SGOTM 09 - Fifth Element

Carracks are like caravls: they can't pillage. The differnce is that they can transport any unit. But the AI seems to not use them in this way.

Even less reason for the delay then.
 
Carracks are like caravls: they can't pillage. The differnce is that they can transport any unit. But the AI seems to not use them in this way.
Doh !!
Oh well. probably not a *huge* deal.
 
Here's the rough PPP for my turn. I haven't specified Worker actions or city MM which I will handle as they occur. If you have any favorite Worker tasks or City MM speak up now.

Trades -

None of these have to be done but it will give us a little more Gold without giving away advanced techs. This should be close to the end of any techs being gifted/traded.

Banking to WK for 140G
Theo to Shaka for 130G
Drama to Stalin for 110G

Copper or Wine to WK for 14 GPT


Research

Finish Democracy 1T
Electricity 5T OR Rocketry 6T then the other.


War plans

Airship from Guimares bombs Lisbon
Attack and take Lisbon this turn
3 Paras from Guimares jump to Opporto
Attack Opporto next turn with 6 Paratroops.
Para from LP airlifted to Coimbra
Para near Vancouver walks to Sparta and will make his way South as fast as possible.


Cities

Greenland - Bank 4T, then University 5T or Harbor 4T
LP - Lab 4T, CH 2T
Athens - Bank 3T, Lab 5T
Blubzville - Bank 1T, Lab 4T, Market 4T
Sparta - FP 2T, University 4T
NYC - B 1T, Observatory 4T, Lab 7T or Market 4T
Pindus - NP 3T, Lab 9T
Panama - Bank 3T, University 3T,
Vancouver - Bank 1T, Odeon 2T, Observatory 4T
Opis - Lib 5T, Worker 5T
Nippur - Temple 1T, Market 5T, Synagogue 6T
Babylon - Bank 1T, Lib 2T, University 3T, Observatory 4T
Akkad - Bank 8T
Dur Kin. - Bank 4t, Odeon 2T, Worker 2T
Borsippa - Harbor 5T, Odeon 3T
Sippar - Forge 3T, Odeon 4T
Braga - CH 21T
Faro - CH 7T, Worker 3T
Leira - CH 8T, Granary 4T
Braganza - Forge 26T


Civics - It doesn't appear they'll be any changes.

I'll check back for comments over the next 24 hours, revise the plan if needed and play perhaps Tuesday morning my time, ~ 36 to 48 hrs from now.
 
I for teching Demo > Elec > Radio

I wouldn't trade Banking for 140 gold since it is a prereq for Rifling and he could trade that away. The other trades look okay.
 
I for teching Demo > Elec > Radio

I wouldn't trade Banking for 140 gold since it is a prereq for Rifling and he could trade that away. The other trades look okay.
Not in this game. We start with RP!
Anyway banking can be traded better. Wait some turns.

Copper for gold, but we'll cancel it in 10 turns.

Please have a look on my Road map for the final rush for the SS techs. I don't even want to discuss my plan. It's carefully studied and weighted. It's the best possible. dot.

After Demo we'll go for Corporations, then Elec, then Steam for levees in: Nippur, Sparta and NY, then the path to Railroads. Then for Industrialism. Then we'll see where to squeeze combustion. Or after AL, or after Industrialism, depends on Shaka's techs (by then we'll can see his research). Rocketry will arrive late: we can produce the Apollo in 4 turns in Nippur with aluminum, IW and both corps there. Also, the completion of Apollo will trigger possible DoW from Shaka (unless we decide to go after him before then) and we must have a huge navy by then.

I'll comment later on GB's PPP.
Just 2 notes for now: we don't need to produce more workers. And you're forgetting the SoL. We yet have decided if burn 2 GEs on that or to build it with chop outside the BFC in Blubz. Blubz can be good in both cases, i think. Pity we can't build it in NY, too few hammers. I'd like to have it there, but not for gameplay reasons.
 
Here's the rough PPP for my turn. I haven't specified Worker actions or city MM which I will handle as they occur. If you have any favorite Worker tasks or City MM speak up now.
Nippur: we need a lot of watermills there. That city must not grow over size 17.

War plans
Seem good, just try to finish that thing in your TS. If you can't stay in the planned turns, polease extend it until you've finished Joao. Now i update rosters and so on in my # 2 and 3.
Cities

Greenland - Bank 4T, then University 5T or Harbor 4T
LP - Lab 4T, Bank, grocer
Athens - Bank 3T, Lab 5T
Blubzville - Bank 1T, SoLiberty!!! 1GE+chop but wait to burn the GE until size 13 (IIRC)
Sparta - FP 2T, University 4T
NYC - B 1T, Observatory 4T, Market 4T
Pindus - NP 3T, Market
Panama - Bank 3T, University 3T,
Vancouver - Bank 1T, Odeon 2T, market 4T
Opis - Lib 5T, Uni
Nippur - Temple 1T, Market 5T, Synagogue 6T no, something else
Babylon - Bank 1T, Lib 2T, University 3T, Observatory 4T
Akkad - Bank 8T
Dur Kin. - Bank 4t, market, obs, anything not odeon or workers
Borsippa - Harbor 5T, if you capture Evora with Forge, OK, otherwise Moai here
Sippar - Forge 3T, Library, we don't need an Odeon 4T
Braga - CH 21T switch to forge, otherwise everything takes forever
Faro - CH 7T, forge there? if so, OK
Leira - CH 8T, Granary 4T switch to granary immediately, then forge > CH this city is close to the FP
Braganza - Forge 26T yes, but build 2 workshops here: 1 in the jungle and one over a undeveloped cottage
Where i don't write, i agree. My comments on the tech path are in my previous post. Do not even think to build a worker. Or to chop a forest in BFC.

Every city must have a forge. With the SoL we can run a free eng in any city, widely improving the less productives.
 
This post will be linked on my #3.
Here the best tech path i've found for the final SS rush.

I invite you all to test this with alternatives. When the time will come we must be prepared.

