SGOTM 02 - Pioneer Knights

just had a look at the save... nice going.

some questions:

looks like we can trade sugar for incense with Bismark.
looks like we can trade gunpowder to MM for Theology, Music, World Map and 20G. He still has paper and 270 GP, so maybe we can play around with that.

Hatty,HC, Bismark and Mao all have gunpowder, since we have not tech lead on them.

KK doesn't, but with his tech disadvantage this is expected.
 
remconius said:
Good!

Sorry for being blunt....
that's ok, I might have missed it otherwise...

There seems to be a problem reaching the upload page. At least for me, I'll try again tomorrow morning. But I will share what happened:

1st turn moved around some units and dif what was planned:
science at 70%
Bismarck incense +1 gpt for stone
Hatty pigs for stone
MM for gunpowder we get Paper + Theology + 20 gold + worldmap.

2nd turn
Osaka Samurai => longbow
Nagoya lighthouse => pike
Mao Zedong is the first to discover liberalism :(
HC builds Notre Dame in Cuzco for us to conquer.

3rd turn
Tokyo pike => catapult
Kagoshima Samurai => catapult

4th turn
Osaka longbow => catapult

5th turn
I have moved 3 galleons to Incan borders, 2 near vitcos and 1 near south iron. The northern iron will still take some turns, but I still decide it is time to attack (otherwise I miss all the fun :p).
Because I can't demand anything I just declare war. Relations go down just a little bit, which was better then I expected.
Our income had now dropped to -1 gpt.

6th turn
Osaka catapult => catapult
Seville market => bank
Izumo barracks => catapult

Vitcos is razed for 122 gold.
We lost 1 samurai who had over 80% chance of winning :sad:
Two iron mines are pillaged for 19 gold already doing major economical damage. I also go after the seafood HC has.

7th turn
Osaka catapult => longbow (for Tiwanaku!)
Tokyo catapult => pike

Ica razed, we capture 27 gold.

8th turn
We discover chemistry. Finally a tech that we can trade. I decide it is better to keep it to our selves as we don't want to start facing Grenadiers...
We start researching printing press.

Edo galleon => Observatory
Santiago galleon => Frigate

Promoted a Samurai with Medic I so we can heal our attacking force.

9th turn
Osaka longbow => Grenadier
Nara Samurai => catapult
Kagoshima catapult => pike

10th turn
Finally we land the force to pillage the iron in the Incan northern lands. There is a pike on it, but more worryingly, the city next to it has a dozen or so units that will propably kill our Samurai, Pike and longbow (I upgraded then as I think will give them the best chance).

We build an Academy in Osaka.

Hatty and MM already wanted to trade for chemistry, but I waved them both off laughing in their faces. We could off course trade it, it should get us about level again with the AI. But I don't think we really need the techs they have for our war. Maybe we can get these techs from HC when he comes begging for peace.
Tiwanaku is about ready to be taken by us, which will give us the great lighthouse (+2 trade routes in coastal cities :D). Bombard and then attack first with 1 or 2 cats to weaken them, then the Samurai will have easy targets.

Also there is a lonely longbow near the southern iron, I didn't attack it, but maybe we should as it is a really easy prey now.

Score went from 1609 to 1730
Our army went from 4th in demographics to 2nd :D
Our income went from +17 gpt to -11 gpt @ 70% :(
 
The save:
http://gotm.civfanatics.net/saves/civ4sgotm2/Pioneer_Knights_SG002_AD1400_01.Civ4SavedGame

Here is your Session Turn Log from 1346 AD to 1400 AD:

Turn 281, 1346 AD: You have discovered Theology!
Turn 281, 1346 AD: You have discovered Paper!
Turn 281, 1346 AD: Bismarck adopts Theocracy!
Turn 281, 1346 AD: Mao Zedong is the first to discover Liberalism!
Turn 281, 1346 AD: Huayna Capac has completed Notre Dame!

Turn 282, 1352 AD: You have trained a Samurai in Kagoshima. Work has now begun on a Forge.
Turn 282, 1352 AD: Mao Zedong adopts Theocracy!

Turn 283, 1358 AD: Judaism has spread in Izumo.
Turn 283, 1358 AD: Nicolaus Copernicus has been born in Guangzhou!

Turn 284, 1364 AD: The borders of Edo have expanded!

Turn 285, 1370 AD: You have declared war on Huayna Capac!

