Ruff02 - Concurrent Succession Game

My preliminary vote has to be shared between two of the saves. Ruff's and pholk's are just a smidgen ahead of knupps so far, in my estimation. A question for pholk - are you close to circumnaviagation? If so, it seems to me that yours is the only save without an egyptian presence on our landmass, so that would win my vote. Other than that I think it will take me another look through to decide.
 
Mutineer said:
Problem with commenting and 20 turns steps is that longer planing results are not visible yet.
Second problem that I feel you many voite and decision come from idea choising no my save, not choising the best save.

For example: In my previous save all Markets/baraks were allredy build befor I let cities to grow. That slow my research a bit, but was preparation for next 20-40 turns when this sacrify pay for itself.
When turns are measured not by long term plan, but by current state long turm plan will not be apriciated and wrong conclusion will be drafted.
When I look on provided save it become clear that it is not posible to use a big plan I used of whipe structures in Orgonised religiong/small cities and grow and run specialists in Pacifism then revolt to Nationalism to draft army for fast conquest.

For all practical reasons we allredy won this game, so this inprecision would not be matter, but I am unable to demonstrate advantages of long turm planing and why doing thinks this way is more optimum.

On other hand, no one propouse long turm plan or explain why they doing think they do linked to there long term planing.
Then difference become a luck or different micromanagment.

for example, whipping:

I whip food ritch cities every time I need to produce setler or I can whipe or building as soon as it is posible. Reason: they are best way to increase our production, I can hire a lot of specialists with out castle system the moment I switch to pacifism, I am allredy have barak and happiness buildings for wars and drafting futher of.
In short my actions at that moment prepare my actions 20-40-60 turns ahead. That made for me to imposible to comment on other people saves, as no one stated there plan for next 20-40-60 turn. No one specify how they intend to build military, how fast and in what amount if they intend to go to war or what is purpouse of there peacefull development.

It still work on low level, up to Monarch, but not in higher level or from every starting position.

Many people who win on emperor or even higher do have plan, but it is often very narrow plan, like praetorians rush or something simular and if terran and situation does not sute it they reroll or lose.

Now there is additional problem as people take my point of view offencive, then the only think I want to do and try to do is to explain this main point.
perhaps its the language barrier, but it seems that what you'd like is, either to play every set of turns (see your earlier post about another unofficial save ~ do show what you would've done i presume) OR have everyone follow the strategy that you set forth.

Everyone grabbed the save and played the best turns from there. They made their moves based on what they thought was a good strategical direction. Now, just b/c it's not the direction you would've chosen, or even the one you were 'setting us up' for, that doesn't invalidate the results or the strategy/direction that others have chosen.

I don't want to be the BEST civ player there is. i just want to play an SG w/some easy-going, friendly folk and learn a few things along the way ~ you make it quite hard to do this w/your constant negative attitude. You chalk it up to the language barrier, but i've read some of the other games you're in and it's more of the same negativity and criticism (not the constructive kind) ~ for examples, see the game you wanted to resign from b/c no one else was following the directives you gave them. Sorry to thread-jack and rant, but this is getting ridiculous ~ the request to submit unofficial turns was a little too much.

@ Chriseay ~ no, I am not near it and didnt' try for it after it looked like egypt had no galley access for farther west. And I DO have an egyptian presence on the island ~ el-amarna settled on teh same spot it did in Kunpps pic. I regret most not having theo on for the units i built, but it can't be helped.

@
 
pholkhero said:
@ Chriseay ~ no, I am not near it and didnt' try for it after it looked like egypt had no galley access for farther west. And I DO have an egyptian presence on the island ~ el-amarna settled on teh same spot it did in Kunpps pic. I regret most not having theo on for the units i built, but it can't be helped.

@

Pholk, thanks for the answers. I guess I must have completely missed the egyptian city! :blush:

Oh, and agreed completely that this is getting a tad bit ridiculous. See my post from last week.....though, admittedly I had had a few that night. :beer:
 
I think i have to go w/Ruff's save. Though I like the amt of units i have ready to go, Kara can crank them out (plus w/Theo engaged they'll have an extra level ~ :smoke: on my part w/that) AND he's going to have the nav bonus, which is primo, imo ~
 
First off, my vote goes to Ruff. Circumnavigation is a huge bonus in my books and in general I find his save more appealing. I am a little concerned at Hatty's more advanced culture on our southern tip as compared to other saves tho.