Industrialism (to see aluminum) then rocketry (plenty of time to build Apollo).
Combustion/plastics combo, 3GD in 7-8 turns.
Fission/Computers/FO/Fusion combo: the 2 engines will be built in Capital and in another powerful city. Not in the most powerful.
Genetics: our powerhouse will build the part, followed by the one from satellites.
Satellites/Composites combo: our best cities will start the casings. Thursters will be already built, probably by those same cities.
Ecology for the last and cheaper part, probably in LP.

Needless to say, any city will have factory and lab. Power will be given by the 3GD. The probable island city will build a Coal Plant.
No Nuclear, ever. I experienced meltdowns in the past. Unpleasant.
The space elevator is completely useless, and it's a tech detour (in Vanilla/Warlords Robotics unlocks a SS part, not in BtS).
Have you run a test with a European colony/vassal researching tech for us yet?

We can research Industrialism > Electricity > Radio while the colony researches Rocketry for us. We can then trade Electricity (after building Broadway) and Radio (after R&R) to get Rocketry. At that point we will be ready for later techs and we can have the colony/vassal research 2-3 more techs for us as we tech the alternate path.

If I get a chance after finishing up some work tonight I will run a couple tests and post my results.
 
Have you run a test with a European colony/vassal researching tech for us yet?

We can research Industrialism > Electricity > Radio while the colony researches Rocketry for us. We can then trade Electricity (after building Broadway) and Radio (after R&R) to get Rocketry. At that point we will be ready for later techs and we can have the colony/vassal research 2-3 more techs for us as we tech the alternate path.

If I get a chance after finishing up some work tonight I will run a couple tests and post my results.
Mesix, i wanna wait for the test after GB's TS. After then, we'll know exactly how the portuguese cities are in terms of structures.

As you know, it will change a lot between capture a city with forge, granary, CH and maybe some more building than capture it almost empty.

This can obviously influence the tests in a way or another.
e.g., in my last test i popped a GS in LP, and in the actual game we popped a GE.
A huge difference since we're few turns away from researching elec.

But, given my experience with vassals (created by liberating), don't think they can help researching late game techs. Our eventual vassal will have a tech rate comparable to one of our late captured cities. If he completes a single tech before the end of the game, he's very fine. Supposing he can complete a tech by the time we need it, he probably won't trade it, 'cause this is a monopoly tech. Unless the vassal is Mansa.

We also need to see what Shaka is researching. If he's close to rifling, better forget any war plan and concentrate on ships to keep him away from our coasts, than lose our few paras to him.

Anyway, rest assured, i'll run a test after GB's TS. If you want run another one before mine, welcome. You can in case give me some direction.
 
I've been busy at work this past couple of weeks. The boss has given UT and me a lot of busy work (too much time slacking and playing video games I guess) and both of us are in school again so the time has been tight. I will try to run a test or two either tonight or tomorrow night, but there are no guarantees. I haven't even had time to play a single HOF submission this update.
 
Here are my thoughts. I'll check back in about 12 hours and should play in less than 24 unless there is some kind of problem.

How could I forget about the SOL?

I didn't count the number of Workers we currently have, but it seemed like we could use a few more Workers to speed improvements. In both the cities I indicated, there doesn't appear to be anything pressing to build.

Techs
Demo, Corps, Elec

Once we get Corporations, do you want me to found them right away? If so let's make sure we agree on what and where.

Where you commented about city builds, I assume what you added in red is to be inserted in the que after what is currently being finished and not at the end of the que. Am I wrong?

I'll hold off on the Banking trade.

City builds - Perhaps an Airport in the main cities when we start to run out of mandatory builds. This will allow us to move our Army around quickly until we get Railroads.

Great People - I didn't see where we were with the next Gperson being born. Any requests to use one if born?

Great General - If we get him, do we want to settle him for the unit experience or attach him to another unit for a second supermedic?

As for the late game tech path, I prefer to get Rocketry in after Electricity. I haven't fully explored your proposed tech path yet. I know you think it's perfect, but perhaps it can be polished more.... :splat:
 
I don't think we need another medic. I think we should settle him in a city (probably one of Joao's) to get the culture and beakers. I agree with Rocketry but then again I haven't done the tests that Blubz has done so I have to defer to him on the best tech path.
Definitely trade Drama and Theo.
 
Here are my thoughts. I'll check back in about 12 hours and should play in less than 24 unless there is some kind of problem.

How could I forget about the SOL? you're growing old :)

I didn't count the number of Workers we currently have, but it seemed like we could use a few more Workers to speed improvements. In both the cities I indicated, there doesn't appear to be anything pressing to build. I don't think we need more. after you capture some from Joao, we'll be fine with them

Techs
Demo, Corps, Elec

Once we get Corporations, do you want me to found them right away? If so let's make sure we agree on what and where. I doubt you can :) we need a GM to found Sushi, and Railroads to found Mining. Both in LP, our WS city.

Where you commented about city builds, I assume what you added in red is to be inserted in the que after what is currently being finished and not at the end of the que. Am I wrong? no, right! after the one in queue, the one i suggested

I'll hold off on the Banking trade. between 200-300 gold we can trade it.

City builds - Perhaps an Airport in the main cities when we start to run out of mandatory builds. This will allow us to move our Army around quickly until we get Railroads. Airports are expensives. i doubt we go out of other buildings before factories.

Great People - I didn't see where we were with the next Gperson being born. Any requests to use one if born?

Great General - If we get him, do we want to settle him for the unit experience or attach him to another unit for a second supermedic? I agree with UT. IIRC we settled a GG in LP, so we can settle next one in Sparta, our HE city.

As for the late game tech path, I prefer to get Rocketry in after Electricity. I haven't fully explored your proposed tech path yet. I know you think it's perfect, but perhaps it can be polished more.... :splat:
Rocketry is totally useless. My tech path is just perfect. I tested various combos, and i can assure is the best possible for this particular game. Anyway, is not a problem in your TS.
 
Rocketry is totally useless. My tech path is just perfect. I tested various combos, and i can assure is the best possible for this particular game. Anyway, is not a problem in your TS.
Again...it would be better to have a colony/vassal research Rocketry and we trade for it.
 
