SGOTM 02 - VQ Black

Had a look at the save. Couple of things occur to me. We need to explore more, there's a galley lying idle at Kyoto so maybe send it off to Mao country.
Our economy is currently tanked. After polishing off Bella I think it's time to put some sets into home improvements: couple more cities down south, several more workers, get them cottages up and running, milk them shrines coz otherwise we won't be invading anyone for a long time.
 
I used that galley to ferry cats between islands for the happy from garrison bonus. But yeah, now that we are not at war with Mansa we could use it for exploring the western bay.

More cities down south may not help our economy all that much. Remember we're hurting on maint costs. But yes, cottages and other city improvements are much needed.

Re the Great Prophet - its too bad a captured great person doesn't become a worker. That one popped out just before I intended to cap the city. Ah well.
 
Respectfully disagree re south cities. Once we've got Hokkiado to ourselves we can then develop; low distance maintenance from Osaka will certainly help; organised means cheap courthouses to reduce city maintenance. Serious maintenance costs come from BT cities, most of which is distance cost.
 
Makes sense Pigswill. I'm just worried about the per city cost rather then the distance maint. We up the cost on the BT cities (3x) with each new city on Hakkido.

namliaM said:
Question: What Specialist, under what circumstances would offer to put beakers into Optics/Astronomy??? I would look myself, but dont have the time at the moment :(

Taking out the techs we already have or can't research right now (only on memory):
Great Scientist:
Education
Printing Press
Optics
Paper
Astronomy

Basically it means a GS would lightbulb Optics for us right now, but then would lightbulb Paper which then means he'll lightbulb Education and Printing Press before finally coming to Astronomy (assuming we don't research some other techs that open up other paths).

The others have longer paths, so I don't think they're reasonable.

Great Engineer:
Engineering
Feudalism
Guilds
Gunpowder
Chemistry
Optics

Great Artist:
Drama
Music
Monarchy
Divine Right
Theology
Nationalism
Printing Press
Liberalism
Education
Military Tradition
Astronomy

and I may have taken something out on the GE/GA that shouldn't be. You can find the link to that information on the first page of this thread (my fourth post I think).

The full paths (up to Astron/optics):
GS
Spoiler :

Great Scientist:

Writing
Mathematics
Scientific Method
Physics
Education
Printing Press
Fiber Optics
Computers
The Wheel
Philosophy
Chemistry
Fission
Fusion
Optics
Paper
Astronomy
GA
Spoiler :

Great Artist:

Literature
Drama
Music
Polytheism
Monarchy
Mass Media
Radio
Mysticism
Monotheism
Divine Right
Alphabet
Meditation
Priesthood
Theology
Nationalism
Writing
Philosophy
Printing Press
Liberalism
Pottery
Horseback Riding
Democracy
Education
Military Tradition
Communism
Astronomy
GE
Spoiler :

Great Engineer:

Machinery
Assembly Line
Industrialism
Combustion
Metal Casting
Mining
Iron Working
Engineering
Replaceable Parts
Steam Power
Steel
Robotics
Railroad
Feudalism
Fascism
The Wheel
Plastics
Masonry
Construction
Guilds
Bronze Working
Corporation
Electricity
Animal Husbandry
Gunpowder
Priesthood
Monarchy
Code of Laws
Constitution
Agriculture
Economics
Chemistry
Fission
Genetics
Fusion
Optics
 
bobrath --> Just played
namliaM --> UP
Cosmichail --> on deck
Pigswill -->
LuvtoBuild -->
Eektor -->

Just one more city and Izzy is finished. But that galley with the two settlers might offer a bit of grief. Looks like we can take Madrid in the next turnset but I haven't looked at the save yet. I am wondering have we built a market yet in Osaka? Probably not with all that warring so maybe do that soon after we finish Izzy. If our GNP is bad maybe we should think about trying to get to Guilds/banking for added wealth. It seems to me we need to focus on infrastructure. That would take us away from Astronomy which we need but even if we had it couldn't get an large enough army together until we improve our wealth. Maybe some aggressive trading might bring us closer to our goal. I suspect it won't be long and Philosophy will be discovered by one of those AI's and we won't have that to trade anymore. I also think our wealth will improve once Barcelona comes out of revolt. Maybe we can keep going on Astronomy if we start building missionaries and shipping them to the other continents. (I guess we can get to Mao by galley but once we get optics can get to the other continent with missionary)
 
Just looked at the save and a couple of things:
Cordoba could work a cottage tile. We would just loose one hammer.

Kagoshima is a real drain on our economy but once we have optics that should change.

