Sgotm 01 - C D Z

All quotes are from Thursday, June 1st

Originally posted by socralynnek
All of your calculations are wrong ...

City raider does not give the attacker a .2 bonus, but reduces the bonus of the defender by .2 ...

So Axe(Raider) vs Axe(fort)

is 5 vs (5 * (1+.25-.2))= 5.25

and

Axe(Raider) vx Axe (fort, hill)

is 5 vs (5 * (1+.25-.2+.25))=6.5

Or am I doing something wrong, too?

Originally posted by Samson[/i]
Originally posted by Beam
Axe with Combat I + 2 out of the box Archers + a mjammie Plato!
I have never done it, but someone on CFC talked about capturing great people. If we could it would be great, but since we shall have 2 turns of war before we take this city there is not much chance I guess. Hopefully they shall build an academy.

If we need more units I guess we have to wait. I think we are likely to get a little WW in our big cities after taking St. Pete so we do not want to be waiting around too long for renforcements.



Originally posted by Shabbaman
I think you can't capture great people. I've seen many in AI cities, but never captured them.

Originally posted by Beam
185AD: Silverado founded. Declare ware and move 4 pults, 4 Axes and 3 WCs to the jungle hill.

200AD: Cathy moves an additional Axe, Horse and Pult in St.P. 40 > 16% city defenses.

IBT: Cathy pult attacks and dies on an Axe. We suffer collateral damage.

215AD: Axe gets 2nd City Raider promotion [lol] City defenses to 0, nothing else cause some units need healing. 3 cities completed units and are building swords.

230AD: Cathy moves Horse and Axe to CF. Time to attack.
- City raider pult attacks Archer with 20.6% success and wins! [lol]
- Barrage pult dies on Axe.
- City raider pult attacks 2nd Archer and wins! 2 damaged units left in St.P
- Barrage pult kills wounded Chariot.
- WC kills heavily wounded Axe and takes St. P plus 121 gold. [party] Eat this Cathy.

Looks easy but that first pult winning makes a huges difference.

Mean time galley has located India just W of Russia and N of Persia.

WC wins a bad odds battle vs. Cathies horse. This must be my lucky day. Last available WC beats invading Axe and we got both St.P and secured the area.

Going to finish turns now. [:)]

Originally posted by Shabbaman
Originally posted by Beam

230AD: Cathy moves Horse and Axe to CF. Time to attack.
- City raider pult attacks Archer with 20.6% success and wins! [lol]
- Barrage pult dies on Axe.
- City raider pult attacks 2nd Archer and wins! 2 damaged units left in St.P
- Barrage pult kills wounded Chariot.
- WC kills heavily wounded Axe and takes St. P plus 121 gold. [party] Eat this Cathy.

Wow Beam, my attacks are never, ever that succesfull in the early game [worship]

Originally posted by Beam
245AD: Move / heal units.

IBT: Cathy sends one Horse to retaliate. Spear already on its way to St. P.

260AD: Healed WC kills Archer guarding horse pasture.

IBT: Spear kills attacking horse.

275AD: Currency is in, next tech to be decided. Sword build in CF.

Biggest issue is unhappiness and resulting lack of commerce. St.P will come out of revolt in 2 turns giving a gems and workers are on their way to connect the sugar.

The full log of the battle of St. Petersburg when I uploaded:

Code:
Turn 182, 230 AD: The enemy has been spotted near Copperfield!
Turn 182, 230 AD: CDZ's Catapult (5.00) vs Catherine's Archer (6.15)
Turn 182, 230 AD: Combat Odds: 20.6%
Turn 182, 230 AD: (Plot Defense: +25%)
Turn 182, 230 AD: (Fortify: +25%)
Turn 182, 230 AD: (City Defense: +50%)
Turn 182, 230 AD: (Hills: +25%)
Turn 182, 230 AD: (City Attack: -20%)
Turn 182, 230 AD: CDZ's Catapult is hit for 22 (78/100HP)
Turn 182, 230 AD: CDZ's Catapult is hit for 22 (56/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (82/100HP)
Turn 182, 230 AD: CDZ's Catapult is hit for 22 (34/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (64/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (46/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (28/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (10/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (0/100HP)
Turn 182, 230 AD: CDZ's Catapult has defeated Catherine's Archer!
Turn 182, 230 AD: CDZ's Catapult (5.00) vs Catherine's Axeman (7.20)
Turn 182, 230 AD: Combat Odds: 18.2%
Turn 182, 230 AD: (Extra Combat: +10%)
Turn 182, 230 AD: (Plot Defense: +25%)
Turn 182, 230 AD: (Fortify: +25%)
Turn 182, 230 AD: CDZ's Catapult is hit for 24 (76/100HP)
Turn 182, 230 AD: CDZ's Catapult is hit for 24 (52/100HP)
Turn 182, 230 AD: Catherine's Axeman is hit for 16 (74/100HP)
Turn 182, 230 AD: CDZ's Catapult is hit for 24 (28/100HP)
Turn 182, 230 AD: Catherine's Axeman is hit for 16 (58/100HP)
Turn 182, 230 AD: Catherine's Axeman is hit for 16 (42/100HP)
Turn 182, 230 AD: CDZ's Catapult is hit for 24 (4/100HP)
Turn 182, 230 AD: Catherine's Axeman is hit for 16 (26/100HP)
Turn 182, 230 AD: CDZ's Catapult is hit for 24 (0/100HP)
Turn 182, 230 AD: Catherine's Axeman has defeated CDZ's Catapult!
Turn 182, 230 AD: CDZ's Catapult (4.50) vs Catherine's Archer (4.61)
Turn 182, 230 AD: Combat Odds: 41.4%
Turn 182, 230 AD: (Plot Defense: +25%)
Turn 182, 230 AD: (Fortify: +25%)
Turn 182, 230 AD: (City Defense: +50%)
Turn 182, 230 AD: (Hills: +25%)
Turn 182, 230 AD: (City Attack: -20%)
Turn 182, 230 AD: CDZ's Catapult is hit for 21 (69/100HP)
Turn 182, 230 AD: CDZ's Catapult is hit for 21 (48/100HP)
Turn 182, 230 AD: CDZ's Catapult is hit for 21 (27/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (57/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (39/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (21/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (3/100HP)
Turn 182, 230 AD: CDZ's Catapult is hit for 21 (6/100HP)
Turn 182, 230 AD: Catherine's Archer is hit for 18 (0/100HP)
Turn 182, 230 AD: CDZ's Catapult has defeated Catherine's Archer!
Turn 182, 230 AD: CDZ's Catapult (4.50) vs Catherine's Chariot (2.64)
Turn 182, 230 AD: Combat Odds: 96.6%
Turn 182, 230 AD: Catherine's Chariot is hit for 23 (43/100HP)
Turn 182, 230 AD: Catherine's Chariot is hit for 23 (20/100HP)
Turn 182, 230 AD: Catherine's Chariot is hit for 23 (0/100HP)
Turn 182, 230 AD: CDZ's Catapult has defeated Catherine's Chariot!
Turn 182, 230 AD: CDZ's War Chariot (5.50) vs Catherine's Axeman (2.08)
Turn 182, 230 AD: Combat Odds: 99.8%
Turn 182, 230 AD: (Extra Combat: -10%)
Turn 182, 230 AD: (Extra Combat: +10%)
Turn 182, 230 AD: (Plot Defense: +25%)
Turn 182, 230 AD: (Fortify: +25%)
Turn 182, 230 AD: Catherine's Axeman is hit for 20 (6/100HP)
Turn 182, 230 AD: CDZ's War Chariot is hit for 19 (81/100HP)
Turn 182, 230 AD: Catherine's Axeman is hit for 20 (0/100HP)
Turn 182, 230 AD: CDZ's War Chariot has defeated Catherine's Axeman!
Turn 182, 230 AD: You have captured St. Petersburg!!!

http://gotm.civfanatics.net/saves/civ4sgotm1/CDZ_SG001_AD0275_01.Civ4SavedGame

Samson
bedhead
Beam
barbu -> UP
Shabbaman -> on deck
grahamiam
socralynnek

Originally posted by Samson
Just a little point, I am sure you know it. I would definatly give any cats that have 5+ exp. accuracy. Just about doulbe their effectifness at removing defensive bonus.

Originally posted by Shabbaman
I can't play until tomorrow morning I'm afraid. If anyone is able to finish a turnset before that, be my guest [:)]

EDIT: a Barbu's first, stupid crossposting madness...

Originally posted by Beam
Shabba, don't worry. barbu is up according to the schedule.

@Samson: I did not do all upgrades just to leave next player(s) with options as needed.

Edit: The only trade option is Curr. for Mono and Archery with Gandhi [scratch]

The world:

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Originally posted by barbu1977
Hurray, I get the chance to play. I'll Start play tonight

Originally posted by socralynnek
I thought bedhead would be up next, as he only wanted to swap with beam...

Anyway looks good. I guess, Civil Service with bureaucracy (and Maceman with Machinery(?) ) might be useful

Originally posted by barbu1977
I'm fine with letting beadhead go first.

Originally posted by Beam
I now see bedhead was unavailable until Thursday, I remembered weekend.

Imo techpath depends a bit how we want to play once Cathy is finished and assuming she will not get longbows (or get them when almost defeated) Maceman will be to late for this conquest. Persia is the most likely next candidate atm and a Mace / Longbow combo will be very useful. Depending if we meet other AI beyond India and Persia we might need Caravels to meet other AI but to early to tell now.

So Civil Service is fine with me being a good allround tech.

