SGOTM 02 - The Real Ms. Beyond

With 8 units to take out 7 units fortified in a city on a hill...that's going to be tough. I guess you could suicide 3 cats to lower defenses, then use 3 axes to take out 3 defenders. If at least one of the 3 axes doesn't get too hurt, you could use the 4th to take out another defender. (We'll probably want at least one green-health troop in forest to defend against counterattacks out of the city.) If the next defender is weak, and maybe if one of the first 3 cats retreats (or even wins), you could even attack with the last cat. (We might want one cat to lower city defenses after our attacking axes heal/promote.)

But I think it's going to be tough to take. We'll probably need to heal, and she'll probably whip in at least one more CGI defending Archer. Plus, anyone we don't kill is going to promote. Tough call. How far away are our next nearest troops?
 
Very far. So much so that it's not really an option. That was probably some :smoke: on my part

The one thing we might be able to do is back off Madrid for a turn or two, and she should send the settler from Madrid off with 2 of those archers. It's what the AI seems to do, even in wartime
 
Yes, I've seen that too. You might even be able to move to the square SW of Madrid, leaving a clear path SE and out of Madrid down the road. (Though I don't remember if that's a nice, forested, defensable square or not.) Still, she might not move until she creates an escorting archer, so it might not help much.
 
Not sure about attacking, it seems a bit risky 8 v 7 unless we can lure some of those guys out if the city.

I believe I'm up, but I shan't be home until Monday so there might be a bit of a break for discussion, or possibly for a swap.
 
:bump: Beef?
 
I had to go back 4 whole pages to get the roster ...

Roster
regoarrarr
BeefontheBone - up
Kodii - on deck
Compromise
ruff_hi
Snaproll
Zalson
EL_OSO
 
Dang, meant to play this afternoon and forgot about it. Sorry. Will try to play tomorrow after work.

I was kind of expecting more dicscussion, though...
 
BeefontheBone said:
Dang, meant to play this afternoon and forgot about it. Sorry. Will try to play tomorrow after work.

I was kind of expecting more dicscussion, though...

Not much to discuss really. 8 to 7 odds isn't all that good.

Do you feel lucky?:p

We either need to draw some units out of Madrid or get some reinforcements up there ASAP.
 
I think the lack of feedback indicates two things. One, like EL_OSO said, there's just not much to say: we don't have the forces in place right now to make taking Madrid a sure thing. The other issue is that we all seem to be getting disengaged from the game. Maybe it's the fact that we can't do much right now. Maybe it's the fact that only one team (CFR) has clearly differentiated itself from everyone else. Maybe we have too many people on the team, or the game has gone on too long. I hope we come back as a team when we find ourselves with more decisions to make.

On the issue of Madrid, I guess I would wait until we can get at least a couple swords and a spearman (if she doesn't have horse archers yet, she may soon) to the mix. Of course, make sure her copper is offline.
 
Well hopefully Beef will have something positive to report this evening. :)
 
Sorry for the stupidly long delay guys, I'm a bit absent-minded after I finish work. Anyway, here we go:

IHT - 485 AD:

pinchuo2.jpg


Why the hell does one of Isabella's chariots in Madrid have Pinch? Pinch! Nice to see the AI still has some stupid ideas up its sleeves :)
Send an axeman to pillage her copper.

T1 - 500 AD:

I'm not confident about attacking Madrid yet - will leave it. We're good to clear her other cities further south soon though. There's a settler queued in Edo - presumably it's going to the stone.

T2 - 515 AD:

A swordsman attacks Santiago's lone defending Archer at slightly better than 50% odds, expecting the axeman to have to finish it off, and wins beautifully. I keep the city since it's actually very well located with clams, iron, wheat and a river, and it's on the coast. The barbarian town of Numidian (why do they STILL have adjectival names for cities?) to the south isn't half bad either, and fits the dotmap - it's very well-defended at present, though, so we're probably best off just leaving the axe there to choke it, or even moving away to tempt some units out and let their worker improve it since we'll be taking it later. For now I'll leave him to stop them sending units out.

santiagocapop3.jpg


T3 - 530 AD:

Turn research back on (at 80% since it's still 4 turns for Metal Casting) with some plundered and pillaged gold.

