SGOTM 02 - Geezers

markh said:
We now have 44,29% of landmass, 44% is the limit for domination. The pop limits we have not yet reached. Should we take any more cities or simply raze them ? Save is uploaded for everybody to have a view.

Actually I think the figures you have given are for pop rather than landmass. :) Landmass is 62% and we are just under 48% at present. Heliopolis (Broadway) and Giza (SoL) would be nice but may push us a bit near to the landmass limit.

I think we should keep Heliopolis because Broadway will help with WW and I see we have a few red faces in some of our cities. Goth can be razed and regrettably we probably need to raze Giza to be on the safe side. Shame about Giza though. :( I'll leave that decision up to you unless klarius has any views to the contrary.
 
Actually I would not like to keep any city. We are very strong now and I would just raze everything. :hammer: I do not see any big benefits from wonders now. I would not build any improvements on the foreign continent just more units. After Hatty we should continue with Bismarck. He has used a lot units on Hatty and we will not lose much more units in our Egyptian war, so we might be able to crush him afterwards. If we station our units West of Germany after the war with Hatty I am confident we can take on him next. We definitely should not allow Bismarck to build up forces again after the Hatty campaign.
 
markh said:
Actually I would not like to keep any city. We are very strong now and I would just raze everything. :hammer: I do not see any big benefits from wonders now. I would not build any improvements on the foreign continent just more units.

One of the good things about Heliopolis & Giza is that they both have factories. Whether or not they would still be there after conquest is another matter.

I still think that we should keep Heliopolis. In the end you're the one in charge at the moment. However since you asked for comments I've given mine. :)
 
klarius also thought of keeping it and you think so, too, so I think I will go that way. ;) It will take some time unitl it gets out of resistance, but then for sure it could be a nice city for us.:p

I will complete my turns tomorrow.
 
I like the idea of keeping both Heliopolis and Giza, they'll reduce WW and enable us to increase the number of scientists we have, giving us better research while we pump gold. I doubt two cities would push us from 48% to 62%, and for sure the higher research would help when we are trying to get railroad, combustion, and whatever else we think we need for taking down Bismark, Khan, and Mao
 
Sure we can afford to still keep a few select cities.
And Heliopolis and Giza are cities which provide an immediate benefit (happiness Heliopolos - free specialists Giza) w/o needing to come out of resistance.
Note also they are coastal. Coastal tiles don't count for domination in CIV in contrast to civ3, so they don't contribute much.
 
continued...

IBT : nothing

6) 1841AD : waiting for troops to arrive at Heliopolis

IBT : nothing

7) 1842AD : take Heliopolis for the loss of a cannon and 3 artilleries

IBT : nothing

8) 1843AD : on to Giza

IBT : Memphis comes out of resistance

9) 1844AD : kill two Egyptian infantries and capture a settler

IBT : Hatty builds another city W of Memphis, did not see any other settler. :scan: Must have been a shipload.

10) 1845AD : just moving units
 
Looks pretty good, though a bit slow progress in Egypt for my taste. We don't need to get all our forces to a city to take it, just enough.
I think there is enough at Giza already to take it next turn, so the reinforcements can already look to go further south.

We should make cease fire (he doesn't offer much for peace and that will not change) with Mansa right away and try to trade. That will get rid of some unhappies in former Mali.

Don't let Memphis just starve, rush the forge right away and if this isn't enough rush more later.
 
Yes, it was a little slow for my taste, too, but it took a bit to get the artillery in place. Heliopolis was quite well defended, so taking it without much artillery support would have been costly. Hatty had some marines, infantries and artilleries in that city.
 
Ok I've got it. I'll try and make a start on it this evening. As I understand it tasks are

  • Finish off Hatty
  • Make peace with Mansa (and then try and extort tech?)
  • Move forces towards next target. Have we agreed who this should be?

EDIT: It is probably not worth changing civics for the remainder of this campaign but I think we should change from representation before the next one to reduce WW.
 
Sounds good.

I would prepare to take on Bismarck. He has no tanks, yet and his forces have come down due to the war with Hatty. If we let him build up again it will be much more difficult to take him out.
 