Osaka is not working one gem mine and once it grows (in 1 turn) work it again and should improve wealth/science.

Once we do finish off Izzy/finish market maybe get Osaka to loose some production by working rice to get some growth fast. I did notice that not one of our founded cities has cottages. We should think about getting some workers (and capture a few from Izzy) as we will need lots for Barcelona which should be spammed with cottages/ and Seville likewise.

Once we have enough Courthouses building the FP in Kyoto would help but I get the feeling NamliaM just wants to build cats there. The BT is where we have the biggest drain on our economy so FP would help a lot.
 
bobrath said:
Taking out the techs we already have or can't research right now (only on memory):
Great Scientist:
Education
Printing Press
Optics
Paper
Astronomy

The others have longer paths, so I don't think they're reasonable.
OK Throw that plan out the window :(

Cosmichail said:
namliaM --> UP
Got it, hopefully play before bed-time (got home early-ish today ;))

Cosmichail said:
Once we have enough Courthouses building the FP in Kyoto would help but I get the feeling NamliaM just wants to build cats there. The BT is where we have the biggest drain on our economy so FP would help a lot.
Spamming cats will help us greatly in taking over some AI (Mansa or Hatty) pretty quickly once we have some land based ops we can build the FP there I think... or still build it in BT someplace...
 
FP once available should cost the same to build as 5 cats; 5 suicide cats will gain us probably two cities, maybe three; FP should save at least 10gpt distance maintenance on bermuda triangle.
 
I would agree that BT is pretty centrally located for any cities we choose to keep. Remember that only conquest victories count even tho all victory types are enabled, so we will need to be mindful of not keeping so many cities that we trigger the domination win.
 
So I didnt get to play... :( Sorry... Something came up..

I will try and play in the morning, else tomorrow evening... So march on madrid and trade around Philo?
If we trade around Philo we could just pick up enough gold (and tech parity) to do 100% burn on Optics. Whip a caravel or 2 and get Circumvention...
 
Sounds like a plan to me. We've got a slight jump start on the circumnavigation, but not for much longer. Mao and Hatty have about a 5 turn head start on us (since I saw our first caravel in the BT).
 
Before pressing enter I trade around Philo for the worlds money and some techs... (which we dont really need but heck)

I allmost decide to make peace with Bella, because she has 110 gold. Which would allow us to run 100% longer... but NAH, lets kill her...
Later I find I forgot to MM Osaka :( costing us a bit of beakers ...

Because bella desides that it is smart to launch a counter attack on Barcalona using 3 units (Axe, spear and ?? I forget ??), on the turn that Madrid hits 0% defence.....

We destroy Madrid and add a worker to our complement :( Not many workers... So madrid starts one right away. (Once it gets out of revolt...)

As we discover Optics I line up 2 Caravels (to be whipped) in Barcalona and Cordoba? (ex-spanish city we captured first...)
a few turns later the caravels are heading out and are on their way.... I havent had any message yet about someone getting Circumvention.

We lost some fogbusters down south :mad: and we have some barbs comming in again, so I started a Samurai in Tokyo....
By "accident" I pressed Enter 1 to many times ;)



Spoiler Session Log :

Turn 239, 1085 AD: You have discovered Feudalism!
Turn 239, 1085 AD: You have discovered Music!
Turn 239, 1085 AD: Islam has been founded in Elephantine!
Turn 239, 1085 AD: Hatshepsut has completed The Sistine Chapel!
Turn 239, 1085 AD: Isabella's Chariot (4.80) vs VQ Black's Catapult (4.00)
Turn 239, 1085 AD: Combat Odds: 82.6%
Turn 239, 1085 AD: (Extra Combat: -20%)
Turn 239, 1085 AD: Isabella's Chariot is hit for 19 (81/100HP)
Turn 239, 1085 AD: VQ Black's Catapult is hit for 20 (60/100HP)
Turn 239, 1085 AD: VQ Black's Catapult is hit for 20 (40/100HP)
Turn 239, 1085 AD: VQ Black's Catapult is hit for 20 (20/100HP)
Turn 239, 1085 AD: VQ Black's Catapult is hit for 20 (0/100HP)
Turn 239, 1085 AD: Isabella's Chariot has defeated VQ Black's Catapult!

