Rod1- Something Enjoyable

lurker's comment:
. . . . It can't tell you which towns will riot on growth, but it will tell you what towns are about to grow, and you can check them manually. An example is a town with 5 citizens 1 happy, 3 content, and 1 unhappy. If it grows, that next citizen will be unhappy, and the town will riot. . . . .
Are you sure, Overseer? I thought it would grow to 1h/3c/2u, and would not riot until the next turn. IOW, it would then go on the "X is about to riot" list.
 
I have had many cities riot on growth in the past, so I don't trust "grace periods". In fact is there a grace period before you get a riot at emperor? I guess I need to test it sometime.
 
Lurker:

The level does not change the rules, other than the number of content citizen to get. You can have the equilibrium and still get a riot. This can happy when you have a external event, such as loss of war happiness or loss of income for that town.

You some time get the odd gold reduction that with rounding cost you the lux happy and other things like that.
 
I got the game. Played turns last night; hope to finish the turns tonight.
 
[Preflight]
Despotism
10% Tax
70% Science
20% Luxury

44 gold, -2 gpt

Construction in 17 turns.

City Builds
Trondheim (5) rGalley in 1, grows in 1.
Bergen (3) vArcher in 3, grows in 10.
Twofer Town (4) settler in 5, zero growth (?)
Champion City (3) settler in 2, grows in 8.
Nice Brown City (2) settler in 9, grows in 2.
Sugar Hill (2) worker in 1, grows in 10.
Hooray! (1) barracks in 10, grows in 10.
Bus Stop (1) rWarrior in 5, grows in 10.

08 Workers
11 Warriors
08 Archer
01 Spear
02 Swords
02 Galley
01 Curragh

Current Units: 33
Allowed Units: 32
Support Costs: 1 gpt

01 Iron connected.
00 Luxuries connected.

Don't see any luxuries at all on what we have explored. Not good. That will slow our research down since we will have to run at a higher luxury rate to keep our people happy.

Bergen has three Warriors in it. Only two of them help keep the city in order. Wake the rWarrior and send north to Champion City.
[End of Preflight]

Note to me: No fast units.

[IBT]
Trondheim rGalley -> harbor in 3 (vGalleys)
Sugar Hill worker -> vSword in 15.

1 0550 BC

We are now at -5 gpt. We built two units, which cost us -2 gpt in support, and we built one worker. Next turn we make a settler.

We begin to mine the BG NW of Bus Stop, finish in 6.
Teasipper is building a mine on the plains 2SW of Bergen. This tile is not currently being worked by Bergen. Wake Teasipper. He and the other 3 workers irrigate the plains this turn.
Two workers finish road West of Twofer Town, being mine, finish in 3.
New worker in Sugar Hill moves North to irrigate and then road.

Sam moves East towards Barb Camp.
Curragh scouts NW along the coast.

Battle of Bombay, India (size unknown)
vSword (Bloodbath) vs. rSpear, Sword wins (1 of 1).

Good News
T550_Bombay.jpg


Bombay is destroyed and we gain 6 gold.
Other units move to protect Blooldbath, now 1/4.

Our galleys sail back towards Hooray!
Load two Archers into new galley in Trondhiem. That galley sails West.

Wounded eArcher moves into Bergen. Wake vWarrior and send him out to Barb Hunt. He is redlined but kills a nearby cWarrior in White that was being a pest.
[IBT]
Champion City settler -> settler in 30.

2 0530 BC

Three Workers start and finish road in the irrigated plains 2SW of Bergen. Fourth worker moves to the grass tile S-SE of Bergen, to mine. This tile can be used by both Bergen and Trondheim.
Worker N of Sugar Hill begins to irrigate, finish in 4.
SettlerToSomewhere, new in Champion City, walks 3W.


Overseas force move South towards mountain, once they arrive will stay in place as Bloodbath heals.
See that Bombay was built on Horses.
Sam raids a Barb Camp and adds 25 gold to our treasury.
Curragh finds the west side of India.
eArcher heals in Bergen.
Redlined vWarrior moves towards Bergen and barracks.