  • Well, it's not necessary to finish Hatty, if we get something good for peace (but I doubt it). But she should not have any of her big cities anymore - a small just settled village is no problem (and in fact I would prefer Hatty to have still a village instead of Bismarck or Mao settling old Egypt).
  • I don't think we will ever get a good peace treaty with Mansa. He is to small so we cannot really hurt him w/o killing him completely. I would make a cease fire right away (happiness) and try to trade him artillery. If he doesn't want to trade anymore, we could just kill him. Extortion will probably not work - the techs are just to expensive now.
  • What I really would like to do is a sneak attack on Beijing. But that would need several ships to deliver the force in one go, as they will not be safe after the war started. Another possibility would be Kublai and Mao just over land (we should have a rail net soon, so getting the troops to the border shouldn't be a problem). I don't fancy to go after Bismarck before the Egypt cities are out of resistance.
Problem with civic change is 3 turns of anarchy for even one civic (the same for 2 civics). It's doubtful if this is worth it at all. If we get communism in trade, police state + state property maybe worth to consider. We shouldn't go away from nationhood and slavery, so we still can draft and pop-rush. In the end we don't need population but only military, so every city can go down to small size.
And BTW, don't start any expensive buildings except they are really required. It's too late for unis IMO. Some markets for happiness or grocers for health might still be justified. Barracks should be everywhere and forges for the combined happiness-production effect are good in big cities.
 
klarius said:
Problem with civic change is 3 turns of anarchy for even one civic (the same for 2 civics). It's doubtful if this is worth it at all. If we get communism in trade, police state + state property maybe worth to consider. We shouldn't go away from nationhood and slavery, so we still can draft and pop-rush. In the end we don't need population but only military, so every city can go down to small size.

Well I would have thought Police State on it's own would have been worth it given the WW we keep suffering. After all I believe we also get +25% unit production.
 
In GOTM11, I realized that Police State is definitely worth it even if just for the WW, once I adopted it, I was able to go from 0% sci/60% culture to 70% sci/0% culture with no unhappy people from WW. And a +25% for military production is always welcome in wartime.

on civics thoughts, should we consider going to Theocracy and adopting Hinduism(or whatever the most common religion is in our militant cities) for the extra experience as well? that and barracks would give our troops 2 upgrades immediately. I'm not sure if that'd be worth it, but thought I'd throw it out there.
 
We have 2 immediate promotions already since we captured the pentagon in Memphis.
We also have a lot different religions and quite a few cities with more than one, so free religion is helping with happiness.
 
ah yes, I forgot about the pentagon, making Theo fairly useless then for a second promotion, but I do believe that Police State is worth 3 turns of anarchy by itself.
 
Summary
Hatty is down to one city. We're still at war with her. We know railroad and combustion. Researching electricity. Bismarck has built Apollo. Mao has combustion.

Turn 0 -1845 AD
Whip production in Gao, Memphis & Nagasaki. Draft infantry from Madrid.

IBT:
A marauding infantry from Hieraconopolis kills the worker by Memphis. :mad:

Turn 1 - 1846 AD
Railroad learnt. Start research into combustion. Workers begin railroading our lands.

Destroy the invading infantry by Memphis. Conquer Giza and retain. Forces move towards Goth.

Make peace with Mansa. He has no gold and won't budge on techs despite the doomsday force next to his city.

Barracks started in Goa, Memphis & Nagasaki. Kyoto starts machine gun. Djenne starts infantry. Lighthouse whipped in El-Amarna.

Turn 2 - 1847 AD
A scouting HA stumbles across Alexandria. :(

Alexandria-1847AD.jpg


I hadn't realised it still existed. Olly starts an artillery. Niani starts an infantry. Memphis starts a temple. El-Amarna starts a barracks.

Turn 3 - 1848 AD
El-Amarna starts artillery. Mohammed Shah (GP) born in Tokyo. Forces moving towards Alexandria.

Turn 4 - 1849 AD
Hatty makes peace with Bismarck.

Satsuma starts artillery. Tiflis starts infantry. Cuzco starts machine gun.

Turn 5 - 1850 AD
Hatty builds a tank in Goth! :eek: Despite the reinforcement Goth falls and is razed although I lose two arty in the attack. Reinforcement arty are dispatched from Kumbi Saleh towards Alexandria.

Seville starts theatre. Timbuktu starts artillery. Cori starts a machine gun. Shimoneseki starts a barracks.

Turn 6 - 1851 AD
Osaka and Nara start infantry. Izumo starts a machine gun Memphis starts an artillery.