Originally posted by grahamiam
Nice work Beam! :thumbsup: Let's keep pushing into Russia. CS is a good tech for us, as a Bureaucracy + Hereditery Rule would let our Capital become pretty powerful.

Do we know who built the pyramids yet?

Originally posted by socralynnek
As I wrote in my last turnlog, Gandhi must have the Pyramids as he is running Universal Suffrage.

Originally posted by Samson
Originally posted by grahamiam
Nice work Beam! [thumbsup] Let's keep pushing into Russia. CS is a good tech for us, as a Bureaucracy + Hereditery Rule would let our Capital become pretty powerful.

Do we know who built the pyramids yet?
I think Gandi built the pyramids, so we cannot take them.

CS is OK, but what about going straight for optics. We get to build forges (2 extra happiness as well as the production boost), then crossbow men (OK against mellee, not really a city capture unit) and then get to meet and trade techs with everyone.

Originally posted by grahamiam
Metal Casting + Machinery is fine with me. After that, we can decide on CS or Optics, I guess.

Metal costs (450*1.5) = 675g
Machinery costs (700*1.5) = 1050g
CS costs (800*1.5) = 1200g
Optics costs (600*1.5) = 900g

Originally posted by Beam
Pyramids are with our permanent peace partner.

200661143328_270adwonders.jpg
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Indeed move on in Russia. I suggest to build a pult in CF to replace the lost one (3 turns) so in 4 turns we have a healthy mixed stack of about 12 to 14 units to move to Moscow.

I'll be out of home until sunday but will check once a day or so.


Originally posted by grahamiam
sorry, more spam :)

Since we are permenantly allied with India, do we share wonder benefits?

Originally posted by socralynnek
I think, we are not permanent allies, but only in locked peace. (means: we can't declare war)

Originally posted by Beam
Just had a look at the scoregraph at CFC. Although our curve is not very well visible 802 points at 270ad is where the circle is. We are nicely moving with the pack imo. [:)]

200661152233_sgotm_graph_2.php.jpg
88.47 KB[/size=1]


Originally posted by socralynnek
Yeah, looks good. I guess some were going after Cathy too fast and maintenance killed them...
It was a good decision to first develop our cities.

Originally posted by Shabbaman
Metal casting and machinery gives us a lot of options to improve further. I say: go!
 
275 a.d. Set research on metal casting. We didn't get to a clear conclusion, so I go for metal casting because it's a cheap tech compared to CS. Copperfield builds swordsman, building another. I move the idle axe near silverado to either BK or Theebs, for MP duty.

Frontline news: I see I get to spoil XP points. For the spear I decided on city raider I. What do you guys think of the medic upgrade?

290 a.d. Theebs build swords, working on another. Science to 20%, now at +6gpt.

320 a.d. BK build a courthouse, now working on a marketplace.

Frontline news: the stack moves to the hills next to Moscow. I see a spear/archer/settler combo moving east (most likely). Moscow has some tough defenses: 4 archers, 2 axes and a cat. This is going to hurt.

Frontline news: I'm sending a stack towards Moscow.

305 a.d. I get to decide what to build in St. Petersburg. It's working on a christian monastery, since I figure that we want to spread christianity anyway eventually.
Time for some worker action: I see riverside is going to grow in 3, but since that'll make an unhappy citizen I decide to build a mine on the plains hill, so we can avoid growth there. Building a road to silverado, building a plantation near Sweet Spot.

335 a.d. No attacks on the stack. Even better, one of the axes has fled. Moscow's defenses from 60% to 21%.

350 a.d. Hm. I said that Riverside should grow in 3, yet somehow it grew this turn. Bad play. I'm pretty sure it should grow next turn, so perhaps the war weariness kicked in and screwed up tile working? Pity.
Westbank makes a sword, starts on a cat.

Frontline news: Moscow's defenses are down. I wait with the attack so I can send extra catapults in.

365 a.d. I'm going to stop for now. The best chance our strongest unit (axe with double city raider) has against Moscow's toughest defender (archer with city defense) is a measly 21.7%, which, imo, is good enough to discuss what's next: I have bad luck with taking cities (read: I suck at warfare).



I've uploaded the save here:http://gotm.civfanatics.net/saves/civ4sgotm1/CDZ_SG001_AD0365_01.Civ4SavedGame
I'm willing to complete my turnset (if that's allowed by the rules) after some advice, but I'm OK if the next player finishes it.
 
June 5th

Originally posted by Beam
That's a nice stack near Moscow! Although odds seem not that good starting with 3 pult attacks will weaken the defense enough to improve the odds. Followed with WCs there are 6 units that could retreat while doing damage.

St. Peet is better helped with a courthouse as most of the commerce goes into nothing.

Fine with me if you complete the turnset, not sure if this fits with the sgotm rules [dunno]

Originally posted by grahamiam
bring the 2 swords down. They can take car of the GS1 archer and combat 1 Axe. Just give them the CR1 upgrade, and you may have to suicide the 2 cats (I thought we had more?).

also, for the medic 1 promotion, I usually use a severely underpowered unit that never attacks or an elephant as they seem nearly immune in the early game. However, medic1 is very necessary if we want to keep pushing S.

Originally posted by Shabbaman
Later I figured that CR is pointless on a spear anyway. I'll play when I get home tomorrow afer work, but if grahamian and/or bedhead want to play before that, please, be my guest.

Originally posted by grahamiam
I cannot play till tomorrow, too busy tonight (2 pbem demogames + 1 SG)

btw, kill the scout to the SW to gain some XP's (use a 4/5 unit [;)] In fact, you can rotate stack SW with the attacker if you want. Defenses on a forest are better than the hill.

June 6th
Originally posted by bed_head7
Nah, I'll let you finish up the set, Shabbaman.

Originally posted by BCLG100
I'd suicide the cats they'll do quite a bit of damage and always the outside chance that they'll withdraw(or even win). However i do think you should wait until the swords arrive and put your units in the forest (yes i appreciate im just repeating what others have said but its the right way to go)

Originally posted by Samson
I would use both cats. It is likely to leave us more units that way.
Definatly wait until the swordmen catch up. At the moment we have 6 good units and the spear against 7 units.
Do we have a medic yet? I would recomend the spear be a medic if it is not too late.
Are we building any more cats? It would be nice to have at least 1 for the other cities.

The monastry is a low priority. I would build something else (lib, courthoure or barracks).

Originally posted by Shabbaman
Originally posted by Samson
Do we have a medic yet? I would recomend the spear be a medic if it is not too late.

[cry]

Rub it in some more, will you?

Originally posted by socralynnek
We must be patient, if the spear once gets too City Raider VII, he will take every city on his own...

Originally posted by Shabbaman
Playing now.

365 a.d. Switch St. P. to courthouse. MM Clam Chowder so it finishes granary sooner. Worker starts on a cottage on floodplains near CC. Who irrigated that plains tile, and why?
Frontline news: swords takes the scout, goes to 5.3. Stack moves with it.

380 a.d. Theebs builds sword, starting on another. CF builds cat, starting on another.
Frontline news: sword gets CR2, bombard Moscow back to 0%

BTW, Fish 'n Chips is running on -2 food. It has 4 unhappy citizens. I propose we switch to a temple or a unit and whip that, to get that city productive again.

interturn: Cyrus offers 10g for construction. I say no.

395 a.d. The attack on Moscow begins. I see that they got an additional horse archer. Would the spear come in handy after all?
The most unbelievable event happens: a catapult. Takes. Out. A. Defending. Archer. What?
The next catapult withdraws. Good! The third one dies to an axe. The odds have changed considerably now. Sword is first, 98,4% v.s. archer and wins. Next sword takes down archer as well. Axe takes down horse archer. Axe takes down archer. Axe takes down axe. WC takes down spear (measly 64% chance). Next WC takes down catapult. Moscow is captured, and renamed appropiately Shabbagrad ;) I move in another WC and a sword. Moscow has an academy, good. I set science to 40%.

That's it.

200666163631_Civ4ScreenShot0001.JPG


Crap :cry: Where's the save, aargh!

Originally posted by Samson
Wow, very cool combat results, who was it that said they were unlucky? ;)

I guess that is just about Russias death kneal. Are they talking yet? Is it going to be worth leaving them 1 city for 10 turns for a tech or 2? The disadvantages are;

We get unhappiness in there old cities for 10 turns
We do not get to use that 1 city for 10 turns
We get an extra -1 diplo modifyer on each of his friends for a long time (the rest of the game?)

