%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +75%)
Turn 120, 125 AD: Gandhi's Axeman 10 (Delhi) is hit for 20 (80/100HP)
Turn 120, 125 AD: Gandhi's Axeman 10 (Delhi) is hit for 20 (60/100HP)
Turn 120, 125 AD: Gandhi's Axeman 10 (Delhi) is hit for 20 (40/100HP)
Turn 120, 125 AD: Gandhi's Axeman 10 (Delhi) is hit for 20 (20/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 19 (53/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 19 (34/100HP)
Turn 120, 125 AD: Gandhi's Axeman 10 (Delhi) is hit for 20 (0/100HP)
Turn 120, 125 AD: Tokugawa's Axeman has defeated Gandhi's Axeman 10 (Delhi)!
Turn 120, 125 AD: Your Axeman 10 (Delhi) has died trying to attack a Axeman!
Turn 120, 125 AD: Gandhi's Axeman 7 (Bollywood) (5.00) vs Tokugawa's Axeman (4.24)
Turn 120, 125 AD: Combat Odds: 82.2%
Turn 120, 125 AD: (Extra Combat: +20%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Attack: -45%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +50%)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 20 (60/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 20 (40/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 20 (20/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 20 (0/100HP)
Turn 120, 125 AD: Gandhi's Axeman 7 (Bollywood) has defeated Tokugawa's Axeman!
Turn 120, 125 AD: Your Axeman 7 (Bollywood) has destroyed a Axeman!
Turn 120, 125 AD: Gandhi's Axeman 8 (Drona) (5.00) vs Tokugawa's Axeman (5.11)
Turn 120, 125 AD: Combat Odds: 48.8%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Attack: -20%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +75%)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 17 (53/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 17 (36/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 17 (19/100HP)
Turn 120, 125 AD: Gandhi's Axeman 8 (Drona) is hit for 22 (78/100HP)
Turn 120, 125 AD: Gandhi's Axeman 8 (Drona) is hit for 22 (56/100HP)
Turn 120, 125 AD: Gandhi's Axeman 8 (Drona) is hit for 22 (34/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 17 (2/100HP)
Turn 120, 125 AD: Gandhi's Axeman 8 (Drona) is hit for 22 (12/100HP)
Turn 120, 125 AD: Gandhi's Axeman 8 (Drona) is hit for 22 (0/100HP)
Turn 120, 125 AD: Tokugawa's Axeman has defeated Gandhi's Axeman 8 (Drona)!
Turn 120, 125 AD: Your Axeman 8 (Drona) has died trying to attack a Axeman!
Turn 120, 125 AD: Gandhi's Axeman 15 (Drona) (5.00) vs Tokugawa's Axeman (5.11)
Turn 120, 125 AD: Combat Odds: 48.8%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Attack: -20%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +75%)
Turn 120, 125 AD: Gandhi's Axeman 15 (Drona) is hit for 22 (78/100HP)
Turn 120, 125 AD: Gandhi's Axeman 15 (Drona) is hit for 22 (56/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 17 (53/100HP)
Turn 120, 125 AD: Gandhi's Axeman 15 (Drona) is hit for 22 (34/100HP)
Turn 120, 125 AD: Gandhi's Axeman 15 (Drona) is hit for 22 (12/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 17 (36/100HP)
Turn 120, 125 AD: Gandhi's Axeman 15 (Drona) is hit for 22 (0/100HP)
Turn 120, 125 AD: Tokugawa's Axeman has defeated Gandhi's Axeman 15 (Drona)!
Turn 120, 125 AD: Your Axeman 15 (Drona) has died trying to attack a Axeman!
Turn 120, 125 AD: Gandhi's Axeman 14 (Drona) (5.00) vs Tokugawa's Axeman (4.84)
Turn 120, 125 AD: Combat Odds: 52.2%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Attack: -20%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +50%)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 19 (61/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 19 (42/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 19 (23/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 19 (4/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 19 (0/100HP)
Turn 120, 125 AD: Gandhi's Axeman 14 (Drona) has defeated Tokugawa's Axeman!
Turn 120, 125 AD: Your Axeman 14 (Drona) has destroyed a Axeman!
Turn 120, 125 AD: Gandhi's Axeman 12 (Bombay) (5.00) vs Tokugawa's Axeman (4.58)
Turn 120, 125 AD: Combat Odds: 68.4%
Turn 120, 125 AD: (Extra Combat: +20%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Attack: -20%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +50%)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (52/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (34/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (16/100HP)
Turn 120, 125 AD: Gandhi's Axeman 12 (Bombay) is hit for 21 (79/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (0/100HP)
Turn 120, 125 AD: Gandhi's Axeman 12 (Bombay) has defeated Tokugawa's Axeman!
Turn 120, 125 AD: Leonidas (Great General) has been born in Bollywood (Gandhi)!