Additional forces move (slowly) towards Alexandria.

Turn 7 - 1852 AD
Bismarck completes Apollo. :(

Kagoshima and Nagoya start infantry. Ica starts artillery.

Turn 8 - 1853 AD
Kumbi Saleh and Magasaki start machine guns. Maygar starts cavalry. Djenne starts artillery. Barracks whipped in Heliopolis.

Turn 9 - 1854 AD
Osaka starts infantry. Andahuaylas starts artillery. Heliopolis starts machine gun. Attack forces finally arrive at Alexandria.

Turn 10 - 1855 AD
Combustion learnt. Start research into electricity as I suspect we will need it as a prerequisite tech before the end.

Our forces take and raze Alexandria. :)

Timbuktu starts artillery. Shimoneseki starts machine gun. Heliopolis starts infantry. Forge whipped in Giza.

Mao is obviously feeling cramped for space. I spy a chinese transport in the area.

MaoCity-1855AD.jpg


Handover
Pop is in the high 40's against a domination limit of 44%. After sundry border expansions landmass is just over 50% against a target of 62%. Still some leeway but we've got more cities due to expand.

Mansa is not interested in trading so I recommend we kill him off once the peace treaty expires. Original attack force is by Tiflis. At least we'll lose some unhappy in his ex cities. Hatty is the only AI still willing to trade with us. To be honest I'm not sure it's worth leaving her alive. I recommend getting rid of her soonest. Her creative trait is already pressuring Memphis and the less unhappy the better.

Mao has completed his 5 SS casings. Bismarck is undoubtedly building some now that he has finished Apollo.

I've started a number of machine gun builds to free up attack forces. We have a large sum of gold available for upgrades and/or increased research rate.

Spoiler :