Turn 286, 1376 AD: Pioneer Knights's Galleon (4.00) vs Huayna Capac's Caravel (3.30)
Turn 286, 1376 AD: Combat Odds: 73.2%
Turn 286, 1376 AD: (Plot Defense: +10%)
Turn 286, 1376 AD: Huayna Capac's Caravel is hit for 22 (78/100HP)
Turn 286, 1376 AD: Huayna Capac's Caravel is hit for 22 (56/100HP)
Turn 286, 1376 AD: Huayna Capac's Caravel is hit for 22 (34/100HP)
Turn 286, 1376 AD: Huayna Capac's Caravel is hit for 22 (12/100HP)
Turn 286, 1376 AD: Pioneer Knights's Galleon is hit for 18 (82/100HP)
Turn 286, 1376 AD: Huayna Capac's Caravel is hit for 22 (0/100HP)
Turn 286, 1376 AD: Pioneer Knights's Galleon has defeated Huayna Capac's Caravel!
Turn 286, 1376 AD: Pioneer Knights's Samurai (9.60) vs Huayna Capac's Longbowman (7.50)
Turn 286, 1376 AD: Combat Odds: 81.1%
Turn 286, 1376 AD: (Extra Combat: -20%)
Turn 286, 1376 AD: (Plot Defense: +20%)
Turn 286, 1376 AD: (Fortify: +25%)
Turn 286, 1376 AD: (City Defense: +25%)
Turn 286, 1376 AD: (City Attack: -20%)
Turn 286, 1376 AD: (Combat: -25%)
Turn 286, 1376 AD: Pioneer Knights's Samurai is hit for 17 (83/100HP)
Turn 286, 1376 AD: Pioneer Knights's Samurai is hit for 17 (66/100HP)
Turn 286, 1376 AD: Pioneer Knights's Samurai is hit for 17 (49/100HP)
Turn 286, 1376 AD: Pioneer Knights's Samurai is hit for 17 (32/100HP)
Turn 286, 1376 AD: Huayna Capac's Longbowman is hit for 22 (78/100HP)
Turn 286, 1376 AD: Huayna Capac's Longbowman is hit for 22 (56/100HP)
Turn 286, 1376 AD: Pioneer Knights's Samurai is hit for 17 (15/100HP)
Turn 286, 1376 AD: Pioneer Knights's Samurai is hit for 17 (0/100HP)
Turn 286, 1376 AD: Huayna Capac's Longbowman has defeated Pioneer Knights's Samurai!
Turn 286, 1376 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Longbowman (5.04)
Turn 286, 1376 AD: Combat Odds: 98.2%
Turn 286, 1376 AD: (Extra Combat: -10%)
Turn 286, 1376 AD: (Plot Defense: +20%)
Turn 286, 1376 AD: (Fortify: +25%)
Turn 286, 1376 AD: (City Defense: +25%)
Turn 286, 1376 AD: (City Attack: -20%)
Turn 286, 1376 AD: Huayna Capac's Longbowman is hit for 22 (34/100HP)
Turn 286, 1376 AD: Huayna Capac's Longbowman is hit for 22 (12/100HP)
Turn 286, 1376 AD: Pioneer Knights's Samurai is hit for 17 (83/100HP)
Turn 286, 1376 AD: Huayna Capac's Longbowman is hit for 22 (0/100HP)
Turn 286, 1376 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Longbowman!
Turn 286, 1376 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Pikeman (6.30)
Turn 286, 1376 AD: Combat Odds: 93.4%
Turn 286, 1376 AD: (Extra Combat: -10%)
Turn 286, 1376 AD: (Extra Combat: +10%)
Turn 286, 1376 AD: (Plot Defense: +20%)
Turn 286, 1376 AD: (Fortify: +25%)
Turn 286, 1376 AD: (Combat: -50%)
Turn 286, 1376 AD: Huayna Capac's Pikeman is hit for 23 (77/100HP)
Turn 286, 1376 AD: Huayna Capac's Pikeman is hit for 23 (54/100HP)
Turn 286, 1376 AD: Huayna Capac's Pikeman is hit for 23 (31/100HP)
Turn 286, 1376 AD: Huayna Capac's Pikeman is hit for 23 (8/100HP)
Turn 286, 1376 AD: Pioneer Knights's Samurai is hit for 16 (84/100HP)
Turn 286, 1376 AD: Pioneer Knights's Samurai is hit for 16 (68/100HP)
Turn 286, 1376 AD: Huayna Capac's Pikeman is hit for 23 (0/100HP)
Turn 286, 1376 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Pikeman!
Turn 286, 1376 AD: You have captured Vitcos!!!
Turn 286, 1376 AD: You have destroyed the city of Vitcos!!!

Turn 287, 1382 AD: You have plundered 24 from the Fishing Boats!
Turn 287, 1382 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Longbowman (4.61)
Turn 287, 1382 AD: Combat Odds: 99.3%
Turn 287, 1382 AD: (Extra Combat: -10%)
Turn 287, 1382 AD: (Fortify: +25%)
Turn 287, 1382 AD: (City Defense: +45%)
Turn 287, 1382 AD: (City Attack: -75%)
Turn 287, 1382 AD: (Combat: -25%)
Turn 287, 1382 AD: Huayna Capac's Longbowman is hit for 27 (73/100HP)
Turn 287, 1382 AD: Huayna Capac's Longbowman is hit for 27 (46/100HP)
Turn 287, 1382 AD: Huayna Capac's Longbowman is hit for 27 (19/100HP)
Turn 287, 1382 AD: Pioneer Knights's Samurai is hit for 14 (86/100HP)
Turn 287, 1382 AD: Huayna Capac's Longbowman is hit for 27 (0/100HP)
Turn 287, 1382 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Longbowman!
Turn 287, 1382 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Longbowman (4.61)
Turn 287, 1382 AD: Combat Odds: 99.3%
Turn 287, 1382 AD: (Extra Combat: -10%)
Turn 287, 1382 AD: (Fortify: +25%)
Turn 287, 1382 AD: (City Defense: +45%)
Turn 287, 1382 AD: (City Attack: -75%)
Turn 287, 1382 AD: (Combat: -25%)
Turn 287, 1382 AD: Huayna Capac's Longbowman is hit for 27 (73/100HP)
Turn 287, 1382 AD: Huayna Capac's Longbowman is hit for 27 (46/100HP)
Turn 287, 1382 AD: Huayna Capac's Longbowman is hit for 27 (19/100HP)
Turn 287, 1382 AD: Huayna Capac's Longbowman is hit for 27 (0/100HP)
Turn 287, 1382 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Longbowman!
Turn 287, 1382 AD: You have captured Ica!!!
Turn 287, 1382 AD: You have pillaged 27 4 from the destruction of Ica!!!
Turn 287, 1382 AD: You have discovered Chemistry!

Turn 288, 1388 AD: You have plundered 84 from the Mine!
Turn 288, 1388 AD: You have plundered 54 from the Windmill!
Turn 288, 1388 AD: You have trained a Catapult in Kagoshima. Work has now begun on a Forge.
Turn 288, 1388 AD: St. Peter has been born in Cologne!

Turn 290, 1400 AD: You have plundered 224 from the Village!
Turn 290, 1400 AD: Your Catapult has reduced the defenses of Tiwanaku to 51%!
Turn 290, 1400 AD: Your Catapult has reduced the defenses of Tiwanaku to 42%!
 
well done !! Our invasion has gotten off to a good start ..

Don't worry abt the economy, i think the furthest we will research is steel for cannons or MT for cavalry .. hopefully we finish them off before rifles ..

Kagoshima : Catapult --> Forge .. is it necessary ? If not, it can get back to Cats ..

Are we above Hatty in score ?
We should adequately reinforce Kyoto Triangle before we declare on anybody else .. HC is the only one without quick access to Inland Ocean in which Kyoto resides in .. All others have coastal cities on the side of Kyoto ..

riptide
 
if we research or trade for paper or get it in a peace treaty, we can use the GS to research PP or Education .. Education takes priority over PP though ..
 
