SGOTM 15 - Maple Sporks

Behind schedule but installing civ now!
 
Any progress yet Sturick?
 
Checked the finish date: May 21st. We have plenty of time.
 
Okay gang...here's what happened.

I was playing my set yesterday when wind storms in the area took out some power lines near my house. Of course this happened in the middle of my set (about 5 turns in). I PM'ed Alan on how to proceed and I didn't think it appropriate to reveal the happenings of my set until I got his permission. I hope to finish my set tonight assuming everything works out.

I will ask the group because I didn't think about it in my plan...two things.

1)What to do with the upcoming GS?
2)What to tech? Engineering requires Machinery first which I overlooked in my original plan.
 
You already played?? :eek: I was expecting a plan still.

Please report what happened and a plan for the rest of your set.
 
Okay...I heard back from AlanH and I will at the very least be replaying my turns from yesterday.

Here is what happened during my set. My biggest concern will be recreating my battle at Tokyo. Hopefully the autosave picks up after that.

I teched Fishing (since we aren’t Engineering bulbing anymore) and Lit (for the epics). I went to tech Engineering next but I didn’t realize that we needed Mach as a pre-req. So I was going to ask the group for guidance at this point.

I made the resource trades for 7 gpt for Deer to Liz and 4 gpt for Gold to Genghis. I traded Meditation to someone, I forget, for 90 but I don’t trade Aes as there wasn’t enough good trading partners. Only 1 for 130 (again going from memory here) if I recall. The next turn a new trading partner emerged and I sold Aes to 2 civs for a total of 290! Nice improvement!

I declared on Japan on the inherited turn and moved the stack into position. There were 4 defenders when I arrived and another unit was built when my stack could take action the next turn. I suicided the cat and moved in with with the weaker axes first. Total losses of 1 cat and 3 axes. Probably would have had better success if we waited for a couple of turns to get the extra cats involved. No extra resource tiles in the fog but we can now see Shakugawa’s borders. Granary, forge, colosseum and settled GG in the city. A nice haul. Toku’s last city was to the north. A scouting party of the victorious warriors was on it’s way to see if it is worth taking…we can’t raze it after all.

I took peace with Hammu on the second turn. I had a good defensive position on the forest tile and wanted to see if he might suicide again and give up more for peace. He had fishing and I hoped we might be able to squeeze that out in peace talks. We gained culture on the fort tile during the set so the worker is continuing to build the fort for now. As for Hammu…he has ivory. A mini stack was holed up in his nearest city and had about 8 units (a couple of cats, HA, jumbo included). I diverted the newly created troops to the fort with the idea that we were going to attack Hammu next. We can hole up in Tokyo and defend well from there. With the rivers and walls up I think we will have plenty of defense to protect against a DOW from the east.

That’s the set in a nutshell. I’ll post more later on today about city builds and plans for the remainder of the set.
 
Sounds good (except for the downed wires)

Let's hope Shaka doesn't get that last city. Be nice if it was Liz and we could build spies and steal from her.
 
Yeah, sounds quite allright!

I don't quite understand what happened to your autosaves. Don't you have any?

I'd say continue with machinery. Not sure what the GS would bulb. If it's paper, maybe that's borderline useful for extracting world map from toku if still alive. Philo might be good too, it opens up nationalism iirc. Lib with the english beast is likely out of the question though. Settling GS or launching a GA are options too.
 
I have autosaves (didn't set autosaves to every turn when I reinstalled) but I haven't had the chance to reload to see where the last autosave occured. I shouldn't have lost everything. I just don't want to replay the Tokyo takeover if the random number generator is different.
 
Do we want to quickly tech IW before Mach/Eng???

Or hope we may get it in a peace offering from Toku?
 
City builds looked a little like this…

Stone Hill units>forge (It’s at 24 base hammers so the extra 6 hammers will be great)
Whipped a workboat at Satsuma for the fish tile after a forest chop finished the courthouse
Slow growing a workboat at Pearly Swine to scout out what we can of Hammu’s lands (He appeared to settle the island area to the west)
Whipped a granary into the Heroic Epic at DeerGold. With a forge we should be able to put 60 hammers per turn towards units. 48 without a forge is pretty nice too!
One city is cranking out a missionary to keep all cities Hindu.

