SGOTM 03 - Team VQ

TPTB??? Why would the Moderator help us? :confused:

Anyway, I like the idea of attacking a city util it has only defender and asking Monty to attack that city, but I think we can do it simultaneously. Once we lock onto the next target city, we would ask monty to do that. By time his force arrive, we should have already reduced the city to a single defender. Oh, BTW, we should probably help monty a bit in his growth (gifting him happy and health resources)

I think the Mongolia campaign is coming to an end .... we have reduced KK from 130+ votes to a mere 10%. It's time to knock on JC's door. Try to get MM jump on the boat with that one. But we have to position our forces first. Adding troops to Myceane is a no-brainer. We can stationed some forces in Vicky's southern coast to attack Roman. Be careful abt Sally as well. He has some cities neighboring Monty, so those would be good to apply bobrath's idea on.

I imagine there would be some turns of peace between Mongolian campaign and the Roman campaign. Made use of these turns to see if we can sign a defensive pact with Izzy, Gandhi, Mansa. If we could, maybe the DP will add diplomatic points such that we don't even need to go to war with JC/Sally ... (yeah, I know it's wishful thinking, but no harm trying)

--
 
Good idea about getting Monty to attack a defenseless city. With gunships you can even leave the city empty too for him and make it real easy??? Just one question I have yet to see an AI actually follow a request to attack a certain city. They may see it as just sending some destroyers but Monty is one of the few that is good at sending out stacks (if he's strong)

As to DPing with somebody. Ok if we DP with Gandhi then we probably get his votes but not enough for diplo shy maybe 200 votes still or more. Also then we get negatives with Isabella/Mansa again. Mansa will be tough to get to vote diplomatically for us. Isabella is probably 1 point away. But only a crappy 64 votes. It does sound like though you mean to DP with all three. mmmmm then each gets a negative modifier and a positive which will increase over time. (I am certain MM won't DP with us he doesn't like us enough but Gandhi/Isabella probably will) That's 200 votes there plus our near 700 leaves us needing exactly what JC has. (126 votes I think)

EDIT:So another look at this vote just to see where we are at:

Our votes including Vicky/Monty ===== 695 votes
Gandhi ===== 144 votes
Isabella ===== 64 votes
TOTAL 903 votes

Votes from JC's lands
(to whomever we get to take
the cities) 126 votes

That's a total of 1029 votes and we need 1035 which continually increases with every vote as Bob pointed out some AI's are growing very fast. We need to have Gandhi/Isabella voting for us diplomatically and I don't think we can get MM to do so as he's only at +6 with us and +3 with Vicky.

So not bloody likely we get diplo vote without some more conquest. We will need to take JC's lands which again even we take all his lands we may not have enough so what to do????

If anything the one civ that is close to vote diplo for us is Isabella. She would also be the perfect one to gift cities too if she'll take them. Getting Monty to attack a city is a crapshoot. Getting Isabella to vote for us is possible and she can take on more cities without affecting who's the contender.

We certainly are in a bit of predicament regarding the votes. I am thinking in the long run we might have paid better attention to the diplomacy. I have not paid enough attention to it in the beginning simply because of the challenge of 18 civs. Again I think the religion aspect would have helped somewhat but it would be interesting as Bob stated to see what would have happened had we PA'd with Vicky before Monty capitulation. Could we have won the vote without vassal. We could have also just let the PA go as Vicky was voting for us anyways. I know it's very tempting to have a PA as it locks them in but under these circumstances we might avoided the PA after capitulation until diplo vote to see what affect it would have had.

And Bob don't be scared it's just a game afterall If we don't get the first spot no big deal we are doing this for the fun right. Maybe next GOTM we can get a win once we get our flow.
 
I agree, too early for post mortem however it will take a miracle to beat 1826.

I am certain we will beat this no question as we have done very well over all however not likely we win the SGOTM. There are some other teams using the domination approach but there are others that are doing something different. (CFR-W??)

Trash team may not even have won and probably another team will finish earlier than that so at this point I wouldn't worry about the competition anymore. Let's just finish the game and enjoy ourselves in doing that.

EDIT: Just another thought but maybe we should have chosen space race. Diplomatic is a mixed bag at best even more so with 18 civs. I am playing a SP game now and had Augustus voting for me as well as diplomatically. All of sudden he decides that Peter of Russia is his worst enemy. Guess what Peter is my best friend and we are trading like crazy. So now Augustus gets a negative for me trading with his worst enemy???? I have been trading with Peter since the beginning of the game???
When I went to check with Peter he's cautious with Augustus and says to me he can trust him sometimes???? Why would one AI consider another worst enemy when the enemy civ is cautious with them. Makes no sense and in that case Peter should have been annoyed too.
 
Sirian Doctrine

This method is quite awesome in taking coastal cities very fast. We have not yet practiced the true Sirian Doctrine and since time is of the essence perhaps we can get a navy together that has the following:

3 aircraft carrier loaded with planes (total of 9 fighters)
3 battleships
3 destroyers
3 transport loaded with amphibious units mostly like Marines...

Now if we were aggressive then we could add amphibious to infantry on combat II level. So of course marines would be better. I find that you wouldn't need more than 2 transports loaded but 3 is definitely better.

Like Sirian's site says we swoop in on the targeted city (hopefully JC hasn't got flight yet but if he does we might need bombers too) take out defenses with battleships/destroyers. Use fighters to weaken defenders and then attack with amphibious units never touching land. Now if we suspect the defender is going to have a huge counterattack this is what I do now in that case. Take it down to the last unit and wait:

1. either he reinforces it again and rinse and repeat
2. he doesn't reinforce and you simply move onto to another city to take out more defenders.

You can really wear down the AI this way and weaken him enough to make a landing without too much of a counterattack. The AI does though seem to always when capitol is taken manage to send some troops and do damage. The nice thing about aircraft is the ability to scout out what's there and plan for it.

To make this work even better have at least one city with an airport (military city) and airlift infantry CD2 defenders to hold the city once taken amphibiously.

By using this tactic you end up getting some serious attackers. Of course it is better to have amphibious units with City Raider but only Ragnar offers that possilibility with Berserkers. (or with any other civ can be promoted once level II combat is reached)

Having a landing of troops too is necessary so that the amphibious just can go from city to city taking out defenders. So maybe a couple of transports with some strong offensive units.

Since we are in US we can easily buy the necessary navy and use this method. Tried this method using Ragnar and I have to say it works way better than making a landing and get attacked before you can attack. I do find if the AI has aircraft then it doesn't work as well as fighters don't do so well in strike when there is aircraft to counter. Bombers suffer enough and need a sh#tload of them. So let's hope he hasn't got aircraft yet but he most likely has SAM infantry.

Good Luck looking forward to your turn........ (GO GET EM)
 
Well without doing much of anything (yeah sure), My turns just kind of went through the paces and I've left some "suspense" for the next player. :confused:

Start of my turns, I gifted any extra resource (happy or health) to Monty. I also sold rice to Izzy for 2gpt and clams to Ghandi for 1 gpt - with the thought that when we do get them to vote for us, we want them as big as possible. Right? Maybe a small mistake with Ghandi if he grows past Tok (hindsight, so feel free to cancel this deal with him).

In my first real turn, I captured Otrar (Iceball) and then took Tiflis in exchange for a 10 turn peace treaty with KK. Why peace? Tiflis has two fishes and instantly came online (to start growing votes) with only a single possible land square. Its the ideal way to avoid domination while working towards diplomacy. Also, we were no where near KKs other two cities with any real landing force so why keep incurring WW? Upon taking peace, I reduced culture spending to 0 - trying to minimize any border expansion on our part. I also kicked off a Golden Age to take advantage of the peace time. Phew!

I hit enter and her the war horns!!!
civ4screenshot0007on6.jpg

That's one uptight little mongolian. I do nothing and expect that in 10 turns when our peace treaty expires that Mansa will come ask us for some sort of (+ to diplo) help. Muah ha ha!

Next Turn Izzy comes begging for knowledge. Why certainly my pretty.
civ4screenshot0009gg6.jpg


Next turn, Izzy moves to +12 with us (but it wasn't in time for the dip vote to be affected...)
civ4screenshot0011vc9.jpg


Aparently word got around that the Russians were feeling generous and Mansa came asking for some teachin... Giving us Plastics in exchange for Computers AND 10,000 gold. I don't think so. He stayed at Pleased with us (if still a bit dumb).

Sec gen vote comes up again and we can almost vote ourselves in, but appreciate other nationly support.
civ4screenshot0014lp4.jpg


In this same turn, I notice a sudden japanese fleet sniffing around our french empire... Multiple Galleons and Frigates. I check the dip screen and notice that Tok is Annoyed with Vikki! Alert sirens start going off. We're a neighbor to Tok for the first time in the game (thanks to french lands) and that might up his anxiety enough for a *dumb* attack. The last thing I want to do is to go into a war with Tok where he starts sacrificing population for more units. Esp since I can't chance taking any cities for fear of making a certain Bald Indian our UN opponent. UGLY!!

In an ugly portent, we complete Mt. Rushmore in 1813. Oddly enough Tok continues to sale past our lands. Did my sudden arrival of transports and bombers change his mind?

Two years in a row, Ghandi comes to us with requests and offers:
civ4screenshot0016cm6.jpg

I acceded/accepted both. I want his votes!!! Obviously, JC is not very taken with us. PFFT.

I hit enter figuring that Tok is molified, Ghandi is approaching a tipping point, and Mansa may fall into our lap (oh and Izzy continues to be beautiful). WAR HORNS!!!
civ4screenshot0018zl0.jpg


Its simply amazing. I just sit back in stunned silence. We're now at +11 with Ghandi and +12 with Izzy. The Dip vote comes up and I quickly vote for VQ/Victoria and hit Enter. The next turn is spent getting units into place for any needed war action on KK, JC, Saladin, or a "fake" war with Tok. For the first three, we should do everything we can to weaken and knock down the cities making sure that Monty, Mansa, or Izzy do most of the capturing. If its a war with Tok, then we start sinking ships and protecting what we own. As I said way up above, the last thing we do is actually help land a single troop on Japanese lands - oh and settle for peace asap if at all possible. We want Izzy to ask for help so we can say yes. We don't want Tok hurt. Its a fine pickle.

Two carriers are built (and 3rd/4th will be done soon). Only 2 fighters on those carriers so far, but lots in the pipeline. Transports (loaded) and bombers are placed at key locations for any offensive.

Technology, I researched Plastics and have been working on Satelites so taht we can research Composites - which will give us jets and Modern Armor. After that I'd suggest Future tech for the + to happy and health. I am indeed running at 0%/0% so feel free to spend like crazy. I didn't MM cities other then trying to make sure every sea based resource had workboats (at 201g a pop). I'm doing my damndest to increase our voting strength.

Here's the domination clock at my turn end:
civ4screenshot0020go8.jpg


I'm looking forward to seeing how the current Dip vote turns out (upon hitting enter). There are moves available for all transports and bombers if the next player feels uppity. I would suggest holding off on any aggresion until we see the vote results AND get a chance to be asked in.

The Save

The CfC Log file:
Spoiler :

Turn 415, 1800 AD: You have trained a Marine in Novgorod. Work has now begun on a Bomber.
Turn 415, 1800 AD: Corinth celebrates "We Love the President Day"!!!
Turn 415, 1800 AD: The borders of Vitcos have expanded!
Turn 415, 1800 AD: The borders of Paris have expanded!
Turn 415, 1800 AD: The borders of Orleans have expanded!
Turn 415, 1800 AD: You have discovered Genetics!

