[BTS] SGOTM 24 Unusual Suspects

Green
 
green for 3,4 turns

UN path seems longer and more complicated (build UN, win vote, win vote for Environmentalism, win game by vote) than Domination with spy civic change.
 
Green from me too. Definitely like bulbing PP.
 
I played a turn more than intended, 5, but for good enough reason which was capturing St Petersburg. We also captured Thracian and we founded MarbleArch on the marble. Stalin is pretty much gassed out and will give us feudalism for peace. We can however also just press on.

I decide to whip the universities and got going on Oxford in Persepolis. We also started NE in Cahokia, FP in Mound and HE in Moscow.

We bulbed printing press and finished that. We can take liberalism now. However, nobody is able to research it yet, so we could still try for something fancier. In particular, we could self research Scientific Method as we got a GS who can bulb it and we have enough cash for 2 turn full throttle which should about finish it after the bulb. Then we could take communism or physics (both for a free great person too! Maybe the GSpy could even steal some stuff (nationalism) from Bismarck?). Give it a thought and let's discuss.

I also made a second medic with the GG we had, we now just popped yet another one.

Not much time now to comment more. Tomorrow with a fresh look I'll try to formulate a plan for 5 more turns.

http://gotm.civfanatics.net/download.php?file=Unusual_Suspects_SG024_AD1090_01.CivBeyondSwordSave

Spoiler :

Here is your Session Turn Log from 1040 AD to 1090 AD:

Turn 164, 1040 AD: Sitting Bull's War Elephant 9 (Cahokia) (9.60) vs Stalin's Horse Archer (4.61)
Turn 164, 1040 AD: Combat Odds: 99.3%
Turn 164, 1040 AD: (Extra Combat: -20%)
Turn 164, 1040 AD: (Extra Combat: +20%)
Turn 164, 1040 AD: (Combat: -50%)
Turn 164, 1040 AD: Sitting Bull's War Elephant 9 (Cahokia) is hit for 14 (86/100HP)
Turn 164, 1040 AD: Stalin's Horse Archer is hit for 28 (72/100HP)
Turn 164, 1040 AD: Stalin's Horse Archer is hit for 28 (44/100HP)
Turn 164, 1040 AD: Sitting Bull's War Elephant 9 (Cahokia) is hit for 14 (72/100HP)
Turn 164, 1040 AD: Stalin's Horse Archer is hit for 28 (16/100HP)
Turn 164, 1040 AD: Stalin's Horse Archer is hit for 28 (0/100HP)
Turn 164, 1040 AD: Sitting Bull's War Elephant 9 (Cahokia) has defeated Stalin's Horse Archer!
Turn 164, 1040 AD: You have discovered Engineering!
Turn 164, 1040 AD: Sitting Bull's Horse Archer 4 (Cahokia) (6.98) vs Stalin's Longbowman (6.60)
Turn 164, 1040 AD: Combat Odds: 65.7%
Turn 164, 1040 AD: (Extra Combat: -20%)
Turn 164, 1040 AD: (Extra Combat: +10%)
Turn 164, 1040 AD: Stalin's Longbowman is hit for 20 (80/100HP)
Turn 164, 1040 AD: Stalin's Longbowman is hit for 20 (60/100HP)
Turn 164, 1040 AD: Sitting Bull's Horse Archer 4 (Cahokia) is hit for 19 (78/100HP)
Turn 164, 1040 AD: Sitting Bull's Horse Archer 4 (Cahokia) is hit for 19 (59/100HP)
Turn 164, 1040 AD: Stalin's Longbowman is hit for 20 (40/100HP)
Turn 164, 1040 AD: Sitting Bull's Horse Archer 4 (Cahokia) is hit for 19 (40/100HP)
Turn 164, 1040 AD: Stalin's Longbowman is hit for 20 (20/100HP)
Turn 164, 1040 AD: Stalin's Longbowman is hit for 20 (0/100HP)
Turn 164, 1040 AD: Sitting Bull's Horse Archer 4 (Cahokia) has defeated Stalin's Longbowman!

Turn 165, 1050 AD: You have constructed a Harbor in Fishy. Work has now begun on a Observatory.

Turn 166, 1060 AD: You have discovered Printing Press!
Turn 166, 1060 AD: Rosalind Franklin (Great Scientist) has been born in Mound City (Sitting Bull)!
Turn 166, 1060 AD: Johannes Kepler (Great Scientist) has been born in Delhi (Gandhi)!
Turn 166, 1060 AD: Asoka adopts Mercantilism!

Turn 167, 1070 AD: The enemy has been spotted near Rostov!
Turn 167, 1070 AD: Fishy has grown to size 9.
Turn 167, 1070 AD: Stoned can hurry Trebuchet for 2⇴ with 27ℤ overflow and +1⇤ for 55 turns.
Turn 167, 1070 AD: Eye Land will become unhealthy on the next turn.
Turn 167, 1070 AD: Phant Land has grown to size 9.
Turn 167, 1070 AD: Pasargadae has grown to size 6.
Turn 167, 1070 AD: Ecbatana has grown to size 6.
Turn 167, 1070 AD: Ecbatana can hurry Courthouse for 2⇴ with 11ℤ overflow and +1⇤ for 16 turns.
Turn 167, 1070 AD: Gordium can hurry Trebuchet for 2⇴ with 9ℤ overflow and +1⇤ for 17 turns.
Turn 167, 1070 AD: Moscow has been pacified.
Turn 167, 1070 AD: Moscow has become unhappy.
Turn 167, 1070 AD: Your Catapult 1 (Cahokia) has reduced the defenses of Thracian to 42%!
Turn 167, 1070 AD: Your Catapult 8 (Poverty Point) has reduced the defenses of Thracian to 38%!
Turn 167, 1070 AD: Your Catapult 18 (Eye Land) has reduced the defenses of Thracian to 34%!
Turn 167, 1070 AD: Your Catapult 21 (Stoned) has reduced the defenses of Thracian to 30%!
Turn 167, 1070 AD: Sitting Bull's Maceman 1 (Poverty Point) (8.00) vs Barbarian's Archer (3.90)
Turn 167, 1070 AD: Combat Odds: 98.9%
Turn 167, 1070 AD: (Fortify: +25%)
Turn 167, 1070 AD: (City Defense: +50%)
Turn 167, 1070 AD: (City Attack: -45%)
Turn 167, 1070 AD: Barbarian's Archer is hit for 28 (72/100HP)
Turn 167, 1070 AD: Sitting Bull's Maceman 1 (Poverty Point) is hit for 14 (86/100HP)
Turn 167, 1070 AD: Sitting Bull's Maceman 1 (Poverty Point) is hit for 14 (72/100HP)
Turn 167, 1070 AD: Sitting Bull's Maceman 1 (Poverty Point) is hit for 14 (58/100HP)
Turn 167, 1070 AD: Sitting Bull's Maceman 1 (Poverty Point) is hit for 14 (44/100HP)
Turn 167, 1070 AD: Sitting Bull's Maceman 1 (Poverty Point) is hit for 14 (30/100HP)
Turn 167, 1070 AD: Sitting Bull's Maceman 1 (Poverty Point) is hit for 14 (16/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 28 (44/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 28 (16/100HP)
Turn 167, 1070 AD: Sitting Bull's Maceman 1 (Poverty Point) is hit for 14 (2/100HP)
Turn 167, 1070 AD: Barbarian's Archer is hit for 28 (0/100HP)
Turn 167, 1070 AD: Sitting Bull's Maceman 1 (Poverty Point) has defeated Barbarian's Archer!
Turn 167, 1070 AD: Your Maceman 1 (Poverty Point) has destroyed a Archer!
Turn 167, 1070 AD: Eye Land will grow to size 15 on the next turn.
Turn 167, 1070 AD: Pork Chop will grow to size 8 on the next turn.
Turn 167, 1070 AD: WorkerGraveyard will grow to size 8 on the next turn.
Turn 167, 1070 AD: Gordium will grow to size 6 on the next turn.
Turn 167, 1070 AD: Moscow will shrink to size 5 on the next turn.
Turn 167, 1070 AD: Hinduism has spread in Clish.
Turn 167, 1070 AD: Galileo Galilei (Great Scientist) has been born in Thracian (Stalin)!

