SGOTM 21 - Xteam

About how many turns are we talking about here before cultural adjacency?
Tianjin and Macau currently do not have any Cultural Buildings in them. (If you zoom in on a City, you can see Buildings in Cities.) For example, Xian has a Monument, a Granary, and a Library, so it is a pipe dream to Culture-flip the Culturally-established Xian, but the other two Cities are outputting 0 Culture per turn, which, for now, makes them very easy prey for Culture-flipping.

For the Summer Palace (Stone City), we need Confucianism + an Odeon, giving us 6 Culture per turn. A cheap Theatre could add another +3 Culture per turn and once we have a Castle, that's 10 Culture per turn.

For Tianjin, where we must build an Odeon in Stone City and where we'd steal the City's Pig after 5 turns, we have a good chance of Culture-flipping Mao's City.

We may have less of a chance with Marble City Culture-flipping since we don't need an Odeon and a Theatre, but we could build them. At a minimum, we'd see if and when Mao sends units toward the Barb City so that we can capture it first and can be the ones to capture and Liberate that City to Mao.

So, the odds aren't high of Culture-flipping both Cities, but if we flip one and capture the Barb City, that's already +3 Liberation credit. We will add +2 to Resource trades over time, can earn +4 for trading techs, and might later be able to bribe Mao into a mutual war to seal the deal.

If our Culture-flipping efforts fail, we could instead send 1 or more Settlers later on and Liberate Cities to Mao peacefully near the end of the game, since there's so much unsettled land around him.


but still want to send units to make sure Shaka isn't a very easy target right now.
From what we can see, he has these units roaming around:
1 HA
2 Chars
2 Impis
1 Archer

He also has at least 3 Military Units in every City of his that we can see.

But, it's not what we can see that matters, it's that we have no way to stop Shaka from Whipping Military Units each turn before our forces can arrive at any of his Cities, which will mean stacks of 6 or 7 Units in every City that we face, hidden behind City Walls, with a stream of Combat II Impis, Combat I Horse Archers, and Barrage Catapults being sent our way turn after turn.

It's not about what he has but what he will whip that will make it going to be suicide to go after Shaka before our Cultural Borders have encroached on his Cities.

Further, we have no means to cut off his supply of Copper easily, as it is buried under his capital.


Ok, I can play.

I will try to make a plan.

What is the plan with the jewish missionary?

Is it only me against razing Amsterdam?

So plan
Declare war on William now and capture Amsterdam and New Amsterdam.

Whip Hindu missionaries from the Hague.

Lib astronomy and upgrade our two Galleys. Research nationalism next.

Drop settler in top of marble. (my prefered option, as it gives us more forests to chop and saves worker turns. We may later liberate the city after taj mahal anyhow.

Drywhip a missionary in Utrecht. One missionary for 1 population is a good trade, since we will loose 1 pop to starvation otherwise.

Whip Galleon from Athens to send to meet Catherine.

Workers will chop into the taj mahal and into confusian missionaries in new amsterdam.

Buy feudalism from France.

Set up galleon chain to Isabella and prepare our war.
I don't even know how to comment here. We seem to be thinking in the opposite way on nearly every issue.


Caravel 1 is gong to unload inside of the City to the south of it so that the Jewish Missionary can explore to the east and then the west of Elizabeth's island. Then, it will reboard the Caravel and spread in Paris, as we have no peaceful way of making Louis a voting buddy.


RE: We must raze Amsterdam
Religions spread via Trade Networks. Isabella has Buddhism and Judaism "physicially closest" to Japan and Russia, but those Religions must follow Trade Networks. So, for a Religion to get from her to Japan, it's got to travel south-east past Mansa, north-east past Louis, north-east and east past Mao, and finally end up in Toku's area. It's actually one of the furthest distances in the game. The only further distance is for Islam, founded by Elizabeth, to one of Toku's Cities.

However, as soon as we learn Astronomy, Trade Networks get set up via direct distance by water.

As a result, Hinduism will be the Religion that is the CLOSEST Religion to each of Louis, Mao, and Toku out of ALL of the Religions in the world.

Distance is the primary factor for auto-sprading.

The whole part about "Judaism having minorly better odds of spreading" is only a statistically insignificant factor in that the game rolls a dice and says "did Religion A spread to this City this turn? No? Did Religion B spread to this City this turn? No? Did Religion C spread to this City this turn? Yes? Then don't check for Religions D, E, F, and G." (I mention Judaism since I know that Judaism is Religion A, but I forget the order of the other Religions... it hardly matters, though, as it would only matter in the most minor of ways for 2 Religions being founded in the same City as each other.) That factor is completely insignificant when compared to distance.

There is no greater important thing for us to do to set up an AP Victory than to raze the Hindu Holy City (or to get Amsterdam into Barbarian hands, which is impossible to set up due to Amsterdam's position).


Why do we need to whip Hindu Missionaries? We cannot get Hinduism widely-enough spread to stop the next AP resolution's voting results.

So, all that we can do is go after Elizabeth, take out the Apostolic Palace City, and if we get stuck into enforced Peace with her, we'll have the option of becoming the AP Resident in the next AP Resident election.

If she doesn't stop the war against herself or if Shaka defies it, then we take down all of her Cities and we'll have all of the Hindu votes that we'll need for a long time.

Our Military is TRAPPED on land by Willem's ex-area. The only way to get it untrapped is to get some Galleons. But, Galleons are too expensive to whip, so we must first get some Galleys, with Utrecht being a good place to make one or two Galleys. Other Cities will have to make Galleys, too.


RE: More Forests to Chop at Marble City... what do you want to Chop the Forests into? A Confucian Missionary and 2 Work Boats. Then, what do we need more Chops for, especially that Whipping couldn't do better? Instead, if we settle to grab one of the Fish in our big fat cross, we can Whip many more times than an additional 2 Forests can bring us in terms of Hammers, especially with a 30-Hammer Forest Chop simply becoming a 24-Hammer Forest Chop. Getting either Fish in our big fat cross will additional set up a Culture-flipping opportunity and will still leave us with the desired 3 Forests, in addition to the future Whipping power of having a Fish Resource to work.

The last that I saw, there wasn't a race to get The Taj Mahal built, as no AI has Nationalism and most AIs do not have the pre-requisite techs to go after Nationalism. Wouldn't it be better to have some of Elizabeth's Cities also benefitting from a Golden Age, plus also having grown any of our Cities where we're thinking of hiring Specialists during a Golden Age?

Unless we intentionally delay The Heroic Epic, we'll have it before we can settle on the Marble, while delaying it just means whipping Military Units without its benefit, as there aren't other useful Buildings to build in that City, so we don't really gain anything by delaying The Heroic Epic.

So, I don't see an absolute rush to get the Marble connected, just a rush to get the City settled before another AI settles there to grab the Resource.


We will not lose a population point in Utrecht because we have a Lighthouse, so we have 8 squares (including the City Centre) that produce 2 Food each, which can feed all 8 citizens. Remember that Amsterdam's Cultural Borders will disappear once we raze Amsterdam.

Counting, we can make at most 6 base Hammers * 1.25 with a Forge giving us 7 final Hammers plus 2 Culture from being Creative.

So, we would build T128 Galley
T129 Whip the Galley
T130 Culture -> Galley
T130 or T131 probably take Liberalism, then whip the resulting Galleon, so as to not delay Astronomy too long


Why do you want to meet Catherine? We're best off delaying contact with her as long as possible. The sooner that she meets us, the faster her Research pace will be. If she also knows 1 or more other AIs, perhaps because she knows Toku but Toku "blocks her" due to Toku being famous for not Opening Borders or perhaps because she knew some players from the start of the game, then we could change the situation from "no tech trading" to "massive tech trading" because we change the monopoly-threshold numbers for techs just by meeting her.

We should not meet Catherine at all until we have Galleons filled with units to land on her shores. Those units may units of conquest or those units may be our end-game Musketmen and Tanks.

Even if we never decide to attack her, her potentially getting in the trading game, be it from unlocking monopoly-blocked trading to having liberal trading, or be it from her teching Compass -> Metal Casting -> Machinery -> Optics due to getting piggyback Research from having met us, she could speed up the global tech pace of the backward AIs, which only hurts us and in no way helps us.

Even if AIs don't trade around Military Techs, if they trade around other techs, that means less techs that we can gift at the end of the game to try to gain "You Shared your Technological Discovery" positive AI Diplo with AIs as a last chance to boost the chance of getting a voting buddy, although we'd also have to watch out for Worst Enemy relationships when doing so.


Why would we want to Chop Confucian Missionaries in New Amsterdam? Why not a Granary, a partial Lighthouse, and then whip a Buddhist Missionary for Piscatorium?

Even if we try for a Great Engineer, it's worthwhile to have a Great Prophet as a backup option... even if we don't use it for Isabella #1, a Great Prophet combines very well with other Great People types for launching a Golden Age, but if we instead, say, hire Artists, Scientists, or Merchants in Piscatorium, we may end up with duplicate Great People, which cannot be used in a Golden Age together.

Sure, it would be nice to have Confucianism in Elizabeth's Cities if we were going to whip Buildings there. But, what we should be doing is:
1. Capture Elizabeth's Cities
2. If earlier-captured Cities have come out of City Revolt, whip Military Units out of then
3. Cease Fire with Elizabeth once she only has the gifted City on the island to the south of York
4. Position our Galleons so as to be able to amphibiously assault each of the Cities that we captured from her
5. Liberate all of the Cities that we captured from her back to her
6. Declare war on Elizabeth
7. Immediately recapture all of her Cities
8. Once her Cities come out of City Revolt, whip Military Units out of them

9. At some point later, after she is willing to Cease Fire with us, we can repeat steps 5 through 8, giving us a voting buddy. We can then selectively Liberate enough Cities back to her near the end of the game that have Hinduism and Confucianism in them so that she won't become our voting opponent.