Galleys near Hooray! sail east and meet the newest galley from Trondhiem. Units in the new galley, now Galley03, transfer to Galley01. Galley03 sails back to Trondhiem and two Archers load in, ready to sail next turn.
[IBT]
Sam beats off a Thracian raider (cWarrior).

Bergen vArcher -> vSword in 8.

3 0510 BC

Mine East of Bergen in finished. Worker moves SE, into forest, to road and connect Bus Stop.
Teasipper, now S-SE of Bergen, moves North, to mine and road.
Three workers 2SW of Bergen move to where Teasipper was. They can mine and road this tile faster than Teasipper alone, which could be critical for a tile that two cities can use.
SettlerToSomewhere moves North on grassland.
Wake Gnawing Warrior and move to that same tile.


Overseas force move South onto mountain. See Madras (1) to the south, along with two Dyes.
Galley03, with two vArchers aboard, sails 4W and meets Galley01 (loaded) and Galley02 (empty). Archers are wakened and move into Galley02.
Galley01 and 02 could have moved this turn, but my thumb slipped.
Sam stays in place to heal.
Wounded vWarrior arrives in Bergen.
Curragh finds Bangalore (1).

62 gold, -7 gpt, Construction in 13.
[IBT]
Trondheim harbor -> vGalley in 3.

4 0490 BC

SettlerToSomewhere founds Spamalot; grows in 10, catapult in 20.
Barb Camp 2NE of Spamalot.
Mine West of Twofer Town in completed. Both workers move W onto forest, to chop (and go to Champion City's settler build) and improve.
Teasipper, now SE of Bergen, begins mine, finish in 6.
Three worker S-SE of Bergen begin mine, finish in 2.
Worker in the forest W of Bus Stop begins a road, finish in 6.

My brain is fried. Bloodbath cannot heal on this mountain because it is part of India. Wasted turns, drat. These four units moves NE onto grass that India does not own.
Galley01 and 02, both loaded with vArchers, sail 4W.
Galley03 sails back into Tronheim.
Load two eArchers in Galley03.
vArcher in Bergen heads North to kill barbs and promote.

Spamalot brought our unit support down to +0 gpt.
55 gold, -3 gpt, Construction in 11.
[IBT]
Babylonians want to talk. We don't. Go away.

Twofer Town settler -> settler in 15.
Bus Stop rWarrior -> catapult in 10.

5 0470 BC

Workers East of Champion City begin forest chop, finish next turn.
SettlerFromTwofer is going to settle north of Spamalot, once the barb camp is gone. Moves SW and then W across a river.

Overseas forces stay in place and finally Bloodbath can begin to heal.
Galley01 and 02 sail south to India, unloading the 4 vArchers on the Cow on the coast, NE of the ruins of Bombay.
These Archers and the current units will move on Lahore once Bloodbath is healed.
Galley03, loaded with eArchers, stays in port.

Lahore is on the coast, and has Dyes nearby. If we can capture it, we don't have to build a coastal city over here and our job becomes easier.

Trondheim will grow to 7 this IBT. Will try to adjust the luxury slider next turn.

52 gold, -5 gpt, Construction in 13 (we lost our geek in Twofer City).
[IBT]

6 0450 BC

Trondhiem is now at size 7 and stable.
SettlerFromTwofer moves W across another river.
New mine between Trondhiem and Bergen is done, three workers start and finish road.
Plains N of Sugar Hill are irrigated, now we begin to road, finish in 3.

Sam heads west.
Archer moves next to Barb Camp NE of Spamalot.
Bloodbath now at 2/4, heals.
First Archers Squad (the 4 vArchers landed last turn) moves South.
Galleys 01 and 02 sail North.
Curragh keeps sailing.

Dropping luxuries from 20% to 10% affects Trondheim (7) and Sugar Hill (1); both gain 1 unhappy citizen. In Trondhiem hiring a specialist will solve the problem, but hiring a specialist in Sugar Hill means the town stays at size 1. So I put the luxury tax back to 20%.

47 gold, -5 gpt, Construction in 11.
[IBT]
Barb warrior appears West of Nice Brown City.

Trondheim vGalley -> vSpear in 2.
Nice Brown City settler -> vSpear in 20.