Turn 168, 1080 AD: The enemy has been spotted near Moscow!
Turn 168, 1080 AD: The enemy has been spotted near Rostov!
Turn 168, 1080 AD: Eye Land has grown to size 15.
Turn 168, 1080 AD: Eye Land has become unhealthy.
Turn 168, 1080 AD: Pork Chop has grown to size 8.
Turn 168, 1080 AD: Pork Chop can hurry Trebuchet for 2⇴ with 20ℤ overflow and +1⇤ for 59 turns.
Turn 168, 1080 AD: Clish can hurry Trebuchet for 2⇴ with 4ℤ overflow and +1⇤ for 43 turns.
Turn 168, 1080 AD: WorkerGraveyard has grown to size 8.
Turn 168, 1080 AD: WorkerGraveyard can hurry Forge for 4⇴ with 30ℤ overflow and +1⇤ for 23 turns.
Turn 168, 1080 AD: Pasargadae can hurry Trebuchet for 1⇴ with 11ℤ overflow and +1⇤ for 10 turns.
Turn 168, 1080 AD: Gordium has grown to size 6.
Turn 168, 1080 AD: Moscow has become happy.
Turn 168, 1080 AD: MarbleArch has been founded.
Turn 168, 1080 AD: Your Catapult 21 (Stoned) has reduced the defenses of Thracian to 26%!
Turn 168, 1080 AD: Sitting Bull's Catapult 18 (Eye Land) (5.00) vs Stalin's Longbowman (10.56)
Turn 168, 1080 AD: Combat Odds: 2.3%
Turn 168, 1080 AD: (Plot Defense: +26%)
Turn 168, 1080 AD: (Fortify: +25%)
Turn 168, 1080 AD: (City Defense: +45%)
Turn 168, 1080 AD: (City Attack: -20%)
Turn 168, 1080 AD: Your Catapult 18 (Eye Land) has caused collateral damage! (4 Units)
Turn 168, 1080 AD: Sitting Bull's Catapult 18 (Eye Land) is hit for 28 (72/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 13 (87/100HP)
Turn 168, 1080 AD: Sitting Bull's Catapult 18 (Eye Land) is hit for 28 (44/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 13 (74/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 13 (61/100HP)
Turn 168, 1080 AD: Sitting Bull's Catapult 18 (Eye Land) is hit for 28 (16/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 13 (48/100HP)
Turn 168, 1080 AD: Sitting Bull's Catapult 18 (Eye Land) is hit for 28 (0/100HP)
Turn 168, 1080 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 18 (Eye Land)!
Turn 168, 1080 AD: Your Catapult 18 (Eye Land) has died trying to attack a Longbowman!
Turn 168, 1080 AD: Sitting Bull's Catapult 1 (Cahokia) (5.00) vs Stalin's Longbowman (9.06)
Turn 168, 1080 AD: Combat Odds: 7.8%
Turn 168, 1080 AD: (Extra Combat: +10%)
Turn 168, 1080 AD: (Plot Defense: +26%)
Turn 168, 1080 AD: (Fortify: +25%)
Turn 168, 1080 AD: (City Defense: +25%)
Turn 168, 1080 AD: (City Attack: -20%)
Turn 168, 1080 AD: Your Catapult 1 (Cahokia) has caused collateral damage! (3 Units)
Turn 168, 1080 AD: Sitting Bull's Catapult 1 (Cahokia) is hit for 27 (73/100HP)
Turn 168, 1080 AD: Sitting Bull's Catapult 1 (Cahokia) is hit for 27 (46/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 14 (77/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 14 (63/100HP)
Turn 168, 1080 AD: Sitting Bull's Catapult 1 (Cahokia) is hit for 27 (19/100HP)
Turn 168, 1080 AD: Sitting Bull's Catapult 1 (Cahokia) is hit for 27 (0/100HP)
Turn 168, 1080 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 1 (Cahokia)!
Turn 168, 1080 AD: Your Catapult 1 (Cahokia) has died trying to attack a Longbowman!
Turn 168, 1080 AD: Sitting Bull's War Elephant 7 (Pork Chop) (9.60) vs Stalin's Longbowman (7.42)
Turn 168, 1080 AD: Combat Odds: 81.8%
Turn 168, 1080 AD: (Extra Combat: -20%)
Turn 168, 1080 AD: (Plot Defense: +26%)
Turn 168, 1080 AD: (City Defense: +25%)
Turn 168, 1080 AD: Sitting Bull's War Elephant 7 (Pork Chop) is hit for 18 (82/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 21 (61/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 21 (40/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 21 (19/100HP)
Turn 168, 1080 AD: Sitting Bull's War Elephant 7 (Pork Chop) is hit for 18 (64/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 21 (0/100HP)
Turn 168, 1080 AD: Sitting Bull's War Elephant 7 (Pork Chop) has defeated Stalin's Longbowman!
Turn 168, 1080 AD: Your War Elephant 7 (Pork Chop) has destroyed a Longbowman!
Turn 168, 1080 AD: Sitting Bull's Catapult 8 (Poverty Point) (4.85) vs Stalin's Longbowman (6.27)
Turn 168, 1080 AD: Combat Odds: 44.9%
Turn 168, 1080 AD: (Extra Combat: +10%)
Turn 168, 1080 AD: (Plot Defense: +26%)
Turn 168, 1080 AD: (Fortify: +25%)
Turn 168, 1080 AD: (City Defense: +25%)
Turn 168, 1080 AD: (City Attack: -20%)
Turn 168, 1080 AD: Your Catapult 8 (Poverty Point) has caused collateral damage! (2 Units)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 15 (48/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 15 (33/100HP)
Turn 168, 1080 AD: Sitting Bull's Catapult 8 (Poverty Point) is hit for 25 (72/100HP)
Turn 168, 1080 AD: Sitting Bull's Catapult 8 (Poverty Point) is hit for 25 (47/100HP)
Turn 168, 1080 AD: Sitting Bull's Catapult 8 (Poverty Point) is hit for 25 (22/100HP)
Turn 168, 1080 AD: Your Catapult 8 (Poverty Point) has withdrawn from combat with a Longbowman!
Turn 168, 1080 AD: Sitting Bull's Crossbowman 3 (Stoned) (6.00) vs Stalin's Longbowman (5.64)
Turn 168, 1080 AD: Combat Odds: 87.6%
Turn 168, 1080 AD: (Plot Defense: +26%)
Turn 168, 1080 AD: (Fortify: +25%)
Turn 168, 1080 AD: (City Defense: +45%)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 16 (32/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 16 (16/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 16 (0/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 3 (Stoned) has defeated Stalin's Longbowman!
Turn 168, 1080 AD: Your Crossbowman 3 (Stoned) has destroyed a Longbowman!
Turn 168, 1080 AD: Sitting Bull's War Elephant 10 (Stoned) (8.80) vs Stalin's Axeman (7.17)
Turn 168, 1080 AD: Combat Odds: 74.3%
Turn 168, 1080 AD: (Extra Combat: -10%)
Turn 168, 1080 AD: (Extra Combat: +10%)
Turn 168, 1080 AD: (Plot Defense: +26%)
Turn 168, 1080 AD: (Fortify: +25%)
Turn 168, 1080 AD: (Amphibious Attack: +50%)
Turn 168, 1080 AD: Sitting Bull's War Elephant 10 (Stoned) is hit for 20 (80/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 19 (49/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 19 (30/100HP)
Turn 168, 1080 AD: Sitting Bull's War Elephant 10 (Stoned) is hit for 20 (60/100HP)
Turn 168, 1080 AD: Sitting Bull's War Elephant 10 (Stoned) is hit for 20 (40/100HP)
Turn 168, 1080 AD: Sitting Bull's War Elephant 10 (Stoned) is hit for 20 (20/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 19 (11/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 19 (0/100HP)