Mutineer said:
Problem with commenting and 20 turns steps is that longer planing results are not visible yet.
Second problem that I feel you many voite and decision come from idea choising no my save, not choising the best save.
When I'm examining the saves, I look at what I believe to be the best point. I do not take into account who ran that particular set of turns. I stand behind each of my choices. If you believe that the rest of us in this thread are out to get you or somehow ignore you, then perhaps this style of play is not for you.


When turns are measured not by long term plan, but by current state long turm plan will not be apriciated and wrong conclusion will be drafted.
When I look on provided save it become clear that it is not posible to use a big plan I used of whipe structures in Orgonised religiong/small cities and grow and run specialists in Pacifism then revolt to Nationalism to draft army for fast conquest.
Please correct me if I'm wrong, but in SGs since there is a different person playing the game every 10-20 turns, part of the challenge is trying to keep some sort of long term plan in place while still allowing each member to add their own flavor.

For all practical reasons we allredy won this game, so this inprecision would not be matter, but I am unable to demonstrate advantages of long turm planing and why doing thinks this way is more optimum.
Since you believe we've already won this game, then perhaps there's no need for you to play. If instead you want to conduct a teach course on the relative advantages of certain strategies, you'd be better starting a new game and asking for folks to join up that want to be taught.


In short my actions at that moment prepare my actions 20-40-60 turns ahead. That made for me to imposible to comment on other people saves, as no one stated there plan for next 20-40-60 turn. No one specify how they intend to build military, how fast and in what amount if they intend to go to war or what is purpouse of there peacefull development.
I'm sorry that we are unable to provide a report that is up to your high standards. I know I'm not an expert player. If I am unable to convey my plan then I apologize. However if you are the experienced/advanced player that you purport to be, shouldn't you be able to see/understand much more from my position? Just because I'm not going the route you would prefer doesn't make it wrong from the start.

Many people who win on emperor or even higher do have plan, but it is often very narrow plan, like praetorians rush or something simular and if terran and situation does not sute it they reroll or lose.
1) This isn't emperor.
2) We chose not to have a narrow plan from the start
3) I entered this SG to learn from multiple viewpoints, not have one forced down my throat over and over.

Now there is additional problem as people take my point of view offencive, then the only think I want to do and try to do is to explain this main point.
I don't think your point of view is offensive. I think the way in which you interact with us is far too self superior for my taste.

You have stated in previous posts that "everyone was wrong and here's proof that I did better" (April 21). On May 4 you decided that it was one of our players was being disrespectful for posting late even tho they posted on time. So you attacked someone solely because they were in a different timezone.

Your most recent post continues this escalation of talking down to the rest of the SG crew.


Yes, there has got to be some misunderstanding due to English not being the primary language for all of us, however even if I go back and reread what you have posted recently with that in mind.... it still comes across as arrogant and self righteous.

Mutineer you have taught me some new techniques and tips in the early parts of this game and I'm sure that you have many more interesting and wise points to make. IF you can't lower yourself to playing with us instead of telling us how wrong we are, then perhaps this is the wrong SG for you.
 
Lurker's comment:

@bobrath

:clap: I had stopped lurking this SG for precisely the frustrations you point out.

@mutineer:

Perhaps your intention is to coach the rest of this group and aide all in CivIV gameplay. However, you need to realize that each person has his own style. This is a strategy game, seldom having one direction that is "more right" than all the others.

You've carried an attitude of arrogance and unyielding determinism to degrade every one of your teammates through this and every other SG I've read of yours.

Your responses are, at the very least, uncalled-for and, at times, hurtful.

If you are this aggrivated by your teammates' lack of desire to play your perfect game then I suggest you abandon SGs and try your luck at Hall of Fame and Game of the Month tournaments.

Those challenges are probably better suited to your tastes. In the meantime, please be advised that I've adjusted my forum settings to ignore any further posts of yours.
 
Mutineer said:
Problem with commenting and 20 turns steps is that longer planing results are not visible yet.
Mutineer, you make some very good points here and do seem to be able to map out a structure approach spanning more than 20 turns. One of the issues with SGs is that you need to pass this plan onto the next person (and accept it if they totally ignore it - part of the fun of playing with other people).

I re-read your report (here) and didn't see any of the fine points that you made in the above post. You mentioned them quickly in passing. If you want to make the case for the long term planning you have made during your rounds and while it will reap benefits down the track, you must make it as part of your post discussing your turns.