Mostly units from the rest of the cities, and I’m adding in a few spearmen to counter the elephants we will meet.

City build plans (cats/granary/hindu buildings if not mentioned)

Stone Hill forge>units (forge unhealth will be balanced by the fish tile)
DeerGold>HE Epic>units
Kyoto>Granary>lib>NE???
Tokyo>walls>rax>defensive unit mix (axe/spear/xbow)

I think I will swap to OR and build a few Hindu buildings as well for the easy hammers while the forge and Epic complete. Then back to Theo for the 5 XP units out of the gate.
 
Forges in high hammer cities are good of course. If we need health, consider the crab near marblehill, in the 375AD save we're about to get hold of it. Btw, cow could be roaded for more health too. NE in Kyoto is fine, especially if we don't need the corn in Tokyo long term.

We can't build xbows without iron nor archery... I'm not against self teching IW, though a bit undecided. A few swords for the Hammu stack (the buildup is for Hammu, right??) won't hurt though. Extracting anything from Toku if possible would be fine, unless his last city is worth taking and NOT culture pressed by other AIs.

You might want to hire an extra priest in SH to have slightly higher odds for GPr. Shrine would be cool. Note there's beside GS or GPr also a fair chance of popping a GE. If we self-tech IW+machinery we could rush engineering with it. Or machinery itself... But I guess saving it for engineering bulb would be cool. GS, well, he'll bulb philo. Lukewarm to it, like settling. Somehow I really wouldn't mind a GA. We have a significant critical mass now to make it worthwhile, especially when full steam on both infra and units.
 
Hard to tell without screenies/save, but the plan looks pretty decent.

Do you have any numbers on stack size (both north and south)?

As for the GP we're going to get:
GP: Shrine
GE: Bulb Eng or settle in DG
GS: Getting a GA might be nice. I'm pretty sure we're not going to get Lib, so bulbing Philo is kinda meh (don't see us running Pacifism with all those troops running around). Settling is an option as well.
 
Here is the recap of the gameplay from my set last night….I left my notes at home so this is off the top of my head.

Autosave picked up on the turn before the battle for Tokyo. The battle went about the same but the city lost the forge and colosseum after we captured it. So a bit of a loss there. That forge and extra happiness would have been nice.

Toku’s final city was a POS and I don’t think it has a single resource tile in its fat cross. I let Eygpt take it. Which it did with a stack of about a dozen war chariots and cats. So Toku is no more. I also goofed. Eygpt is the neighbor of Toku and not Shaka. That is good if Egypt becomes the next dogpile.

Thanks to our shared war efforts we were able to get OB with Egypt and Zululand. I built a scout and he is currently checking out Egpyt. This will help our maps out immensely. Hopefully Zulu borders Egypt somehow.

We have a nice stack of cats (close to 10) but our units need bolstering. Only about 5 axes and spears combined right now. We are 3 turns from Mach but I was thinking that we should tech IW real quick. Chances are we have some iron and it would be nice to build xbows and swords while we wait for trebs and pikes. I would suggest teching IW now then finish with Mach.

We popped a GS…and I bulbed Philo with it. :( Of course, I pop the one GP that we didn’t have an obvious choice on what to do with. GA seemed to be the consensus but I don't think it was unanimous. I imagine we plan on getting Nat at some point for drafting so it isn’t completely worthless. And I think even with our buildup, a quick 5 turn stint in Caste and Paci at some point would prove useful.

I didn’t post the save so I will do that when I get home tonight. We are five turns away from IW and Mach so I could also play up until that point and post the save there too. Doesn’t matter to me.
 
If you're confident on how to proceed, then I'm fine if you play some more turns. Finishing IW+Mach is okay with me if that's about 5 turns.

Now that they OB'd, any chance there's any tech trade availlabale? Anything we could pick up would be great, even if you have to toss in philo, if the deal is not too lopsided.
 