T6 - 575 AD:

A chariot attacks our stack near Madrid because I managed to move all but one of the axes onto the square to the south taking out two wandering archers since they were grouped together. Luckily, the axe defends successfully and Izzie doesn't press it any further. Phew! That was nearly some bad smoke on my part. A stack of galleys is heading out of Madrid to the east with 2 chariots on board. Hmmm.

T7 - 590 AD:

Metal Casting comes in. Woo! We seem to have some beakers in Meditation, and it'll only be 4 turns even at 0 research, so I opt to continue that while saving up for calendar or compass (or whatever is deemed appropriate).

I take Toledo and raze it, at cost of a catapult (I attacked at 85% with an axe, then decided to use the cats to take out her spear in order to leave our other axeman free to knock out the archer who just moved out of the city for some reason. This might've been daft, however.)

T8 - 605 AD:

Satsuma founded on the stone island, starts obelisk. I queue up a couple of forges on the mainland, they can be wipped soon enough. Unfortunately we're now earning 3 gpt at no science, thanks to unit costs and distance maintenance. We desperately need that forbidden palace, for which we require another city (erk!) and another courthouse.

Medic I spearman arrives outside Madrid to help heal our axes - one of them was knocked down to practically no HP when a chariot attacked the stack. The worker I captured from Toledo starts a cottage near Tokyo.

T9 - 620 AD:

Edo starts a colosseum for the extra happiness on the grounds that it's not got a lot else to do right now. The two chariots Izzie unloaded unwisely near the incredibly jungle-bound Barcelona are taken out by a spear and a swordsman. She's launched another galley with a settler/archer pair southwards towards where we just razed a city - I'd love for us to capture that settler and get another worker rather than having to raze another city. To that end I'm sending a couple of units to the silky region east of Barcelona and leaving some near Tokyo.

T10 - 635 AD:

A Spanish chariot heads towards Barcelona for some reason.

T11 - 650 AD (evening out):

Izzie tries to get us to sign a peace treaty for Polytheism. I don't think so! She's at a whopping -21 attitude to us :D

izziepeacesx9.jpg


Just to really finish my turns off in style, I notice Izzie landed that settler on the easternmost silk. A waiting swordsman takes her out and snags the worker.

Thanks to having units outside our borders, we now have no money whatsoever. This war needs to be finished ASAP and any spare population in Madrid thrown into a courthouse immediately. Luckily, she's wasted several defenders coming after us and we're nearly in a position to take the city (her last). Izzie's up Polytheism, Calendar and probably Monotheism on us; wiping her out means we'll miss out on all that, but we can't afford to try and milk her any longer - apart from anything else, that shrine will be a huge help to our economy, as will the cessation of war weariness.

Overview shots:

overview1sj0.jpg


overview2zi9.jpg


SAVE
 
I had a couple of thoughts after I finished typing last night. Firstly, I forgot to whip those forges. Secondly, DO NOT start research again - we'll need the money as a buffer when we capture Madrid since it's going to be costly. Thirdly, try to keep units inside our borders if possible, they're cheaper to maintain - the fog-busting axe in the south is heading back for that very reason. As soon as we finish Izzie we can also disband a number of the less experienced units (mainly cats) to save cash I'dve thought, since we're a long way from wanting to attack anybody else.

Lastly, I was surprised by the results page - I thought we were doing better than that. CFR presumably moved their palace very early; strange that more teams didn't try that, really.
 
IHT 650 AD - There aren't any forges that can be whipped at the moment, so I do not.

T1 665 AD - Izzy foolishly impales a chariot on our spearman. Meditation finishes, and since I continue to keep research at 0, then I begin Priesthood, perhaps to help with happiness with temples. A Spanish galley razes our fishes :( I try my luck at killing a barb archer, and lose. At least our economy is increasing.