7 0430 BC

Forest chopped near Champion City, 10 shields towards the settler, now due in 13.
Two workers mine the just revealed grassland, finish in 3.
Road finished on the new mine, the three workers move 2NW onto grassland, to mine and road.
Mine NE of Bus Stop is done, begin road, completes in 3.

NiceBrownSettler has two options. Easiest thing to do is stay here and build another city on this turnset. Or, sail over to India and build a coastal city. I'll build overseas, so that our wounded have a place to heal, instead of the open field.
NiceBrownSettler moves towards Hooray!


Bloodbath at 3/4, heals one more turn.
First Archers Squad, South onto hill.
Sam moves north.
Galley01 sails east.
Galley02 waits on NiceBrownSettler, who should arrive next turn.
Galley03, with the eArchers, will sail next turn.
We clear out the Barb Camp NE of Spamalot; 25 more gold and the Archer becomes Elite.

SettlerFromTwofer moves to 2NW of Champion City.

67 gold, -7 gpt, Construction in 9.
We have 40 units, 4 over the limit.
[IBT]
An Indian rArcher comes to threaten 8 units. Smaaart.

8 0410 BC

SettlerFromTwofer moves North.
Three workers mine the grass SW of Bergen, finish in 2.
NiceBrownSettler moves through Hooray! and into Galley02.
Wake the rSpear in Hooray and he joins NiceBrownSettler in Galley02.

Bloodbath, now at full health, and friends move East to join the First Archers Squad.
First Archer Squad fortifies for this one turn.
Galley03 sails and meets Galley01. Archers change ships. Galley01 sails 4W, now S-SW of Hooray!. Galley02 moves to that same tile and stops.

Ottomans now have 10 cities; we have 9; India and Babylon each have 7.
[IBT]
The Indian Archer dies attacking us and we take no damage (2 of 2).

Trondheim vSpear -> vSpear in 2.

Barb warrior near Nice Brown City moves towards Hooray!, which is now undefended.

9 0390 BC

SettlerFromTwofer builds Morning Mood by Grieg; grows in 10, worker in 10.
Plains North of Sugar Hill now irrigated and roaded; worker moves North onto plains to repeat towards Bus Stop.

vSpear in Trondheim loads in Galley04.
Galley04 sails 4W to Galley03.
Galley03 sails back into Trondheim.
Next turn Galley04 will sail into Hooray!
Galley01 (2 eArchers) and Galley02 (spear and settler) sail 3 South and unload all four units.

Our stack of doom moves NE, hilltop to hilltop, aiming for Lahore.

Curragh finds Wonsan (3) of Korea.
They have Horseback Riding and 35 gold.
We have Pottery, Writing and Polytheism.
Pottery is a starter tech that Korea does not have.
We can get Horsebacking Riding and 28 of 35 gold for it.
Writing is slightly more expensive. Korea will give all their knowledge and gold for it.
I think we can spare 7 gold to have them learn to write all on their own.

We sell Pottery for Horseback Riding and 28 of 35 gold.

Then we declare War on Korea.

81 gold, -3 gpt, Construction in 7 turns.
[IBT]
Good Idea
T390_IBT_FP.jpg


Sure, we can do that.

Hooray! barracks -> vSword in 15.

Ottomans are building The Hanging Gardens (Monarchy).

10 0370 BC

NiceBrownSettler builds Sacred Cow on the Indian shores; grows in 7, barracks in 20.
Mine East of Champion City is done, one worker roads in 3. Other worker move West, across the river and into Champion City, with the goal of roading to Morning Mood by Grieg.
Mine SW of Bergen is done, road is started and finished.
Mine SE of Bergen is done, road started, finishes in 3.
Forest road to Bus Stop is completed, moves westward, either to improve our western cities or sail to Sacred Cow to help improve it.
Mine and road NE of Bus Stop are completed, worker moves to SE of Bergen, to help finish the road next turn.
Worker 2N of Sugar Hill begins to irrigate, finish in 4.

Galley04 sails 3W-NW; kicks out vSpear into Hooray!
Galley01 and 02 sail 3N and stop.

78 gold, -4 gpt, Construction in 5.
[IBT]
 
New Cities, 370 BC
370_NewCities.jpg



These are the two new cities built on native soil: Spamalot and Morning Mood by Grieg.