I agree: tech IW + Mach and pump out some more units. That'll make the next discussion easier.
 
http://gotm.civfanatics.net/saves/civ4sgotm15/Maple_Sporks_SG015_AD0660_01.CivBeyondSwordSave

The log: Writeup later this afternoon...two sources of iron...one in DeerGold's fat cross...the other would need to be settled to work. Sorry no pics...my comp just isn't there yet.

Spoiler :
Here is your Session Turn Log from 375 AD to 660 AD:

Turn 130, 375 AD: You have declared war on Tokugawa!
Turn 130, 375 AD: The borders of MarbleHill have expanded!
Turn 130, 375 AD: Claude Dansey (Great Spy) has been born in a far away land!

Turn 131, 400 AD: You have made peace with Hammuragawa!
Turn 131, 400 AD: You have discovered Fishing!
Turn 131, 400 AD: Hammuragawa's Golden Age has begun!!!

Turn 132, 425 AD: Gandhi's Catapult 5 (Stone Hill) (5.00) vs Tokugawa's Archer (7.50)
Turn 132, 425 AD: Combat Odds: 18.6%
Turn 132, 425 AD: (Plot Defense: +50%)
Turn 132, 425 AD: (Fortify: +25%)
Turn 132, 425 AD: (City Defense: +95%)
Turn 132, 425 AD: (City Attack: -20%)
Turn 132, 425 AD: Gandhi's Catapult 5 (Stone Hill) is hit for 24 (76/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 16 (84/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 16 (68/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 16 (52/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 16 (36/100HP)
Turn 132, 425 AD: Gandhi's Catapult 5 (Stone Hill) is hit for 24 (52/100HP)
Turn 132, 425 AD: Gandhi's Catapult 5 (Stone Hill) is hit for 24 (28/100HP)
Turn 132, 425 AD: Gandhi's Catapult 5 (Stone Hill) is hit for 24 (4/100HP)
Turn 132, 425 AD: Gandhi's Catapult 5 (Stone Hill) is hit for 24 (0/100HP)
Turn 132, 425 AD: Tokugawa's Archer has defeated Gandhi's Catapult 5 (Stone Hill)!
Turn 132, 425 AD: Gandhi's Axeman 22 (Golden Fleece) (5.00) vs Tokugawa's Axeman (7.42)
Turn 132, 425 AD: Combat Odds: 17.1%
Turn 132, 425 AD: (Extra Combat: +10%)
Turn 132, 425 AD: (Plot Defense: +50%)
Turn 132, 425 AD: (Fortify: +25%)
Turn 132, 425 AD: (City Attack: -45%)
Turn 132, 425 AD: (Combat: -50%)
Turn 132, 425 AD: (Combat: +75%)
Turn 132, 425 AD: Gandhi's Axeman 22 (Golden Fleece) is hit for 24 (76/100HP)
Turn 132, 425 AD: Gandhi's Axeman 22 (Golden Fleece) is hit for 24 (52/100HP)
Turn 132, 425 AD: Gandhi's Axeman 22 (Golden Fleece) is hit for 24 (28/100HP)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 16 (74/100HP)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 16 (58/100HP)
Turn 132, 425 AD: Gandhi's Axeman 22 (Golden Fleece) is hit for 24 (4/100HP)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 16 (42/100HP)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 16 (26/100HP)
Turn 132, 425 AD: Gandhi's Axeman 22 (Golden Fleece) is hit for 24 (0/100HP)