Again...it would be better to have a colony/vassal research Rocketry and we trade for it.
Sure, if this is possible and we'll actually can improve the finish date. Just wait to have GB's TS done, then we can try.
 
It looks like everything is clarified, so I'll try to play and post in about 8 hrs. I'll check back one more time before doing so.
 
Sorry I've been AWOL :( Again, too late to comment on this set (and the plan looks fine anyway), so I eagerly await the next save. Go GB!
 
It's finally done. With MM everything it took me a lot longer to finish up than I had anticipated this morning.

Joao is no more and we didn't lose any Paratroops even though Joao got Riflemen to stock his last three cities with. He even upgraded without having any money to do so. It must be an AI perk.

We are 2 turns from Electricity at 60% tech rate. Blubzville is 2 turns from reaching size 13 and one GE used at that time should just about finish it.

I have emphasized growth in some of our cities that have lots of room under the happy cap.

The save:
http://gotm.civfanatics.net/saves/civ4sgotm9/Fifth_Element_SG009_AD1640_01.CivBeyondSwordSave

The Turn Log:
Spoiler :
Here is your Session Turn Log from 1590 AD to 1640 AD:

Turn 149, 1590 AD: Pericles's Paratrooper (31.20) vs Joao II'sMusketman (19.35)
Turn 149, 1590 AD: Combat Odds: 95.7%
Turn 149, 1590 AD: (Extra Combat: -30%)
Turn 149, 1590 AD: (Extra Combat: +10%)
Turn 149, 1590 AD: (Plot Defense: +80%)
Turn 149, 1590 AD: (Combat: +25%)
Turn 149, 1590 AD: Joao II's Musketman is hit for 25 (75/100HP)
Turn 149, 1590 AD: Joao II's Musketman is hit for 25 (50/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 15 (85/100HP)
Turn 149, 1590 AD: Joao II's Musketman is hit for 25 (25/100HP)
Turn 149, 1590 AD: Joao II's Musketman is hit for 25 (0/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper has defeated Joao II's Musketman!
Turn 149, 1590 AD: Pericles's Paratrooper (24.00) vs Joao II'sMaceman (17.20)
Turn 149, 1590 AD: Combat Odds: 87.8%
Turn 149, 1590 AD: (Extra Combat: +10%)
Turn 149, 1590 AD: (Plot Defense: +80%)
Turn 149, 1590 AD: (Fortify: +25%)
Turn 149, 1590 AD: Joao II's Maceman is hit for 23 (77/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 23 (54/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 23 (31/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 23 (8/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 23 (0/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper has defeated Joao II's Maceman!
Turn 149, 1590 AD: Pericles's Paratrooper (24.00) vs Joao II'sMaceman (16.00)
Turn 149, 1590 AD: Combat Odds: 90.1%
Turn 149, 1590 AD: (Extra Combat: +20%)
Turn 149, 1590 AD: (Plot Defense: +80%)
Turn 149, 1590 AD: Joao II's Maceman is hit for 24 (76/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 24 (52/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 16 (84/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 16 (68/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 16 (52/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 24 (28/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 16 (36/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 24 (4/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 24 (0/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper has defeated Joao II's Maceman!
Turn 149, 1590 AD: Pericles's Paratrooper (28.70) vs Joao II'sMaceman (16.00)
Turn 149, 1590 AD: Combat Odds: 97.1%
Turn 149, 1590 AD: (Extra Combat: -30%)
Turn 149, 1590 AD: (Extra Combat: +10%)
Turn 149, 1590 AD: (Plot Defense: +80%)
Turn 149, 1590 AD: (Fortify: +10%)
Turn 149, 1590 AD: Joao II's Maceman is hit for 27 (73/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 27 (46/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 27 (19/100HP)
Turn 149, 1590 AD: Joao II's Maceman is hit for 27 (0/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper has defeated Joao II's Maceman!
Turn 149, 1590 AD: Pericles's Paratrooper (23.76) vs Joao II'sLongbowman (12.60)
Turn 149, 1590 AD: Combat Odds: 96.6%
Turn 149, 1590 AD: (Extra Combat: -10%)
Turn 149, 1590 AD: (Plot Defense: +80%)
Turn 149, 1590 AD: (City Defense: +70%)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 14 (76/100HP)
Turn 149, 1590 AD: Joao II's Longbowman is hit for 26 (58/100HP)
Turn 149, 1590 AD: Joao II's Longbowman is hit for 26 (32/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 14 (62/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 14 (48/100HP)
Turn 149, 1590 AD: Joao II's Longbowman is hit for 26 (6/100HP)
Turn 149, 1590 AD: Joao II's Longbowman is hit for 26 (0/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper has defeated Joao II's Longbowman!
Turn 149, 1590 AD: Pericles's Paratrooper (23.76) vs Joao II'sPikeman (12.60)
Turn 149, 1590 AD: Combat Odds: 97.6%
Turn 149, 1590 AD: (Extra Combat: -10%)
Turn 149, 1590 AD: (Extra Combat: +20%)
Turn 149, 1590 AD: (Plot Defense: +80%)
Turn 149, 1590 AD: (Fortify: +10%)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 14 (76/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 14 (62/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 14 (48/100HP)
Turn 149, 1590 AD: Joao II's Pikeman is hit for 27 (73/100HP)
Turn 149, 1590 AD: Joao II's Pikeman is hit for 27 (46/100HP)
Turn 149, 1590 AD: Joao II's Pikeman is hit for 27 (19/100HP)
Turn 149, 1590 AD: Joao II's Pikeman is hit for 27 (0/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper has defeated Joao II's Pikeman!
Turn 149, 1590 AD: Pericles's Paratrooper (23.71) vs Joao II'sCrossbowman (10.80)
Turn 149, 1590 AD: Combat Odds: 98.1%
Turn 149, 1590 AD: (Extra Combat: -30%)
Turn 149, 1590 AD: (Plot Defense: +80%)
Turn 149, 1590 AD: Joao II's Crossbowman is hit for 31 (69/100HP)
Turn 149, 1590 AD: Joao II's Crossbowman is hit for 31 (38/100HP)
Turn 149, 1590 AD: Joao II's Crossbowman is hit for 31 (7/100HP)
Turn 149, 1590 AD: Joao II's Crossbowman is hit for 31 (0/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper has defeated Joao II's Crossbowman!
Turn 149, 1590 AD: Pericles's Paratrooper (22.46) vs Joao II'sCatapult (5.00)
Turn 149, 1590 AD: Combat Odds: 100.0%
Turn 149, 1590 AD: (Extra Combat: -20%)
Turn 149, 1590 AD: Joao II's Catapult is hit for 40 (60/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 9 (69/100HP)
Turn 149, 1590 AD: Joao II's Catapult is hit for 40 (20/100HP)
Turn 149, 1590 AD: Joao II's Catapult is hit for 40 (0/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper has defeated Joao II's Catapult!
Turn 149, 1590 AD: Timur (Great General) has been born in Blubzville (Pericles)!
Turn 149, 1590 AD: You have captured Lisbon!!!
Turn 149, 1590 AD: Pericles's Paratrooper (22.70) vs Joao II'sSwordsman (12.30)
Turn 149, 1590 AD: Combat Odds: 97.4%
Turn 149, 1590 AD: (Extra Combat: -10%)
Turn 149, 1590 AD: (Extra Combat: +10%)
Turn 149, 1590 AD: (Plot Defense: +75%)
Turn 149, 1590 AD: (Fortify: +20%)
Turn 149, 1590 AD: Joao II's Swordsman is hit for 27 (73/100HP)
Turn 149, 1590 AD: Joao II's Swordsman is hit for 27 (46/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 14 (72/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper is hit for 14 (58/100HP)
Turn 149, 1590 AD: Joao II's Swordsman is hit for 27 (19/100HP)
Turn 149, 1590 AD: Joao II's Swordsman is hit for 27 (0/100HP)
Turn 149, 1590 AD: Pericles's Paratrooper has defeated Joao II's Swordsman!
Turn 149, 1590 AD: You have captured Évora!!!
Turn 149, 1590 AD: Great General born in the heat of battle and settled in Sparta
Turn 149, 1590 AD: While checking I realize we never settled the Great General in LP. I did so for the +3beakers.
Turn 149, 1590 AD: traded Copper to WK for 14GPT
Turn 149, 1590 AD: You have discovered Democracy!
Turn 149, 1590 AD: Shaka adopts Theocracy!