Turn 240, 1100 AD: VQ Black's Catapult (5.00) vs Isabella's Chariot (3.88)
Turn 240, 1100 AD: Combat Odds: 85.4%
Turn 240, 1100 AD: (Extra Combat: +20%)
Turn 240, 1100 AD: VQ Black's Catapult is hit for 18 (82/100HP)
Turn 240, 1100 AD: Isabella's Chariot is hit for 21 (60/100HP)
Turn 240, 1100 AD: VQ Black's Catapult is hit for 18 (64/100HP)
Turn 240, 1100 AD: Isabella's Chariot is hit for 21 (39/100HP)
Turn 240, 1100 AD: VQ Black's Catapult is hit for 18 (46/100HP)
Turn 240, 1100 AD: Isabella's Chariot is hit for 21 (18/100HP)
Turn 240, 1100 AD: VQ Black's Catapult is hit for 18 (28/100HP)
Turn 240, 1100 AD: Isabella's Chariot is hit for 21 (0/100HP)
Turn 240, 1100 AD: VQ Black's Catapult has defeated Isabella's Chariot!
Turn 240, 1100 AD: You have trained a Worker in Satsuma. Work has now begun on a Lighthouse.
Turn 240, 1100 AD: The borders of Seville have expanded!

Turn 241, 1106 AD: Barbarian's Archer (3.30) vs VQ Black's Archer (7.05)
Turn 241, 1106 AD: Combat Odds: 0.6%
Turn 241, 1106 AD: (Extra Combat: -10%)
Turn 241, 1106 AD: (Extra Combat: +10%)
Turn 241, 1106 AD: (Plot Defense: +25%)
Turn 241, 1106 AD: (Fortify: +25%)
Turn 241, 1106 AD: (Hills: +75%)
Turn 241, 1106 AD: Barbarian's Archer is hit for 28 (72/100HP)
Turn 241, 1106 AD: Barbarian's Archer is hit for 28 (44/100HP)
Turn 241, 1106 AD: Barbarian's Archer is hit for 28 (16/100HP)
Turn 241, 1106 AD: VQ Black's Archer is hit for 13 (87/100HP)
Turn 241, 1106 AD: VQ Black's Archer is hit for 13 (74/100HP)
Turn 241, 1106 AD: Barbarian's Archer is hit for 28 (0/100HP)
Turn 241, 1106 AD: VQ Black's Archer has defeated Barbarian's Archer!
Turn 241, 1106 AD: Barbarian's Archer (3.00) vs VQ Black's Archer (4.50)
Turn 241, 1106 AD: Combat Odds: 9.9%
Turn 241, 1106 AD: (Plot Defense: +50%)
Turn 241, 1106 AD: VQ Black's Archer is hit for 16 (84/100HP)
Turn 241, 1106 AD: Barbarian's Archer is hit for 24 (76/100HP)
Turn 241, 1106 AD: VQ Black's Archer is hit for 16 (68/100HP)
Turn 241, 1106 AD: VQ Black's Archer is hit for 16 (52/100HP)
Turn 241, 1106 AD: VQ Black's Archer is hit for 16 (36/100HP)
Turn 241, 1106 AD: VQ Black's Archer is hit for 16 (20/100HP)
Turn 241, 1106 AD: VQ Black's Archer is hit for 16 (4/100HP)
Turn 241, 1106 AD: Barbarian's Archer is hit for 24 (52/100HP)
Turn 241, 1106 AD: Barbarian's Archer is hit for 24 (28/100HP)
Turn 241, 1106 AD: Barbarian's Archer is hit for 24 (4/100HP)
Turn 241, 1106 AD: VQ Black's Archer is hit for 16 (0/100HP)
Turn 241, 1106 AD: Barbarian's Archer has defeated VQ Black's Archer!

Turn 242, 1112 AD: Buddhism has spread in Edo.
Turn 242, 1112 AD: You have constructed a Barracks in Seville. Work has now begun on a Forge.