Originally posted by Shabbaman
For those interested in battlelogs:

Code:
Turn 193, 395 AD: CDZ's Catapult (4.65) vs Catherine's Archer (6.75)
Turn 193, 395 AD: Combat Odds: 8.0%
Turn 193, 395 AD: (Plot Defense: +25%)
Turn 193, 395 AD: (Fortify: +25%)
Turn 193, 395 AD: (City Defense: +70%)
Turn 193, 395 AD: (Hills: +25%)
Turn 193, 395 AD: (City Attack: -20%)
Turn 193, 395 AD: Your Catapult has caused collateral damage! (6 Units)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (70/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 16 (84/100HP)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (47/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 16 (68/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 16 (52/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 16 (36/100HP)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (24/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 16 (20/100HP)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (1/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 16 (4/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 16 (0/100HP)
Turn 193, 395 AD: CDZ's Catapult has defeated Catherine's Archer!
Turn 193, 395 AD: Your Catapult has destroyed a Archer!
Turn 193, 395 AD: CDZ's Catapult (5.00) vs Catherine's Archer (6.75)
Turn 193, 395 AD: Combat Odds: 16.5%
Turn 193, 395 AD: (Plot Defense: +25%)
Turn 193, 395 AD: (Fortify: +25%)
Turn 193, 395 AD: (City Defense: +50%)
Turn 193, 395 AD: (Hills: +25%)
Turn 193, 395 AD: Your Catapult has caused collateral damage! (6 Units)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (77/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 17 (83/100HP)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (54/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 17 (66/100HP)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (31/100HP)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (8/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 17 (49/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 17 (32/100HP)
Turn 193, 395 AD: Your Catapult has withdrawn from combat with a Archer!
Turn 193, 395 AD: CDZ's Catapult (4.35) vs Catherine's Axeman (5.60)
Turn 193, 395 AD: Combat Odds: 23.6%
Turn 193, 395 AD: (Extra Combat: +10%)
Turn 193, 395 AD: (Plot Defense: +25%)
Turn 193, 395 AD: (Fortify: +25%)
Turn 193, 395 AD: (City Attack: -20%)
Turn 193, 395 AD: Your Catapult has caused collateral damage! (5 Units)
Turn 193, 395 AD: Catherine's Axeman is hit for 17 (63/100HP)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (64/100HP)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (41/100HP)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (18/100HP)
Turn 193, 395 AD: Catherine's Axeman is hit for 17 (46/100HP)
Turn 193, 395 AD: Catherine's Axeman is hit for 17 (29/100HP)
Turn 193, 395 AD: CDZ's Catapult is hit for 23 (0/100HP)
Turn 193, 395 AD: Catherine's Axeman has defeated CDZ's Catapult!
Turn 193, 395 AD: Your Catapult has died trying to attack a Axeman!
Turn 193, 395 AD: CDZ's Swordsman (5.94) vs Catherine's Archer (3.16)
Turn 193, 395 AD: Combat Odds: 98.4%
Turn 193, 395 AD: (Plot Defense: +25%)
Turn 193, 395 AD: (Fortify: +25%)
Turn 193, 395 AD: (City Defense: +50%)
Turn 193, 395 AD: (Hills: +25%)
Turn 193, 395 AD: (City Attack: -55%)
Turn 193, 395 AD: Catherine's Archer is hit for 24 (38/100HP)
Turn 193, 395 AD: CDZ's Swordsman is hit for 16 (83/100HP)
Turn 193, 395 AD: CDZ's Swordsman is hit for 16 (67/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 24 (14/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 24 (0/100HP)
Turn 193, 395 AD: CDZ's Swordsman has defeated Catherine's Archer!
Turn 193, 395 AD: Your Swordsman has destroyed a Archer!
Turn 193, 395 AD: CDZ's Swordsman (6.00) vs Catherine's Archer (3.62)
Turn 193, 395 AD: Combat Odds: 94.9%
Turn 193, 395 AD: (Plot Defense: +25%)
Turn 193, 395 AD: (Fortify: +25%)
Turn 193, 395 AD: (City Defense: +50%)
Turn 193, 395 AD: (Hills: +25%)
Turn 193, 395 AD: (City Attack: -30%)
Turn 193, 395 AD: CDZ's Swordsman is hit for 17 (83/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 22 (40/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 22 (18/100HP)
Turn 193, 395 AD: CDZ's Swordsman is hit for 17 (66/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 22 (0/100HP)
Turn 193, 395 AD: CDZ's Swordsman has defeated Catherine's Archer!
Turn 193, 395 AD: Your Swordsman has destroyed a Archer!
Turn 193, 395 AD: CDZ's Axeman (5.00) vs Catherine's Horse Archer (2.93)
Turn 193, 395 AD: Combat Odds: 96.4%
Turn 193, 395 AD: (City Attack: -45%)
Turn 193, 395 AD: Catherine's Horse Archer is hit for 23 (48/100HP)
Turn 193, 395 AD: Catherine's Horse Archer is hit for 23 (25/100HP)
Turn 193, 395 AD: Catherine's Horse Archer is hit for 23 (2/100HP)
Turn 193, 395 AD: Catherine's Horse Archer is hit for 23 (0/100HP)
Turn 193, 395 AD: CDZ's Axeman has defeated Catherine's Horse Archer!
Turn 193, 395 AD: Your Axeman has destroyed a Horse Archer!
Turn 193, 395 AD: CDZ's Axeman (5.00) vs Catherine's Archer (1.96)
Turn 193, 395 AD: Combat Odds: 99.6%
Turn 193, 395 AD: (Plot Defense: +25%)
Turn 193, 395 AD: (Fortify: +25%)
Turn 193, 395 AD: (City Defense: +50%)
Turn 193, 395 AD: (Hills: +25%)
Turn 193, 395 AD: (City Attack: -20%)
Turn 193, 395 AD: Catherine's Archer is hit for 22 (10/100HP)
Turn 193, 395 AD: Catherine's Archer is hit for 22 (0/100HP)
Turn 193, 395 AD: CDZ's Axeman has defeated Catherine's Archer!
Turn 193, 395 AD: Your Axeman has destroyed a Archer!
Turn 193, 395 AD: CDZ's Axeman (5.00) vs Catherine's Axeman (2.03)
Turn 193, 395 AD: Combat Odds: 99.7%
Turn 193, 395 AD: (Extra Combat: +10%)
Turn 193, 395 AD: (Plot Defense: +25%)
Turn 193, 395 AD: (Fortify: +25%)
Turn 193, 395 AD: (City Attack: -20%)
Turn 193, 395 AD: (Combat: -50%)
Turn 193, 395 AD: (Combat: +50%)
Turn 193, 395 AD: CDZ's Axeman is hit for 19 (81/100HP)
Turn 193, 395 AD: Catherine's Axeman is hit for 21 (8/100HP)
Turn 193, 395 AD: Catherine's Axeman is hit for 21 (0/100HP)
Turn 193, 395 AD: CDZ's Axeman has defeated Catherine's Axeman!
Turn 193, 395 AD: Your Axeman has destroyed a Axeman!
Turn 193, 395 AD: CDZ's War Chariot (5.50) vs Catherine's Spearman (5.59)
Turn 193, 395 AD: Combat Odds: 62.6%
Turn 193, 395 AD: (Extra Combat: -10%)
Turn 193, 395 AD: (Extra Combat: +10%)
Turn 193, 395 AD: (Plot Defense: +25%)
Turn 193, 395 AD: (Fortify: +5%)
Turn 193, 395 AD: (Combat: -25%)
Turn 193, 395 AD: (Combat: +100%)
Turn 193, 395 AD: Catherine's Spearman is hit for 17 (48/100HP)
Turn 193, 395 AD: CDZ's War Chariot is hit for 22 (78/100HP)
Turn 193, 395 AD: Catherine's Spearman is hit for 17 (31/100HP)
Turn 193, 395 AD: Catherine's Spearman is hit for 17 (14/100HP)
Turn 193, 395 AD: Catherine's Spearman is hit for 17 (0/100HP)
Turn 193, 395 AD: CDZ's War Chariot has defeated Catherine's Spearman!
Turn 193, 395 AD: Your War Chariot has destroyed a Spearman!
Turn 193, 395 AD: CDZ's War Chariot (6.00) vs Catherine's Catapult (3.50)
Turn 193, 395 AD: Combat Odds: 96.5%
Turn 193, 395 AD: (Extra Combat: -20%)
Turn 193, 395 AD: Catherine's Catapult is hit for 23 (47/100HP)
Turn 193, 395 AD: CDZ's War Chariot is hit for 16 (84/100HP)
Turn 193, 395 AD: CDZ's War Chariot is hit for 16 (68/100HP)
Turn 193, 395 AD: Catherine's Catapult is hit for 23 (24/100HP)
Turn 193, 395 AD: Catherine's Catapult is hit for 23 (1/100HP)
Turn 193, 395 AD: CDZ's War Chariot is hit for 16 (52/100HP)
Turn 193, 395 AD: CDZ's War Chariot is hit for 16 (36/100HP)
Turn 193, 395 AD: Catherine's Catapult is hit for 23 (0/100HP)
Turn 193, 395 AD: CDZ's War Chariot has defeated Catherine's Catapult!
Turn 193, 395 AD: Your War Chariot has destroyed a Catapult!
Turn 193, 395 AD: You have captured Moscow!!!

Apparently, I renamed the safe such as it resembled the autosave of that turn... Luckily, I found out. Uploaded the file here.

Originally posted by Beam
Well played! [dance] Just one unit lost. [:)]

FnC is low on shields maybe best built a cheap unit in another city and move it to FnC. With so little casualties some of the newly build units can be diverted for happiness control.

Originally posted by grahamiam
[hammer]
As I see it, Novgorod needs to be 1T S on desert. The other 2 towns look ok, but maybe Rostov needs to move if there's a sea resource just out of range? If we keep 1 town alive for the next few turns, I guess it should be Yaroslavl. Small number of shields means not many more archers will be built and it has no access to copper.

Originally posted by Beam
...and renamed appropiately Shabbagrad

Every1 ok St. Peet is renamed to Beamsk? :)

Originally posted by Shabbaman
Sybrsk sounds a lot more russian to me.

Originally posted by Beam
Originally posted by Shabbaman
Sybrsk sounds a lot more russian to me.

As do Gorbatsjov, Kournikova and Kapotjeplov. ;)

Samson
bedhead
Beam
Shabbaman -> jsut played
grahamiam -> UP
socralynnek -> on deck

bedhead is back in the schedule. I propose a little houserule that is as soon someone is on deck indicate if you can play the coming days.

Agree with gram to take Yaroslavl last wether or not a peace break depends a lot on the trading situation. Cathy has a lot of techs (6) but we got nothing to trade and are researching something she already has.

