SGOTM 03 - Team VQ

Got it now and playing. If Tok isn't the opponent in the UN, I might pause for feedback.
 
After a second look at the picture of the DP's from my turn I notice that I missed the small blue lines in between KK - Washington, Washington - Louis, Louis - Saladin, and the more visible ones Hatty - Saladin, Mansa - Saladin, and KK - Toku. making that 6 DP's or more. Have a good look at the picture and Bob hopefully you noticed this in game as well. It's really hard to see at first the blue lines as the picture is shrunk but there are quite a few and it is easily missed. Some of the lines appear to come from KK to another too. It would be easier if there was another method of see the DP's in place. The screen when this crowded makes it hard to see who is in DP with whom when they are close/next to each other.
 
Yup, I saw those DPs. I ended up just cycling through each leader to see lines to him/her only. Made it easier to spot. Out come of that (and hasn't changed at all during my turns:

Mansa is in DP with Hatty & Saladin
Hatty is in DP with Mansa & Saladin

Saladin is in DP with Hatty, Mansa, & George (!)
George is in DP with Saladin & Kublai (!!)
Kublai is in DP with George, Louis, & Tokugowa (!!!)
Tokugowa is in DP with Kublai
Louis is in DP with Kublai

So what does that mean? Attacking any of the above means they *all* jump in on us. World War indeed.

I'll come back later and screen shot up, but here's the highlights and lowlights of my ten turns.

Built the UN
Gifted Vilcamba to Freddy
Massive counter attack by Monty on Texoco - close to losing, but we keep it and mop up a ton of retreated cavalry.
Macau revolted to Cyrus in 1727 :D
Captured Tlatelolco
Win Sec Gen (have 279 votes of the 558 required to win it of 1395 total)
MM offers us Combustion + gold for Biology (I take this)
Captured Teotihuancan (& Versailles & destroy 10+ ships in port)
Captured Tlaxcala
Monty retakes Teotihuacan
Recapture Teotihuacan the same turn (:grumble:)
Dip vote comes up, since we got 697 in the Sec Gen its worth a try.
We get 559 votes for us of the required 887
Monty makes peace with Izzy
Lots of folks have emancipated
We're running 20% luxury to counter the WW and Emancipation unhappy

*phew!!*
We still have a relative monoploy on Biology, Neither Ghandi nor Mansa have traded it around. Next player can use BIology to bribe for votes and gold and techs.
Monty will become a vassal and give us Mycena (far far far SE of his empire). I still believe that having the -1 for a vassal hurts us more then finishing the war early and grabbing Monty's votes... but I might be wrong.

Here's the important screen shot (my screen isn't large enough to show the glance screen sorry!):

civ4screenshot0019rj6.jpg
civ4screenshot0027bu2.jpg


If we can get JC, MM, and Hatty to vote for us instead of abstaining, we'd win. (and obviously if we wipe out Monty his votes become our votes and reduce the margin).

I think Free religion might really break up some ties between our DP folks. Not sure if it would make Tok more or less desirable to the fence sitters tho.

Oh yeah... Vicki is willing to PA with us. :goodjob:

The Save

The HoF Autolog (of concise politeness)
Spoiler :

Turn 370 (1700 AD)
Vilcabamba lost
Rostov begins: Bank
Xian begins: Forge
Xian begins: Grenadier
Moscow finishes: The United Nations
Shandong finishes: Harbor
Guangzhou's borders expand
Knossos grows: 9
Vitcos grows: 6
Ollantaytambo grows: 8
Machu Picchu finishes: Courthouse
Kufah finishes: Lighthouse
Chengdu finishes: Lighthouse
Artillery defeats (15.84/18): Aztec Trebuchet
Machine Gun loses to: Aztec Cavalry (8.40/15)
Cossack loses to: Aztec Cavalry (5.10/15)
Rifleman defeats (6.16/14): Aztec Cavalry
Cossack defeats (9.60/15): Aztec Cavalry
Artillery loses to: Aztec Cavalry (3.00/15)
Cossack defeats (7.05/15): Aztec Cavalry
Artillery loses to: Aztec Cavalry (3.60/15)

Turn 371 (1703 AD)
Moscow begins: Cossack
Shandong begins: Courthouse
Machu Picchu begins: Forbidden Palace
Kufah begins: Granary
Chengdu begins: Forge
Artillery defeats (2.70/18): Aztec Musketman
Grenadier defeats (0.48/12): Aztec Maceman
Frigate promoted: Combat I
Artillery defeats (17.10/18): Aztec Cavalry
Cossack defeats (2.55/15): Aztec Cavalry
Cannon defeats (12.00/12): Aztec Cavalry
Cossack defeats (15.00/15): Aztec Catapult
Buddhism has spread: Tlatelolco
Captured Tlatelolco (Montezuma)
Grenadier defeats (12.00/12): Aztec Cavalry
Rifleman defeats (14.00/14): Aztec Cavalry
Novgorod finishes: Rifleman
Yaroslavl' finishes: Artillery
Argos's borders expand
Shanghai grows: 8
Mycenae finishes: Theatre
Tiwanaku grows: 10
Andahuaylas grows: 8

Turn 372 (1706 AD)
Novgorod begins: Rifleman
Yaroslavl' begins: Artillery
Mycenae begins: Forge
Frigate defeats (4.88/8): Aztec Caravel
Cannon promoted: City Raider I
Artillery promoted: Barrage I
Grenadier promoted: Combat I
Tech learned: Computers
Moscow grows: 16
Athens grows: 11
Andahuaylas's borders expand
Cuzco grows: 8

Turn 373 (1709 AD)
Research begun: Combustion
Artillery promoted: City Raider II
Artillery promoted: City Raider I
Frigate defeats (8.00/8): Aztec Caravel
Moscow finishes: Cossack
Beijing grows: 16
Nanjing's borders expand
Machu Picchu grows: 6
Chengdu's borders expand

Turn 374 (1712 AD)
Tech learned: Combustion
Moscow begins: Transport
Research begun: Flight
Artillery defeats (6.66/18): Aztec Longbowman
Grenadier defeats (12.00/12): Aztec Pikeman
Buddhism has spread: Teotihuacan
Captured Teotihuacan (Montezuma)
Frigate defeats (8.00/8): Aztec Trireme
Yaroslavl' finishes: Artillery
Nanjing finishes: Colosseum
Tiwanaku grows: 11
Kufah grows: 4
Cossack defeats (8.25/15): Aztec Trebuchet
Cossack defeats (3.00/15): Aztec Trebuchet
Grenadier defeats (4.80/12): Aztec Trebuchet
Cossack loses to: Aztec Cavalry (2.70/15)

Turn 375 (1715 AD)
Yaroslavl' begins: Artillery
Nanjing begins: Bank
Frigate promoted: Combat I
Grenadier promoted: City Garrison I
St. Petersburg grows: 16
Novgorod finishes: Rifleman
Athens grows: 12
Shanghai finishes: Grenadier
Sparta finishes: Rifleman
Ollantaytambo finishes: Barracks
Cuzco grows: 9
Huamanga grows: 6
Kufah finishes: Granary
Macau's borders expand
Machine Gun loses to: Aztec Cavalry (8.70/15)

Turn 376 (1718 AD)
Novgorod begins: Machine Gun
Shanghai begins: Bank
Sparta begins: Machine Gun
Ollantaytambo begins: Research Institute
Kufah begins: Forge
Artillery defeats (14.40/18): Aztec Longbowman
Grenadier defeats (8.40/12): Aztec Longbowman
Grenadier defeats (10.20/12): Aztec Pikeman
Grenadier defeats (12.00/12): Aztec Trebuchet
Buddhism has spread: Tlaxcala
Captured Tlaxcala (Montezuma)
Moscow finishes: Transport
Argos finishes: Rifleman
Athens finishes: Rifleman
Shandong grows: 4
Ollantaytambo grows: 9
Huamanga finishes: Rifleman
Grenadier loses to: Aztec Cavalry (11.55/15)
Cossack loses to: Aztec Cavalry (12.00/15)
Teotihuacan lost