Turn 243, 1118 AD: Barbarian's Archer (3.30) vs VQ Black's Archer (6.62)
Turn 243, 1118 AD: Combat Odds: 1.9%
Turn 243, 1118 AD: (Extra Combat: -10%)
Turn 243, 1118 AD: (Extra Combat: +10%)
Turn 243, 1118 AD: (Plot Defense: +25%)
Turn 243, 1118 AD: (Fortify: +25%)
Turn 243, 1118 AD: (Hills: +75%)
Turn 243, 1118 AD: VQ Black's Archer is hit for 14 (80/100HP)
Turn 243, 1118 AD: Barbarian's Archer is hit for 28 (72/100HP)
Turn 243, 1118 AD: VQ Black's Archer is hit for 14 (66/100HP)
Turn 243, 1118 AD: Barbarian's Archer is hit for 28 (44/100HP)
Turn 243, 1118 AD: VQ Black's Archer is hit for 14 (52/100HP)
Turn 243, 1118 AD: Barbarian's Archer is hit for 28 (16/100HP)
Turn 243, 1118 AD: Barbarian's Archer is hit for 28 (0/100HP)
Turn 243, 1118 AD: VQ Black's Archer has defeated Barbarian's Archer!
Turn 243, 1118 AD: Barbarian's Archer (3.00) vs VQ Black's Archer (3.66)
Turn 243, 1118 AD: Combat Odds: 39.2%
Turn 243, 1118 AD: (Extra Combat: +10%)
Turn 243, 1118 AD: (Plot Defense: +25%)
Turn 243, 1118 AD: (Fortify: +25%)
Turn 243, 1118 AD: (Hills: +75%)
Turn 243, 1118 AD: VQ Black's Archer is hit for 15 (37/100HP)
Turn 243, 1118 AD: Barbarian's Archer is hit for 26 (74/100HP)
Turn 243, 1118 AD: Barbarian's Archer is hit for 26 (48/100HP)
Turn 243, 1118 AD: VQ Black's Archer is hit for 15 (22/100HP)
Turn 243, 1118 AD: VQ Black's Archer is hit for 15 (7/100HP)
Turn 243, 1118 AD: Barbarian's Archer is hit for 26 (22/100HP)
Turn 243, 1118 AD: VQ Black's Archer is hit for 15 (0/100HP)
Turn 243, 1118 AD: Barbarian's Archer has defeated VQ Black's Archer!

Turn 244, 1124 AD: You have constructed a Forge in Edo. Work has now begun on a Work Boat.
Turn 244, 1124 AD: The borders of Barcelona have expanded!
Turn 244, 1124 AD: Isabella's Catapult (5.00) vs VQ Black's Swordsman (10.36)
Turn 244, 1124 AD: Combat Odds: 0.7%
Turn 244, 1124 AD: (Extra Combat: +30%)
Turn 244, 1124 AD: (Plot Defense: +50%)
Turn 244, 1124 AD: VQ Black's Swordsman is hit for 13 (83/100HP)
Turn 244, 1124 AD: Isabella's Catapult is hit for 28 (72/100HP)
Turn 244, 1124 AD: Isabella's Catapult is hit for 28 (44/100HP)
Turn 244, 1124 AD: Isabella's Catapult is hit for 28 (16/100HP)
Turn 244, 1124 AD: VQ Black's Swordsman is hit for 13 (70/100HP)
Turn 244, 1124 AD: Isabella's Catapult is hit for 28 (0/100HP)
Turn 244, 1124 AD: VQ Black's Swordsman has defeated Isabella's Catapult!
Turn 244, 1124 AD: Isabella adopts Bureaucracy!
Turn 244, 1124 AD: Barbarian's Archer (2.73) vs VQ Black's Archer (7.20)
Turn 244, 1124 AD: Combat Odds: 0.1%
Turn 244, 1124 AD: (Extra Combat: -20%)
Turn 244, 1124 AD: (Plot Defense: +20%)
Turn 244, 1124 AD: (Fortify: +25%)
Turn 244, 1124 AD: (City Defense: +70%)
Turn 244, 1124 AD: (City Barbarian Defense: +25%)
Turn 244, 1124 AD: Barbarian's Archer is hit for 29 (47/100HP)
Turn 244, 1124 AD: Barbarian's Archer is hit for 29 (18/100HP)
Turn 244, 1124 AD: Barbarian's Archer is hit for 29 (0/100HP)
Turn 244, 1124 AD: VQ Black's Archer has defeated Barbarian's Archer!

Turn 245, 1130 AD: You have constructed a Courthouse in Kagoshima. Work has now begun on a Forge.
Turn 245, 1130 AD: Ling Lun has been born in Thebes!
Turn 245, 1130 AD: Isabella's Chariot (4.80) vs VQ Black's Catapult (5.00)
Turn 245, 1130 AD: Combat Odds: 35.0%
Turn 245, 1130 AD: (Extra Combat: -20%)
Turn 245, 1130 AD: VQ Black's Catapult is hit for 19 (81/100HP)
Turn 245, 1130 AD: Isabella's Chariot is hit for 20 (80/100HP)
Turn 245, 1130 AD: Isabella's Chariot is hit for 20 (60/100HP)
Turn 245, 1130 AD: VQ Black's Catapult is hit for 19 (62/100HP)
Turn 245, 1130 AD: Isabella's Chariot is hit for 20 (40/100HP)
Turn 245, 1130 AD: Isabella's Chariot is hit for 20 (20/100HP)
Turn 245, 1130 AD: Isabella's Chariot is hit for 20 (0/100HP)
Turn 245, 1130 AD: VQ Black's Catapult has defeated Isabella's Chariot!