T2 680 AD - Who is this man with a funny helmet and moustache from a grey border that expanded near our capital? Why Bismarck! Nice to meet you. And why don't you go ahead and demand crabs from us right away. Well, since we're so nice, and we have two, help yourself. Bismarck's score is 709, and he has Hinduism. He is ahead by Polytheism, Priesthood, Calendar and Horseback Riding. He has eight cities. We up in tech with Metal Casting, Alphabet and Code of Laws. I decide not to do any trades at the moment. I do trade pigs for clams, in hopes of keeping our relations good enough so that we declare war on HIM and not the other way around. I move closer to Madrid and notice that it is quite the city. Fish, Crabs, Rice, Stone, Copper, Deer AND Sheep.

T3 695 AD - An EXTREMELY close call. The archer I tried to kill with an axeman earlier approached an undefended Santiago. Luckily, I had moved the Osaka archer towards it the turn before. I win against the archer by a slim margin.

T4 710 AD - Bombard Madrid again. A great person named something is born somewhere.

T5 725 AD - The battle of Madrid! The four catapults suicide. Three die, one kills an archer. Our four axemen, spearman and swordsman all win their battles. We rest a turn, to leave a lone wounded chariot to see another day. (or 15 years)

T6 740 AD - St. John is born in Madrid. No better timing eh? Catapult suicides. Our axeman kills a Spanish axeman. Our axeman kills a Spanish chariot. MADRID IS OURS! Spain has been removed from the game. Our economy jumps a bit, and I take a small break, as I have piano lessons in 10 minutes :lol: I'll finish the rest once I get back. I wish I could put up pictures, but I don't have the time to. Sorry! EDIT: Madrid has horses too. A single city with EIGHT resources.

T7 755 AD - A very BIG in between turn. First of all I received contact from Hatty. She has the Hindu holy city. And as expected, Hinduism had spread to Satsuma, and Taoism in Edo as well. Furthermore, Bismarck called me up asking for open borders. This was a great opportunity for exploration! The forges that were whipped in Osaka and Tokyo completed, and I began the Colossus in Tokyo. Our economy continues to grow.

T8 770 AD - Santiago's borders expand.

T9 785 AD - I kill a barb warrior.

T10 800 AD - Nothing of importance.

So much happened in my turn set that I am almost at a loss for words to summarize it. I switched production in Tokyo and Santiago to workboats to work the clams and the razed fishing boats. A galley is about to entire German territory. Should we build the colossus? I've started it in Tokyo, using overflow from whipping. It should take 20 turns. I've already set Madrid to build a courthouse, even though it has not come out of resistance. There is more I want to say, but I cannot find the words. I will upload some pictures in a few moments.

EDIT: I'll write up a summary post later to see where we are at.

Civ4ScreenShot0032.jpg


Civ4ScreenShot0033.jpg


Civ4ScreenShot0035.jpg


Le save: http://gotm.civfanatics.net/saves/civ4sgotm2/The_Real_Ms_Beyond_SG002_AD0800_01.Civ4SavedGame

EDIT: I've added the log for my turnset. It is very long, so I've put it in spoiler brackets.