Turn 132, 425 AD: Tokugawa's Axeman has defeated Gandhi's Axeman 22 (Golden Fleece)!
Turn 132, 425 AD: Gandhi's Axeman 18 (Golden Fleece) (6.00) vs Tokugawa's Archer (7.12)
Turn 132, 425 AD: Combat Odds: 20.0%
Turn 132, 425 AD: (Extra Combat: -20%)
Turn 132, 425 AD: (Plot Defense: +50%)
Turn 132, 425 AD: (Fortify: +25%)
Turn 132, 425 AD: (City Defense: +95%)
Turn 132, 425 AD: Gandhi's Axeman 18 (Golden Fleece) is hit for 22 (78/100HP)
Turn 132, 425 AD: Gandhi's Axeman 18 (Golden Fleece) is hit for 22 (56/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 17 (71/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 17 (54/100HP)
Turn 132, 425 AD: Gandhi's Axeman 18 (Golden Fleece) is hit for 22 (34/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 17 (37/100HP)
Turn 132, 425 AD: Gandhi's Axeman 18 (Golden Fleece) is hit for 22 (12/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 17 (20/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 17 (3/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 17 (0/100HP)
Turn 132, 425 AD: Gandhi's Axeman 18 (Golden Fleece) has defeated Tokugawa's Archer!
Turn 132, 425 AD: Gandhi's Axeman 11 (MarbleHill) (5.00) vs Tokugawa's Axeman (6.75)
Turn 132, 425 AD: Combat Odds: 21.3%
Turn 132, 425 AD: (Extra Combat: +20%)
Turn 132, 425 AD: (Plot Defense: +50%)
Turn 132, 425 AD: (City Attack: -45%)
Turn 132, 425 AD: (Combat: -50%)
Turn 132, 425 AD: (Combat: +75%)
Turn 132, 425 AD: Gandhi's Axeman 11 (MarbleHill) is hit for 23 (77/100HP)
Turn 132, 425 AD: Gandhi's Axeman 11 (MarbleHill) is hit for 23 (54/100HP)
Turn 132, 425 AD: Gandhi's Axeman 11 (MarbleHill) is hit for 23 (31/100HP)
Turn 132, 425 AD: Gandhi's Axeman 11 (MarbleHill) is hit for 23 (8/100HP)
Turn 132, 425 AD: Gandhi's Axeman 11 (MarbleHill) is hit for 23 (0/100HP)
Turn 132, 425 AD: Tokugawa's Axeman has defeated Gandhi's Axeman 11 (MarbleHill)!
Turn 132, 425 AD: Gandhi's Axeman 15 (Golden Fleece) (6.00) vs Tokugawa's Axeman (8.77)
Turn 132, 425 AD: Combat Odds: 17.8%
Turn 132, 425 AD: (Extra Combat: -20%)
Turn 132, 425 AD: (Extra Combat: +20%)
Turn 132, 425 AD: (Plot Defense: +50%)
Turn 132, 425 AD: (Combat: -50%)
Turn 132, 425 AD: (Combat: +75%)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 16 (74/100HP)
Turn 132, 425 AD: Gandhi's Axeman 15 (Golden Fleece) is hit for 24 (76/100HP)
Turn 132, 425 AD: Gandhi's Axeman 15 (Golden Fleece) is hit for 24 (52/100HP)
Turn 132, 425 AD: Gandhi's Axeman 15 (Golden Fleece) is hit for 24 (28/100HP)
Turn 132, 425 AD: Gandhi's Axeman 15 (Golden Fleece) is hit for 24 (4/100HP)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 16 (58/100HP)
Turn 132, 425 AD: Gandhi's Axeman 15 (Golden Fleece) is hit for 24 (0/100HP)
Turn 132, 425 AD: Tokugawa's Axeman has defeated Gandhi's Axeman 15 (Golden Fleece)!