Good turnset :goodjob:

Nice war start!!

With regards to second iron mine. We can pillage and then fortify on a forest/hill next to it. It will prevent HC from mining it again. If he does kill all our units, we need to get over there asap, to prevent HC building knights

I agree with riptide, all production cities should be continuously building units. Forges and the like can be built in next peace time (if there is one :devil:) By the way we already have paper.

Roster
MrWhite
Tomason <-- Up next
Remconius <-- On deck
Wanderer
Riptide
Redemption438 (On Holiday)
Perincurium (skipped until he returns)


For the record, I'll be on a business trip until Thursday. I can probably log in at some points though. I'll be playing on Thursday evening or Friday, but if Wanderer can slip in a turnset on Wednesday or Thursday go ahead. If not I'll play when I get back.


@Tomason - Make sure you pillage and guard all 3 HC Iron mines. And can you make a complete, turn by turn, report? I wont have access to the game till Thursday and I am eager to know what happens in the war.
 
War strat : While Bismark and Others are busy with war against MM, we hit everybody on the West of MM .. First HC then KK then Mao followed by Hatty Bismark and finally MM .. If they ever sign peace, bribe anyone to redeclare war ..Try to forment a lot of wars though it will be hard due to Religious similarities ..


Cities to keep ( Remember to run artist specialist to pop borders )

HC keepers:

Tiwanku
Cuzco
Machu Picchu
Corihan
Ollyantambo
Huamanga
Vilcabamba( not sure)

RAZE everything else except Hun( too far away, inside Bismark's borders) .. We'll get to that later when we fight Hatty.

Next target will be KK not MM (who is very weak) ..

Notes : KK seems to have a chinese city (Hangzhou) .. Indication of earlier war or culture flip .. look into possibility that Mao can be bribed against KK when we are going to attack KK ..

KK keepers:

Old Sarai
Karakorum
Samarqand
New Sarai

Mao Keepers :

Nanjing
Shanghai
Beijing (if there are useful wonders)
Guangzhou

While we are conducting this offensive on the West, troops in OsakaLand should be continuously flowing to former HC territories ..

Once former HC cities are online and start producing troops, troops produced in OsakaLand can mass outside Hatty's borders .. Have some empty galleons outside the last few remaining chinese territories so that the instant Mao is destroyed, troops can move immediately to hatty's land .. We have enough production cities on the Supercontinent so feel free to RAZE everything .. of course keep Thebes for the Shrine .. and also the cities will prob not come online in time to help much with the war effort and unfortunately contribute towards Domination limit ..

Next we move on to Bismark :
Move troops over and whack his head in .. Finishing it off with MM's head ..


Our economy will prob suffer a beating but we do not need much research after rifling anyways (hopefully) ..

All new cities should get a border expansion and a barracks and they are set to start troop production.. We need sea superiority thus remember to slip in Frigate and Galleon builds in between land troops ..

We should aim for cannon production to start by the time we finish off HC and DOW on KK or at the latest when we are targeting Mao .. This is because they would have mostly Muskets .. Of course we would have our own Grenadiers and Samurai..

riptide
 
Good war plan, I like.

A few additions:
-For each new war target we should look into setting up pillaging galleons for strategic resources like iron, horses.
-Especially on our west coast, but also on the east coast we need to have an uninterrupted defense line with frigates (every 5 squares?) so no galleons can slip through and attack us in the back. Kyoto triangle also needs 2-3 frigates.
-Our commerce cities Barcelona, Seville, Madrid and Toledo should work as many cottages as possible. We want them to expand to villages and Town during the war to keep up a little bit with war expenses, especially with printing press.
-Our production cities dont need to be fully developed as they probably wont grow much beyond size 6, so workers should be moved to build cottages when the production cities have main improvements.
-When we have the main research completed, we should change all science specialists to merchants, except Kyoto maybe. GS should be used for a tech not for academy, benefit will not be very long.... :devil:
 
what is our tech plan ?
i think we may need drama at some point to combat WW by adjusting the culture slider..

Once we have taken all of HC's territories except Hun, we can sign peace with him to extort tech's from him coz we won't be able to get to him till much later ..

Regarding Kyoto defense, next few turnsets should see an effective defense force in that region .. Please do not neglect that area .. i think we will need at least 3 up-to-date defenders in each city .. with more in the cow-tile city(forgot its name).. Longbows's should do the job in Kyoto and Stone city ..

Can we get Education from anybody without breaking our monopoly(assumed) on Chemistry ? If so, we can use GS to light up Printing Press ..

Also, what are tech status for each of the AI's ? As in who has what tech and who is missing techs ? Thanks for the info ..

riptide
 
riptide said:
Don't worry abt the economy, i think the furthest we will research is steel for cannons or MT for cavalry .. hopefully we finish them off before rifles ..

Kagoshima : Catapult --> Forge .. is it necessary ? If not, it can get back to Cats ..

Are we above Hatty in score ?
riptide
The economy is fine, but it will get messy if Hatty keeps this far ahead in research. I hope she will get involved sooner rather then later.

Kagoshima: the forge is in the queu for a long time now. The only problem it gives is to remember it build the unit and again inserting 1 in the front. Maybe we can remove it by now, but it is a waste of shields of course. :p

Score: Hatty is still above us, but conquering Tiwanaku will give us a great boost thanks to the wonders in this city.

Indeed we already have paper + the great scientist is gone since it build an Academy in Osaka.
 
Thanks for the war plan!
It is good to see what we are up to :)

I don't think it is doable getting 3 (up-to-date) defenders in each Kyoto triangle city. We have money as backup to upgrade the minimum 2 warriors in those cities, that should do it. Satsuma might be more difficult because of the cow, but I guess we can handle this.
We should focus more on frigates for defense of this area, then on actual units.

We can't get drama through trade, as we only have chemistry to trade. We still have a monopoly on it. When we research printing press we could use that to trade, only Hatty has now researched it.
Without looking at the save I know that all AI except MM is 2 or more techs ahead, with Mao getting to liberalism early in my last 10 turns.
There is nothing for us to win in techs, except by trading away chemistry. This should be done when we know the AI is researching it or already has researched it.