Turn 455, 1845 AD: You have discovered Railroad!
Turn 455, 1845 AD: Hatshepsut adopts Bureaucracy!
Turn 456, 1846 AD: Geezers's Infantry (26.00) vs Hatshepsut's Infantry (20.00)
Turn 456, 1846 AD: Combat Odds: 76.9%
Turn 456, 1846 AD: (Extra Combat: -30%)
Turn 456, 1846 AD: (Combat: -25%)
Turn 456, 1846 AD: (Combat: +25%)
Turn 456, 1846 AD: Geezers's Infantry is hit for 17 (83/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 22 (78/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 22 (56/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 22 (34/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 17 (66/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 17 (49/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 17 (32/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 17 (15/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 17 (0/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry has defeated Geezers's Infantry!
Turn 456, 1846 AD: Geezers's Infantry (24.00) vs Hatshepsut's Infantry (6.80)
Turn 456, 1846 AD: Combat Odds: 100.0%
Turn 456, 1846 AD: (Extra Combat: -20%)
Turn 456, 1846 AD: (Combat: -25%)
Turn 456, 1846 AD: (Combat: +25%)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 26 (8/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 26 (0/100HP)
Turn 456, 1846 AD: Geezers's Infantry has defeated Hatshepsut's Infantry!
Turn 456, 1846 AD: Geezers's Artillery (18.00) vs Hatshepsut's Infantry (30.00)
Turn 456, 1846 AD: Combat Odds: 3.8%
Turn 456, 1846 AD: (Fortify: +25%)
Turn 456, 1846 AD: (City Defense: +45%)
Turn 456, 1846 AD: (City Attack: -20%)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 15 (85/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 15 (70/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 15 (55/100HP)
Turn 456, 1846 AD: Geezers's Artillery is hit for 25 (75/100HP)
Turn 456, 1846 AD: Geezers's Artillery is hit for 25 (50/100HP)
Turn 456, 1846 AD: Geezers's Artillery is hit for 25 (25/100HP)
Turn 456, 1846 AD: Geezers's Artillery is hit for 25 (0/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry has defeated Geezers's Artillery!
Turn 456, 1846 AD: Geezers's Infantry (24.00) vs Hatshepsut's Machine Gun (28.35)
Turn 456, 1846 AD: Combat Odds: 15.4%
Turn 456, 1846 AD: (Extra Combat: -20%)
Turn 456, 1846 AD: (Fortify: +25%)
Turn 456, 1846 AD: (Combat: +50%)
Turn 456, 1846 AD: Geezers's Infantry is hit for 22 (78/100HP)
Turn 456, 1846 AD: Hatshepsut's Machine Gun is hit for 17 (73/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 22 (56/100HP)
Turn 456, 1846 AD: Hatshepsut's Machine Gun is hit for 17 (56/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 22 (34/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 22 (12/100HP)
Turn 456, 1846 AD: Hatshepsut's Machine Gun is hit for 17 (39/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 22 (0/100HP)
Turn 456, 1846 AD: Hatshepsut's Machine Gun has defeated Geezers's Infantry!
Turn 456, 1846 AD: Geezers's Infantry (24.00) vs Hatshepsut's Infantry (24.30)
Turn 456, 1846 AD: Combat Odds: 49.0%
Turn 456, 1846 AD: (Extra Combat: -20%)
Turn 456, 1846 AD: (Extra Combat: +10%)
Turn 456, 1846 AD: (Fortify: +25%)
Turn 456, 1846 AD: (Combat: -25%)
Turn 456, 1846 AD: (Combat: +25%)
Turn 456, 1846 AD: Geezers's Infantry is hit for 20 (80/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 19 (71/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 19 (52/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 19 (33/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 19 (14/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 19 (0/100HP)
Turn 456, 1846 AD: Geezers's Infantry has defeated Hatshepsut's Infantry!
Turn 456, 1846 AD: Geezers's Infantry (24.00) vs Hatshepsut's Infantry (18.70)
Turn 456, 1846 AD: Combat Odds: 86.2%
Turn 456, 1846 AD: (Extra Combat: -20%)
Turn 456, 1846 AD: (Fortify: +25%)
Turn 456, 1846 AD: (City Defense: +45%)
Turn 456, 1846 AD: (Combat: -25%)
Turn 456, 1846 AD: (Combat: +25%)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 19 (36/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 20 (80/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 20 (60/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 19 (17/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 20 (40/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 20 (20/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 20 (0/100HP)