Turn 416, 1802 AD: VQ's Marine (26.40) vs Kublai Khan's Infantry (16.00)
Turn 416, 1802 AD: Combat Odds: 96.3%
Turn 416, 1802 AD: (Extra Combat: -10%)
Turn 416, 1802 AD: (Extra Combat: +10%)
Turn 416, 1802 AD: (Fortify: +25%)
Turn 416, 1802 AD: (Combat: +25%)
Turn 416, 1802 AD: Kublai Khan's Infantry is hit for 20 (30/100HP)
Turn 416, 1802 AD: Kublai Khan's Infantry is hit for 20 (10/100HP)
Turn 416, 1802 AD: Kublai Khan's Infantry is hit for 20 (0/100HP)
Turn 416, 1802 AD: VQ's Marine has defeated Kublai Khan's Infantry!
Turn 416, 1802 AD: VQ's Infantry (22.00) vs Kublai Khan's Infantry (15.00)
Turn 416, 1802 AD: Combat Odds: 89.9%
Turn 416, 1802 AD: (Extra Combat: -10%)
Turn 416, 1802 AD: (Fortify: +25%)
Turn 416, 1802 AD: (Combat: -50%)
Turn 416, 1802 AD: (Combat: +25%)
Turn 416, 1802 AD: (Amphibious Attack: +50%)
Turn 416, 1802 AD: Kublai Khan's Infantry is hit for 19 (31/100HP)
Turn 416, 1802 AD: VQ's Infantry is hit for 20 (80/100HP)
Turn 416, 1802 AD: VQ's Infantry is hit for 20 (60/100HP)
Turn 416, 1802 AD: VQ's Infantry is hit for 20 (40/100HP)
Turn 416, 1802 AD: Kublai Khan's Infantry is hit for 19 (12/100HP)
Turn 416, 1802 AD: VQ's Infantry is hit for 20 (20/100HP)
Turn 416, 1802 AD: VQ's Infantry is hit for 20 (0/100HP)
Turn 416, 1802 AD: Kublai Khan's Infantry has defeated VQ's Infantry!
Turn 416, 1802 AD: VQ's SAM Infantry (18.00) vs Kublai Khan's Infantry (4.80)
Turn 416, 1802 AD: Combat Odds: 100.0%
Turn 416, 1802 AD: (Fortify: +25%)
Turn 416, 1802 AD: (Combat: +25%)
Turn 416, 1802 AD: (Amphibious Attack: +50%)
Turn 416, 1802 AD: Kublai Khan's Infantry is hit for 17 (0/100HP)
Turn 416, 1802 AD: VQ's SAM Infantry has defeated Kublai Khan's Infantry!
Turn 416, 1802 AD: You have captured Otrar!!!
Turn 416, 1802 AD: You have made peace with Kublai Khan!
Turn 416, 1802 AD: Montezuma has made peace with Kublai Khan!
Turn 416, 1802 AD: VQ's Golden Age has begun!!!
Turn 416, 1802 AD: The borders of Tianjin have expanded!
Turn 416, 1802 AD: Corinth celebrates "We Love the President Day"!!!
Turn 416, 1802 AD: Kublai Khan has declared war on Mansa Musa!

Turn 417, 1804 AD: Cottage Ville celebrates "We Love the President Day"!!!
Turn 417, 1804 AD: You have trained a Work Boat in Karakorum. Work has now begun on a Lighthouse.
Turn 417, 1804 AD: You have trained a Work Boat in Beshbalik. Work has now begun on a Lighthouse.

Turn 418, 1806 AD: Cottage Ville celebrates "We Love the President Day"!!!
Turn 418, 1806 AD: Xian celebrates "We Love the President Day"!!!
Turn 418, 1806 AD: You have trained a Work Boat in Beshbalik. Work has now begun on a Lighthouse.

Turn 419, 1808 AD: Xian celebrates "We Love the President Day"!!!
Turn 419, 1808 AD: The borders of Beshbalik have expanded!

Turn 420, 1810 AD: Teotihuacan celebrates "We Love the President Day"!!!

Turn 421, 1811 AD: You have constructed Mt. Rushmore in Tenochtitlan. Work has now begun on a Work Boat.
Turn 421, 1811 AD: Teotihuacan celebrates "We Love the President Day"!!!
Turn 421, 1811 AD: You have trained a Work Boat in Beshbalik. Work has now begun on a Lighthouse.

Turn 422, 1812 AD: Yaroslavl' celebrates "We Love the President Day"!!!

Turn 423, 1813 AD: You have discovered Plastics!
Turn 423, 1813 AD: Deal Canceled: Coal, Copper, Banana, Fur, Hit Singles to Victoria
Turn 423, 1813 AD: Yaroslavl' celebrates "We Love the President Day"!!!
Turn 423, 1813 AD: The borders of Tenochtitlan have expanded!
Turn 423, 1813 AD: Michaelangelo (Great Artist) has been born in Djenne (Mansa Musa)!
Turn 423, 1813 AD: Tokugawa has declared war on Isabella!

Turn 424, 1814 AD: Deal Canceled: Stone to Julius Caesar for Gold Per Turn (8)
Turn 424, 1814 AD: Deal Canceled: Gems to Julius Caesar for Gold Per Turn (4)
Turn 424, 1814 AD: Beijing celebrates "We Love the President Day"!!!
Turn 424, 1814 AD: You have trained a Machine Gun in Mycenae. Work has now begun on a Marine.
Turn 424, 1814 AD: The borders of Cuzco have expanded!
Turn 424, 1814 AD: The borders of Tiflis have expanded!
Turn 424, 1814 AD: Xi Ling Shi (Great Scientist) has been born in Alexandria (Hatshepsut)!
Turn 424, 1814 AD: Zhang Heng (Great Engineer) has been born in Rome (Julius Caesar)!


The AutoLogger
Spoiler :

Turn 415 (1800 AD)
Novgorod finishes: Marine
Nanjing grows: 16
Tiwanaku finishes: Grocer
Vitcos's borders expand
Vitcos finishes: Forge
Cuzco grows: 19
Cuzco finishes: Marine
Kufah finishes: Bomber
Tlaxcala grows: 14
Paris's borders expand
Orleans's borders expand

Turn 416 (1802 AD)
Tiwanaku begins: University
Vitcos begins: Factory
Cuzco begins: Marine
Kufah begins: Bomber
Marine defeats (24.00/24): Mongolian Infantry
Infantry loses to: Mongolian Infantry (2.40/20)
SAM Infantry defeats (18.00/18): Mongolian Infantry
Confucianism has spread: Otrar
Captured Otrar (Kublai Khan)
War ends: Mongolian Empire
Confucianism has spread: Tiflis
Traded for Tiflis (Kublai Khan)
Tiflis begins: Granary
Tiflis begins: Lighthouse
Research begun: Plastics
Golden Age begins
Moscow finishes: Artillery
Rostov grows: 12
Yaroslavl' finishes: Tank
Beijing grows: 20
Tianjin's borders expand
Tiwanaku grows: 20
Vitcos grows: 12
Machu Picchu finishes: Infantry
Texcoco grows: 14
Sanchu grows: 8
Turfan finishes: Granary
Tiflis finishes: Lighthouse

Turn 417 (1804 AD)
Moscow begins: Drydock
Yaroslavl' begins: Airport
Machu Picchu begins: Forge
Turfan begins: Work Boat
Tiflis begins: Work Boat
Paris begins: Work Boat
Orleans begins: Work Boat
Rheims begins: Work Boat
Beshbalik begins: Work Boat
Karakorum begins: Work Boat
Marine promoted: Combat II
Athens grows: 17
Shanghai grows: 12
Sparta grows: 16
Corinth grows: 15
Tlatelolco grows: 12
Andahuaylas grows: 13
Machu Picchu grows: 16
Cuzco grows: 20
Teotihuacan grows: 16
Karakorum finishes: Work Boat
Beshbalik finishes: Work Boat
Paris finishes: Work Boat
Orleans finishes: Work Boat
Rheims finishes: Work Boat

Turn 418 (1806 AD)
Paris begins: Harbor
Orleans begins: Granary
Rheims begins: Harbor
Beshbalik begins: Work Boat
Moscow finishes: Drydock
St. Petersburg grows: 21
Argos grows: 15
Guangzhou grows: 15
Tiwanaku grows: 21
Ollantaytambo grows: 15
Andahuaylas finishes: Forge
Huamanga grows: 9
Tenochtitlan grows: 15
Tabriz finishes: Harbor
Turfan finishes: Work Boat
Karakorum finishes: Lighthouse
Beshbalik finishes: Work Boat

Turn 419 (1808 AD)
Moscow begins: Carrier
Andahuaylas begins: Fighter
Tabriz begins: Forge
Turfan begins: Barracks
Karakorum begins: Fighter
Novgorod finishes: Bomber
Beijing finishes: Tank
Mycenae grows: 5
Corihuayrachina grows: 15
Corihuayrachina finishes: Marine
Huamanga finishes: Machine Gun
Tlaxcala grows: 15
Beshbalik's borders expand

Turn 420 (1810 AD)
Novgorod begins: Drydock
Beijing begins: Drydock
Corihuayrachina begins: Marine
Huamanga begins: Infantry
Beijing begins: Airport
Machine Gun promoted: Drill I
Athens grows: 18
Beijing finishes: Airport
Knossos grows: 14
Tlatelolco finishes: Forge
Vitcos grows: 13
Cuzco grows: 21
Texcoco grows: 15
Teotihuacan grows: 17
Teotihuacan finishes: Forge
Old Sarai grows: 10
Paris grows: 14
Paris finishes: Harbor
Orleans finishes: Granary

Turn 421 (1811 AD)
Beijing begins: Barracks
Tlatelolco begins: Barracks
Teotihuacan begins: Factory
Paris begins: Forge
Orleans begins: Harbor
Lyons begins: Granary
Ning-hsia begins: Barracks
Beshbalik begins: Work Boat
Moscow finishes: Carrier
St. Petersburg grows: 22
Rostov grows: 13
Cottage Ville grows: 13
Argos finishes: Bomber
Beijing finishes: Barracks
Nanjing grows: 17
Nanjing finishes: Infantry
Xian grows: 15
Sparta finishes: Artillery
Tlatelolco grows: 13
Tiwanaku grows: 22
Tiwanaku finishes: University
Machu Picchu grows: 17
Tenochtitlan finishes: Mt. Rushmore
Tabriz grows: 9
New Sarai grows: 9
New Sarai finishes: Work Boat
Turfan grows: 14
Karakorum grows: 16
Beshbalik finishes: Work Boat
Ning-hsia finishes: Barracks

Turn 422 (1812 AD)
Moscow begins: Fighter
Argos begins: Fighter
Beijing begins: Fighter
Nanjing begins: Infantry
Sparta begins: Tank
Tiwanaku begins: Fighter
New Sarai begins: Harbor
Ning-hsia begins: Granary
Moscow begins: Carrier
Carrier promoted: Combat I
Carrier promoted: Medic I
Rostov finishes: Bomber
Cottage Ville finishes: Bomber
Tianjin finishes: Infantry
Ollantaytambo grows: 16
Machu Picchu finishes: Forge
Tenochtitlan finishes: Work Boat
Turfan finishes: Barracks
Karakorum finishes: Fighter
Paris grows: 15

Turn 423 (1813 AD)
Tech learned: Plastics
Rostov begins: Bank
Cottage Ville begins: Fighter
Tianjin begins: Transport
Machu Picchu begins: Factory
Tenochtitlan begins: Work Boat
Turfan begins: Submarine
Karakorum begins: Fighter
Research begun: Satellites
Moscow finishes: Carrier
Yaroslavl' grows: 17
Yaroslavl' finishes: Airport
Athens grows: 19
Hangzhou grows: 9
Shandong grows: 8
Guangzhou grows: 16
Sparta grows: 17
Corinth grows: 16
Tiwanaku grows: 23
Cuzco grows: 22
Tenochtitlan's borders expand
Tenochtitlan finishes: Work Boat
Texcoco grows: 16
Tlaxcala grows: 16
Tiflis finishes: Work Boat

Turn 424 (1814 AD)
Moscow begins: Carrier
Yaroslavl' begins: Infantry
Tenochtitlan begins: Fighter
Tiflis begins: Work Boat
Otrar begins: Harbor
Novgorod finishes: Drydock
Argos grows: 16
Beijing finishes: Fighter
Shanghai grows: 13
Xian finishes: Machine Gun
Mycenae finishes: Machine Gun
Tlatelolco finishes: Barracks
Cuzco's borders expand
Cuzco finishes: Marine
Kufah grows: 6
Chengdu grows: 8
Texcoco finishes: Forge
Teotihuacan grows: 18
Karakorum grows: 17
Paris grows: 16
Tiflis's borders expand
Tiflis finishes: Work Boat

Turn 425 (1815 AD)
Novgorod begins: Battleship
Beijing begins: Fighter
Xian begins: Machine Gun
Tlatelolco begins: Fighter
Cuzco begins: Marine
Texcoco begins: Harbor
Tiflis begins: Granary
 
Looks like a fabulous turnset .... but you should have layed one more turn to look at the results ... (who knows, we might get ucky and won :mischief:).

This week is particularly bad for me .... I can only get to this on weekends (60 hrs), so Cosmic or scowler, if you feel like it, please go ahead and grab the save.
 
Ah, but where's the suspense in that?



(plus I like handing off on a nice year. 1815 is so much nicer then 1816!)
 
Yes indeed good turnset. However it appears this game gets more complex by the moment. Do you think we have won UN yet???