A strong part of this SG is learn to communicate the good points of your appoarch and why it is good.

I see that most people are leaning towards my save. I must admit that I just didn't have a purpose during the 20 turns. I couldn't seem to work out where I was driving and, consequently, jumped around a fair bit. I didn't even think about the Lib SG - I expect that it is gone (and well gone) given the other techs that we have seen researched by the people we haven't even met yet. My major concern is that when we do meet them, we will find that they already have fighters and tanks (lol).
 
Its Voting Time!
pholkhero - votes for Ruff
bobrath - votes for Ruff
Mutineer
chriseay - is trying to split his vote - pls select 1 (ends up with ruff)
Spinoza - mia
knupp715
Ruff_Hi
radiopill - votes for ruff

Candidates
pholkhero
knupp715
Ruff_Hi
 
Originally Posted by Mutineer
Problem with commenting and 20 turns steps is that longer planing results are not visible yet.
Second problem that I feel you many voite and decision come from idea choising no my save, not choising the best save.

No comment...:coffee:

Now for the vote... If I had played this turnset, my turnset would have seen pretty similar to knupp's...
But I really like the way pholkero's has taken, preparing us for the war with Hatty and keeping in sight the goal for Lib'...
Ruff's saves deviates a little more of this goal, but his war preparation (Theocraty...) and the circumnavigation bonus (almost...) are a plus compare to pholk's save...

So my vote goes to Ruff, hopefully we still can grab Lib', and with the macemen of CS, Hatty will be history soon...:mischief:
 
Ok, but don't yell at me if you find the swords all up and down the mainland. I just sent them all S, not like I had any idea or plan.
 
And here are the two groups (randomly selected as per usual)

Group 1
radiopill
chriseay
Mutineer
Ruff_Hi

Group 2
bobrath
pholkhero
Spinoza - mia
knupp715

Any lurkers want to get in on the fun since Spinoza is MIA?
 
I have to admit that both Ruff's and Pholk's save was better than mine. I had no goal that I was driving towards.

:lol: I'm always late for the voting. I also vote for Ruff. His work towards circumnavigation is enough to sway my vote.
 
My official voite will go to Riff.
He was resonable systematical in his drive to Maceman and getting around the world.
In addition he did whipe critical building.
 
Here is my turnset... 20 turns as always.

Spoiler :
Turn 180 (1200 AD)
Karakorum begins: Archer
Delhi begins: Archer
Delhi finishes: Archer
Turfan finishes: Harbor
Karakorum finishes: Archer
Calcutta grows: 9
Calcutta finishes: Courthouse:whipped:
Lahore finishes: Courthouse:whipped:
Karachi grows: 6
Karachi finishes: Swordsman

I meet Alex, he don't like us, but it's not a threat...

Turn 181 (1210 AD)
Delhi begins: Galley
Turfan begins: Barracks
Karakorum begins: War Elephant
Calcutta begins: Market
Lahore begins: Lighthouse
Karachi begins: Catapult
Archer promoted: City Garrison I
Archer promoted: City Garrison II
Galley II (Galley) promoted: Combat I
Contact made: Greek Empire
Archer promoted: City Garrison I
Archer promoted: City Garrison II
Turfan grows: 13
Karakorum finishes: War Elephant

Turn 182 (1220 AD)
Karakorum begins: War Elephant
Buddhism has spread: El-Amarna (Egyptian Empire)
Bombay finishes: Buddhist Missionary
Madras grows: 13
Calcutta grows: 10

Turn 183 (1230 AD)
Research begun: Education
Bombay begins: Granary
Contact made: Incan Empire
Delhi finishes: Galley
Turfan finishes: Barracks:whipped: problem of happiness solved
Karakorum finishes: War Elephant
Calcutta grows: 11
Lahore grows: 6

Turn 184 (1240 AD)
Delhi begins: Galley
Turfan begins: War Elephant
Karakorum begins: War Elephant
Galley promoted: Combat I
Madras finishes: Courthouse:whipped:
Turfan grows: 12
Karakorum finishes: War Elephant
Calcutta grows: 7
Calcutta finishes: Market:whipped:
Karachi grows: 7

Turn 185 (1250 AD)
Madras begins: Buddhist Monastery
Karakorum begins: Pikeman
Calcutta begins: Buddhist Temple
Delhi finishes: Galley
Karakorum grows: 11
Karachi finishes: Catapult
Kolhapur grows: 4

Circumnavigation done, thx Ruff
civ4screenshot00001kt.jpg

civ4screenshot00017ld.jpg


Turn 186 (1260 AD)
Delhi begins: Catapult
Karachi begins: Courthouse
Contact made: Russian Empire Peter as hopeless as Alex...
Delhi begins: Caravel
Madras grows: 12
Turfan grows: 13
Bangalore grows: 7
Karakorum finishes: Pikeman
Calcutta grows: 8

Islam FIADL by HC if I remember right...