Turn 168, 1080 AD: Sitting Bull's War Elephant 10 (Stoned) has defeated Stalin's Axeman!
Turn 168, 1080 AD: Your War Elephant 10 (Stoned) has destroyed a Axeman!
Turn 168, 1080 AD: Sitting Bull's Chariot 1 (Cahokia) (4.80) vs Stalin's Longbowman (2.79)
Turn 168, 1080 AD: Combat Odds: 95.8%
Turn 168, 1080 AD: (Extra Combat: -20%)
Turn 168, 1080 AD: (Extra Combat: +10%)
Turn 168, 1080 AD: (Plot Defense: +26%)
Turn 168, 1080 AD: (Fortify: +25%)
Turn 168, 1080 AD: (City Defense: +25%)
Turn 168, 1080 AD: Sitting Bull's Chariot 1 (Cahokia) is hit for 24 (76/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 16 (9/100HP)
Turn 168, 1080 AD: Stalin's Longbowman is hit for 16 (0/100HP)
Turn 168, 1080 AD: Sitting Bull's Chariot 1 (Cahokia) has defeated Stalin's Longbowman!
Turn 168, 1080 AD: Your Chariot 1 (Cahokia) has destroyed a Longbowman!
Turn 168, 1080 AD: Sitting Bull's Swordsman 2 (Stoned) (6.00) vs Stalin's Axeman (3.94)
Turn 168, 1080 AD: Combat Odds: 90.5%
Turn 168, 1080 AD: (Extra Combat: +20%)
Turn 168, 1080 AD: (Plot Defense: +26%)
Turn 168, 1080 AD: (Fortify: +5%)
Turn 168, 1080 AD: (City Attack: -85%)
Turn 168, 1080 AD: (Combat: +50%)
Turn 168, 1080 AD: Stalin's Axeman is hit for 22 (46/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 22 (24/100HP)
Turn 168, 1080 AD: Sitting Bull's Swordsman 2 (Stoned) is hit for 18 (82/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 22 (2/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 22 (0/100HP)
Turn 168, 1080 AD: Sitting Bull's Swordsman 2 (Stoned) has defeated Stalin's Axeman!
Turn 168, 1080 AD: Your Swordsman 2 (Stoned) has destroyed a Axeman!
Turn 168, 1080 AD: You have captured Thracian!!!
Turn 168, 1080 AD: Sitting Bull's Crossbowman 4 (Stoned) (6.00) vs Stalin's Axeman (3.84)
Turn 168, 1080 AD: Combat Odds: 94.6%
Turn 168, 1080 AD: (Extra Combat: +20%)
Turn 168, 1080 AD: (Combat: -50%)
Turn 168, 1080 AD: Stalin's Axeman is hit for 24 (76/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 24 (52/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 4 (Stoned) is hit for 16 (84/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 4 (Stoned) is hit for 16 (68/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 4 (Stoned) is hit for 16 (52/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 4 (Stoned) is hit for 16 (36/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 24 (28/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 4 (Stoned) is hit for 16 (20/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 24 (4/100HP)
Turn 168, 1080 AD: Stalin's Axeman is hit for 24 (0/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 4 (Stoned) has defeated Stalin's Axeman!
Turn 168, 1080 AD: Your Crossbowman 4 (Stoned) has destroyed a Axeman!
Turn 168, 1080 AD: Sitting Bull's War Elephant 8 (Stoned) (9.60) vs Stalin's Horse Archer (4.61)
Turn 168, 1080 AD: Combat Odds: 99.3%
Turn 168, 1080 AD: (Extra Combat: -20%)
Turn 168, 1080 AD: (Extra Combat: +20%)
Turn 168, 1080 AD: (Combat: -50%)
Turn 168, 1080 AD: Sitting Bull's War Elephant 8 (Stoned) is hit for 14 (86/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 28 (72/100HP)
Turn 168, 1080 AD: Sitting Bull's War Elephant 8 (Stoned) is hit for 14 (72/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 28 (44/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 28 (16/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 28 (0/100HP)
Turn 168, 1080 AD: Sitting Bull's War Elephant 8 (Stoned) has defeated Stalin's Horse Archer!
Turn 168, 1080 AD: Your War Elephant 8 (Stoned) has destroyed a Horse Archer!
Turn 168, 1080 AD: Cahokia will grow to size 8 on the next turn.
Turn 168, 1080 AD: Stoned will grow to size 5 on the next turn.
Turn 168, 1080 AD: Phant Land will grow to size 7 on the next turn.
Turn 168, 1080 AD: Pork Chop will grow to size 9 on the next turn.
Turn 168, 1080 AD: Clish will grow to size 9 on the next turn.
Turn 168, 1080 AD: Moscow will shrink to size 4 on the next turn.
Turn 168, 1080 AD: Bismarck has completed Notre Dame!
Turn 168, 1080 AD: St. Peter (Great Prophet) has been born in Berlin (Bismarck)!
Turn 168, 1080 AD: Stalin's Horse Archer (7.20) vs Sitting Bull's Crossbowman 2 (Phant Land) (8.70)
Turn 168, 1080 AD: Combat Odds: 26.8%
Turn 168, 1080 AD: (Extra Combat: -20%)
Turn 168, 1080 AD: (Fortify: +25%)
Turn 168, 1080 AD: (City Defense: +20%)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 21 (79/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 2 (Phant Land) is hit for 18 (82/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 21 (58/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 21 (37/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 21 (16/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 21 (0/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 2 (Phant Land) has defeated Stalin's Horse Archer!
Turn 168, 1080 AD: While defending, your Crossbowman 2 (Phant Land) has killed a Russian Horse Archer!
Turn 168, 1080 AD: Stalin's Horse Archer (7.20) vs Sitting Bull's Crossbowman 2 (Phant Land) (7.13)
Turn 168, 1080 AD: Combat Odds: 50.7%
Turn 168, 1080 AD: (Extra Combat: -20%)
Turn 168, 1080 AD: (Fortify: +25%)
Turn 168, 1080 AD: (City Defense: +20%)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 20 (80/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 2 (Phant Land) is hit for 19 (63/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 20 (60/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 2 (Phant Land) is hit for 19 (44/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 2 (Phant Land) is hit for 19 (25/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 20 (40/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 2 (Phant Land) is hit for 19 (6/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer is hit for 20 (20/100HP)
Turn 168, 1080 AD: Sitting Bull's Crossbowman 2 (Phant Land) is hit for 19 (0/100HP)
Turn 168, 1080 AD: Stalin's Horse Archer has defeated Sitting Bull's Crossbowman 2 (Phant Land)!
Turn 168, 1080 AD: George Patton (Great General) has been born in St. Petersburg (Stalin)!
Turn 168, 1080 AD: While defending, your Crossbowman 2 (Phant Land) was destroyed by a Russian Horse Archer!
Turn 168, 1080 AD: Gandhi adopts Bureaucracy!