When HC has just 1 city, we might not get techs from him for peace. If we want those, we can make peace earlier. But this is only an option when we are declared upon by someone else before finishing HC off.
 
Just logging in on the mobile/laptop.

No got it's yet?

Whomever reads this, Wanderer or Tomason, go ahead and pick up the game and play.

If not I'll be back tomorrow and play my turns on Thursday evening.
 
look at team RatPack's score graph .. it went way down ..
but look at their Power graph, WOW .. i guess they blew all their savings on a mass upgrade of samurai to either rifles/grens or infantry(if they are that far ahead) ..

i think we are doing quite well as a team :) .. If this was my normal civ 4 game, i would have just cottaged all the tiles and gone for a space victory or at least attacked the leader on the other continent with tanks+artillery .. Just goes to show that i'm not really a warmonger at heart .. BUT for this game, we all have to be warmongers ..

The Invasion of Ringworld has begun !!

riptide
 
what to do abt WW ?? i suggest using culture slider to control happiness ..
If not we have to keep the cities that has happiness resources with them ..
 
Tomason and Wanderer have gone AWOL without leaving a message? hmmm :undecide:

Anyway, Got it. Will open it now and, if I have no questions, play my turns.
 
Here is your Session Turn Log from 1400 AD to 1460 AD:

Turn 290, 1400 AD: Osaka celebrates "We Love the Monarch Day"!!!
Turn 290, 1400 AD: Huayna Capac's Catapult (5.00) vs Pioneer Knights's Samurai (9.60)
Turn 290, 1400 AD: Combat Odds: 0.4%
Turn 290, 1400 AD: (Extra Combat: +20%)
Turn 290, 1400 AD: Pioneer Knights's Samurai is hit for 14 (86/100HP)
Turn 290, 1400 AD: Pioneer Knights's Samurai is hit for 14 (72/100HP)
Turn 290, 1400 AD: Pioneer Knights's Samurai is hit for 14 (58/100HP)
Turn 290, 1400 AD: Huayna Capac's Catapult is hit for 27 (73/100HP)
Turn 290, 1400 AD: Pioneer Knights's Samurai is hit for 14 (44/100HP)
Turn 290, 1400 AD: Pioneer Knights's Samurai is hit for 14 (30/100HP)
Turn 290, 1400 AD: Huayna Capac's Catapult is hit for 27 (46/100HP)
Turn 290, 1400 AD: Huayna Capac's Catapult is hit for 27 (19/100HP)
Turn 290, 1400 AD: Huayna Capac's Knight (11.00) vs Pioneer Knights's Pikeman (13.37)
Turn 290, 1400 AD: Combat Odds: 26.4%
Turn 290, 1400 AD: (Extra Combat: -10%)
Turn 290, 1400 AD: (Extra Combat: +20%)
Turn 290, 1400 AD: (Combat: +125%)
Turn 290, 1400 AD: Huayna Capac's Knight is hit for 22 (78/100HP)
Turn 290, 1400 AD: Pioneer Knights's Pikeman is hit for 17 (74/100HP)
Turn 290, 1400 AD: Huayna Capac's Knight is hit for 22 (56/100HP)
Turn 290, 1400 AD: Pioneer Knights's Pikeman is hit for 17 (57/100HP)
Turn 290, 1400 AD: Pioneer Knights's Pikeman is hit for 17 (40/100HP)
Turn 290, 1400 AD: Huayna Capac's Knight is hit for 22 (34/100HP)
Turn 290, 1400 AD: Pioneer Knights's Pikeman is hit for 17 (23/100HP)
Turn 290, 1400 AD: Pioneer Knights's Pikeman is hit for 17 (6/100HP)
Turn 290, 1400 AD: Pioneer Knights's Pikeman is hit for 17 (0/100HP)
Turn 290, 1400 AD: Huayna Capac's Knight has defeated Pioneer Knights's Pikeman!
Turn 290, 1400 AD: Huayna Capac's Longbowman (6.00) vs Pioneer Knights's Longbowman (6.55)
Turn 290, 1400 AD: Combat Odds: 32.4%
Turn 290, 1400 AD: (Extra Combat: +20%)
Turn 290, 1400 AD: Pioneer Knights's Longbowman is hit for 18 (73/100HP)
Turn 290, 1400 AD: Pioneer Knights's Longbowman is hit for 18 (55/100HP)
Turn 290, 1400 AD: Pioneer Knights's Longbowman is hit for 18 (37/100HP)
Turn 290, 1400 AD: Pioneer Knights's Longbowman is hit for 18 (19/100HP)
Turn 290, 1400 AD: Huayna Capac's Longbowman is hit for 21 (79/100HP)
Turn 290, 1400 AD: Huayna Capac's Longbowman is hit for 21 (58/100HP)
Turn 290, 1400 AD: Pioneer Knights's Longbowman is hit for 18 (1/100HP)
Turn 290, 1400 AD: Huayna Capac's Longbowman is hit for 21 (37/100HP)
Turn 290, 1400 AD: Pioneer Knights's Longbowman is hit for 18 (0/100HP)
Turn 290, 1400 AD: Huayna Capac's Longbowman has defeated Pioneer Knights's Longbowman!
Turn 290, 1400 AD: Huayna Capac's Pikeman (6.60) vs Pioneer Knights's Samurai (4.08)
Turn 290, 1400 AD: Combat Odds: 92.9%
Turn 290, 1400 AD: (Extra Combat: -10%)
Turn 290, 1400 AD: (Extra Combat: +20%)
Turn 290, 1400 AD: (Combat: +50%)
Turn 290, 1400 AD: Pioneer Knights's Samurai is hit for 17 (13/100HP)
Turn 290, 1400 AD: Huayna Capac's Pikeman is hit for 23 (77/100HP)
Turn 290, 1400 AD: Pioneer Knights's Samurai is hit for 17 (0/100HP)
Turn 290, 1400 AD: Huayna Capac's Pikeman has defeated Pioneer Knights's Samurai!

