Reference number: 11253
Game: C-IV SGOTM 14
Your team: Kakumeika
Your name: Walter_Wolf
Date submitted: 2011-10-21
Software Version: BtS 3.19
Game date: 300BC
Player race: America
Firaxis score: 453
Session time played (hh:mm:ss): 00:42:33
Total time played (hh:mm:ss): 16:44:56
Game status: Incomplete
Submitted save: Dorothy_300-BC_Oct-22-2011_00-11-13.CivBeyondSwordSave
Renamed file: Kakumeika_SG014_BC0300_01.CivBeyondSwordSave
Right click the Renamed File link above to copy it.
You can then paste it into your team post as the download link for the next player.
News Update: The Wizard of Oz is still alive
Here is your Session Turn Log from 350 BC to 300 BC:
Turn 101, 350 BC: Gems City has grown to size 8.
Turn 101, 350 BC: Gems City can hurry Spy for 2⇴ with 36ℤ overflow and +1⇤ for 10 turns.
Turn 101, 350 BC: GP Farm has grown to size 8.
Turn 101, 350 BC: GP Farm can hurry Spy for 2⇴ with 25ℤ overflow and +1⇤ for 20 turns.
Turn 101, 350 BC: Isengard has grown to size 4.
Turn 101, 350 BC: Wicked Witch of the West/Good Witch of the West is the worst enemy of Wicked Witch of the East/Good Witch of the East.
Turn 101, 350 BC: Wicked Witch of the East/Good Witch of the East is the worst enemy of Wicked Witch of the West/Good Witch of the West.
Turn 101, 350 BC: Good Witch of the South will trade Monarchy, Monotheism
Turn 101, 350 BC: Wicked Witch of the South will trade Monarchy, Monotheism
Turn 101, 350 BC: Wicked Witch of the West will trade Code of Laws, Monarchy, Monotheism
Turn 101, 350 BC: Good Witch of the West will trade Code of Laws, Monarchy, Monotheism
Turn 101, 350 BC: Wicked Witch of the North will trade Monarchy, Monotheism
Turn 101, 350 BC: Good Witch of the North will trade Monarchy, Monotheism
Turn 101, 350 BC: Good Witch of the South/Wicked Witch of the South is the worst enemy of Wicked Witch of the North/Good Witch of the North.
Turn 101, 350 BC: Wicked Witch of the West/Good Witch of the West is the worst enemy of Wicked Witch of the East/Good Witch of the East.
Turn 101, 350 BC: Wicked Witch of the East/Good Witch of the East is the worst enemy of Good Witch of the South/Wicked Witch of the South, Wicked Witch of the West/Good Witch of the West.
Turn 101, 350 BC: Good Witch of the South will trade Monarchy, Monotheism
Turn 101, 350 BC: Wicked Witch of the South will trade Monarchy, Monotheism
Turn 101, 350 BC: Wicked Witch of the West will trade Code of Laws, Monarchy, Monotheism
Turn 101, 350 BC: Good Witch of the West will trade Code of Laws, Monarchy, Monotheism
Turn 101, 350 BC: Wicked Witch of the North will trade Monarchy, Monotheism
Turn 101, 350 BC: Good Witch of the North will trade Monarchy, Monotheism
Turn 101, 350 BC: Good Witch of the North will trade Iron
Turn 101, 350 BC: You have discovered Code of Laws!
Turn 101, 350 BC: Silver City will grow to size 2 on the next turn.
Turn 101, 350 BC: Culture Bridge will grow to size 2 on the next turn.
Turn 101, 350 BC: You have trained a Worker in Stone City. Work has now begun on a Spy.
Turn 101, 350 BC: You have trained a Settler in Gems City. Work has now begun on a Spy.
Turn 101, 350 BC: You have constructed a Barracks in Isengard. Work has now begun on a Chariot.
Turn 101, 350 BC: Good Witch of the East converts to Buddhism!
Turn 102, 325 BC: Stone City can hurry Spy for 2⇴ with 9ℤ overflow and +1⇤ for 19 turns.
Turn 102, 325 BC: Gems City can hurry Spy for 2⇴ with 36ℤ overflow and +1⇤ for 10 turns.
Turn 102, 325 BC: GP Farm can hurry Worker for 2⇴ with 19ℤ overflow and +1⇤ for 19 turns.
Turn 102, 325 BC: Silver City has grown to size 2.
Turn 102, 325 BC: Isengard can hurry Chariot for 1⇴ with 12ℤ overflow and +1⇤ for 19 turns.
Turn 102, 325 BC: Culture Bridge has grown to size 2.
Turn 102, 325 BC: Culture Bridge can hurry Granary for 1⇴ with 11ℤ overflow and +1⇤ for 10 turns.
Turn 102, 325 BC: Washington will grow to size 5 on the next turn.
Turn 102, 325 BC: Silver City will grow to size 3 on the next turn.
Turn 102, 325 BC: Isengard will grow to size 3 on the next turn.
Turn 102, 325 BC: You have trained a Axeman in Isengard. Work has now begun on a Chariot.
Turn 102, 325 BC: You have constructed a Granary in Culture Bridge. Work has now begun on a Lighthouse.
Turn 102, 325 BC: Good Witch of the South has founded Niani in a distant land.
Turn 102, 325 BC: Wicked Witch of the South has founded kwaDukuza in a distant land.
Turn 102, 325 BC: Christianity has been founded in a distant land!
Turn 102, 325 BC: Good Witch of the East has founded Hyderabad in a distant land.
Turn 103, 300 BC: Washington has grown to size 5.
Turn 103, 300 BC: Isengard has grown to size 3.
Turn 103, 300 BC: Isengard can hurry Chariot for 1⇴ with 15ℤ overflow and +1⇤ for 18 turns.
You may wish to copy it to Notepad for reference when you write your turn set post. It includes any entries you added with the in-game Chat facility