 
More log
Spoiler :

Turn 169, 1090 AD: The enemy has been spotted near Moscow!
Turn 169, 1090 AD: Cahokia has grown to size 8.
Turn 169, 1090 AD: Mound City has grown to size 8.
Turn 169, 1090 AD: Fishy has grown to size 10.
Turn 169, 1090 AD: Stoned has grown to size 5.
Turn 169, 1090 AD: Phant Land has grown to size 7.
Turn 169, 1090 AD: Pork Chop will become unhappy on the next turn.
Turn 169, 1090 AD: Clish has grown to size 9.
Turn 169, 1090 AD: Persepolis will become unhappy on the next turn.
Turn 169, 1090 AD: Persepolis can hurry Oxford University for 5⇴ with 17ℤ overflow and +1⇤ for 18 turns.
Turn 169, 1090 AD: Ecbatana will become unhappy on the next turn.
Turn 169, 1090 AD: Moscow has shrunk to size 4.
Turn 169, 1090 AD: Gandhi will trade Music
Turn 169, 1090 AD: Sitting Bull's Catapult 23 (Phant Land) (5.00) vs Stalin's Longbowman (13.50)
Turn 169, 1090 AD: Combat Odds: 0.4%
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +20%)
Turn 169, 1090 AD: (City Defense: +45%)
Turn 169, 1090 AD: Your Catapult 23 (Phant Land) has caused collateral damage! (4 Units)
Turn 169, 1090 AD: Sitting Bull's Catapult 23 (Phant Land) is hit for 31 (69/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 23 (Phant Land) is hit for 31 (38/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 23 (Phant Land) is hit for 31 (7/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 23 (Phant Land) is hit for 31 (0/100HP)
Turn 169, 1090 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 23 (Phant Land)!
Turn 169, 1090 AD: Your Catapult 23 (Phant Land) has died trying to attack a Longbowman!
Turn 169, 1090 AD: Sitting Bull's Catapult 26 (Mound City) (5.00) vs Stalin's Longbowman (12.30)
Turn 169, 1090 AD: Combat Odds: 1.3%
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +20%)
Turn 169, 1090 AD: (City Defense: +45%)
Turn 169, 1090 AD: (City Attack: -20%)
Turn 169, 1090 AD: Your Catapult 26 (Mound City) has caused collateral damage! (4 Units)
Turn 169, 1090 AD: Sitting Bull's Catapult 26 (Mound City) is hit for 30 (70/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 13 (87/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 13 (74/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 26 (Mound City) is hit for 30 (40/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 26 (Mound City) is hit for 30 (10/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 26 (Mound City) is hit for 30 (0/100HP)
Turn 169, 1090 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 26 (Mound City)!
Turn 169, 1090 AD: Your Catapult 26 (Mound City) has died trying to attack a Longbowman!
Turn 169, 1090 AD: Sitting Bull's Catapult 24 (Fishy) (5.00) vs Stalin's Longbowman (9.99)
Turn 169, 1090 AD: Combat Odds: 12.5%
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +20%)
Turn 169, 1090 AD: (City Defense: +45%)
Turn 169, 1090 AD: Your Catapult 24 (Fishy) has caused collateral damage! (4 Units)
Turn 169, 1090 AD: Sitting Bull's Catapult 24 (Fishy) is hit for 30 (70/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 13 (61/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 24 (Fishy) is hit for 30 (40/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 24 (Fishy) is hit for 30 (10/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 24 (Fishy) is hit for 30 (0/100HP)
Turn 169, 1090 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 24 (Fishy)!
Turn 169, 1090 AD: Your Catapult 24 (Fishy) has died trying to attack a Longbowman!
Turn 169, 1090 AD: Sitting Bull's Catapult 16 (Fishy) (5.00) vs Stalin's Longbowman (8.23)
Turn 169, 1090 AD: Combat Odds: 32.9%
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +20%)
Turn 169, 1090 AD: (City Defense: +45%)
Turn 169, 1090 AD: Your Catapult 16 (Fishy) has caused collateral damage! (4 Units)
Turn 169, 1090 AD: Sitting Bull's Catapult 16 (Fishy) is hit for 29 (71/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 13 (48/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 16 (Fishy) is hit for 29 (42/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 16 (Fishy) is hit for 29 (13/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 16 (Fishy) is hit for 29 (0/100HP)
Turn 169, 1090 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 16 (Fishy)!
Turn 169, 1090 AD: Your Catapult 16 (Fishy) has died trying to attack a Longbowman!
Turn 169, 1090 AD: Sitting Bull's War Elephant 3 (Cahokia) (11.20) vs Stalin's Longbowman (6.48)
Turn 169, 1090 AD: Combat Odds: 95.5%
Turn 169, 1090 AD: (Extra Combat: -40%)
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +20%)
Turn 169, 1090 AD: (City Defense: +45%)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 21 (27/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 21 (6/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 21 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's War Elephant 3 (Cahokia) has defeated Stalin's Longbowman!
Turn 169, 1090 AD: Your War Elephant 3 (Cahokia) has destroyed a Longbowman!
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) (8.80) vs Stalin's Axeman (5.60)
Turn 169, 1090 AD: Combat Odds: 95.7%
Turn 169, 1090 AD: (Extra Combat: -10%)
Turn 169, 1090 AD: (Extra Combat: +10%)
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +25%)
Turn 169, 1090 AD: (City Attack: -20%)
Turn 169, 1090 AD: (Combat: -50%)
Turn 169, 1090 AD: (Combat: +75%)
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) is hit for 18 (82/100HP)
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) is hit for 18 (64/100HP)
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) is hit for 18 (46/100HP)
Turn 169, 1090 AD: Stalin's Axeman is hit for 21 (35/100HP)
Turn 169, 1090 AD: Stalin's Axeman is hit for 21 (14/100HP)
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) is hit for 18 (28/100HP)
Turn 169, 1090 AD: Stalin's Axeman is hit for 21 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) has defeated Stalin's Axeman!
Turn 169, 1090 AD: Your Maceman 2 (Stoned) has destroyed a Axeman!
Turn 169, 1090 AD: Sitting Bull's Maceman 3 (Persepolis) (8.80) vs Stalin's George Patton (Axeman) (4.48)
Turn 169, 1090 AD: Combat Odds: 99.1%
Turn 169, 1090 AD: (Extra Combat: -10%)
Turn 169, 1090 AD: (Extra Combat: +20%)
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (City Attack: -20%)
Turn 169, 1090 AD: (Combat: -50%)
Turn 169, 1090 AD: (Combat: +50%)
Turn 169, 1090 AD: Stalin's George Patton (Axeman) is hit for 23 (33/100HP)
Turn 169, 1090 AD: Stalin's George Patton (Axeman) is hit for 23 (10/100HP)
Turn 169, 1090 AD: George Patton has died in combat!
Turn 169, 1090 AD: Stalin's George Patton (Axeman) is hit for 23 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Maceman 3 (Persepolis) has defeated Stalin's George Patton (Axeman)!
Turn 169, 1090 AD: Georgy Zhukov (Great General) has been born in Persepolis (Sitting Bull)!
Turn 169, 1090 AD: Your Maceman 3 (Persepolis) has destroyed a George Patton!
Turn 169, 1090 AD: Sitting Bull's Crossbowman 1 (Poverty Point) (6.00) vs Stalin's Catapult (5.00)
Turn 169, 1090 AD: Combat Odds: 94.1%
Turn 169, 1090 AD: Stalin's Catapult is hit for 21 (79/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 21 (58/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 21 (37/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 21 (16/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 21 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Crossbowman 1 (Poverty Point) has defeated Stalin's Catapult!
Turn 169, 1090 AD: Your Crossbowman 1 (Poverty Point) has destroyed a Catapult!
Turn 169, 1090 AD: Sitting Bull's Geronimo (Horse Archer) (6.60) vs Stalin's Spearman (6.34)
Turn 169, 1090 AD: Combat Odds: 66.1%
Turn 169, 1090 AD: (Extra Combat: -10%)
Turn 169, 1090 AD: (Extra Combat: +20%)
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +25%)
Turn 169, 1090 AD: (Combat: +100%)
Turn 169, 1090 AD: Stalin's Spearman is hit for 16 (36/100HP)
Turn 169, 1090 AD: Sitting Bull's Geronimo (Horse Archer) is hit for 23 (77/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 16 (20/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 16 (4/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 16 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Geronimo (Horse Archer) has defeated Stalin's Spearman!
Turn 169, 1090 AD: Your Geronimo has destroyed a Spearman!
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) (4.40) vs Stalin's Catapult (5.00)
Turn 169, 1090 AD: Combat Odds: 30.3%
Turn 169, 1090 AD: (Extra Combat: -10%)
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) is hit for 21 (79/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 18 (82/100HP)
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) is hit for 21 (58/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 18 (64/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 18 (46/100HP)
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) is hit for 21 (37/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 18 (28/100HP)
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) is hit for 21 (16/100HP)
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) is hit for 21 (0/100HP)
Turn 169, 1090 AD: Stalin's Catapult has defeated Sitting Bull's Dog Soldier 3 (Fishy)!
Turn 169, 1090 AD: Your Dog Soldier 3 (Fishy) has died trying to attack a Catapult!
Turn 169, 1090 AD: Sitting Bull's Spearman 1 (Cahokia) (4.40) vs Stalin's Spearman (3.74)
Turn 169, 1090 AD: Combat Odds: 72.2%
Turn 169, 1090 AD: (Extra Combat: -10%)
Turn 169, 1090 AD: (Extra Combat: +20%)
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: Stalin's Spearman is hit for 17 (35/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 17 (18/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 17 (1/100HP)
Turn 169, 1090 AD: Sitting Bull's Spearman 1 (Cahokia) is hit for 22 (78/100HP)
Turn 169, 1090 AD: Sitting Bull's Spearman 1 (Cahokia) is hit for 22 (56/100HP)
Turn 169, 1090 AD: Sitting Bull's Spearman 1 (Cahokia) is hit for 22 (34/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 17 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Spearman 1 (Cahokia) has defeated Stalin's Spearman!
Turn 169, 1090 AD: Your Spearman 1 (Cahokia) has destroyed a Spearman!
Turn 169, 1090 AD: Sitting Bull's Archer 4 (Susa) (3.00) vs Stalin's Catapult (1.40)
Turn 169, 1090 AD: Combat Odds: 99.5%
Turn 169, 1090 AD: Stalin's Catapult is hit for 19 (9/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 19 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Archer 4 (Susa) has defeated Stalin's Catapult!
Turn 169, 1090 AD: Your Archer 4 (Susa) has destroyed a Catapult!
Turn 169, 1090 AD: You have captured St. Petersburg!!!
Turn 169, 1090 AD: Sitting Bull's War Elephant 8 (Stoned) (6.91) vs Stalin's Horse Archer (0.92)
Turn 169, 1090 AD: Combat Odds: 100.0%
Turn 169, 1090 AD: (Extra Combat: -20%)
Turn 169, 1090 AD: (Extra Combat: +20%)
Turn 169, 1090 AD: (Combat: -50%)
Turn 169, 1090 AD: Stalin's Horse Archer is hit for 33 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's War Elephant 8 (Stoned) has defeated Stalin's Horse Archer!
Turn 169, 1090 AD: Your War Elephant 8 (Stoned) has destroyed a Horse Archer!
Turn 169, 1090 AD: Pork Chop will grow to size 9 on the next turn.
Turn 169, 1090 AD: Persepolis will grow to size 13 on the next turn.
Turn 169, 1090 AD: Ecbatana will grow to size 7 on the next turn.
Turn 169, 1090 AD: Gordium will grow to size 7 on the next turn.
 