Turn 132, 425 AD: Gandhi's Axeman 7 (Golden Fleece) (5.00) vs Tokugawa's Axeman (3.48)
Turn 132, 425 AD: Combat Odds: 94.4%
Turn 132, 425 AD: (Extra Combat: +20%)
Turn 132, 425 AD: (Plot Defense: +50%)
Turn 132, 425 AD: (City Attack: -75%)
Turn 132, 425 AD: (Combat: -50%)
Turn 132, 425 AD: (Combat: +75%)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 20 (38/100HP)
Turn 132, 425 AD: Gandhi's Axeman 7 (Golden Fleece) is hit for 19 (81/100HP)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 20 (18/100HP)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 20 (0/100HP)
Turn 132, 425 AD: Gandhi's Axeman 7 (Golden Fleece) has defeated Tokugawa's Axeman!
Turn 132, 425 AD: Gandhi's Axeman 6 (MarbleHill) (5.00) vs Tokugawa's Archer (2.43)
Turn 132, 425 AD: Combat Odds: 98.8%
Turn 132, 425 AD: (Plot Defense: +50%)
Turn 132, 425 AD: (Fortify: +25%)
Turn 132, 425 AD: (City Defense: +95%)
Turn 132, 425 AD: (City Attack: -45%)
Turn 132, 425 AD: Gandhi's Axeman 6 (MarbleHill) is hit for 19 (81/100HP)
Turn 132, 425 AD: Gandhi's Axeman 6 (MarbleHill) is hit for 19 (62/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 20 (16/100HP)
Turn 132, 425 AD: Tokugawa's Archer is hit for 20 (0/100HP)
Turn 132, 425 AD: Gandhi's Axeman 6 (MarbleHill) has defeated Tokugawa's Archer!
Turn 132, 425 AD: Gandhi's Axeman 4 (Stone Hill) (5.00) vs Tokugawa's Spearman (2.63)
Turn 132, 425 AD: Combat Odds: 97.6%
Turn 132, 425 AD: (Extra Combat: +10%)
Turn 132, 425 AD: (Plot Defense: +50%)
Turn 132, 425 AD: (City Attack: -45%)
Turn 132, 425 AD: (Combat: -50%)
Turn 132, 425 AD: Tokugawa's Spearman is hit for 26 (63/100HP)
Turn 132, 425 AD: Gandhi's Axeman 4 (Stone Hill) is hit for 15 (85/100HP)
Turn 132, 425 AD: Tokugawa's Spearman is hit for 26 (37/100HP)
Turn 132, 425 AD: Tokugawa's Spearman is hit for 26 (11/100HP)
Turn 132, 425 AD: Tokugawa's Spearman is hit for 26 (0/100HP)
Turn 132, 425 AD: Gandhi's Axeman 4 (Stone Hill) has defeated Tokugawa's Spearman!
Turn 132, 425 AD: Gandhi's Axeman 16 (MarbleHill) (6.00) vs Tokugawa's Axeman (2.40)
Turn 132, 425 AD: Combat Odds: 99.7%
Turn 132, 425 AD: (Extra Combat: -20%)
Turn 132, 425 AD: (Extra Combat: +10%)
Turn 132, 425 AD: (Plot Defense: +50%)
Turn 132, 425 AD: (Fortify: +25%)
Turn 132, 425 AD: (Combat: -75%)
Turn 132, 425 AD: (Combat: +75%)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 20 (6/100HP)
Turn 132, 425 AD: Gandhi's Axeman 16 (MarbleHill) is hit for 19 (81/100HP)
Turn 132, 425 AD: Tokugawa's Axeman is hit for 20 (0/100HP)
Turn 132, 425 AD: Gandhi's Axeman 16 (MarbleHill) has defeated Tokugawa's Axeman!
Turn 132, 425 AD: You have captured Tokyo!!!
Turn 132, 425 AD: You have discovered Literature!
Turn 132, 425 AD: Johannes Vermeer (Great Artist) has been born in a far away land!
Turn 132, 425 AD: Shwedagon Paya has been built in a far away land!

