SGOTM 03 - The Real Ms. Beyond

There's a lot going on here, so I'm going to break this up into two parts: long-range plans and what I need to do for my next turn set.

Long-Range Plans

Domination Threshold: Don't panic! First, remember that water doesn't count towards the land threshold. Second, consider that we need to get about 60% of the population with 50% of the land. We're human players, this isn't using BetterAI so the AI has no idea how to grow its cities, I am in no doubt that we can achieve backdoor domination without triggering real domination, if we're careful about it.

The Map's Tech Rate It appears the Hagia Sophia got built not long ago. (I was hoping to put that in Moscow, for more GE points.) We have a tech lead, but not much of one. This, honestly, is my largest worry about our current position: pikes behind culture defenses can stop a cossack rampage, and rifles, once the AIs get them, end the era of cossacks altogether. I'm worried that we may not be finished with backdoor domination before this happens.

Back-Up Plans: One thing I haven't mentioned up to this point is that up to Mass Media, the fastest space race and fastest backdoor domination tech paths look similar. I generally shoot to early Computers, to build laboratories to increase my tech rate, then go back and get Rocketry via the Chemistry-Steel-Artillery path, then Fiber Optics to build the Internet and get the techs on the Assembly Line path. The only wrinkle is that on production-poor maps, sometimes finishing the parts rather than finishing the tech is the limiting factor on space speed. This archipelago is better than usual for production, but if we want to switch to space race, we'll want to consider if we should pursue Assembly Line and Industrialism earlier, prioritizing production over tech.

The other thing I should note is that warring for more production and faster tech is also a typical part of an early space victory.

Religion and Diplomacy: We are about 8 turns away from Liberalism, and we still don't have a state religion. I would much rather pocket the extra happiness, culture (with Free Religion, it doesn't matter what religion is in a city, religion will produce culture; and we also get the culture from any holy cities we capture), and science from Free Religion than bother with a state religion: I remain skeptical that even with the religious bonuses, we're going to have much luck getting AIs to vote for us because of the hidden -4 penalty. Remember, they have to be Friendly with us, and not have better relationships with our diplomatic opponent. If there's one thing I've learned through bitter experience in Civ4, it's that engineering someone to be your diplomatic opponent is a risky gambit: if there's a clear leader in the AIs, it can work, but usually, there are two or three AIs in close competition.

In this game, not only do we have several AIs in close competition, but we have three major religious blocs to deal with. The current crop yield chart, usually a good proxy for population, has Hatshepsut in the lead, with Kublai Khan, Mao Zedong, and Tokugawa close behind. A war or differential growth rates later in the game could change our diplomatic opponent, and I wouldn't count some of the other powers out, either. Beyond this, I suspect that once the AIs develop Liberalism, some of them will switch to Free Religion too. With so many opponents, most of them don't have a self-founded religion; and with competing religious blocs, the AIs who've founded religions will probably make efforts to spread them, and this means AIs with multiple religions and no self-founded religion, and thus a possible incentive to switch to Free Religion.

Who to Kill: I think we need to start making plans for who to kill next. I see four components that should go into deciding who to kill. The most important is geography, in terms of who's close to where our army is, and who we want to eliminate to eliminate culture crush on our cities. The second is relative power ranking: do we go after the strong AIs to slow the map's tech rate or eliminate dangerous enemies, or weak AIs to add them to our empire without much effort? The third is wonders: are there any wonders we want to acquire? The fourth is diplomacy.

I think we should take the rest of the Roman island, then make peace with Caesar while leaving him Ravenna. Who's our next target then? I see a couple of candidates:

Egypt is the score leader and adjacent to our island. It has no useful wonders, is sandwiched between Mali and Inca, and is part of the small Hindu bloc.

Inca has the Great Lighthouse(!) and is reasonably close to us, past Alex, and is in the top third for score. However, it's next to Creative Egypt, and farther than other possible targets.

Japan has the Hagia Sophia and an island to itself, is part of the large Buddhist bloc, and is one of the score leaders. It's past Gandhi, about the same distance away as Inca.

Alex and Mao we've already talked about.

Next Turnset

The War: I'll keep killing Caesar until he's dead. I plan to hit Neapolis, then Antium if I have time.