Turn 187 (1270 AD)
Karakorum begins: Pikeman
Galley promoted: Combat I
Calcutta grows: 9

Turn 188 (1280 AD)
Buddhism has spread: Jaipur
Delhi finishes: Caravel
Bombay's borders expand
Karakorum finishes: Pikeman
Kolhapur's borders expand

Turn 189 (1290 AD)
Delhi begins: Catapult
Karakorum begins: Maceman
Archer I (Archer) promoted: City Garrison I
Caravel promoted: Combat I
Turfan grows: 14
Karakorum finishes: Maceman
Calcutta grows: 10
Lahore finishes: Lighthouse
Karachi grows: 8

I asked hatty for a tribute... she agreed thanx for the uprade of my CR3 axemen to a macemen...

Turn 190 (1300 AD)
Karakorum begins: Maceman
Lahore begins: Market
Swordsman II (Swordsman) promoted: City Raider I
Swordsman IV (Swordsman) promoted: City Raider I
Swordsman IV (Swordsman) promoted: City Raider II
Axeman promoted: Combat II
Delhi finishes: Catapult
Madras grows: 13
Turfan finishes: War Elephant
Cai Lun (Great Engineer) born in Karakorum GP not used yet up for the next player...

civ4screenshot00022zl.jpg


Ok, no problem HC, cancel deals with Hatty and declare war...

Turn 191 (1310 AD)
Research begun: Liberalism
Delhi begins: Caravel
Turfan begins: Aqueduct
Swordsman II (Swordsman) promoted: City Raider II
Axeman loses to: Egyptian Axeman (0.50/5)
Swordsman defeats (6.00/6): Egyptian Archer
Swordsman defeats (6.00/6): Egyptian Axeman
Captured Hieraconpolis (Hatshepsut) :D
Catapult I (Catapult) promoted: Barrage I
Catapult I (Catapult) promoted: Accuracy
War Elephant promoted: Combat I
War Elephant promoted: Combat II
Axeman promoted: City Raider I
War Elephant promoted: Combat I
War Elephant promoted: Combat II
Swordsman III (Swordsman) promoted: City Raider I
Swordsman III (Swordsman) promoted: City Raider II
Swordsman I (Swordsman) promoted: Combat I
Swordsman I (Swordsman) promoted: Cover
Swordsman V (Swordsman) promoted: City Raider I
Swordsman V (Swordsman) promoted: City Raider II
Swordsman VI (Swordsman) promoted: City Raider I
Swordsman VI (Swordsman) promoted: City Raider II
Swordsman promoted: City Raider I
Swordsman promoted: Combat I
Bombay finishes: Granary
Karakorum finishes: Maceman
Calcutta grows: 11
Lahore grows: 7
Kolhapur grows: 5

Turn 192 (1320 AD)
Bombay begins: Market
Karakorum begins: Catapult
War Elephant promoted: Combat I
War Elephant promoted: Combat II
Delhi grows: 15
Karakorum finishes: Catapult
Karachi grows: 9
Galley loses to: Egyptian Caravel (1.98/3)

Turn 193 (1330 AD)
Karakorum begins: Maceman
Caravel defeats (2.49/3): Egyptian Caravel
Catapult promoted: Barrage I
Catapult promoted: Accuracy
War Elephant loses to: Egyptian Crossbowman (3.48/6)
War Elephant defeats (3.92/8): Egyptian Crossbowman
Maceman defeats (8.00/8): Egyptian Crossbowman
Swordsman defeats (2.94/6): Egyptian Archer
Swordsman defeats (4.08/6): Egyptian Archer
Swordsman defeats (1.20/6): Egyptian Archer
War Elephant defeats (5.76/8): Egyptian Horse Archer
Swordsman loses to: Egyptian War Chariot (0.20/5)
Axeman defeats (5.00/5): Egyptian War Chariot
Buddhism has spread: Thebes (Egyptian Empire)
Judaism has spread: Thebes
Buddhism has spread: Thebes
Captured Thebes (Hatshepsut) :woohoo:
Pikeman promoted: Combat I
Pikeman promoted: Medic I
Delhi finishes: Caravel
Turfan grows: 15
Calcutta grows: 12
Kolhapur finishes: Courthouse