Turn 377 (1721 AD)
Moscow begins: Transport
Argos begins: Rifleman
Athens begins: Research Institute
Hangzhou begins: Courthouse
Huamanga begins: Research Institute
Artillery promoted: Barrage I
Artillery defeats (9.72/18): Aztec Cavalry
Grenadier loses to: Aztec Cavalry (1.35/15)
Grenadier defeats (8.40/12): Aztec Cavalry
Buddhism has spread: Teotihuacan
Captured Teotihuacan (Montezuma)
Cossack defeats (12.45/15): Aztec Cavalry
Rifleman promoted: City Garrison I
Artillery promoted: City Raider I
Artillery promoted: Barrage I
Grenadier promoted: Combat I
Yaroslavl' finishes: Artillery
Argos grows: 11
Machu Picchu grows: 7
Texcoco's borders expand

Turn 378 (1724 AD)
Yaroslavl' begins: Machine Gun
Texcoco begins: Granary
Tlatelolco begins: Granary
Artillery promoted: Barrage I
Artillery promoted: Barrage II
Cossack promoted: Combat IV
Hangzhou grows: 6
Tlatelolco's borders expand
Tiwanaku grows: 12
Tiwanaku finishes: Grenadier
Corihuayrachina grows: 9
Grenadier defeats (4.08/12): Aztec Cavalry
Macau lost
Judaism has spread: Macau (Persian Empire)

Turn 379 (1727 AD)
Tiwanaku begins: Forge
Moscow finishes: Transport
Yaroslavl' finishes: Machine Gun

Turn 380 (1730 AD)
Moscow begins: Research Institute
Yaroslavl' begins: Observatory
Rifleman promoted: City Garrison I

 
The CFC Autolog (OF HUGE DOOM) part 1:
Spoiler :

Turn 370, 1700 AD: VQ's Cossack (19.50) vs Montezuma's Cavalry (10.71)
Turn 370, 1700 AD: Combat Odds: 98.7%
Turn 370, 1700 AD: (Extra Combat: -30%)
Turn 370, 1700 AD: (Extra Combat: +10%)
Turn 370, 1700 AD: (Combat: -50%)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 26 (74/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 26 (48/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 26 (22/100HP)
Turn 370, 1700 AD: VQ's Cossack is hit for 14 (86/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 26 (0/100HP)
Turn 370, 1700 AD: VQ's Cossack has defeated Montezuma's Cavalry!
Turn 370, 1700 AD: VQ has completed The United Nations!
Turn 370, 1700 AD: The borders of Guangzhou have expanded!
Turn 370, 1700 AD: Montezuma's Trebuchet (4.00) vs VQ's Artillery (10.28)
Turn 370, 1700 AD: Combat Odds: 0.1%
Turn 370, 1700 AD: (Extra Combat: +20%)
Turn 370, 1700 AD: (City Attack: -145%)
Turn 370, 1700 AD: (Combat: +50%)
Turn 370, 1700 AD: VQ's Artillery is hit for 12 (88/100HP)
Turn 370, 1700 AD: Montezuma's Trebuchet is hit for 31 (69/100HP)
Turn 370, 1700 AD: Montezuma's Trebuchet is hit for 31 (38/100HP)
Turn 370, 1700 AD: Montezuma's Trebuchet is hit for 31 (7/100HP)
Turn 370, 1700 AD: Montezuma's Trebuchet is hit for 31 (0/100HP)
Turn 370, 1700 AD: VQ's Artillery has defeated Montezuma's Trebuchet!
Turn 370, 1700 AD: Montezuma's Cavalry (16.50) vs VQ's Machine Gun (25.20)
Turn 370, 1700 AD: Combat Odds: 6.8%
Turn 370, 1700 AD: (Extra Combat: -10%)
Turn 370, 1700 AD: (Extra Combat: +10%)
Turn 370, 1700 AD: (Plot Defense: +25%)
Turn 370, 1700 AD: (Fortify: +5%)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 24 (76/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 24 (52/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 24 (28/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 24 (4/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry (19.50) vs VQ's Machine Gun (25.20)
Turn 370, 1700 AD: Combat Odds: 18.5%
Turn 370, 1700 AD: (Extra Combat: -30%)
Turn 370, 1700 AD: (Extra Combat: +10%)
Turn 370, 1700 AD: (Plot Defense: +25%)
Turn 370, 1700 AD: (Fortify: +5%)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 22 (78/100HP)
Turn 370, 1700 AD: VQ's Machine Gun is hit for 17 (83/100HP)
Turn 370, 1700 AD: VQ's Machine Gun is hit for 17 (66/100HP)
Turn 370, 1700 AD: VQ's Machine Gun is hit for 17 (49/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 22 (56/100HP)
Turn 370, 1700 AD: VQ's Machine Gun is hit for 17 (32/100HP)
Turn 370, 1700 AD: VQ's Machine Gun is hit for 17 (15/100HP)
Turn 370, 1700 AD: VQ's Machine Gun is hit for 17 (0/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry has defeated VQ's Machine Gun!
Turn 370, 1700 AD: Montezuma's Cavalry (16.50) vs VQ's Machine Gun (25.20)
Turn 370, 1700 AD: Combat Odds: 6.8%
Turn 370, 1700 AD: (Extra Combat: -10%)
Turn 370, 1700 AD: (Extra Combat: +10%)
Turn 370, 1700 AD: (Plot Defense: +25%)
Turn 370, 1700 AD: (Fortify: +5%)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 24 (76/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 24 (52/100HP)
Turn 370, 1700 AD: VQ's Machine Gun is hit for 16 (84/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 24 (28/100HP)
Turn 370, 1700 AD: VQ's Machine Gun is hit for 16 (68/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 24 (4/100HP)
Turn 370, 1700 AD: VQ's Machine Gun is hit for 16 (52/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry (19.50) vs VQ's Cossack (24.22)
Turn 370, 1700 AD: Combat Odds: 25.5%
Turn 370, 1700 AD: (Extra Combat: -30%)
Turn 370, 1700 AD: (Extra Combat: +20%)
Turn 370, 1700 AD: (Combat: +50%)
Turn 370, 1700 AD: VQ's Cossack is hit for 17 (78/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 22 (78/100HP)
Turn 370, 1700 AD: VQ's Cossack is hit for 17 (61/100HP)
Turn 370, 1700 AD: VQ's Cossack is hit for 17 (44/100HP)
Turn 370, 1700 AD: VQ's Cossack is hit for 17 (27/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 22 (56/100HP)
Turn 370, 1700 AD: VQ's Cossack is hit for 17 (10/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 22 (34/100HP)
Turn 370, 1700 AD: VQ's Cossack is hit for 17 (0/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry has defeated VQ's Cossack!
Turn 370, 1700 AD: Montezuma's Cavalry (19.50) vs VQ's Rifleman (23.94)
Turn 370, 1700 AD: Combat Odds: 25.9%
Turn 370, 1700 AD: (Extra Combat: -30%)
Turn 370, 1700 AD: (Extra Combat: +20%)
Turn 370, 1700 AD: (Plot Defense: +25%)
Turn 370, 1700 AD: (Fortify: +10%)
Turn 370, 1700 AD: (Combat: +25%)
Turn 370, 1700 AD: VQ's Rifleman is hit for 17 (78/100HP)
Turn 370, 1700 AD: VQ's Rifleman is hit for 17 (61/100HP)
Turn 370, 1700 AD: VQ's Rifleman is hit for 17 (44/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 22 (78/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 22 (56/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 22 (34/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 22 (12/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 22 (0/100HP)
Turn 370, 1700 AD: VQ's Rifleman has defeated Montezuma's Cavalry!
Turn 370, 1700 AD: Montezuma's Cavalry (18.00) vs VQ's Cossack (21.87)
Turn 370, 1700 AD: Combat Odds: 38.3%
Turn 370, 1700 AD: (Extra Combat: -20%)
Turn 370, 1700 AD: (Extra Combat: +30%)
Turn 370, 1700 AD: (Combat: +50%)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 23 (77/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 23 (54/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 23 (31/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 23 (8/100HP)
Turn 370, 1700 AD: VQ's Cossack is hit for 17 (64/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 23 (0/100HP)
Turn 370, 1700 AD: VQ's Cossack has defeated Montezuma's Cavalry!
Turn 370, 1700 AD: Montezuma's Cavalry (18.00) vs VQ's Artillery (19.00)
Turn 370, 1700 AD: Combat Odds: 46.8%
Turn 370, 1700 AD: (Extra Combat: -20%)
Turn 370, 1700 AD: (Extra Combat: +20%)
Turn 370, 1700 AD: VQ's Artillery is hit for 18 (70/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 21 (79/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 21 (58/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 18 (52/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 21 (37/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 18 (34/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 18 (16/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 21 (16/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry (16.50) vs VQ's Artillery (18.00)
Turn 370, 1700 AD: Combat Odds: 32.6%
Turn 370, 1700 AD: (Extra Combat: -10%)
Turn 370, 1700 AD: VQ's Artillery is hit for 19 (81/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 19 (62/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 19 (43/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 20 (80/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 19 (24/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 20 (60/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 20 (40/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 20 (20/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 19 (5/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 19 (0/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry has defeated VQ's Artillery!
Turn 370, 1700 AD: Montezuma's Cavalry (16.50) vs VQ's Cossack (17.28)
Turn 370, 1700 AD: Combat Odds: 61.2%
Turn 370, 1700 AD: (Extra Combat: -10%)
Turn 370, 1700 AD: (Extra Combat: +30%)
Turn 370, 1700 AD: (Combat: +50%)
Turn 370, 1700 AD: VQ's Cossack is hit for 17 (47/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 23 (77/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 23 (54/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 23 (31/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 23 (8/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 23 (0/100HP)
Turn 370, 1700 AD: VQ's Cossack has defeated Montezuma's Cavalry!
Turn 370, 1700 AD: Montezuma's Cavalry (18.00) vs VQ's Artillery (16.92)
Turn 370, 1700 AD: Combat Odds: 66.2%
Turn 370, 1700 AD: (Extra Combat: -20%)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 19 (81/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 20 (74/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 20 (54/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 19 (62/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 19 (43/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 20 (34/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 20 (14/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry is hit for 19 (24/100HP)
Turn 370, 1700 AD: VQ's Artillery is hit for 20 (0/100HP)
Turn 370, 1700 AD: Montezuma's Cavalry has defeated VQ's Artillery!
Turn 370, 1700 AD: A Persian revolt has taken place in Macau!