Spoiler :
Turn 210, 650 AD: The Real Ms. Beyond's Spearman (4.80) vs Isabella's Chariot (2.10)
Turn 210, 650 AD: Combat Odds: 99.5%
Turn 210, 650 AD: (Extra Combat: -20%)
Turn 210, 650 AD: (Extra Combat: +10%)
Turn 210, 650 AD: (Combat: -125%)
Turn 210, 650 AD: (Combat: +25%)
Turn 210, 650 AD: The Real Ms. Beyond's Spearman is hit for 13 (87/100HP)
Turn 210, 650 AD: The Real Ms. Beyond's Spearman is hit for 13 (74/100HP)
Turn 210, 650 AD: Isabella's Chariot is hit for 29 (71/100HP)
Turn 210, 650 AD: Isabella's Chariot is hit for 29 (42/100HP)
Turn 210, 650 AD: Isabella's Chariot is hit for 29 (13/100HP)
Turn 210, 650 AD: Isabella's Chariot is hit for 29 (0/100HP)
Turn 210, 650 AD: The Real Ms. Beyond's Spearman has defeated Isabella's Chariot!
Turn 210, 650 AD: The Real Ms. Beyond's Swordsman (6.60) vs Isabella's Archer (4.50)
Turn 210, 650 AD: Combat Odds: 86.5%
Turn 210, 650 AD: (Extra Combat: -10%)
Turn 210, 650 AD: (Plot Defense: +50%)
Turn 210, 650 AD: The Real Ms. Beyond's Swordsman is hit for 16 (84/100HP)
Turn 210, 650 AD: Isabella's Archer is hit for 24 (76/100HP)
Turn 210, 650 AD: Isabella's Archer is hit for 24 (52/100HP)
Turn 210, 650 AD: Isabella's Archer is hit for 24 (28/100HP)
Turn 210, 650 AD: Isabella's Archer is hit for 24 (4/100HP)
Turn 210, 650 AD: Isabella's Archer is hit for 24 (0/100HP)
Turn 210, 650 AD: The Real Ms. Beyond's Swordsman has defeated Isabella's Archer!
Turn 210, 650 AD: You have discovered Meditation!
Turn 210, 650 AD: Isabella's Chariot (4.80) vs The Real Ms. Beyond's Spearman (8.80)
Turn 210, 650 AD: Combat Odds: 1.3%
Turn 210, 650 AD: (Extra Combat: -20%)
Turn 210, 650 AD: (Extra Combat: +10%)
Turn 210, 650 AD: (Fortify: +10%)
Turn 210, 650 AD: (Combat: +100%)
Turn 210, 650 AD: Isabella's Chariot is hit for 26 (74/100HP)
Turn 210, 650 AD: The Real Ms. Beyond's Spearman is hit for 14 (86/100HP)
Turn 210, 650 AD: Isabella's Chariot is hit for 26 (48/100HP)
Turn 210, 650 AD: Isabella's Chariot is hit for 26 (22/100HP)
Turn 210, 650 AD: Isabella's Chariot is hit for 26 (0/100HP)
Turn 210, 650 AD: The Real Ms. Beyond's Spearman has defeated Isabella's Chariot!

Turn 211, 665 AD: The Real Ms. Beyond's Axeman (6.00) vs Barbarian's Archer (4.80)
Turn 211, 665 AD: Combat Odds: 69.7%
Turn 211, 665 AD: (Extra Combat: -20%)
Turn 211, 665 AD: (Extra Combat: +10%)
Turn 211, 665 AD: (Plot Defense: +50%)
Turn 211, 665 AD: (Combat: -25%)
Turn 211, 665 AD: (River Attack: +25%)
Turn 211, 665 AD: The Real Ms. Beyond's Axeman is hit for 17 (83/100HP)
Turn 211, 665 AD: Barbarian's Archer is hit for 22 (78/100HP)
Turn 211, 665 AD: Barbarian's Archer is hit for 22 (56/100HP)
Turn 211, 665 AD: The Real Ms. Beyond's Axeman is hit for 17 (66/100HP)
Turn 211, 665 AD: The Real Ms. Beyond's Axeman is hit for 17 (49/100HP)
Turn 211, 665 AD: The Real Ms. Beyond's Axeman is hit for 17 (32/100HP)
Turn 211, 665 AD: The Real Ms. Beyond's Axeman is hit for 17 (15/100HP)
Turn 211, 665 AD: The Real Ms. Beyond's Axeman is hit for 17 (0/100HP)
Turn 211, 665 AD: Barbarian's Archer has defeated The Real Ms. Beyond's Axeman!

Turn 212, 680 AD: The Real Ms. Beyond's Axeman (5.50) vs Barbarian's Swordsman (3.42)
Turn 212, 680 AD: Combat Odds: 95.6%
Turn 212, 680 AD: (Extra Combat: -10%)
Turn 212, 680 AD: (Combat: -75%)
Turn 212, 680 AD: Barbarian's Swordsman is hit for 25 (75/100HP)
Turn 212, 680 AD: The Real Ms. Beyond's Axeman is hit for 15 (85/100HP)
Turn 212, 680 AD: Barbarian's Swordsman is hit for 25 (50/100HP)
Turn 212, 680 AD: Barbarian's Swordsman is hit for 25 (25/100HP)
Turn 212, 680 AD: The Real Ms. Beyond's Axeman is hit for 15 (70/100HP)
Turn 212, 680 AD: Barbarian's Swordsman is hit for 25 (0/100HP)
Turn 212, 680 AD: The Real Ms. Beyond's Axeman has defeated Barbarian's Swordsman!