Turn 194 (1340 AD)
Delhi begins: University
Kolhapur begins: Granary
Hieraconpolis begins: Courthouse
Caravel promoted: Combat I
Turfan begins: Theatre
Calcutta begins: Theatre
Bombay grows: 6
Bangalore finishes: Library
Karakorum finishes: Maceman
Calcutta grows: 10
Calcutta finishes: Theatre
Jaipur grows: 2

Turn 195 (1350 AD)
Bangalore begins: Buddhist Temple
Karakorum begins: War Elephant
Madras finishes: Buddhist Monastery
Bangalore grows: 8
Karakorum finishes: War Elephant
Calcutta's borders expand
Galley loses to: Egyptian Caravel (0.96/3)

Turn 196 (1360 AD)
Madras begins: Theatre
Karakorum begins: Maceman
Maceman defeats (3.52/8): Egyptian Archer
Swordsman defeats (4.08/6): Egyptian Spearman
War Elephant defeats (4.80/8): Egyptian War Chariot
Axeman defeats (2.15/5): Egyptian Catapult
Buddhism has spread: Memphis (Egyptian Empire)
Judaism has spread: Memphis
Buddhism has spread: Memphis
Captured Memphis (Hatshepsut) :woohoo:
Turfan finishes: Theatre
Karakorum grows: 12
Calcutta grows: 11
Calcutta finishes: Buddhist Temple

Turn 197 (1370 AD)
Calcutta begins: Forge
War Elephant defeats (5.60/8): Egyptian Archer
War Elephant defeats (5.52/8): Egyptian Crossbowman
Catapult promoted: Barrage I
Catapult promoted: Accuracy
Axeman promoted: City Raider II
Delhi finishes: University
Karakorum finishes: Maceman
Lahore grows: 8
Karachi grows: 10
Karachi finishes: Courthouse
Jaipur's borders expand

Turn 198 (1380 AD)
Research begun: Gunpowder
Delhi begins: Maceman
Karakorum begins: War Elephant
Karachi begins: Buddhist Temple
War Elephant promoted: Combat III
Karakorum finishes: War Elephant
War Elephant defeats (0.96/8): Egyptian Horse Archer

civ4screenshot00030uu.jpg


Liberalism is done, I grab Nationalism and go for Gunpowder...

Turn 199 (1390 AD)
Karakorum begins: Theatre
Calcutta grows: 12

Turn 200 (1400 AD)
Thebes begins: Theatre
Maceman defeats (6.80/8): Egyptian Archer
Catapult promoted: Barrage I
Catapult promoted: Accuracy

There is troop next to another small city of hatty in the north of thebes (not well defended), and I unhooked the 2 horses of hatty on her 2 small island to the east (good spot, a galley is on the way to reinforce some troops) and south-east (only 2 swordmen against crossbow so we can oly harrass her


 
Finished My turns
Spoiler :


T0 a lots of cities needed a good whip. In many replaces first courthouse to first granary.

It is my believe that for as optimum build order in new cities is:
Granary-courthouse-forge(Forge effect whips)-Ligthouse-market-library

We are 3 turns to civil service, decide to wait for it.
Spread Buddism to all Hatty cities, exept on our continent. we will raise them anyway.
Spread buddism to all our cities.

Turn 3
Civil service - Education
switched to burocracy/pacifism.
Hired a lot of specialists in food ritch cities. Even if they would not produce GP now, they will in next Pacifism boost.
Turn 4
Set Research to 0

Reason: I am expecting a GP from Karocorum soon, with a big chance to be a scientist. GS will offer education, so, I better collect money for research bost later why waiting for GP in Karokorum. Even if I will not get GS, nothing will change.

Turn4-11

Get around the world (+1 ship movement)
Get GS, Used it for Education
Education - Liberalism
Meat all civs, they all are backward.