But, there's no rush to get Confucian Missionaries for her Cities now, as we won't be using Confucianism for the Organized Religion bonus in her Cities.


I've already discussed Feudalism... taking it only makes it easier for the AIs to trade it around or get free Flasks when self-teching Feudalism themselves. It'll be easy to get in trade later, when we need it. It's only use is to unlock Guilds, but getting Guilds now isn't possible without giving away Education, which we don't want to do, so that we can be the ones to self-tech Economics... which, we'll have to do after building Walls and a Castle in our Summer Palace City.

That's another reason why 5 Forests to Chop is overkill at Marble City... once we've Chopped our 3 Forests, we'll want to send our Workers to connect-up the Stone at Stone City so as to get to work on building the City Walls and Castle there, after which point we can research Economics.


A Galleon chain to Isabella is a poor way to go to war with her. She has nowhere to send her troops, so on the turn that we declare war, we should have 2, ideally 3 sets of fully-loaded Galleons outside 2, ideally 3, of her Cities, so that when we declare war, she'll have the least amount of time to prepare.


Elizabeth, on the other hand, is already involved in a war, so if we only hit her at one City initially, she won't be building any more troops than she already has been for her war on Shaka.


Also, logistically, if we can get boats to ferry our Military Units from Willem's ex-area to Elizabeth's area quickly, we can get the war started very quickly.

In fact, it may be worthwhile to use our first couple of boats to simply drop off as many troops as possible at York and only then send the 2 Settlers, 1 Maceman, 1 Confucian Missionary, and 2 Workers via 2 Galleons toward Mao's area.

As Cactus Pete experienced the hard way with Willem, BtS AIs can get a large number of Military Units spammed as soon as the war starts. Our best bet is to hit an AI really hard at the start of the war, taking down key Cities and key Strategic Resources.

Galleon-chaining a war against Isabella means a slow war where she has time to build War Elephants out of every City. Yuck. What a mess that would be.

Yet, we don't have enough forces to be able to quickly hit Isabella from multiple sides at once. Our forces also aren't in a good position to hit Isabella. Elizabeth is the natural next target, both for capturing the Apostolic Palace and from a logistical standpoint given where our units are currently located.


At the very minimum, we should make:
1 Galley out of Utrecht
1 Galley out of Sleepy Sheep
2 Galleys out of Piscatorium
1 Galley out of Athens

It's probably not worth delaying Astronomy for a second Galley out of Utrecht unless we can Chop into the second Galley and instead just Whip a Galleon out of Utrecht as the second boat.



I think that we need to get far more alignment between us before anyone plays, as we seem to be talking in totally different directions on nearly every point.
 
It would be helpful if you could chop up your messages into several smaller ones so that it is easier to write replies.
 
Sorry I got carried away by work so I did not finish the reply. I will make a new try now.
 
I don't even know how to comment here. We seem to be thinking in the opposite way on nearly every issue.


Caravel 1 is gong to unload inside of the City to the south of it so that the Jewish Missionary can explore to the east and then the west of Elizabeth's island. Then, it will reboard the Caravel and spread in Paris, as we have no peaceful way of making Louis a voting buddy.


RE: We must raze Amsterdam
Religions spread via Trade Networks. Isabella has Buddhism and Judaism "physicially closest" to Japan and Russia, but those Religions must follow Trade Networks. So, for a Religion to get from her to Japan, it's got to travel south-east past Mansa, north-east past Louis, north-east and east past Mao, and finally end up in Toku's area. It's actually one of the furthest distances in the game. The only further distance is for Islam, founded by Elizabeth, to one of Toku's Cities.

However, as soon as we learn Astronomy, Trade Networks get set up via direct distance by water.

As a result, Hinduism will be the Religion that is the CLOSEST Religion to each of Louis, Mao, and Toku out of ALL of the Religions in the world.

Distance is the primary factor for auto-sprading.

The whole part about "Judaism having minorly better odds of spreading" is only a statistically insignificant factor in that the game rolls a dice and says "did Religion A spread to this City this turn? No? Did Religion B spread to this City this turn? No? Did Religion C spread to this City this turn? Yes? Then don't check for Religions D, E, F, and G." (I mention Judaism since I know that Judaism is Religion A, but I forget the order of the other Religions... it hardly matters, though, as it would only matter in the most minor of ways for 2 Religions being founded in the same City as each other.) That factor is completely insignificant when compared to distance.

There is no greater important thing for us to do to set up an AP Victory than to raze the Hindu Holy City (or to get Amsterdam into Barbarian hands, which is impossible to set up due to Amsterdam's position).

It seems to me that christian and confucian sites are not much further away. I will read some religious spreading code.
 
After reading the code it seems to me that only holy shrines spreads religions. It does make sense to raze Amsterdam.
 
Spoiler :
We have no peaceful way of making Louis a voting buddy.


Is this really true? We are already at +9. If we give away liberalism he will stay our buddy. That would require us to stay in HR. He might vote for Shaka but will not vote for Elizabeth.
 
To me spreading judaism to China makes more sense. Mao is harder to get friendly then Louis. We could just give Louis a confucian missionary and we can have him friendly to us even if we switch out of HR.
 
RE: More Forests to Chop at Marble City... what do you want to Chop the Forests into? A Confucian Missionary and 2 Work Boats. Then, what do we need more Chops for, especially that Whipping couldn't do better? Instead, if we settle to grab one of the Fish in our big fat cross, we can Whip many more times than an additional 2 Forests can bring us in terms of Hammers, especially with a 30-Hammer Forest Chop simply becoming a 24-Hammer Forest Chop. Getting either Fish in our big fat cross will additional set up a Culture-flipping opportunity and will still leave us with the desired 3 Forests, in addition to the future Whipping power of having a Fish Resource to work.

The last that I saw, there wasn't a race to get The Taj Mahal built, as no AI has Nationalism and most AIs do not have the pre-requisite techs to go after Nationalism. Wouldn't it be better to have some of Elizabeth's Cities also benefitting from a Golden Age, plus also having grown any of our Cities where we're thinking of hiring Specialists during a Golden Age?

Unless we intentionally delay The Heroic Epic, we'll have it before we can settle on the Marble, while delaying it just means whipping Military Units without its benefit, as there aren't other useful Buildings to build in that City, so we don't really gain anything by delaying The Heroic Epic.

So, I don't see an absolute rush to get the Marble connected, just a rush to get the City settled before another AI settles there to grab the Resource.
To me both stone and marble is going to go soon. We could chop missionaries for both China and Japan. An more missionaries in case something goes wrong.

We will not lose a population point in Utrecht because we have a Lighthouse, so we have 8 squares (including the City Centre) that produce 2 Food each, which can feed all 8 citizens. Remember that Amsterdam's Cultural Borders will disappear once we raze Amsterdam. I missed that.

Counting, we can make at most 6 base Hammers * 1.25 with a Forge giving us 7 final Hammers plus 2 Culture from being Creative.
 
I thought that we were going to wait for Cuirasiers to take out Elizabeth.
 
Auto-spreading of Religions
After reading the code it seems to me that only holy shrines spreads religions. It does make sense to raze Amsterdam.
Just to be clear on terminology:
A Holy City refers to the City in which a Religion was founded. A Holy City must have a Trade Network connection to another City, call it City B, in order for the Religion to automatically spread to City B.

The shorter the distance between the Holy City and City B, the easier it will be for an auto-spreading action to happen, as a random number gets compared against a threshold and if that random number is high (or low?) enough compared to that threshold, the Religion will get spread.

A Holy Shrine refers to the building that a Great Prophet can be used to build in a Holy City.

A Holy Shrine doubles the effectiveness of the Holy City's auto-spreading of a Religion.

If we raze a Holy City, then that Religion will be unable to auto-spread.

Since Religions auto-spread over Trade Networks, the distance between two Cities using Roads, Rivers, and Coasts is the distance that gets used for the auto-spreading calculation.


Astronomy and World Religions
After we learn Astronomy, Oceans will be used for Trade Networks between our Holy Cities and the Cities out there which do not have a Religion in them. Thus, Astronomy will shorten the distance for the Religions where we possess the Holy Cities.

After we raze Amsterdam, we can expect Confucianism and Christianity to spread more easily in some of the AIs' Cities.

AIs who become Christian will like Shaka even more.

We have 1 Jewish Missionary which we can use to try to make one of those AIs run a Religion which is different from the other AIs. Doing so will reduce the amount of AI-AI good relationships, which may reduce the amount of AI-AI trading and may reduce the chance of one AI joining in on a war when we fight a different AI.


Louis of France
Is this really true? We are already at +9. If we give away liberalism he will stay our buddy. That would require us to stay in HR.
Base Attitude
Louis was only +3 Cautious toward us. I am not sure how he would feel about us at +4 Attitude.

The normal range for AIs to be Cautious toward us is -2 to +2, while the normal range is for AIs to be Pleased toward us is +3 to +9.

So, we will already have to work extra hard to please Louis.