Turn 456, 1846 AD: Hatshepsut's Infantry has defeated Geezers's Infantry!
Turn 456, 1846 AD: Geezers's Infantry (22.00) vs Hatshepsut's Machine Gun (12.28)
Turn 456, 1846 AD: Combat Odds: 97.1%
Turn 456, 1846 AD: (Extra Combat: -10%)
Turn 456, 1846 AD: (Fortify: +25%)
Turn 456, 1846 AD: (Combat: +50%)
Turn 456, 1846 AD: Hatshepsut's Machine Gun is hit for 20 (19/100HP)
Turn 456, 1846 AD: Hatshepsut's Machine Gun is hit for 20 (0/100HP)
Turn 456, 1846 AD: Geezers's Infantry has defeated Hatshepsut's Machine Gun!
Turn 456, 1846 AD: Geezers's Cavalry (16.50) vs Hatshepsut's Artillery (16.20)
Turn 456, 1846 AD: Combat Odds: 51.0%
Turn 456, 1846 AD: (Extra Combat: -10%)
Turn 456, 1846 AD: Hatshepsut's Artillery is hit for 19 (71/100HP)
Turn 456, 1846 AD: Hatshepsut's Artillery is hit for 19 (52/100HP)
Turn 456, 1846 AD: Hatshepsut's Artillery is hit for 19 (33/100HP)
Turn 456, 1846 AD: Hatshepsut's Artillery is hit for 19 (14/100HP)
Turn 456, 1846 AD: Hatshepsut's Artillery is hit for 19 (0/100HP)
Turn 456, 1846 AD: Geezers's Cavalry has defeated Hatshepsut's Artillery!
Turn 456, 1846 AD: Geezers's Cavalry (18.00) vs Hatshepsut's Infantry (4.93)
Turn 456, 1846 AD: Combat Odds: 100.0%
Turn 456, 1846 AD: (Extra Combat: -20%)
Turn 456, 1846 AD: (Fortify: +25%)
Turn 456, 1846 AD: (City Defense: +45%)
Turn 456, 1846 AD: (Combat: -25%)
Turn 456, 1846 AD: Hatshepsut's Infantry is hit for 20 (0/100HP)
Turn 456, 1846 AD: Geezers's Cavalry has defeated Hatshepsut's Infantry!
Turn 456, 1846 AD: You have captured Giza!!!
Turn 456, 1846 AD: Geezers's Infantry (24.00) vs Hatshepsut's Marine (19.20)
Turn 456, 1846 AD: Combat Odds: 74.9%
Turn 456, 1846 AD: (Extra Combat: -20%)
Turn 456, 1846 AD: (Combat: -25%)
Turn 456, 1846 AD: Geezers's Infantry is hit for 17 (83/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 17 (66/100HP)
Turn 456, 1846 AD: Hatshepsut's Marine is hit for 22 (78/100HP)
Turn 456, 1846 AD: Hatshepsut's Marine is hit for 22 (56/100HP)
Turn 456, 1846 AD: Hatshepsut's Marine is hit for 22 (34/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 17 (49/100HP)
Turn 456, 1846 AD: Hatshepsut's Marine is hit for 22 (12/100HP)
Turn 456, 1846 AD: Geezers's Infantry is hit for 17 (32/100HP)
Turn 456, 1846 AD: Hatshepsut's Marine is hit for 22 (0/100HP)
Turn 456, 1846 AD: Geezers's Infantry has defeated Hatshepsut's Marine!
Turn 456, 1846 AD: You have made peace with Mansa Musa!
Turn 456, 1846 AD: The borders of Niani have expanded!
Turn 456, 1846 AD: Corihuayrachina celebrates "We Love the Prime Minister Day"!!!
Turn 457, 1847 AD: Mohammed Shah (Prophet) has been born in Tokyo!
Turn 457, 1847 AD: The borders of Djenne have expanded!
Turn 457, 1847 AD: Corihuayrachina celebrates "We Love the Prime Minister Day"!!!
Turn 457, 1847 AD: The borders of El-Amarna have expanded!
Turn 458, 1848 AD: Mao Zedong has completed SS Casing!
Turn 458, 1848 AD: Hatshepsut has made peace with Bismarck!
Turn 460, 1850 AD: Geezers's Artillery (18.00) vs Hatshepsut's Infantry (30.00)
Turn 460, 1850 AD: Combat Odds: 3.8%
Turn 460, 1850 AD: (Fortify: +25%)
Turn 460, 1850 AD: (City Defense: +45%)
Turn 460, 1850 AD: (City Attack: -20%)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 15 (85/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 15 (70/100HP)
Turn 460, 1850 AD: Geezers's Artillery is hit for 25 (75/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 15 (55/100HP)
Turn 460, 1850 AD: Geezers's Artillery is hit for 25 (50/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 15 (40/100HP)
Turn 460, 1850 AD: Geezers's Artillery is hit for 25 (25/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 15 (25/100HP)
Turn 460, 1850 AD: Geezers's Artillery is hit for 25 (0/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry has defeated Geezers's Artillery!
Turn 460, 1850 AD: Geezers's Artillery (18.00) vs Hatshepsut's Tank (26.54)
Turn 460, 1850 AD: Combat Odds: 10.4%
Turn 460, 1850 AD: (Extra Combat: +20%)
Turn 460, 1850 AD: Geezers's Artillery is hit for 25 (75/100HP)
Turn 460, 1850 AD: Hatshepsut's Tank is hit for 15 (64/100HP)
Turn 460, 1850 AD: Geezers's Artillery is hit for 25 (50/100HP)
Turn 460, 1850 AD: Geezers's Artillery is hit for 25 (25/100HP)
Turn 460, 1850 AD: Hatshepsut's Tank is hit for 15 (49/100HP)
Turn 460, 1850 AD: Hatshepsut's Tank is hit for 15 (34/100HP)