Turn 120, 125 AD: Your Axeman 12 (Bombay) has destroyed a Axeman!
Turn 120, 125 AD: Gandhi's Axeman 2 (Bombay) (5.50) vs Tokugawa's Axeman (5.14)
Turn 120, 125 AD: Combat Odds: 67.3%
Turn 120, 125 AD: (Extra Combat: -10%)
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +75%)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (44/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (26/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (8/100HP)
Turn 120, 125 AD: Gandhi's Axeman 2 (Bombay) is hit for 22 (78/100HP)
Turn 120, 125 AD: Gandhi's Axeman 2 (Bombay) is hit for 22 (56/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (0/100HP)
Turn 120, 125 AD: Gandhi's Axeman 2 (Bombay) has defeated Tokugawa's Axeman!
Turn 120, 125 AD: Your Axeman 2 (Bombay) has destroyed a Axeman!
Turn 120, 125 AD: Gandhi's Axeman 5 (Drona) (5.50) vs Tokugawa's Axeman (4.98)
Turn 120, 125 AD: Combat Odds: 69.0%
Turn 120, 125 AD: (Extra Combat: -10%)
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +75%)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (42/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (24/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (6/100HP)
Turn 120, 125 AD: Gandhi's Axeman 5 (Drona) is hit for 21 (79/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (0/100HP)
Turn 120, 125 AD: Gandhi's Axeman 5 (Drona) has defeated Tokugawa's Axeman!
Turn 120, 125 AD: Your Axeman 5 (Drona) has destroyed a Axeman!
Turn 120, 125 AD: Gandhi's Axeman 17 (Holy Cow) (5.00) vs Tokugawa's Spearman (3.61)
Turn 120, 125 AD: Combat Odds: 87.8%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +25%)
Turn 120, 125 AD: Gandhi's Axeman 17 (Holy Cow) is hit for 18 (82/100HP)
Turn 120, 125 AD: Gandhi's Axeman 17 (Holy Cow) is hit for 18 (64/100HP)
Turn 120, 125 AD: Gandhi's Axeman 17 (Holy Cow) is hit for 18 (46/100HP)
Turn 120, 125 AD: Tokugawa's Spearman is hit for 22 (56/100HP)
Turn 120, 125 AD: Tokugawa's Spearman is hit for 22 (34/100HP)
Turn 120, 125 AD: Tokugawa's Spearman is hit for 22 (12/100HP)
Turn 120, 125 AD: Tokugawa's Spearman is hit for 22 (0/100HP)
Turn 120, 125 AD: Gandhi's Axeman 17 (Holy Cow) has defeated Tokugawa's Spearman!
Turn 120, 125 AD: Your Axeman 17 (Holy Cow) has destroyed a Spearman!
Turn 120, 125 AD: Gandhi's Axeman 11 (Bollywood) (5.00) vs Tokugawa's Archer (2.91)
Turn 120, 125 AD: Combat Odds: 94.6%
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (City Defense: +95%)
Turn 120, 125 AD: Gandhi's Axeman 11 (Bollywood) is hit for 19 (81/100HP)
Turn 120, 125 AD: Tokugawa's Archer is hit for 20 (23/100HP)
Turn 120, 125 AD: Tokugawa's Archer is hit for 20 (3/100HP)
Turn 120, 125 AD: Tokugawa's Archer is hit for 20 (0/100HP)
Turn 120, 125 AD: Gandhi's Axeman 11 (Bollywood) has defeated Tokugawa's Archer!
Turn 120, 125 AD: Your Axeman 11 (Bollywood) has destroyed a Archer!
Turn 120, 125 AD: Gandhi's Lotus (Axeman) (5.00) vs Tokugawa's Axeman (2.98)
Turn 120, 125 AD: Combat Odds: 97.0%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: (Combat: -50%)
Turn 120, 125 AD: (Combat: +75%)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (18/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 18 (0/100HP)
Turn 120, 125 AD: Gandhi's Lotus (Axeman) has defeated Tokugawa's Axeman!
Turn 120, 125 AD: Your Lotus has destroyed a Axeman!
Turn 120, 125 AD: Gandhi's Archer 2 (Drona) (3.00) vs Tokugawa's Axeman (2.39)
Turn 120, 125 AD: Combat Odds: 85.0%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: Gandhi's Archer 2 (Drona) is hit for 25 (75/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 15 (19/100HP)
Turn 120, 125 AD: Gandhi's Archer 2 (Drona) is hit for 25 (50/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 15 (4/100HP)
Turn 120, 125 AD: Tokugawa's Axeman is hit for 15 (0/100HP)
Turn 120, 125 AD: Gandhi's Archer 2 (Drona) has defeated Tokugawa's Axeman!
Turn 120, 125 AD: Your Archer 2 (Drona) has destroyed a Axeman!
Turn 120, 125 AD: Gandhi's Spearman 1 (Drona) (4.00) vs Tokugawa's Swordsman (2.11)
Turn 120, 125 AD: Combat Odds: 97.9%
Turn 120, 125 AD: (Extra Combat: +10%)
Turn 120, 125 AD: (Plot Defense: +6%)
Turn 120, 125 AD: (Fortify: +25%)
Turn 120, 125 AD: Tokugawa's Swordsman is hit for 17 (8/100HP)
Turn 120, 125 AD: Tokugawa's Swordsman is hit for 17 (0/100HP)
Turn 120, 125 AD: Gandhi's Spearman 1 (Drona) has defeated Tokugawa's Swordsman!
Turn 120, 125 AD: Your Spearman 1 (Drona) has destroyed a Swordsman!
Turn 120, 125 AD: You have constructed a Barracks in Holy Cow. Work has now begun on a Axeman.
Turn 120, 125 AD: Hammuragawa has declared war on you!
Turn 120, 125 AD: Hammuragawa refuses to talk.