Turn 371, 1703 AD: VQ's Artillery (18.00) vs Montezuma's Musketman (13.59)
Turn 371, 1703 AD: Combat Odds: 77.9%
Turn 371, 1703 AD: (Extra Combat: +10%)
Turn 371, 1703 AD: (Plot Defense: +6%)
Turn 371, 1703 AD: (Fortify: +25%)
Turn 371, 1703 AD: (City Defense: +45%)
Turn 371, 1703 AD: (City Attack: -75%)
Turn 371, 1703 AD: (Combat: -10%)
Turn 371, 1703 AD: (Amphibious Attack: +50%)
Turn 371, 1703 AD: VQ's Artillery is hit for 17 (83/100HP)
Turn 371, 1703 AD: Montezuma's Musketman is hit for 23 (77/100HP)
Turn 371, 1703 AD: VQ's Artillery is hit for 17 (66/100HP)
Turn 371, 1703 AD: VQ's Artillery is hit for 17 (49/100HP)
Turn 371, 1703 AD: VQ's Artillery is hit for 17 (32/100HP)
Turn 371, 1703 AD: Montezuma's Musketman is hit for 23 (54/100HP)
Turn 371, 1703 AD: Montezuma's Musketman is hit for 23 (31/100HP)
Turn 371, 1703 AD: Montezuma's Musketman is hit for 23 (8/100HP)
Turn 371, 1703 AD: VQ's Artillery is hit for 17 (15/100HP)
Turn 371, 1703 AD: Montezuma's Musketman is hit for 23 (0/100HP)
Turn 371, 1703 AD: VQ's Artillery has defeated Montezuma's Musketman!
Turn 371, 1703 AD: VQ's Grenadier (12.00) vs Montezuma's Maceman (7.98)
Turn 371, 1703 AD: Combat Odds: 94.6%
Turn 371, 1703 AD: (Extra Combat: +10%)
Turn 371, 1703 AD: (Plot Defense: +6%)
Turn 371, 1703 AD: (Fortify: +25%)
Turn 371, 1703 AD: (City Attack: -75%)
Turn 371, 1703 AD: (Amphibious Attack: +50%)
Turn 371, 1703 AD: VQ's Grenadier is hit for 16 (84/100HP)
Turn 371, 1703 AD: VQ's Grenadier is hit for 16 (68/100HP)
Turn 371, 1703 AD: Montezuma's Maceman is hit for 23 (63/100HP)
Turn 371, 1703 AD: VQ's Grenadier is hit for 16 (52/100HP)
Turn 371, 1703 AD: Montezuma's Maceman is hit for 23 (40/100HP)
Turn 371, 1703 AD: VQ's Grenadier is hit for 16 (36/100HP)
Turn 371, 1703 AD: Montezuma's Maceman is hit for 23 (17/100HP)
Turn 371, 1703 AD: VQ's Grenadier is hit for 16 (20/100HP)
Turn 371, 1703 AD: VQ's Grenadier is hit for 16 (4/100HP)
Turn 371, 1703 AD: Montezuma's Maceman is hit for 23 (0/100HP)
Turn 371, 1703 AD: VQ's Grenadier has defeated Montezuma's Maceman!
Turn 371, 1703 AD: VQ's Artillery (17.10) vs Montezuma's Cavalry (10.92)
Turn 371, 1703 AD: Combat Odds: 95.7%
Turn 371, 1703 AD: (Extra Combat: +30%)
Turn 371, 1703 AD: Montezuma's Cavalry is hit for 21 (35/100HP)
Turn 371, 1703 AD: Montezuma's Cavalry is hit for 21 (14/100HP)
Turn 371, 1703 AD: Montezuma's Cavalry is hit for 21 (0/100HP)
Turn 371, 1703 AD: VQ's Artillery has defeated Montezuma's Cavalry!
Turn 371, 1703 AD: VQ's Artillery (7.77) vs Montezuma's Cavalry (4.32)
Turn 371, 1703 AD: Combat Odds: 86.7%
Turn 371, 1703 AD: (Extra Combat: -20%)
Turn 371, 1703 AD: (Extra Combat: +20%)
Turn 371, 1703 AD: VQ's Artillery is hit for 17 (19/100HP)
Turn 371, 1703 AD: Montezuma's Cavalry is hit for 22 (2/100HP)
Turn 371, 1703 AD: VQ's Artillery is hit for 17 (2/100HP)
Turn 371, 1703 AD: VQ's Cossack (9.16) vs Montezuma's Cavalry (3.75)
Turn 371, 1703 AD: Combat Odds: 97.3%
Turn 371, 1703 AD: (Extra Combat: -30%)
Turn 371, 1703 AD: (Extra Combat: +30%)
Turn 371, 1703 AD: (Combat: -50%)
Turn 371, 1703 AD: VQ's Cossack is hit for 15 (32/100HP)
Turn 371, 1703 AD: VQ's Cossack is hit for 15 (17/100HP)
Turn 371, 1703 AD: Montezuma's Cavalry is hit for 26 (4/100HP)
Turn 371, 1703 AD: Montezuma's Cavalry is hit for 26 (0/100HP)
Turn 371, 1703 AD: VQ's Cossack has defeated Montezuma's Cavalry!
Turn 371, 1703 AD: VQ's Cannon (13.20) vs Montezuma's Cavalry (3.30)
Turn 371, 1703 AD: Combat Odds: 100.0%
Turn 371, 1703 AD: (Extra Combat: -10%)
Turn 371, 1703 AD: (Extra Combat: +10%)
Turn 371, 1703 AD: Montezuma's Cavalry is hit for 23 (0/100HP)
Turn 371, 1703 AD: VQ's Cannon has defeated Montezuma's Cavalry!
Turn 371, 1703 AD: VQ's Cossack (18.00) vs Montezuma's Catapult (7.50)
Turn 371, 1703 AD: Combat Odds: 99.6%
Turn 371, 1703 AD: (Extra Combat: -20%)
Turn 371, 1703 AD: (Amphibious Attack: +50%)
Turn 371, 1703 AD: Montezuma's Catapult is hit for 30 (70/100HP)
Turn 371, 1703 AD: Montezuma's Catapult is hit for 30 (40/100HP)
Turn 371, 1703 AD: Montezuma's Catapult is hit for 30 (10/100HP)
Turn 371, 1703 AD: Montezuma's Catapult is hit for 30 (0/100HP)
Turn 371, 1703 AD: VQ's Cossack has defeated Montezuma's Catapult!
Turn 371, 1703 AD: You have captured Tlatelolco!!!
Turn 371, 1703 AD: VQ's Grenadier (13.20) vs Montezuma's Cavalry (1.11)
Turn 371, 1703 AD: Combat Odds: 100.0%
Turn 371, 1703 AD: (Extra Combat: -10%)
Turn 371, 1703 AD: (Extra Combat: +10%)
Turn 371, 1703 AD: (Combat: +25%)
Turn 371, 1703 AD: (Amphibious Attack: +50%)
Turn 371, 1703 AD: Montezuma's Cavalry is hit for 19 (0/100HP)
Turn 371, 1703 AD: VQ's Grenadier has defeated Montezuma's Cavalry!
Turn 371, 1703 AD: VQ's Rifleman (14.00) vs Montezuma's Cavalry (3.48)
Turn 371, 1703 AD: Combat Odds: 100.0%
Turn 371, 1703 AD: (Extra Combat: +20%)
Turn 371, 1703 AD: (Combat: -25%)
Turn 371, 1703 AD: (Amphibious Attack: +50%)
Turn 371, 1703 AD: Montezuma's Cavalry is hit for 21 (0/100HP)
Turn 371, 1703 AD: VQ's Rifleman has defeated Montezuma's Cavalry!
Turn 371, 1703 AD: The borders of Argos have expanded!
Turn 371, 1703 AD: El Cid (Great General) has been born in Nottingham (Victoria)!
Turn 371, 1703 AD: Montezuma adopts Free Market!