Nice!
 
Good job... keep åresing on. I am too busy to be much help, and haven't looked at the save in a long time. Feels like it is going good. We should probably have a tech order plan, and a target end date in place, if I get time I'll maye even add to the discussion. Sorry, lots of work travel and stuff.
 
With the advent of liberalism I think the time has come to decide on our VC. Kcd had a good post about that a couple of pages back, but it didn't quite get the attention it deserved. It seems we're all rather busy (me included) to really focus on the grand plan... Well, I guess that traditionally among all our team's virtues, focus never has stood out too much. :p

Good job! I think we are doing great tactically, but wonder where we are headed strategically.

Maybe an old conversation... but:

Forget about the forest preserve and civic requirement for a moment,,, look at our save objectively. What VC wins this game fastest? Personally, I could pull of a Dom or AP victory a lot faster than a UN victory- and we don't need the UN to meet the extra game conditions (it just adds a few extra and expensive techs, a huge hammer build, and at least 20t waiting for all the votes cycle).

So why are we investing in so many observatories and other infra? We should be building a massive army/navy and army of workers.. We'll have all the tech we need in very short order without further infra, then just cash to support the raids.. Techwise it is not much we need besides SciM-Bio-Medicine. A few things that help the war effort.


Are we planning for a UN VC where we have to wait for vote cycles? I think beeline Sci Meth and immediately make all our FP's - get the turn total down to less than 10, and a bribe or spy can put the last AI in Enviro, and we win within the 10t that they can't change back. Only other techs needs are Biology and Medicine. UN adds a whole bunch of tech needs and its only purpose is if we screw up and need 100 turns in Enviro. No, we need only 1.

AP would also be faster than UN - so Ghandi should be a takeover target after Stalin..

IOW, we could stop investing in infrastructure (even with UN, we are set up for a massive tech over-shoot). Just start taking AI off the board and make it simple. Only need(want) one AI left alive if dom vc, need 2 left alive for Diplo- I am pretty sure we could get close to Dom VC before we get to Medicine.

OTOH, is our tech overshoot already so much that Phys, Elec, Radio, and MM will be ready without delaying the critical tech path to SciMeth-Medc, and our ability to make the workforce for 70 FP's before Med?

Aww heck, maybe we've already had this conv. as we seem setting up to do the UN route.... even though to my novice eyes the Dom or AP route would be quicker to victory. Maybe too quick for fp's.

Just thinking UN has 10t vote cycles: Sec Gen elect - Civics to Enviro - and then diplo Vic. That's 20t. Like skipping 10 forest preserves. Only reason I can se to suffer thru that wait is if there are so many AI left that we can't afford to gift them up to Medicine and bribe/spy them into Enviro and then backstab or plant enough settlers to snatch a Dom VC in less than 5-10t.
So indeed, UN or domination? I think kcd makes a good point here about the hassle and time consumption involved with the UN. Also in real time probably domination is more straight forward. So maybe we should just go that way. The techs we need are sci meth, gunpowder, chem, biology and medicine for the game conditions to be fulfilled. The latter two are expensive techs that we probably can't lib as we'd need to self-tech the former three first. Then for domination of course cuirs with MT come to mind, which would involve teching nationalism, music and MT. If we go the domination route, I think communism would be great to keep our finances in check.

Other things about communism that appeal to me are the GSpy and the Kremlin, which would be great for whipping our cuir army. The GSpy could be used to infiltrate Bismarck and steal nationalism. He also holds other techs over us that we may not need but that we can get that way. Also we can use the EP for city revolts upon attacking. Hence I'm leaning to libbing communism. Then we can also just ignore the foregin palace.