Turn 150, 1600 AD: IBT Stalin begs for our help with the war with HC and WK. I respectfully decline....
Turn 150, 1600 AD: GE airlifted to Blubzville for the SOL
Turn 150, 1600 AD: Pericles's Paratrooper (28.80) vs Joao II'sMusketman (14.40)
Turn 150, 1600 AD: Combat Odds: 99.1%
Turn 150, 1600 AD: (Extra Combat: -20%)
Turn 150, 1600 AD: (Plot Defense: +60%)
Turn 150, 1600 AD: Joao II's Musketman is hit for 28 (72/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 14 (86/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 14 (72/100HP)
Turn 150, 1600 AD: Joao II's Musketman is hit for 28 (44/100HP)
Turn 150, 1600 AD: Joao II's Musketman is hit for 28 (16/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 14 (58/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 14 (44/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 14 (30/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 14 (16/100HP)
Turn 150, 1600 AD: Joao II's Musketman is hit for 28 (0/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper has defeated Joao II's Musketman!
Turn 150, 1600 AD: Pericles's Paratrooper (26.40) vs Joao II'sCrossbowman (11.70)
Turn 150, 1600 AD: Combat Odds: 99.3%
Turn 150, 1600 AD: (Extra Combat: -10%)
Turn 150, 1600 AD: (Extra Combat: +10%)
Turn 150, 1600 AD: (Plot Defense: +60%)
Turn 150, 1600 AD: (Fortify: +25%)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 13 (87/100HP)
Turn 150, 1600 AD: Joao II's Crossbowman is hit for 29 (71/100HP)
Turn 150, 1600 AD: Joao II's Crossbowman is hit for 29 (42/100HP)
Turn 150, 1600 AD: Joao II's Crossbowman is hit for 29 (13/100HP)
Turn 150, 1600 AD: Joao II's Crossbowman is hit for 29 (0/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper has defeated Joao II's Crossbowman!
Turn 150, 1600 AD: Pericles's Paratrooper (24.55) vs Joao II'sLongbowman (11.45)
Turn 150, 1600 AD: Combat Odds: 99.1%
Turn 150, 1600 AD: (Extra Combat: -10%)
Turn 150, 1600 AD: (Plot Defense: +60%)
Turn 150, 1600 AD: (Fortify: +25%)
Turn 150, 1600 AD: (City Defense: +45%)
Turn 150, 1600 AD: Joao II's Longbowman is hit for 28 (55/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 14 (79/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 14 (65/100HP)
Turn 150, 1600 AD: Joao II's Longbowman is hit for 28 (27/100HP)
Turn 150, 1600 AD: Joao II's Longbowman is hit for 28 (0/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper has defeated Joao II's Longbowman!
Turn 150, 1600 AD: Pericles's Paratrooper (24.28) vs Joao II'sSwordsman (11.70)
Turn 150, 1600 AD: Combat Odds: 99.3%
Turn 150, 1600 AD: (Extra Combat: -10%)
Turn 150, 1600 AD: (Extra Combat: +10%)
Turn 150, 1600 AD: (Plot Defense: +60%)
Turn 150, 1600 AD: (Fortify: +25%)
Turn 150, 1600 AD: Joao II's Swordsman is hit for 29 (71/100HP)
Turn 150, 1600 AD: Joao II's Swordsman is hit for 29 (42/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 13 (79/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 13 (66/100HP)
Turn 150, 1600 AD: Joao II's Swordsman is hit for 29 (13/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 13 (53/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 13 (40/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 13 (27/100HP)
Turn 150, 1600 AD: Joao II's Swordsman is hit for 29 (0/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper has defeated Joao II's Swordsman!
Turn 150, 1600 AD: Pericles's Paratrooper (26.52) vs Joao II'sPikeman (10.80)
Turn 150, 1600 AD: Combat Odds: 99.7%
Turn 150, 1600 AD: (Extra Combat: -30%)
Turn 150, 1600 AD: (Extra Combat: +20%)
Turn 150, 1600 AD: (Plot Defense: +60%)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 12 (73/100HP)
Turn 150, 1600 AD: Joao II's Pikeman is hit for 31 (69/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 12 (61/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 12 (49/100HP)
Turn 150, 1600 AD: Joao II's Pikeman is hit for 31 (38/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 12 (37/100HP)
Turn 150, 1600 AD: Joao II's Pikeman is hit for 31 (7/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 12 (25/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 12 (13/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper is hit for 12 (1/100HP)
Turn 150, 1600 AD: Joao II's Pikeman is hit for 31 (0/100HP)
Turn 150, 1600 AD: Pericles's Paratrooper has defeated Joao II's Pikeman!
Turn 150, 1600 AD: You have captured Oporto!!!
Turn 150, 1600 AD: Wine to Shaka for 10GPT
Turn 150, 1600 AD: Taoism has spread in Braga.