Heredtiary Rule and Representation
The current plan is that we will run the Representation Civic instead of the Hereditary Rule Civic, at a minimum during a Golden Age when we hire Specialists, as Representation will still give us additional Happiness in our larger Cities while giving us additional base Flasks. Those base Flasks get multiplied by our Science Buildings, such as Libraries, Universities, etc.

On the opposite side, Louis loves every player who runs Hereditary Rule. Therefore, every AI that we declare war on whom Louis has met, such as Shaka, will give us a further -1 Diplo Attitude penalty with Louis.

Louis has a somewhat high value for players running his Favourite Civic of Hereditary Rule, with a value of iFavoriteCivicLimit = 4. But, this fact works against us as Louis will be upset for us declaring war on nearly any AI that he has met.

Gifting Technologies to Louis
Louis knowing Philosophy would mean that 4 players in the game would know that tech, and it can get traded around.

Paper has a low monopoly threshold since The University of Sankore has been built, so it can get traded around.

Theocracy would then be known by 5 players and can get traded around.

Liberalism has no monopoly threshold, so once another player learns Education, Liberalism can get traded around.

Louis knowing Education would increase the chance of Mansa self-teching Education.

City Liberation
We have no peaceful way of settling Cities to Liberate Cities to Louis.

There is one Barbarian City near to Louis that we could use Military Units to attack and then Liberate to him for +1 Diplo Attitude.

Louis and Religion
If we were going to court Louis as a voting buddy, he should be put into Confucianism, not Free Religion.

If we do not want to court Louis as a voting buddy, we should put him in a Religion that will cause conflict between him and the AIs, because we will not care about how much he likes us. Instead, we will want him to dislike other AIs.

Worst Enemy and Declared War on our Friend
Louis has iDifferentReligion of -2, so he is likely going to be mad if we trade with a player who has The Pyramids and is running a conflicting Religion (Mansa). Louis is very unlikely to get Taoism spreading to him, so we can expect to get -4 for the "You Traded with our Worst Enemy" Diplo penalty.

After declaring war on Shaka later on in the game and perhaps, say, Catherine, we can easily expect to see another -2 from Declaring war on his Friends.

We could just give Louis a confucian missionary and we can have him friendly to us even if we switch out of HR.
Even if we had both the full Shared Religion bonus with Louis AND the full Shared Favourite Civic bonus with Louis, those would not be sufficiently large to get him to vote for us after we incur an additional -6 negative Diplo Attitude from Louis.

Gifting a Hindu City
We should be able to capture the Barb City near to Louis at some point to be able to gift it to him at the very end of the game. That City would get whipped down to Size 1 and would contain Hinduism, so that he will get 1 AP vote and he will choose to Abstain.

If we do not capture that Barb City, then we can first gift Isabella her Summer Palace Stone City and then we can later recapture that City and then gift it to Louis at the end of the game, after whipping the City down to Size 1 and spreading Hinduism into that City.

Louis and War
Louis' land is laid out well for capturing his Cities and Liberating those Cities back to him. However, we have a limited amount of warring that we can accomplish and I believe that attacking Louis would be a waste of our limited time and limited military forces.

We MUST capture the Apostolic Palace from Elizabeth.

If we wish to satisfy Isabella #2, we MUST capture almost all of Isabella's Cities.

Having those 2 wars is already going to bring us close to the end of the game.

Overall
Louis is going to be a very challenging AI to court and it is better to set him up as an enemy of the other AIs by putting him in Judaism.

Toku, Mao, and Catherine are then likely to become either Christian or Confucian.

On the other hand, Mao will be easy to court peacefully as he has a lot of unsettled land around his core area, so near the end of the game, we can send him a few Settlers and can Liberate some Cities to him.


Hinduism
He might vote for Shaka but will not vote for Elizabeth.
Our plan will be a failure if an AI is running Hinduism as their State Religion at the end of the game.

It will not be impossible to win an AP Victory Vote, but the AI who is running Hinduism will get their votes doubled and all of those doubled-votes will count against us.

We can only have 25% of the world's votes not going to us, so an AI running Hinduism as their State Religion at the end of the game would represent a major problem.


Mao of China
To me spreading judaism to China makes more sense. Mao is harder to get friendly then Louis.
We can expect -6 from Louis quite easily from trading with Mansa. I believe that it is a fair assumption that we will continue to trade techs with Mansa.

Mao, however, has an iDifferentReligion value of 0. So, he is not going to automatically hate Mansa due to Mansa being Taoist and Mao having a different State Religion.

Mao only has iSameReligionLimit of 2, but if we can make him Confucian, that will mean less Cities that need to be Literated to Mao.

It is also possible that Mao will end up disliking Mansa and will give -4 for Trading with Mansa.

The primary difference with Mao is that there is room to peacefully settle several Cities around his empire, which can be Liberated to him.

Settling 6 such Cities would give us 6 * 1.5 = +9 Diplo Attitude with Mao.

Many of that terrain is Icy and undesirable, so Mao may delay settling that area. Also, the Barb City effectively blocks off more land to prevent Mao from settling further in the short term. These facts make Mao an ideal candidate to recruit as a peaceful voting buddy.

We just need to make sure that Mao does not have enough Hindu Cities to run Hinduism as his State Religion and with some whipping of Settlers (perhaps from some of Isabella's Cities?), we can earn his vote.


Missionaries
We could chop missionaries for both China and Japan. An more missionaries in case something goes wrong.
We should not build Missionaries for Mao for a long time. We should not build Missionaries for Toku at all... we will simply build a Hindu Missionary for our own City that we will settle near to Toku, which can happen after we own Elizabeth's Hindu Cities.

The plan is that if an AI will not vote for us, we will settle a City close to that AI and we will keep ownership of that City. That City of ours will have Hinduism in it.

Near the last few turns of the game, we will whip that City down to Size 1. We will then gift that City to the nearby AI. If the AI will not accept the gift, I have already mentioned several backup options for getting that AI to accept the City from us.

So, we don't need Missionaries for these AIs.

Razing Amsterdam solves the Missionary issue.

We don't really care what Religion Mao and Toku run. It would be helfpul if Mao were to run Confucianism, but even if he doesn't run Confucianism, he has a iDifferentReligion value of 0, so we would just have to whip a couple of extra Settlers for Mao which we would Galleon-chain to his core area and then found Cities to Liberate to him.

Toku can run any Religion that spreads to him and we will simply settle a City on an island near to him which will get Hinduism. Toku will not be our voting buddy.

Mao and Hinduism
We do not want to aggressively spread Hinduism to Mao early in the game for fear of him building Hindu Monasteries, which would allow him to spread Hinduism perhaps too much. We would also fear Mao running Organized Religion and building too many Hindu Missionaries.

An AI will initially spread a Religion, such as Hinduism, to a City which does not contain a Religion in it. Such a fact means that said City CANNOT get Confucianism, Christianity, or another Religion such as Islam (once we capture Elizabeth's Cities) through auto-spreading.

What we want is for most of Mao's Cities to get non-Hindu Religions auto-spreading to them.

Therefore, Mao should get Hinduism from us near the end of the game, at a time when it will be too late for him to spread it around to his Religionless Cities.


Marble and Stone
To me both stone and marble is going to go soon.
Okay, so we can stick with the plan of 2 of our first Galleons being used to get those Cities settled and productive.

This fact makes it even more important that we do not learn Liberalism until T131, so that we can produce additional Galleys in the short term.


Elizabeth War
I thought that we were going to wait for Cuirasiers to take out Elizabeth.
We cannot afford to wait on the war.

We need to capture the Apostolic Palace relatively soon in the game if we want to win by an Apostolic Palace Victory.

Our forces will not be in position to go after Isabella or Shaka efficiently and we must keep our warring machine constantly on the move or we effectively lose turns while our full-health units sit around doing nothing.

Since Elizabeth is already involved in a war, she will not produce any more troops by us declaring war on her than she already would have, so we have lost the element of surprise.

Therefore, we should show no hesitation to take her down.


Isabella's Tasks
We have two primary choices:
Option A]
Let's assume that we agree to this tech path:
Nationalism for a few turns -> Liberalism for Astronomy -> Military Tradition -> Gunpowder -> Representation -> Scientific Method -> Communism -> Physics

As long as we obtain Physics before Mansa learns it, we will only need:
i. a Great Artist from Utrecht
AND
ii. a Great Prophet from Piscatorium (although we would also try for a Great Engineer, which would unlock an easy Isabella #3)
AND
iii. Open Borders with Isabella
AND
iv. a City settled near Isabella that we will keep for now but will later gift to her at Size 1 with Hinduism inside of the City

in order to make Isabella be satisfied with us.

If we use Elizabeth and Mao as our voting buddies, we will not need Isabella as our voting buddy and we will not need to make a Summer Palace.

We could then completely avoid a war with Isabella, assuming that we settled a City for Isabella on her continent before he continent gets completely settled.

Doing so would allow us to compete with Mansa for Economics.

But, in case, we could actually skip Military Tradition and Gunpowder, as we would only be warring against Elizabeth. Or, we could optionally go after Catherine, with or without Cuirassiers.

Option B]
However, Mansa loves Economics. So, he is very likely to tech:
Guilds -> Banking -> Education -> Economics

If we compete with Mansa, although we would get additional Gold from the Great Merchant, we would be duplicating his Research and therefore we would earn less Flasks in total.

In fact, if we both chase after Economics, then we are likely to both chase after Physics, further duplicating our Research.

Thus, we could plan to allow Mansa to get Economics and thus we could sell him Education as soon as he learns Banking, making it very easy for Mansa to learn Economics on our behalf. Whatever Gold Mansa earns from the Great Merchant could potentially get earned by us if we are lucky.