Turn 213, 695 AD: The Real Ms. Beyond's Archer (3.00) vs Barbarian's Archer (2.80)
Turn 213, 695 AD: Combat Odds: 54.2%
Turn 213, 695 AD: (Extra Combat: +20%)
Turn 213, 695 AD: Barbarian's Archer is hit for 19 (59/100HP)
Turn 213, 695 AD: Barbarian's Archer is hit for 19 (40/100HP)
Turn 213, 695 AD: Barbarian's Archer is hit for 19 (21/100HP)
Turn 213, 695 AD: The Real Ms. Beyond's Archer is hit for 20 (80/100HP)
Turn 213, 695 AD: The Real Ms. Beyond's Archer is hit for 20 (60/100HP)
Turn 213, 695 AD: Barbarian's Archer is hit for 19 (2/100HP)
Turn 213, 695 AD: The Real Ms. Beyond's Archer is hit for 20 (40/100HP)
Turn 213, 695 AD: Barbarian's Archer is hit for 19 (0/100HP)
Turn 213, 695 AD: The Real Ms. Beyond's Archer has defeated Barbarian's Archer!

Turn 214, 710 AD: Zu Chongzhi has been born in a far away land!

Turn 215, 725 AD: The Real Ms. Beyond's Catapult (5.00) vs Isabella's Archer (8.10)
Turn 215, 725 AD: Combat Odds: 2.8%
Turn 215, 725 AD: (Plot Defense: +25%)
Turn 215, 725 AD: (Fortify: +25%)
Turn 215, 725 AD: (City Defense: +95%)
Turn 215, 725 AD: (Hills: +25%)
Turn 215, 725 AD: Isabella's Archer is hit for 15 (85/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 25 (75/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 15 (70/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 25 (50/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 15 (55/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 25 (25/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 15 (40/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 25 (0/100HP)
Turn 215, 725 AD: Isabella's Archer has defeated The Real Ms. Beyond's Catapult!
Turn 215, 725 AD: The Real Ms. Beyond's Catapult (5.00) vs Isabella's Archer (8.10)
Turn 215, 725 AD: Combat Odds: 2.8%
Turn 215, 725 AD: (Plot Defense: +25%)
Turn 215, 725 AD: (Fortify: +25%)
Turn 215, 725 AD: (City Defense: +95%)
Turn 215, 725 AD: (Hills: +25%)
Turn 215, 725 AD: Isabella's Archer is hit for 15 (85/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 25 (75/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 15 (70/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 25 (50/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 15 (55/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 25 (25/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 15 (40/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 25 (0/100HP)
Turn 215, 725 AD: Isabella's Archer has defeated The Real Ms. Beyond's Catapult!
Turn 215, 725 AD: The Real Ms. Beyond's Catapult (5.00) vs Isabella's Archer (5.99)
Turn 215, 725 AD: Combat Odds: 32.3%
Turn 215, 725 AD: (Plot Defense: +25%)
Turn 215, 725 AD: (Fortify: +25%)
Turn 215, 725 AD: (City Defense: +95%)
Turn 215, 725 AD: (Hills: +25%)
Turn 215, 725 AD: Isabella's Archer is hit for 16 (58/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 23 (77/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 16 (42/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 23 (54/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 16 (26/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 23 (31/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 23 (8/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 16 (10/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 16 (0/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult has defeated Isabella's Archer!
Turn 215, 725 AD: The Real Ms. Beyond's Catapult (5.00) vs Isabella's Archer (4.94)
Turn 215, 725 AD: Combat Odds: 57.5%
Turn 215, 725 AD: (Plot Defense: +25%)
Turn 215, 725 AD: (Fortify: +25%)
Turn 215, 725 AD: (City Defense: +95%)
Turn 215, 725 AD: (Hills: +25%)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 22 (78/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 17 (44/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 22 (56/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 22 (34/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 22 (12/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Catapult is hit for 22 (0/100HP)
Turn 215, 725 AD: Isabella's Archer has defeated The Real Ms. Beyond's Catapult!