Turn 151, 1610 AD: You have discovered Corporation!
Turn 151, 1610 AD: The borders of Sippar have expanded!

Turn 152, 1620 AD: AP vote comes up. I cast our votes for ourselves to be the AP custodian.
Turn 152, 1620 AD: IBT spies destroy the Iron mine north of Sparta
Turn 152, 1620 AD: Logging Game to File: SBTSOTM14.txt
Turn 152, 1620 AD: Joao has gotten Riflemen IBT turns and has upgraded all four of his defendersx to Rifles. A neat trick , as he didn't have any money!
Turn 152, 1620 AD: Your Airship has attacked an enemy Rifleman! (-13% Damage)
Turn 152, 1620 AD: Your Frigate has reduced the defenses of Lagos to 92%!
Turn 152, 1620 AD: Pericles's Paratrooper (26.40) vs Joao II'sRifleman (21.84)
Turn 152, 1620 AD: Combat Odds: 73.4%
Turn 152, 1620 AD: (Extra Combat: -10%)
Turn 152, 1620 AD: (Plot Defense: +36%)
Turn 152, 1620 AD: (City Defense: +45%)
Turn 152, 1620 AD: (Combat: -25%)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 21 (79/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 21 (58/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 18 (82/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 21 (37/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 18 (64/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 21 (16/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 18 (46/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 21 (0/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper has defeated Joao II's Rifleman!
Turn 152, 1620 AD: Your Paratrooper has destroyed a Rifleman!
Turn 152, 1620 AD: Pericles's Paratrooper (31.20) vs Joao II'sRifleman (22.04)
Turn 152, 1620 AD: Combat Odds: 88.5%
Turn 152, 1620 AD: (Extra Combat: -30%)
Turn 152, 1620 AD: (Plot Defense: +36%)
Turn 152, 1620 AD: (City Defense: +45%)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 22 (65/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 17 (83/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 17 (66/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 17 (49/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 17 (32/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 22 (43/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 22 (21/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 22 (0/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper has defeated Joao II's Rifleman!
Turn 152, 1620 AD: Your Paratrooper has destroyed a Rifleman!
Turn 152, 1620 AD: Pericles's Paratrooper (26.40) vs Joao II'sRifleman (21.84)
Turn 152, 1620 AD: Combat Odds: 73.4%
Turn 152, 1620 AD: (Extra Combat: -10%)
Turn 152, 1620 AD: (Extra Combat: +20%)
Turn 152, 1620 AD: (Plot Defense: +36%)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 21 (79/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 18 (82/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 18 (64/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 21 (58/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 18 (46/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 21 (37/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 21 (16/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 18 (28/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 18 (10/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 21 (0/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper has defeated Joao II's Rifleman!
Turn 152, 1620 AD: Your Paratrooper has destroyed a Rifleman!
Turn 152, 1620 AD: Pericles's Paratrooper (28.80) vs Joao II'sRifleman (20.44)
Turn 152, 1620 AD: Combat Odds: 88.1%
Turn 152, 1620 AD: (Extra Combat: -20%)
Turn 152, 1620 AD: (Extra Combat: +10%)
Turn 152, 1620 AD: (Plot Defense: +36%)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 23 (77/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 16 (84/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 23 (54/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 16 (68/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 23 (31/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper is hit for 16 (52/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 23 (8/100HP)
Turn 152, 1620 AD: Joao II's Rifleman is hit for 23 (0/100HP)
Turn 152, 1620 AD: Pericles's Paratrooper has defeated Joao II's Rifleman!
Turn 152, 1620 AD: Your Paratrooper has destroyed a Rifleman!
Turn 152, 1620 AD: You have captured Lagos!!!
Turn 152, 1620 AD: Your population: 255, plus growth: 5 (34.48%) will put close to the Domination Limit: 377 (50.00%).
Turn 152, 1620 AD: Your land area: 340 (23.34%) is close to the Domination Limit: 932 (64.00%).
Turn 152, 1620 AD: Lagos is ours with no losses. I upgraded each Para as the battle odds were not good.
Turn 152, 1620 AD: Your Paratrooper has destroyed a Worker!
Turn 152, 1620 AD: You have captured a Worker
Turn 152, 1620 AD: Clearing a Forest has created 16 ? for Blubzville.
Turn 152, 1620 AD: Clearing a Forest has created 20 ? for Braga.
Turn 152, 1620 AD: Sparta will grow to size 13 on the next turn
Turn 152, 1620 AD: New York will grow to size 12 on the next turn
Turn 152, 1620 AD: Vancouver will grow to size 10 on the next turn
Turn 152, 1620 AD: Greenland has grown to size 9
Turn 152, 1620 AD: Nippur has grown to size 16
Turn 152, 1620 AD: Babylon has grown to size 11
Turn 152, 1620 AD: Akkad will grow to size 15 on the next turn
Turn 152, 1620 AD: Dur-Kurigalzu has grown to size 12
Turn 152, 1620 AD: Borsippa will grow to size 11 on the next turn
Turn 152, 1620 AD: Sippar will grow to size 10 on the next turn
Turn 152, 1620 AD: Faro has grown to size 4
Turn 152, 1620 AD: You have constructed a Granary in Leiria. Work has now begun on a Forge.
Turn 152, 1620 AD: Leiria will grow to size 5 on the next turn
Turn 152, 1620 AD: The borders of Coimbra have expanded!
Turn 152, 1620 AD: Your Paratrooper was attacked by an enemy Airship! (-13% Damage)
Turn 152, 1620 AD: Babylon's cultural boundary is about to expand.
Turn 152, 1620 AD: Your population: 260, plus growth: 7 (34.95%) will put close to the Domination Limit: 382 (50.00%).
Turn 152, 1620 AD: Your land area: 345 (23.68%) is close to the Domination Limit: 932 (64.00%).
Turn 152, 1620 AD: The Apostolic Palace voting members have announced their decision: Apostolic Palace Election (Winner Proposes Apostolic Palace Resolutions) (Requires 44 of 110 Total Votes)