A plan could be to tech sci meth now with GS bulb, lib communism and follow up with gunpowder-chem while getting GSpy and spy (or spies) in place for stealing nationalism. Meanwhile build Kremlin. Once we hav nationalism, tech MT, then follow suit with biology and medicine while getting an army to conquer Bismarck, one of the Indians and Toku. The last Indian will be EPd into environmentalism eventually. With communism we can also start filling up islands to get land for domination. Note vassals are off so the 64% land should be all ours. EDIT: or we leave Bismarck and conquer the 3 Asians. The left over EPs on Bismarck should be sufficient for the civic switch to environmentalism.

If we don't go UN, we can also just use next GP (born in 4 turns) for a GA (we haven't had one yet!) even if it's a GE. That'll allow us to switch to state property and free religion without anarchy.

What do you think? I think it all fits more or less nicely. Maybe we should have thought of this 1000 years earlier, but at least it's some sort of plan. :p

On another note, we can get music now from Gandhi for Paper (or optics) and currency. We obviously would need music for MT, I also think building culture will help (like for the city on Long Island and newly conquered ones). So I'd propose to take that trade.
 
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Still haven't seen the newest save, busy also, but it sounds like we made great progress.

Domination with civic switching through EP does sound pretty straight forward.

We need workers, those preserves are going to take a bit of time.

Communism makes great sense if we want to conquer foreign dirt! :)

We need galleons if we are going over seas in numbers.

I won't really get a chance to look at the save until Sat. or Sun.
 
When I look at the progress page, I feel like there are two teams going the Dom route, and appear to be ahead in turns. So the strategic question is whether we try to beat them at their own game, starting in the hole, or we are aiming for Bronze, or we need to think outside the box. Perhaps kill everybody but a friend and an enemy, taking the AP as booty, putting the last two in Free Religion with spies, and running unopposed for an AP win
At this stage, I think we should be considering Bronze as ours to lose, or to improve upon. Can we Dom faster than UN? ProbBly. Can we Dom faster than Dancing Bears or etc... questionable. So please think about what might be at stake, what we might gain, what we might lose, and the probabilities of each.

But whatever we decide, its imperative we have a plan for how many worker turns needed for the fp's and how to sync that with VC- We should not really go much further on that until we have a working plan (and yes, plans can change faced with contact with the enemies) A bad plan for ending this is far better than no plan. Nocho's latest post is a great start - and no, I am not implying it is a bad plan. Far from it, it is the seed for a plan, which is better than just reacting to what we see. But as always, I am Green like a Martian, since I do not know when/if I will be available to do more than comment from the sidelines.
TTYL
 
I'm quite sure Turbo Ants and team Fippy will be out of reach, judging by the graphs the mysterious nostalgia team also seems to be doing rather well. So probably our objective should be dodging the spoons at the expense of Xteam. :lol: More seriously though, I wouldn't look too much at the graphs and just try to think of a plan that gets us home soonest. We can't influence what other teams do, nor can I see what info we can get from the graphs that may alter our own plans.

The main question right now to me is whether or not we discard the UN as a VC. If we would go the UN route, I'd probably lib physics now. Note that after that the UN is only 3 techs away (electricity, radio, mass media). They are expensive, but partly bulbable probably. If we do get the GE, UN shouldn't take all that long to build. It may however be hard to get enough votes without growing by force.

The force requirement seems to apply too to the AP-based win as suggested by kcd. Rahter obviously to domination too. So more force seems key in any case. That implies MT under all circumstances.

Given we can steal nationalism from Bismarck if we use the GSpy from communism, we'd only need to self tech MT. Gunpowder is needed anyway towards biology, music we can get in trade. So in 3 turns we finish SciMeth, the 4th turn we finish lib and take communism. If we can get boats in place (which we can), GSpy could infiltrate around T7 or T8 from now. If we get some normal spies out asap, by T8 they should be able to have been in place for some turns to get stationary bonus, although we don't necesarilly need to wait for full bonus, I think. So around T8-T9 we steal nationalism and start MT. From T5 we can research gunpowder which should be finished by then. So we can probably build cuirs within 11 or 12 turns from now. Note that in my plan from the previous post we would be in a Golden Age from T4 with better civics (State Poperty and Free Religion), so I certainly think all this should be feasible. After MT we only need to finish chem-bio-medicine. Unfortunately physics will be in the way of GS-bulbs for those, but if we get a lot of them, we can just bulb physics out of the way and get a free GS in return.

So while we wait for MT we should prepare the spies, build boats and settlers for overseas land grab. Kremlin too. From MT just go crazy on cuirs and conquer the Indias and Japan. With focussed play, I would say it could all be done in about 35-40 turns for a win around 1500AD. Maybe a shortcut AP win presents itself meanwhile. I don't doubt though we'll get handily beaten by some 30 turns. :)

In any case, I'd like to hear more opinions before committing to anything.
 
I agree that we will need MT and further conquest, so I cant think of anything better than your tech plan. State Property is going to help us so much regardless of what else we do, so I think Communism is a great option.

Am surprised no one else can research Lib yet, there were several AI just needing Edu at the end of my set....go figure but happy days!

I think we lost when we missed out on Stonehenge by a turn....and/or missing the GE for early Engineering, but we have played a reasonable game.
 
We definitely need to war some more as Neil said, so the MT path you propose is the logical choice also imo. I have always loved State Property as well, a very simple route. Winning by about T200 seems doable, especially if we can roll through a couple golden ages!
 
It seems we more or less agree on proceedings, so here goes a PPP.

Take Music + WM + 40g from Gandhi for Paper and Currency. Asoka already has paper anyway, so let's sit on Optics. Less pesky caravels later. ;)

Tech: research SciMeth + bulb, finish Liberalism and take Communism. Continue gunpowder.

With the next Great Person from PovP launch a GA, whatever we get. Switch to State Property and Free Religion inmediately. I would also take caste for the duration of the GA and go back to slavery before the end of it (which will be well after my set). With caste our few workshops will get an extra hammer and we might squeeze out some more GPP. Also border pops with artists in new and conquered cities with artist will be good. Will try to whip anything urgent (spies and settlers) before.

Cahokia - NE
PovP - Worker (we'll need more for the forest preserves), settler
Mound - Unqueue FP -> worker
Fishy - Obervatory (whip now), worker
Stoned - Treb (whip), worker
Eye - Galleon, wealth, Kremlin (in GA it nearly doubles hammers, best city for it imo)
Phant - settler
Pork Chop - Treb (whip next turn), settler
Clish - Treb (whip), worker
WG - Forge, units (MP)
Persepolis - Oxford
Pasargadae - switch to spy (whip), treb
Ecbatana - CH (whip), WB for MarbleArch
Gordium - switch to spy (whip), treb
Susa - cat
Chaco - library (whip when possible), WB
Moscow - HE
Rostov - culture, wealth
MarbleArch - culture, LH
Thracian - culture, granary
St Pete - culture

War: keep on pummeling the Russians, I would like to conquer at least Yaroslavl and Novgorod on my set.

Send GSpy and spies towards Dusseldorf.

Settling, I would like to settle the eastern Isthmus of Asia, north of WorkerGraveyard/Phantland. Zapotec looks interesting to conquer. Also western part of Long Island. Will try to get some units from somewhere for protection.

With infiltration of Bismarck coming soon, will dedicate EPs to Indians to gather some info about their demographics.

Workers: key improvements in new cities, otherwise forest preserves.

Barb cities:
Is Chinook on Long Island a keeper?
Do we keep Chehalis if/when it flips? With SP won't drain much money really, otherwise I'd certainly raze it. It gives TRs and could work the dyes while WG whips boats or units.

Great General: maybe a strong 2-move elephant that can be upgraded to cuir later? Or settle in Moscow?
 