Turn 215, 725 AD: The Real Ms. Beyond's Axeman (5.50) vs Isabella's Archer (2.97)
Turn 215, 725 AD: Combat Odds: 96.3%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Plot Defense: +25%)
Turn 215, 725 AD: (Fortify: +25%)
Turn 215, 725 AD: (City Defense: +95%)
Turn 215, 725 AD: (Hills: +25%)
Turn 215, 725 AD: (City Attack: -20%)
Turn 215, 725 AD: (Combat: -25%)
Turn 215, 725 AD: The Real Ms. Beyond's Axeman is hit for 18 (82/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Axeman is hit for 18 (64/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 21 (23/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Axeman is hit for 18 (46/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 21 (2/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Axeman is hit for 18 (28/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 21 (0/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Axeman has defeated Isabella's Archer!
Turn 215, 725 AD: The Real Ms. Beyond's Axeman (5.50) vs Isabella's Archer (2.70)
Turn 215, 725 AD: Combat Odds: 99.0%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Plot Defense: +25%)
Turn 215, 725 AD: (Fortify: +25%)
Turn 215, 725 AD: (City Defense: +95%)
Turn 215, 725 AD: (Hills: +25%)
Turn 215, 725 AD: (City Attack: -20%)
Turn 215, 725 AD: (Combat: -25%)
Turn 215, 725 AD: Isabella's Archer is hit for 21 (19/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Axeman is hit for 18 (82/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 21 (0/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Axeman has defeated Isabella's Archer!
Turn 215, 725 AD: The Real Ms. Beyond's Axeman (5.50) vs Isabella's Archer (2.40)
Turn 215, 725 AD: Combat Odds: 99.3%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Plot Defense: +25%)
Turn 215, 725 AD: (Fortify: +25%)
Turn 215, 725 AD: (City Defense: +95%)
Turn 215, 725 AD: (Hills: +25%)
Turn 215, 725 AD: (City Attack: -45%)
Turn 215, 725 AD: (Combat: -25%)
Turn 215, 725 AD: Isabella's Archer is hit for 22 (18/100HP)
Turn 215, 725 AD: Isabella's Archer is hit for 22 (0/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Axeman has defeated Isabella's Archer!
Turn 215, 725 AD: The Real Ms. Beyond's Axeman (5.50) vs Isabella's Chariot (1.48)
Turn 215, 725 AD: Combat Odds: 100.0%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Extra Combat: +10%)
Turn 215, 725 AD: (City Attack: -75%)
Turn 215, 725 AD: (Combat: +25%)
Turn 215, 725 AD: Isabella's Chariot is hit for 31 (21/100HP)
Turn 215, 725 AD: Isabella's Chariot is hit for 31 (0/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Axeman has defeated Isabella's Chariot!
Turn 215, 725 AD: The Real Ms. Beyond's Swordsman (5.61) vs Isabella's Spearman (1.97)
Turn 215, 725 AD: Combat Odds: 100.0%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Plot Defense: +25%)
Turn 215, 725 AD: (Fortify: +25%)
Turn 215, 725 AD: (City Attack: -55%)
Turn 215, 725 AD: The Real Ms. Beyond's Swordsman is hit for 13 (72/100HP)
Turn 215, 725 AD: Isabella's Spearman is hit for 28 (24/100HP)
Turn 215, 725 AD: Isabella's Spearman is hit for 28 (0/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Swordsman has defeated Isabella's Spearman!
Turn 215, 725 AD: The Real Ms. Beyond's Spearman (4.40) vs Isabella's Chariot (1.28)
Turn 215, 725 AD: Combat Odds: 100.0%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Combat: -100%)
Turn 215, 725 AD: The Real Ms. Beyond's Spearman is hit for 12 (88/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Spearman is hit for 12 (76/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Spearman is hit for 12 (64/100HP)
Turn 215, 725 AD: Isabella's Chariot is hit for 31 (33/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Spearman is hit for 12 (52/100HP)
Turn 215, 725 AD: Isabella's Chariot is hit for 31 (2/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Spearman is hit for 12 (40/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Spearman is hit for 12 (28/100HP)
Turn 215, 725 AD: Isabella's Chariot is hit for 31 (0/100HP)
Turn 215, 725 AD: The Real Ms. Beyond's Spearman has defeated Isabella's Chariot!
Turn 215, 725 AD: St. John has been born in Madrid!