Moving novgorod to the desert tile isn't possible without relocating Rostov cause of distance, no sea resources spotted near Rostov.

Originally posted by socralynnek
Oh, I am on deck...
Can play every day before Saturday.

June 7th

Originally posted by grahamiam
ok, got it. will play and post tonight. btw, we have our 1st finish target date. Team One finished in 1610AD. Suggest we start to figure out what we want to do after Cathy's gone.
 
Preflight check: Hmm, we really aren't building any markets of note. Also, being Hindu is hurting our relations with Ghandi. Can't even get him to gift a cheap tech to us.

I set Thebes to a market as we probably have enough towns building units and Cathy seems to be turtling.
Switch Sweet Spot to a market also.
Switch FishNChips to market.

Move a Combat1 Axe S out of St. Pete's.


IBT: Russian Archer near Moscow moves W.

T1: 410 AD Near Moscow: Promote a sword to CR2, Cat to Accuracy, WC to Medic, 2 axes to combat 1

IBT: India completes GLib

T2: 425 AD 2 Swords, 3 Cats, 1 WC, and 4 Axemen move towards Novgorod.
Whip market in Burger King for 3 pop
Move 2 workers to the silver hill.

IBT: Copperfield Cat -> court; Burgerking market -> 'duct; Hindu spreads to Silverado.

T3: 440 AD moving units

IBT: Christianity spreads to Clam Chowder.

T4: 455 AD Reduce Novgorod to 14% from 40%.

IBT:

T5: 470 AD Bomb Novgorod down to 4%. It's has 2 archers and 1 spear.
CR1 Cat suicides into town, hurting all.
CR1 Sword kills Archer
CR2 Axe kills Archer flawlessly
Combat1 Axe kills spear and we raze the city for 140g and 2 workers
BurnNovgorod-CDZ.jpg


Move a sword, axe, and Cat towards Yaroslavl. We need to take this city so we can trade with others

IBT: Westbank cat -> Market; Moscow starts a court

T6: 485 AD

IBT: Riverside Lib -> Market

T7: 500 AD Moving on the Southern town

IBT: Russia offers peace + HBR + 110g. Nope; Metal -> CS (we need Beaurocracy)

T8: 515 AD Moscow's borders expand so we get Sugar connected.
MM Copperfield for extra shields
Bombard Rostov down to 30%

IBT:

T9: 530 AD Bombard Rostove down to 10%

IBT:

T10: 545 AD Bomb Rostov down to 0%, but need to wait one more turn.

IBT:

T11: 560 AD Attack on Rostov: CR2 Sword dies to CG2 Archer; CR2 Axe kills reg Archer; Axe dies to archer; Axe kills archer; Axe kills Axe; Sword kills spear; Sword kills CG2 hurt archer and we take the town + 119g.
Nearby: WC with shock promotion dies to Axe
Combat2 WC kills wounded Axe

Lots of trades available as Cyrus seems to have opened up a bit.
Ask Cathy for Peace for Mono, Lit, Philo, Arhcery, HBR and she says no.
Take out Archery, no. Take out just HBR, no. Take out just Philo, No.

Ghandi does not have Philo, so I try just Philo for Peace, no.

Next player can decide what to do. We can get some low level techs from Cyrus, which may open up better tech's from Cathy.

CDZ-560AD.jpg
 
With Beam away, I guess I'm next.

The first thing I see is that FnC is a long, long way from completing a forge. With 5 hammers, there's not much use I think, but we do get two happy faces from it. Since whipping something in FnC has become somewhat of an obsession, I decide to whip. It's growing in two turns, and then it's breaking even on unhealthiness.
BTW, I noticed St.P. had an idle citizen

875 a.d. MM Westbank because irrigation has finished. I wonder why BK has 1 scientist and 1 priest, when it can have an engineer. I'm guessing that it is because we want a great prophet. Can someone confirm this?
Machinery invented, switching to compass. CC completes lighthouse, switches to marketplace, could be forge instead. It's producing only 6 hammers , so I think this is the right order. There's also a single forest to chop, I leave that for later (you know, when someone decides that library would've been the better choice).
St. P. produces monastery, Moscow builds courthouse, both switch to marketplace. St. P. produces 10 hammers, would be a good place for a forge as well!

IBT: ghandi offers feudalism plus 10g for CS. As we don't need that right away, I decline.

905 a.d. BK builds Collossus, now building National epic. Theebs produces forge. It now has 1 unhealth, so I switch to aquaduct.
We also get a scientist from BK now. BK is producing the most science, tied with FnC. With the collossus in BK, it has some potential, so we could build an academy there. FnC is smaller and hasn't got a specialist, and it has a lot of commerce on the floodplains that will only keep growing. I'm undecided, thus I fortify the Great Scientist.

920 a.d. not. much.

935 a.d.

FnC grows to size 10 (it has grown twice in my turnset), and this is the ideal time to use the whip because it's suffering from health problems. The forge needs 57 hammers, so we get a nice overflow into the aquaduct.

Now, I'm going to watch Sweden trash TnT now Up for discussion: the Great Scientist.

You can find the save here.

Turnlog:

quote:
Turn 225, 875 AD: You have discovered Machinery!

Turn 227, 905 AD: Burger King celebrates "We Love the Monarch Day"!!!
Turn 227, 905 AD: CDZ has completed The Colossus!
Turn 227, 905 AD: Hypatia has been born in Burger King!
Turn 227, 905 AD: Cyrus adopts Vassalage!

Turn 228, 920 AD: The enemy has been spotted near Sweet Spot!
Turn 228, 920 AD: Burger King celebrates "We Love the Monarch Day"!!!

Turn 229, 935 AD: The enemy has been spotted near Sweet Spot!
Turn 229, 935 AD: The enemy has been spotted near Fish 'n Chips!
 
Questions regarding the GS:
- What is the free tech available and for how many beakers?
- What is the base commerce (not with the specialists) of BK vs FnC?
- iirc, Academy gives a 50% boost to the base and having a second is probably a good idea. Since BK will have lots of specialists, maybe the academy in FnC is better since, in the long run, with all those cottages and coastal tiles, it will have a very high base commerce.
 
June 8th

Originally posted by Shabbaman
Originally posted by grahamiam
Whip market in Burger King for 3 pop

:whipped:

Why did you raze Novgorod? Is it that worthless?
And iirc Fish 'n Chips has a huge unhapiness problem. Shouldn't there be something whipped there?

Why did you change your mind about civil service?

Originally posted by Samson
I am on deck, I should be able to play any time.

Are we going to make peace with Cathy? It is probably not worth it for just 1 tech.
Then what? I would be tempted to keep on the milatry path, but build fouges first.

Originally posted by Beam
Samson -> on deck
bedhead
Beam (unavail until sunday)
Shabbaman
grahamiam -> jsut played
socralynnek -> UP

Same question as Shabba, why raze Novgorod?

Overall I guess three goals:
- Enhance empire on current soil (forges, courts, libs etc.)
- Research to build Caravels and find the Inca and other AI
- Prepare to invade Persia

I'll be away 'til sunday btw.

Originally posted by socralynnek
I'll play either this evening or tomorrow in the morning.

If Russia doesn't want to give something useful for peace, it's better to just kill them, I think, it kills the flip risk.

Originally posted by grahamiam
Re: research. Sorry, I forgot we agreed to go with Machinery next :blush: However, with Beaurocracy, our research rate should increase quite a bit, while machinery only adds the ability to build windmills and watermills, which we don't need. edit: we also have a chance to get CS at a monopoly.

Looking at the map, I probably shouldn't have razed Novgorad, although at 1T N, it can share the cows with Moscow, whereas were it was located, it didn't have any food bonus.

imho, we need to add markets to Beams list. FishNChips is building one now, but it's slow as it's only doing 5spt. I could not whip it because it would need 5 pop, which is too high for the current size of the city.

Originally posted by socralynnek
but cs would be cheaper if we have machinery iirc

Originally posted by grahamiam
ok, well feel free to switch it. sorry

Originally posted by Samson
Originally posted by socralynnek
but cs would be cheaper if we have machinery iirc
I do not think it would. CoL and Feudalism are the prerequasites for CS.

More important to me is the extra time until Optics. If the extra commerce from Theebs is significant then CS first is fine.

Originally posted by socralynnek
I'm fine with sticking to CS first then.

With Machinery we have Maceman and so an attack on Persia if they don't have is easy.

Originally posted by grahamiam
Please, help me understand the tech cost function [:)]

Looking at the tech chart, the prerequisits for CS is either CoL or Fuedalism. If we have just one, then our tech research rate is multiplied by 1, if we have both, then it's multiplied by 1.2, right?

However, how does Machinery (which isn't an optional prereq for CS, COL, or Fued) effect the research rate on CS? I would think that Machinery effects the research rate on Engineering, Optics, and Printing Press.

Originally posted by socralynnek
I had in mind that Machinery would be an optional prerequisite for CS, so the mistake was on my side, it doesn't affect CS.

Actually the modifier for having one of the prereqs is 1.2 (all mandatory prereqs count as one), for each additional optional prereq add .2.
So here it would be 1.2 with either CoL or Feud, 1.4 with both.

Originally posted by grahamiam
:crazyeye: boy, they really made this stuff easy to figure out, huh?

Originally posted by socralynnek
560 AD - Was thinking long about trades.
Cyrus didn't want to give Lit+Mono(750 beakers) for Curr(900).
Delay until next turn.