Good analysis... we need to kill stuff fast in any case. If a way to steal a victory faster than dom is looking available, we'll adjust as we go along. Greem on the PPP... I still have not looked at the save, so the details are beyond my ability to comment/suggest betterments.
 
Had a chance to look at the save this morning! In short, green!

Kill Russia, build transports and troops for India, and set up redundancy for tech stealing in case of failures.
 
I've played on until 1160AD, all pretty much according to plan.

We libbed communism and are now in a GA with 6 turns left. Russia has been removed from our continent and is left with 2 cities, one of which he'll offer for peace. But I just parked some trebs next to it. He might also give feudalism, which he was willing to give earlier, but won't give both (city+feud), which I tried. The war weariness starts to be noteable, although is still manageable.

I settled a city up north, there's a second settler on a boat there, which could settle somewhat west from it, south of Zapotec. We have a galley near Phant Island with 2 archers intended to be shipped north, but they need the gallleon to drop the settler first. There's also a settler ready to settle the western part of Long Island next turn.

NE is done, HE can be next turn. Oxford also done. Built some workers who started on forest preserves, Stalin also just gave us some (4). Popped some borders building culture.

Two spies planted in Dusseldorf, the GSpy is on a boat and could infiltrate Bismarck next turn.

http://gotm.civfanatics.net/download.php?file=Unusual_Suspects_SG024_AD1160_01.CivBeyondSwordSave

If nobody else is available wouldn't mind to play some more turns during the week.
 
Spoiler Log 1 :

Here is your Session Turn Log from 1090 AD to 1160 AD:

Turn 169, 1090 AD: Sitting Bull's Catapult 23 (Phant Land) (5.00) vs Stalin's Longbowman (13.50)
Turn 169, 1090 AD: Combat Odds: 0.4%
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +20%)
Turn 169, 1090 AD: (City Defense: +45%)
Turn 169, 1090 AD: Sitting Bull's Catapult 23 (Phant Land) is hit for 31 (69/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 23 (Phant Land) is hit for 31 (38/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 23 (Phant Land) is hit for 31 (7/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 23 (Phant Land) is hit for 31 (0/100HP)
Turn 169, 1090 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 23 (Phant Land)!
Turn 169, 1090 AD: Sitting Bull's Catapult 26 (Mound City) (5.00) vs Stalin's Longbowman (12.30)
Turn 169, 1090 AD: Combat Odds: 1.3%
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +20%)
Turn 169, 1090 AD: (City Defense: +45%)
Turn 169, 1090 AD: (City Attack: -20%)
Turn 169, 1090 AD: Sitting Bull's Catapult 26 (Mound City) is hit for 30 (70/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 13 (87/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 13 (74/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 26 (Mound City) is hit for 30 (40/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 26 (Mound City) is hit for 30 (10/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 26 (Mound City) is hit for 30 (0/100HP)
Turn 169, 1090 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 26 (Mound City)!
Turn 169, 1090 AD: Sitting Bull's Catapult 24 (Fishy) (5.00) vs Stalin's Longbowman (9.99)
Turn 169, 1090 AD: Combat Odds: 12.5%
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +20%)
Turn 169, 1090 AD: (City Defense: +45%)
Turn 169, 1090 AD: Sitting Bull's Catapult 24 (Fishy) is hit for 30 (70/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 13 (61/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 24 (Fishy) is hit for 30 (40/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 24 (Fishy) is hit for 30 (10/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 24 (Fishy) is hit for 30 (0/100HP)
Turn 169, 1090 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 24 (Fishy)!
Turn 169, 1090 AD: Sitting Bull's Catapult 16 (Fishy) (5.00) vs Stalin's Longbowman (8.23)
Turn 169, 1090 AD: Combat Odds: 32.9%
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +20%)
Turn 169, 1090 AD: (City Defense: +45%)
Turn 169, 1090 AD: Sitting Bull's Catapult 16 (Fishy) is hit for 29 (71/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 13 (48/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 16 (Fishy) is hit for 29 (42/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 16 (Fishy) is hit for 29 (13/100HP)
Turn 169, 1090 AD: Sitting Bull's Catapult 16 (Fishy) is hit for 29 (0/100HP)
Turn 169, 1090 AD: Stalin's Longbowman has defeated Sitting Bull's Catapult 16 (Fishy)!
Turn 169, 1090 AD: Sitting Bull's War Elephant 3 (Cahokia) (11.20) vs Stalin's Longbowman (6.48)
Turn 169, 1090 AD: Combat Odds: 95.5%
Turn 169, 1090 AD: (Extra Combat: -40%)
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +20%)
Turn 169, 1090 AD: (City Defense: +45%)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 21 (27/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 21 (6/100HP)
Turn 169, 1090 AD: Stalin's Longbowman is hit for 21 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's War Elephant 3 (Cahokia) has defeated Stalin's Longbowman!
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) (8.80) vs Stalin's Axeman (5.60)
Turn 169, 1090 AD: Combat Odds: 95.7%
Turn 169, 1090 AD: (Extra Combat: -10%)
Turn 169, 1090 AD: (Extra Combat: +10%)
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +25%)
Turn 169, 1090 AD: (City Attack: -20%)
Turn 169, 1090 AD: (Combat: -50%)
Turn 169, 1090 AD: (Combat: +75%)
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) is hit for 18 (82/100HP)
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) is hit for 18 (64/100HP)
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) is hit for 18 (46/100HP)
Turn 169, 1090 AD: Stalin's Axeman is hit for 21 (35/100HP)
Turn 169, 1090 AD: Stalin's Axeman is hit for 21 (14/100HP)
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) is hit for 18 (28/100HP)
Turn 169, 1090 AD: Stalin's Axeman is hit for 21 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Maceman 2 (Stoned) has defeated Stalin's Axeman!
Turn 169, 1090 AD: Sitting Bull's Maceman 3 (Persepolis) (8.80) vs Stalin's George Patton (Axeman) (4.48)
Turn 169, 1090 AD: Combat Odds: 99.1%
Turn 169, 1090 AD: (Extra Combat: -10%)
Turn 169, 1090 AD: (Extra Combat: +20%)
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (City Attack: -20%)
Turn 169, 1090 AD: (Combat: -50%)
Turn 169, 1090 AD: (Combat: +50%)
Turn 169, 1090 AD: Stalin's George Patton (Axeman) is hit for 23 (33/100HP)
Turn 169, 1090 AD: Stalin's George Patton (Axeman) is hit for 23 (10/100HP)
Turn 169, 1090 AD: George Patton has died in combat!
Turn 169, 1090 AD: Stalin's George Patton (Axeman) is hit for 23 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Maceman 3 (Persepolis) has defeated Stalin's George Patton (Axeman)!
Turn 169, 1090 AD: Georgy Zhukov (Great General) has been born in Persepolis (Sitting Bull)!
Turn 169, 1090 AD: Sitting Bull's Crossbowman 1 (Poverty Point) (6.00) vs Stalin's Catapult (5.00)
Turn 169, 1090 AD: Combat Odds: 94.1%
Turn 169, 1090 AD: Stalin's Catapult is hit for 21 (79/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 21 (58/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 21 (37/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 21 (16/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 21 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Crossbowman 1 (Poverty Point) has defeated Stalin's Catapult!
Turn 169, 1090 AD: Sitting Bull's Geronimo (Horse Archer) (6.60) vs Stalin's Spearman (6.34)
Turn 169, 1090 AD: Combat Odds: 66.1%
Turn 169, 1090 AD: (Extra Combat: -10%)
Turn 169, 1090 AD: (Extra Combat: +20%)
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: (Fortify: +25%)
Turn 169, 1090 AD: (Combat: +100%)
Turn 169, 1090 AD: Stalin's Spearman is hit for 16 (36/100HP)
Turn 169, 1090 AD: Sitting Bull's Geronimo (Horse Archer) is hit for 23 (77/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 16 (20/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 16 (4/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 16 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Geronimo (Horse Archer) has defeated Stalin's Spearman!
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) (4.40) vs Stalin's Catapult (5.00)
Turn 169, 1090 AD: Combat Odds: 30.3%
Turn 169, 1090 AD: (Extra Combat: -10%)
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) is hit for 21 (79/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 18 (82/100HP)
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) is hit for 21 (58/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 18 (64/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 18 (46/100HP)
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) is hit for 21 (37/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 18 (28/100HP)
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) is hit for 21 (16/100HP)
Turn 169, 1090 AD: Sitting Bull's Dog Soldier 3 (Fishy) is hit for 21 (0/100HP)
Turn 169, 1090 AD: Stalin's Catapult has defeated Sitting Bull's Dog Soldier 3 (Fishy)!
Turn 169, 1090 AD: Sitting Bull's Spearman 1 (Cahokia) (4.40) vs Stalin's Spearman (3.74)
Turn 169, 1090 AD: Combat Odds: 72.2%
Turn 169, 1090 AD: (Extra Combat: -10%)
Turn 169, 1090 AD: (Extra Combat: +20%)
Turn 169, 1090 AD: (Plot Defense: +60%)
Turn 169, 1090 AD: Stalin's Spearman is hit for 17 (35/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 17 (18/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 17 (1/100HP)
Turn 169, 1090 AD: Sitting Bull's Spearman 1 (Cahokia) is hit for 22 (78/100HP)
Turn 169, 1090 AD: Sitting Bull's Spearman 1 (Cahokia) is hit for 22 (56/100HP)
Turn 169, 1090 AD: Sitting Bull's Spearman 1 (Cahokia) is hit for 22 (34/100HP)
Turn 169, 1090 AD: Stalin's Spearman is hit for 17 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Spearman 1 (Cahokia) has defeated Stalin's Spearman!
Turn 169, 1090 AD: Sitting Bull's Archer 4 (Susa) (3.00) vs Stalin's Catapult (1.40)
Turn 169, 1090 AD: Combat Odds: 99.5%
Turn 169, 1090 AD: Stalin's Catapult is hit for 19 (9/100HP)
Turn 169, 1090 AD: Stalin's Catapult is hit for 19 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's Archer 4 (Susa) has defeated Stalin's Catapult!
Turn 169, 1090 AD: You have captured St. Petersburg!!!
Turn 169, 1090 AD: Sitting Bull's War Elephant 8 (Stoned) (6.91) vs Stalin's Horse Archer (0.92)
Turn 169, 1090 AD: Combat Odds: 100.0%
Turn 169, 1090 AD: (Extra Combat: -20%)
Turn 169, 1090 AD: (Extra Combat: +20%)
Turn 169, 1090 AD: (Combat: -50%)
Turn 169, 1090 AD: Stalin's Horse Archer is hit for 33 (0/100HP)
Turn 169, 1090 AD: Sitting Bull's War Elephant 8 (Stoned) has defeated Stalin's Horse Archer!
Turn 169, 1090 AD: You have discovered Music!
Turn 169, 1090 AD: You have constructed a Courthouse in Ecbatana. Work has now begun on a Work Boat.
Turn 169, 1090 AD: Gottfried Leibniz (Great Scientist) has been born in Bangalore (Asoka)!