Turn 121, 150 AD: The enemy has been spotted near Drona!
Turn 121, 150 AD: The enemy has been spotted near Drona!
Turn 121, 150 AD: Bollywood can hurry Axeman for 1⇴ with 35ℤ overflow, 6ℴ added to the treasury, and +1⇤ for 10 turns.
Turn 121, 150 AD: Drona can hurry Axeman for 1⇴ with 31ℤ overflow and +1⇤ for 10 turns.
Turn 121, 150 AD: Delhi will become unhappy on the next turn.
Turn 121, 150 AD: Delhi can hurry Axeman for 1⇴ with 27ℤ overflow and +1⇤ for 35 turns.
Turn 121, 150 AD: Your Catapult 8 (Bollywood) has reduced the defenses of Osaka to 0%!
Turn 121, 150 AD: Gandhi's Axeman 7 (Bollywood) (5.00) vs Tokugawa's Archer (2.85)
Turn 121, 150 AD: Combat Odds: 94.9%
Turn 121, 150 AD: (City Defense: +70%)
Turn 121, 150 AD: (City Attack: -75%)
Turn 121, 150 AD: Tokugawa's Archer is hit for 26 (74/100HP)
Turn 121, 150 AD: Gandhi's Axeman 7 (Bollywood) is hit for 15 (85/100HP)
Turn 121, 150 AD: Tokugawa's Archer is hit for 26 (48/100HP)
Turn 121, 150 AD: Tokugawa's Archer is hit for 26 (22/100HP)
Turn 121, 150 AD: Gandhi's Axeman 7 (Bollywood) is hit for 15 (70/100HP)
Turn 121, 150 AD: Gandhi's Axeman 7 (Bollywood) is hit for 15 (55/100HP)
Turn 121, 150 AD: Gandhi's Axeman 7 (Bollywood) is hit for 15 (40/100HP)
Turn 121, 150 AD: Tokugawa's Archer is hit for 26 (0/100HP)
Turn 121, 150 AD: Gandhi's Axeman 7 (Bollywood) has defeated Tokugawa's Archer!
Turn 121, 150 AD: Your Axeman 7 (Bollywood) has destroyed a Archer!
Turn 121, 150 AD: Gandhi's Lotus (Axeman) (5.00) vs Tokugawa's Archer (2.97)
Turn 121, 150 AD: Combat Odds: 94.2%
Turn 121, 150 AD: (Fortify: +25%)
Turn 121, 150 AD: (City Defense: +95%)
Turn 121, 150 AD: Gandhi's Lotus (Axeman) is hit for 19 (81/100HP)
Turn 121, 150 AD: Tokugawa's Archer is hit for 20 (25/100HP)
Turn 121, 150 AD: Tokugawa's Archer is hit for 20 (5/100HP)
Turn 121, 150 AD: Tokugawa's Archer is hit for 20 (0/100HP)
Turn 121, 150 AD: Gandhi's Lotus (Axeman) has defeated Tokugawa's Archer!
Turn 121, 150 AD: Your Lotus has destroyed a Archer!
Turn 121, 150 AD: Gandhi's Axeman 16 (Delhi) (5.50) vs Tokugawa's Swordsman (4.28)
Turn 121, 150 AD: Combat Odds: 76.5%