Turn 372, 1706 AD: VQ's Frigate (8.00) vs Montezuma's Caravel (3.60)
Turn 372, 1706 AD: Combat Odds: 99.5%
Turn 372, 1706 AD: (Extra Combat: +10%)
Turn 372, 1706 AD: (Plot Defense: +10%)
Turn 372, 1706 AD: Montezuma's Caravel is hit for 29 (71/100HP)
Turn 372, 1706 AD: Montezuma's Caravel is hit for 29 (42/100HP)
Turn 372, 1706 AD: VQ's Frigate is hit for 13 (87/100HP)
Turn 372, 1706 AD: VQ's Frigate is hit for 13 (74/100HP)
Turn 372, 1706 AD: VQ's Frigate is hit for 13 (61/100HP)
Turn 372, 1706 AD: Montezuma's Caravel is hit for 29 (13/100HP)
Turn 372, 1706 AD: Montezuma's Caravel is hit for 29 (0/100HP)
Turn 372, 1706 AD: VQ's Frigate has defeated Montezuma's Caravel!
Turn 372, 1706 AD: You have discovered Computers!
Turn 372, 1706 AD: The borders of Andahuaylas have expanded!

Turn 373, 1709 AD: VQ's Frigate (8.00) vs Montezuma's Caravel (3.30)
Turn 373, 1709 AD: Combat Odds: 99.6%
Turn 373, 1709 AD: (Plot Defense: +10%)
Turn 373, 1709 AD: Montezuma's Caravel is hit for 30 (70/100HP)
Turn 373, 1709 AD: Montezuma's Caravel is hit for 30 (40/100HP)
Turn 373, 1709 AD: Montezuma's Caravel is hit for 30 (10/100HP)
Turn 373, 1709 AD: Montezuma's Caravel is hit for 30 (0/100HP)
Turn 373, 1709 AD: VQ's Frigate has defeated Montezuma's Caravel!
Turn 373, 1709 AD: The borders of Nanjing have expanded!
Turn 373, 1709 AD: The borders of Chengdu have expanded!
Turn 373, 1709 AD: Victoria adopts Emancipation!
Turn 373, 1709 AD: Isabella adopts Emancipation!