Cities: I'm going to finish the market in Novgorod, then have it build military. Why is Yaroslavl' building military without a barracks? I'm going to change that immediately. St. Pete has a huge amount of whipping unhappiness to burn off. I'm going to whip libraries and universities in our Roman cities ASAP: we need to get Oxford started. I think we need to be more sparing with the whip, where possible: our cities need to grow when possible.

Next GP: We are due for a GP in 6 turns from St. Pete. This will either be a great artist (20%) or great scientist (80%). A great artist will discover Theology then Divine Right then Nationalism. A great scientist will discover Printing Press, then Astronomy. What do people feel is the appropriate use of our next GP?

Tech: We can go for Liberalism to Astronomy, as per the original plan. France and China already have Paper, which makes me think that we won't be able to sandbag Liberalism to the point of getting Military Tradition with it, but maybe I'm wrong about this. Astronomy will widen our choice of next targets, and increase our tech rate. (Don't forget an observatory in St. Pete will let us hire another scientist there!) I still lean to Astronomy, but do we want to try something else?

Tech Trading: We need to start trading for other techs here. We're going to need Drama for theaters when we start waging culture wars, Music for Military Tradition, and we need to Feudalism to see how far up the Feudalism-Guilds-Banking line the AI is. Subsidiary to this, is it worth trying for Economics? Does anyone have suggestions for trades I can/should make? I don't know we're going to get worst-enemy penalties for trading with. Another thought: if we get a great artist, is it worth trying to trade for Theology/Divine Right to unblock Nationalism for a lightbulb, or is this too much effort? Alternately, we could trade for Theology and lightbulb Divine Right to make Nationalism cheaper.

Heroic Epic: We can build the Heroic Epic now. However, I'm inclined to delay it, for two reasons. First, Pisae has marble, so we'll be able to build it at double-speed in not too many more years. Second, I think we ought to look at turning a city into a Heroic Epic/Globe Theater whipping center. The obvious candidate for this is Athens: with three clams, cows, water for irrigation, and nothing else, we can probably whip out a cossack every couple turns, and there's precious little else that city can do.

Any other things people want to raise are appreciated. I might play tonight, if I hear consensus on these issues.
 
I don't have much time to comment now, but I think overall, that looks good. I think Astronomy via Liberalism is the best choice.
 
@ Compromise - I named the ships after Soviet era combatants that I used to have to memorize back in my flying days. For those who don't know: RMBS = Real Ms. Beyond's Ship.

That was excellent execution of the landing. Better than I could have imagined it could have gone. I learned some on your selection of which promotions to attack with at what time.

I concur that Neapolis should be the next city to fall.

next player should feel free to rename the units now that we are beyond the landings. That was my way of keeping all of them straight and making sure the proper mix of units were loaded on the galleys of the first wave.

How does one delete a sign? For that matter, how do you post one?

Edit - I love the idea of Athens as a HE/GT city.

I think Alex has a nice target painted on his chest as our next foe. That gives us a nice stepping stone for the Incas.
 
Ctrl-S to post and delete a sign. If it isn't then its Alt-S. If it isn't that either, then.. someone else can answer for me :P

Actually it probably is Alt-S... Ctrl-S is probably save.

Iainuki: You could probably still play tonight if you have the time.
 
Another way to much digest post...

Domination Threshold Second, consider that we need to get about 60% of the population with 50% of the land.
Uh, please reread the limits I posted.


Religion and Diplomacy: Remember, they have to be Friendly with us, and not have better relationships with our diplomatic opponent.
Well you long post sounds like you are planning for us to have NOONE that will vote for us. I still feel that safest route to getting the UN is at least a couple of civs that vote for us. Read the absurdly low population threshold again in my screen post. We need some friends.


Who to Kill:
There is another very component important to targets you didn't mention. Where can we pick up new sources of happy / health resources? This IMHO needs to be factored in when looking at targets. I would prefer not to get resources that will expire such as ivory.


Next GP: We are due for a GP in 6 turns from St. Pete. This will either be a great artist (20%) or great scientist (80%). A great artist will discover Theology then Divine Right then Nationalism. A great scientist will discover Printing Press, then Astronomy. What do people feel is the appropriate use of our next GP?
If we get the GS, I want to speed up printing press. The fastest we get the extra income from that, the better.