Turn 121, 150 AD: (Extra Combat: -10%)
Turn 121, 150 AD: (Extra Combat: +10%)
Turn 121, 150 AD: (Combat: -75%)
Turn 121, 150 AD: (Combat: +25%)
Turn 121, 150 AD: Gandhi's Axeman 16 (Delhi) is hit for 17 (83/100HP)
Turn 121, 150 AD: Tokugawa's Swordsman is hit for 22 (78/100HP)
Turn 121, 150 AD: Tokugawa's Swordsman is hit for 22 (56/100HP)
Turn 121, 150 AD: Tokugawa's Swordsman is hit for 22 (34/100HP)
Turn 121, 150 AD: Tokugawa's Swordsman is hit for 22 (12/100HP)
Turn 121, 150 AD: Gandhi's Axeman 16 (Delhi) is hit for 17 (66/100HP)
Turn 121, 150 AD: Gandhi's Axeman 16 (Delhi) is hit for 17 (49/100HP)
Turn 121, 150 AD: Gandhi's Axeman 16 (Delhi) is hit for 17 (32/100HP)
Turn 121, 150 AD: Gandhi's Axeman 16 (Delhi) is hit for 17 (15/100HP)
Turn 121, 150 AD: Gandhi's Axeman 16 (Delhi) is hit for 17 (0/100HP)
Turn 121, 150 AD: Tokugawa's Swordsman has defeated Gandhi's Axeman 16 (Delhi)!
Turn 121, 150 AD: Your Axeman 16 (Delhi) has died trying to attack a Swordsman!
Turn 121, 150 AD: Gandhi's Axeman 5 (Drona) (4.89) vs Tokugawa's Axeman (1.48)
Turn 121, 150 AD: Combat Odds: 100.0%
Turn 121, 150 AD: (Extra Combat: -10%)
Turn 121, 150 AD: (Extra Combat: +10%)
Turn 121, 150 AD: (Fortify: +25%)
Turn 121, 150 AD: (Combat: -75%)
Turn 121, 150 AD: (Combat: +75%)
Turn 121, 150 AD: Tokugawa's Axeman is hit for 22 (0/100HP)
Turn 121, 150 AD: Gandhi's Axeman 5 (Drona) has defeated Tokugawa's Axeman!
Turn 121, 150 AD: Your Axeman 5 (Drona) has destroyed a Axeman!
Turn 121, 150 AD: You have captured Osaka!!!
Turn 121, 150 AD: Gandhi's Axeman 14 (Drona) (5.00) vs Tokugawa's Swordsman (0.62)
Turn 121, 150 AD: Combat Odds: 100.0%
Turn 121, 150 AD: (Extra Combat: +10%)
Turn 121, 150 AD: (Combat: -50%)
Turn 121, 150 AD: (Combat: +25%)
Turn 121, 150 AD: Tokugawa's Swordsman is hit for 26 (0/100HP)
Turn 121, 150 AD: Gandhi's Axeman 14 (Drona) has defeated Tokugawa's Swordsman!
Turn 121, 150 AD: Your Axeman 14 (Drona) has destroyed a Swordsman!
Turn 121, 150 AD: Delhi will grow to size 6 on the next turn.
Turn 121, 150 AD: Holy Cow will grow to size 4 on the next turn.
 