Me thinks not unless magically 107 votes appear. Stats:

Our votes: 736
Gandhi/Isabella: 214
TOTAL: 950

That leaves us short of 107 votes?? MM maybe since maybe the modifiers for him allow him to get friendly easier than others. But again only 77 votes so need another 30. Cyrus does have 102 votes maybe we can do something to get him on our side?? (doubtful)

I notice we still have 10% on domination so taking on JC maybe the answer and gifting cities to Isabella might be the way to go.

War Toku/Isabella

I agree we should engage in a fake war and just keep Izzy safe. Should she ask I would oblige to get her on our side for diplo vote. What may be necessary is a two front war to speed up our victory. So I DO think we should keep some forces near Isabella to make sure she don't get wiped out. Use the amphibious fleet to take on JC. I hope we have enough amphibious units now to do the true "Sirian Doctrine".

I don't like two front war (well ok I love it) and it divides our forces somewhat but we can build fast now.

Since Greyfox cannot play until the weekend I can take it as early as tonight only would like some input first:

I have to look at the save but so far from Bob's post I think the initial strategy needs to be effected:

1. Protect Isabella and gain more diplo favor by mutual struggle
2. Wait for diplo vote to see first where we are at
3. Declare on JC and Saladin (oh sorry 3 front war yuk we will need happy)
4. Wait for Isabella to ask us to join in conflict
5. Maybe try to get others involved in war
 
Some more thoughts:

Tactical situation:

I notice that we have a destroyer and transport in what was Mongolia/France near Toku's stack heading for Isabella. I also see the one near Najran and the one on JC's borders.

JC has destroyers and we need to bolster our fleet near Russia. I see we are building 1 battleship but should have more being built imo. We should also have at least another destroyer to accompany those forces near St. Petersburg. In order to make sure we don't loose any ships before we engage in attacking JC we need at least:

2 battleships
2 destroyers
3 aircraft carriers (already near completion)
2 transports loaded with amphibious units. Only some are amphibious at St. Petersburg but first attack we can make a landing

As for his mainland we definitely need to attack amphibiously to avoid any extreme losses.

Fortunately Toku is very backwards and is running around with knights/longbows and Isabella has infantry so she should do fine against him who knows maybe even make some gains on his land which wouldn't be good.

Domestic issues

We haven't got one factory and the factories we are building are in cities that aren't really helpful to us right now.

We need factories/coal plants in the following cities absolutely:

1. Moscow
2. Novogrod
3. Yaroslav
4. Beijing

Don't need any more than that but we even with golden age it takes 3 turns to build a tank. TOO SLOW.....

By adding factories/coal plants to these cites we should be able to pump out tanks in 2 turns and maybe even infantry/marines at 1 turn. West point is also available and we have like 7020 gold. I checked and it costs 10800 to buy west point. Too bad as just imagine what kind of units we would get out of Yaroslav with that there. (3 points barracks/ 4 points instructors/ 4 points west point that's a total of 11 which we would give us pretty strong units) (I think and maybe someone can correct me but that would give us CR3 tanks or marines with combat II/pinch combo.)

Najran too we can make sure there's no culture and maybe it will fall to Monty. (not likely it is a founding religious city so at least 5 culture but one may wish)

Will try that to get Monty to attack it after we leave one defender but I am not convinced these guys will do what we expect.

(AI is still dummer than a bag of hammers with amphibious warfare)

My initial strategy is this:

1. Get some factories/coal plants built at least in Moscow/Yaroslav
(buy them and I think we have enough or more)

(never liked that Novogrod much)

2. After getting fac/coal start Yaroslav on a battleship and Moscow on a destroyer.

3. Once UN vote is complete and we have enough of an attack force for JC then will declare on JC.

Further strategies ideas:

Try to get Gandhi involved in war with JC
Try to get Mansa involved in what war we can as well as Hatty

Took a bomber in St. Peterburg and scouted JC's lands. He isn't that strong but need to see what is further south in Antium. He does have lots of SAMs so that is going to fun with bombers/fighters. But with 9 fighters and bombers we should be able to do some serious damage.

Of course a sh*tload of tanks landed on his mainland would be able to blitzkrieg his entire mainland. Maybe like 5 combat tanks/5 CR3 tanks (if we had west point) and some infantry for defensive protection. Only city well stocked is Rome and not really as heavy as one would think. He has destroyers/transports there so that's where he will try to make a landing on us. Keep a few strong tanks on Russia to protect just in case of a landing.

SO that's it and hopefully with a lot of mutual struggle and taking JC's lands we will have the vote. If Isabella comes to vote diplo again I will try to gift cities to her to avoid domination limit. Again I think getting Monty to take a city is a crapshoot and I have yet to see an AI actually take a city when asked.
 
During my turns, I kept checking to see if either Ghandi or Izzy would even be willing to take one of our cities and they would not. I would not depend on gifting cities to them. DPs were also off the table - "we're too powerful".

I have had AIs capture cities at my request. Najaran is ripe for this exact strat. My intent with that holy city was to take the transport just SE of it on the first turn of the war and reduce the city to one lone defender and then order Monty to take it. Its a land attack for Monty since he has a city right next to it and at least one gunship (iirc) so even if he doesn't do it in the first couple turns, it will happen. Continuing this, we need to seriously target and plan around any city that we can get Monty to capture before Vicki gets close. Growing our vassal is a great little out for the domination.

We do have a bit of wiggle room on captures - there's still a tiny bit of French lands that will come under our control on the next border pop. Lets try to make sure that cities we capture are ones with minimal lands around them. I.E. single tile islands are the ultimate target.

JC is Ghandi's most hated enemy, so he should be very amenable to jumping in on him - once we blunt some of JC's power. The problem will be if Ghandi shows any military competence and starts capturing cities. He'll very quickly catch up to and possibly pass Tok's population. I'd only bring Ghandi into the war if we incur any mroe negatives. We'll continue to gain 2/3 more positives for the US civic. Lets keep Ghandi from growing if at all possible.

Its a very fine balancing act on this one. I do not see any way (as you pointed out Cosmic) for us to win this voting period. It will be important to see if we've swung either Izzy or Ghandi to our side. That will make war decisions easier.

It might be in our dip interest to jump in once Izzy asks us to, but then trying to buy peace between Tok & Izzy - IF we get Izzy's votes and don't need the mutual struggle bonus.
 
We are in UniSuff, just buy all the factories and coal plants and whatnots to your heart's content.

AI do comply with the request to attack a city ... whether they capture it or not is another story, but they will at least attempt to attack it with minimum of one unit. We just have to help him along by reducing the defenders to a limping 1.0/20 infantry and I'm sure Monty will capture the city even if he had only send one treb.

Toku still has a 50 votes buffer over Gandhi so I won't be over cautious with bringing Gandhi into the war. But I doubt Gandhi would oblige ... he is afterall the only Nobel Laurette for Peace in this game.

--
 
Inherited turn 1815

We are set up nicely military wise and should be able to do some damage once we get back to war. The fleet in St. Petersburg will need at least a couple of battleships before engaging the enemy. It does appear from scouting with aircraft JC isn’t that strong.

1816

Hit enter and nothing explodes. I am referring to my computer since it is chugging along like an old locomotive trying to work this game. Of course the game has gotten so big that my old PC just can’t handle it that well but can get thru the game. Usually when I have that problem I will simply exit out and restart the game and voila it runs a lot better but I just started this game and noticed towards the end it really slowing down.

Our vote comes in and after all the A**KISSING neither Gandhi nor Isabella votes for us. Here’s the results:

Civ4ScreenShot0407.jpg


We are still 305 votes shy of a diplomatic victory.

1817

I decide not to go to war just yet and see what is going to happen between Isabella and Toku. We receive this request from KK and just wondering why didn’t we just finish this guy off. Now’s he’s trying to cause trouble by declaring on MM and now trying to get us involved.

Civ4ScreenShot0408.jpg


During this time of peace we start factories in the prime cities of Moscow/Yaroslav and use US to whip them with money. A factory costs 1515 gold to buy so isn’t too bad considering.

Civ4ScreenShot0409-1.jpg


Here’s also a scouting of Toku’s capitol and wow look at the size of that puppy. 27 must be the largest city in the game. But you will see he’s as weak as a kitten and could never stand up to infantry which Izzy has. So I think we should more worry about her taking cities then him.

Civ4ScreenShot0410-1.jpg


1818

Uneventful but basically building factories and battleships needed for JC attack. It does appear we will need to declare soon.

1819

We receive this request from Saladin and of course decline.

Civ4ScreenShot0411-1.jpg


Also perform another UN vote for what good it will do. At +12 Izzy is still not voting for us???? Gandhi too I thought for sure at +11 knowing his traits would also vote for us but nah.

Civ4ScreenShot0412-1.jpg


Check with every Hatty/Gandhi/Mansa/Isabella re war situation. Mansa of course is at war with KK and Isabella with Toku.

1820

No request from Isabella and beginning to think we need to get some action happening soon.

Up to this point just have been building factories/coal plants (which got tanks down to 2 turns in Moscow and 3 turns in Yaroslav ). I was tempted to throw Iron works in Moscow but we don’t have enough money.

1821

all hell breaks loose

We receive this request from Mansa Musa which is a smoke on my part for accepting.

Civ4ScreenShot0413-1.jpg


I wish I had turned him down as it ends up costing us a lot of WW in KK’s old lands.

I ring up JC try to declare on him but he won't talk (yep a three front war oh boy). Being late I realize I just move our ships into his land and declare that way but another smoke on my part I declare on Saladin. (DOH) (realized afterwards this cost us a bit)

Civ4ScreenShot0414-1.jpg


Why was declaring on Saladin a smoke. Isabella is friendly with him so she gets a “you declared on our friend” negative and drops back to 11. Sorry about that guys but I just don’t think we’ll ever get her to vote for us diplomatically. Likewise Mansa Musa is on good terms with both JC and Saladin so we get a negative there too for declaring on friend. He did get a positive for mutual struggle so stays where he was at.

Now our citizens decide to also starting acting up but I refuse to use the slider and decide to instead just buy theaters/temples to deal with it. Karakorum ended up with 12 unhappy. So rather then suffer at WW I start heading a ship to one of KK’s cities to take it out. There’s only one other city and we should just take it and get rid of KK once and for all.

Saladin front

Our ships at Najran bring it down to one defender (wounded rifle) and make this request of Monty.

I say to Monty this:

Please attack Najran. He looks at me and say “we’ll do our best”. Now that’s reassuring and my mind is totally at ease now. (yeah right)

Civ4ScreenShot0415-1.jpg


Move ships with many troops towards Medina to take out defenders and make another request of Monty.

Roman front

We move in on Arretium with our new aircraft carriers and battleships. Arretium is lightly defended and after bombarding it with fighters/bombers and the like we take it fairly easily. Scouting also shows again that JC simply doesn’t have an army to speak of ergo him never going to war (we have enough on our hands). I think the AI plans for war but won’t go until they have a sufficient amount of troops. In this case he doesn’t have the production nor does most of the AI.

Civ4ScreenShot0416-1.jpg


I also check with Toku and he will make peace with Isabella for Communism/Electricity. I accept but don’t like giving him communism/electricity but now being on a three front war just didn’t want to end up having to get involved upon a request by Izzy only to see that she won’t vote for us in diplo. We couldn’t afford a 4 front war anyways and I felt much better removing that possibility. What concerned me was that Toku is very weak overall (military) and Isabella could have taken one of his cites. He is a like 50 votes ahead of Gandhi so even if he lost a city it wouldn’t matter but it’s always that one city that starts the momentum.

Civ4ScreenShot0417-1.jpg


As already mentioned we need to keep Victoria away from Saladin lands and keep it clear for Monty. So I request Victoria to attack Pisae. (wow does she come on strong I even saw a destroyer)

Civ4ScreenShot0419-1.jpg


1822

Our carrier fleet attacking Rome wears down Pisae but doesn’t take it just to weaken him a bit first. Our next target will be Rome now as the more I look the more likely it seems that JC has no umph. I also have Yaroslav buiding infantry so that they can be airlifted into the city once it’s taken.

continued part 2
 
Part 2

1823

Gee willikers Radio active man Monty actually took Najran wooohoooo……

Civ4ScreenShot0420-1.jpg


Hopefully he will do the same for Medina but will need a transport and some troops. He is a bit thin in those cities near Najran.