This approach means that we can learn Economics late in the game, so we can afford to build a Summer Palace for Isabella.

We WOULD have to go to war with Isabella, so we really should get Cuirassiers. But, we wouldn't have to duplicate Research with Mansa.

We could then have Elizabeth and Isabella as voting buddies and Mao could be an optional backup choice if we feel that we have sufficient population points to whip Settlers for him.

We could also let Mansa learn Physics for us, and perhaps even Scientific Method for us.

We could still try for a Great Engineer or a Great Prophet out of Piscatorium, but if we got a Great Prophet, we could potentially use him in a Golden Age.


Isabella: Overall Points
1. Mansa will probably beat us to Economics no matter what we do, so it seems to make sense to let Mansa self-tech Economics by giving him Education after he learns Banking, or perhaps even sooner than that time, such as next turn in exchange for Guilds
2. We would ideally get 1 Great Engineer for Isabella #3, but we cannot count on doing so. We COULD consider using The Kremlin to rush-buy Rock N Roll, but let's consider that option to be unrealistic, as we'd first have to use our Commerce on Radio. Thus, we should plan for trying to complete one of Isabella #1 (3 Great People) or Isabella #2 (Summer Palace)
3. Isabella #1 requires that we have Open Borders with Isabella, so if the AP forces us to Close Borders with Isabella, who is the only AI who Elizabeth knows that does not have Hinduism in one of her Cities, we would have to find a way to get Open Borders with Isabella again, such as switching into the Buddhist State Religion during a Golden Age
4. Isabella #2 requires that we go to war with Isabella and capture almost all of her Cities, so that we can gift her a Summer Palace
5. The ideal situation is that we get a Great Engineer out of Piscatorium, Utrecht, or X-opolis, so that we can complete Isabella #3, but the odds will be low in each case, so this plan cannot be our primary plan
6. If we do not go to war with Isabella, with a primary plan of satisfying Isabella #1, we can optionally skip going for Military Tradition and Gunpowder, but we must be the first player to research Physics


I am still not yet certain about which task will be best for Isabella out of Isabella #1 and Isabella #2, so I think that it is still wise to settle a Summer Palace City for Isabella, I think that it is still wise for us to plan to have to self-tech Physics, and it will still be wise for us to ensure that during our Taj Mahal Golden Age that Piscatorium, Utrecht, and X-opolis each hire a Great Engineer.

We should also attempt to spread Buddhism to each of these 3 Cities. That way, we can more easily get Open Borders with Isabella during our Golden Age, should we lose Open Borders with her, while still getting Pacifism's GPP bonus in all 3 Cities that will matter.

The idea would be that we'd run Buddhism as our State Religion and then be able to get Open Borders with her if we'd lost Open Borders, probably near the end of the 5 turns in Buddhism, so that the deal would not be cancellable for an additional 10 turns.

It seems strongest to build Granary -> Lighthouse (using the Chops to get one and a half of those Buildings) -> Buddhist Missionaries from New Amsterdam than to simply build the Missionaries and leave the City as a pile of junk.
 
Going to war with E now would seem easier said than done, though I concur that waiting is more problematic. A plan of attack seems appropriate.
 
A plan of attack seems appropriate.
Let's start to talk about numbers. It's not a plan yet, but it's the start of one.

We have there units in Willem's ex-core area:
6 WEs
2 Maces
4 Spears
2 Chariots
1 Catapult

In the northern part of our core area, we have:
4 Cats
1 WE
2 HAs
* 1 Mace

We have these Galleys:
* 1 at Willem's ex-core (QE Galley)
* 1 to the north-west of City 4 (Galley 2)
1 inside of Sleepy Sheep (Galley 4)
1 inside of Piscatorium (Galley 3)

* These three units will be sent to settle the Stone and Marble, so we can't count on using them, except perhaps to initially help drop off 6 Military Units at Elizabeth.

The earliest that Galley 2 could upgrade to a Galleon would be T129.

The earliest that the QE Galley could upgrade to a Galleon would be T130.

However, it would be nice to have a decent fleet of boats to be able to transport our land units around and the most effective way to do so is to whip Galleys before learning Astronomy.

We have a very limited amount of population points from which to work.


Ideally, we'd find a way to partner-up our Catapults with our attacking units so that we can:
T0 Land a bunch of units beside one of Elizabeth's Cities
T1 Bombard and/or suicide Catapults
T1 Attack with the rest of our units
T1 Capture the City

We have 10 more turns before having to vote on the next AP Resolution, counting the rest of this turn. Many of our units have already moved this turn, so that gives us about 9 turns to play with.

With a total of 5 Catapults, it's hard to hit 2 Cities at once, but we could try to make it happen.

We do have a Crossbowman that can be whipped in X-ops, but it will take about 6 turns (T134) before it could unload, assuming that we use Galleon chaining, so we can't count on it for the initial attack.

Piscatorium can either build a Galley or a Catapult with its current Hammers, then 2-pop-whip another unit on T130, which would exist on T131.

Similarly, Athens can 2-pop-whip a unit on T129, but it's probably best going for a Galley, since there are no boats to transport any land units from Athens.

Making a Galley in Athens leaves open the option of making 1 or 2 Catapults, instead of Galleys, out of Piscatorium, since we're a bit low on siege units.

A potential advantage of having Piscatorium make Galley -> Cat or Cat -> Cat is that we could potentially learn Astronomy 1 turn earlier, if we feel that we will have enough boats.

Sleepy Sheep can also whip a Galley or a Catapult.


The more Catapults that we have, the more re-use that we'll get out of our other units. Going up against Maces and Spearmen is a challenge, especially since the bulk of our power comes from War Elephants.


Espionage
If Elizabeth has any lightly-defended Cities, we can also consider an Amphibious Assault.

Spending 1 turn on 100% EPs on Elizabeth, while we still haven't yet completed Oxford, is probably a worthwhile investment.

Our Jewish Missionary can unload in the City that is 3S of the Caravel, then can travel along Roads to reveal the City Centre of the City that exists to the south of Coventry and to the east of York. Finally, it can head west to reveal the Spice City in the south and London in the north, giving us good visibility of Elizabeth's Cities (York and Coventry cost 114 and 117 invested EPs to see them, while we can make about double that amount in the span of 1 turn), so hopefully, we'll end up seeing all of her Military Units this way. EDIT: See below, where I suggest that we use the Caravel to transport a Spy instead.


Chariots
A test game with Iron Working, Horseback Riding, and Guilds shows that upgrading a Chariot to a Knight costs 200 Gold. We could potentially consider it, but I think that it would be a rather high price to pay.


Utrecht and The Hague
I don't know if it's better to use Warriors or Spearmen to guard these Cities.

We have 4 turns of enforced Peace with Shaka and he's involved in a war, but it would also suck horrendously for him to declare war on us and capture/raze those Cities.

We probably want 1 Spearman and 1 Warrior in each of those Cities.

That leaves us with:
2 or 3 Cats (plus whatever we build)
1 Mace
3 War Elephants
1 Horse Archer
1 Spear
1 Chariot

per City that we attack.

That's really not a lot of units, so our Chariots can't afford to explore at Shaka.

It also shows though, that 6 to 8 Galleons would be enough to drop off 2 attack forces simultaneously, although, more practically speaking, we might have to go in with one larger force at first due to some Galleons not reaching the front lines in time.

It probably also means that we will need our 2 Settler Party Galleons to help with landing the initial attack force.

If we go with the approach of delaying our Settler Parties, City 4 could produce its Catapult before a Settler and would just use the last Forest Chop to make the Settler a 2-pop-whipping action.


So, just counting things out roughly:
QE Galley
Galley 2
Galley 3
Galley 4
All upgraded to Galleons gives us 12 spots for units.

A Galley out of Athens will arrive late to the party.

A Galley out of Utrecht, a Galley out of Piscatorium, and a Galley out of Sleepy Sheep would put us at a total of 8 boats, with 2 of them (from Athens and Piscatorium) arriving a bit later than the rest, so, 6 Galleons for the initial drop.

What did we say again? 6 WEs + 2 Maces (we could even use the third Mace in the initial attack and then send a Mace or a War Elephant with a Settler Party Galleon after the first battle, so say 3 Maces) + 2 Spears + 2 HAs + 2 Chariots for 15 units, plus some Catapults... obviously, we'd take more Catapults in the initial drop.


Spies
Spies can travel by Caravel, so we could technically bring our Caravel 1 back this turn and instead just lose a turn of movement points with our Jewish Missionary by unloading it so that walks off of the Caravel into Coventry, then explores from the east to the west of Isabella's empire.

We could then take 1 Spy to Elizabeth. Another Spy could potentially board the initial assault of Galleons.

With our Spy 3 in New Amsterdam, we steal Willem's treasury.

We can send our Spy 2 (in The Hague) to the P Horse at the area to the north of Amsterdam.

We could probably send our Caravel 1 directly toward Spy 4 (north-west of City 4).

The Caravel could drop off Spy 4 and then go to grab Spy 3, saving us a spot on a Galleon.

The Jewish Missionary may be able to rejoin the Caravel around that time or it may hide to the west of London... there's probably not much land to the west of London, though, otherwise Elizabeth should have settled another City, so maybe our Jewish Missionary will simply get teleported away when we declare war.


Resources
Elizabeth must have 1 Copper, 1 Iron, and 0 Horses, based on the F4 RESOURCES screen.