Other log

Spoiler :
Here is your Session Turn Log from 1 AD to 150 AD:

Turn 115, 1 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 22 of 56 Total Votes)

Turn 116, 25 AD: You have trained a Catapult in Bollywood. Work has now begun on a Axeman.
Turn 116, 25 AD: Notre Dame has been built in a far away land!

Turn 117, 50 AD: Hammuragawa adopts Hereditary Rule!

Turn 118, 75 AD: Abu Bakr (Great Prophet) has been born in Bollywood (Gandhi)!
Turn 118, 75 AD: The borders of Vijayanagara have expanded!

Turn 119, 100 AD: Drona will become unhappy on the next turn.
Turn 119, 100 AD: Delhi has grown to size 6.
Turn 119, 100 AD: Holy Cow can hurry Barracks for 2⇴ with 26ℤ overflow and +1⇤ for 14 turns.
Turn 119, 100 AD: You are the worst enemy of Hatsegawa.
Turn 119, 100 AD: Drona will grow to size 9 on the next turn.
Turn 119, 100 AD: Holy Cow will grow to size 5 on the next turn.
Turn 119, 100 AD: Pataliputra will grow to size 2 on the next turn.
Turn 119, 100 AD: A Egyptian Spy has been stumbled upon while operating near the Indian city of Drona!
.
TLDR

In what I didn't delete, I noticed that we won the AP election - grats :w00t:
:mischief:

And that Hatty is sending spies to us.
Nobody loves us. :cry:

Anyway, looking good vs Toku. What are we going to do about Hammy?
I haven't opended the save.
 
Yep - we are now Hatty's worst enemy as well. At least we knocked down Toku quite a bit.

We have 2 archers, 2 axes, walls and 50% defense in Vijay. Hammy does not have siege yet, but I'd feel more secure if we sent another archer (maybe the one from Bollywood, since we'll build another next turn?). We should be able to hold off Hammy for a while.

What are we going to do about money? We are only making +1:gold: at 0% research. And that's after losing about 8 units.
 
I'm not concerned about the gold situation. Its looking good with 392 in the bank! Also, the GPro will provide either 2h5g per turn if settled, or 6gpt if a christian shrine is made in Drona. Since we're thinking of culture (or have we forgotten?), the shrine makes most sense... and its also the better longterm choice for gold as well, since it will increase in value.

When the war ends we get the cottages matured and no problems with gold.

Hammy is coming at us with sword and axe and maybe a spear. Wouldn't some more axes for defense be better than more archers? At least for the swords that must be true. Axes would also be better than archers in an offensive scenario... and the maint cost is the same. So I'd make some axes and just hold in the north until Hammy wastes his stack and then either take peace if we are still tied down in the south, or hurt him if we can spare the time.

Note, we don't need more cities for culture propagation, but we will need to take more cities to keep the neighbors weak, I think.

I'd leave Kagoshima alone for now... its a crap city that would just cost maint.

Since Toku has no stack nearby... is the plan to hold Osaka and press towards Kyoto, or to abandon Osaka and get rid of the few units he has left? Depends on heal time and if we need to replenish units I guess.

I'd build another mine at Drona, and then you can build an axe every 2 turns with a -1 food deficit. Pretty close to that already, but eventually the diminishing overflows will lead to a 3-turn axe as is.

Otherwise... I think its looking good. We're pretty safe in the north until cats show up, and we have an overwhelming force in the south. If you thought it would look better than this, AAA, you were overly optimistic. IMO, everything going according to plan so far. :goodjob:

Keep whipping everything but Drona, Bolly, and save 5 pop at Dehli but whip the excess. That's my advice. Keeping the power up will prevent further DOW's.

In the bigger picture, since Kagoshima is crap we leave that for last, park a stack near it, and extract techs for peace from Toku. Eliminate him later. Kago won't have enough culture to flip any of our winnings back to Toku.

I'd suggest AAA finish what he started... as I see it, all is going as planned.:goodjob:
 
Fine by me.
 
Green for me as well.

My thoughts would be retreat and use Osaka for killing field IF WE SEE HIM BITiING. If not, heal and move through.
 