Overeseas Efforts 370 BC
370_SacredCow.jpg



Here we can see the ruins of Bombay. Sacred Cow has just been built and will shortly have a barracks.

Lahore will soon die to our stack of doom, 2 vSwords, 5 vArchers and 1 eArcher. After Lahore is gone Madras looks to be next.



Ship Chaining 370 BC
370_Shipping.jpg



With three galleys we can send 2 units overseas every other turn, if we have them. To make the ship chain work, we need a galley in Trondhiem with one or two units. Galleys are needed at the Blue Dot and Pink Dot. The galley in Trondhiem follows the Blue Line and ends at Blue Dot, where another galley is waiting. Units aboard the first galley are wakened and loaded into the other galley. This galley follows the Pink Line and sails to the Pink Dot, where a third galley is waiting. Units transfer and this galley sails the Light Green Line into Sacred Cow, where the units may disembark.

Right now our ship chain is not set up properly. We really need two galleys in Trondhiem, since we have to spend one turn aboard a boat before we can disembark. As one of them is sailing away, the other could be loading up to move later. Right now we have one galley in Trondhiem and three around the Pink Dot, since Galley04 brought a vSpear in to defend Hooray!
 
We now have a foothold on the other Continent.

Suggestions


Time to meet the carthaginians.

Instead of Backfilling our settler efforts can be directed to claim a chunk of the other Continent

India should be destroyed, if not weakened.


Also Darski is UP!
 
I have the save but I can't find any mention of getting/using Monarchy... If we have it why are we still in Despotism? Given that this is an AW game, I don't think it matters too much when we switch. Our Civ-lives will always be in controlled chaos at best. :lol:

If we don't have it then I would like some direction on where we are going. We said we had to get out of Despo - if that is no longer true then what is our new direction? I need to know what you want researched

-Personal Aside: I so hate researching Poly - it's just one of my personal game peeves - and to have wasted that time looking at it is so very, very, annoying. We could have had something good in that time.


I just got this save and haven't even opened it yet but there is one thing I need to mention...

Rodent, you will have to go and meet the Carthaginians on your turns. I've had run-ins with those Mercs and I am not capable of dealing with them and a naval campaign with ship chaining. [Is chaining allowed in this game? - not all SG's permit it and our variant would seem to be against it.] Y'all knew I was a wussy Warlord player. (Truth to tell... I had to go back to Chieftain to learn to play this game and I have just barely moved back up to Warlord) If you want the war started with Carthage, maybe you should take this run and I will play later?

I think I got the entire thing wrong for this game. I really thought we wanted to control the wars and that we wanted Monarchy to make this easier. I seem to have misread all of that so I need some help. Will look at the save this afternoon.
 
I have the save but I can't find any mention of getting/using Monarchy... If we have it why are we still in Despotism? Given that this is an AW game, I don't think it matters too much when we switch.
We don't know Monarchy yet. Warrior Code and Polytheism are required for it; Rodent learned Poly on his turns and then started on Construction.

Both Monarchy and Republic are optional techs.

I think all we need is Construction and Currency to enter the Middle Ages.
Rodent, you will have to go and meet the Carthaginians on your turns. I've had run-ins with those Mercs and I am not capable of dealing with them and a naval campaign with ship chaining. [Is chaining allowed in this game? - not all SG's permit it and our variant would seem to be against it.]
My memory is sorta fuzzy, but I think it is okay. But, the unit in question has to spend at least one IBT loaded into a ship.

I would avoid Carthage right now, too. Most of our forces are overseas and the rest are scattered throughout the empire. If Carthage comes calling we have plenty of time to adjust our builds to confront that threat.

In order to conduct major offensives on both continents, we will need more and better production of units. With that in mind, more cities will help us. We have only one city that can spit out units, Trondheim, and we need several more. We do need more cities, both for unit support and unit production.

After Sacred Cow completes the barracks a settler might be the next best build.
 
In normal AW, you avoid contact as long as possible, so staying away from a enemy with a strong defensive UU is a good idea. Let us face them with some big bad berserks. Building more cities would be good, but making others more productive will be better. This means capturing and hooking up luxuries overseas.
 