Turn 153, 1630 AD: The enemy has been spotted near Lagos!
Turn 153, 1630 AD: Shaka has 130 gold available for trade
Turn 153, 1630 AD: Your Airship has attacked an enemy Rifleman! (-13% Damage)
Turn 153, 1630 AD: Stalin has 7 gold per turn available for trade
Turn 153, 1630 AD: Shaka has 130 gold available for trade
Turn 153, 1630 AD: Huayna Capac has 110 gold available for trade
Turn 153, 1630 AD: Huayna Capac has 8 gold per turn available for trade
Turn 153, 1630 AD: Wang Kon has 140 gold available for trade
Turn 153, 1630 AD: Sparta has grown to size 13
Turn 153, 1630 AD: Sparta has become unhappy
Turn 153, 1630 AD: New York has grown to size 12
Turn 153, 1630 AD: Vancouver has grown to size 10
Turn 153, 1630 AD: The borders of Babylon have expanded!
Turn 153, 1630 AD: Babylon will grow to size 12 on the next turn
Turn 153, 1630 AD: Akkad has grown to size 15
Turn 153, 1630 AD: Borsippa has grown to size 11
Turn 153, 1630 AD: Sippar has grown to size 10
Turn 153, 1630 AD: Faro will grow to size 5 on the next turn
Turn 153, 1630 AD: Leiria has grown to size 5
Turn 153, 1630 AD: Buddhism has spread in Leiria.
Turn 153, 1630 AD: Your Paratrooper was attacked by an enemy Airship! (-12% Damage)
Turn 153, 1630 AD: A Spy has been stumbled upon while operating near the Greek city of Faro!
Turn 153, 1630 AD: Your population: 267, plus growth: 2 (34.66%) will put close to the Domination Limit: 380 (49.00%).
Turn 153, 1630 AD: Your land area: 345 (23.68%) is close to the Domination Limit: 932 (64.00%).

Turn 154, 1640 AD: The enemy has been spotted near Évora!
Turn 154, 1640 AD: Your Airship has attacked an enemy Rifleman! (-13% Damage)
Turn 154, 1640 AD: Your Frigate has reduced the defenses of Santarém to 32%!
Turn 154, 1640 AD: Pericles's Paratrooper (25.34) vs Joao II'sRifleman (19.88)
Turn 154, 1640 AD: Combat Odds: 76.1%
Turn 154, 1640 AD: (Extra Combat: -10%)
Turn 154, 1640 AD: (Extra Combat: +10%)
Turn 154, 1640 AD: (Plot Defense: +32%)
Turn 154, 1640 AD: (Combat: -25%)
Turn 154, 1640 AD: (Combat: +25%)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 17 (79/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 22 (78/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 22 (56/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 22 (34/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 22 (12/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 17 (62/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 17 (45/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 17 (28/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 22 (0/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper has defeated Joao II's Rifleman!
Turn 154, 1640 AD: Your Paratrooper has destroyed a Rifleman!
Turn 154, 1640 AD: Pericles's Paratrooper (26.40) vs Joao II'sRifleman (19.12)
Turn 154, 1640 AD: Combat Odds: 87.7%
Turn 154, 1640 AD: (Extra Combat: -10%)
Turn 154, 1640 AD: (Plot Defense: +32%)
Turn 154, 1640 AD: (Fortify: +5%)
Turn 154, 1640 AD: (City Defense: +45%)
Turn 154, 1640 AD: (Combat: -25%)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 22 (65/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 17 (83/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 22 (43/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 17 (66/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 17 (49/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 22 (21/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 17 (32/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 17 (15/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 22 (0/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper has defeated Joao II's Rifleman!
Turn 154, 1640 AD: Your Paratrooper has destroyed a Rifleman!
Turn 154, 1640 AD: Pericles's Paratrooper (26.40) vs Joao II'sRifleman (17.08)
Turn 154, 1640 AD: Combat Odds: 91.0%
Turn 154, 1640 AD: (Extra Combat: -10%)
Turn 154, 1640 AD: (Extra Combat: +10%)
Turn 154, 1640 AD: (Plot Defense: +32%)
Turn 154, 1640 AD: (Fortify: +5%)
Turn 154, 1640 AD: (Combat: -25%)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 24 (76/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 24 (52/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 24 (28/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 16 (84/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 24 (4/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 24 (0/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper has defeated Joao II's Rifleman!
Turn 154, 1640 AD: Your Paratrooper has destroyed a Rifleman!
Turn 154, 1640 AD: Pericles's Paratrooper (26.40) vs Joao II'sRifleman (16.38)
Turn 154, 1640 AD: Combat Odds: 95.7%
Turn 154, 1640 AD: (Extra Combat: -10%)
Turn 154, 1640 AD: (Extra Combat: +10%)
Turn 154, 1640 AD: (Plot Defense: +32%)
Turn 154, 1640 AD: (Combat: -25%)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 25 (75/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 25 (50/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 15 (85/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 15 (70/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 15 (55/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 15 (40/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 25 (25/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 15 (25/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper is hit for 15 (10/100HP)
Turn 154, 1640 AD: Joao II's Rifleman is hit for 25 (0/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper has defeated Joao II's Rifleman!
Turn 154, 1640 AD: Your Paratrooper has destroyed a Rifleman!
Turn 154, 1640 AD: Pericles's Paratrooper (28.80) vs Joao II'sLongbowman (12.12)
Turn 154, 1640 AD: Combat Odds: 99.4%
Turn 154, 1640 AD: (Extra Combat: -20%)
Turn 154, 1640 AD: (Plot Defense: +32%)
Turn 154, 1640 AD: (Fortify: +25%)
Turn 154, 1640 AD: (City Defense: +45%)
Turn 154, 1640 AD: Joao II's Longbowman is hit for 30 (70/100HP)
Turn 154, 1640 AD: Joao II's Longbowman is hit for 30 (40/100HP)
Turn 154, 1640 AD: Joao II's Longbowman is hit for 30 (10/100HP)
Turn 154, 1640 AD: Joao II's Longbowman is hit for 30 (0/100HP)
Turn 154, 1640 AD: Pericles's Paratrooper has defeated Joao II's Longbowman!
Turn 154, 1640 AD: Your Paratrooper has destroyed a Longbowman!
Turn 154, 1640 AD: You have captured a Worker
Turn 154, 1640 AD: You have captured Santarém!!!
Turn 154, 1640 AD: Your population: 277, plus growth: 2 (36.00%) will put close to the Domination Limit: 379 (49.00%).
Turn 154, 1640 AD: Your land area: 354 (24.30%) is close to the Domination Limit: 932 (64.00%).
Turn 154, 1640 AD: The Portuguese Civilization has been destroyed!!!
 