Turn 291, 1406 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Longbowman (5.71)
Turn 291, 1406 AD: Combat Odds: 93.3%
Turn 291, 1406 AD: (Extra Combat: -10%)
Turn 291, 1406 AD: (Fortify: +25%)
Turn 291, 1406 AD: (City Defense: +45%)
Turn 291, 1406 AD: (City Attack: -75%)
Turn 291, 1406 AD: Huayna Capac's Longbowman is hit for 24 (76/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai is hit for 16 (84/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai is hit for 16 (68/100HP)
Turn 291, 1406 AD: Huayna Capac's Longbowman is hit for 24 (52/100HP)
Turn 291, 1406 AD: Huayna Capac's Longbowman is hit for 24 (28/100HP)
Turn 291, 1406 AD: Huayna Capac's Longbowman is hit for 24 (4/100HP)
Turn 291, 1406 AD: Huayna Capac's Longbowman is hit for 24 (0/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Longbowman!
Turn 291, 1406 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Longbowman (7.50)
Turn 291, 1406 AD: Combat Odds: 76.9%
Turn 291, 1406 AD: (Extra Combat: -10%)
Turn 291, 1406 AD: (Fortify: +25%)
Turn 291, 1406 AD: (City Defense: +45%)
Turn 291, 1406 AD: (City Attack: -45%)
Turn 291, 1406 AD: Huayna Capac's Longbowman is hit for 21 (79/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai is hit for 18 (82/100HP)
Turn 291, 1406 AD: Huayna Capac's Longbowman is hit for 21 (58/100HP)
Turn 291, 1406 AD: Huayna Capac's Longbowman is hit for 21 (37/100HP)
Turn 291, 1406 AD: Huayna Capac's Longbowman is hit for 21 (16/100HP)
Turn 291, 1406 AD: Huayna Capac's Longbowman is hit for 21 (0/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Longbowman!
Turn 291, 1406 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Maceman (8.00)
Turn 291, 1406 AD: Combat Odds: 79.0%
Turn 291, 1406 AD: (Extra Combat: -10%)
Turn 291, 1406 AD: (Extra Combat: +20%)
Turn 291, 1406 AD: (Fortify: +25%)
Turn 291, 1406 AD: (City Attack: -45%)
Turn 291, 1406 AD: (Combat: -50%)
Turn 291, 1406 AD: (Combat: +50%)
Turn 291, 1406 AD: Huayna Capac's Maceman is hit for 20 (80/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai is hit for 19 (81/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai is hit for 19 (62/100HP)
Turn 291, 1406 AD: Huayna Capac's Maceman is hit for 20 (60/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai is hit for 19 (43/100HP)
Turn 291, 1406 AD: Huayna Capac's Maceman is hit for 20 (40/100HP)
Turn 291, 1406 AD: Huayna Capac's Maceman is hit for 20 (20/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai is hit for 19 (24/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai is hit for 19 (5/100HP)
Turn 291, 1406 AD: Huayna Capac's Maceman is hit for 20 (0/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Maceman!
Turn 291, 1406 AD: Pioneer Knights's Samurai (8.62) vs Huayna Capac's Catapult (4.16)
Turn 291, 1406 AD: Combat Odds: 99.7%
Turn 291, 1406 AD: (Extra Combat: -10%)
Turn 291, 1406 AD: (City Attack: -20%)
Turn 291, 1406 AD: Huayna Capac's Catapult is hit for 28 (72/100HP)
Turn 291, 1406 AD: Huayna Capac's Catapult is hit for 28 (44/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai is hit for 13 (85/100HP)
Turn 291, 1406 AD: Huayna Capac's Catapult is hit for 28 (16/100HP)
Turn 291, 1406 AD: Huayna Capac's Catapult is hit for 28 (0/100HP)
Turn 291, 1406 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Catapult!
Turn 291, 1406 AD: You have captured Tiwanaku!!!
Turn 291, 1406 AD: Osaka celebrates "We Love the Monarch Day"!!!
Turn 291, 1406 AD: The borders of Seville have expanded!
Turn 291, 1406 AD: Walata has been captured by the German Empire!!!

Turn 293, 1418 AD: Pioneer Knights's Samurai (9.60) vs Huayna Capac's Maceman (8.80)
Turn 293, 1418 AD: Combat Odds: 78.6%
Turn 293, 1418 AD: (Extra Combat: -20%)
Turn 293, 1418 AD: (Extra Combat: +10%)
Turn 293, 1418 AD: (Combat: -75%)
Turn 293, 1418 AD: (Combat: +75%)
Turn 293, 1418 AD: Pioneer Knights's Samurai is hit for 19 (81/100HP)
Turn 293, 1418 AD: Pioneer Knights's Samurai is hit for 19 (62/100HP)
Turn 293, 1418 AD: Huayna Capac's Maceman is hit for 20 (80/100HP)
Turn 293, 1418 AD: Pioneer Knights's Samurai is hit for 19 (43/100HP)
Turn 293, 1418 AD: Pioneer Knights's Samurai is hit for 19 (24/100HP)
Turn 293, 1418 AD: Huayna Capac's Maceman is hit for 20 (60/100HP)
Turn 293, 1418 AD: Huayna Capac's Maceman is hit for 20 (40/100HP)
Turn 293, 1418 AD: Pioneer Knights's Samurai is hit for 19 (5/100HP)
Turn 293, 1418 AD: Pioneer Knights's Samurai is hit for 19 (0/100HP)
Turn 293, 1418 AD: Huayna Capac's Maceman has defeated Pioneer Knights's Samurai!
Turn 293, 1418 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Maceman (4.32)
Turn 293, 1418 AD: Combat Odds: 99.9%
Turn 293, 1418 AD: (Extra Combat: -10%)
Turn 293, 1418 AD: (Extra Combat: +10%)
Turn 293, 1418 AD: (Combat: -50%)
Turn 293, 1418 AD: (Combat: +75%)
Turn 293, 1418 AD: Huayna Capac's Maceman is hit for 21 (19/100HP)
Turn 293, 1418 AD: Huayna Capac's Maceman is hit for 21 (0/100HP)
Turn 293, 1418 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Maceman!
Turn 293, 1418 AD: You have trained a Pikeman in Kagoshima. Work has now begun on a Forge.
Turn 293, 1418 AD: Barbarian's Galley (2.00) vs Pioneer Knights's Galleon (4.40)
Turn 293, 1418 AD: Combat Odds: 0.6%
Turn 293, 1418 AD: (Plot Defense: +10%)
Turn 293, 1418 AD: Barbarian's Galley is hit for 29 (71/100HP)
Turn 293, 1418 AD: Barbarian's Galley is hit for 29 (42/100HP)
Turn 293, 1418 AD: Barbarian's Galley is hit for 29 (13/100HP)
Turn 293, 1418 AD: Barbarian's Galley is hit for 29 (0/100HP)
Turn 293, 1418 AD: Pioneer Knights's Galleon has defeated Barbarian's Galley!