575 AD - Destroy a Russian catapult. Rush a courthouse in Moscow.

605 AD - Give CoL and Curr (Cyrus was researching Curr) to Cyrus for Mono+Lit+Arch+40g (he had 133g, but more was not possible)
Catherine has Theo, Gandhi Theo&Music.

650 AD - As she didn't want to make peace at a reasonable price, Cathy is gone.

665 AD - Give Gandhi Sugar for Wheat.

695 AD - Rush Lighthouse in Silverado.

710 AD - not much to report.
CS in 2 turns. Cathy sadly hasn't build a shrine.
Had switched the scientist in BK to a priest.
Maybe we might want to spread Hinduism a little more in Persia and India?
I haven't started a missionary yet, we now own 3 holy cities.
Soon we'll have rice and then the health problems are totally non-existent for some time.
Happiness is no problem atm, but GNP still sucks. ( we could switch Religion soon but then let's spread Judaism a little)
And we haven't met 2 rivals yet, so Optics after CS & Machinery is a must.
We can decide in which town we want National Epic and Heroic Epic.

Too lazy to take a picture...
 
June 9th

Originally posted by Samson
[br]I should be able to play at about 4 pm BST.

No happiness or health problems, sounds good. I guess a priority on growth then?
I guess any milatry production cities shoudl get a forge, the best medium term production will get the Heroic epic. Bk is our GP city, that has to have the National epic.
Machinary after civil service.
When CS comes in, we change to buerocracy and Organised religion.
I guess we need a few settlers.

Anything else I need to think about?

Originally posted by Shabbaman
[br]We can chop all that forest in the south of Russia.

Originally posted by Samson
[br]Sorry, I will not be able to play now, and I am not sure when I will (possibly not till sunday). Scip me if anyone can take it.

Originally posted by bed_head7
[br]I can play later tonight.
 
June 10th

Originally posted by bed_head7
710 AD (0) - Look around at things, don't see anything to change. Can't see any reason why we are not trading with Ghandi, though, and opt to give him horses for dyes, pigs, and 4gpt.

725 AD (1) - Wait, why are we building a Forge in Fish'n'Chips? That place will never get more than 5spt, will it?

740 AD (2) - We get Civil Service, start Machinery. Revolt to Bureacracy.

770 AD (4) - Start Colossus in Burger King.

785 AD (5) - Ah! The enemy has been spotted!

200661082136_sgotm1_785AD.jpg
32.53 KB[/size=1]

And then, nothing. Like a couple of builds finished, but not much else. And the Incan caravel kept circling the continent.

This is what old Russia looks like now.

200661082743_sgotm1_860AD.jpg
76.59 KB[/size=1]

http://gotm.civfanatics.net/saves/civ4sgotm1/CDZ_SG001_AD0860_01.Civ4SavedGame




Originally posted by Shabbaman
With Beam away, I guess I'm next.

The first thing I see is that FnC is a long, long way from completing a forge. With 5 hammers, there's not much use I think, but we do get two happy faces from it. Since whipping something in FnC has become somewhat of an obsession, I decide to whip. It's growing in two turns, and then it's breaking even on unhealthiness.
BTW, I noticed St.P. had an idle citizen [???]

875 a.d. MM Westbank because irrigation has finished. I wonder why BK has 1 scientist and 1 priest, when it can have an engineer. I'm guessing that it is because we want a great prophet. Can someone confirm this?
Machinery invented, switching to compass. CC completes lighthouse, switches to marketplace, could be forge instead. It's producing only 6 hammers , so I think this is the right order. There's also a single forest to chop, I leave that for later (you know, when someone decides that library would've been the better choice).
St. P. produces monastery, Moscow builds courthouse, both switch to marketplace. St. P. produces 10 hammers, would be a good place for a forge as well!

IBT: ghandi offers feudalism plus 10g for CS. As we don't need that right away, I decline.

905 a.d. BK builds Collossus, now building National epic. Theebs produces forge. It now has 1 unhealth, so I switch to aquaduct.
We also get a scientist from BK now. BK is producing the most science, tied with FnC. With the collossus in BK, it has some potential, so we could build an academy there. FnC is smaller and hasn't got a specialist, and it has a lot of commerce on the floodplains that will only keep growing. I'm undecided, thus I fortify the Great Scientist.

920 a.d. not. much.

935 a.d. [whipped]

FnC grows to size 10 (it has grown twice in my turnset), and this is the ideal time to use the whip because it's suffering from health problems. The forge needs 57 hammers, so we get a nice overflow into the aquaduct.

Now, I'm going to watch Sweden trash TnT now [:)] Up for discussion: the Great Scientist.

You can find the save here.

Turnlog:

Turn 225, 875 AD: You have discovered Machinery!

Turn 227, 905 AD: Burger King celebrates "We Love the Monarch Day"!!!
Turn 227, 905 AD: CDZ has completed The Colossus!
Turn 227, 905 AD: Hypatia has been born in Burger King!
Turn 227, 905 AD: Cyrus adopts Vassalage!

Turn 228, 920 AD: The enemy has been spotted near Sweet Spot!
Turn 228, 920 AD: Burger King celebrates "We Love the Monarch Day"!!!

Turn 229, 935 AD: The enemy has been spotted near Sweet Spot!
Turn 229, 935 AD: The enemy has been spotted near Fish 'n Chips!
 
June 12th

Originally posted by Shabbaman
:bump:

Originally posted by Beam
Can play today. :)

Originally posted by Shabbaman
Nice. What will you do with the Great scientist?

Originally posted by Beam
Academy in FnC. It produces 17 beakers at size 8 and the only other city producing more is BK with 18 beakers at size 12. Theebs already has an academy btw.

935AD: Preflight check OK. GS moves to FnC.

950AD (1): Academy built in FnC > Duct. Market in Riverside > Gran. 2nd Inca caravel is spotted.

965AD (2): Compass > Optics in 6 at 60%. Cyrus does not want to trade Feud for MetalC and Compass.

980AD (3): Some builds > other builds.

995AD (4): Worker turns.

1010AD (5): See prev. turn. Cyrus has MetalC now.

1025AD (6): Rush duct in FnC just after growth (1 instead of 2 popcost). Theebs > Rax > Heroic Epic?

1040AD (7): Moscow will complete Market in 1 and is a good site for the FP. Since there are only 5 courts completed yet the one in Yaroslavl is rushed (2 pop).

1055AD (8): Optics > Paper in 6 at 60%. Moscow starts FP, FnC starts Caravel.

1070AD (9): Notalot

1085AD (10): Riverside completes Gran > Caravel. Theebs Rax > Heroic Epic, up for discussion, no hammers will be lost if changed now.

Meantime Inca have settled just across Riverside and 6 units or so have moved from the S to the Eastcoast to give couple of cities better defenses in case Inca get evil.

Feud still is tradable from both sources and Gandhi has gone the cultural path techwise.

Originally posted by socralynnek
Shabba, two things: I was switching to a priest in BK, since we could use a Prophet, your guess was right.

Forge in FnC: Correct me if I'm wrong, but a forge also multiplies hammers by pop rushing, so it is of use there, or not?

Originally posted by Shabbaman
It's of use anyway, because of the hapiness.

Good thinking about the priest. I think we should push for a prophet/multiple prophets. The extra income from the shrine(s) will make up for the lost science in BK. If we build another temple in BK, we can switch to another priest.

Originally posted by Samson[/i]
Some thought on the game;

Bk is using a coast tile rather than a cootage. We get more commerce in the short term but less in the long term. Is this waht we want?
CF has an engineer rather than a plains hill. Is the GPP worth 2 hammers per turn at this point in the game? It only has 18 GPP at the minute.
West bank is using coast tiles without a lighthouse. Perhaps build one next?
FnC needs a lighthouse, it must use coast tiles soon as it is running out off land tiles.
Clam Chowder needs a work boat ASAP.
Moscow has a sugar tile unused. I know we could do with the FP, but I would use the sugar instead of the plains forest.

I think we need 2 settlers, on for the jungle north of the jungle rice and one for the raised city. Both would be pretty good cities.

What tech are we going for? Printing press is pretty good, 1 extra commerce per village and town. Astronomy is quite a priority as well. When Riverside gets another expansion we will be able to attack the Inca without Astromomy, but that will not happen for another 82 turns unless we get more culture there.

 
Preflight check: Paper in 4T.
MM BK off coast and onto cottage.
Since FnC is +10fpt, and is 3T from growing, 12T from finishing Caravel, I will let it grow and then hire some specialists instead of switching to a Lighthouse just yet. It's 1 pop from it's happy limit anyways, so no need to hurry up it's growth
Clam Chowder does need a workboat, but that pesky Inca boat must go 1st
MM Moscow for growth

Sell Ghandi rice for Silks because we can. I know happiness is not much of an issue, but we need a few + points in the relationship modifier.

India is friendly with Cyrus, Annoyed with Huayna.

Switch Riverside from Caravel to Monastery (Jewish). Spreading different religons will help if we decide to get Liberalism

Remove scientist from Theebs and have the citizen work the mined plains hill. Shaves 2T off HE build.


IBT: Inca galley is frozen. Westbank forge -> lighthouse; SweetSpot harbor -> hindu Monastery

T1: 1100 AD

IBT: nada

T2: 1106 AD

IBT:

T3: 1112 AD Persia wants us to be Jewish, but we can't yet.

IBT: Paper -> PP (13T); Copperfield Harbor -> caravel

T4: 1118 AD Sell Persia cow for 4gpt. Turn off research for 1T for 172g. Move 2 galleys next to the Inca Caravel near Clam Chowder.