If we get stuck with an artist, it is hard to call. Divine Right is a complete waste of time IMHO. I would burn the artist on theology to get some value from it.


Heroic Epic: We can build the Heroic Epic now. However, I'm inclined to delay it, for two reasons. First, Pisae has marble, so we'll be able to build it at double-speed in not too many more years. Second, I think we ought to look at turning a city into a Heroic Epic/Globe Theater whipping center. The obvious candidate for this is Athens: with three clams, cows, water for irrigation, and nothing else, we can probably whip out a Cossack every couple turns, and there's precious little else that city can do.
Are we committed to taking out China? If not, I don't want Athens. I forgot who posted it, but they are right that China is going to be trouble if we land on his continent.
 
Another way to much digest post...
Uh, please reread the limits I posted.

Not without juicing Civ4VictoryInfo.xml: there's a floor defined by VictoryInfo/iMinLandPercent = 51%.

Don't be fooled by 32% of world population. That's just a really weird spelling of "25% more population than your nearest rival". So there is potential for it to go up as the population balance shifts.

Well you long post sounds like you are planning for us to have NOONE that will vote for us. I still feel that safest route to getting the UN is at least a couple of civs that vote for us. Read the absurdly low population threshold again in my screen post. We need some friends.

I don't think we're going to get anyone voting for us without measures that will cost too much in other areas. (Religion will take two turns of anarchy and missionary efforts to make useful, and civics take anarchy and sacrifice important advantages.) This is a feature of the map and the Aggressive AIs.

There is another very component important to targets you didn't mention. Where can we pick up new sources of happy / health resources? This IMHO needs to be factored in when looking at targets. I would prefer not to get resources that will expire such as ivory.

This is subject to the diplomatic situation. As long as we're acquiring some happy/health resources (which we will), we can trade them to other AIs for other resources. Of course, this ties into who we want to trade with.
 
Just a minute to post here. I agree with taking the rest of the Roman continent. I did a little test and it looks like no civ (other than the one that originally founded the city) will accept cities as gifts. So, I think our best policy will be to take the cities to reduce population pressure. If we approach the land domination limit, we can whip the cities down to 1 pop and gift them back to the original civ.

I think we should conquer the AlexMao continent next. I just don't trust Mao, and he's close enough that--with sufficient forces--we should be able to take him despite the chokonu threat.
 
I agree. I think we are commited to kill Alex and Mao.

And if things don't go the way we want it, we can always go for a spaceship victory (but I hope not)
 
I'm back. Lots of stuff to talk about. I'll see what I can remember.

About the Great Artist, we don't have to use him now. We could save him for MM or Radio. GS should help research PP or whatever tech is next on the list and also on the way to the UN.

VoiceOfUnreason said:
Don't be fooled by 32% of world population. That's just a really weird spelling of "25% more population than your nearest rival". So there is potential for it to go up as the population balance shifts.
I have seen the population requirement shift mid-game, but that explanation seems odd. If this is true, wouldn't our nearest rival need to have approx. 26% of the population right now (32% = 1.25 * x). Am I butchering something here?

I doubt that we can stretch out Liberalism to get us MT. I still think we are further behind conquering than we are techwise, so I think we should take Nationalism as our free tech. But, whoever said so is right when they say that galleons are a large upgrade over galleys and will help us transport our troops quicker and safer.

I agree that if we are going to kill Alex, we might as well kill Mao. Last I saw Mao was Christian though and that might cause some negative modifiers with our Christian friends.
 
Thought: the Inca/Egyptian/Mali island is pretty big, and would be a good place for cossacks to romp. How do we feel about taking out Alex/Mao with medieval units and hopefully cossacks to help the latter parts of China?

Also, does anyone have any responses to the other questions I asked? If not, I can use my best judgment, but there are some important decisions here.
 
Long-Range Plans

Domination Threshold:

I agree not to panic. Also, I want to verify (because I had the impression from LK's last post that this isn't clear: In order to get a domination victory, we need to exceed both the population and land thresholds. If we have 90&#37; of the population but only 40% of the land, we don't get a domination victory. So, for backdoor domination (our diplo victory condition), we just need 62% of the population to completely control the vote, and as long as we keep our land (water doesn't count) holdings to <50% of the world's total, this will work.