Turn 295, 1430 AD: Huayna Capac's Knight (11.00) vs Pioneer Knights's Grenadier (10.43)
Turn 295, 1430 AD: Combat Odds: 65.5%
Turn 295, 1430 AD: (Extra Combat: -10%)
Turn 295, 1430 AD: (Extra Combat: +10%)
Turn 295, 1430 AD: (Combat: -25%)
Turn 295, 1430 AD: Pioneer Knights's Grenadier is hit for 20 (80/100HP)
Turn 295, 1430 AD: Huayna Capac's Knight is hit for 19 (81/100HP)
Turn 295, 1430 AD: Pioneer Knights's Grenadier is hit for 20 (60/100HP)
Turn 295, 1430 AD: Huayna Capac's Knight is hit for 19 (62/100HP)
Turn 295, 1430 AD: Huayna Capac's Knight is hit for 19 (43/100HP)
Turn 295, 1430 AD: Huayna Capac's Knight is hit for 19 (24/100HP)
Turn 295, 1430 AD: Pioneer Knights's Grenadier is hit for 20 (40/100HP)
Turn 295, 1430 AD: Pioneer Knights's Grenadier is hit for 20 (20/100HP)
Turn 295, 1430 AD: Pioneer Knights's Grenadier is hit for 20 (0/100HP)
Turn 295, 1430 AD: Huayna Capac's Knight has defeated Pioneer Knights's Grenadier!

Turn 296, 1436 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Knight (2.64)
Turn 296, 1436 AD: Combat Odds: 99.9%
Turn 296, 1436 AD: (Extra Combat: -10%)
Turn 296, 1436 AD: (Extra Combat: +10%)
Turn 296, 1436 AD: Pioneer Knights's Samurai is hit for 17 (83/100HP)
Turn 296, 1436 AD: Huayna Capac's Knight is hit for 22 (2/100HP)
Turn 296, 1436 AD: Pioneer Knights's Samurai is hit for 17 (66/100HP)
Turn 296, 1436 AD: Huayna Capac's Knight is hit for 22 (0/100HP)
Turn 296, 1436 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Knight!
Turn 296, 1436 AD: Your Catapult has reduced the defenses of Cuzco to 15%!
Turn 296, 1436 AD: Huayna Capac has made peace with Mansa Musa!

Turn 297, 1442 AD: Pioneer Knights's Catapult (5.00) vs Huayna Capac's Crossbowman (10.20)
Turn 297, 1442 AD: Combat Odds: 0.5%
Turn 297, 1442 AD: (Fortify: +25%)
Turn 297, 1442 AD: (City Defense: +45%)
Turn 297, 1442 AD: Pioneer Knights's Catapult is hit for 28 (72/100HP)
Turn 297, 1442 AD: Pioneer Knights's Catapult is hit for 28 (44/100HP)
Turn 297, 1442 AD: Pioneer Knights's Catapult is hit for 28 (16/100HP)
Turn 297, 1442 AD: Pioneer Knights's Catapult is hit for 28 (0/100HP)
Turn 297, 1442 AD: Huayna Capac's Crossbowman has defeated Pioneer Knights's Catapult!
Turn 297, 1442 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Crossbowman (10.50)
Turn 297, 1442 AD: Combat Odds: 32.6%
Turn 297, 1442 AD: (Extra Combat: -10%)
Turn 297, 1442 AD: (Fortify: +25%)
Turn 297, 1442 AD: (City Defense: +45%)
Turn 297, 1442 AD: (City Attack: -45%)
Turn 297, 1442 AD: (Combat: +50%)
Turn 297, 1442 AD: Huayna Capac's Crossbowman is hit for 18 (82/100HP)
Turn 297, 1442 AD: Huayna Capac's Crossbowman is hit for 18 (64/100HP)
Turn 297, 1442 AD: Huayna Capac's Crossbowman is hit for 18 (46/100HP)
Turn 297, 1442 AD: Huayna Capac's Crossbowman is hit for 18 (28/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 21 (79/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 21 (58/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 21 (37/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 21 (16/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 21 (0/100HP)
Turn 297, 1442 AD: Huayna Capac's Crossbowman has defeated Pioneer Knights's Samurai!
Turn 297, 1442 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Longbowman (5.40)
Turn 297, 1442 AD: Combat Odds: 97.2%
Turn 297, 1442 AD: (Extra Combat: -10%)
Turn 297, 1442 AD: (Fortify: +25%)
Turn 297, 1442 AD: (City Defense: +45%)
Turn 297, 1442 AD: (City Attack: -45%)
Turn 297, 1442 AD: (Combat: -25%)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 24 (66/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (84/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (68/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (52/100HP)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 24 (42/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (36/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (20/100HP)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 24 (18/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (4/100HP)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 24 (0/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Longbowman!
Turn 297, 1442 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Longbowman (5.67)
Turn 297, 1442 AD: Combat Odds: 96.8%
Turn 297, 1442 AD: (Extra Combat: -10%)
Turn 297, 1442 AD: (Fortify: +25%)
Turn 297, 1442 AD: (City Defense: +25%)
Turn 297, 1442 AD: (City Attack: -45%)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 24 (66/100HP)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 24 (42/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (84/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (68/100HP)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 24 (18/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (52/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (36/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 16 (20/100HP)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 24 (0/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Longbowman!
Turn 297, 1442 AD: Pioneer Knights's Samurai (8.80) vs Huayna Capac's Longbowman (7.02)
Turn 297, 1442 AD: Combat Odds: 80.2%
Turn 297, 1442 AD: (Extra Combat: -10%)
Turn 297, 1442 AD: (Fortify: +25%)
Turn 297, 1442 AD: (City Defense: +25%)
Turn 297, 1442 AD: (City Attack: -20%)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 21 (69/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 18 (82/100HP)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 21 (48/100HP)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 21 (27/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 18 (64/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 18 (46/100HP)
Turn 297, 1442 AD: Huayna Capac's Longbowman is hit for 21 (6/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 18 (28/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 18 (10/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai is hit for 18 (0/100HP)
Turn 297, 1442 AD: Huayna Capac's Longbowman has defeated Pioneer Knights's Samurai!
Turn 297, 1442 AD: Pioneer Knights's Samurai (7.65) vs Huayna Capac's Crossbowman (2.94)
Turn 297, 1442 AD: Combat Odds: 99.7%
Turn 297, 1442 AD: (Extra Combat: -10%)
Turn 297, 1442 AD: (Fortify: +25%)
Turn 297, 1442 AD: (City Defense: +45%)
Turn 297, 1442 AD: (City Attack: -45%)
Turn 297, 1442 AD: (Combat: +50%)
Turn 297, 1442 AD: Huayna Capac's Crossbowman is hit for 22 (6/100HP)
Turn 297, 1442 AD: Huayna Capac's Crossbowman is hit for 22 (0/100HP)
Turn 297, 1442 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Crossbowman!
Turn 297, 1442 AD: Pioneer Knights's Pikeman (7.20) vs Huayna Capac's Catapult (4.50)
Turn 297, 1442 AD: Combat Odds: 95.6%
Turn 297, 1442 AD: (Extra Combat: -20%)
Turn 297, 1442 AD: Huayna Capac's Catapult is hit for 24 (66/100HP)
Turn 297, 1442 AD: Huayna Capac's Catapult is hit for 24 (42/100HP)
Turn 297, 1442 AD: Pioneer Knights's Pikeman is hit for 16 (84/100HP)
Turn 297, 1442 AD: Huayna Capac's Catapult is hit for 24 (18/100HP)
Turn 297, 1442 AD: Huayna Capac's Catapult is hit for 24 (0/100HP)
Turn 297, 1442 AD: Pioneer Knights's Pikeman has defeated Huayna Capac's Catapult!
Turn 297, 1442 AD: You have discovered Printing Press!
Turn 297, 1442 AD: St. Paul has been born in Shanghai!