I'd rather not count on Toku conveniently and promptly putting most of his units into reclaiming Osaka so we can easily kill them, and therefore would like to try to hold the city and then move forward. To do that I think we need to hold the two forests to the south so Toku would have to attack across the river (which I doubt he'll do). If he gets into either forest we really have no way to remove him and we'll be under threat of attack without any defensive advantages. Our Woody2 axes are both damaged but I think we need to put them in the forests anyway. We have several axes near completion that should be able to get to Vijay in time to relieve the units we have there right now, which should be able to hold the fort until Hammy's larger force arrives. As insurance against horse units, though, it would be good to build a spear and/or another archer.

I'm not sold on the need for more whipping, except toward infrastructure in a few cities. We should think about building a couple Conf Hindu temples to help with happiness after so much whipping. They're 1/2-price with Spiritual and provide 2 hpt from the AP. Holy Cow's hill also needs a mine. I had something in mind for Pata but don't remember what--at least take the corn from Bolly soon so it can grow and then whip necessary buildings. Bombay is at the point where it can finally grow and and I think we need to encourage that rather than whip it back to stagnation.

I'm not sure what to do in the east. I guess hold Osaka, heal, see what Toku does, and move toward Kyoto via forests/hills as soon as we safely can. AAA has played 17/18 turns, which is pretty much what all our turnsets have been so far and it's good to have a fresh pair of eyes on the game after that length of time. Trys, are you available?
 
Yeah, I should have some time this weekend. Let me look at the save and team suggestions tonight and try to put together a plan.
 
I still think the infra can wait... I'm sure we will not regret having more units. But I'm flexible.

Use common sense... don't whip folks off good (=>4 h/g/f) tiles. I'm guessing that regular production in Drona and elsewhere will be able to replace losses unless something goes wrong. Its only inadequate if we lose more units than expected. Basically, the faster we prosecute the wars, the faster we'll get everything else done. And if we don't do it fast enough, LB's will bog us down.

So do the war like we mean it, and then worry about the other stuff, imo. Instead of building a temple to account for the pop growth over unhappy limit, I like to 2-pop whip when it gets there. :viking:

Do as you see fit, and maybe I'll learn how to hit that sweet spot (not too few units, not too many units) some day. If in doubt, better to err on the side of "more is better". ;)

OK... I'm a wishy-washy flip-flopper... so sue me. :lol:
 
PPP:

My plan is to heal our stack while reinforcements arrive in the next couple of turns and then march on Kyoto before Toku can regroup. Meanwhile hold Hammy in check at Vijay.

Osaka: Toku has 1 axe (C1, Cover) and 1 sword (C1, Shock), along with 2 workers, south of the city. There is an axe (C2) and an archer in Kagoshima. I doubt the sword will move to attack since it is defending one of the workers.

I could move some of our wounded axes into the forest south of Osaka this turn if we want to prevent Toku’d forces from using those tiles. Our Woody 2 axe is at 4.1/5 hp, and we have a Shock axe at 3.9/5 hp. Alternatively, I could move them to the city to heal.

Drona: Axe done next turn moves to Osaka, then queue a catapult for whipping.

Holy Cow: Axe done next turn moves to Osaka, start another axe.

Bollywood. Axe done next turn moves to Osaka, start another axe.

Bombay: Archer done next turn moves to help defend Vijay. Start an axe.

Vijay: 2 pop whip away the unhappiness into the axe. Overflow into another axe. There is another axe in transit which will arrive next turn.

GPro: What is the consensus? I’m inclined to build the Christian shrine in Drona.

Espionage: Switch focus to Hammy.

Research: We can finish Alphabet at 100% research I 3 turns for 231:gold:. This would leave us with 161 in the bank, but would let us extort techs for peace (IW would help us prosecute the war against Hammy, if we have iron). (Edit: I just noticed that Toku has Alphabet now. We don't need to research ourselves to extort techs from him.)
 
I'm ok w Shrine. 4 gpt now and more later.

Ham Gaw has construction. 5 swords and 4 axes headed our way. Your plan shold hold until he builds cat's.
Toku is only AI w/o construction. The faster we kill him the better.

Green from me.
 
We should think about building a couple Conf temples to help with happiness after so much whipping. They're 1/2-price with Spiritual and provide 2 hpt from the AP.
Don't you mean hindu temples? Or is our AP :confused:?
 