Turn 216, 740 AD: The Real Ms. Beyond's Catapult (2.70) vs Isabella's Axeman (6.90)
Turn 216, 740 AD: Combat Odds: 0.3%
Turn 216, 740 AD: (Extra Combat: +10%)
Turn 216, 740 AD: (Plot Defense: +28%)
Turn 216, 740 AD: The Real Ms. Beyond's Catapult is hit for 26 (28/100HP)
Turn 216, 740 AD: The Real Ms. Beyond's Catapult is hit for 26 (2/100HP)
Turn 216, 740 AD: Isabella's Axeman is hit for 15 (85/100HP)
Turn 216, 740 AD: Isabella's Axeman is hit for 15 (70/100HP)
Turn 216, 740 AD: The Real Ms. Beyond's Catapult is hit for 26 (0/100HP)
Turn 216, 740 AD: Isabella's Axeman has defeated The Real Ms. Beyond's Catapult!
Turn 216, 740 AD: The Real Ms. Beyond's Axeman (5.50) vs Isabella's Axeman (2.54)
Turn 216, 740 AD: Combat Odds: 99.4%
Turn 216, 740 AD: (Extra Combat: -10%)
Turn 216, 740 AD: (Extra Combat: +10%)
Turn 216, 740 AD: (Plot Defense: +28%)
Turn 216, 740 AD: (City Attack: -75%)
Turn 216, 740 AD: (Combat: -50%)
Turn 216, 740 AD: (Combat: +50%)
Turn 216, 740 AD: Isabella's Axeman is hit for 26 (44/100HP)
Turn 216, 740 AD: The Real Ms. Beyond's Axeman is hit for 15 (85/100HP)
Turn 216, 740 AD: The Real Ms. Beyond's Axeman is hit for 15 (70/100HP)
Turn 216, 740 AD: Isabella's Axeman is hit for 26 (18/100HP)
Turn 216, 740 AD: Isabella's Axeman is hit for 26 (0/100HP)
Turn 216, 740 AD: The Real Ms. Beyond's Axeman has defeated Isabella's Axeman!
Turn 216, 740 AD: The Real Ms. Beyond's Axeman (5.50) vs Isabella's Chariot (1.54)
Turn 216, 740 AD: Combat Odds: 100.0%
Turn 216, 740 AD: (Extra Combat: -10%)
Turn 216, 740 AD: (Extra Combat: +20%)
Turn 216, 740 AD: (City Attack: -75%)
Turn 216, 740 AD: Isabella's Chariot is hit for 31 (29/100HP)
Turn 216, 740 AD: Isabella's Chariot is hit for 31 (0/100HP)
Turn 216, 740 AD: The Real Ms. Beyond's Axeman has defeated Isabella's Chariot!
Turn 216, 740 AD: You have captured Madrid!!!
Turn 216, 740 AD: The Spanish Civilization has been destroyed!!!
Turn 216, 740 AD: Taoism has spread in Edo.
Turn 216, 740 AD: Hinduism has spread in Satsuma.

Turn 217, 755 AD: The borders of Santiago have expanded!

Turn 218, 770 AD: The enemy has been spotted near Osaka!