Turn 460, 1850 AD: Geezers's Artillery is hit for 25 (0/100HP)
Turn 460, 1850 AD: Hatshepsut's Tank has defeated Geezers's Artillery!
Turn 460, 1850 AD: Geezers's Infantry (24.00) vs Hatshepsut's Infantry (20.00)
Turn 460, 1850 AD: Combat Odds: 82.6%
Turn 460, 1850 AD: (Extra Combat: -20%)
Turn 460, 1850 AD: (Fortify: +25%)
Turn 460, 1850 AD: (Combat: -25%)
Turn 460, 1850 AD: (Combat: +25%)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 20 (60/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 20 (40/100HP)
Turn 460, 1850 AD: Geezers's Infantry is hit for 19 (81/100HP)
Turn 460, 1850 AD: Geezers's Infantry is hit for 19 (62/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 20 (20/100HP)
Turn 460, 1850 AD: Geezers's Infantry is hit for 19 (43/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 20 (0/100HP)
Turn 460, 1850 AD: Geezers's Infantry has defeated Hatshepsut's Infantry!
Turn 460, 1850 AD: Geezers's Infantry (23.40) vs Hatshepsut's Infantry (20.00)
Turn 460, 1850 AD: Combat Odds: 71.8%
Turn 460, 1850 AD: (Extra Combat: -30%)
Turn 460, 1850 AD: (Fortify: +25%)
Turn 460, 1850 AD: (Combat: -25%)
Turn 460, 1850 AD: (Combat: +25%)
Turn 460, 1850 AD: Geezers's Infantry is hit for 19 (71/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 20 (60/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 20 (40/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 20 (20/100HP)
Turn 460, 1850 AD: Geezers's Infantry is hit for 19 (52/100HP)
Turn 460, 1850 AD: Geezers's Infantry is hit for 19 (33/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 20 (0/100HP)
Turn 460, 1850 AD: Geezers's Infantry has defeated Hatshepsut's Infantry!
Turn 460, 1850 AD: Geezers's Infantry (28.00) vs Hatshepsut's Tank (11.42)
Turn 460, 1850 AD: Combat Odds: 99.7%
Turn 460, 1850 AD: (Extra Combat: -40%)
Turn 460, 1850 AD: (Extra Combat: +20%)
Turn 460, 1850 AD: Hatshepsut's Tank is hit for 22 (12/100HP)
Turn 460, 1850 AD: Hatshepsut's Tank is hit for 22 (0/100HP)
Turn 460, 1850 AD: Geezers's Infantry has defeated Hatshepsut's Tank!
Turn 460, 1850 AD: Geezers's Infantry (22.00) vs Hatshepsut's Infantry (8.50)
Turn 460, 1850 AD: Combat Odds: 99.7%
Turn 460, 1850 AD: (Extra Combat: -10%)
Turn 460, 1850 AD: (Fortify: +25%)
Turn 460, 1850 AD: (City Defense: +45%)
Turn 460, 1850 AD: (Combat: -25%)
Turn 460, 1850 AD: (Combat: +25%)
Turn 460, 1850 AD: Geezers's Infantry is hit for 19 (81/100HP)
Turn 460, 1850 AD: Geezers's Infantry is hit for 19 (62/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 20 (5/100HP)
Turn 460, 1850 AD: Hatshepsut's Infantry is hit for 20 (0/100HP)
Turn 460, 1850 AD: Geezers's Infantry has defeated Hatshepsut's Infantry!
Turn 460, 1850 AD: You have captured Goth!!!
Turn 460, 1850 AD: You have destroyed the city of Goth!!!
Turn 461, 1851 AD: The borders of Kagoshima have expanded!
Turn 461, 1851 AD: The borders of Yokohama have expanded!
Turn 461, 1851 AD: Bismarck has completed Apollo Program!
Turn 462, 1852 AD: The enemy has been spotted near Tokyo!
Turn 462, 1852 AD: The borders of Vilcabamba have expanded!
Turn 462, 1852 AD: Bismarck's Golden Age has ended...
Turn 463, 1853 AD: The enemy has been spotted near Tiwanaku!
Turn 463, 1853 AD: The enemy has been spotted near Kyoto!
Turn 463, 1853 AD: Hatshepsut has reduced your defenses in Tokyo to 0%!
Turn 463, 1853 AD: Kublai Khan adopts Theocracy!
Turn 464, 1854 AD: The enemy has been spotted near Tiwanaku!
Turn 464, 1854 AD: The enemy has been spotted near Tokyo!
Turn 464, 1854 AD: Your Artillery has reduced the defenses of Alexandria to 39%!
Turn 464, 1854 AD: Your Artillery has reduced the defenses of Alexandria to 24%!
Turn 464, 1854 AD: Your Artillery has reduced the defenses of Alexandria to 9%!
Turn 464, 1854 AD: Your Artillery has reduced the defenses of Alexandria to 0%!
Turn 464, 1854 AD: You have discovered Combustion!
Turn 464, 1854 AD: Nagoya celebrates "We Love the Prime Minister Day"!!!
Turn 464, 1854 AD: Magyar celebrates "We Love the Prime Minister Day"!!!
Turn 464, 1854 AD: Memphis celebrates "We Love the Prime Minister Day"!!!
Turn 464, 1854 AD: The borders of Memphis have expanded!
Turn 464, 1854 AD: The borders of Heliopolis have expanded!
Turn 464, 1854 AD: Mao Zedong has completed SS Casing!
Turn 464, 1854 AD: Mao Zedong has completed SS Casing!
Turn 464, 1854 AD: Hatshepsut has reduced your defenses in Kyoto to 0%!