(It did cross my mind to gift him a transport and troops but nah we need them for the battle)

We do take Medina down to 1 defender although not wounded. I totally overlooked the gunships on board and proceeded on Mecca and decided with that pop it had to be taken.
(PS did go back later with one transport to Medina and emptied it out for Monty. What's next we have to handfeed this guy too)

Civ4ScreenShot0421-1.jpg


We ring up Monty again and he says “he’ll do his best”. I say just get 1 transport and infantry over to Medina and take it. Hello are you there???

Civ4ScreenShot0422-1.jpg


Mecca falls:

Civ4ScreenShot0423-1.jpg


Rome falls:

We loose a few artillery but Rome falls and although I am squeamish about counterattacks I feel that he’ll likely just leave his troops where they are since if he did counterattack he would leave cities vulnerable. I thought I took a picture of the capture of Rome but it didn’t take. Here’s what he has in Antium though and he must have planned a huge invasion with all those transports. (what happened??)

Civ4ScreenShot0424-1.jpg


We also initiate another diplomatic vote to see what our vote count is. Isn’t there a better way to ascertain this somewhere? I wanted just to see what our vote count is and I couldn’t find anywhere where that information is available. I think too not having more info on the trait factor/diplomatic factor of civs makes it hard to make an informed decision. I did check that site re diplomacy and too much programming stuff in there and would just like to know for instance at what level will Izzy actually vote for you.

1824

The results of the vote do look encouraging:

Civ4ScreenShot0425-1.jpg


We are up to 919 votes on our own. Now if Monty would just take Medina. Mmmm He hasn’t done nothing yet and it’s completely empty.

1825

See Medina is empty so you can take it now Monty. Hello didn't see you, not even a destroyer?????

Civ4ScreenShot0426-1.jpg


Oh well maybe if we gift him a transport and infantry. Then get to Medina and show him how to take an empty city. AI still sucks at naval incursions.

Back to the real war where we are actually taking cities hee hee….

Oh for the paranoid amongst us (including me) here’s our domination stats and we still may be able to take some more land. I was wondering if a city counts in your vote even in revolt?? Since our votes jumped from 835 to 919 I can deduce that is the case. If we hurry and take the rest of JC/Saladin I believe we can pull off a vote before cities come out of revolt and win this puppy.

Civ4ScreenShot0427-1.jpg


Ok for some reason I did not take pictures on the capture of Damascus and Pisae but they are ours after the vote so only adds to the number.

A spot of good news although I smoked on Isabella. MM wouldn’t have made a difference and again I wonder at what point MM has enough positive to vote for us.

Baldy is now friendly with us….. woooohoooo
The civic added another point and is at +4 so I pretty much would count him in for the next vote.

Civ4ScreenShot0429-1.jpg


So heres the total and what we have to conquer to win:

919 votes (ours)
149 votes (Gandhi)
1068 votes total

1153 needed so we are short 85 votes.

During the next turn I suggest we fatten Gandhi up real good to get his pop up since he’s 50 votes away from Toku and I don’t think in danger of becoming the UN contender.

Our troops on the Roman front do need reinforcing somewhat and are a bit wounded but the rest of JC’s lands are quite good and may be enough to take the vote. We have a huge contingency for Saladin but really didn’t have much for JC??? Maybe change Yaroslav to tanks for a bit and airlift them to Rome. I do have to say that Bob you left a nice set up for the attack.

One last thing: During the entire game did check with Gandhi to see if he would go to war with JC. (NOT) and likewise with Hatty/Isabella. Although I kind of given up on her not voting even at +12. Now it's possible Gandhi may go to war now in case we want to ensure his votes until we win.

Autologs/save to follow.......
 
HOF Autolog:

Spoiler :
Turn 426 (1816 AD)
St. Petersburg begins: Marine
Yaroslavl' begins: Factory
Andahuaylas begins: Fighter
Orleans begins: Fighter
Tiflis begins: Forge
Moscow finishes: Carrier
St. Petersburg grows: 23
Rostov grows: 14
Athens grows: 20
Beijing grows: 21
Tlatelolco grows: 14
Tenochtitlan finishes: Fighter
Texcoco grows: 17
Tabriz grows: 10
New Sarai grows: 10
Karakorum grows: 18
Beshbalik finishes: Lighthouse
Rheims grows: 7
Lyons's borders expand
Judaism has spread: Oxford (English Empire)

Turn 427 (1817 AD)
Moscow begins: Factory
Tenochtitlan begins: Fighter
Beshbalik begins: Forge
Infantry promoted: City Garrison I
Infantry promoted: City Garrison II
Novgorod begins: Factory
Moscow grows: 18
Moscow finishes: Factory
Novgorod finishes: Battleship
Yaroslavl' finishes: Factory
Argos finishes: Fighter
Corinth's borders expand
Tiwanaku grows: 24
Tiwanaku finishes: Fighter
Ollantaytambo grows: 17
Cuzco grows: 23
Tlaxcala grows: 17
Paris grows: 17
Ning-hsia's borders expand
Ning-hsia finishes: Granary

Turn 428 (1818 AD)
Moscow begins: Coal Plant
Yaroslavl' begins: Coal Plant
Argos begins: Bomber
Tiwanaku begins: Supermarket
Ning-hsia begins: Forge
Ning-hsia begins: Work Boat
Yaroslavl' begins: Grocer
Yaroslavl' finishes: Coal Plant
Beijing finishes: Fighter
Shanghai finishes: Infantry
Knossos finishes: Forge
Tiwanaku finishes: Supermarket
Andahuaylas grows: 14
Huamanga finishes: Infantry
Texcoco finishes: Harbor
Turfan's borders expand
Karakorum finishes: Fighter
Beshbalik grows: 10
Orleans grows: 9

Turn 429 (1819 AD)
Beijing begins: Factory
Shanghai begins: Infantry
Knossos begins: Research Institute
Tiwanaku begins: Aqueduct
Huamanga begins: Forge
Texcoco begins: Fighter
Karakorum begins: Christian Temple
Infantry promoted: City Garrison I
Yaroslavl' begins: Destroyer
Yaroslavl' begins: Battleship
Moscow finishes: Coal Plant
Yaroslavl' finishes: Grocer
Athens grows: 21
Nanjing grows: 18
Tianjin grows: 9
Tiwanaku finishes: Aqueduct
Corihuayrachina finishes: Marine
Vitcos grows: 15
Machu Picchu grows: 19
Chengdu finishes: Marine
Turfan grows: 16
Paris grows: 18
Ning-hsia grows: 7
Otrar's borders expand

Turn 430 (1820 AD)
Moscow begins: Ironworks
Tiwanaku begins: Infantry
Corihuayrachina begins: Marine
Moscow begins: Destroyer
St. Petersburg begins: Battleship
Battleship promoted: Combat I
St. Petersburg finishes: Battleship
Novgorod finishes: Factory
Yaroslavl' finishes: Battleship
Athens finishes: Tank
Beijing finishes: Factory
Corinth grows: 17
Tenochtitlan finishes: Fighter
Texcoco grows: 18
Teotihuacan grows: 19
Old Sarai grows: 11
Karakorum grows: 19

Turn 431 (1821 AD)
War declared: Mongolian Empire
Novgorod begins: Coal Plant
Yaroslavl' begins: Battleship
Athens begins: Colosseum
Beijing begins: Battleship
Tenochtitlan begins: Buddhist Temple
War declared: Arabian Empire
Roman Empire declares war
Marine promoted: Combat I
Marine promoted: Pinch
Marine defeats (19.20/24): Roman Infantry
Marine promoted: Combat I
Marine promoted: Pinch
Marine defeats (19.20/24): Roman Infantry
Marine promoted: Combat I
Marine defeats (11.04/24): Roman SAM Infantry
Confucianism has spread: Arretium
Captured Arretium (Julius Caesar)
Marine promoted: Combat I
Marine promoted: Combat I
Marine promoted: Combat I
Destroyer defeats (13.80/30): Roman Destroyer
Marine defeats (11.04/24): Arabian Rifleman
Turfan begins: Theatre
St. Petersburg begins: Colosseum
Moscow finishes: Destroyer
St. Petersburg finishes: Colosseum
Yaroslavl' finishes: Battleship
Argos grows: 17
Tianjin finishes: Transport
Sparta grows: 18
Mycenae grows: 6
Tiwanaku grows: 25
Ollantaytambo grows: 18
Machu Picchu finishes: Factory
New Sarai grows: 11
New Sarai's borders expand
Turfan finishes: Theatre
Karakorum finishes: Christian Temple
Paris finishes: Forge
Rheims grows: 8
Tiflis's borders expand

Turn 432 (1822 AD)
Moscow begins: Tank
Yaroslavl' begins: Tank
Tianjin begins: Infantry
Machu Picchu begins: Bomber
Karakorum begins: Theatre
Paris begins: Christian Temple
Machine Gun promoted: Drill I
Carrier promoted: Combat I
Carrier promoted: Combat I
Carrier promoted: Medic I
Carrier promoted: Medic I
Yaroslavl' begins: Infantry
Marine promoted: Pinch
Destroyer defeats (30.00/30): Arabian Frigate
Marine promoted: Pinch
Tank promoted: City Raider I
Tank promoted: City Raider II
Tank loses to: Roman Infantry (2.00/20)
Tank promoted: City Raider I
Tank promoted: City Raider II
Tank defeats (23.24/28): Roman SAM Infantry
Tank promoted: City Raider I
Tank defeats (22.96/28): Roman SAM Infantry
Battleship promoted: Combat I
Battleship promoted: Combat II
Destroyer promoted: Combat I
Destroyer promoted: Combat II
Battleship promoted: Combat I
Battleship promoted: Combat II
Turfan begins: Buddhist Temple
Rostov grows: 15
Yaroslavl' finishes: Infantry
Cottage Ville finishes: Fighter
Guangzhou grows: 17
Sparta finishes: Tank
Tlatelolco grows: 15
Ollantaytambo finishes: Machine Gun
Cuzco grows: 24
Huamanga grows: 11
Kufah finishes: Bomber
Turfan finishes: Buddhist Temple
Karakorum finishes: Theatre
Beshbalik grows: 11
Paris grows: 19
Tiflis grows: 5
Galleon loses to: Arabian Destroyer (30.00/30)

Turn 433 (1823 AD)
Yaroslavl' begins: Destroyer
Cottage Ville begins: Infantry
Sparta begins: Theatre
Ollantaytambo begins: Infantry
Kufah begins: Transport
Karakorum begins: Colosseum
Huamanga begins: Battleship
Cuzco begins: Battleship
Tank promoted: City Raider I
Tank promoted: City Raider II
Tank defeats (7.84/28): Arabian Rifleman
Marine defeats (20.16/24): Arabian Rifleman
Artillery loses to: Arabian Rifleman (5.60/14)
Tank promoted: City Raider II
Artillery loses to: Arabian Rifleman (3.50/14)
Tank defeats (12.88/28): Arabian Rifleman
Tank defeats (12.04/28): Arabian Rifleman
Infantry defeats (16.80/20): Arabian Rifleman
Infantry defeats (16.60/20): Arabian Rifleman
Infantry defeats (20.00/20): Arabian Rifleman
Confucianism has spread: Mecca
Captured Mecca (Saladin)
Artillery promoted: City Raider I
Artillery loses to: Roman Infantry (6.00/20)
Marine defeats (13.20/24): Roman Infantry
Artillery promoted: City Raider I
Artillery promoted: City Raider II
Artillery loses to: Roman Infantry (2.80/20)
Tank promoted: City Raider II
Tank defeats (3.08/28): Roman Infantry
Infantry promoted: City Garrison I
Infantry promoted: City Garrison II
Tank defeats (28.00/28): Roman Infantry
Marine defeats (14.16/24): Roman Infantry
Infantry promoted: City Garrison I
Tank defeats (23.24/28): Roman SAM Infantry
Marine defeats (24.00/24): Roman Infantry
Judaism has spread: Rome
Captured Rome (Julius Caesar)
Yaroslavl' begins: Infantry
Machine Gun promoted: Drill I
St. Petersburg grows: 24
Shanghai grows: 14
Sparta finishes: Theatre
Vitcos grows: 16
Cuzco finishes: Battleship
Huamanga finishes: Battleship
Orleans's borders expand
Lyons finishes: Granary