Turn 374, 1712 AD: You have discovered Combustion!
Turn 374, 1712 AD: VQ's Artillery (17.46) vs Montezuma's Longbowman (10.20)
Turn 374, 1712 AD: Combat Odds: 95.3%
Turn 374, 1712 AD: (Fortify: +25%)
Turn 374, 1712 AD: (City Defense: +70%)
Turn 374, 1712 AD: (City Attack: -75%)
Turn 374, 1712 AD: (Amphibious Attack: +50%)
Turn 374, 1712 AD: Montezuma's Longbowman is hit for 26 (74/100HP)
Turn 374, 1712 AD: VQ's Artillery is hit for 15 (82/100HP)
Turn 374, 1712 AD: VQ's Artillery is hit for 15 (67/100HP)
Turn 374, 1712 AD: Montezuma's Longbowman is hit for 26 (48/100HP)
Turn 374, 1712 AD: VQ's Artillery is hit for 15 (52/100HP)
Turn 374, 1712 AD: VQ's Artillery is hit for 15 (37/100HP)
Turn 374, 1712 AD: Montezuma's Longbowman is hit for 26 (22/100HP)
Turn 374, 1712 AD: Montezuma's Longbowman is hit for 26 (0/100HP)
Turn 374, 1712 AD: VQ's Artillery has defeated Montezuma's Longbowman!
Turn 374, 1712 AD: VQ's Grenadier (14.40) vs Montezuma's Pikeman (9.71)
Turn 374, 1712 AD: Combat Odds: 89.8%
Turn 374, 1712 AD: (Extra Combat: -20%)
Turn 374, 1712 AD: (Extra Combat: +20%)
Turn 374, 1712 AD: (Fortify: +25%)
Turn 374, 1712 AD: (Amphibious Attack: +50%)
Turn 374, 1712 AD: Montezuma's Pikeman is hit for 23 (60/100HP)
Turn 374, 1712 AD: Montezuma's Pikeman is hit for 23 (37/100HP)
Turn 374, 1712 AD: Montezuma's Pikeman is hit for 23 (14/100HP)
Turn 374, 1712 AD: Montezuma's Pikeman is hit for 23 (0/100HP)
Turn 374, 1712 AD: VQ's Grenadier has defeated Montezuma's Pikeman!
Turn 374, 1712 AD: You have captured Teotihuacan!!!
Turn 374, 1712 AD: VQ's Frigate (8.00) vs Montezuma's Trireme (2.40)
Turn 374, 1712 AD: Combat Odds: 100.0%
Turn 374, 1712 AD: (Extra Combat: +10%)
Turn 374, 1712 AD: (Plot Defense: +10%)
Turn 374, 1712 AD: Montezuma's Trireme is hit for 34 (66/100HP)
Turn 374, 1712 AD: Montezuma's Trireme is hit for 34 (32/100HP)
Turn 374, 1712 AD: Montezuma's Trireme is hit for 34 (0/100HP)
Turn 374, 1712 AD: VQ's Frigate has defeated Montezuma's Trireme!
Turn 374, 1712 AD: Johannes Vermeer (Great Artist) has been born in Alexandria (Hatshepsut)!
Turn 374, 1712 AD: Montezuma's Trebuchet (4.00) vs VQ's Cossack (6.66)
Turn 374, 1712 AD: Combat Odds: 3.9%
Turn 374, 1712 AD: (Extra Combat: +20%)
Turn 374, 1712 AD: (City Attack: -145%)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 25 (75/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 25 (50/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 25 (25/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 15 (85/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 15 (70/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 15 (55/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 25 (0/100HP)
Turn 374, 1712 AD: VQ's Cossack has defeated Montezuma's Trebuchet!
Turn 374, 1712 AD: Montezuma's Trebuchet (4.00) vs VQ's Cossack (6.32)
Turn 374, 1712 AD: Combat Odds: 4.6%
Turn 374, 1712 AD: (Extra Combat: +20%)
Turn 374, 1712 AD: (City Attack: -145%)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 25 (75/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 15 (80/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 15 (65/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 25 (50/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 15 (50/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 15 (35/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 25 (25/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 15 (20/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 25 (0/100HP)
Turn 374, 1712 AD: VQ's Cossack has defeated Montezuma's Trebuchet!
Turn 374, 1712 AD: Montezuma's Trebuchet (4.00) vs VQ's Grenadier (5.86)
Turn 374, 1712 AD: Combat Odds: 17.6%
Turn 374, 1712 AD: (Extra Combat: +20%)
Turn 374, 1712 AD: (City Attack: -100%)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 24 (76/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 24 (52/100HP)
Turn 374, 1712 AD: VQ's Grenadier is hit for 16 (72/100HP)
Turn 374, 1712 AD: VQ's Grenadier is hit for 16 (56/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 24 (28/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 24 (4/100HP)
Turn 374, 1712 AD: VQ's Grenadier is hit for 16 (40/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 24 (0/100HP)
Turn 374, 1712 AD: VQ's Grenadier has defeated Montezuma's Trebuchet!
Turn 374, 1712 AD: Montezuma's Trebuchet (4.00) vs VQ's Grenadier (5.11)
Turn 374, 1712 AD: Combat Odds: 24.1%
Turn 374, 1712 AD: (Extra Combat: +10%)
Turn 374, 1712 AD: (City Attack: -100%)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 23 (77/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 23 (54/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 23 (31/100HP)
Turn 374, 1712 AD: Montezuma's Trebuchet is hit for 23 (8/100HP)
Turn 374, 1712 AD: VQ's Grenadier is hit for 16 (65/100HP)
Turn 374, 1712 AD: Ivan the Terrible (Great General) has been born in Tenochtitlan (Montezuma)!
Turn 374, 1712 AD: Montezuma's Cavalry (15.79) vs VQ's Cossack (14.02)
Turn 374, 1712 AD: Combat Odds: 56.5%
Turn 374, 1712 AD: (Extra Combat: -30%)
Turn 374, 1712 AD: (Extra Combat: +20%)
Turn 374, 1712 AD: (Combat: +50%)
Turn 374, 1712 AD: VQ's Cossack is hit for 18 (37/100HP)
Turn 374, 1712 AD: Montezuma's Cavalry is hit for 21 (60/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 18 (19/100HP)
Turn 374, 1712 AD: Montezuma's Cavalry is hit for 21 (39/100HP)
Turn 374, 1712 AD: Montezuma's Cavalry is hit for 21 (18/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 18 (1/100HP)
Turn 374, 1712 AD: VQ's Cossack is hit for 18 (0/100HP)
Turn 374, 1712 AD: Montezuma's Cavalry has defeated VQ's Cossack!

Turn 375, 1715 AD: Your Frigate has reduced the defenses of Tlaxcala to 70%!
Turn 375, 1715 AD: The borders of Macau have expanded!
Turn 375, 1715 AD: Montezuma's Cavalry (18.00) vs VQ's Machine Gun (17.64)
Turn 375, 1715 AD: Combat Odds: 58.2%
Turn 375, 1715 AD: (Extra Combat: -20%)
Turn 375, 1715 AD: (Extra Combat: +20%)
Turn 375, 1715 AD: (City Defense: +20%)
Turn 375, 1715 AD: Montezuma's Cavalry is hit for 21 (79/100HP)
Turn 375, 1715 AD: Montezuma's Cavalry is hit for 21 (58/100HP)
Turn 375, 1715 AD: VQ's Machine Gun is hit for 18 (52/100HP)
Turn 375, 1715 AD: VQ's Machine Gun is hit for 18 (34/100HP)
Turn 375, 1715 AD: VQ's Machine Gun is hit for 18 (16/100HP)
Turn 375, 1715 AD: VQ's Machine Gun is hit for 18 (0/100HP)
Turn 375, 1715 AD: Montezuma's Cavalry has defeated VQ's Machine Gun!