Also, I did a quick test on a similar archipelago map. No one except the founding civ would take a city that I'd captured. So, I think we should grab all cities of any given civ on one island, then if necessary, we can whip the population down to size 1 and give it back to the original owner (assuming they have a city somewhere else).

The Map's Tech Rate It appears the Hagia Sophia got built not long ago. (I was hoping to put that in Moscow, for more GE points.) We have a tech lead, but not much of one. This, honestly, is my largest worry about our current position: pikes behind culture defenses can stop a cossack rampage, and rifles, once the AIs get them, end the era of cossacks altogether. I'm worried that we may not be finished with backdoor domination before this happens.

We're further behind in tech than I'd thought. I think we should gun for cossacks before Astronomy and hope we can cover our galleys with caravels for a while.

Back-Up Plans: One thing I haven't mentioned up to this point is that up to Mass Media, the fastest space race and fastest backdoor domination tech paths look similar. I generally shoot to early Computers, to build laboratories to increase my tech rate, then go back and get Rocketry via the Chemistry-Steel-Artillery path, then Fiber Optics to build the Internet and get the techs on the Assembly Line path. The only wrinkle is that on production-poor maps, sometimes finishing the parts rather than finishing the tech is the limiting factor on space speed. This archipelago is better than usual for production, but if we want to switch to space race, we'll want to consider if we should pursue Assembly Line and Industrialism earlier, prioritizing production over tech.

The other thing I should note is that warring for more production and faster tech is also a typical part of an early space victory.

I think we should go all out for the backdoor domination victory as fast as we can. If we fail, we lose the event.

Religion and Diplomacy: We are about 8 turns away from Liberalism, and we still don't have a state religion. I would much rather pocket the extra happiness, culture (with Free Religion, it doesn't matter what religion is in a city, religion will produce culture; and we also get the culture from any holy cities we capture), and science from Free Religion than bother with a state religion: I remain skeptical that even with the religious bonuses, we're going to have much luck getting AIs to vote for us because of the hidden -4 penalty. Remember, they have to be Friendly with us, and not have better relationships with our diplomatic opponent. If there's one thing I've learned through bitter experience in Civ4, it's that engineering someone to be your diplomatic opponent is a risky gambit: if there's a clear leader in the AIs, it can work, but usually, there are two or three AIs in close competition.

In this game, not only do we have several AIs in close competition, but we have three major religious blocs to deal with. The current crop yield chart, usually a good proxy for population, has Hatshepsut in the lead, with Kublai Khan, Mao Zedong, and Tokugawa close behind. A war or differential growth rates later in the game could change our diplomatic opponent, and I wouldn't count some of the other powers out, either. Beyond this, I suspect that once the AIs develop Liberalism, some of them will switch to Free Religion too. With so many opponents, most of them don't have a self-founded religion; and with competing religious blocs, the AIs who've founded religions will probably make efforts to spread them, and this means AIs with multiple religions and no self-founded religion, and thus a possible incentive to switch to Free Religion.

I like Free Religion. There's still time for the AIs to change their religions before the UN votes. I think we can consider switching to a religion while we're researching Mass Media. By then, we won't want expanding borders in any new cities anyway, so the lack of religious culture will be good. Right now, we want the cities we take to be productive, so Free Religion is better.

If there's no good religion to switch to, we save those anarchy turns and invest them in more conquest.

Who to Kill: I think we need to start making plans for who to kill next. I see four components that should go into deciding who to kill. The most important is geography, in terms of who's close to where our army is, and who we want to eliminate to eliminate culture crush on our cities. The second is relative power ranking: do we go after the strong AIs to slow the map's tech rate or eliminate dangerous enemies, or weak AIs to add them to our empire without much effort? The third is wonders: are there any wonders we want to acquire? The fourth is diplomacy.

I think we should take the rest of the Roman island, then make peace with Caesar while leaving him Ravenna. Who's our next target then? I see a couple of candidates:

Egypt is the score leader and adjacent to our island. It has no useful wonders, is sandwiched between Mali and Inca, and is part of the small Hindu bloc.