IBT: galley dies to caravel (2.5/3)

T5: 1124 AD galley attacks caravel and sinks it (0.1/2).
Yikes! I just figured out that we haven't adopted Organized Religon yet we're in builder mode [eek] Revolt. Costs us 9gpt more, but it pays for itself.
A forest is cleared near Moscow for 54hammers (not in cross)

IBT: BK National Epic -> Settler; Islam founded in Bombay

T6: 1130 AD nada. Galley gets promoted to Nav1 for additional movement

IBT: Sweet Spot: Hindu Monastery -> Lighthouse

T7: 1136 AD Inca convert to Vassalism and Mercantilism
We need more ships. Inca caravels are going to have thier way with all our fishing nets unless we do something. Also, they are about to beat us in circling the globe.

IBT: Theebs Heroic Epic -> Mace (no units are worth building atm); Westbank Lighthouse -> Caravel; Riverside Jewish Monastery -> Hindu Monastery

T8: 1142 AD

IBT: Copperfield Caravel -> Caravel; Beamsk market -> granery

T9: 1148 AD Cyrus' GA ends. New Caravel chases Inca Caravel, but probably too little, too late.

IBT: India's offer to trade WM's, yep; Theebs Mace -> Mace; FnC Caravel -> workboat

T10: 1156 AD Caravel's give chase. Inca caravel is nearing Silverado. Fast Galley is closes, but we may want to save him for the Inca invasion.

Theebs is doing Macemen every 2T. No harm in building them atm and they will be able to do a lot of harm.

Ghandi will give us Drama, HBR, WM, and 80g for Paper, which is a decent deal. Maybe we can get Fued and Philo from Cyrus for Paper and Machinery too.

We seem to be avoiding Monasteries. The cheap 10% boost to research could be useful now that the techs are getting really expensive.


Code:
Here is your Session Turn Log from 1085 AD to 1154 AD:


Turn 240, 1100 AD: Heron has been born in a far away land!

Turn 241, 1106 AD: The borders of Clam Chowder have expanded!
Turn 241, 1106 AD: The Hagia Sophia has been built in a far away land!

Turn 242, 1112 AD: You have discovered Paper!

Turn 243, 1118 AD: Huayna Capac's Caravel (3.00) vs CDZ's Galley (2.20)
Turn 243, 1118 AD: Combat Odds: 79.1%
Turn 243, 1118 AD: (Plot Defense: +10%)
Turn 243, 1118 AD: CDZ's Galley is hit for 23 (77/100HP)
Turn 243, 1118 AD: Huayna Capac's Caravel is hit for 17 (83/100HP)
Turn 243, 1118 AD: CDZ's Galley is hit for 23 (54/100HP)
Turn 243, 1118 AD: CDZ's Galley is hit for 23 (31/100HP)
Turn 243, 1118 AD: CDZ's Galley is hit for 23 (8/100HP)
Turn 243, 1118 AD: CDZ's Galley is hit for 23 (0/100HP)
Turn 243, 1118 AD: Huayna Capac's Caravel has defeated CDZ's Galley!

Turn 244, 1124 AD: CDZ's Galley (2.00) vs Huayna Capac's Caravel (2.73)
Turn 244, 1124 AD: Combat Odds: 20.5%
Turn 244, 1124 AD: (Plot Defense: +10%)
Turn 244, 1124 AD: CDZ's Galley is hit for 24 (76/100HP)
Turn 244, 1124 AD: CDZ's Galley is hit for 24 (52/100HP)
Turn 244, 1124 AD: Huayna Capac's Caravel is hit for 16 (67/100HP)
Turn 244, 1124 AD: Huayna Capac's Caravel is hit for 16 (51/100HP)
Turn 244, 1124 AD: Huayna Capac's Caravel is hit for 16 (35/100HP)
Turn 244, 1124 AD: Huayna Capac's Caravel is hit for 16 (19/100HP)
Turn 244, 1124 AD: Huayna Capac's Caravel is hit for 16 (3/100HP)
Turn 244, 1124 AD: CDZ's Galley is hit for 24 (28/100HP)
Turn 244, 1124 AD: CDZ's Galley is hit for 24 (4/100HP)
Turn 244, 1124 AD: Huayna Capac's Caravel is hit for 16 (0/100HP)
Turn 244, 1124 AD: CDZ's Galley has defeated Huayna Capac's Caravel!
Turn 244, 1124 AD: CDZ adopts Organized Religion!
Turn 244, 1124 AD: Islam has been founded in Bombay!
Turn 244, 1124 AD: Gandhi adopts Bureaucracy!
Turn 244, 1124 AD: Huayna Capac's Golden Age has ended...

Turn 245, 1130 AD: Huayna Capac adopts Vassalage!
Turn 245, 1130 AD: Huayna Capac adopts Mercantilism!

Turn 247, 1142 AD: The enemy has been spotted near Westbank!
Turn 247, 1142 AD: Cyrus's Golden Age has ended...

Turn 248, 1148 AD: The enemy has been spotted near Burger King!
Turn 248, 1148 AD: Clearing a Forest has created 46 $ for Copperfield.

Turn 249, 1154 AD: The enemy has been spotted near Silverado!
 
Samson
bedhead
Beam -> on deck
Shabbaman
grahamiam
socralynnek -> jsut played

Samson posted a got it 1 1/2 hour ago, so you have a little time to rest...
 
1388 a,d, Gandhi won't trade education. Nothing further to report.

1396 a.d. Theebs completes a musketman. I change to grocer, so that the excess hammers go into that. We want to build cavalry and not knights, right? I'll start on another musket (or pike) next turn, repeat.
MM Sweet spot to use the completed cottage.

1400 a.d. Copperfield completes observatory, BK produces barracks, both building musketmen now.
I trade the extra rice with America for 4 gpt.

1406 a.d. We discover Nationalism. Now researching Mil. Tradition, should be done in about 10 turns. Checking in with Gandhi: he wants to trade Education plus 190 gold and map for Nationalism and Gunpowder. Tempting... Checking with Cyrus: he has education as well, and he'll trade it for Astronomy and some other tech (or 40 gold). I'll give him theology and take 60 of his gold. A bargain for him, but now we can spend the 100 gold difference on research!

So. I'm switching to Liberalism, which we could get in about 6 turns. The engineer gives us 1917 gold for the research, on a total of 3139. I'm saving the engineer for finishing Liberalism, so it won't go to waste if someone finishes it before us. This way, I think we might still get the Taj, and the increased research from Free religion will get us Mil. tradition faster. Shout out now if you don't garee [:)]

The saga continues. Grahamian advises not to try to get Lib, so we're going back to MT. BK builds the Taj now, on the back of the engineer.

1412 a.d. Our first Golden Age has begun. Ynekkia builds a forge, now building a library. Ha! Gandhi discovers liberalism... He got scientific method with it. He doesn't want to trade. Now that we're in GA, and we have the production bonus for buildings, I switch to university in Copperfield.

1418 a.d. Moscow, errr... Shabbagrad builds knight, switching to university. Gandhi builds Spinal Minaret. I'm setting science to 80%, that'd get us MT in 5.

1424 a.d. FnC builds a observatory, now building a university. Beamsk builds obs., now building a harbor. Check on Gandhi, he wants to trade Divine right, but no good stuff.

IBT Gandhi wants to trade Gunpowder and 40g for Divine whatever. Since we have no use for that anymore, I tell him to shove it.

1430 a.d. Theebs builds a grocer, now building a university. Westbank builds obs., also building uni. I change the priest in BK to a merchant, so we can finish MT in 3.

IBT one of our caravals defeats a barb galley.

1436 a.d. Riverside build obs., changing to uni. Yaroslav builds obs, changing to market. Change back to the priest now, it's no longer necessary.

So.

Once we get MT, I think we should change to organized religion and change everything to building cavalry.

I've uploaded the save here.
 
Preflight check: Bump Science down to 0% to get a +484g boost. Will go to 100% next turn, and still get MT in 2T. Extra gold will upgrade galleys to galleons.

HC, Cyrus, and Saladin are all pretty backwards (no guns, so only LB's, which Cav's will kill). Based on that, not sure if we'll really need all the Uni's.

Renegocian cow trade with Cyrus, getting another gpt (+6gpt)

MM Ynnekia for growth and so it will have 33spt left on Lib build next turn. Should maximize a whip.

IBT: nada

T1: 1442 AD Crank research back up to 100%, MT in 1T. Move our attack stack into Riverside. Upgrade a galley to galleon for 155g (has combat 1 + medic).
Whip Lib in Ynneckia. Only got 44h, guess the trip point for maximizing w/ forge is around 45.

HC now has Economics. Still no guns though. We can get Roosevelt to DoW on HC for guns, but decline.

Move Caravels near Saladin N to start pillaging sea tiles.

IBT: Saladin cancels the furs for cows deal, we are apparently his worst enemy now.
MT -> Lib
Ynnekia Lib -> lighthouse

T1: 1448 AD workers move.

IBT: Beamsk harbor -> galleon

T3: 1454 AD Load pike, 3 Maces, and 2 Knights onto galleons. They will land next turn. Upgrade 1 knight to cav.
Whip court in Clam Chowder. We need more Galleons and this town is closer.

IBT: Theebs uni -> cav; Clam Chowder court -> galleon; Rostov Observatory -> galleon; Richard Whittington born in BK (Great Merchant)

T4: 1460 AD Crap, I chopped the forest S of Westbank thinking it was on a river, and it's not. Manuver caravels back towards Clam Chowder. I want to send the GM to Washington.
Drop off mini SoD near Vitcos

IBT: Now Saladin wants Sugar for furs. sure

T5: 1466 AD SoD Near Vitcos pillages the horse pasture. GM jumps on Caravel. Have another 3T away so we can ship chain next turn. Find our 2 good Catapults in Moscow, so I automove them to Riverside.