Turn 376, 1718 AD: Your Frigate has reduced the defenses of Tlaxcala to 50%!
Turn 376, 1718 AD: Your Frigate has reduced the defenses of Tlaxcala to 30%!
Turn 376, 1718 AD: VQ's Artillery (14.40) vs Montezuma's Longbowman (11.10)
Turn 376, 1718 AD: Combat Odds: 59.4%
Turn 376, 1718 AD: (Plot Defense: +15%)
Turn 376, 1718 AD: (Fortify: +25%)
Turn 376, 1718 AD: (City Defense: +70%)
Turn 376, 1718 AD: (City Attack: -75%)
Turn 376, 1718 AD: (Amphibious Attack: +50%)
Turn 376, 1718 AD: Montezuma's Longbowman is hit for 24 (76/100HP)
Turn 376, 1718 AD: Montezuma's Longbowman is hit for 24 (52/100HP)
Turn 376, 1718 AD: Montezuma's Longbowman is hit for 24 (28/100HP)
Turn 376, 1718 AD: Montezuma's Longbowman is hit for 24 (4/100HP)
Turn 376, 1718 AD: Montezuma's Longbowman is hit for 24 (0/100HP)
Turn 376, 1718 AD: VQ's Artillery has defeated Montezuma's Longbowman!
Turn 376, 1718 AD: VQ's Grenadier (13.20) vs Montezuma's Longbowman (7.05)
Turn 376, 1718 AD: Combat Odds: 96.6%
Turn 376, 1718 AD: (Extra Combat: -10%)
Turn 376, 1718 AD: (Plot Defense: +15%)
Turn 376, 1718 AD: (Fortify: +25%)
Turn 376, 1718 AD: (City Defense: +25%)
Turn 376, 1718 AD: (City Attack: -75%)
Turn 376, 1718 AD: (Amphibious Attack: +50%)
Turn 376, 1718 AD: VQ's Grenadier is hit for 15 (85/100HP)
Turn 376, 1718 AD: Montezuma's Longbowman is hit for 26 (58/100HP)
Turn 376, 1718 AD: Montezuma's Longbowman is hit for 26 (32/100HP)
Turn 376, 1718 AD: Montezuma's Longbowman is hit for 26 (6/100HP)
Turn 376, 1718 AD: VQ's Grenadier is hit for 15 (70/100HP)
Turn 376, 1718 AD: Montezuma's Longbowman is hit for 26 (0/100HP)
Turn 376, 1718 AD: VQ's Grenadier has defeated Montezuma's Longbowman!
Turn 376, 1718 AD: VQ's Grenadier (12.00) vs Montezuma's Pikeman (6.30)
Turn 376, 1718 AD: Combat Odds: 97.6%
Turn 376, 1718 AD: (Extra Combat: +10%)
Turn 376, 1718 AD: (Plot Defense: +15%)
Turn 376, 1718 AD: (Fortify: +25%)
Turn 376, 1718 AD: (City Attack: -75%)
Turn 376, 1718 AD: (Amphibious Attack: +50%)
Turn 376, 1718 AD: VQ's Grenadier is hit for 15 (85/100HP)
Turn 376, 1718 AD: Montezuma's Pikeman is hit for 26 (58/100HP)
Turn 376, 1718 AD: Montezuma's Pikeman is hit for 26 (32/100HP)
Turn 376, 1718 AD: Montezuma's Pikeman is hit for 26 (6/100HP)
Turn 376, 1718 AD: Montezuma's Pikeman is hit for 26 (0/100HP)
Turn 376, 1718 AD: VQ's Grenadier has defeated Montezuma's Pikeman!
Turn 376, 1718 AD: VQ's Grenadier (12.00) vs Montezuma's Trebuchet (0.33)
Turn 376, 1718 AD: Combat Odds: 100.0%
Turn 376, 1718 AD: (City Attack: -45%)
Turn 376, 1718 AD: (Amphibious Attack: +50%)
Turn 376, 1718 AD: Montezuma's Trebuchet is hit for 40 (0/100HP)
Turn 376, 1718 AD: VQ's Grenadier has defeated Montezuma's Trebuchet!
Turn 376, 1718 AD: You have captured Tlaxcala!!!
Turn 376, 1718 AD: Montezuma's Cavalry (15.51) vs VQ's Grenadier (11.73)
Turn 376, 1718 AD: Combat Odds: 86.3%
Turn 376, 1718 AD: (Extra Combat: -10%)
Turn 376, 1718 AD: (Extra Combat: +10%)
Turn 376, 1718 AD: (Fortify: +5%)
Turn 376, 1718 AD: VQ's Grenadier is hit for 22 (63/100HP)
Turn 376, 1718 AD: VQ's Grenadier is hit for 22 (41/100HP)
Turn 376, 1718 AD: Montezuma's Cavalry is hit for 17 (77/100HP)
Turn 376, 1718 AD: VQ's Grenadier is hit for 22 (19/100HP)
Turn 376, 1718 AD: VQ's Grenadier is hit for 22 (0/100HP)
Turn 376, 1718 AD: Montezuma's Cavalry has defeated VQ's Grenadier!
Turn 376, 1718 AD: Montezuma's Cavalry (16.50) vs VQ's Cossack (10.20)
Turn 376, 1718 AD: Combat Odds: 92.0%
Turn 376, 1718 AD: (Extra Combat: -10%)
Turn 376, 1718 AD: (Extra Combat: +20%)
Turn 376, 1718 AD: (Combat: +50%)
Turn 376, 1718 AD: Montezuma's Cavalry is hit for 20 (80/100HP)
Turn 376, 1718 AD: VQ's Cossack is hit for 19 (21/100HP)
Turn 376, 1718 AD: VQ's Cossack is hit for 19 (2/100HP)
Turn 376, 1718 AD: VQ's Cossack is hit for 19 (0/100HP)
Turn 376, 1718 AD: Montezuma's Cavalry has defeated VQ's Cossack!
Turn 376, 1718 AD: Teotihuacan (VQ) has been captured by the Aztec Empire!!!

Turn 377, 1721 AD: VQ's Artillery (16.20) vs Montezuma's Cavalry (12.44)
Turn 377, 1721 AD: Combat Odds: 76.9%
Turn 377, 1721 AD: (Extra Combat: +30%)
Turn 377, 1721 AD: (City Attack: -75%)
Turn 377, 1721 AD: (Amphibious Attack: +50%)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 22 (57/100HP)
Turn 377, 1721 AD: VQ's Artillery is hit for 18 (72/100HP)
Turn 377, 1721 AD: VQ's Artillery is hit for 18 (54/100HP)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 22 (35/100HP)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 22 (13/100HP)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 22 (0/100HP)
Turn 377, 1721 AD: VQ's Artillery has defeated Montezuma's Cavalry!
Turn 377, 1721 AD: VQ's Grenadier (10.20) vs Montezuma's Cavalry (8.99)
Turn 377, 1721 AD: Combat Odds: 70.4%
Turn 377, 1721 AD: (Extra Combat: +10%)
Turn 377, 1721 AD: (City Attack: -75%)
Turn 377, 1721 AD: (Amphibious Attack: +50%)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 20 (49/100HP)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 20 (29/100HP)
Turn 377, 1721 AD: VQ's Grenadier is hit for 19 (66/100HP)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 20 (9/100HP)
Turn 377, 1721 AD: VQ's Grenadier is hit for 19 (47/100HP)
Turn 377, 1721 AD: VQ's Grenadier is hit for 19 (28/100HP)
Turn 377, 1721 AD: VQ's Grenadier is hit for 19 (9/100HP)
Turn 377, 1721 AD: VQ's Grenadier is hit for 19 (0/100HP)
Turn 377, 1721 AD: Montezuma's Cavalry has defeated VQ's Grenadier!
Turn 377, 1721 AD: VQ's Grenadier (9.24) vs Montezuma's Cavalry (1.17)
Turn 377, 1721 AD: Combat Odds: 100.0%
Turn 377, 1721 AD: (Extra Combat: -10%)
Turn 377, 1721 AD: (Extra Combat: +10%)
Turn 377, 1721 AD: (City Attack: -75%)
Turn 377, 1721 AD: (Amphibious Attack: +50%)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 25 (0/100HP)
Turn 377, 1721 AD: VQ's Grenadier has defeated Montezuma's Cavalry!
Turn 377, 1721 AD: You have captured Teotihuacan!!!
Turn 377, 1721 AD: VQ's Cossack (18.91) vs Montezuma's Cavalry (8.24)
Turn 377, 1721 AD: Combat Odds: 99.5%
Turn 377, 1721 AD: (Extra Combat: -30%)
Turn 377, 1721 AD: (Extra Combat: +10%)
Turn 377, 1721 AD: (Combat: -50%)
Turn 377, 1721 AD: VQ's Cossack is hit for 14 (83/100HP)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 28 (49/100HP)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 28 (21/100HP)
Turn 377, 1721 AD: Montezuma's Cavalry is hit for 28 (0/100HP)
Turn 377, 1721 AD: VQ's Cossack has defeated Montezuma's Cavalry!
Turn 377, 1721 AD: Your Frigate has reduced the defenses of Tenochtitlan to 35%!
Turn 377, 1721 AD: Your Destroyer has reduced the defenses of Tenochtitlan to 15%!
Turn 377, 1721 AD: Your Frigate has reduced the defenses of Tlacopan to 43%!
Turn 377, 1721 AD: Your Frigate has reduced the defenses of Tlacopan to 36%!
Turn 377, 1721 AD: Your Frigate has reduced the defenses of Tlacopan to 29%!
Turn 377, 1721 AD: The borders of Texcoco have expanded!
Turn 377, 1721 AD: Cyrus adopts Emancipation!
Turn 377, 1721 AD: Ling Lun (Great Artist) has been born in Washington (Washington)!
 