However, Elizabeth is getting Horses from Mansa for Spices.

Of course, once we declare war on her, as long as Shaka is still at war with Elizabeth, that trade should get broken up after 1 turn.


Gift City
Somewhere during that timeframe, we'll also want to drop off a Settler and a Confucian Missionary on the island to the south of York. Doing so makes it far easier to turn Elizabeth into a voting buddy, as it means +3 Diplo with her (we can Liberate 6 of her 6 Cities for 6 * 1.5 = 9 Diplo and we should get a 10th Diplo for that initial island Liberation for a total of +10; compare that to 5 * 1.5 = 7.5 round down to +7). By getting -6 for declaring war on her twice, we see that a different of +10 versus +7 is quite significant, at it means a net value of +4 instead of a net value of +1.

EDIT: It's also possible that we could scoop Divine Right out of her hands if we bring her up to Friendly right before the war with a City Liberation...

If we feel that we can sell Education to Mansa for Guilds, after several turns have passed after we have obtained Feudalism a bit later, we could sell Education to Elizabeth for Divine Right, and she would be encouraged to start building her cheap Universities rather than Military Units.

In the short term, taking Feudalism could lead to more AIs getting Longbowmen sooner, but we can probably plan to take Feudalism in trade (if it is available) from an AI 1 turn before Mansa will learn Banking (which could be a long time from now if he, say, goes for Nationalism after Guilds, although he loves his Banking -> Economics techs so much that it's likely that he won't wait for too many tech choices to pick Banking).


Marble
Let's say that we do settle directly on top of the Marble. What use does it have?

The Taj Mahal in Utrecht
The National Epic in Utrecht (which we might not want to build if plan to put The Kremlin there, but realistically, we don't want to risk getting a Great Spy by building The Kremlin in Utrecht, and we'd want our Great Artist, so The Kremlin could go in one of Elizabeth's Cities, as she has some Forests remaining to her)
Possibly the remainder of The Heroic Epic in Surfin' Turf (which becomes more likely if we settle directly on top of the Marble)

Anything else? Islamic Mosques, Hindu Mandirs, The Sistine Chapel... that's probably all that Marble would be of remaining use for, and I don't see those items being of particular use.

There's the off chance that we'd be able to make MoM (450 final Hammers).

Thus, after we settle on top of the Marble, we might be able to Liberate the City to Mao due to not having kept the City for a long time, giving him a junky City but earning +1 Liberation credit without having to try to Culture-flip Macau.

We WILL try to use Stone City to Culture-flip Tianjin, though, as we must build an Odeon and a Castle in Stone City if we want to use that City for Isabella #2.

Thus, I'm siding with Folket and let's give up on using Marble City as a Culture-flipper and let's just plan to settle on top of the Marble.

Also, let's plan to use the Utrecht Forests for The Taj Mahal, The National Epic, and no other Wonders, meaning we might Chop a couple of Military Units for the war or we might Chop out a Granary, but only after counting Forests.

We might keep the Marble for Chopping out MoM in an ex-Elizabeth City, but after that, we could give away the Marble City if we'd get Liberation credit for it, otherwise we'd just keep it for a later Hindu gift City, if we have kept it too long to be able to get Liberation credit for it.


Utrecht Forests
Let's assume that Shaka will Chop the Forests 2S of Utrecht, SW + S + S of Utrecht, and SE + S + S of Utrecht but that we'll get the Forest that is SE + S of Utrecht and that we'll get the Forest that is 2SW of Utrecht.

That leaves us with:
5 30-Hammer Forests
1S
1SE
SE + S
SE + E
NE + E

6 24-Hammer Forests
SW + SW
SE + SE
SE + E + E
3E
NE + E + E
2NE

Further Forests will probably not be within our Cultural Borders, so let's say another 4 Forests at 16 Hammers each.

5 * 30 + 6 * 24 + 4 * 16 = 150 + 96 + 64 = 310 base Hammers

Taj Mahal + National Epic = 700 + 250 = 950 final Hammers

950 / 2.5 = 380 base Hammers

So, every Forest that we put into Units or a Granary will take away from those 2 Wonders, but I think that at least 1 Chop into a Granary will be justified, as we can then whip out more Hammers as a result of completing the Granary.

A Forest or two into a Military Unit would potentially also be a good investment if we can use that Military Unit in the war against Elizabeth.

We we might just do is something like:
T128 Galley
T129 Whip the Galley
T130 Culture -> War Elephant
T131 Whip the War Elephant and Chop 1 Forest into it (or Chop next turn, whichever works)
T132 Hopefully have enough Hammers earned to complete a second War Elephant, otherwise we complete a Catapult


EDIT: By settling on top of the Marble, we could also try going for MoM -> The Taj Mahal in Utrecht -> then after the Golden Age we get The National Epic.

MoM, at 450 final Hammers, would require 450 / 2.5 = 180 base Hammers

Assuming that we'll put 2 big fat cross Forests into a Unit and a Granary, that leaves us with:
3 * 30 = 90
3 * 24 = 72
90 + 72 = 162, just 18 Hammers short, which could come from another Hammer overflow from having Whipped, allowing us to use 6 Workers to build MoM in the span of 1 turn, giving us 0 risk of losing those Forests to Failure Gold.

There'd be far less Forests for The Taj Mahal, though, and MoM is useless without a Golden Age, but with building MoM first, we could push out our Cultural Borders reasonably quickly so as to make more Forests fall within our Cultural Borders sooner, allowing us to earn a bit more Hammers from further-away Chops.


Worker Tasks
What Worker tasks do we have to accomplish?

3 Workers can head to the G For that is NW + W + W + W of City 4. Just to say that they were useful, they could probably build a partial Windmill on the GH Mine that is 1W of City 4, even if we never complete it

X-opolis could arguably get 2 Windmills... extra Food CAN mean more Specialists, if we have enough Happiness, and +1 Commerce when at a 100% Science Rate has this bonus on it:
1 + 0.25 (Lib) + 0.25 (Uni) + 0.25 (Obs soon) + 0.5 (Academy) + 1 (Oxford) = 3.25

That said, a Hammer gets 1 + 0.25 (Forge) + 0.5 (Bureaucracy) for 1.75

It's just that we probably won't really need Hammers there much anymore.


Gems could use a Windmill and maybe some P Farms

Surfin' Turf could use more G Farms and some Mines

City 4 could use some Plains Watermills

Hippos could use a G Farm and maybe some Tundra Windmills

Utrecht needs a lot of Chopping... I'm not sure if it's best to Road first and Chop later, but doing so probably makes for the simplest of planning. The only exception might be if we're going to Chop a couple of Forests early into a Military Unit or a Granary, in which case we wouldn't want to put a Road on such a square, so as to encourage Forest regrowth, and we'd want to pick a Forest that has high regrowth chances, such as SE + E of Utrecht with 3 chances to regrow (the Camped Deer's Forest cannot spread with the Camp on it) and SE + S of Utrecht if we Culturally steal that square from Shaka, with 4 chances to grow, where both of those Forests are within our big fat cross and thus could be obtainable reasonably soon.

The Hague will eventually want a Chop and then will probably want Windmills, as, if Utrecht will take both Deer for a future Great Artist/Great Engineer attempt, The Hague will be low on Food without Windmills.

3 Chops at New Amsterdam eventually, and a P Farm 1SE of New Amsterdam after that, so that we can build some P Farms for Sleepy Sheep, too.
 
"Spies
Spies can travel by Caravel, so we could technically bring our Caravel 1 back this turn and instead just lose a turn of movement points with our Jewish Missionary by unloading it so that walks off of the Caravel into Coventry, then explores from the east to the west of Isabella's empire.

We could then take 1 Spy to Elizabeth. Another Spy could potentially board the initial assault of Galleons.

With our Spy 3 in New Amsterdam, we steal Willem's treasury.

We can send our Spy 2 (in The Hague) to the P Horse at the area to the north of Amsterdam.

We could probably send our Caravel 1 directly toward Spy 4 (north-west of City 4).

The Caravel could drop off Spy 4 and then go to grab Spy 3, saving us a spot on a Galleon.

The Jewish Missionary may be able to rejoin the Caravel around that time or it may hide to the west of London... there's probably not much land to the west of London, though, otherwise Elizabeth should have settled another City, so maybe our Jewish Missionary will simply get teleported away when we declare war." Like this. Do you know about how many spy points will be needed to sabotage an improvement?


"Resources
Elizabeth must have 1 Copper, 1 Iron, and 0 Horses, based on the F4 RESOURCES screen.

However, Elizabeth is getting Horses from Mansa for Spices.

Of course, once we declare war on her, as long as Shaka is still at war with Elizabeth, that trade should get broken up after 1 turn." Why? Because Mansa doesn't have Astro? Aren't you planning to trade that to him?

Elaborate plan, but what about the Apostolic Palace?
 
Jag föreslår att jag tar Amsterdam ikväll och postar en mer detaljerad plan för de närmaste rundorna.
 
Like this. Do you know about how many spy points will be needed to sabotage an improvement?
About 75 to 100 EPs from what I recall, although that number can go down the longer that a Spy remains stationary on the improvement.


Why? Because Mansa doesn't have Astro? Aren't you planning to trade that to him?
Elizabeth having access to Horse is probably the best Strategic Resource for her to have, and she'd definitely keep it if Mansa got Astronomy from us, but we're only going to want to give Mansa Astronomy if we're comfortable giving up on Isabella #1.