Ooops. Yes, meant Hindu. Thinking of wrong game. :blush:

more comments soonish
 
PPP:
Drona: Axe done next turn moves to Osaka, then queue a catapult for whipping.
Holy Cow: Axe done next turn moves to Osaka, start another axe.
Bollywood. Axe done next turn moves to Osaka, start another axe.
Bombay: Archer done next turn moves to help defend Vijay. Start an axe.
Vijay: 2 pop whip away the unhappiness into the axe. Overflow into another axe. There is another axe in transit which will arrive next turn.
I think we're in good shape on units so there's no need to whip more. I'd have Drona build an archer or spear before a cat, and then a temple so we can work another mine (3hpt) and gain 2 AP hpt (total 5hpt). Bombay will struggle until it has a granary and can work enough farms to work its mines--everything hinges on it growing--so I'd say finish the archer and then build a granary by hand. Bolly can pump out enough units to defend Vijay. Pata also needs to get on its feet--we have quite a few hammers invested in a catapult there so I guess we should continue with that, but a granary must come next. Put Bolly's 2 sci's onto cottages--it will then grow to its happy cap in 2 turns. Then give its corn to Pata. Pata will then grow to pop3 4 turns from now. Keep growing to pop 4 and then 2-whip the granary. Then it takes off.

GPro: What is the consensus? I’m inclined to build the Christian shrine in Drona.
Save the Prohet for bulbing. At 100% we can finish CoL in 4 turns and then Meditation in 1. Yes, this will deplete our cash and we'll have to support units outside our borders when we attack Kyoto, but we'll then be able to bulb (nearly) all of Civil Service. This will give Bolly a big boost in hammers and commerce (vital since we have no trade routes) and with Caste System we can run the specs we want. Meditation lets us build monasteries for the 10% research bonus, culture, and AP hammers.

Espionage: Switch focus to Hammy.
So we can see what he's researching? This has some value but he's not really a tech leader. If we keep espi on Toku we can steal more techs from him in Kago; that city is (I would assume) best placed for tech stealing, and since it's extremely unlikely we're going to get any techs from the Toku's without extortion or stealing I think we need to milk this for all it's worth.

You didn't mention Delhi. It will grow past its happy cap in a turn or two but will lose one whip unhappy in 5 turns. I'd let it finish its axe and then start on a settler for the island or the SE fish site. It would be nice to have another river cottage ready when that extra citizen becomes happy in 5 turns. We also need new mines for Holy Cow and Drona.

We have 8 axes and 10 cats in our attack stack, plus an axe in Osaka. With another few units coming up as reinforcements or to garrison Osaka this will be plenty of units to march on Kyoto. The 5XP axe in Drona should get Woody2 and move this turn to defend the forest SW of Drona Osaka. The unmoved 4.1/5 Woody2 axe in our stack should defend the forest S of Osaka. That prevents Toku from attacking Osaka next turn so we can safely move in and heal. I'd divert an extra axe (or two) from Trystero's plan toward Vijay and instead have the eastern cities build a couple cheap archers for garrison (freeing up more axes for attack) or defending our SoD on hills. And one of these days somebody's going to throw horses against us--another spear or two for north and east would be good. We don't want to overkill on the units. Hammy's already DoWed us and we're in no danger of a Japanese stack marching toward Drona so there's no need to rush an attack on Kyoto. When enough units are healed (and some can heal while we bombard Kyoto) we march SE, bombard defenses to 0, and then attack with every cat at once so all our axes can attack without any losses. If, by some chance, Toku still has a stack to send at us we'll be defending in forest or across a river. We'll pillage roads as we advance so he can't sneak past us.
 
Xcal makes some good points. I forgot about the CS bulbing which we want to save the Gpro for. That's better than an xtian shrine, imo.

I agree pretty much with everything... AP temples are OK, but if the choice is a non-AP temple and a 2-pop whip I'd still take the unit. Like I said, its going to be almost impossible to have too many units in this game, most likely.

Lets not forget that we still want to meet the rest just to know how crazy fast they are teching. It can wait (no choice,really), but I just don't want us to forget.

I think if you see cats coming from Babylon you need to pause so we can adjust. Hopefully Kyoto is ours before that happens.