Inca has the Great Lighthouse(!) and is reasonably close to us, past Alex, and is in the top third for score. However, it's next to Creative Egypt, and farther than other possible targets.

Japan has the Hagia Sophia and an island to itself, is part of the large Buddhist bloc, and is one of the score leaders. It's past Gandhi, about the same distance away as Inca.

Alex and Mao we've already talked about.

I say take Rome, then take Greece/China, then start with Huayna and work our way up that whole island. If we need to, we can then turn our attention to Gandhi, Victoria and/or Toku.

Next Turnset

The War: I'll keep killing Caesar until he's dead. I plan to hit Neapolis, then Antium if I have time.

I'm hoping that by taking Rome, I grabbed his only iron source. That will prevent crossbows and praetorians. Take the whole continent, but leave him in his island fortress.

Cities: I'm going to finish the market in Novgorod, then have it build military. Why is Yaroslavl' building military without a barracks? I'm going to change that immediately. St. Pete has a huge amount of whipping unhappiness to burn off. I'm going to whip libraries and universities in our Roman cities ASAP: we need to get Oxford started. I think we need to be more sparing with the whip, where possible: our cities need to grow when possible.

Great plan. I wish I'd noticed that Yaroslavl' didn't have a barracks. I whipped the crap out of St Pete because it needed the infrastructure. With all its improvements being farms, the only useful thing for it to do is whip and run specialists. I actually wouldn't have whipped the market so soon if I'd been paying more attention. The next thing this will whip will probably be an observatory. Or maybe some tricky whipping to get overflow into Oxford if we want to build it here.

Next GP: We are due for a GP in 6 turns from St. Pete. This will either be a great artist (20%) or great scientist (80%). A great artist will discover Theology then Divine Right then Nationalism. A great scientist will discover Printing Press, then Astronomy. What do people feel is the appropriate use of our next GP?

I forget if we have a forge there or not. Running an engineer for a few turns would decrease the odds of an artist a little bit. If we are going to pop techs, it's best to wait until the last moment since we get more beakers with more cities and more population. Suggested uses: GA: save for Radio, GS academy in St Pete or Moscow or save to pop Printing Press; GE: Not sure, but this is a long shot. I think a GE will build about 1200/1500 of the UN, so we'll want at least one, but Moscow should give us that next.

Tech: We can go for Liberalism to Astronomy, as per the original plan. France and China already have Paper, which makes me think that we won't be able to sandbag Liberalism to the point of getting Military Tradition with it, but maybe I'm wrong about this. Astronomy will widen our choice of next targets, and increase our tech rate. (Don't forget an observatory in St. Pete will let us hire another scientist there!) I still lean to Astronomy, but do we want to try something else?

Right now, I think we're more behind in military conquest than tech, so I'm now leaning toward Nationalism. (If we happen to get a Great Engineer from St. Pete, we could even rush the Taj, though I think we'd want to discuss that. Maybe even settling in Moscow could be good.

Tech Trading: We need to start trading for other techs here. We're going to need Drama for theaters when we start waging culture wars, Music for Military Tradition, and we need to Feudalism to see how far up the Feudalism-Guilds-Banking line the AI is. Subsidiary to this, is it worth trying for Economics? Does anyone have suggestions for trades I can/should make? I don't know we're going to get worst-enemy penalties for trading with. Another thought: if we get a great artist, is it worth trying to trade for Theology/Divine Right to unblock Nationalism for a lightbulb, or is this too much effort? Alternately, we could trade for Theology and lightbulb Divine Right to make Nationalism cheaper.

I don't have much advice here. On this map, I lean toward holding on to our techs as long as possible so as to slow down the AI's tech rate.

Heroic Epic: We can build the Heroic Epic now. However, I'm inclined to delay it, for two reasons. First, Pisae has marble, so we'll be able to build it at double-speed in not too many more years. Second, I think we ought to look at turning a city into a Heroic Epic/Globe Theater whipping center. The obvious candidate for this is Athens: with three clams, cows, water for irrigation, and nothing else, we can probably whip out a cossack every couple turns, and there's precious little else that city can do.

I like both delaying until marble and building both HE and Globe in Athens.

Any other things people want to raise are appreciated. I might play tonight, if I hear consensus on these issues.