Isabella #3 is what we can try for with some luck by generating a Great Engineer, but if we get our Great Prophet and Great Artist, we'll need to self-tech Physics, so giving Mansa Astronomy would be a bad idea if we want to be the ones to self-tech Physics without him duplicating our Research.


Elaborate plan, but what about the Apostolic Palace?
I'm assuming that we'll only play a few turns at a time and then readjust the logistics plan each time, rather than trying to plan out a full 10 turns, which is a bit ridiculous to do at this stage of the game with so many units to move and so many things that can change from turn to turn with the AIs.

However, for the current AP Resolution we:
1. Steal Willem's Treasury in in New Amsterdam
2. Do not buy Feudalism from Willem
3. Declare war on Willem
4. Make sure that we are at war with Willem. Amphibiously raze Amsterdam (Willem's original capital) by moving our QE Galley directly into Amsterdam and choosing that the City should burn. Do not keep the City. Stop play before attacking New Amsterdam if we accidentally keep Amsterdam, as then we'll have a mess on our hands, but it will be an unrecoverable mess if we also eliminate Willem.
5. Attack New Amsterdam with Catapults
6. Capture and keep New Amsterdam (to the north of our core area) with our War Elephant or with our Horse Archer if the War Elephant dies
7. Galley 2 moves 1SW to pick up our Great General and Spy 4 then moves west to meet up with the QE Galley. The Galleys should be empty except for our Great General and Spy 4 when they meet up with each other. Next turn, Spy 4 can be unloaded on the island to the north-west of City 4, to speed up Caravel 1's picking up of Spy 4
8. Caravel 1 can move eastward, back toward our core area, to end his turn 1N of Coventry. The Jewish Missionary can then manually unload inside of Coventry. On following turns, Caravel 1 will come to pick up Spy 4, while the Jewish Missionary can head south-west, north-west, then some path either south-west or north-west, on a mission to reveal all of Elizabeth's Cities' City Centre squares. Once we see a City's City Centre square, our Espionage can give us visibility of that City
9. Set EP Weight to 1 on Elizabeth (Weight of 0 for all other AIs)
10. Set EP Slider to 100%
11. Set Research to Nationalism for now
12. X-ops: 2-pop-whip the Crossbowman
13. City 4: Build a Catapult (we can put a Chop into the Settler on a future turn)
14. Piscatorium: Build a Galley
15. Utrecht: Build a Galley and make sure that we aren't starving. We will not need to lose a population point after Amsterdam gets razed, as we have enough 2-Food squares to work
16. There may be other items to detail before we finish playing T128


For the next AP Resolution:
Stop the war against an AI whom Elizabeth has met but doesn't have Hinduism... say, Isabella... stop all active trades with that AI, vote "No," then be actively spreading Buddhism to Piscatorium, X-ops, and Utrecht from New Amsterdam after building Granary + Lighthouse in New Amsterdam

Stop the war against Isabella... vote "No," and decide if we feel that we want to be able to keep warring with her or not... if we are in position to keep warring with her, we give a Cease Fire to her and pay Shaka to Cease Fire her, cancelling the resolution, but making her hate us by an additional -3 when we declare war on her.

If we don't mind getting Peace for 10 turns, we can vote "No" and hope that Shaka Defies the vote or that Shaka's votes and our votes are enough to keep the war going.
 
Jag föreslår att jag tar Amsterdam ikväll och postar en mer detaljerad plan för de närmaste rundorna.
The closest that we have to a documented plan for you to play a bit from is the list from 1. to 16. in my message above this message.

Am I correct in assuming that you'll be playing within the next couple of hours?

It will be nice to get the razing of Amsterdam completed, after first stealing Willem's Treasury in New Amsterdam.
 
Think I have finally caught up on reading. :eek:

Do we have any idea how many units Lizzie has in her cities. I see the note that the eastern most one has 2 units. During the delay in getting Liberalism, to build a couple more Galleys, can we recon?

Are we planning to build Mausoleum of Marsoullos after getting Marble? Probably have enough to build. :hmm:

Thanks for all the work. :thumbsup:
 
Do we have any idea how many units Lizzie has in her cities.
Not really, but we should soon. 1 turn at 100% Espionage will give us about double the EPs required to reveal the 2 of Elizabeth's Cities that we have revealed the City Centre squares of. Our Jewish Missionary will aim to reveal the other Cities over the next few turns, so we should have enough EPs from that 1 turn to see the forces in any City of Elizabeth's that our Missionary reveals.


During the delay in getting Liberalism, to build a couple more Galleys, can we recon?
With the Jewish Missionary, yes, but the Galleys that we already have are going to be busy approaching each other in order to use the Great General.


Are we planning to build Mausoleum of Marsoullos after getting Marble?
Tentatively, yes. Obviously, if an AI beats us to building it, we can't build it. With pre-Chopping and 6 Workers (which we already have captured from Willem), we can simultaneously Chop 6 Forests, which, when combined with some overflow Hammers from a Whipped build item plus a few Hammers from citizens, we could build it in the span of a single turn, so as not to risk losing the Forests' Hammers as Failure Gold.

Prior to that time, if we aren't busy building Units and a Granary, we could probably dump a few citizen-earned Hammers into either MoM or The Taj.

So, we'd like to use one Confucian Missionary for the gift City to Elizabeth (to go on the island to the south of York) and the other one can try to spread in Utrecht (although with 2 Religions already in Utrecht, we might fail and thus might need another Confucian Missionary reasonably soon, although I'd still put a priority on building Galleys and Military Units in the short term).
 
Sorry, after my work yesterday I was so tired I forgot about this. I will raze Amsterdam within two hours now and upload a new save.
 
Played according to Dhoomstrikers plan except for 8 where I unloaded the missionary differently to make exploration of Elizabeths land more efficient.

http://gotm.civfanatics.net/download.php?file=Xteam_SG021_AD0325_05.CivBeyondSwordSave

Spoiler :
Turn 127, 300 AD: The enemy has been spotted near Utrecht!
Turn 127, 300 AD: The enemy has been spotted near City 4!
Turn 127, 300 AD: X-opolis can hurry Crossbowman for 2⇴ with 32ℤ overflow and +1⇤ for 57 turns.
Turn 127, 300 AD: Piscatorium can hurry Galley for 2⇴ with 36ℤ overflow and +1⇤ for 45 turns.
Turn 127, 300 AD: Utrecht will be pacified on the next turn.
Turn 127, 300 AD: Sleepy Sheep can hurry Galley for 1⇴ with 15ℤ overflow and +1⇤ for 15 turns.
Turn 127, 300 AD: Mansa Musa has 140 gold available for trade.
Turn 127, 300 AD: Louis XIV will trade Feudalism
Turn 127, 300 AD: Elizabeth will trade Spices
Turn 127, 300 AD: Your Catapult 3 (Surfin' Turf) has reduced the defenses of The Hague to 16%!
Turn 127, 300 AD: Pericles's Catapult 9 (Gems) (5.00) vs Willem van Oranje's Bullseye (Scout) (0.37)
Turn 127, 300 AD: Combat Odds: 100.0%
Turn 127, 300 AD: (Fortify: +25%)
Turn 127, 300 AD: Your Catapult 9 (Gems) has withdrawn from combat with a Bullseye!
Turn 127, 300 AD: Pericles's Warrior 13 (X-opolis) (2.00) vs Willem van Oranje's Prey (Scout) (0.37)
Turn 127, 300 AD: Combat Odds: 100.0%
Turn 127, 300 AD: (Fortify: +25%)
Turn 127, 300 AD: Willem van Oranje's Prey (Scout) is hit for 30 (0/100HP)
Turn 127, 300 AD: Pericles's Warrior 13 (X-opolis) has defeated Willem van Oranje's Prey (Scout)!
Turn 127, 300 AD: Your Warrior 13 (X-opolis) has destroyed a Prey!
Turn 127, 300 AD: Your Catapult 8 (Gems) has reduced the defenses of New Amsterdam to 4%!
Turn 127, 300 AD: Your Catapult 10 (Hippos) has reduced the defenses of New Amsterdam to 0%!
Turn 127, 300 AD: Your Catapult 5 (X-opolis) has reduced the defenses of The Hague to 8%!
Turn 127, 300 AD: Your Catapult 4 (Gems) has reduced the defenses of The Hague to 0%!
Turn 127, 300 AD: Gems will grow to size 3 on the next turn.
Turn 127, 300 AD: Piscatorium will grow to size 7 on the next turn.
Turn 127, 300 AD: Sleepy Sheep will grow to size 3 on the next turn.
Turn 127, 300 AD: You have trained Confucian Missionary in City 4. Work has now begun on a Catapult.
Turn 127, 300 AD: You have trained a Galley in Piscatorium. Work has now begun on Moai Statues.
Turn 127, 300 AD: Louis XIV adopts Vassalage!