Do you want me to send settlers over to the O.C.? And where would you want cities built on our home territory?There is a spot 2 (or three) south of Bus Stop that could be a good city - I think. I don't see a good way of getting the fish in the north now unless we are going with CxC spacing now - which might be worthwhile as well. We may have to settle on bonus grass squares at some point so we can do that now rather than later.
 
Research: Construction(?) in 5
Economy: 78 gold, -4 gpt
Government: Despotism


City Builds:

Trondheim (7): ----------Vspear in 1, grows in 8.
Bergen (4):--------------Vsword in 1 grows in 10.
Twofer Town(2):---------Settler in 10, grows in 3.
Champion City (2):-------Settler in 3, grows in 1.
Nice Brown City(1):------Vspear in 17 grows in 6.
Sugar Hill (2):------------Vsword in 4, grows in 10
Hooray! (2):-------------Vsword in 15, No growth.
Bus Stop (2):------------Cat in 3, grow in 10.
Spamalot (1):------------Cat in 14, grow in 4.
Morning Mood(1):--------Worker in 9, grow in 9.
Sacred Cow [O.C.] (1):----barracks in 20, grow in 7



Military:
Barracks- 6
Rax builds - 1 on o.c.
No-Rax cities - 4

Settler 00 - 2 in production
Workers 09 - 1 in production
Warrior 12
Cats-Arty - 2 in production
Archers 09
Swords 02 - 3 in production
Spears 02 - 2 in production
Curragh 00
Galleys 03 - 1 completing


Military Expenses:
Allowed Units:44
Total Units: 39

military cost
Rax Upkeep: 6 gpt
Unit Support: 0 gpt



Available leader: None

Resources connected to Trondheim:
Iron


Wonder Races:
Colossus - Koreans

The Oracle - Koreans and Babs

Temple of Artemis - India and Ottomans

Hanging Gardens
- Ottomans



Long Term Goals:

Take over the world


Mid Range Goals:

Build at least 10 strong cities in our core

area. (Accomplished) not that we are going to stop. :lol:

Continue development of an offensive force.


Short Range Goals: My turns

build units - stick em in ships and go whack India :lol:

Continue road system to connect all cities

Found next city

Clear Barbs as they appear.(?)

Continue removal of India from our planet.

Initiate ship chain

Preturn notes

Do we care about barb camps and uprisings (coming soon to a Civ near you :lol ) or do we just leave them be and send settlers with escorts to new locations? if we have to send our fighters overseas, this may be a choice to consider.

The ship chain does not seem to be in place - by my limited look-see. The next galley is just completing - does it spark the set up?

Does anyone know how big India is at present... what is the quickest way to find that? I have never found that info in CA II so I would like to know where I might find it.
 
Let's fill the good spots first before we start crowding things. As far as backfilling, we had better get towns settled ASAP, or we'll lose alot of money, citizens, and units to the next era barb uprisings. Definitely want to get towns up on the other continent too, but it will take some juggling. We definitely got a crappy continent, so food and shield production are poor. Definitely a challenge.
 
My thoughts-

We need lots of cities for the Monarchy switch cause we are going to lose a LOT of Unit support.

My plan was to get into the next age and Beeline to Berserkers ASAP. Monarchy can be picked up along the way if we meet another civ such as the carthaginians or we can Research it after construction.

We will capture the capital of India soon enough and we can use it to spew Settlers to get a sizable chunk of o.c

Darski Relax, you cannot possibly do anything wrong at regent ;) . I will meet Hannibal. One thing about hannibal's civ is that the numidian Mercs are actually a Drain on the Economy early on because they are expensive.
 
lurker's comment: . . . . Does anyone know how big India is at present... what is the quickest way to find that? I have never found that info in CA II so I would like to know where I might find it.[/QUOTE]
Look on the General tab of CA2. There's a box at the bottom that will list the number of cities (sometimes followed by "known") of each civ that you've met.
 
In MapStat, the Territory tab (the default tab) will also show the number of cities per civ. Right after war is declared the value does not show, but later it will reappear. I think this number reappears when that Civ is ready to discuss peace, but I haven't really tested it to be sure.