Auto Log Part 1:
Spoiler :
While attacking in Portuguese territory at Lisbon, Paratrooper defeats (20.40/24): Portuguese Musketman (Prob Victory: 95.7%)
Paratrooper promoted: Pinch
Paratrooper promoted: Combat III
Paratrooper promoted: Combat II
While attacking in Portuguese territory at Lisbon, Paratrooper defeats (24.00/24): Portuguese Maceman (Prob Victory: 87.8%)
While attacking in Portuguese territory at Lisbon, Paratrooper defeats (8.64/24): Portuguese Maceman (Prob Victory: 90.1%)
While attacking in Portuguese territory at Lisbon, Paratrooper defeats (22.08/24): Portuguese Maceman (Prob Victory: 97.1%)
Paratrooper promoted: Combat I
While attacking in Portuguese territory at Lisbon, Paratrooper defeats (11.52/24): Portuguese Longbowman (Prob Victory: 96.6%)
Paratrooper promoted: Combat I
While attacking in Portuguese territory at Lisbon, Paratrooper defeats (11.52/24): Portuguese Pikeman (Prob Victory: 97.6%)
While attacking in Portuguese territory at Lisbon, Paratrooper defeats (18.24/24): Portuguese Crossbowman (Prob Victory: 98.1%)
Timur (Great General) born in Blubzville
While attacking in Portuguese territory at Lisbon, Paratrooper defeats (16.56/24): Portuguese Catapult (Prob Victory: 100.0%)
Buddhism has spread: Lisbon
Captured Lisbon (Joao II)
Lisbon begins: Theatre (34 turns)
While attacking in Portuguese territory at Évora, Paratrooper defeats (13.92/24): Portuguese Swordsman (Prob Victory: 97.4%)
Buddhism has spread: Évora
Captured Évora (Joao II)
Évora begins: Theatre (34 turns)
A Workshop was built near Sparta
A Fort was built near Greenland
A Forest Preserve was built near Opis
User comment: Great General born in the heat of battle and settled in Sparta
User comment: While checking I realize we never settled the Great General in LP. I did so for the +3beakers.
User comment: traded Copper to WK for 14GPT
Leiria begins: Granary (8 turns)
Leiria begins: Granary (8 turns)
Leiria begins: Forge (7 turns)
Leiria begins: Courthouse (6 turns)
Tech learned: Democracy
Blubzville finishes: Bank
New York finishes: Bank
Vancouver finishes: Bank
Nippur finishes: Jewish Temple
Babylon grows: 10
Babylon finishes: Bank
Akkad grows: 14
Borsippa grows: 10
Braga grows: 3

IBT:
Attitude Change: Joao II(Portugal) towards Stalin(Russia), from 'Cautious' to 'Annoyed'
Attitude Change: Joao II(Portugal) towards Huayna Capac(Inca), from 'Cautious' to 'Pleased'
Civics Change: Shaka(Zululand) from 'Organized Religion' to 'Theocracy'

Turn 151/330 (1600 AD) [10-Jun-2009 12:53:05]
Research begun: Corporation (2 Turns)
Blubzville begins: The Statue of Liberty (18 turns)
New York begins: Market (5 turns)
Vancouver begins: Market (4 turns)
Nippur begins: Jewish Synagogue (5 turns)
Babylon begins: Library (2 turns)
User comment: IBT Stalin begs for our help with the war with HC and WK. I respectfully decline....
User comment: GE airlifted to Blubzville for the SOL
While attacking in Portuguese territory at Oporto, Paratrooper defeats (3.84/24): Portuguese Musketman (Prob Victory: 99.1%)
Paratrooper promoted: Combat I
While attacking in Portuguese territory at Oporto, Paratrooper defeats (20.88/24): Portuguese Crossbowman (Prob Victory: 99.3%)
While attacking in Portuguese territory at Oporto, Paratrooper defeats (15.60/24): Portuguese Longbowman (Prob Victory: 99.1%)
Paratrooper promoted: Combat I
While attacking in Portuguese territory at Oporto, Paratrooper defeats (6.48/24): Portuguese Swordsman (Prob Victory: 99.3%)
While attacking in Portuguese territory at Oporto, Paratrooper defeats (0.24/24): Portuguese Pikeman (Prob Victory: 99.7%)
Buddhism has spread: Oporto
Captured Oporto (Joao II)
Oporto begins: Theatre (34 turns)
User comment: Wine to Shaka for 10GPT
Pindus finishes: National Park
Sparta grows: 12
Sparta finishes: Forbidden Palace
Opis grows: 4
Nippur grows: 15
Babylon finishes: Library
Taoism has spread: Braga