Turn 128, 325 AD: The enemy has been spotted near Utrecht!
Turn 128, 325 AD: The enemy has been spotted near City 4!
Turn 128, 325 AD: X-opolis can hurry Oxford University for 3⇴ with 22ℤ overflow and +1⇤ for 56 turns.
Turn 128, 325 AD: Gems has grown to size 3.
Turn 128, 325 AD: City 4 can hurry Catapult for 1⇴ with 3ℤ overflow and +1⇤ for 49 turns.
Turn 128, 325 AD: Hippos can hurry War Elephant for 2⇴ with 16ℤ overflow and +1⇤ for 17 turns.
Turn 128, 325 AD: Utrecht has been pacified.
Turn 128, 325 AD: Utrecht has become happy.
Turn 128, 325 AD: The borders of Utrecht are about to expand.
Turn 128, 325 AD: Mao Zedong will trade Sheep
Turn 128, 325 AD: Mansa Musa will trade Sheep
Turn 128, 325 AD: Mansa Musa has 150 gold available for trade.
Turn 128, 325 AD: You are the worst enemy of Shaka.
Turn 128, 325 AD: Mansa Musa is the worst enemy of Willem van Oranje.
Turn 128, 325 AD: Elizabeth is the worst enemy of Isabella.
Turn 128, 325 AD: Shaka is the worst enemy of Elizabeth.
Turn 128, 325 AD: Willem van Oranje is the worst enemy of Mansa Musa.
Turn 128, 325 AD: The borders of Utrecht are about to expand.
Turn 128, 325 AD: Louis XIV will trade Feudalism
Turn 128, 325 AD: Willem van Oranje will trade Engineering, Feudalism
Turn 128, 325 AD: Mansa Musa will trade Feudalism
Turn 128, 325 AD: Mao Zedong will trade Sheep
Turn 128, 325 AD: Mansa Musa will trade Copper, Sheep
Turn 128, 325 AD: Will Trade Map: Louis XIV, Mansa Musa, Mao Zedong, Willem van Oranje
Turn 128, 325 AD: Will Sign Peace Treaty: Willem van Oranje
Turn 128, 325 AD: Pericles's Catapult 9 (Gems) (5.00) vs Willem van Oranje's Bullseye (Scout) (0.37)
Turn 128, 325 AD: Combat Odds: 100.0%
Turn 128, 325 AD: (Fortify: +25%)
Turn 128, 325 AD: Your Catapult 9 (Gems) has withdrawn from combat with a Bullseye!
Turn 128, 325 AD: Pericles's Catapult 2 (Surfin' Turf) (3.40) vs Willem van Oranje's Longbowman (12.30)
Turn 128, 325 AD: Combat Odds: 0.1%
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (Fortify: +10%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +45%)
Turn 128, 325 AD: Your Catapult 2 (Surfin' Turf) has caused collateral damage! (5 Units)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 12 (88/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 12 (76/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 12 (64/100HP)
Turn 128, 325 AD: Pericles's Catapult 2 (Surfin' Turf) is hit for 33 (35/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 12 (52/100HP)
Turn 128, 325 AD: Pericles's Catapult 2 (Surfin' Turf) is hit for 33 (2/100HP)
Turn 128, 325 AD: Pericles's Catapult 2 (Surfin' Turf) is hit for 33 (0/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman has defeated Pericles's Catapult 2 (Surfin' Turf)!
Turn 128, 325 AD: Your Catapult 2 (Surfin' Turf) has died trying to attack a Longbowman!
Turn 128, 325 AD: Pericles's Catapult 3 (Surfin' Turf) (5.00) vs Willem van Oranje's Longbowman (10.92)
Turn 128, 325 AD: Combat Odds: 2.6%
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (Fortify: +5%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +45%)
Turn 128, 325 AD: Your Catapult 3 (Surfin' Turf) has caused collateral damage! (4 Units)
Turn 128, 325 AD: Pericles's Catapult 3 (Surfin' Turf) is hit for 29 (71/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 13 (78/100HP)
Turn 128, 325 AD: Pericles's Catapult 3 (Surfin' Turf) is hit for 29 (42/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 13 (65/100HP)
Turn 128, 325 AD: Pericles's Catapult 3 (Surfin' Turf) is hit for 29 (13/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 13 (52/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 13 (39/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 13 (26/100HP)
Turn 128, 325 AD: Pericles's Catapult 3 (Surfin' Turf) is hit for 29 (0/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman has defeated Pericles's Catapult 3 (Surfin' Turf)!
Turn 128, 325 AD: Your Catapult 3 (Surfin' Turf) has died trying to attack a Longbowman!
Turn 128, 325 AD: Pericles's Catapult 6 (X-opolis) (4.90) vs Willem van Oranje's Longbowman (8.85)
Turn 128, 325 AD: Combat Odds: 9.7%
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (Fortify: +5%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +45%)
Turn 128, 325 AD: (City Attack: -20%)
Turn 128, 325 AD: Your Catapult 6 (X-opolis) has caused collateral damage! (3 Units)
Turn 128, 325 AD: Pericles's Catapult 6 (X-opolis) is hit for 27 (71/100HP)
Turn 128, 325 AD: Pericles's Catapult 6 (X-opolis) is hit for 27 (44/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 14 (68/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 14 (54/100HP)
Turn 128, 325 AD: Pericles's Catapult 6 (X-opolis) is hit for 27 (17/100HP)
Turn 128, 325 AD: Pericles's Catapult 6 (X-opolis) is hit for 27 (0/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman has defeated Pericles's Catapult 6 (X-opolis)!
Turn 128, 325 AD: Your Catapult 6 (X-opolis) has died trying to attack a Longbowman!
Turn 128, 325 AD: Pericles's Catapult 5 (X-opolis) (5.00) vs Willem van Oranje's Longbowman (5.47)
Turn 128, 325 AD: Combat Odds: 67.3%
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (Fortify: +5%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +45%)
Turn 128, 325 AD: (City Attack: -75%)
Turn 128, 325 AD: Your Catapult 5 (X-opolis) has caused collateral damage! (2 Units)
Turn 128, 325 AD: Pericles's Catapult 5 (X-opolis) is hit for 22 (78/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 17 (56/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 17 (39/100HP)
Turn 128, 325 AD: Pericles's Catapult 5 (X-opolis) is hit for 22 (56/100HP)
Turn 128, 325 AD: Your Catapult 5 (X-opolis) has withdrawn from combat with a Longbowman!
Turn 128, 325 AD: Pericles's Catapult 4 (Gems) (5.00) vs Willem van Oranje's Longbowman (4.22)
Turn 128, 325 AD: Combat Odds: 79.0%
Turn 128, 325 AD: (Extra Combat: +10%)
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +25%)
Turn 128, 325 AD: (City Attack: -75%)
Turn 128, 325 AD: Your Catapult 4 (Gems) has caused collateral damage! (1 Unit)
Turn 128, 325 AD: Pericles's Catapult 4 (Gems) is hit for 20 (80/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 19 (45/100HP)
Turn 128, 325 AD: Pericles's Catapult 4 (Gems) is hit for 20 (60/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 19 (26/100HP)
Turn 128, 325 AD: Pericles's Catapult 4 (Gems) is hit for 20 (40/100HP)
Turn 128, 325 AD: Pericles's Catapult 4 (Gems) is hit for 20 (20/100HP)
Turn 128, 325 AD: Pericles's Catapult 4 (Gems) is hit for 20 (0/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman has defeated Pericles's Catapult 4 (Gems)!
Turn 128, 325 AD: Your Catapult 4 (Gems) has died trying to attack a Longbowman!
Turn 128, 325 AD: Pericles's War Elephant 6 (Hippos) (8.80) vs Willem van Oranje's Longbowman (6.48)
Turn 128, 325 AD: Combat Odds: 83.9%
Turn 128, 325 AD: (Extra Combat: -10%)
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (Fortify: +5%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +45%)
Turn 128, 325 AD: Pericles's War Elephant 6 (Hippos) is hit for 20 (80/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 19 (35/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 19 (16/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 19 (0/100HP)
Turn 128, 325 AD: Pericles's War Elephant 6 (Hippos) has defeated Willem van Oranje's Longbowman!
Turn 128, 325 AD: Your War Elephant 6 (Hippos) has destroyed a Longbowman!
Turn 128, 325 AD: Pericles's War Elephant 3 (Hippos) (8.80) vs Willem van Oranje's Longbowman (6.39)
Turn 128, 325 AD: Combat Odds: 84.5%
Turn 128, 325 AD: (Extra Combat: -10%)
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (Fortify: +10%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +45%)
Turn 128, 325 AD: Pericles's War Elephant 3 (Hippos) is hit for 20 (80/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 19 (33/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 19 (14/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 19 (0/100HP)
Turn 128, 325 AD: Pericles's War Elephant 3 (Hippos) has defeated Willem van Oranje's Longbowman!
Turn 128, 325 AD: Your War Elephant 3 (Hippos) has destroyed a Longbowman!
Turn 128, 325 AD: Pericles's War Elephant 2 (City 4) (8.80) vs Willem van Oranje's Longbowman (5.77)
Turn 128, 325 AD: Combat Odds: 93.4%
Turn 128, 325 AD: (Extra Combat: -10%)
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +25%)
Turn 128, 325 AD: Pericles's War Elephant 2 (City 4) is hit for 19 (81/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 20 (35/100HP)