Here's the battle royal the next player gets on their very first turn:
civ4screenshot0036tl9.jpg


I landed the units instead of an amphibious assault because that -50% along with the hill defense (and all the CD promotions) made even our best Arty's go in with ~27%. They've been landed on my turn, so hit enter - handle any minor counter attack - and begin the fun.
and part 2 (cause its just that long)

Spoiler :

Turn 378, 1724 AD: Your Destroyer has reduced the defenses of Tenochtitlan to 0%!
Turn 378, 1724 AD: Your Frigate has reduced the defenses of Tlacopan to 22%!
Turn 378, 1724 AD: Your Frigate has reduced the defenses of Tlacopan to 18%!
Turn 378, 1724 AD: Your Frigate has reduced the defenses of Tlacopan to 15%!
Turn 378, 1724 AD: Your Frigate has reduced the defenses of Tlacopan to 11%!
Turn 378, 1724 AD: Your Frigate has reduced the defenses of Tlacopan to 8%!
Turn 378, 1724 AD: Your Frigate has reduced the defenses of Tlacopan to 4%!
Turn 378, 1724 AD: Your Frigate has reduced the defenses of Tlacopan to 1%!
Turn 378, 1724 AD: The borders of Tlatelolco have expanded!
Turn 378, 1724 AD: Tokugawa adopts Emancipation!
Turn 378, 1724 AD: Montezuma's Cavalry (15.21) vs VQ's Grenadier (13.80)
Turn 378, 1724 AD: Combat Odds: 56.1%
Turn 378, 1724 AD: (Extra Combat: -30%)
Turn 378, 1724 AD: (Extra Combat: +10%)
Turn 378, 1724 AD: (Fortify: +5%)
Turn 378, 1724 AD: VQ's Grenadier is hit for 22 (78/100HP)
Turn 378, 1724 AD: Montezuma's Cavalry is hit for 17 (61/100HP)
Turn 378, 1724 AD: Montezuma's Cavalry is hit for 17 (44/100HP)
Turn 378, 1724 AD: VQ's Grenadier is hit for 22 (56/100HP)
Turn 378, 1724 AD: Montezuma's Cavalry is hit for 17 (27/100HP)
Turn 378, 1724 AD: Montezuma's Cavalry is hit for 17 (10/100HP)
Turn 378, 1724 AD: VQ's Grenadier is hit for 22 (34/100HP)
Turn 378, 1724 AD: Montezuma's Cavalry is hit for 17 (0/100HP)
Turn 378, 1724 AD: VQ's Grenadier has defeated Montezuma's Cavalry!
Turn 378, 1724 AD: While defending, your Grenadier has killed a Aztec Cavalry!
Turn 378, 1724 AD: Montezuma has made peace with Isabella!
Turn 378, 1724 AD: Macau has revolted and joined the Persian Empire!

Turn 379, 1727 AD: Your Destroyer has reduced the defenses of Xochicalco to 35%!
Turn 379, 1727 AD: Ollantaytambo celebrates "We Love the Prime Minister Day"!!!

Turn 380, 1730 AD: Your Frigate has reduced the defenses of Tenochtitlan to 0%!
Turn 380, 1730 AD: Your Frigate has reduced the defenses of Tlacopan to 0%!
Turn 380, 1730 AD: Your Destroyer has reduced the defenses of Tzintzuntzen to 34%!
 
Great progress! The war seems to go on well. :goodjob:

RE those DPs: Without having looked at the save, I suspect our only possible war target is Freddie :sad:

Hatty should be easy to convert. MM and JC are the difficult ones. But even with all 3 casting their votes to us, we are still some votes short (using the last displayed voting results, we need 328 more votes, whereas those 3 adds up to 268 votes). Hmm....

Need to analyse the abstainees' attitude towards Vicky to see if PA is worthwhile.

Assuming Trash Team wins at 1826AD, we have less than 100 years.

--
 
As GreyFox pointed out earlier, if we can force a UN resolution on Free Religion we might be able to disrupt the diplomatic nexus a little (for example, Saladin will lose something like 8 points with Mansa) - maybe this might help break some of those pacts? A resolution on Emancipation might also be useful...

If we PA with Vicky we lose the GL bonus of course (we gain Corporation); also I think we get another -1 with everybody?

On the other hand ...

If we PA with her we also gain Rocketry ... our research is doubled ... our UB gives us faster builds on spacecraft parts ...

I just wonder whether it is worth focussing our attention on Space in the meantime?

Our production doesn't seem marvellous - neither does Vicky's - and we really need factories; however the Mfg Goods graph seems to show us way ahead of everybody else.


civ4warlords20070207071dd9.jpg


Crazy (early morning!) thoughts or what? :crazyeye:
 
The manufacturing graphs shows the total production ... we simply have lots of individually-crappy production cities than the rest of the AIs ;)

I have been thinking on Space Race as well ... however, assuming we still want to beat the 1826AD date, I doubt we could complete the techs and parts in less than 60 turns.
 
I thought about the emancipation thing, but we need to make sure there's nothing we want to whip out first before making that vote (say for instance the FP I started in Machu Pichu). We can mitigate the loss of the Great Lighthouse if we get corporation *and* pass the single currency measure - combined those would give us the +2 back. Obviously this is less advantageous then the +3 we'd get for not getting corporation and still passing the single currency.

I can't recall if going into a PA creates negative dip penalties. And how do the other AIs resolve their leanings if we go that route? I'm just confused because for victory conditions and all, Vicki and we would be considered a single player - but do other Civs see that?

BTW, if you can pound through the math this post might have the dip vic secrets we need...

I do think we need to spend some serious time looking at the relations of *all* civs with us and Tok (and now Vicki) to see if a dip victory is realistic. If not we have two options:
1) Forget dip victory and go whole hog on space victory. We should PA with Vicki, finish off Monty, and then just do everything we can in research and production to blitz the space ship.
2) Head directly towards backdoor/aggressive dip victory. Get the PA with Vicki. Try to break some of the DPs and start picking off any unaligned civ out there. On the home front get our cities cranking out the babies so we can up our population count. Our wars don't need to be destruction as much as burning the ground. Go on a pillage spree and start starving off any civ we fight against - we don't need (in fact don't want to) capture cities we just want them all stuck at 1 pop.

Thoghts?
 
If Louis and KK are in a DP and we declare on Louis, KK will declare on us and lot of those DP's are broken. We then mobilize and take KK's lands which may get us that necessary vote. Not having looked at the save yet and seeing Bob's stats re Diplomatic vote we need quite a few votes. Space ship is going to tough beating 1826 ad and think option 2 of Bob's post is the best right now. Also forcing them into free religion might be good and the idea of putting for the single currency to aid with the loss of the TGL.

If I recall we don't get negatives for PA as we are seen as one. It does affect how the AI looks at us and Vicky. So if they like Vicky more likely to vote for us. (this what we experienced in the SG with hamtastic which Greyfox also participated.) We had not the greatest relationship with Toku but our PA member (genghis) was a friend to Toku and he did indeed vote for us. So we might want to check how the majority of AI's feel about Vicky.

I still think diplomatic is the only way as space just takes too long but who knows how fast we can build with RI (research institute). Only problem is, it takes a lot of hammers to build it and that's where we are short of. Going for a military option is the best I think and simply use the backdoor so to speak.

I am surprised too that Monty still had some fight left in him but that guy produces cavs very fast and probably was sitting on a huge amount of them. Excellent Bob not much left of Monty and let's finish him and thnk about who's next since we are going to need those votes. I'd say declare on Louis since he is only in a DP with KK and then KK declares on us and we attack KK since he has the most desirable lands.

Having combustion now we can do a lot more damage with destroyers/transports.
 
I'd looked at the save ... space is still a good 100+ turns away .. even with PA, it would at most shave 20 turns. It is a possible run though. Good thing is Vicky already had Rocketry.

On the diplo front, if w ePA with vicky, we would net MM's votes (he is friendly with Vicky). What we should do is to gift away Biology (maybe for some gold and democracy) to our supporters to encourage their growth.

War wise, we can go after Freddie and Cyrus. They are nearby and without any defensive pact yet. However, they are also relatively small fly.

A more risky gambit is to declare on Louis or Washy. Assumption here is that if we declare on Washy, Sally due to the DP will declare on us, thus nullifying the DP has has with Hatty and MM. War can be a good way to dissolve these annoying DPs. O-course, Sally and Washy are both small (holding 122 votes in total only). I would be more interested to go after KK, a whopping 134 cotes.

We have to make a quick decision on which route (space vs diplo, ironically, diplo means war) take. Myself, I am more inclined towards the war path ... but 328 votes is quite difficult to achieve considering we only have 307 votes ourselves.

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Had a look at the save and I like KK for attack as his lands are divided meaning his forces are also divided. Louis is just south of him so it wouldn't be difficult to carry on there. Only question how long are we going to take to accomplish this??