Turn 465, 1855 AD: The enemy has been spotted near Tiwanaku!
Turn 465, 1855 AD: The enemy has been spotted near Kyoto!
Turn 465, 1855 AD: Geezers's Artillery (18.00) vs Hatshepsut's Marine (28.80)
Turn 465, 1855 AD: Combat Odds: 4.4%
Turn 465, 1855 AD: (City Defense: +20%)
Turn 465, 1855 AD: Your Artillery has caused collateral damage! (3 Units)
Turn 465, 1855 AD: Geezers's Artillery is hit for 25 (75/100HP)
Turn 465, 1855 AD: Geezers's Artillery is hit for 25 (50/100HP)
Turn 465, 1855 AD: Hatshepsut's Marine is hit for 15 (85/100HP)
Turn 465, 1855 AD: Geezers's Artillery is hit for 25 (25/100HP)
Turn 465, 1855 AD: Your Artillery has withdrawn from combat with a Marine!
Turn 465, 1855 AD: Geezers's Artillery (18.00) vs Hatshepsut's Marine (24.48)
Turn 465, 1855 AD: Combat Odds: 20.7%
Turn 465, 1855 AD: (City Defense: +20%)
Turn 465, 1855 AD: Your Artillery has caused collateral damage! (3 Units)
Turn 465, 1855 AD: Hatshepsut's Marine is hit for 16 (69/100HP)
Turn 465, 1855 AD: Geezers's Artillery is hit for 24 (76/100HP)
Turn 465, 1855 AD: Geezers's Artillery is hit for 24 (52/100HP)
Turn 465, 1855 AD: Hatshepsut's Marine is hit for 16 (53/100HP)
Turn 465, 1855 AD: Hatshepsut's Marine is hit for 16 (37/100HP)
Turn 465, 1855 AD: Geezers's Artillery is hit for 24 (28/100HP)
Turn 465, 1855 AD: Geezers's Artillery is hit for 24 (4/100HP)
Turn 465, 1855 AD: Hatshepsut's Marine is hit for 16 (21/100HP)
Turn 465, 1855 AD: Geezers's Artillery is hit for 24 (0/100HP)
Turn 465, 1855 AD: Hatshepsut's Marine has defeated Geezers's Artillery!
Turn 465, 1855 AD: Your Artillery has died trying to attack a Marine!
Turn 465, 1855 AD: Geezers's Infantry (24.00) vs Hatshepsut's Machine Gun (25.97)
Turn 465, 1855 AD: Combat Odds: 38.3%
Turn 465, 1855 AD: (Extra Combat: -20%)
Turn 465, 1855 AD: (Extra Combat: +10%)
Turn 465, 1855 AD: (Fortify: +25%)
Turn 465, 1855 AD: (Combat: +50%)
Turn 465, 1855 AD: Geezers's Infantry is hit for 22 (78/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 22 (56/100HP)
Turn 465, 1855 AD: Hatshepsut's Machine Gun is hit for 18 (60/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 22 (34/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 22 (12/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 22 (0/100HP)
Turn 465, 1855 AD: Hatshepsut's Machine Gun has defeated Geezers's Infantry!
Turn 465, 1855 AD: Your Infantry has died trying to attack a Machine Gun!
Turn 465, 1855 AD: Geezers's Infantry (24.00) vs Hatshepsut's Machine Gun (25.97)
Turn 465, 1855 AD: Combat Odds: 38.3%
Turn 465, 1855 AD: (Extra Combat: -20%)
Turn 465, 1855 AD: (Extra Combat: +10%)
Turn 465, 1855 AD: (Fortify: +25%)
Turn 465, 1855 AD: (Combat: +50%)
Turn 465, 1855 AD: Hatshepsut's Machine Gun is hit for 18 (60/100HP)
Turn 465, 1855 AD: Hatshepsut's Machine Gun is hit for 18 (42/100HP)
Turn 465, 1855 AD: Hatshepsut's Machine Gun is hit for 18 (24/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 22 (78/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 22 (56/100HP)