I expect mostly horse archers and longbows from Caesar now. I hope I'm right. Cover those galleys up on the north coast with our caravel or his caravels will sink them. Build lots of cats. Maybe even horse archers for future upgrading to cossacks.

If cities are unhappy, run specialists. The faster we get to cossacks, the better. We might be able to engage Mao with mostly cossacks. I'd recommend taking Sparta, then Athens, then landing somewhere to sweep through China. If he takes Sparta from us, that's fine (but hold Athens!)

Not much else advice I can think of right now.

Oh...Hagia Sophia got built on my turnset. I was saddened. I forgot to mention it.
 
@ Compromise - I named the ships after Soviet era combatants that I used to have to memorize back in my flying days. For those who don't know: RMBS = Real Ms. Beyond's Ship.

Brilliant! I loved it.

That was excellent execution of the landing. Better than I could have imagined it could have gone. I learned some on your selection of which promotions to attack with at what time.

It went well. I got lucky with a cat win at <3% odds. And another cat withdrawal later, but then got paid back by the RNG when I lost a 95%+ horse archer attack on that accursed crossbow.

How does one delete a sign? For that matter, how do you post one?

Alt-S. Click on an unsigned square to add a sign; click on a signed square to delete the sign. You can't edit the signs, you can only replace them.

Edit - I love the idea of Athens as a HE/GT city.

Me too.

I think Alex has a nice target painted on his chest as our next foe. That gives us a nice stepping stone for the Incas.

I agree, but I think we need to take Mao before Huayna. We're now W(Rome), NW(Real Ms.), and soon N(Greece) of Mao. He'll be itching to attack soon enough and will likely come for us rather than Cyrus, Hatty or Huayna.

I think we should concentrate our attack on his cities closest to his presumed starting position south of Sparta and Athens. If we can use Sparta as bait and then amphibiously land south of Athens and south of Sparta, we can nail him quickly. Using caravels to discover his attack force gathering city will be very helpful (as it was with Rome!).
 
LKendter said:
Iainuki said:
Domination Threshold Second, consider that we need to get about 60&#37; of the population with 50% of the land.
Uh, please reread the limits I posted.

Just to verify...for a domination victory, we need to exceed both the population and land thresholds, so we're fine if we get loads of population as long as we don't grab (or keep) too much land.

If this misunderstanding isn't the source of LK's objection to trying to get backdoor domination without anyone else's votes, then I guess I simply don't understand why it seems impossible.
 
... There is another very component important to targets you didn't mention. Where can we pick up new sources of happy / health resources? This IMHO needs to be factored in when looking at targets. I would prefer not to get resources that will expire such as ivory.

Actually, I don't think Ivory will expire before we win (or lose).

...If we get the GS, I want to speed up printing press. The fastest we get the extra income from that, the better.

If we get stuck with an artist, it is hard to call. Divine Right is a complete waste of time IMHO. I would burn the artist on theology to get some value from it.

Agree about the GS; the artist I'd probably just save until Radio

Are we committed to taking out China? If not, I don't want Athens. I forgot who posted it, but they are right that China is going to be trouble if we land on his continent.

I think we should take out Mao next. He makes me nervous as a nearby, aggressive, high-score neighbor. (Well, as nervous as an archipelago AI can be, I guess :) )

grangerm said:
agree that if we are going to kill Alex, we might as well kill Mao. Last I saw Mao was Christian though and that might cause some negative modifiers with our Christian friends.

Yes (my vote) on Alex, then Mao. But our "friends" may not stay Christian forever, and if we only declare war once, it's just a one or two diplo point penalty. I like the idea of switching to Free Religion asap, then choosing a religion while we're researching our last few techs if there's anyone we can get votes from by doing so.
 
I had an unexpectedly late dinner last night and was then too tired to do this game justice, so I'm playing this morning. I plan to do the following things:

1) Try to trade techs we don't have a monopoly on for techs we need. (Drama, Music, the Feudalism-Guilds-Banking line.) I will also look for trades that might raise our happy cap: it's pathetically low at the moment.

2) Use Liberalism to discover Astronomy and get observatories in St. Pete and Moscow.

3) Switch to Free Religion ASAP.