Traded Philosofy+Constraction+Music for Pheodalism+hourseback riding

Turn 11-15 Liberalism-(Nationalism free tech)-Gunpowder

Turn 16 Gunpowder-Astronomy (for our map very important tech, let as to trade with other civs when we loose hatty as a trading partner.
Revolted to Nationalism/theocracy
Fired all specialists.
Whiped Universaty and some other building in food ritch cities to increase happiness limit for drafting.
Started to draft musket army.
Idea it to draft army befor war, so when War wareness start to hit unhappiness from draft start to dissititate.
Karokorum producing Cats.

Building wize - Very generous use of whip to build food ritch cities for basic infrastructure.
whiped 1 Uni and build 1 in Karokorum
Deli will finish Uni soon
Grow up Deli+Karokorum as fast as I can.
In new cities whiped Granaries-courhouses-forges.
Stick theaters for better Culture slider% effect for war wareness compensation and drafting.

In a few more turns we will be ready for war with Hatty.

She build one more city down on our contient. I advice to raise bouth of them and build our on Riff propoused location.

I would stay in Nationalism for a time, as a bit more drafting is posible when population grow in some cities.

Turn 20
Drafted 12 Muskets. Look at our power graf.
Moved 5 of them near to island city down south. I believe it is the only hatty source of houses. We have only one Galey near by, but it should be enogth.

 
We are really rocking. I circumnavigated the world and got the +1 bonus for our ships. I revolted to organized religion - +25% hammers in buildings. I also met the following:
  • Greek Empire
  • Incan Empire
  • Russian Empire
Are there any others? My fear that one or more of them would be super advanced was certainly mis-placed. We are the current leader and we are actually dragging the people we know along with us.

Ruff02-sc-007.jpg


We also have the Taj-Mahal being built in Karakorum - due in 2 turns. Did someone say Golden Age? I would love to see that - gold, beakers, hammers coming out of our ears!

I have positioned troops out the West point for the coming invasion of Egypt. The only issue is we don't have horses and we are really close to calvary. Egypt does have horses (Germany too) and we will take those away soon. I am currently building archers to free up our City Raider III axes (soon to be maces) from city garrison duty. In this light - don't obtain Feudilism as then we lose the abilty to make 25 hammer archers - have to make 50 hammer longbows instead.

I have two swords (unpromoted) and one City Raider III axe (upgrade to mace) down south to take out the Egyption city (they have 1 archer and 1 axe). The other troops are either heading to cities (if archer) to replace garrison axes / maces or heading towards the embarkation point (West of Delhi). We have 3 or 4 galleys to act as troop transport.

We popped a GP scientist at Karakorum and built an acadamy at Delhi.

I whipped courthouses, grainaries, forges, etc where I could. All food tiles are developed in all cities (ie netted, farmed, etc). I actually ran out of worker activities and set some to auto.

On the tech front, I researched or traded the following:
  • Civil Service
  • Horseback Riding (trade with Huayna)
  • Nationalism
  • Education

I also put 1737 beakers into the 2093 beaker worth tech of Liberalism - as we are generating about 500 or more beakers per turn, this is only 1 turns worth of research. I then swapped to gunpowder thsu delaying the decision of 'free tech' that we have to make on liberalism.

Ruff02-sc-006.jpg


I marked in purple the techs that we can research without Feudilism. I would wrap up some other techs prior to finishing Liberalism and selecting our free tech - warning: you must check every turn to see if any other civ has education - if they do, finish Liberalism that turn and take the tech you want.

What is the best free tech?

We must make major use of the spiritual trait - revolt back and forth to the civics required. The only downside is that you cannot revolt within 5 turns of your prior revolt. Does anyone have any suggestions on making the most use of civics? We can afford any civic trait we want to go with.

Other screen shots ...
Ruff02-sc-008.jpg


Ruff02-sc-005.jpg





Spoiler log :

----------------------------New entries----------------------------
Turn 180 (1200 AD)
Ruff_Hi: Revolt to organized Religion
Madras finishes: Courthouse
Turfan finishes: Harbor
Calcutta grows: 10
Calcutta finishes: Courthouse
Lahore finishes: Courthouse
Karachi grows: 6
Karachi finishes: Swordsman

IBT:

Turn 181 (1210 AD)
Contact made: Greek Empire
Madras begins: Barracks
Turfan begins: Aqueduct
Calcutta begins: Theatre
Lahore begins: Barracks
Karachi begins: Courthouse
Delhi finishes: Buddhist Missionary
Bombay finishes: Buddhist Missionary