Turn 298, 1448 AD: You have discovered Music!
Turn 298, 1448 AD: You have discovered Divine Right!
Turn 298, 1448 AD: Pioneer Knights's Grenadier (13.20) vs Huayna Capac's Crossbowman (3.15)
Turn 298, 1448 AD: Combat Odds: 100.0%
Turn 298, 1448 AD: (Extra Combat: -10%)
Turn 298, 1448 AD: (Extra Combat: +10%)
Turn 298, 1448 AD: (City Attack: -75%)
Turn 298, 1448 AD: (Combat: -25%)
Turn 298, 1448 AD: Pioneer Knights's Grenadier is hit for 10 (90/100HP)
Turn 298, 1448 AD: Huayna Capac's Crossbowman is hit for 37 (63/100HP)
Turn 298, 1448 AD: Huayna Capac's Crossbowman is hit for 37 (26/100HP)
Turn 298, 1448 AD: Huayna Capac's Crossbowman is hit for 37 (0/100HP)
Turn 298, 1448 AD: Pioneer Knights's Grenadier has defeated Huayna Capac's Crossbowman!
Turn 298, 1448 AD: Your Grenadier has destroyed a Crossbowman!
Turn 298, 1448 AD: Pioneer Knights's Samurai (8.18) vs Huayna Capac's Crossbowman (5.21)
Turn 298, 1448 AD: Combat Odds: 96.8%
Turn 298, 1448 AD: (Extra Combat: -10%)
Turn 298, 1448 AD: (Extra Combat: +10%)
Turn 298, 1448 AD: (City Attack: -75%)
Turn 298, 1448 AD: (Combat: +50%)
Turn 298, 1448 AD: Pioneer Knights's Samurai is hit for 15 (78/100HP)
Turn 298, 1448 AD: Huayna Capac's Crossbowman is hit for 25 (75/100HP)
Turn 298, 1448 AD: Huayna Capac's Crossbowman is hit for 25 (50/100HP)
Turn 298, 1448 AD: Huayna Capac's Crossbowman is hit for 25 (25/100HP)
Turn 298, 1448 AD: Huayna Capac's Crossbowman is hit for 25 (0/100HP)
Turn 298, 1448 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Crossbowman!
Turn 298, 1448 AD: Your Samurai has destroyed a Crossbowman!
Turn 298, 1448 AD: The borders of Tiwanaku have expanded!

Turn 299, 1454 AD: Pioneer Knights's Grenadier (11.88) vs Huayna Capac's Longbowman (3.91)
Turn 299, 1454 AD: Combat Odds: 100.0%
Turn 299, 1454 AD: (Extra Combat: -10%)
Turn 299, 1454 AD: (Plot Defense: +3%)
Turn 299, 1454 AD: (Fortify: +25%)
Turn 299, 1454 AD: (City Defense: +45%)
Turn 299, 1454 AD: (City Attack: -75%)
Turn 299, 1454 AD: (Combat: -25%)
Turn 299, 1454 AD: Huayna Capac's Longbowman is hit for 32 (51/100HP)
Turn 299, 1454 AD: Huayna Capac's Longbowman is hit for 32 (19/100HP)
Turn 299, 1454 AD: Huayna Capac's Longbowman is hit for 32 (0/100HP)
Turn 299, 1454 AD: Pioneer Knights's Grenadier has defeated Huayna Capac's Longbowman!
Turn 299, 1454 AD: Your Grenadier has destroyed a Longbowman!
Turn 299, 1454 AD: Pioneer Knights's Samurai (6.86) vs Huayna Capac's Catapult (2.85)
Turn 299, 1454 AD: Combat Odds: 99.8%
Turn 299, 1454 AD: (Extra Combat: -10%)
Turn 299, 1454 AD: (City Attack: -75%)
Turn 299, 1454 AD: Huayna Capac's Catapult is hit for 32 (68/100HP)
Turn 299, 1454 AD: Huayna Capac's Catapult is hit for 32 (36/100HP)
Turn 299, 1454 AD: Huayna Capac's Catapult is hit for 32 (4/100HP)
Turn 299, 1454 AD: Pioneer Knights's Samurai is hit for 12 (66/100HP)
Turn 299, 1454 AD: Huayna Capac's Catapult is hit for 32 (0/100HP)
Turn 299, 1454 AD: Pioneer Knights's Samurai has defeated Huayna Capac's Catapult!
Turn 299, 1454 AD: Your Samurai has destroyed a Catapult!
Turn 299, 1454 AD: Kumbi Saleh has been captured by the German Empire!!!
Turn 299, 1454 AD: Mao Zedong has completed The Hanging Gardens!
Turn 299, 1454 AD: Rabbi Akiva has been born in Thebes!
Turn 299, 1454 AD: Thespis has been born in Karakorum!