Turn 434 (1824 AD)
Sparta begins: Tank
Lyons begins: Barracks
Tank promoted: City Raider I
Tank promoted: City Raider II
Tank promoted: City Raider III
Tank promoted: City Raider II
Tank promoted: City Raider III
Tank promoted: City Raider III
Tank defeats (15.96/28): Roman Infantry
Tank promoted: City Raider I
Tank promoted: City Raider II
Tank defeats (16.24/28): Roman SAM Infantry
Marine promoted: Combat II
Marine defeats (15.12/24): Roman Cavalry
Gunship defeats (3.60/24): Arabian Rifleman
Moscow finishes: Tank
Novgorod grows: 12
Yaroslavl' finishes: Infantry
Athens grows: 22
Nanjing finishes: Infantry
Cuzco finishes: Marine
Tenochtitlan finishes: Buddhist Temple
Teotihuacan finishes: Factory
Sanchu grows: 10
Tabriz grows: 11
Karakorum's borders expand
Rheims finishes: Harbor
Ning-hsia finishes: Work Boat

Turn 435 (1825 AD)
Moscow begins: Tank
Yaroslavl' begins: Infantry
Nanjing begins: Infantry
Cuzco begins: Buddhist Temple
Tenochtitlan begins: Factory
Teotihuacan begins: Coal Plant
Rheims begins: Forge
Ning-hsia begins: Forge
Marine defeats (11.76/24): Roman Cavalry
Judaism has spread: Pisae
Captured Pisae (Julius Caesar)
Infantry promoted: City Garrison I
Infantry promoted: City Garrison II
Destroyer defeats (30.00/30): Arabian Destroyer
Artillery loses to: Arabian Rifleman (9.80/14)
Tank defeats (0.84/28): Arabian Rifleman
Marine defeats (8.40/24): Arabian Rifleman
Marine defeats (10.08/24): Arabian Rifleman
Marine defeats (24.00/24): Arabian Cannon
Confucianism has spread: Damascus
Captured Damascus (Saladin)
Battleship defeats (40.00/40): Arabian Destroyer
 
CFC Autolog part 1

Spoiler :
Here is your Session Turn Log from 1815 AD to 1825 AD:

Turn 425, 1815 AD: Beijing celebrates "We Love the President Day"!!!
Turn 425, 1815 AD: The borders of Rheims have expanded!
Turn 425, 1815 AD: VQ's Golden Age has ended...
Turn 425, 1815 AD: Hatshepsut's Golden Age has begun!!!

Turn 426, 1816 AD: Tianjin celebrates "We Love the President Day"!!!
Turn 426, 1816 AD: The borders of Lyons have expanded!
Turn 426, 1816 AD: Raja Todar Mal (Great Merchant) has been born in Madrid (Isabella)!

Turn 427, 1817 AD: You have trained a Battleship in Novgorod. Work has now begun on a Factory.
Turn 427, 1817 AD: Tianjin celebrates "We Love the President Day"!!!
Turn 427, 1817 AD: The borders of Corinth have expanded!
Turn 427, 1817 AD: Cuzco celebrates "We Love the President Day"!!!
Turn 427, 1817 AD: Tlaxcala celebrates "We Love the President Day"!!!
Turn 427, 1817 AD: The borders of Ning-hsia have expanded!
Turn 427, 1817 AD: Isabella's Golden Age has begun!!!

Turn 428, 1818 AD: Moscow celebrates "We Love the President Day"!!!
Turn 428, 1818 AD: You have constructed a Coal Plant in Yaroslavl'. Work has now begun on a Grocer.
Turn 428, 1818 AD: Cuzco celebrates "We Love the President Day"!!!
Turn 428, 1818 AD: Tlaxcala celebrates "We Love the President Day"!!!
Turn 428, 1818 AD: The borders of Turfan have expanded!

Turn 429, 1819 AD: Moscow celebrates "We Love the President Day"!!!
Turn 429, 1819 AD: You have constructed a Grocer in Yaroslavl'. Work has now begun on a Battleship.
Turn 429, 1819 AD: You have trained a Marine in Chengdu. Work has now begun on a Bomber.
Turn 429, 1819 AD: The borders of Otrar have expanded!

Turn 430, 1820 AD: You have trained a Battleship in St. Petersburg. Work has now begun on a Marine.
Turn 430, 1820 AD: Nanjing celebrates "We Love the President Day"!!!

Turn 431, 1821 AD: You have declared war on Kublai Khan!
Turn 431, 1821 AD: Montezuma has declared war on Kublai Khan!
Turn 431, 1821 AD: You have declared war on Saladin!
Turn 431, 1821 AD: Julius Caesar has declared war on you!
Turn 431, 1821 AD: Julius Caesar has declared war on Montezuma!
Turn 431, 1821 AD: Montezuma has declared war on Saladin!
Turn 431, 1821 AD: Your Bomber has caused collateral damage! (2 Units)
Turn 431, 1821 AD: Your Bomber has attacked an enemy Infantry! (-19% Damage)
Turn 431, 1821 AD: Your Fighter has reduced the defenses of Arretium to 30%!
Turn 431, 1821 AD: Your Fighter has reduced the defenses of Arretium to 18%!
Turn 431, 1821 AD: VQ's Marine (26.40) vs Julius Caesar's Infantry (21.84)
Turn 431, 1821 AD: Combat Odds: 73.6%
Turn 431, 1821 AD: (Extra Combat: -10%)
Turn 431, 1821 AD: (Plot Defense: +43%)
Turn 431, 1821 AD: (Fortify: +25%)
Turn 431, 1821 AD: (Combat: -25%)
Turn 431, 1821 AD: (Combat: +25%)
Turn 431, 1821 AD: Julius Caesar's Infantry is hit for 19 (46/100HP)
Turn 431, 1821 AD: VQ's Marine is hit for 20 (80/100HP)
Turn 431, 1821 AD: Julius Caesar's Infantry is hit for 19 (27/100HP)
Turn 431, 1821 AD: Julius Caesar's Infantry is hit for 19 (8/100HP)
Turn 431, 1821 AD: Julius Caesar's Infantry is hit for 19 (0/100HP)
Turn 431, 1821 AD: VQ's Marine has defeated Julius Caesar's Infantry!
Turn 431, 1821 AD: VQ's Marine (26.40) vs Julius Caesar's Infantry (20.30)
Turn 431, 1821 AD: Combat Odds: 86.7%
Turn 431, 1821 AD: (Extra Combat: -10%)
Turn 431, 1821 AD: (Plot Defense: +43%)
Turn 431, 1821 AD: (Fortify: +25%)
Turn 431, 1821 AD: (City Defense: +20%)
Turn 431, 1821 AD: (Combat: -25%)
Turn 431, 1821 AD: (Combat: +25%)
Turn 431, 1821 AD: Julius Caesar's Infantry is hit for 19 (35/100HP)
Turn 431, 1821 AD: VQ's Marine is hit for 20 (80/100HP)
Turn 431, 1821 AD: Julius Caesar's Infantry is hit for 19 (16/100HP)
Turn 431, 1821 AD: Julius Caesar's Infantry is hit for 19 (0/100HP)
Turn 431, 1821 AD: VQ's Marine has defeated Julius Caesar's Infantry!
Turn 431, 1821 AD: VQ's Marine (26.40) vs Julius Caesar's SAM Infantry (16.93)
Turn 431, 1821 AD: Combat Odds: 95.6%
Turn 431, 1821 AD: (Extra Combat: -10%)
Turn 431, 1821 AD: (Plot Defense: +43%)
Turn 431, 1821 AD: (Fortify: +25%)
Turn 431, 1821 AD: Julius Caesar's SAM Infantry is hit for 21 (35/100HP)
Turn 431, 1821 AD: VQ's Marine is hit for 18 (82/100HP)
Turn 431, 1821 AD: Julius Caesar's SAM Infantry is hit for 21 (14/100HP)
Turn 431, 1821 AD: VQ's Marine is hit for 18 (64/100HP)
Turn 431, 1821 AD: VQ's Marine is hit for 18 (46/100HP)
Turn 431, 1821 AD: Julius Caesar's SAM Infantry is hit for 21 (0/100HP)
Turn 431, 1821 AD: VQ's Marine has defeated Julius Caesar's SAM Infantry!
Turn 431, 1821 AD: You have captured Arretium!!!
Turn 431, 1821 AD: Your Bomber has attacked an enemy Destroyer! (-16% Damage)
Turn 431, 1821 AD: VQ's Destroyer (33.00) vs Julius Caesar's Destroyer (18.00)
Turn 431, 1821 AD: Combat Odds: 97.4%
Turn 431, 1821 AD: (Extra Combat: -10%)
Turn 431, 1821 AD: (Extra Combat: +20%)
Turn 431, 1821 AD: Julius Caesar's Destroyer is hit for 22 (28/100HP)
Turn 431, 1821 AD: Julius Caesar's Destroyer is hit for 22 (6/100HP)
Turn 431, 1821 AD: VQ's Destroyer is hit for 18 (82/100HP)
Turn 431, 1821 AD: VQ's Destroyer is hit for 18 (64/100HP)
Turn 431, 1821 AD: VQ's Destroyer is hit for 18 (46/100HP)
Turn 431, 1821 AD: Julius Caesar's Destroyer is hit for 22 (0/100HP)
Turn 431, 1821 AD: VQ's Destroyer has defeated Julius Caesar's Destroyer!
Turn 431, 1821 AD: Tokugawa has made peace with Isabella!
Turn 431, 1821 AD: Your Destroyer has reduced the defenses of Najran to 12%!
Turn 431, 1821 AD: VQ's Marine (26.40) vs Saladin's Rifleman (23.80)
Turn 431, 1821 AD: Combat Odds: 65.6%
Turn 431, 1821 AD: (Extra Combat: -10%)
Turn 431, 1821 AD: (Fortify: +25%)
Turn 431, 1821 AD: (City Defense: +45%)
Turn 431, 1821 AD: VQ's Marine is hit for 18 (82/100HP)
Turn 431, 1821 AD: Saladin's Rifleman is hit for 21 (79/100HP)
Turn 431, 1821 AD: VQ's Marine is hit for 18 (64/100HP)
Turn 431, 1821 AD: Saladin's Rifleman is hit for 21 (58/100HP)
Turn 431, 1821 AD: VQ's Marine is hit for 18 (46/100HP)
Turn 431, 1821 AD: Saladin's Rifleman is hit for 21 (37/100HP)
Turn 431, 1821 AD: Saladin's Rifleman is hit for 21 (16/100HP)
Turn 431, 1821 AD: Saladin's Rifleman is hit for 21 (0/100HP)
Turn 431, 1821 AD: VQ's Marine has defeated Saladin's Rifleman!
Turn 431, 1821 AD: You have constructed a Colosseum in St. Petersburg. Work has now begun on a Marine.
Turn 431, 1821 AD: Nanjing celebrates "We Love the President Day"!!!
Turn 431, 1821 AD: The borders of New Sarai have expanded!
Turn 431, 1821 AD: You have constructed a Theatre in Turfan. Work has now begun on a Submarine.
Turn 431, 1821 AD: The borders of Tiflis have expanded!
Turn 431, 1821 AD: Gandhi has completed Apollo Program!