IBT:

Turn 182 (1220 AD)
Delhi begins: Catapult
Bombay begins: Settler
Tech learned: Civil Service
Madras grows: 11
Calcutta grows: 11

IBT:

Turn 183 (1230 AD)
Contact made: Incan Empire
Research begun: Nationalism
Calcutta finishes: Theatre
Lahore grows: 6

IBT:

Turn 184 (1240 AD)
Calcutta begins: Forge
Bangalore finishes: Library
Karakorum grows: 11
Calcutta grows: 11

IBT:

Turn 185 (1250 AD)
Tech learned: Horseback Riding
Ruff_Hi: Trade Tech with Huayna
Bangalore begins: Barracks
Turfan grows: 13
Kolhapur grows: 4

IBT:
Islam founded in a distant land

Turn 186 (1260 AD)
Contact made: Russian Empire
Buddhism has spread: Jaipur
Calcutta grows: 12
Karachi grows: 7

IBT:

Turn 187 (1270 AD)
Madras grows: 12
Calcutta finishes: Forge
Kolhapur finishes: Courthouse

IBT:

Turn 188 (1280 AD)
Calcutta begins: Market
Kolhapur begins: Barracks
Kolhapur begins: Granary
Bombay's borders expand
Turfan grows: 14
Calcutta grows: 12
Lahore finishes: Barracks
Kolhapur's borders expand

IBT:

Turn 189 (1290 AD)
Lahore begins: Catapult
Delhi grows: 15
Calcutta's borders expand

IBT:

Turn 190 (1300 AD)
Tech learned: Nationalism
Karakorum grows: 12
Zu Chongzhi (Great Scientist) born in Karakorum
Kolhapur grows: 3

IBT:

Turn 191 (1310 AD)
Research begun: Education
Research begun: Military Tradition
Research begun: Feudalism
Research begun: Guilds
Research begun: Gunpowder
Research begun: Education
Ruff_Hi: Peter declares war on Bismark
Karakorum begins: The Taj Mahal
Madras finishes: Barracks
Bangalore finishes: Barracks
Calcutta grows: 13
Karachi finishes: Courthouse
Jaipur grows: 2

IBT:

Turn 192 (1320 AD)
Delhi finishes: Academy
Ruff_Hi: Acadamy @ Delhi
Madras begins: Settler
Bangalore begins: Catapult
Karachi begins: Catapult
Karachi begins: Work Boat
Turfan grows: 15
Lahore grows: 7
Karachi grows: 8

IBT:

Turn 193 (1330 AD)
Turfan finishes: Aqueduct
Bangalore grows: 7

IBT:

Turn 194 (1340 AD)
Turfan begins: Barracks
Delhi begins: Catapult
Bombay finishes: Settler
Calcutta grows: 11
Calcutta finishes: Market
Karachi finishes: Work Boat
Kolhapur finishes: Granary

IBT:

Turn 195 (1350 AD)
Bombay begins: Buddhist Missionary
Calcutta begins: Barracks
Karachi begins: Archer
Kolhapur begins: Archer
Delhi finishes: Catapult
Lahore finishes: Catapult
Jaipur's borders expand

IBT:

Turn 196 (1360 AD)
Lahore begins: Archer
Tech learned: Education
Turfan grows: 16
Jaipur grows: 3

IBT:

Turn 197 (1370 AD)
Research begun: Liberalism
Delhi grows: 16
Bangalore finishes: Catapult
Calcutta grows: 12
Karachi grows: 9
Karachi finishes: Archer

IBT:

Turn 198 (1380 AD)
Bangalore begins: Archer
Karachi begins: Archer
Turfan finishes: Barracks
Kolhapur grows: 3
Kolhapur finishes: Archer

IBT:

Turn 199 (1390 AD)
Archer II (Archer) promoted: City Garrison I
Turfan begins: Archer
Kolhapur begins: Barracks
Delhi finishes: Catapult
Bangalore's borders expand
Lahore finishes: Archer

IBT:

Turn 200 (1400 AD)
Archer IV (Archer) promoted: City Garrison I
Hyderabad founded
Delhi begins: University
Lahore begins: Archer
Hyderabad begins: Barracks
Hyderabad begins: Courthouse
Research begun: Feudalism
Research begun: Guilds
Research begun: Banking
Research begun: Economics
Research begun: Gunpowder
Buddhism has spread: Hyderabad
 
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