Turn 246, 1136 AD: VQ Black's Catapult (4.50) vs Isabella's Axeman (7.50)
Turn 246, 1136 AD: Combat Odds: 3.8%
Turn 246, 1136 AD: (Extra Combat: +10%)
Turn 246, 1136 AD: (Plot Defense: +50%)
Turn 246, 1136 AD: (Combat: -10%)
Turn 246, 1136 AD: VQ Black's Catapult is hit for 25 (65/100HP)
Turn 246, 1136 AD: VQ Black's Catapult is hit for 25 (40/100HP)
Turn 246, 1136 AD: VQ Black's Catapult is hit for 25 (15/100HP)
Turn 246, 1136 AD: VQ Black's Catapult is hit for 25 (0/100HP)
Turn 246, 1136 AD: Isabella's Axeman has defeated VQ Black's Catapult!
Turn 246, 1136 AD: You have constructed a Granary in Tokyo. Work has now begun on a Forge.
Turn 246, 1136 AD: The borders of Edo have expanded!
Turn 246, 1136 AD: Cai Lun has been born in Cologne!

Turn 247, 1142 AD: VQ Black's Catapult (5.00) vs Isabella's Archer (8.10)
Turn 247, 1142 AD: Combat Odds: 2.8%
Turn 247, 1142 AD: (Plot Defense: +25%)
Turn 247, 1142 AD: (Fortify: +25%)
Turn 247, 1142 AD: (City Defense: +95%)
Turn 247, 1142 AD: (Hills: +25%)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 25 (75/100HP)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 25 (50/100HP)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 25 (25/100HP)
Turn 247, 1142 AD: Isabella's Archer is hit for 15 (85/100HP)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 25 (0/100HP)
Turn 247, 1142 AD: Isabella's Archer has defeated VQ Black's Catapult!
Turn 247, 1142 AD: VQ Black's Catapult (3.25) vs Isabella's Archer (6.88)
Turn 247, 1142 AD: Combat Odds: 0.3%
Turn 247, 1142 AD: (Plot Defense: +25%)
Turn 247, 1142 AD: (Fortify: +25%)
Turn 247, 1142 AD: (City Defense: +95%)
Turn 247, 1142 AD: (Hills: +25%)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 26 (39/100HP)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 26 (13/100HP)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 26 (0/100HP)
Turn 247, 1142 AD: Isabella's Archer has defeated VQ Black's Catapult!
Turn 247, 1142 AD: VQ Black's Swordsman (6.60) vs Isabella's Axeman (6.51)
Turn 247, 1142 AD: Combat Odds: 50.7%
Turn 247, 1142 AD: (Extra Combat: -10%)
Turn 247, 1142 AD: (Extra Combat: +20%)
Turn 247, 1142 AD: (Plot Defense: +25%)
Turn 247, 1142 AD: (Fortify: +25%)
Turn 247, 1142 AD: (City Attack: -55%)
Turn 247, 1142 AD: (Combat: +50%)
Turn 247, 1142 AD: VQ Black's Swordsman is hit for 21 (79/100HP)
Turn 247, 1142 AD: Isabella's Axeman is hit for 18 (61/100HP)
Turn 247, 1142 AD: VQ Black's Swordsman is hit for 21 (58/100HP)
Turn 247, 1142 AD: VQ Black's Swordsman is hit for 21 (37/100HP)
Turn 247, 1142 AD: VQ Black's Swordsman is hit for 21 (16/100HP)
Turn 247, 1142 AD: Isabella's Axeman is hit for 18 (43/100HP)
Turn 247, 1142 AD: Isabella's Axeman is hit for 18 (25/100HP)
Turn 247, 1142 AD: Isabella's Axeman is hit for 18 (7/100HP)
Turn 247, 1142 AD: Isabella's Axeman is hit for 18 (0/100HP)
Turn 247, 1142 AD: VQ Black's Swordsman has defeated Isabella's Axeman!
Turn 247, 1142 AD: VQ Black's Catapult (3.55) vs Isabella's Archer (5.73)
Turn 247, 1142 AD: Combat Odds: 2.4%
Turn 247, 1142 AD: (Plot Defense: +25%)
Turn 247, 1142 AD: (Fortify: +25%)
Turn 247, 1142 AD: (City Defense: +95%)
Turn 247, 1142 AD: (Hills: +25%)
Turn 247, 1142 AD: (City Attack: -45%)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 24 (47/100HP)
Turn 247, 1142 AD: Isabella's Archer is hit for 16 (69/100HP)
Turn 247, 1142 AD: Isabella's Archer is hit for 16 (53/100HP)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 24 (23/100HP)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 24 (0/100HP)