Turn 300, 1460 AD: Pioneer Knights's Pikeman (7.20) vs Huayna Capac's Catapult (5.50)
Turn 300, 1460 AD: Combat Odds: 77.1%
Turn 300, 1460 AD: (Extra Combat: -20%)
Turn 300, 1460 AD: (Combat: +10%)
Turn 300, 1460 AD: Pioneer Knights's Pikeman is hit for 17 (83/100HP)
Turn 300, 1460 AD: Huayna Capac's Catapult is hit for 22 (78/100HP)
Turn 300, 1460 AD: Huayna Capac's Catapult is hit for 22 (56/100HP)
Turn 300, 1460 AD: Huayna Capac's Catapult is hit for 22 (34/100HP)
Turn 300, 1460 AD: Pioneer Knights's Pikeman is hit for 17 (66/100HP)
Turn 300, 1460 AD: Pioneer Knights's Pikeman is hit for 17 (49/100HP)
Turn 300, 1460 AD: Pioneer Knights's Pikeman is hit for 17 (32/100HP)
Turn 300, 1460 AD: Huayna Capac's Catapult is hit for 22 (12/100HP)
Turn 300, 1460 AD: Huayna Capac's Catapult is hit for 22 (0/100HP)
Turn 300, 1460 AD: Pioneer Knights's Pikeman has defeated Huayna Capac's Catapult!
Turn 300, 1460 AD: Your Pikeman has destroyed a Catapult!
Turn 300, 1460 AD: Pioneer Knights's Grenadier (11.88) vs Huayna Capac's Catapult (2.85)
Turn 300, 1460 AD: Combat Odds: 100.0%
Turn 300, 1460 AD: (Extra Combat: -10%)
Turn 300, 1460 AD: (City Attack: -75%)
Turn 300, 1460 AD: Huayna Capac's Catapult is hit for 38 (62/100HP)
Turn 300, 1460 AD: Huayna Capac's Catapult is hit for 38 (24/100HP)
Turn 300, 1460 AD: Huayna Capac's Catapult is hit for 38 (0/100HP)
Turn 300, 1460 AD: Pioneer Knights's Grenadier has defeated Huayna Capac's Catapult!
Turn 300, 1460 AD: Your Grenadier has destroyed a Catapult!
Turn 300, 1460 AD: You have captured Cuzco!!!
Turn 300, 1460 AD: Pioneer Knights's Galleon (4.00) vs Huayna Capac's Galley (2.40)
Turn 300, 1460 AD: Combat Odds: 96.2%
Turn 300, 1460 AD: (Extra Combat: +10%)
Turn 300, 1460 AD: (Plot Defense: +10%)
Turn 300, 1460 AD: Huayna Capac's Galley is hit for 25 (75/100HP)
Turn 300, 1460 AD: Pioneer Knights's Galleon is hit for 15 (85/100HP)
Turn 300, 1460 AD: Pioneer Knights's Galleon is hit for 15 (70/100HP)
Turn 300, 1460 AD: Huayna Capac's Galley is hit for 25 (50/100HP)
Turn 300, 1460 AD: Pioneer Knights's Galleon is hit for 15 (55/100HP)
Turn 300, 1460 AD: Huayna Capac's Galley is hit for 25 (25/100HP)
Turn 300, 1460 AD: Huayna Capac's Galley is hit for 25 (0/100HP)
Turn 300, 1460 AD: Pioneer Knights's Galleon has defeated Huayna Capac's Galley!
Turn 300, 1460 AD: Your Galleon has destroyed a Galley!

Link to the save

PT:
Osaka work Oasis to grow (plains hill needs to be mined)
Seville work WS to get bank
Toledo work cottage instead of forest
Barcelona work cottage to grow into towns and get more pop
Madrid more scientists
Santiago needs WS
NAgoya - work WS

IBT:
units en route to N iron mine get killed.

Turn 1: 1406
3 cats promoted and bombard Tikwanku
Samurai take over Tiwanku

IBT:
MM cancels deal for fur, Mao wants new deal for fur.

Turn 2: 1412
Moving units to Cuzco

Turn 3: 1418
Promote some units to grenadier

IBT:
Bismarck wants Chemistry

Turn 4: 1424
Moving more units

Turn 5: 1430
Move next to Cuzco

Turn 6: 1436
Bombard Cuzco
Science set to 50% to not lose money

Turn 7: 1442
Suicide Cat and Samurai before beating most units. Leave 1, because I have noone to defend Cuzco.

IBT:
Bismarck wants us to declare on MM, MM wants us to declare on Bismarck :lol: I decline both.

Turn 8: 1448
Printing Press complete, Steel started (21 turns)
Trade PP to Bismarck for 300 and Music. And to Mao for divine right and 110.

Turn 9: 1454
Chemistry for education offered... I decline but am in doubt.
Tiwanku comes online, starts barracks.

Turn 10: 1460
Cuzco Captured. We have the Pyramids!!

Notes:
-Best pickup point for units is outside Tokyo. Boats move faster than units on roads.
-Caravels can be upgraded to frigates ...
-Tokyo needs grassland workshop
-Seville needs cottage
-Hatty has Chem so we could trade it around, to level up science, and get some money.
-Samurai should be upgraded once they reach city raider III promotion.
-CIVICS: Now that we have the pyramids we could go to 2 turn anarchy to get representation (beakers for all our specialists) or Police state for faster unit production and less WW.
 
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