Turn 432, 1822 AD: Your Battleship has reduced the defenses of Pisae to 60%!
Turn 432, 1822 AD: Your Bomber was intercepted by an enemy SAM Infantry! (-41% Damage)
Turn 432, 1822 AD: Your Bomber has reduced the defenses of Pisae to 15%!
Turn 432, 1822 AD: VQ's Destroyer (33.00) vs Saladin's Frigate (9.60)
Turn 432, 1822 AD: Combat Odds: 100.0%
Turn 432, 1822 AD: (Extra Combat: -10%)
Turn 432, 1822 AD: (Extra Combat: +10%)
Turn 432, 1822 AD: (Plot Defense: +10%)
Turn 432, 1822 AD: Saladin's Frigate is hit for 35 (65/100HP)
Turn 432, 1822 AD: Saladin's Frigate is hit for 35 (30/100HP)
Turn 432, 1822 AD: Saladin's Frigate is hit for 35 (0/100HP)
Turn 432, 1822 AD: VQ's Destroyer has defeated Saladin's Frigate!
Turn 432, 1822 AD: Your Destroyer has reduced the defenses of Medina to 51%!
Turn 432, 1822 AD: Your Destroyer has reduced the defenses of Medina to 33%!
Turn 432, 1822 AD: Your Destroyer has reduced the defenses of Medina to 15%!
Turn 432, 1822 AD: Your Bomber has attacked an enemy Infantry! (-20% Damage)
Turn 432, 1822 AD: Your Bomber was intercepted by an enemy SAM Infantry! (-18% Damage)
Turn 432, 1822 AD: Your Bomber has caused collateral damage! (2 Units)
Turn 432, 1822 AD: Your Bomber has caused collateral damage! (2 Units)
Turn 432, 1822 AD: Your Bomber has caused collateral damage! (2 Units)
Turn 432, 1822 AD: VQ's Tank (28.00) vs Julius Caesar's Infantry (17.50)
Turn 432, 1822 AD: Combat Odds: 95.9%
Turn 432, 1822 AD: (Fortify: +25%)
Turn 432, 1822 AD: (City Defense: +45%)
Turn 432, 1822 AD: (City Attack: -45%)
Turn 432, 1822 AD: (Amphibious Attack: +50%)
Turn 432, 1822 AD: Julius Caesar's Infantry is hit for 20 (30/100HP)
Turn 432, 1822 AD: VQ's Tank is hit for 19 (81/100HP)
Turn 432, 1822 AD: VQ's Tank is hit for 19 (62/100HP)
Turn 432, 1822 AD: VQ's Tank is hit for 19 (43/100HP)
Turn 432, 1822 AD: VQ's Tank is hit for 19 (24/100HP)
Turn 432, 1822 AD: Julius Caesar's Infantry is hit for 20 (10/100HP)
Turn 432, 1822 AD: VQ's Tank is hit for 19 (5/100HP)
Turn 432, 1822 AD: VQ's Tank is hit for 19 (0/100HP)
Turn 432, 1822 AD: Julius Caesar's Infantry has defeated VQ's Tank!
Turn 432, 1822 AD: VQ's Tank (28.00) vs Julius Caesar's SAM Infantry (16.12)
Turn 432, 1822 AD: Combat Odds: 96.9%
Turn 432, 1822 AD: (Extra Combat: +10%)
Turn 432, 1822 AD: (Fortify: +25%)
Turn 432, 1822 AD: (City Attack: -45%)
Turn 432, 1822 AD: (Amphibious Attack: +50%)
Turn 432, 1822 AD: Julius Caesar's SAM Infantry is hit for 23 (41/100HP)
Turn 432, 1822 AD: Julius Caesar's SAM Infantry is hit for 23 (18/100HP)
Turn 432, 1822 AD: VQ's Tank is hit for 17 (83/100HP)
Turn 432, 1822 AD: Julius Caesar's SAM Infantry is hit for 23 (0/100HP)
Turn 432, 1822 AD: VQ's Tank has defeated Julius Caesar's SAM Infantry!
Turn 432, 1822 AD: VQ's Tank (28.00) vs Julius Caesar's SAM Infantry (16.69)
Turn 432, 1822 AD: Combat Odds: 96.5%
Turn 432, 1822 AD: (Extra Combat: +20%)
Turn 432, 1822 AD: (Fortify: +25%)
Turn 432, 1822 AD: (City Attack: -20%)
Turn 432, 1822 AD: (Amphibious Attack: +50%)
Turn 432, 1822 AD: VQ's Tank is hit for 18 (82/100HP)
Turn 432, 1822 AD: Julius Caesar's SAM Infantry is hit for 21 (32/100HP)
Turn 432, 1822 AD: Julius Caesar's SAM Infantry is hit for 21 (11/100HP)
Turn 432, 1822 AD: Julius Caesar's SAM Infantry is hit for 21 (0/100HP)
Turn 432, 1822 AD: VQ's Tank has defeated Julius Caesar's SAM Infantry!
Turn 432, 1822 AD: Your Fighter has attacked an enemy Destroyer! (-18% Damage)
Turn 432, 1822 AD: Tabriz celebrates "We Love the President Day"!!!
Turn 432, 1822 AD: You have constructed a Buddhist Temple in Turfan. Work has now begun on a Submarine.
Turn 432, 1822 AD: Miguel de Cervantes (Great Artist) has been born in Berlin (Frederick)!
Turn 432, 1822 AD: Saladin's Destroyer (33.00) vs VQ's Galleon (4.40)
Turn 432, 1822 AD: Combat Odds: 100.0%
Turn 432, 1822 AD: (Extra Combat: -10%)
Turn 432, 1822 AD: (Plot Defense: +10%)
Turn 432, 1822 AD: VQ's Galleon is hit for 44 (56/100HP)
Turn 432, 1822 AD: VQ's Galleon is hit for 44 (12/100HP)
Turn 432, 1822 AD: VQ's Galleon is hit for 44 (0/100HP)
Turn 432, 1822 AD: Saladin's Destroyer has defeated VQ's Galleon!
Turn 432, 1822 AD: A Fishing Boats has been destroyed by a marauding Arabian Destroyer!
Turn 432, 1822 AD: Najran (Saladin) has been captured by the Aztec Empire!!!

Turn 433, 1823 AD: The enemy has been spotted near Kufah!
Turn 433, 1823 AD: Your Battleship has reduced the defenses of Rome to 80%!
Turn 433, 1823 AD: Your Destroyer has reduced the defenses of Medina to 0%!
Turn 433, 1823 AD: VQ's Tank (28.00) vs Saladin's Rifleman (24.50)
Turn 433, 1823 AD: Combat Odds: 67.5%
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +45%)
Turn 433, 1823 AD: (City Attack: -45%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: VQ's Tank is hit for 18 (82/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 18 (64/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 18 (46/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 21 (79/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 21 (58/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 21 (37/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 21 (16/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 18 (28/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 21 (0/100HP)
Turn 433, 1823 AD: VQ's Tank has defeated Saladin's Rifleman!
Turn 433, 1823 AD: Your Tank has destroyed a Rifleman!
Turn 433, 1823 AD: VQ's Marine (28.80) vs Saladin's Rifleman (20.30)
Turn 433, 1823 AD: Combat Odds: 86.9%
Turn 433, 1823 AD: (Extra Combat: -20%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +20%)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 23 (77/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 23 (54/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 23 (31/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 23 (8/100HP)
Turn 433, 1823 AD: VQ's Marine is hit for 16 (84/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 23 (0/100HP)
Turn 433, 1823 AD: VQ's Marine has defeated Saladin's Rifleman!
Turn 433, 1823 AD: Your Marine has destroyed a Rifleman!
Turn 433, 1823 AD: Your Destroyer has reduced the defenses of Mecca to 85%!
Turn 433, 1823 AD: Your Destroyer has reduced the defenses of Mecca to 70%!
Turn 433, 1823 AD: Your Destroyer has reduced the defenses of Mecca to 55%!
Turn 433, 1823 AD: Your Destroyer has reduced the defenses of Mecca to 40%!
Turn 433, 1823 AD: Your Destroyer has reduced the defenses of Mecca to 25%!
Turn 433, 1823 AD: Your Destroyer has reduced the defenses of Mecca to 10%!
Turn 433, 1823 AD: VQ's Artillery (18.00) vs Saladin's Rifleman (29.82)
Turn 433, 1823 AD: Combat Odds: 3.3%
Turn 433, 1823 AD: (Plot Defense: +8%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +75%)
Turn 433, 1823 AD: (City Attack: -45%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Your Artillery has caused collateral damage! (4 Units)
Turn 433, 1823 AD: VQ's Artillery is hit for 25 (75/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 15 (85/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 25 (50/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 15 (70/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 15 (55/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 25 (25/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 15 (40/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 25 (0/100HP)
Turn 433, 1823 AD: Saladin's Rifleman has defeated VQ's Artillery!
Turn 433, 1823 AD: Your Artillery has died trying to attack a Rifleman!
Turn 433, 1823 AD: VQ's Artillery (18.00) vs Saladin's Rifleman (26.53)
Turn 433, 1823 AD: Combat Odds: 15.4%
Turn 433, 1823 AD: (Plot Defense: +8%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +75%)
Turn 433, 1823 AD: (City Attack: -45%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Your Artillery has caused collateral damage! (4 Units)
Turn 433, 1823 AD: VQ's Artillery is hit for 24 (76/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 24 (52/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 16 (73/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 24 (28/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 16 (57/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 16 (41/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 16 (25/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 24 (4/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 24 (0/100HP)
Turn 433, 1823 AD: Saladin's Rifleman has defeated VQ's Artillery!
Turn 433, 1823 AD: Your Artillery has died trying to attack a Rifleman!
Turn 433, 1823 AD: VQ's Tank (28.00) vs Saladin's Rifleman (19.98)
Turn 433, 1823 AD: Combat Odds: 86.5%
Turn 433, 1823 AD: (Plot Defense: +8%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +45%)
Turn 433, 1823 AD: (City Attack: -45%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 22 (56/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 18 (82/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 18 (64/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 22 (34/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 18 (46/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 22 (12/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 22 (0/100HP)
Turn 433, 1823 AD: VQ's Tank has defeated Saladin's Rifleman!
Turn 433, 1823 AD: Your Tank has destroyed a Rifleman!
Turn 433, 1823 AD: VQ's Tank (28.00) vs Saladin's Rifleman (22.71)
Turn 433, 1823 AD: Combat Odds: 81.8%
Turn 433, 1823 AD: (Plot Defense: +8%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +45%)
Turn 433, 1823 AD: (City Attack: -20%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Your Tank has caused collateral damage! (1 Unit)
Turn 433, 1823 AD: VQ's Tank is hit for 19 (81/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 20 (58/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 20 (38/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 20 (18/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 19 (62/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 19 (43/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 20 (0/100HP)
Turn 433, 1823 AD: VQ's Tank has defeated Saladin's Rifleman!
Turn 433, 1823 AD: Your Tank has destroyed a Rifleman!
Turn 433, 1823 AD: VQ's Infantry (22.00) vs Saladin's Rifleman (12.39)
Turn 433, 1823 AD: Combat Odds: 98.7%
Turn 433, 1823 AD: (Extra Combat: -10%)
Turn 433, 1823 AD: (Extra Combat: +10%)
Turn 433, 1823 AD: (Plot Defense: +8%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Attack: -45%)
Turn 433, 1823 AD: (Combat: -25%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 24 (48/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 24 (24/100HP)
Turn 433, 1823 AD: VQ's Infantry is hit for 16 (84/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 24 (0/100HP)
Turn 433, 1823 AD: VQ's Infantry has defeated Saladin's Rifleman!
Turn 433, 1823 AD: Your Infantry has destroyed a Rifleman!
Turn 433, 1823 AD: VQ's Infantry (22.00) vs Saladin's Rifleman (7.89)
Turn 433, 1823 AD: Combat Odds: 99.7%
Turn 433, 1823 AD: (Extra Combat: -10%)
Turn 433, 1823 AD: (Plot Defense: +8%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +75%)
Turn 433, 1823 AD: (City Attack: -45%)
Turn 433, 1823 AD: (Combat: -25%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: VQ's Infantry is hit for 17 (83/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 22 (8/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 22 (0/100HP)
Turn 433, 1823 AD: VQ's Infantry has defeated Saladin's Rifleman!
Turn 433, 1823 AD: Your Infantry has destroyed a Rifleman!
Turn 433, 1823 AD: VQ's Infantry (22.00) vs Saladin's Rifleman (6.58)
Turn 433, 1823 AD: Combat Odds: 99.8%
Turn 433, 1823 AD: (Extra Combat: -10%)
Turn 433, 1823 AD: (Plot Defense: +8%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +75%)
Turn 433, 1823 AD: (City Attack: -45%)
Turn 433, 1823 AD: (Combat: -25%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 23 (2/100HP)
Turn 433, 1823 AD: Saladin's Rifleman is hit for 23 (0/100HP)
Turn 433, 1823 AD: VQ's Infantry has defeated Saladin's Rifleman!
Turn 433, 1823 AD: Your Infantry has destroyed a Rifleman!
Turn 433, 1823 AD: You have captured Mecca!!!
Turn 433, 1823 AD: Your Battleship has reduced the defenses of Rome to 60%!
Turn 433, 1823 AD: Your Battleship has reduced the defenses of Rome to 40%!
Turn 433, 1823 AD: Your Destroyer has reduced the defenses of Rome to 25%!
Turn 433, 1823 AD: Your Bomber has attacked an enemy Infantry! (-5% Damage)
Turn 433, 1823 AD: Your Bomber has caused collateral damage! (5 Units)
Turn 433, 1823 AD: Your Bomber has attacked an enemy Infantry! (-5% Damage)
Turn 433, 1823 AD: Your Bomber has caused collateral damage! (5 Units)
Turn 433, 1823 AD: Your Bomber has attacked an enemy Infantry! (-5% Damage)
Turn 433, 1823 AD: Your Bomber has caused collateral damage! (5 Units)
Turn 433, 1823 AD: Your Bomber was intercepted by an enemy SAM Infantry! (-60% Damage)
Turn 433, 1823 AD: Your Bomber was intercepted by an enemy SAM Infantry! (-62% Damage)
Turn 433, 1823 AD: Your Bomber has attacked an enemy Infantry! (-5% Damage)
Turn 433, 1823 AD: Your Bomber has caused collateral damage! (5 Units)
Turn 433, 1823 AD: Your Bomber has attacked an enemy Destroyer! (-18% Damage)
Turn 433, 1823 AD: Your Bomber has caused collateral damage! (1 Unit)
Turn 433, 1823 AD: Your Fighter was intercepted by an enemy Destroyer! (-5% Damage)
Turn 433, 1823 AD: Your Fighter has reduced the defenses of Rome to 20%!
Turn 433, 1823 AD: Your Fighter has reduced the defenses of Rome to 15%!
Turn 433, 1823 AD: Your Fighter was intercepted by an enemy Destroyer! (-33% Damage)
Turn 433, 1823 AD: Your Fighter has attacked an enemy Infantry! (-4% Damage)
Turn 433, 1823 AD: Your Fighter has attacked an enemy Infantry! (-4% Damage)
Turn 433, 1823 AD: Your Fighter has reduced the defenses of Rome to 10%!
Turn 433, 1823 AD: VQ's Artillery (18.00) vs Julius Caesar's Infantry (29.66)
Turn 433, 1823 AD: Combat Odds: 7.7%
Turn 433, 1823 AD: (Plot Defense: +6%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +45%)
Turn 433, 1823 AD: (City Attack: -20%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Your Artillery has caused collateral damage! (5 Units)
Turn 433, 1823 AD: VQ's Artillery is hit for 27 (73/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 14 (58/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 27 (46/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 27 (19/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 14 (44/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 14 (30/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 27 (0/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry has defeated VQ's Artillery!
Turn 433, 1823 AD: Your Artillery has died trying to attack a Infantry!
Turn 433, 1823 AD: VQ's Marine (25.08) vs Julius Caesar's Infantry (20.76)
Turn 433, 1823 AD: Combat Odds: 73.6%
Turn 433, 1823 AD: (Extra Combat: -10%)
Turn 433, 1823 AD: (Plot Defense: +6%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +45%)
Turn 433, 1823 AD: (Combat: -25%)
Turn 433, 1823 AD: (Combat: +25%)
Turn 433, 1823 AD: VQ's Marine is hit for 20 (75/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 19 (40/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 19 (21/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 19 (2/100HP)
Turn 433, 1823 AD: VQ's Marine is hit for 20 (55/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 19 (0/100HP)
Turn 433, 1823 AD: VQ's Marine has defeated Julius Caesar's Infantry!
Turn 433, 1823 AD: Your Marine has destroyed a Infantry!
Turn 433, 1823 AD: VQ's Artillery (18.00) vs Julius Caesar's Infantry (21.35)
Turn 433, 1823 AD: Combat Odds: 40.9%
Turn 433, 1823 AD: (Plot Defense: +6%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +45%)
Turn 433, 1823 AD: (City Attack: -45%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Your Artillery has caused collateral damage! (3 Units)
Turn 433, 1823 AD: VQ's Artillery is hit for 25 (75/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 25 (50/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 15 (44/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 15 (29/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 15 (14/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 25 (25/100HP)
Turn 433, 1823 AD: VQ's Artillery is hit for 25 (0/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry has defeated VQ's Artillery!
Turn 433, 1823 AD: Your Artillery has died trying to attack a Infantry!
Turn 433, 1823 AD: VQ's Tank (25.48) vs Julius Caesar's Infantry (18.10)
Turn 433, 1823 AD: Combat Odds: 88.8%
Turn 433, 1823 AD: (Plot Defense: +6%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +45%)
Turn 433, 1823 AD: (City Attack: -45%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 19 (31/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 20 (71/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 19 (12/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 20 (51/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 20 (31/100HP)
Turn 433, 1823 AD: VQ's Tank is hit for 20 (11/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 19 (0/100HP)
Turn 433, 1823 AD: VQ's Tank has defeated Julius Caesar's Infantry!
Turn 433, 1823 AD: Your Tank has destroyed a Infantry!
Turn 433, 1823 AD: Your Bomber was intercepted by an enemy SAM Infantry! (-10% Damage)
Turn 433, 1823 AD: Your Bomber has destroyed a Well!
Turn 433, 1823 AD: Your Bomber has destroyed a Whaling Boats!
Turn 433, 1823 AD: VQ's Tank (28.00) vs Julius Caesar's Infantry (20.10)
Turn 433, 1823 AD: Combat Odds: 88.6%
Turn 433, 1823 AD: (Extra Combat: +20%)
Turn 433, 1823 AD: (Plot Defense: +6%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 19 (31/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 19 (12/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 19 (0/100HP)
Turn 433, 1823 AD: VQ's Tank has defeated Julius Caesar's Infantry!
Turn 433, 1823 AD: Your Tank has destroyed a Infantry!
Turn 433, 1823 AD: VQ's Marine (25.08) vs Julius Caesar's Infantry (10.56)
Turn 433, 1823 AD: Combat Odds: 99.6%
Turn 433, 1823 AD: (Extra Combat: -10%)
Turn 433, 1823 AD: (Plot Defense: +6%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +45%)
Turn 433, 1823 AD: (Combat: -25%)
Turn 433, 1823 AD: (Combat: +25%)
Turn 433, 1823 AD: VQ's Marine is hit for 18 (77/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 21 (9/100HP)
Turn 433, 1823 AD: VQ's Marine is hit for 18 (59/100HP)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 21 (0/100HP)
Turn 433, 1823 AD: VQ's Marine has defeated Julius Caesar's Infantry!
Turn 433, 1823 AD: Your Marine has destroyed a Infantry!
Turn 433, 1823 AD: VQ's Tank (23.24) vs Julius Caesar's SAM Infantry (10.77)
Turn 433, 1823 AD: Combat Odds: 99.5%
Turn 433, 1823 AD: (Plot Defense: +6%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Attack: -45%)
Turn 433, 1823 AD: (Amphibious Attack: +50%)
Turn 433, 1823 AD: Julius Caesar's SAM Infantry is hit for 24 (20/100HP)
Turn 433, 1823 AD: Julius Caesar's SAM Infantry is hit for 24 (0/100HP)
Turn 433, 1823 AD: VQ's Tank has defeated Julius Caesar's SAM Infantry!
Turn 433, 1823 AD: Your Tank has destroyed a SAM Infantry!
Turn 433, 1823 AD: VQ's Marine (24.00) vs Julius Caesar's Infantry (5.62)
Turn 433, 1823 AD: Combat Odds: 100.0%
Turn 433, 1823 AD: (Plot Defense: +6%)
Turn 433, 1823 AD: (Fortify: +25%)
Turn 433, 1823 AD: (City Defense: +45%)
Turn 433, 1823 AD: (Combat: +25%)
Turn 433, 1823 AD: Julius Caesar's Infantry is hit for 20 (0/100HP)
Turn 433, 1823 AD: VQ's Marine has defeated Julius Caesar's Infantry!
Turn 433, 1823 AD: Your Marine has destroyed a Infantry!
Turn 433, 1823 AD: You have captured a Worker
Turn 433, 1823 AD: You have captured a Worker
Turn 433, 1823 AD: You have captured Rome!!!
Turn 433, 1823 AD: Your Destroyer has reduced the defenses of Almarikh to 34%!
Turn 433, 1823 AD: You have trained a Battleship in Cuzco. Work has now begun on a Marine.
Turn 433, 1823 AD: You have trained a Battleship in Huamanga. Work has now begun on a Forge.
Turn 433, 1823 AD: Tabriz celebrates "We Love the President Day"!!!
Turn 433, 1823 AD: The borders of Orleans have expanded!