IBT: Cat hits our SoD. Liberalism -> Chems; Theebs Cav -> Cav; Copperfield musket -> cav; Sweet Spot Uni -> cav; Moscow Uni -> Cav

T6: 1472 AD Cav, knight, and other stuff dropped off near Vitcos. SoD moves there as well. 1 Knight promoted to combat 2

IBT: Ynnekia Lighthouse -> Theater

T7: 1478 AD @ Vitcos: Cav dies to LB; Knight dies to pike; Mace kills LB; Mace kills pike and we take the city. I keep it as it's a good unloading point for our units.

Civ4ScreenShot0030.jpg


Caravel sinks Caravel ESE of FishNChips

IBT: Westbank Uni -> Cav

T8: 1484 AD Not sure where to build Oxford. Probably should be Theebs but since it has Heroic Epic, it should do West Point when possible.

IBT: Theebs cav -> cav

T9: 1490 AD Musket, 2 Mace's, 2 cats head out of Vitcos

IBT: Beamsk galleon -> raxl Ynnekia theater -> market

T10: 1496 AD Land worker, cav, and Mace in Vitcos. the worker is meant to road the desert tile, to make rapid progress out of town.

Some good bombardment cats are now in Rivertown and can be transported next turn. They should be very useful vs Tiwanaku [hammer]

Chems in 2T, but it'll actually be 3T.

Next player should revolt out of Organized Religon and into Theocracy or Free Religon + Vassalage.

HC is really not throwing anything at us yet, except 1 cat. Just a typical CIV turtle, so press on!

GM is N of Atlanta. Recommend sending him to Boston or Washington. With all that gold, we should decide on upgrading some junk or speeding up research for something specific (rifling?)

Roosevelt has some gold for trade. May want to try to renegociate the copper deal and squeeze out some gold.
 
socralynnek, since you played right after me, can you please cutnpaste your turnplay log + posts that came between our turnsets?
thanks
 
shabba-the one and only-man said:
Nice one Grahamian
I always find West Bank to take too many turns to build. Especially in the city with the Epic, because that's the city I want to crank out unit as fast as possible.

Beam wants to tell us something said:
Nice gram!

socralynnek tries to think said:
Oh, yeah, cool, I can do some bashing this evening (damn, I don't know the abbreviations of the icons, so just imagine that guy with the hammer here ;-) )

If he doesn't have that much units, I think we can keep all cities, as we'll beat him down before flipping matters (AFAIK first revolt is save, meaning no flipping until second revolt)

I guess, with all those new towns then we need the money from the Merchant to keep research up high. Rifling is a nice goal next, or does someone have a better idea.

Free Religion or Theocracy, that's the question, isn't it?

If we want to go for Domination, Theo is better, if we want to go for Diplo, FR is better (faster research+hapiness+no religion negative modifier(but also no positive modifier) )

Both is an option now and I think we don't need Theo for getting HC, but if we want to fight someone else too.

grahamiam is not peaceful said:
well, we're pretty much in full scale military production now, so Theocracy seems like the right choice. After we get enough cavs, we can then decide on Free Religon as speeding up research to Assembly Line does have some implecations Also, with the GM money, recommend a sword in Riverside (the one with CR3) gets upgraded to Mace and then upgrade Maces to Grenaders.

sam-there can be only one-son said:
I really think we need one of Theo or Vassalage. I guess Theebs is still our main production city so Theo is a good option.

Once we have taken a few cities WW will be a significant drain on our GNP, production and growth, so I think higher milatry production (and so a shorter war) will outweigh 10% on science easily.

I would recomend using catapults to bombard defences on as many cities as possible, to conserve our army. Especially early on when WW is not so much of a problem. We can then start to go quicker and loose more units towards the end of the war.

As usual my turn is going to come at the weekend. I may be able to take it tommorrow, but no promisses. If someone wants to take before I get a chance to you are more than welcome.
[EDIT] I Say this because I am on deck. I am aware that socralynnek is up.

Post #25
Edited by - Samson on 23 Jun 2006 16:29:34

socralynnek is still trying to be funny here said:
I'll play now, will go for Theo definitely.

beam already thinks further while ynnek plays said:
Theo fine with me.

Some of my thoughts on our goal. If we go for domination it is a matter of keep on pushing and go for the other AI next (Arabs my pref cause this will give us a nice starting point against Roos.) Diplo imo can be split in 2 alternatives:
- "Classical" diplo making as much friends as possible.
- "Dominant" diplo, i.e. make sure to have enough pop to win the vote. It is very similar to a domination win and the main difference is focus on acquiring pop instead of terr. while avoiding the domination limit.

Team akots say they already finished and imo this can only be a domination win (I,m very interested in their log btw) so my pref would be one of the diplo alternatives. The classical one is probably the most intersting in terms of learning (in other words, I never managed to achieve this). The domination diplo is probably the most intersting in terms of result and gameplay cause we can stay on the offense wipe our ass with relationships and still achieve diplo.

shabbaman shows his experience said:
I've had some classical diplo wins, but it can be very difficult if the AI opponent has some friends as well.

So, and now to my turnset:
 
1496 AD - Preflight: Switch to Theo, saves 7gpt immediately.
Rush Market in Yaroslavl (1 pop for 88 hammers, that happens when it's more than 44 hammers left but the cost is less than 44hammers+forge bonus.


1508 AD (2) - Rush Theatre in Vitcos.

1514 AD (3) - Chemistry comes in, go for Replacable Parts.
Get 2250g for GM in Washington.

1520 AD (4) - We capture Huamanga, losing just 2 suicide cats.

1532 AD (8) - We capture Tiwanaku without losing any unit. Make Open Borders with Roosevelt.

1535 AD (9) - Replacable Parts is done. Go for Rifling.

1538 AD (10) - Spread Hinduism in Clam Chowder. Huayna hasn't thrown any single unit against us in the last 10 turns. There are units in Tiwanaku that could still move.

We can do trades. India has Constitution and Economics to sell, America DivRight and Economics. Both are lacking MT, RepParts and Chemistry.

I didn't start Oxford, maybe Moscow is a nice town which has an academy. In Thebes we should build West Point and FishnChips is too slow.

Code:
Here is your Session Turn Log from 1496 AD to 1538 AD:

Turn 306, 1496 AD: CDZ adopts Theocracy!

Turn 308, 1508 AD: You have discovered Chemistry!
Turn 308, 1508 AD: Gandhi adopts Serfdom!

Turn 309, 1514 AD: The borders of Vitcos have expanded!
Turn 309, 1514 AD: St. Patrick has been born in Delhi!