Turn 128, 325 AD: Pericles's War Elephant 2 (City 4) is hit for 19 (62/100HP)
Turn 128, 325 AD: Pericles's War Elephant 2 (City 4) is hit for 19 (43/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 20 (15/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 20 (0/100HP)
Turn 128, 325 AD: Pericles's War Elephant 2 (City 4) has defeated Willem van Oranje's Longbowman!
Turn 128, 325 AD: Your War Elephant 2 (City 4) has destroyed a Longbowman!
Turn 128, 325 AD: Pericles's War Elephant 4 (Surfin' Turf) (8.80) vs Willem van Oranje's Longbowman (3.12)
Turn 128, 325 AD: Combat Odds: 99.8%
Turn 128, 325 AD: (Extra Combat: -10%)
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (Fortify: +5%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +45%)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 21 (5/100HP)
Turn 128, 325 AD: Pericles's War Elephant 4 (Surfin' Turf) is hit for 18 (82/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 21 (0/100HP)
Turn 128, 325 AD: Pericles's War Elephant 4 (Surfin' Turf) has defeated Willem van Oranje's Longbowman!
Turn 128, 325 AD: Your War Elephant 4 (Surfin' Turf) has destroyed a Longbowman!
Turn 128, 325 AD: Pericles's War Elephant 1 (Gems) (7.48) vs Willem van Oranje's Longbowman (3.00)
Turn 128, 325 AD: Combat Odds: 98.7%
Turn 128, 325 AD: (Extra Combat: -10%)
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (Fortify: +5%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +45%)
Turn 128, 325 AD: Pericles's War Elephant 1 (Gems) is hit for 19 (66/100HP)
Turn 128, 325 AD: Pericles's War Elephant 1 (Gems) is hit for 19 (47/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 20 (5/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 20 (0/100HP)
Turn 128, 325 AD: Pericles's War Elephant 1 (Gems) has defeated Willem van Oranje's Longbowman!
Turn 128, 325 AD: Your War Elephant 1 (Gems) has destroyed a Longbowman!
Turn 128, 325 AD: Pericles's War Elephant 5 (City 4) (7.39) vs Willem van Oranje's Longbowman (2.88)
Turn 128, 325 AD: Combat Odds: 98.7%
Turn 128, 325 AD: (Extra Combat: -10%)
Turn 128, 325 AD: (Extra Combat: +10%)
Turn 128, 325 AD: (Plot Defense: +25%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (Hills Defense: +25%)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 21 (5/100HP)
Turn 128, 325 AD: Pericles's War Elephant 5 (City 4) is hit for 18 (66/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 21 (0/100HP)
Turn 128, 325 AD: Pericles's War Elephant 5 (City 4) has defeated Willem van Oranje's Longbowman!
Turn 128, 325 AD: Your War Elephant 5 (City 4) has destroyed a Longbowman!
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured The Hague!!!
Turn 128, 325 AD: Your Chariot 3 (Hippos) has destroyed a Worker!
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: Pericles's Maceman 1 (X-opolis) (8.00) vs Willem van Oranje's Bullseye (Scout) (0.31)
Turn 128, 325 AD: Combat Odds: 100.0%
Turn 128, 325 AD: (Fortify: +25%)
Turn 128, 325 AD: Willem van Oranje's Bullseye (Scout) is hit for 47 (0/100HP)
Turn 128, 325 AD: Pericles's Maceman 1 (X-opolis) has defeated Willem van Oranje's Bullseye (Scout)!
Turn 128, 325 AD: Your Maceman 1 (X-opolis) has destroyed a Bullseye!
Turn 128, 325 AD: You have made peace with Willem van Oranje!
Turn 128, 325 AD: In a gracious act of generosity, Pericles has liberated Amsterdam, which passed under Dutch control.
Turn 128, 325 AD: Confucianism has spread in New Amsterdam.
Turn 128, 325 AD: Willem van Oranje converts to Confucianism!
Turn 128, 325 AD: Mansa Musa has 150 gold available for trade.
Turn 128, 325 AD: You are the worst enemy of Shaka.
Turn 128, 325 AD: Mansa Musa is the worst enemy of Willem van Oranje.
Turn 128, 325 AD: Elizabeth is the worst enemy of Isabella.
Turn 128, 325 AD: Shaka is the worst enemy of Elizabeth.
Turn 128, 325 AD: Willem van Oranje is the worst enemy of Mansa Musa.
Turn 128, 325 AD: The borders of Utrecht are about to expand.
Turn 128, 325 AD: Louis XIV will trade Feudalism
Turn 128, 325 AD: Willem van Oranje will trade Feudalism
Turn 128, 325 AD: Mansa Musa will trade Feudalism
Turn 128, 325 AD: Mao Zedong will trade Sheep
Turn 128, 325 AD: Mansa Musa will trade Copper, Sheep
Turn 128, 325 AD: Will Trade Map: Louis XIV, Mansa Musa, Mao Zedong, Willem van Oranje
Turn 128, 325 AD: Mansa Musa has 150 gold available for trade.
Turn 128, 325 AD: You are the worst enemy of Shaka.
Turn 128, 325 AD: Mansa Musa is the worst enemy of Willem van Oranje.
Turn 128, 325 AD: Elizabeth is the worst enemy of Isabella.
Turn 128, 325 AD: Shaka is the worst enemy of Elizabeth.
Turn 128, 325 AD: Willem van Oranje is the worst enemy of Mansa Musa.
Turn 128, 325 AD: The borders of Utrecht are about to expand.
Turn 128, 325 AD: Louis XIV will trade Feudalism
Turn 128, 325 AD: Willem van Oranje will trade Feudalism
Turn 128, 325 AD: Mansa Musa will trade Feudalism
Turn 128, 325 AD: Mao Zedong will trade Sheep
Turn 128, 325 AD: Mansa Musa will trade Copper, Sheep
Turn 128, 325 AD: Will Trade Map: Louis XIV, Mansa Musa, Mao Zedong, Willem van Oranje
Turn 128, 325 AD: Mansa Musa has 150 gold available for trade.
Turn 128, 325 AD: You are the worst enemy of Shaka.
Turn 128, 325 AD: Mansa Musa is the worst enemy of Willem van Oranje.
Turn 128, 325 AD: Elizabeth is the worst enemy of Isabella.
Turn 128, 325 AD: Shaka is the worst enemy of Elizabeth.
Turn 128, 325 AD: Willem van Oranje is the worst enemy of Mansa Musa.
Turn 128, 325 AD: The borders of Utrecht are about to expand.
Turn 128, 325 AD: Louis XIV will trade Feudalism
Turn 128, 325 AD: Willem van Oranje will trade Feudalism
Turn 128, 325 AD: Mansa Musa will trade Feudalism
Turn 128, 325 AD: Mao Zedong will trade Sheep
Turn 128, 325 AD: Mansa Musa will trade Copper, Sheep
Turn 128, 325 AD: Will Trade Map: Louis XIV, Mansa Musa, Mao Zedong, Willem van Oranje
Turn 128, 325 AD: Mansa Musa has 150 gold available for trade.
Turn 128, 325 AD: You are the worst enemy of Shaka.
Turn 128, 325 AD: Mansa Musa is the worst enemy of Willem van Oranje.
Turn 128, 325 AD: Elizabeth is the worst enemy of Isabella.
Turn 128, 325 AD: Shaka is the worst enemy of Elizabeth.
Turn 128, 325 AD: Willem van Oranje is the worst enemy of Mansa Musa.
Turn 128, 325 AD: The borders of Utrecht are about to expand.
Turn 128, 325 AD: Louis XIV will trade Feudalism
Turn 128, 325 AD: Willem van Oranje will trade Feudalism
Turn 128, 325 AD: Mansa Musa will trade Feudalism
Turn 128, 325 AD: Mao Zedong will trade Sheep
Turn 128, 325 AD: Mansa Musa will trade Copper, Sheep
Turn 128, 325 AD: Will Trade Map: Louis XIV, Mansa Musa, Mao Zedong, Willem van Oranje
Turn 128, 325 AD: Deal Canceled: Open Borders to Willem van Oranje for Open Borders
Turn 128, 325 AD: You have declared war on Willem van Oranje!
Turn 128, 325 AD: Willem van Oranje refuses to talk.
Turn 128, 325 AD: You have captured Amsterdam!!!
Turn 128, 325 AD: You have destroyed the city of Amsterdam!!!
Turn 128, 325 AD: Pericles's Catapult 8 (Gems) (5.00) vs Willem van Oranje's Longbowman (4.13)
Turn 128, 325 AD: Combat Odds: 78.8%
Turn 128, 325 AD: (Fortify: +5%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: (City Attack: -75%)
Turn 128, 325 AD: Pericles's Catapult 8 (Gems) is hit for 18 (82/100HP)
Turn 128, 325 AD: Pericles's Catapult 8 (Gems) is hit for 18 (64/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 22 (78/100HP)
Turn 128, 325 AD: Pericles's Catapult 8 (Gems) is hit for 18 (46/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 22 (56/100HP)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 22 (34/100HP)
Turn 128, 325 AD: Pericles's Catapult 8 (Gems) is hit for 18 (28/100HP)
Turn 128, 325 AD: Your Catapult 8 (Gems) has withdrawn from combat with a Longbowman!
Turn 128, 325 AD: Pericles's War Elephant 7 (X-opolis) (8.80) vs Willem van Oranje's Longbowman (1.95)
Turn 128, 325 AD: Combat Odds: 100.0%
Turn 128, 325 AD: (Extra Combat: -10%)
Turn 128, 325 AD: (Fortify: +5%)
Turn 128, 325 AD: (City Defense: +25%)
Turn 128, 325 AD: Willem van Oranje's Longbowman is hit for 26 (0/100HP)
Turn 128, 325 AD: Pericles's War Elephant 7 (X-opolis) has defeated Willem van Oranje's Longbowman!
Turn 128, 325 AD: Your War Elephant 7 (X-opolis) has destroyed a Longbowman!
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured a Worker
Turn 128, 325 AD: You have captured New Amsterdam!!!
Turn 128, 325 AD: The borders of New Amsterdam have expanded!
Turn 128, 325 AD: The Dutch Civilization has been destroyed!!!
 
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