 
CFC autolog part 2

Spoiler :

Turn 434, 1824 AD: The enemy has been spotted near Mecca!
Turn 434, 1824 AD: Your Fighter has failed to destroy the Mine!
Turn 434, 1824 AD: Your Fighter was intercepted by an enemy SAM Infantry! (-71% Damage)
Turn 434, 1824 AD: Your Fighter was intercepted by an enemy SAM Infantry! (-66% Damage)
Turn 434, 1824 AD: Your Bomber has reduced the defenses of Pisae to 0%!
Turn 434, 1824 AD: Your Destroyer has reduced the defenses of Almarikh to 28%!
Turn 434, 1824 AD: Your Bomber has attacked an enemy SAM Infantry! (-28% Damage)
Turn 434, 1824 AD: Your Bomber has caused collateral damage! (2 Units)
Turn 434, 1824 AD: Your Bomber has attacked an enemy Cavalry! (-28% Damage)
Turn 434, 1824 AD: Your Bomber has caused collateral damage! (2 Units)
Turn 434, 1824 AD: Your Bomber has attacked an enemy Cavalry! (-28% Damage)
Turn 434, 1824 AD: Your Bomber has caused collateral damage! (2 Units)
Turn 434, 1824 AD: VQ's Tank (25.48) vs Julius Caesar's Infantry (13.50)
Turn 434, 1824 AD: Combat Odds: 97.6%
Turn 434, 1824 AD: (Fortify: +25%)
Turn 434, 1824 AD: (City Defense: +45%)
Turn 434, 1824 AD: (City Attack: -75%)
Turn 434, 1824 AD: (Combat: -10%)
Turn 434, 1824 AD: (Amphibious Attack: +50%)
Turn 434, 1824 AD: VQ's Tank is hit for 17 (74/100HP)
Turn 434, 1824 AD: Julius Caesar's Infantry is hit for 22 (28/100HP)
Turn 434, 1824 AD: VQ's Tank is hit for 17 (57/100HP)
Turn 434, 1824 AD: Julius Caesar's Infantry is hit for 22 (6/100HP)
Turn 434, 1824 AD: Julius Caesar's Infantry is hit for 22 (0/100HP)
Turn 434, 1824 AD: VQ's Tank has defeated Julius Caesar's Infantry!
Turn 434, 1824 AD: Your Tank has destroyed a Infantry!
Turn 434, 1824 AD: VQ's Tank (28.00) vs Julius Caesar's SAM Infantry (10.20)
Turn 434, 1824 AD: Combat Odds: 100.0%
Turn 434, 1824 AD: (City Attack: -45%)
Turn 434, 1824 AD: (Amphibious Attack: +50%)
Turn 434, 1824 AD: VQ's Tank is hit for 14 (86/100HP)
Turn 434, 1824 AD: VQ's Tank is hit for 14 (72/100HP)
Turn 434, 1824 AD: VQ's Tank is hit for 14 (58/100HP)
Turn 434, 1824 AD: Julius Caesar's SAM Infantry is hit for 27 (27/100HP)
Turn 434, 1824 AD: Julius Caesar's SAM Infantry is hit for 27 (0/100HP)
Turn 434, 1824 AD: VQ's Tank has defeated Julius Caesar's SAM Infantry!
Turn 434, 1824 AD: Your Tank has destroyed a SAM Infantry!
Turn 434, 1824 AD: VQ's Marine (22.17) vs Julius Caesar's Cavalry (9.36)
Turn 434, 1824 AD: Combat Odds: 99.6%
Turn 434, 1824 AD: (Extra Combat: -20%)
Turn 434, 1824 AD: (Extra Combat: +20%)
Turn 434, 1824 AD: VQ's Marine is hit for 14 (63/100HP)
Turn 434, 1824 AD: Julius Caesar's Cavalry is hit for 27 (25/100HP)
Turn 434, 1824 AD: Julius Caesar's Cavalry is hit for 27 (0/100HP)
Turn 434, 1824 AD: VQ's Marine has defeated Julius Caesar's Cavalry!
Turn 434, 1824 AD: Your Marine has destroyed a Cavalry!
Turn 434, 1824 AD: Your Fighter has destroyed a Pasture!
Turn 434, 1824 AD: Your Fighter has failed to destroy the Mine!
Turn 434, 1824 AD: Your Fighter has destroyed a Mine!
Turn 434, 1824 AD: Your Bomber has destroyed a Mine!
Turn 434, 1824 AD: Your Bomber was intercepted by an enemy SAM Infantry! (-38% Damage)
Turn 434, 1824 AD: Your Fighter was intercepted by an enemy Destroyer! (-57% Damage)
Turn 434, 1824 AD: VQ's Gunship (33.60) vs Saladin's Rifleman (25.90)
Turn 434, 1824 AD: Combat Odds: 76.9%
Turn 434, 1824 AD: (Extra Combat: -40%)
Turn 434, 1824 AD: (Extra Combat: +10%)
Turn 434, 1824 AD: (Fortify: +25%)
Turn 434, 1824 AD: (Amphibious Attack: +50%)
Turn 434, 1824 AD: Saladin's Rifleman is hit for 22 (78/100HP)
Turn 434, 1824 AD: VQ's Gunship is hit for 17 (83/100HP)
Turn 434, 1824 AD: VQ's Gunship is hit for 17 (66/100HP)
Turn 434, 1824 AD: Saladin's Rifleman is hit for 22 (56/100HP)
Turn 434, 1824 AD: Saladin's Rifleman is hit for 22 (34/100HP)
Turn 434, 1824 AD: VQ's Gunship is hit for 17 (49/100HP)
Turn 434, 1824 AD: Saladin's Rifleman is hit for 22 (12/100HP)
Turn 434, 1824 AD: VQ's Gunship is hit for 17 (32/100HP)
Turn 434, 1824 AD: VQ's Gunship is hit for 17 (15/100HP)
Turn 434, 1824 AD: Saladin's Rifleman is hit for 22 (0/100HP)
Turn 434, 1824 AD: VQ's Gunship has defeated Saladin's Rifleman!
Turn 434, 1824 AD: Your Gunship has destroyed a Rifleman!
Turn 434, 1824 AD: Your Destroyer has reduced the defenses of Damascus to 85%!
Turn 434, 1824 AD: Your Destroyer has reduced the defenses of Damascus to 70%!
Turn 434, 1824 AD: Your Destroyer has reduced the defenses of Damascus to 55%!
Turn 434, 1824 AD: Your Destroyer has reduced the defenses of Damascus to 40%!
Turn 434, 1824 AD: Your Destroyer has reduced the defenses of Damascus to 25%!
Turn 434, 1824 AD: Your Destroyer has reduced the defenses of Damascus to 10%!
Turn 434, 1824 AD: Your Destroyer has reduced the defenses of Damascus to 0%!
Turn 434, 1824 AD: The borders of Karakorum have expanded!
Turn 434, 1824 AD: Hatshepsut has completed Apollo Program!
Turn 434, 1824 AD: Hatshepsut's Golden Age has ended...
Turn 434, 1824 AD: Gustavus II Adolphus (Great General) has been born in Antium (Julius Caesar)!