MapStat and CivAssistII are both excellent utilities.

I use MapStat in-game to keep informed of Trading changes (gold and tech changes will be highlighted) and of city unrest. Most civil riots are caused by population growth and MapStat will tell you which cities have increased and which ones will riot if you don't do something.

CivAssistII gives more detailed information than MapStat, (what was traded to who for how long, number of beakers gathered per turn, current cost of the techs, etc) but normally I don't need that much detail on a turn-by-turn basis. Keeping the cities quiet and knowing the techs to buy/sell is enough for me.

My older machine could not run CAII and C3C at the same time (at least, not well), so I used MapStat a whole lot then and got used to what it could and could not do.

Try them both and decide which one is best for you.
 
Lurker:

You will need an embassy to know how many towns they have as far as I know. Those tools should only show known towns. IOW if you have gotten a map and know them all, then they will show in CA2. If no embassy and you have not seen all their towns, some will not be in those stats. At least that is how it should be for HoF and Xotm games.
 
I am going to post my notes raw. I just about killed us with all the losses on my watch. Half stupidity and half the RNG's. I am going to have to go and find some cute furry things to sacrifice to the RNG's. I am also stopping one turn early because you guys cannot afford me.

Rodent - you have no idea of how destructive I can be without even trying.:rolleyes:




350BC
NBC-send Warrior to take out barb-promotes -on barb hunting now
Trondheim - Spear completes -> Sword->Cat
Berger : sword completes -settler in 5
Spamalot - change Cat to worker in 3/grow in 3
@Lahore: Bloodbath stikes -kills rSpear at redline but promotes-yellow(2/5hp)
Ferguson kills rSpear->promotes 4/5hp
direct archers towards Madras but will not go into zone until Swords heal

Lahore destroyed - 12 gold

Galley 01 sent to 1st ch. point
Galley 02 sent to explore Indian coast as no chaining is in place yet- spot Karachi (size 2 with R spear defending)

rSpear)

Send Fishy and Algernon to Madras

IBT some workers run into Madras - no Indian counter attacks

330BC
Algernon kills rSpear- (3/5hp)
Fishy attacks and dies (rspear does not promote
Curragh rounds Wonsan cape to map our closer borderBus Stop finishes Cat (sent to Trond) ->

settler in 10/grow in 7

IBT---nada


310BC
Move troops to Madras
workers work
Swords continue to heal
There is a dyes on the river/coast w/fish due S of Lahore's location it is a jungle area but it might be a good spot to grab.

Sugar Hill - Sword finishes -settler in 10/grow in 6... might want that to become an Archer then worker

Spamalot worker completes -> barracks in 20 could be a waste of time as it is already 50% corrupt

Barb camp spotted in western mtns.
Load V-sword in galley - move to chain point1
Warrior fortifies on next city location - near tundra but close for connections and grassland as well

Construction in 1 change slider to 50% -- 74gold +3gpt

IBT some korean workers move


290BC or 270 BC
I have no idea what happened here or there... I hate this!!!!!!!

Archer attacks rSpear in Madras -dies and promotes spear
Archer attacks and dies
Archer attacks and dies

The ship chain doesn't make a lot of sense as I would have to wait an entire turn after moving 2 squares to be able to move the swords to the next ship I just sail past and will land at OC

next turn. When we are attacking further to the west it will work

Construction completes Monarchy in 11 w/ -8gpt at 100% science while we can - need to watch this

IBT
Trondheim riots - too crowded switch cat to worker
Bergen riots - too crowded
Twofer Town riots... too crowded...whatever


250BC
Discovered the river that was hidden by jungle - doesn't matter another archer dies when not across river.
archer pillages dyes at Madras (I did warn y'all that the RNG's hate me big time.)
3 archers left - Wake healed Algernon and send him to Madras
Drop Vswords at Karachi
Elite Sam kills barb warrior (2/5hp remain)
the Mayans complete The Oracle.