Turn 247, 1142 AD: Isabella's Archer has defeated VQ Black's Catapult!
Turn 247, 1142 AD: VQ Black's Catapult (3.40) vs Isabella's Archer (3.57)
Turn 247, 1142 AD: Combat Odds: 55.2%
Turn 247, 1142 AD: (Plot Defense: +25%)
Turn 247, 1142 AD: (Fortify: +25%)
Turn 247, 1142 AD: (City Defense: +95%)
Turn 247, 1142 AD: (Hills: +25%)
Turn 247, 1142 AD: (City Attack: -45%)
Turn 247, 1142 AD: Isabella's Archer is hit for 18 (35/100HP)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 22 (46/100HP)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 22 (24/100HP)
Turn 247, 1142 AD: Isabella's Archer is hit for 18 (17/100HP)
Turn 247, 1142 AD: VQ Black's Catapult is hit for 22 (2/100HP)
Turn 247, 1142 AD: Isabella's Archer is hit for 18 (0/100HP)
Turn 247, 1142 AD: VQ Black's Catapult has defeated Isabella's Archer!
Turn 247, 1142 AD: VQ Black's Swordsman (6.60) vs Isabella's Archer (2.55)
Turn 247, 1142 AD: Combat Odds: 99.8%
Turn 247, 1142 AD: (Extra Combat: -10%)
Turn 247, 1142 AD: (Plot Defense: +25%)
Turn 247, 1142 AD: (Fortify: +25%)
Turn 247, 1142 AD: (City Defense: +50%)
Turn 247, 1142 AD: (Hills: +25%)
Turn 247, 1142 AD: (City Attack: -55%)
Turn 247, 1142 AD: VQ Black's Swordsman is hit for 15 (85/100HP)
Turn 247, 1142 AD: Isabella's Archer is hit for 26 (24/100HP)
Turn 247, 1142 AD: VQ Black's Swordsman is hit for 15 (70/100HP)
Turn 247, 1142 AD: Isabella's Archer is hit for 26 (0/100HP)
Turn 247, 1142 AD: VQ Black's Swordsman has defeated Isabella's Archer!
Turn 247, 1142 AD: VQ Black's Swordsman (5.87) vs Isabella's Archer (2.55)
Turn 247, 1142 AD: Combat Odds: 99.4%
Turn 247, 1142 AD: (Extra Combat: -10%)
Turn 247, 1142 AD: (Plot Defense: +25%)
Turn 247, 1142 AD: (Fortify: +25%)
Turn 247, 1142 AD: (City Defense: +50%)
Turn 247, 1142 AD: (Hills: +25%)
Turn 247, 1142 AD: (City Attack: -55%)
Turn 247, 1142 AD: Isabella's Archer is hit for 25 (25/100HP)
Turn 247, 1142 AD: Isabella's Archer is hit for 25 (0/100HP)
Turn 247, 1142 AD: VQ Black's Swordsman has defeated Isabella's Archer!
Turn 247, 1142 AD: VQ Black's Axeman (6.00) vs Isabella's Archer (3.37)
Turn 247, 1142 AD: Combat Odds: 95.9%
Turn 247, 1142 AD: (Extra Combat: -20%)
Turn 247, 1142 AD: (Plot Defense: +25%)
Turn 247, 1142 AD: (Fortify: +25%)
Turn 247, 1142 AD: (City Defense: +50%)
Turn 247, 1142 AD: (Hills: +25%)
Turn 247, 1142 AD: Isabella's Archer is hit for 21 (29/100HP)
Turn 247, 1142 AD: Isabella's Archer is hit for 21 (8/100HP)
Turn 247, 1142 AD: VQ Black's Axeman is hit for 18 (82/100HP)
Turn 247, 1142 AD: Isabella's Archer is hit for 21 (0/100HP)
Turn 247, 1142 AD: VQ Black's Axeman has defeated Isabella's Archer!
Turn 247, 1142 AD: VQ Black's Axeman (5.22) vs Isabella's Catapult (2.02)
Turn 247, 1142 AD: Combat Odds: 99.7%
Turn 247, 1142 AD: (Extra Combat: -10%)
Turn 247, 1142 AD: (City Attack: -45%)
Turn 247, 1142 AD: Isabella's Catapult is hit for 27 (32/100HP)
Turn 247, 1142 AD: Isabella's Catapult is hit for 27 (5/100HP)
Turn 247, 1142 AD: Isabella's Catapult is hit for 27 (0/100HP)
Turn 247, 1142 AD: VQ Black's Axeman has defeated Isabella's Catapult!
Turn 247, 1142 AD: You have captured Madrid!!!
Turn 247, 1142 AD: The Spanish Civilization has been destroyed!!!
Turn 247, 1142 AD: You have discovered Optics!
Turn 247, 1142 AD: You have constructed a Forge in Osaka. Work has now begun on a Market.
Turn 247, 1142 AD: You have trained a Catapult in Edo. Work has now begun on a Work Boat.
Turn 247, 1142 AD: Bismarck has completed Angkor Wat!
Turn 247, 1142 AD: The Colossus has been built in a far away land!
Turn 247, 1142 AD: Mansa Musa has made peace with Bismarck!