I agree Greyfox we need to decide on which route and I think PA'ing with Vicky is safe, declare on Louis. (which breaks KK/Toku DP which is more concerning then Saladin I think)

Then we should go for nothing but military builds for a while to speed up the military builds. We are building a lot of infrastructure right now and we need Yaroslav/Moscow for military. The RI is only 6 turns in Moscow so leave that and Observatory in Yaroslav is fine too but after it should continue to build military.

Just a note for the next player too I noticed that Moscow has two forests/lumbermills that haven't been railroaded yet and should do that for the extra 2 hammers. (since the city is working them)

Monty's capitol won't be overly hard but we will have to loose some arties there and should be able to take it in two turns. The nice thing too the majority of our army is near to KK as well.

Last thought and it's a crazy one. NUKES....... Build nukes and nuke the hell out of Toku and bring down some of his enemies conventionally. Just an idea as Toku is backwards and he won't have SDI/bomb shelters nor nukes to counter attack. Only problem with that is I am sure you get a negative for every nuke you use. So maybe that's too crazy but if we dominate the waters go after Toku soon and pillage his lands to nothing. Only problem there is Toku tends to harbor huge stacks of obsolete units.

Another thought is too what can we do diplomatically? That's a lot of votes to get and we will have to do a lot of fighting to get there. Getting Hatty on our side for diplomatic victory would help.

So after looking at Bob's first diplomatic victory try here's what we need to do:

1. Hatty 71 votes
2. JC 105 votes (this one is going to be tough to get as he hates Gandhi and we are trading a lot with him so getting him to friendly isn't likely unless we can pull him into a war but still not likely)
3. KK 134 votes (through conquest which always drops votes because of lost citizens.)

Just those three give us our votes. (well not quite 18 votes short)
We would have enough once we take Monty's lands.....
But even taking KK/Louis lands is not enough and we need JC more than ever.

Hatty should be able to get to friendly. JC not likely just too many negatives although he remains pleased.

Another bold idea:
Attack JC as well as KK. With Vicky as PA it will speed up the war too but how effective she will be remains to be seen.

If we want to beat 1826 we will need to make a bold move to get those votes in. A three front war Louis/KK/JC might be necessary to get us those votes fast. What we need is to build nothing but military and even turn off research. I would prefer to take on so many with infantry though and since we PA feel we should have assembly line. Having the pentagon would be nice too but that wishful thinking unless we have a GE popping somewhere.

Please understand these are suggestions and glad that Greyfox we see the same tactic is necessary in order to win soon. I am surprised that we have only 307 votes ourselves??? Look how much land we control but our pop isn't that great per city. (nothing like Toku with a city of 24 and KK has some big cities too 19/20)
 
Good points both on the non-cascading nature of DPs. Much less bleak now. I wish I had more experience with PAs so would could correctly talk about how they will affect the dip vote. However from what you guys have said above, it can only help if the more positive relation takes precedence. If that's that case (and thats an important if to verify), then there's really no reason we shouldn't get into the PA. It will help us in the coming expansion by sword.

If we go that route, do we want to convert votes to us by capturing cities or do we just want to reduce the total vote count by pillaging ad nauseum? Pillaging has the upside to providing us with a steady source of income but will require a different military (more mobile and an improved defense). We'll have to be careful about a domination victory since we can't really control Vicki's decision to grab cities and thus inadvertently push our team over the limit into a win that we don't want.

I wouldn't go crazy on gifting Biology to buy votes - get gold/techs back for it at the least we'll still see the pop growth in our friendlies that we want but I don't think we need to increase our relations with a gift notion. Probably makes sense to pass Free Religion first to see how the new diplomatic community lays out.

Monty has a bit of a spread empire left still. One island holding north of HC's land. His massively defended capital. One more island SE of his capital (I've already started bombarding those 3 cities).

Research wise... Flight is in process, and I'd like to suggest Refrigeration next mainly for the +1 to sea movement it gives us. Transports don't move any further then galleons, they just carry one extra unit. So the extra move for a tech will really help as we continue our onslaught. Just a Suggestion of course - I'm open to other tech thoughts.
 
I'd like to suggest Refrigeration next mainly for the +1 to sea movement it gives us.

Good point that will help our sea faring abilities considerably. I like to play Ragnar and that extra sea movement can make a big difference so I'm all for it.
 
Follow up to Cosmic's cross post with mine.

I started some infra build in case we decided to make a space run. We've got an acceptable army in the field for finishing off Monty (really depends on how the capital battle goes). I would suggest some barrage promotions for the first couple arties - it does make them less survivable for that battle, but will go a long way to making the rest of the fight "easy".

Again to emphasize a point we will need to very carefully watch the domination limits as we work to getting more votes for the semi-backdoor.

Nuking... good idea in concept, but the -1 for each use for all civs will really hurt us. I'd only go the route of nuking if we're right at the edge and don't want to hope our babies are born faster then Tok's babies.
 
Just wondering Bob did you notice how far we are to domination. I keep forgetting to look.

Another thought:

Since Bob started flight airports are now a viable method to transporting troops. I know a lot of people usually finish games before tanks/bombers etc, but I purposely continue a game just to fight modern warfare (love it). Since we have flight coming (great choice Bob) we will also have bombers.

What I envision is a method to speed up our army's advancing. We need to blitzkrieg to beat the Trash Team. What better for blitzkrieg then tanks. Now can we research industrialism or do we need assembly line to get there?

Reason thinking along those lines is my favourite combo is:
tanks/bombers period. Against this bunch it would speed up our advancement much faster. We need production more to accomplish this and putting up a lot more workshops on HC's land maybe good idea to get some production out of there.

If we face domination limit problem, then we need to find a way to appease Julius so that he will get to friendly with us. I just think that will be very hard with all those negatives. The declarations on Alex/Mao added a lot to that.
 
Great ideas.

So, I gather people have no objections to:

(1) PA with Vicky: it will net us MM's votes, but it will eliminate TGL.

(2) Continue on War Path: we should keep the war machine going, take out most if not all of Monty's and prepare for a big fight against KK by declaring on Loius.

We are 1/3 to domination so I don't envision any problems there. What we have to think about is what if JC finally decides he has enough of his "enough on his hands" phase and declare on M. Gandhi. Do we go to Gandhi's rescue?

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PA with Vicky will get us MM votes which are 92. So it isn't as critical getting JC's votes. I say if he does declare on Gandhi we DO come to his rescue. Easier said than done though and if we are at war with KK/Louis we might not be able to keep up. Considering Gandhi is a major voting partner we will need him for diplomatic vote and if he looses any cities it will decrease our votes although if JC takes it then again it keep sec gen vote the same but decrease diplomatic vote. ARGH!!!!

He's has enough on his hands for a while now. Of course what usually happens in this game is you get started on another AI and he goes and starts something right about then when all your troops are far away.

The PA will be great for research but for military the AI simply doesn't do any landings except Toku. He's got troops on Monty's lands but Vicky nothing. She has her frigates there and that's about it. SO we can't expect much assistance from her.

I take it Greyfox you will be playing soon. Looking forward to your turn and hopefully get us closer to that diplomatic vote.
 
One wonders why Toku has troops in Monty's land? He is not involved in the war!

And damned!!!! Stupid Vicky! I hate this!

:gripe:

I played 2 turns, captured the capitol of Monty, and then out of the blue, this message appeared:

"You have signed peace with Monty."

Huh? WTH? I did no such thing! A few messaged later ... I realized what happened. Monty has capitulated to Vicky. Sh!t!

:aargh: How stupid can AI be!

I knew I should have PA'ed with Vicky in the earliest opportunity ... Damned!

Out for lunch now, continue the remaining 8 turns later. If anyone is reading this, do we accept PA now? My intention was to wait a bit but looks what that ends up with. :rolleyes: Meanwhile I would marshall our forces for a quick invasion into France and Mongolia.

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