Turn 170, 1100 AD: Cahokia celebrates "We Love the Prime Minister Day"!!!
Turn 170, 1100 AD: You have constructed a Observatory in Fishy. Work has now begun on a Worker.
Turn 170, 1100 AD: You have trained a Worker in Stoned. Work has now begun on a Trebuchet.
Turn 170, 1100 AD: Hinduism has spread in Stoned.
Turn 170, 1100 AD: You have trained a Trebuchet in Pork Chop. Work has now begun on a Settler.
Turn 170, 1100 AD: You have trained a Trebuchet in Clish. Work has now begun on a Worker.
Turn 170, 1100 AD: You have trained a Spy in Pasargadae. Work has now begun on a Trebuchet.
Turn 170, 1100 AD: You have trained a Spy in Gordium. Work has now begun on a Trebuchet.
Turn 170, 1100 AD: The borders of Rostov have expanded!
Turn 170, 1100 AD: Bismarck has completed The Dai Miao!
Turn 170, 1100 AD: Stalin's Catapult (5.00) vs Sitting Bull's Crossbowman 1 (Poverty Point) (6.00)
Turn 170, 1100 AD: Combat Odds: 9.9%
Turn 170, 1100 AD: Stalin's Catapult is hit for 21 (79/100HP)
Turn 170, 1100 AD: Stalin's Catapult is hit for 21 (58/100HP)
Turn 170, 1100 AD: Stalin's Catapult is hit for 21 (37/100HP)
Turn 170, 1100 AD: Stalin's Catapult is hit for 21 (16/100HP)
Turn 170, 1100 AD: Stalin's Catapult is hit for 21 (0/100HP)
Turn 170, 1100 AD: Sitting Bull's Crossbowman 1 (Poverty Point) has defeated Stalin's Catapult!
Turn 170, 1100 AD: Stalin's Galley (2.00) vs Sitting Bull's Galley 3 (Eye Land) (2.20)
Turn 170, 1100 AD: Combat Odds: 32.2%
Turn 170, 1100 AD: (Plot Defense: +10%)
Turn 170, 1100 AD: Sitting Bull's Galley 3 (Eye Land) is hit for 19 (81/100HP)
Turn 170, 1100 AD: Sitting Bull's Galley 3 (Eye Land) is hit for 19 (62/100HP)
Turn 170, 1100 AD: Sitting Bull's Galley 3 (Eye Land) is hit for 19 (43/100HP)
Turn 170, 1100 AD: Stalin's Galley is hit for 20 (80/100HP)
Turn 170, 1100 AD: Stalin's Galley is hit for 20 (60/100HP)
Turn 170, 1100 AD: Sitting Bull's Galley 3 (Eye Land) is hit for 19 (24/100HP)
Turn 170, 1100 AD: Stalin's Galley is hit for 20 (40/100HP)
Turn 170, 1100 AD: Sitting Bull's Galley 3 (Eye Land) is hit for 19 (5/100HP)
Turn 170, 1100 AD: Sitting Bull's Galley 3 (Eye Land) is hit for 19 (0/100HP)
Turn 170, 1100 AD: Stalin's Galley has defeated Sitting Bull's Galley 3 (Eye Land)!
Turn 170, 1100 AD: Alexandre Gustave Eiffel (Great Engineer) has been born in a far away land!

Turn 171, 1110 AD: Sitting Bull's Galleon 1 (Fishy) (4.00) vs Stalin's Galley (0.88)
Turn 171, 1110 AD: Combat Odds: 100.0%
Turn 171, 1110 AD: (Plot Defense: +10%)
Turn 171, 1110 AD: Stalin's Galley is hit for 31 (9/100HP)
Turn 171, 1110 AD: Stalin's Galley is hit for 31 (0/100HP)
Turn 171, 1110 AD: Sitting Bull's Galleon 1 (Fishy) has defeated Stalin's Galley!
Turn 171, 1110 AD: Cahokia celebrates "We Love the Prime Minister Day"!!!
Turn 171, 1110 AD: The borders of Susa have expanded!
Turn 171, 1110 AD: The borders of Chaco Canyon have expanded!
Turn 171, 1110 AD: The borders of Moscow have expanded!
Turn 171, 1110 AD: Bismarck adopts Nationhood!

 
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