Turn 133, 450 AD: The borders of DeerGold have expanded!
Turn 133, 450 AD: Hammuragawa adopts Free Religion!

Turn 134, 475 AD: Carl Friedrich Gauss (Great Scientist) has been born in Stone Hill (Gandhi)!
Turn 134, 475 AD: Tokugawa's Axeman (5.50) vs Gandhi's Axeman 4 (Stone Hill) (4.25)
Turn 134, 475 AD: Combat Odds: 76.9%
Turn 134, 475 AD: (Extra Combat: -10%)
Turn 134, 475 AD: (Combat: -75%)
Turn 134, 475 AD: (Combat: +50%)
Turn 134, 475 AD: (River Attack: +25%)
Turn 134, 475 AD: Tokugawa's Axeman is hit for 18 (82/100HP)
Turn 134, 475 AD: Gandhi's Axeman 4 (Stone Hill) is hit for 21 (64/100HP)
Turn 134, 475 AD: Gandhi's Axeman 4 (Stone Hill) is hit for 21 (43/100HP)
Turn 134, 475 AD: Gandhi's Axeman 4 (Stone Hill) is hit for 21 (22/100HP)
Turn 134, 475 AD: Gandhi's Axeman 4 (Stone Hill) is hit for 21 (1/100HP)
Turn 134, 475 AD: Tokugawa's Axeman is hit for 18 (64/100HP)
Turn 134, 475 AD: Gandhi's Axeman 4 (Stone Hill) is hit for 21 (0/100HP)
Turn 134, 475 AD: Tokugawa's Axeman has defeated Gandhi's Axeman 4 (Stone Hill)!
Turn 134, 475 AD: Tokugawa's Spearman (5.20) vs Gandhi's Catapult 10 (Stone Hill) (5.00)
Turn 134, 475 AD: Combat Odds: 64.7%
Turn 134, 475 AD: (Extra Combat: -30%)
Turn 134, 475 AD: Tokugawa's Spearman is hit for 19 (81/100HP)
Turn 134, 475 AD: Tokugawa's Spearman is hit for 19 (62/100HP)
Turn 134, 475 AD: Gandhi's Catapult 10 (Stone Hill) is hit for 20 (80/100HP)
Turn 134, 475 AD: Tokugawa's Spearman is hit for 19 (43/100HP)
Turn 134, 475 AD: Gandhi's Catapult 10 (Stone Hill) is hit for 20 (60/100HP)
Turn 134, 475 AD: Tokugawa's Spearman is hit for 19 (24/100HP)
Turn 134, 475 AD: Tokugawa's Spearman is hit for 19 (5/100HP)
Turn 134, 475 AD: Gandhi's Catapult 10 (Stone Hill) is hit for 20 (40/100HP)
Turn 134, 475 AD: Gandhi's Catapult 10 (Stone Hill) is hit for 20 (20/100HP)
Turn 134, 475 AD: Tokugawa's Spearman is hit for 19 (0/100HP)
Turn 134, 475 AD: Gandhi's Catapult 10 (Stone Hill) has defeated Tokugawa's Spearman!
Turn 134, 475 AD: J. S. Bach (Great Artist) has been born in a far away land!

Turn 135, 500 AD: Gandhi's Axeman 18 (Golden Fleece) (6.00) vs Tokugawa's Axeman (4.32)
Turn 135, 500 AD: Combat Odds: 87.9%
Turn 135, 500 AD: (Extra Combat: -20%)
Turn 135, 500 AD: (Extra Combat: +10%)
Turn 135, 500 AD: (Combat: -75%)
Turn 135, 500 AD: (Combat: +75%)
Turn 135, 500 AD: (River Attack: +25%)
Turn 135, 500 AD: Tokugawa's Axeman is hit for 20 (44/100HP)
Turn 135, 500 AD: Tokugawa's Axeman is hit for 20 (24/100HP)
Turn 135, 500 AD: Tokugawa's Axeman is hit for 20 (4/100HP)
Turn 135, 500 AD: Gandhi's Axeman 18 (Golden Fleece) is hit for 19 (81/100HP)
Turn 135, 500 AD: Tokugawa's Axeman is hit for 20 (0/100HP)
Turn 135, 500 AD: Gandhi's Axeman 18 (Golden Fleece) has defeated Tokugawa's Axeman!
Turn 135, 500 AD: Gandhi adopts Organized Religion!
Turn 135, 500 AD: You have discovered Philosophy!
Turn 135, 500 AD: You have constructed a Library in Kyoto. Work has now begun on a Catapult.
Turn 135, 500 AD: The Hagia Sophia has been built in a far away land!

Turn 136, 520 AD: You have constructed a Library in Osaka. Work has now begun on a Axeman.
Turn 136, 520 AD: The borders of Kyoto have expanded!