IBT:
Attitude Change: Shaka(Zululand) towards Wang Kon(Korea), from 'Annoyed' to 'Furious'
Attitude Change: Huayna Capac(Inca) towards Joao II(Portugal), from 'Cautious' to 'Pleased'

Turn 152/330 (1610 AD) [10-Jun-2009 13:19:46]
Pindus begins: Market (4 turns)
Sparta begins: University (3 turns)
Babylon begins: University (3 turns)
A Farm was built near Athens
A Farm was built near Sparta
A Mine was built near Athens
A Farm was built near Greenland
Tech learned: Corporation
Athens grows: 12
Athens finishes: Bank
Blubzville grows: 12
Panama City grows: 11
Sippar's borders expand
Braga grows: 4

IBT:
A Mine was destroyed near Sparta
Attitude Change: Shaka(Zululand) towards Pericles(Greece), from 'Cautious' to 'Pleased'

Turn 153/330 (1620 AD) [10-Jun-2009 13:35:40]
Research begun: Electricity (4 Turns)
Athens begins: Observatory (5 turns)
User comment: AP vote comes up. I cast our votes for ourselves to be the AP custodian.
User comment: IBT spies destroy the Iron mine north of Sparta


Auto Log Part 2:
Spoiler :
Turn 153/330 (1620 AD) [10-Jun-2009 13:41:48]
User comment: Joao has gotten Riflemen IBT turns and has upgraded all four of his defendersx to Rifles. A neat trick , as he didn't have any money!
Paratrooper promoted: Combat I
Paratrooper promoted: Combat I
Paratrooper promoted: Pinch
Paratrooper promoted: Combat I
While attacking in Portuguese territory at Lagos, Paratrooper defeats (11.04/24): Portuguese Rifleman (Prob Victory: 73.4%)
While attacking in Portuguese territory at Lagos, Paratrooper defeats (7.68/24): Portuguese Rifleman (Prob Victory: 88.5%)
While attacking in Portuguese territory at Lagos, Paratrooper defeats (2.40/24): Portuguese Rifleman (Prob Victory: 73.4%)
While attacking in Portuguese territory at Lagos, Paratrooper defeats (12.48/24): Portuguese Rifleman (Prob Victory: 88.1%)
Buddhism has spread: Lagos
Captured Lagos (Joao II)
Lagos begins: Theatre (34 turns)
User comment: Lagos is ours with no losses. I upgraded each Para as the battle odds were not good.
While attacking in the wild at Lagos, Paratrooper defeats (21.60/24): Portuguese Worker (Prob Victory: 88.1%)
A Farm was built near Blubzville
Paratrooper promoted: Pinch
Paratrooper promoted: Pinch
A Watermill was built near Nippur
The Launch Pad finishes: Laboratory
Panama City finishes: Bank
Greenland grows: 9
Greenland finishes: Bank
Opis finishes: Library
Nippur grows: 16
Babylon grows: 11
Dur-Kurigalzu grows: 12
Dur-Kurigalzu finishes: Bank
A Town was built near Dur-Kurigalzu
Sippar finishes: Forge
Faro grows: 4
Leiria finishes: Granary
Coimbra's borders expand

IBT:

Turn 154/330 (1630 AD) [10-Jun-2009 13:54:17]
The Launch Pad begins: Bank (4 turns)
Panama City begins: University (4 turns)
Greenland begins: Harbor (4 turns)
Opis begins: University (8 turns)
Dur-Kurigalzu begins: Library (2 turns)
Sippar begins: Library (4 turns)
Paratrooper promoted: Pinch
Paratrooper promoted: Pinch
A Farm was built near Blubzville
A Farm was built near Athens
A Mine was built near Sparta
A Farm was built near Opis
A Farm was built near Greenland
A Farm was built near Blubzville
Sparta grows: 13
Sparta finishes: University
New York grows: 12
Vancouver grows: 10
Vancouver finishes: Market
Nippur finishes: Jewish Synagogue
Babylon's borders expand
Babylon finishes: University
Akkad grows: 15
Borsippa grows: 11
Borsippa finishes: Harbor
A Village was built near Dur-Kurigalzu
Sippar grows: 10
Leiria grows: 5
Buddhism has spread: Leiria

IBT:
Attitude Change: Joao II(Portugal) towards Wang Kon(Korea), from 'Cautious' to 'Pleased'

Turn 155/330 (1640 AD) [10-Jun-2009 23:44:45]
Sparta begins: Market (4 turns)
Vancouver begins: Odeon (2 turns)
Nippur begins: Market (4 turns)
Babylon begins: Observatory (4 turns)
Borsippa begins: Odeon (3 turns)
While attacking in Portuguese territory at Santarém, Paratrooper defeats (6.72/24): Portuguese Rifleman (Prob Victory: 76.1%)
While attacking in Portuguese territory at Santarém, Paratrooper defeats (3.60/24): Portuguese Rifleman (Prob Victory: 87.7%)
While attacking in Portuguese territory at Santarém, Paratrooper defeats (20.16/24): Portuguese Rifleman (Prob Victory: 91.0%)
While attacking in Portuguese territory at Santarém, Paratrooper defeats (2.40/24): Portuguese Rifleman (Prob Victory: 95.7%)
While attacking in Portuguese territory at Santarém, Paratrooper defeats (24.00/24): Portuguese Longbowman (Prob Victory: 99.4%)
Buddhism has spread: Santarém
Captured Santarém (Joao II)
Portuguese Empire has been eliminated
Santarém begins: Forge (81 turns)
 
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