IBT
Barb approaches our southern territory
Indians do nothing

230BC

Trond still in disorder - worker built (had the shields in the box from) switch to settler and

send worker to form worker pair, I should have built them sooner but I was concentrating on combat units instead of controlling growth.
VSword attacks rSpear and wins/promotes->3/5hp (archer takes shot - it was so quick I did not see his level)
VSword attacks next r spear - dies. spear @2/3hp but does not promote
Disperse Western barb camp 25 gold founds a new Chair at our Pointy Stick University.
Sam retreats to heal

IBT Babylon drops off Vwarrior near Sacred Cow - comes from east of course
India sends 2 R warriors to Sacred Cow from SW
Archer from Karachi attacks our sword - dies and our sword promotes to elite (3/5hp)

210BC
Redirect swords to deal with warrior infestation
Bloodbath takes out V.war. (3/5hp)
Ferguson takes out 1 Indian R.War (4/5hp)

send rGalley 02 to attack Bab galley- sink it but no promotion
Drop off cat and sword outside Karachi
Try to send Galley 04 back to chain location but did not check movement- stopped in sea sq. ---let's hope our seafaring trait will save us.
Archers are just fortified outside Madras. we need someone else to fix this mess.

I did do a quick check on CA II and switching to monarchy will cost us -28 gpt -> 20 gpt for unit costs alone. However we will have it available if we ever get production going at home.
Archer continues to clear barb camp (now 3/5 hp)

barb warrior attacks (southern) dies, no promotion for our R war.

move two workers to Bus Stop to speed up connections
Found Thermals - worker in 10/ grows in 10
Send Settler from Bergen to Bus Stop in anticipation of founding a city 3 tiles SE of Bus Stop (on plains tile to save grass tile.) Will move wounded warrior to that spot to heal. I think

we need to start claiming that area soon.
A quick check of the histograph shows us to be as powerful as most

MAd. says

compared to India - Strong (even after I decimated our forces)
Compared to Babylon - Strong
Compared to Ottomans - Average
Compared to Koreans --Strong

IBT
India Rwar attacks and kills Bloodbath ->promotes
Barb galley approaches our curragh
our Galley does die in trecherous waters (I warned y'all)

190BC
curragh attacks barb - wins no promotion
bombard Karachi- fails
Archer clears barb camp 25 gold ( another Chair is founded in our P.S.U.)
Morning Mood completes worker starts another - we are going to have to secure that city soon as a barb uprising will strike there fer shure.
New sword attacks R spear in Karachi - he's dead too.(not a mark on the spear) Have 3/5 sword protecting our only Cat.

Send Galley 02 back to his position in the chain

Handing it over - I have killed enough of our people for 100 turns.

Research: Monarchy in 10
Economy: 95 gold, -8 gpt (we can still afford full science if we wish)
Government: Despotism


City Builds:
Trondheim (7): settler in 2, grows in 10.
Bergen (4): spear in 4, grows in 4.
Twofer Town(2) settler in 3, no growth (undefended ).
Champion City (2): Spear in 7, grows in 5.
Nice Brown City(2) Vspear in 2, grows in 6.
Sugar Hill (2): settler in 5, grows in 1.
Hooray!(2): Vsword in 6, No growth.
Bus Stop (3) settler in 4, grow in 1.
Sapamalot (1): Rax in 15, grow in 5.
Morning Mood(1) Worker in 10, grow in 10. (undefended)
Sacred Cow [O.C.] (1): barracks in 11, grows in 5
Thermals (1): worker in 10 grows in 10


Military:
Barracks- 6
Rax builds - 2
No Rax cities - 6

Settler 01 - 4 in production I think
Workers 12 - 1 in production
Warrior 12
Cats-Arty 01
Archers 04 (lost 5 of them:eek:)
Swords 02 - 1 in production (lost 3 of them)
Spears 02 - 3 in production
Curragh 01
Galleys 03

As I have mentioned before; I find it very difficult to prepare these reports in this little space so if you have any questions please ask.

Is there anything you want to see in a pic. I have some but don't know which to post.
 

Attachments

Our current land area and development...

Spoiler :
landview.jpg




We are still a powerful nation in overall consideration:

Spoiler :
power1.jpg



I find it very interesting that Korea has 8 cities in that small area - they will likely start wandering our way soon. Korea is tied with us for last place:(
Spoiler :

Korea.jpg

 
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