Turn 219, 785 AD: The enemy has been spotted near Santiago!
Turn 219, 785 AD: The enemy has been spotted near Osaka!
Turn 219, 785 AD: The Real Ms. Beyond's Axeman (5.50) vs Barbarian's Warrior (1.14)
Turn 219, 785 AD: Combat Odds: 100.0%
Turn 219, 785 AD: (Extra Combat: -10%)
Turn 219, 785 AD: (Combat: -75%)
Turn 219, 785 AD: Barbarian's Warrior is hit for 39 (61/100HP)
Turn 219, 785 AD: Barbarian's Warrior is hit for 39 (22/100HP)
Turn 219, 785 AD: Barbarian's Warrior is hit for 39 (0/100HP)
Turn 219, 785 AD: The Real Ms. Beyond's Axeman has defeated Barbarian's Warrior!
Turn 219, 785 AD: Your Axeman has destroyed a Warrior!
Turn 219, 785 AD: Barbarian's Archer (3.30) vs The Real Ms. Beyond's Axeman (6.75)
Turn 219, 785 AD: Combat Odds: 1.1%
Turn 219, 785 AD: (Extra Combat: -10%)
Turn 219, 785 AD: (Extra Combat: +10%)
Turn 219, 785 AD: (Combat: +25%)
Turn 219, 785 AD: Barbarian's Archer is hit for 28 (72/100HP)
Turn 219, 785 AD: The Real Ms. Beyond's Axeman is hit for 14 (86/100HP)
Turn 219, 785 AD: Barbarian's Archer is hit for 28 (44/100HP)
Turn 219, 785 AD: Barbarian's Archer is hit for 28 (16/100HP)
Turn 219, 785 AD: The Real Ms. Beyond's Axeman is hit for 14 (72/100HP)
Turn 219, 785 AD: The Real Ms. Beyond's Axeman is hit for 14 (58/100HP)
Turn 219, 785 AD: The Real Ms. Beyond's Axeman is hit for 14 (44/100HP)
Turn 219, 785 AD: Barbarian's Archer is hit for 28 (0/100HP)
Turn 219, 785 AD: The Real Ms. Beyond's Axeman has defeated Barbarian's Archer!
Turn 219, 785 AD: While defending, your Axeman has killed a Barbarian Archer!
Turn 219, 785 AD: Barbarian's Archer (3.00) vs The Real Ms. Beyond's Axeman (2.97)
Turn 219, 785 AD: Combat Odds: 73.8%
Turn 219, 785 AD: (Extra Combat: +10%)
Turn 219, 785 AD: (Combat: +25%)
Turn 219, 785 AD: The Real Ms. Beyond's Axeman is hit for 15 (29/100HP)
Turn 219, 785 AD: The Real Ms. Beyond's Axeman is hit for 15 (14/100HP)
Turn 219, 785 AD: The Real Ms. Beyond's Axeman is hit for 15 (0/100HP)
Turn 219, 785 AD: Barbarian's Archer has defeated The Real Ms. Beyond's Axeman!
Turn 219, 785 AD: While defending, your Axeman was destroyed by a Barbarian Archer!

Turn 220, 800 AD: The enemy has been spotted near Santiago!
Turn 220, 800 AD: The enemy has been spotted near Osaka!
 
Nice! I suspect this is what put Team CFR ahead: they got Madrid early. Good work on the capture. I'm curious to see what we can do with Bismarck.
 
SUMMARY POST:

regoarrarr
BeefontheBone
Kodii - just played
Compromise - UP
ruff_hi - on deck
Snaproll
Zalson
EL_OSO

Diplomacy: Isabella is gone. We stole her religion. Thats one less civilization to defeat. We've made contact with Bismarck and Hatty. Hatty's UU is almost obsolete and Bismarck's UU isn't to come for a while. That may help us a bit. We have a galley that will explore Bismarck's land a bit, and hopefully make contact with a few more civs.

Technology: I think we need to get to Astronomy. We aren't going to be able to defeat Bismarck just with Kyoto, Edo and Satsuma. Priesthood will finish next turn at 0%. I'm not sure where we should go next.

Settling: We've settled the three islands. We have a total of eight cities. We need one more courthouse to build the FP. Santiago can build one, and Madrid is set to build one as well. We are going to want to settle the rest of our continent before long as well.

Builds: Courthouses are being built whereever they can. Workboats in Santiago and Tokyo, then Colossus in Tokyo. Kyoto is still building the Hanging Gardens. We need to start the FP in Osaka once we get another courthouse built. We should also build forges. We have more than enough health resources to sustain it.

Religion: Well, I looked back at the old summary posts that said "We want one". Well, we have four. Hinduism, Taoism, Buddhism and Christianity. I believe we have the Buddhist shrine? If we do, we should continue to spread Buddhism.

Great People: Two scientists are still being run in Kyoto.

Civics: I don't think we need to do any switching.
 
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