4) Run an engineer in St. Pete until the observatory comes up, at least.

4) If we get a great scientist, I will lightbulb Printing Press and research that to completion, then start on Nationalism. If we get a great artist or engineer, I will stash him for the team to decide what to do, then start Nationalism.

5) Prosecute the war against Rome.

6) Defer building the Heroic Epic until after Pisae and, possibly, Athens is conquered.

If you have comments, post now or forever hold your peace :P.
 
So are we going to decide whom is responsible for posting for the team in the below thread?


SGOTM 3 - Mid-game Spoiler - 500 AD AND All rivals known or dead
 
Compromise did a great job with our SGOTM2 spoiler, so if he has the time and the will to do it, I'd nominate him as our scribe.
 
The Executive Summary and Notes for the Next Player

  • Because of my laggardness last week and my worries about our overall pace, I played a lot of turns. It is now 1352. It was, in all honesty, a boring turnset, with most things going according to plan.
  • I reduced Rome to Ravenna and made peace. I kept the losses in the campaign to, I hope, acceptable levels.
  • I have six galleons full of troops off Alex's coast for the next player. They aren't organized, though.
  • Mao switched to Vassalage and Theocracy not many years ago. Mao has Guilds, horses, and iron, so knights. Mao also has Astronomy, so we don't have naval superiority--watch out!
  • We now have Liberalism, Astronomy, Nationalism, Printing Press, Drama, Music, Engineering, Feudalism, and Theocracy. We have 930 gold we can use to deficit-research Military Tradition.
  • The AI tech pace continues to blister. Several AIs have Divine Right and Guilds, the only techs we can see they have and we don't. On the last interturn, a great merchant was born in London--I suspect, though I don't know for certain, that it was the one from Economics.
  • We now have virtually complete knowledge of the map.
  • I tried not to make a hash of the diplomacy.
  • I have started Oxford in St. Petersburg. It has 65 turns to go to completion. I'm going to suggest we make an effort to speed this up, two ways: run an engineer in addition to scientists, and whip buildings with the intention of sending overflow to Oxford.
  • I've built some theaters for the Globe, but we need more. I suggest that when we need to start the wonder, whipping some in Roman cities to help start cutting down on the motherland unhappiness.
  • I switched to Free Religion.
  • I founded a city on an island west of the Roman one.
  • There is a one-square island northwest of ours that has two fish, and might be worth colonizing.
  • There is a barb city further northwest of our main island that might be worth capturing, for silver and sheep.
  • Lahore has revolted once. Next time, it will flip to us.
  • I think we have too many workers. All but one are on the Roman island.
  • I will continue to plead for people to try adjusting the governors to do what you want instead of microing the cities manually. We're about to have a lot more cities, which will mean both more required attention and more chances for suboptimality if one is not paying attention.

The barb city and the two-fish island:

BarbAndIsland0000.jpg


Athens' defenses:

Athens0001.jpg


Sparta's defenses:

SParta0000.jpg


My Log

1172 AD: First, as per all my turns, I bring the cities back under the governor. I wish people would not try to manually micromanage the cities: it's easier and usually more efficient to manage the city using the governor. I reassign the engineer in Moscow and the scientists in St. Pete. St. Pete doesn't need a barracks, it needs a higher happy for the scientists we'll be running soon: I switch it to a Jewish temple. I switch Yaroslavl' to a barracks and turn off emphasize food so it assigns an engineer. I'll let Moscow finish its colosseum.

Mansa has furs and is willing to trade: with markets, that's +2 happy in every city, which is something we can use quite a bit. Mansa is so weak that having a higher happy cap won't make him a threat; and even though he's part of the Hindu bloc, he's very unlikely to be anyone's worst enemy. Thus, I open borders with him and trade gems for furs. Our Civil Service monopoly is long-gone, so I look for trades. Kublai is willing to trade with us, despite being annoyed. He's a Buddhist and strong enough he might someone's worst enemy, so I check the relationships: I'm pretty sure Victoria hates him, but she's a tech leader and won't trade with us anyways, so I don't see any reason not to anger her further. Most of our "friends" (Louis et al.) like Kublai. I trade CS and 150 gold for Feudalism. We have circumnavigation, so our world map is valuable, and we can use the gold for unit upgrades and deficit research, so I sell it off to a bunch of AIs: I start with Huayna (110 gold), Louis (60), and Cyrus (0, but this brings him to Cautious and opens up his willingness to trade Music). I trade Cyrus CS for Music.