Turn 435, 1825 AD: The enemy has been spotted near Kufah!
Turn 435, 1825 AD: The enemy has been spotted near Mecca!
Turn 435, 1825 AD: VQ's Marine (18.14) vs Julius Caesar's Cavalry (8.58)
Turn 435, 1825 AD: Combat Odds: 98.5%
Turn 435, 1825 AD: (Extra Combat: -20%)
Turn 435, 1825 AD: (Extra Combat: +10%)
Turn 435, 1825 AD: Julius Caesar's Cavalry is hit for 27 (25/100HP)
Turn 435, 1825 AD: VQ's Marine is hit for 14 (49/100HP)
Turn 435, 1825 AD: Julius Caesar's Cavalry is hit for 27 (0/100HP)
Turn 435, 1825 AD: VQ's Marine has defeated Julius Caesar's Cavalry!
Turn 435, 1825 AD: Your Marine has destroyed a Cavalry!
Turn 435, 1825 AD: You have captured Pisae!!!
Turn 435, 1825 AD: Your Battleship has reduced the defenses of Cumae to 80%!
Turn 435, 1825 AD: Your Battleship has reduced the defenses of Cumae to 60%!
Turn 435, 1825 AD: Your Destroyer has reduced the defenses of Cumae to 45%!
Turn 435, 1825 AD: Your Battleship has reduced the defenses of Cumae to 25%!
Turn 435, 1825 AD: Your Bomber was intercepted by an enemy SAM Infantry! (-44% Damage)
Turn 435, 1825 AD: Your Bomber has reduced the defenses of Cumae to 10%!
Turn 435, 1825 AD: Your Destroyer has reduced the defenses of Cumae to 0%!
Turn 435, 1825 AD: Your Bomber has attacked an enemy Infantry! (-5% Damage)
Turn 435, 1825 AD: Your Bomber has caused collateral damage! (2 Units)
Turn 435, 1825 AD: Your Bomber has attacked an enemy Destroyer! (-18% Damage)
Turn 435, 1825 AD: Your Bomber was intercepted by an enemy Destroyer! (-34% Damage)
Turn 435, 1825 AD: Your Bomber has attacked an enemy Destroyer! (-18% Damage)
Turn 435, 1825 AD: VQ's Destroyer (33.00) vs Saladin's Destroyer (21.12)
Turn 435, 1825 AD: Combat Odds: 95.6%
Turn 435, 1825 AD: (Extra Combat: -10%)
Turn 435, 1825 AD: (Extra Combat: +10%)
Turn 435, 1825 AD: Saladin's Destroyer is hit for 22 (42/100HP)
Turn 435, 1825 AD: Saladin's Destroyer is hit for 22 (20/100HP)
Turn 435, 1825 AD: Saladin's Destroyer is hit for 22 (0/100HP)
Turn 435, 1825 AD: VQ's Destroyer has defeated Saladin's Destroyer!
Turn 435, 1825 AD: Your Destroyer has destroyed a Destroyer!
Turn 435, 1825 AD: Your Destroyer has reduced the defenses of Almarikh to 22%!
Turn 435, 1825 AD: Your Artillery has reduced the defenses of Almarikh to 12%!
Turn 435, 1825 AD: VQ's Artillery (18.00) vs Saladin's Rifleman (28.70)
Turn 435, 1825 AD: Combat Odds: 3.7%
Turn 435, 1825 AD: (Fortify: +25%)
Turn 435, 1825 AD: (City Defense: +75%)
Turn 435, 1825 AD: (City Attack: -45%)
Turn 435, 1825 AD: (Amphibious Attack: +50%)
Turn 435, 1825 AD: Your Artillery has caused collateral damage! (2 Units)
Turn 435, 1825 AD: VQ's Artillery is hit for 25 (75/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 15 (85/100HP)
Turn 435, 1825 AD: VQ's Artillery is hit for 25 (50/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 15 (70/100HP)
Turn 435, 1825 AD: VQ's Artillery is hit for 25 (25/100HP)
Turn 435, 1825 AD: VQ's Artillery is hit for 25 (0/100HP)
Turn 435, 1825 AD: Saladin's Rifleman has defeated VQ's Artillery!
Turn 435, 1825 AD: Your Artillery has died trying to attack a Rifleman!
Turn 435, 1825 AD: VQ's Tank (24.64) vs Saladin's Rifleman (16.17)
Turn 435, 1825 AD: Combat Odds: 89.1%
Turn 435, 1825 AD: (Fortify: +25%)
Turn 435, 1825 AD: (City Defense: +75%)
Turn 435, 1825 AD: (City Attack: -75%)
Turn 435, 1825 AD: (Combat: -10%)
Turn 435, 1825 AD: (Amphibious Attack: +50%)
Turn 435, 1825 AD: VQ's Tank is hit for 17 (71/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 23 (47/100HP)
Turn 435, 1825 AD: VQ's Tank is hit for 17 (54/100HP)
Turn 435, 1825 AD: VQ's Tank is hit for 17 (37/100HP)
Turn 435, 1825 AD: VQ's Tank is hit for 17 (20/100HP)
Turn 435, 1825 AD: VQ's Tank is hit for 17 (3/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 23 (24/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 23 (1/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 23 (0/100HP)
Turn 435, 1825 AD: VQ's Tank has defeated Saladin's Rifleman!
Turn 435, 1825 AD: Your Tank has destroyed a Rifleman!
Turn 435, 1825 AD: VQ's Marine (28.51) vs Saladin's Rifleman (18.06)
Turn 435, 1825 AD: Combat Odds: 94.6%
Turn 435, 1825 AD: (Extra Combat: -20%)
Turn 435, 1825 AD: (Fortify: +25%)
Turn 435, 1825 AD: (City Defense: +20%)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 24 (65/100HP)
Turn 435, 1825 AD: VQ's Marine is hit for 16 (83/100HP)
Turn 435, 1825 AD: VQ's Marine is hit for 16 (67/100HP)
Turn 435, 1825 AD: VQ's Marine is hit for 16 (51/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 24 (41/100HP)
Turn 435, 1825 AD: VQ's Marine is hit for 16 (35/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 24 (17/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 24 (0/100HP)
Turn 435, 1825 AD: VQ's Marine has defeated Saladin's Rifleman!
Turn 435, 1825 AD: Your Marine has destroyed a Rifleman!
Turn 435, 1825 AD: VQ's Marine (25.87) vs Saladin's Rifleman (12.46)
Turn 435, 1825 AD: Combat Odds: 98.3%
Turn 435, 1825 AD: (Extra Combat: -10%)
Turn 435, 1825 AD: (Fortify: +25%)
Turn 435, 1825 AD: (Combat: -25%)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 27 (62/100HP)
Turn 435, 1825 AD: VQ's Marine is hit for 14 (84/100HP)
Turn 435, 1825 AD: VQ's Marine is hit for 14 (70/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 27 (35/100HP)
Turn 435, 1825 AD: VQ's Marine is hit for 14 (56/100HP)
Turn 435, 1825 AD: VQ's Marine is hit for 14 (42/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 27 (8/100HP)
Turn 435, 1825 AD: Saladin's Rifleman is hit for 27 (0/100HP)
Turn 435, 1825 AD: VQ's Marine has defeated Saladin's Rifleman!
Turn 435, 1825 AD: Your Marine has destroyed a Rifleman!
Turn 435, 1825 AD: VQ's Marine (26.40) vs Saladin's Cannon (12.00)
Turn 435, 1825 AD: Combat Odds: 99.4%
Turn 435, 1825 AD: (Extra Combat: -10%)
Turn 435, 1825 AD: Saladin's Cannon is hit for 29 (71/100HP)
Turn 435, 1825 AD: Saladin's Cannon is hit for 29 (42/100HP)
Turn 435, 1825 AD: Saladin's Cannon is hit for 29 (13/100HP)
Turn 435, 1825 AD: Saladin's Cannon is hit for 29 (0/100HP)
Turn 435, 1825 AD: VQ's Marine has defeated Saladin's Cannon!
Turn 435, 1825 AD: Your Marine has destroyed a Cannon!
Turn 435, 1825 AD: You have captured Damascus!!!
Turn 435, 1825 AD: VQ's Battleship (40.00) vs Saladin's Destroyer (27.06)
Turn 435, 1825 AD: Combat Odds: 89.7%
Turn 435, 1825 AD: (Extra Combat: +10%)
Turn 435, 1825 AD: Saladin's Destroyer is hit for 23 (59/100HP)
Turn 435, 1825 AD: Saladin's Destroyer is hit for 23 (36/100HP)
Turn 435, 1825 AD: Saladin's Destroyer is hit for 23 (13/100HP)
Turn 435, 1825 AD: Saladin's Destroyer is hit for 23 (0/100HP)
Turn 435, 1825 AD: VQ's Battleship has defeated Saladin's Destroyer!
Turn 435, 1825 AD: Your Battleship has destroyed a Destroyer!
Turn 435, 1825 AD: Your Battleship has reduced the defenses of Medina to 0%!


Ze huge save

If all works well during the next turnsets I don't imagine I will be up again. It's been fun and learned a bit about diplomacy. It's all yours Greyfox I think if we take enough cities we are finished. Again I think cities in revolt count too and don't affect domination too much so maybe blitzkrieg enough cities and see what happens. We can't count on Isabella nor Hatty anymore there just isn't anything we can do to change it.

EDIT: Also I did slide the culture slider to 30% for 1 turn. Only to deal with the WW. The faster we get rid of Khaaaaaaaaaaaaan the better.........
 
Interesting turns there. Glad to see I left you reasonably prepared for all the war mongering.

I'd go ahead and gift Monty a Transport with a Marine in it. Preferably as close to medina as possible.

If it really does work out that newly capped cities do count as votes, then we need to optimize our attack plan such that we get 2 sets of dip votes while the cities come out of revolt. So camp a helicopter and some other unit (infantry) out side any JC city after we've decimated the defenders and have it pick off any newly built units. Move our stack(s) onto the rest of the cities and then when we're ready - have the infantry capture all x cities in the same turn. Make sure this happens in the same turn as a vote comes up. So we'll have all those cities in revolt counting as votes while not incurring the domination limit (single point of land control). Dunno what the average revolt/anarchy time is, but we'll easily have a second vote available if the first misses. Perhaps even a third til the borders pop (and incur the mandatory sec gen vote). We would need to have our SoDs preppared to make lightning strikes on big (population) AI cities if we're just outside the voting limit (don't care who since we'll be voting ourselves in - Tok's 27 anyone?)
 
Back
Top Bottom