Turn 248, 1148 AD: You have discovered Calendar!
Turn 248, 1148 AD: You have trained a Work Boat in Edo. Work has now begun on a Catapult.
Turn 248, 1148 AD: Bismarck adopts Vassalage!
Turn 248, 1148 AD: Hypatia has been born in a far away land!
Turn 248, 1148 AD: Mansa Musa adopts Organized Religion!

Turn 249, 1154 AD: You have constructed a Lighthouse in Satsuma. Work has now begun on a Forge.

Turn 250, 1160 AD: You have trained a Catapult in Kyoto. Work has now begun on a Catapult.
Turn 250, 1160 AD: You have trained a Caravel in Cordoba. Work has now begun on a Granary.

Turn 251, 1166 AD: You have constructed a Granary in Cordoba. Work has now begun on a Forge.
Turn 251, 1166 AD: You have trained a Caravel in Barcelona. Work has now begun on a Forge.
Turn 251, 1166 AD: Barbarian's Axeman (5.00) vs VQ Black's Archer (7.95)
Turn 251, 1166 AD: Combat Odds: 2.9%
Turn 251, 1166 AD: (Plot Defense: +20%)
Turn 251, 1166 AD: (Fortify: +25%)
Turn 251, 1166 AD: (City Defense: +95%)
Turn 251, 1166 AD: (City Barbarian Defense: +25%)
Turn 251, 1166 AD: Barbarian's Axeman is hit for 25 (75/100HP)
Turn 251, 1166 AD: Barbarian's Axeman is hit for 25 (50/100HP)
Turn 251, 1166 AD: Barbarian's Axeman is hit for 25 (25/100HP)
Turn 251, 1166 AD: VQ Black's Archer is hit for 15 (85/100HP)
Turn 251, 1166 AD: VQ Black's Archer is hit for 15 (70/100HP)
Turn 251, 1166 AD: VQ Black's Archer is hit for 15 (55/100HP)
Turn 251, 1166 AD: Barbarian's Axeman is hit for 25 (0/100HP)
Turn 251, 1166 AD: VQ Black's Archer has defeated Barbarian's Axeman!

Turn 253, 1178 AD: A Mine has been destroyed by a marauding Barbarian Archer!

Turn 254, 1184 AD: The enemy has been spotted near Satsuma!

Turn 255, 1190 AD: The enemy has been spotted near Tokyo!
Turn 255, 1190 AD: The enemy has been spotted near Satsuma!
Turn 255, 1190 AD: VQ Black's Horse Archer (6.60) vs Barbarian's Horse Archer (6.00)
Turn 255, 1190 AD: Combat Odds: 67.8%
Turn 255, 1190 AD: (Extra Combat: -10%)
Turn 255, 1190 AD: Barbarian's Horse Archer is hit for 20 (80/100HP)
Turn 255, 1190 AD: VQ Black's Horse Archer is hit for 19 (81/100HP)
Turn 255, 1190 AD: Barbarian's Horse Archer is hit for 20 (60/100HP)
Turn 255, 1190 AD: Barbarian's Horse Archer is hit for 20 (40/100HP)
Turn 255, 1190 AD: Barbarian's Horse Archer is hit for 20 (20/100HP)
Turn 255, 1190 AD: Barbarian's Horse Archer is hit for 20 (0/100HP)
Turn 255, 1190 AD: VQ Black's Horse Archer has defeated Barbarian's Horse Archer!
Turn 255, 1190 AD: Your Horse Archer has destroyed a Horse Archer!
Turn 255, 1190 AD: You have circumnavigated the Globe! Your ships receive a +1 Movement bonus!

Turn 256, 1196 AD: The enemy has been spotted near Satsuma!