Turn 137, 540 AD: The borders of Cowcamp have expanded!
Turn 137, 540 AD: You have constructed a Hindu Temple in Kyoto. Work has now begun on a Catapult.
Turn 137, 540 AD: Jalaluddin Muhammad Akbar (Great General) has been born in a far away land!
Turn 137, 540 AD: Nara (Tokugawa) has been captured by the Egyptian Empire!!!
Turn 137, 540 AD: The Japanese Civilization has been destroyed!!!
Turn 137, 540 AD: Tipu Sultan (Great Prophet) has been born in a far away land!

Turn 138, 560 AD: Hammuragawa's Golden Age has ended...

Turn 139, 580 AD: The Masjid al-Haram has been built in a far away land!
Turn 139, 580 AD: Alhazen (Great Scientist) has been born in a far away land!

Turn 140, 600 AD: You have discovered Machinery!
Turn 140, 600 AD: The Spiral Minaret has been built in a far away land!

Turn 141, 620 AD: PearlySwine has grown to size 4.
Turn 141, 620 AD: MarbleHill can hurry Forge for 2⇴ with 22ℤ overflow and +1⇤ for 30 turns.
Turn 141, 620 AD: DeerGold has grown to size 6.
Turn 141, 620 AD: DeerGold can hurry Forge for 3⇴ with 20ℤ overflow and +1⇤ for 19 turns.
Turn 141, 620 AD: Osaka can hurry Barracks for 1⇴ with 12ℤ overflow and +1⇤ for 23 turns.
Turn 141, 620 AD: Satsuma has grown to size 2.
Turn 141, 620 AD: Satsuma can hurry Hindu Monastery for 1⇴ with 7ℤ overflow and +1⇤ for 24 turns.
Turn 141, 620 AD: Kyoto has grown to size 5.
Turn 141, 620 AD: MarbleHill will grow to size 6 on the next turn.
Turn 141, 620 AD: Osaka will grow to size 5 on the next turn.
Turn 141, 620 AD: Kyoto will grow to size 6 on the next turn.
Turn 141, 620 AD: Deal Canceled: Peace Treaty (10 Turns) to Hammuragawa for Peace Treaty (10 Turns)
Turn 141, 620 AD: You have constructed a Hindu Monastery in Kyoto. Work has now begun on a Catapult.
Turn 141, 620 AD: Andrei Sakharov (Great Scientist) has been born in a far away land!
Turn 141, 620 AD: Antoine Laurent Lavoisier (Great Scientist) has been born in a far away land!

Turn 142, 640 AD: MarbleHill has grown to size 6.
Turn 142, 640 AD: Osaka has grown to size 5.
Turn 142, 640 AD: Kyoto has grown to size 6.
Turn 142, 640 AD: Clearing a Forest has created 30 ℤ for Kyoto.
Turn 142, 640 AD: Hinduism has spread in Tokyo.
Turn 142, 640 AD: You have discovered Iron Working!
Turn 142, 640 AD: You have discovered a source of Iron near Golden Fleece!
Turn 142, 640 AD: You have discovered a source of Iron near DeerGold!
Turn 142, 640 AD: Genghigawa adopts Bureaucracy!
Turn 142, 640 AD: Genghigawa adopts Organized Religion!
Turn 142, 640 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 42 of 106 Total Votes)

Turn 143, 660 AD: Kyoto will become unhappy on the next turn.
Turn 143, 660 AD: Tokyo can hurry Hindu Temple for 2⇴ with 26ℤ overflow and +1⇤ for 10 turns.
Turn 143, 660 AD: Shakagawa has 50 gold available for trade.
Turn 143, 660 AD: PearlySwine will grow to size 5 on the next turn.
Turn 143, 660 AD: Cowcamp will grow to size 8 on the next turn.
Turn 143, 660 AD: DeerGold will grow to size 7 on the next turn.
Turn 143, 660 AD: Kyoto will grow to size 7 on the next turn.
 
Thanks, sturick. Look forward to the writeup and studying the save.

If I recall correctly the roster, pigswill is up with Norvin on deck.
 
Top Bottom