I'd save the gold for setting up the CS-bulb... alpha no longer a prio if Toku has it.

Trystero's plan with some adjustment for Xcal's points is green from me. I'm on vacation and might not be able to check in before you guys are in agreement. I'm OK with whatever. :goodjob:
 
What are the plans for Toku? Are we planning to beat some techs out of him? Wipe him off the map? Save for stealing techs? I would like to see us at least take all the land west of the mountains. I don't like the idea of him producing naval units in Kago if he gets MC. Kago would also be a v-good cottage site.

Looks like there may be a good spot to post a stack of defenders in the mountain pass if we plan on letting him live.

Agree on the CS plan for the Gpro. Do we think Toku will give alpha for peace? If not Alpha would still make sense for spies.

In the north, it looks like Hammy could have 9 units all with 2 promotions at our doorstep in 3 turns. We should get 3 or 4 more there during that time.
 
I certainly hope we can beat some techs out of him. We've only taken 1 of his 5 cities so far. Kyoto is the mountain pass, by the way. It's on a hill with mountains to the N and S and rivers on each side. We really need to take it before he gets longbows. After that we'll see how we're doing but I suspect we might want to concentrate on Hammy for awhile and knock him down, too. I'd like to leave Kago until we've stolen Toku dry on techs, and also let him develop it into a more valuable prize; right now it would just cost us money. And yes, of course we'll need spies/Alpha soon for that, either by extortion or research.

In the north, it looks like Hammy could have 9 units all with 2 promotions at our doorstep in 3 turns. We should get 3 or 4 more there during that time.
Oooh, was it that bad? Quite a few were swords, which our axes will chop up behind our 50% defenses, and hopefully he won't attack en masse, but yeah, it'll be a little tricky deciding which units should go east and which north. I think we should be OK, though, if most/all of Bolly's units go north.
 
OK - I will put together a revised PPP tonight. But it sounds like there is general agreement on how to proceed. I should try to capture Kyoto ASAP, while holding off Hammy. Research will switch to CoL, and GPro will be used to bulb CS.
 
Revised PPP:

Incorporating many of Xcal's suggestions.

Research: Switch to 100%. Finish CoL (4 turns), then Meditation (1 turn), use GPro to bulb CS and then finish it by hard research.

Civcs: Switch to Bureaucracy once CS is researched.

Espionage: I will keep our EP focused on Toku for tech stealing purposes. I will continue to watch Toku's research (currently Compass, in 7 turns). Both Hammy and Shaka can research Feudalism.

Osaka: Toku has 1 axe (C1, Cover) and 1 sword (C1, Shock), along with 2 workers, south of the city. There is an axe (C2) and an archer in Kagoshima. Our stack will move into the city and heal next turn.

The 5XP axe in Drona should get Woody2 and move this turn to defend the forest SW of Drona Osaka. The unmoved 4.1/5 Woody2 axe in our stack should defend the forest S of Osaka. That prevents Toku from attacking Osaka next turn so we can safely move in and heal.

The axe in Drona is out of movement the Shock axe (3.9/5 hp) in the stack is the next best option. I will move that unit to the forest SW of Osaka, and the current Woody2 axe (4.1/5 hp) to the forest S of Osaka.

Drona: Axe done next turn moves to Osaka, start an archer next, then a temple. Promotion of the 5xp axe will depend on the outcome of our forest defense. If the our defenders hold, promotions will be saved and used as circumstances dictate.

Holy Cow: Axe done next turn moves to Osaka, start another axe.

Bollywood. Axe done next turn moves to Vijay, start another axe (or archer for Pataliputra or Vijay, depending on the current situation).

Bombay: Archer done next turn moves to help defend Vijay. Start granary.

Delhi: Finish axe (to be sent to Vijay) in two turns, start settler.

Vijay: 2 pop whip away the unhappiness into the axe. Overflow into another axe (edit: or spear). There is another axe in transit which will arrive next turn.

And one of these days somebody's going to throw horses against us--another spear or two for north and east would be good.

I will fit in a spear where I can.

Pause conditions:
*Another DoW (i.e. the start of a Buddhist dogpile).
*Cats coming from Hammy in the north.
*Someone techs Feudalism.
*Kyoto falls (so we can assess our options, peace extortion, etc.)
 
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