Turn 310, 1520 AD: CDZ's Catapult (5.00) vs Huayna Capac's Longbowman (9.00)
Turn 310, 1520 AD: Combat Odds: 1.8%
Turn 310, 1520 AD: (Fortify: +25%)
Turn 310, 1520 AD: (City Defense: +45%)
Turn 310, 1520 AD: (City Attack: -20%)
Turn 310, 1520 AD: Huayna Capac's Longbowman is hit for 15 (85/100HP)
Turn 310, 1520 AD: CDZ's Catapult is hit for 26 (74/100HP)
Turn 310, 1520 AD: Huayna Capac's Longbowman is hit for 15 (70/100HP)
Turn 310, 1520 AD: CDZ's Catapult is hit for 26 (48/100HP)
Turn 310, 1520 AD: CDZ's Catapult is hit for 26 (22/100HP)
Turn 310, 1520 AD: CDZ's Catapult is hit for 26 (0/100HP)
Turn 310, 1520 AD: Huayna Capac's Longbowman has defeated CDZ's Catapult!
Turn 310, 1520 AD: CDZ's Catapult (5.00) vs Huayna Capac's Knight (10.23)
Turn 310, 1520 AD: Combat Odds: 0.8%
Turn 310, 1520 AD: (Extra Combat: +10%)
Turn 310, 1520 AD: CDZ's Catapult is hit for 28 (72/100HP)
Turn 310, 1520 AD: Huayna Capac's Knight is hit for 13 (80/100HP)
Turn 310, 1520 AD: CDZ's Catapult is hit for 28 (44/100HP)
Turn 310, 1520 AD: CDZ's Catapult is hit for 28 (16/100HP)
Turn 310, 1520 AD: CDZ's Catapult is hit for 28 (0/100HP)
Turn 310, 1520 AD: Huayna Capac's Knight has defeated CDZ's Catapult!
Turn 310, 1520 AD: CDZ's Cavalry (18.00) vs Huayna Capac's Pikeman (11.42)
Turn 310, 1520 AD: Combat Odds: 95.3%
Turn 310, 1520 AD: (Extra Combat: -20%)
Turn 310, 1520 AD: (Extra Combat: +10%)
Turn 310, 1520 AD: (Fortify: +25%)
Turn 310, 1520 AD: (Combat: +100%)
Turn 310, 1520 AD: Huayna Capac's Pikeman is hit for 23 (58/100HP)
Turn 310, 1520 AD: Huayna Capac's Pikeman is hit for 23 (35/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 16 (84/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 16 (68/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 16 (52/100HP)
Turn 310, 1520 AD: Huayna Capac's Pikeman is hit for 23 (12/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 16 (36/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 16 (20/100HP)
Turn 310, 1520 AD: Huayna Capac's Pikeman is hit for 23 (0/100HP)
Turn 310, 1520 AD: CDZ's Cavalry has defeated Huayna Capac's Pikeman!
Turn 310, 1520 AD: CDZ's Cavalry (16.50) vs Huayna Capac's Maceman (9.07)
Turn 310, 1520 AD: Combat Odds: 97.2%
Turn 310, 1520 AD: (Extra Combat: -10%)
Turn 310, 1520 AD: (Extra Combat: +10%)
Turn 310, 1520 AD: (Fortify: +25%)
Turn 310, 1520 AD: Huayna Capac's Maceman is hit for 25 (59/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 15 (85/100HP)
Turn 310, 1520 AD: Huayna Capac's Maceman is hit for 25 (34/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 15 (70/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 15 (55/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 15 (40/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 15 (25/100HP)
Turn 310, 1520 AD: CDZ's Cavalry is hit for 15 (10/100HP)
Turn 310, 1520 AD: Huayna Capac's Maceman is hit for 25 (9/100HP)
Turn 310, 1520 AD: Huayna Capac's Maceman is hit for 25 (0/100HP)
Turn 310, 1520 AD: CDZ's Cavalry has defeated Huayna Capac's Maceman!
Turn 310, 1520 AD: CDZ's Knight (11.00) vs Huayna Capac's Knight (8.80)
Turn 310, 1520 AD: Combat Odds: 84.2%
Turn 310, 1520 AD: (Extra Combat: -10%)
Turn 310, 1520 AD: (Extra Combat: +10%)
Turn 310, 1520 AD: Huayna Capac's Knight is hit for 21 (59/100HP)
Turn 310, 1520 AD: CDZ's Knight is hit for 18 (82/100HP)
Turn 310, 1520 AD: CDZ's Knight is hit for 18 (64/100HP)
Turn 310, 1520 AD: Huayna Capac's Knight is hit for 21 (38/100HP)
Turn 310, 1520 AD: Huayna Capac's Knight is hit for 21 (17/100HP)
Turn 310, 1520 AD: CDZ's Knight is hit for 18 (46/100HP)
Turn 310, 1520 AD: CDZ's Knight is hit for 18 (28/100HP)
Turn 310, 1520 AD: CDZ's Knight is hit for 18 (10/100HP)
Turn 310, 1520 AD: Huayna Capac's Knight is hit for 21 (0/100HP)
Turn 310, 1520 AD: CDZ's Knight has defeated Huayna Capac's Knight!
Turn 310, 1520 AD: CDZ's Knight (11.00) vs Huayna Capac's Longbowman (6.12)
Turn 310, 1520 AD: Combat Odds: 97.2%
Turn 310, 1520 AD: (Extra Combat: -10%)
Turn 310, 1520 AD: (Fortify: +25%)
Turn 310, 1520 AD: (City Defense: +45%)
Turn 310, 1520 AD: CDZ's Knight is hit for 17 (83/100HP)
Turn 310, 1520 AD: Huayna Capac's Longbowman is hit for 23 (37/100HP)
Turn 310, 1520 AD: Huayna Capac's Longbowman is hit for 23 (14/100HP)
Turn 310, 1520 AD: Huayna Capac's Longbowman is hit for 23 (0/100HP)
Turn 310, 1520 AD: CDZ's Knight has defeated Huayna Capac's Longbowman!
Turn 310, 1520 AD: CDZ's Musketman (9.90) vs Huayna Capac's Crossbowman (6.07)
Turn 310, 1520 AD: Combat Odds: 91.3%
Turn 310, 1520 AD: (Extra Combat: -10%)
Turn 310, 1520 AD: (Fortify: +25%)
Turn 310, 1520 AD: Huayna Capac's Crossbowman is hit for 24 (57/100HP)
Turn 310, 1520 AD: Huayna Capac's Crossbowman is hit for 24 (33/100HP)
Turn 310, 1520 AD: CDZ's Musketman is hit for 16 (84/100HP)
Turn 310, 1520 AD: CDZ's Musketman is hit for 16 (68/100HP)
Turn 310, 1520 AD: Huayna Capac's Crossbowman is hit for 24 (9/100HP)
Turn 310, 1520 AD: CDZ's Musketman is hit for 16 (52/100HP)
Turn 310, 1520 AD: Huayna Capac's Crossbowman is hit for 24 (0/100HP)
Turn 310, 1520 AD: CDZ's Musketman has defeated Huayna Capac's Crossbowman!
Turn 310, 1520 AD: CDZ's Maceman (8.00) vs Huayna Capac's Catapult (2.75)
Turn 310, 1520 AD: Combat Odds: 100.0%
Turn 310, 1520 AD: (City Attack: -45%)
Turn 310, 1520 AD: Huayna Capac's Catapult is hit for 31 (49/100HP)
Turn 310, 1520 AD: Huayna Capac's Catapult is hit for 31 (18/100HP)
Turn 310, 1520 AD: CDZ's Maceman is hit for 12 (88/100HP)
Turn 310, 1520 AD: Huayna Capac's Catapult is hit for 31 (0/100HP)
Turn 310, 1520 AD: CDZ's Maceman has defeated Huayna Capac's Catapult!
Turn 310, 1520 AD: You have captured Huamanga!!!

Turn 313, 1529 AD: Your Catapult has reduced the defenses of Tiwanaku to 30%!
Turn 313, 1529 AD: Moscow celebrates "We Love the Monarch Day"!!!

Turn 314, 1532 AD: Your Catapult has reduced the defenses of Tiwanaku to 15%!
Turn 314, 1532 AD: Your Catapult has reduced the defenses of Tiwanaku to 0%!
Turn 314, 1532 AD: CDZ's Cavalry (18.00) vs Huayna Capac's Pikeman (14.70)
Turn 314, 1532 AD: Combat Odds: 73.8%
Turn 314, 1532 AD: (Extra Combat: -20%)
Turn 314, 1532 AD: (Extra Combat: +20%)
Turn 314, 1532 AD: (Fortify: +25%)
Turn 314, 1532 AD: (Combat: +100%)
Turn 314, 1532 AD: CDZ's Cavalry is hit for 18 (82/100HP)
Turn 314, 1532 AD: Huayna Capac's Pikeman is hit for 22 (78/100HP)
Turn 314, 1532 AD: Huayna Capac's Pikeman is hit for 22 (56/100HP)
Turn 314, 1532 AD: Huayna Capac's Pikeman is hit for 22 (34/100HP)
Turn 314, 1532 AD: Huayna Capac's Pikeman is hit for 22 (12/100HP)
Turn 314, 1532 AD: Huayna Capac's Pikeman is hit for 22 (0/100HP)
Turn 314, 1532 AD: CDZ's Cavalry has defeated Huayna Capac's Pikeman!
Turn 314, 1532 AD: Your Cavalry has destroyed a Pikeman!
Turn 314, 1532 AD: CDZ's Cavalry (18.00) vs Huayna Capac's Longbowman (10.20)
Turn 314, 1532 AD: Combat Odds: 95.7%
Turn 314, 1532 AD: (Extra Combat: -20%)
Turn 314, 1532 AD: (Fortify: +25%)
Turn 314, 1532 AD: (City Defense: +45%)
Turn 314, 1532 AD: CDZ's Cavalry is hit for 15 (85/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 26 (74/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 26 (48/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 26 (22/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 26 (0/100HP)
Turn 314, 1532 AD: CDZ's Cavalry has defeated Huayna Capac's Longbowman!
Turn 314, 1532 AD: Your Cavalry has destroyed a Longbowman!
Turn 314, 1532 AD: CDZ's Cavalry (16.50) vs Huayna Capac's Longbowman (9.00)
Turn 314, 1532 AD: Combat Odds: 98.2%
Turn 314, 1532 AD: (Extra Combat: -10%)
Turn 314, 1532 AD: (Fortify: +25%)
Turn 314, 1532 AD: (City Defense: +25%)
Turn 314, 1532 AD: CDZ's Cavalry is hit for 14 (86/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 26 (74/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 26 (48/100HP)
Turn 314, 1532 AD: CDZ's Cavalry is hit for 14 (72/100HP)
Turn 314, 1532 AD: CDZ's Cavalry is hit for 14 (58/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 26 (22/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 26 (0/100HP)
Turn 314, 1532 AD: CDZ's Cavalry has defeated Huayna Capac's Longbowman!
Turn 314, 1532 AD: Your Cavalry has destroyed a Longbowman!
Turn 314, 1532 AD: CDZ's Maceman (8.00) vs Huayna Capac's Longbowman (4.80)
Turn 314, 1532 AD: Combat Odds: 94.8%
Turn 314, 1532 AD: (Fortify: +25%)
Turn 314, 1532 AD: (City Defense: +25%)
Turn 314, 1532 AD: (City Attack: -75%)
Turn 314, 1532 AD: CDZ's Maceman is hit for 15 (85/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 25 (75/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 25 (50/100HP)
Turn 314, 1532 AD: CDZ's Maceman is hit for 15 (70/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 25 (25/100HP)
Turn 314, 1532 AD: Huayna Capac's Longbowman is hit for 25 (0/100HP)
Turn 314, 1532 AD: CDZ's Maceman has defeated Huayna Capac's Longbowman!
Turn 314, 1532 AD: Your Maceman has destroyed a Longbowman!
Turn 314, 1532 AD: You have captured Tiwanaku!!!
Turn 314, 1532 AD: You have discovered Replaceable Parts!
Turn 314, 1532 AD: You have trained a Cavalry in Burger King. Work has now begun on a Musketman.
Turn 314, 1532 AD: Moscow celebrates "We Love the Monarch Day"!!!

Turn 315, 1535 AD: Nicolaus Copernicus has been born in Persepolis!

Turn 316, 1538 AD: Hinduism has spread in Clam Chowder.
 
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