We have to whip BT hard and often, more often than to ware off the whip penalty.... If we whip a catapult at the right time (as I posted earlier) we can build 2 cats in 10 turns I think. Running an Engineer in the meanwhile.
that is +2 happyness... because we are in HR.
We just need a Granary, Courthouse, Lighthouse and offcourse Forge in place. And :whipped: :whipped: :whipped:
Get those Cats out ASAP, Oh... maybe we should whip a Catapult and overflow into an archer right about now... Archers are considerably cheaper and we need quite a few of those as well... More :whipped:
If we time it just right, we can build the Archer from just the whip overflow :)... Which means a whip is -1 penalty and +2 happy :goodjob:
Preverably I think we want to keep both Edo and Kyoto at a size where they run (atleast) an engineer or a scientist... But whip those Catapults :)
 
I didnt finish the turn, I barely started it :) The save

In Kyoto we are allready reaching the Health cap, which is why I started an Harbor. Whip this ASAP (or NOW even) then get back to Catapults and archers.

Just due SE of Osaka there are some Swords and a Spear with a goto to Tokyo, you may want to change that ;)

At the moment we have 6 catapults... I know with overwhipping in a while when we start warring and all those catapults are out in the field... We will have 3 useless cities... Yeah so??? Who cares??? They produce near nothing anyway... The sooner we can field the catapults the sooner we can start (mass) building Samurais on the mainland => Quicker conquest.

52 turns on Astronomy, which we can sustain (at 40% and + 8gpt).
43 turns @50% and -6gpt which we can do for only 7-8 turns.
With cities just comming out of revolt and war loot comming up, that should drop research time to ~40 turns?
 
Nice set of turns namliaM. Finished off spain and circumnav bonus.
If we don't have whale boats yet they're worth getting for BT3 (kagamoshi?). Maybe build FP in BT3 (yes, I know I'm obsessing). Time to finish off barb city and settle south; more workers, cottages for wealth (eventually). Phase One (conquering Hokkiado) almost complete. Time to think a bit more about Phase Two.
 
Although we want some cottages to keep our economy going, we need to work on making the cities on Hokkiado production powerhouses that can churn units out really quickly.
 
Looks like the fight to take out Izzy's last city was farm more damaging the I expected. Tons of losses. Add that to the fog busting archers going down and :rant:

AH well, lets wipe out the barb city and get the fog totally busted. I don't want to have to worry about covering our workers as they get our economy crunching OR about losing turns when barbs cut off our iron supply.

bobrath -->
namliaM --> Just played
Cosmichail --> UP
Pigswill --> on deck
LuvtoBuild -->
Eektor -->

And lets try to hit 10 turns a piece from here on out (unless everyone wants to keep it at 15).
 
bobrath said:
I noticed this in the turnlog:

How did that happen?

Hmz, I have a screeny... Appearently didnt post it... Traded it from Poor old Kublai :(

The poor guy, he is so far behind in techs... I thought he could use the boost :lol:

eektor said:
Although we want some cottages to keep our economy going, we need to work on making the cities on Hokkiado production powerhouses that can churn units out really quickly.
YES, we can live mostly of the conquest ... Lets get 1 city ONLY with some cottages. The rest gets Farms and later (guilds i think) we can add Workshops.
Tho the WHIP is a powerfull production tool :)
 
(Feels like I'm talking to myself now...)
eektor said:
Although we want some cottages to keep our economy going, we need to work on making the cities on Hokkiado production powerhouses that can churn units out really quickly.

If we make Hokkiado a production powerhouse.... why are we worried about using the BT islands to support a landing? Seems like we'd be better served by keeping Hokkiado concentrated on supporting (via science and income) our nation. Yes there will be some sites on Hokkiado that will be production heavy, but trying to make them all that at the expense of growing cottages seems very short sited to me.
 
bobrath said:
Looks like the fight to take out Izzy's last city was farm more damaging the I expected. Tons of losses. Add that to the fog busting archers going down and :rant:

AH well, lets wipe out the barb city and get the fog totally busted. I don't want to have to worry about covering our workers as they get our economy crunching OR about losing turns when barbs cut off our iron supply.

And lets try to hit 10 turns a piece from here on out (unless everyone wants to keep it at 15).
I think we lost mostly Catapults at the gates of madrid, but it was a big stack with a CD2 (IIRC) archer on top.

Was I supposed to play ten also? Ooops :blush:

I do agree about Settling get settlers out asap, I thought about peace to allow Bella to settle that roaming settler.... but ... yeah you know...

@Cosmichail: remember to bring your :whipped:
 
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