Turn 465, 1855 AD: Hatshepsut's Machine Gun is hit for 18 (6/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 22 (34/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 22 (12/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 22 (0/100HP)
Turn 465, 1855 AD: Hatshepsut's Machine Gun has defeated Geezers's Infantry!
Turn 465, 1855 AD: Your Infantry has died trying to attack a Machine Gun!
Turn 465, 1855 AD: Geezers's Infantry (24.00) vs Hatshepsut's Machine Gun (19.98)
Turn 465, 1855 AD: Combat Odds: 67.0%
Turn 465, 1855 AD: (Extra Combat: -20%)
Turn 465, 1855 AD: (Extra Combat: +10%)
Turn 465, 1855 AD: (Fortify: +25%)
Turn 465, 1855 AD: (Combat: +50%)
Turn 465, 1855 AD: Geezers's Infantry is hit for 21 (79/100HP)
Turn 465, 1855 AD: Hatshepsut's Machine Gun is hit for 18 (42/100HP)
Turn 465, 1855 AD: Hatshepsut's Machine Gun is hit for 18 (24/100HP)
Turn 465, 1855 AD: Hatshepsut's Machine Gun is hit for 18 (6/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 21 (58/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 21 (37/100HP)
Turn 465, 1855 AD: Hatshepsut's Machine Gun is hit for 18 (0/100HP)
Turn 465, 1855 AD: Geezers's Infantry has defeated Hatshepsut's Machine Gun!
Turn 465, 1855 AD: Your Infantry has destroyed a Machine Gun!
Turn 465, 1855 AD: Geezers's Infantry (22.00) vs Hatshepsut's Artillery (8.01)
Turn 465, 1855 AD: Combat Odds: 99.9%
Turn 465, 1855 AD: (Extra Combat: -10%)
Turn 465, 1855 AD: (City Attack: -75%)
Turn 465, 1855 AD: Hatshepsut's Artillery is hit for 30 (48/100HP)
Turn 465, 1855 AD: Hatshepsut's Artillery is hit for 30 (18/100HP)
Turn 465, 1855 AD: Geezers's Infantry is hit for 13 (87/100HP)
Turn 465, 1855 AD: Hatshepsut's Artillery is hit for 30 (0/100HP)
Turn 465, 1855 AD: Geezers's Infantry has defeated Hatshepsut's Artillery!
Turn 465, 1855 AD: Your Infantry has destroyed a Artillery!
Turn 465, 1855 AD: Geezers's Infantry (24.00) vs Hatshepsut's Marine (4.79)
Turn 465, 1855 AD: Combat Odds: 100.0%
Turn 465, 1855 AD: (Extra Combat: -20%)
Turn 465, 1855 AD: (City Defense: +20%)
Turn 465, 1855 AD: (Combat: -25%)
Turn 465, 1855 AD: Hatshepsut's Marine is hit for 26 (0/100HP)
Turn 465, 1855 AD: Geezers's Infantry has defeated Hatshepsut's Marine!
Turn 465, 1855 AD: Your Infantry has destroyed a Marine!
Turn 465, 1855 AD: Geezers's Infantry (24.00) vs Hatshepsut's Machine Gun (1.99)
Turn 465, 1855 AD: Combat Odds: 100.0%
Turn 465, 1855 AD: (Extra Combat: -20%)
Turn 465, 1855 AD: (Extra Combat: +10%)
Turn 465, 1855 AD: (Fortify: +25%)
Turn 465, 1855 AD: (Combat: +50%)
Turn 465, 1855 AD: Hatshepsut's Machine Gun is hit for 23 (0/100HP)
Turn 465, 1855 AD: Geezers's Infantry has defeated Hatshepsut's Machine Gun!
Turn 465, 1855 AD: Your Infantry has destroyed a Machine Gun!
Turn 465, 1855 AD: You have captured Alexandria!!!
Turn 465, 1855 AD: You have destroyed the city of Alexandria!!!
 
Looks good, Sam. :goodjob:

I would research flight next to build airports to be able to fly units over from our home to the the other continent. Then industrialism for tanks and maybe rocketry for gunships.
 
@klarius - Since Thrallia hasn't posted a 'got it' I think we had better skip him.
 
Back
Top Bottom