Gandhi has nothing and is already pleased with us, Mao is only offering us 10 gold and hates us. I start looking at the offers from the bottom of the list. After a bit of contemplation, I decide to just sell it to everyone with fairly large amounts of money to offer, and hope that I don't rack up too many more WOE penalties. Hatty (270 + her map), Tokugawa (210), Kublai (100), Huayna (60 more), Louis (80 more), Monte (140), Saladin (90), Alex (140), and Mansa (30 gold). At the end of all this trading, we have 1992 gold in the bank, losing -76 per turn at 100&#37; science with eight turns on Liberalism. I think our defense on the home island is a little excessive, so I upgrade two axes to maces and prepare to ship a spear to Caesar's island.

I move some boats around, and end the turn.

1178 AD: Nothing of note happens. I start the army healing, and trade our world map for Gandhi's. Victoria has developed Guilds, but won't trade with us. I try to trade Music with Washington for Theology, but he won't do it.

1184 AD: Frederick demands we cancel with Huayna; I refuse, since Frederick is impotent. Mao demands Philosophy, and I also refuse. I start moving units to Neapolis. Lahore revolts; when it revolts next, it will flip to us. I assign an engineer in Neapolis to decrease the chance of a scientist.

Roman galleys approach our clams at Yaroslavl', I block them.

RomanGalleys0000.jpg


1190 AD: Christianity spreads to Moscow. A Roman galley sinks the RMBS Akula. I counterattack with our caravel and sink one galley, then sink the galley that won with the RBMS Kara. I move more of the army to Neapolis.

I discover a nice island out past the Roman lands that I decide to colonize later.

1196 AD: Caesar offers peace and 110 gold. I refuse.

He hits our stack with a catapult that withdraws, I kill it with a horse archer. I lose a spear and then a mace attacking a horse archer wandering near Neapolis at around 80% and 90% odds in succession. Another mace beats it, finally.

1202 AD: Scientist born in St. Pete, will lightbulb 2493/3588 of Printing Press. I put him to sleep. War weariness is starting to bite: Yaroslavl' has an unhappy citizen. Free Religion is two turns away, and will help with this problem. I bombard most of Neapolis' defenses.

1208 AD: A catapult hits Rome and wins vs. a horse archer at about 30% odds! (Argh!) I capture Neapolis with the loss of a suicide catapult and an unlucky mace, sinking (I think) the rest of Caesar's navy. I send more maces marching to Antium.

1214 AD: A horse archer hits Rome and kills a spear at 25% odds! We discover Liberalism and I choose Astronomy; a catapult suicides against the mace stack heading to Antium. I revolt to Free Religion and select Printing Press as our next tech.

I mass upgrade our galleys to galleons.

1220 AD: Cyrus offers whales for gems. I accept: he's part of the Christian bloc and our happiness problems are critical. Izzy offers 10 gold for a peace treaty; I refuse for the moment. Victoria rushes Angkor Wat with a GE.

RMBS Kanin (now a galleon) sinks a Roman galley. I move the army towards Antium.

I whip Rome's library, but one pop still starves because of motherland unhappiness + war weariness. I start a courthouse figuring the city won't be productive for awhile: next whip should be a library.

1228 AD: I refuse some irrelevant deals.

I put more units on the way to Antium. I move some units away from the area near Gandhi to send to garrison back-ranks cities, ship some workers over to the Roman island since they have nothing to do on our main island now, and send the caravels over to watch Mao and Alex. The RMBS Kara goes around to look at Antium.

I lightbulb Printing Press and start research, due in three turns.

1232 AD: I bombard Antium and move units into position. I kill a horse archer near Rome with a spear.

1238 AD: Our horse archer defeats a Roman horse archer in Rome. Frederick demands Compass; I laugh. Alex demands Astronomy, and I laugh again.

I blast down the remainder of Antium's defenses and send in a suicide cat. A mace wins at ~40% odds, another at ~60% (I guess this must be compensation for those earlier losses), another at ~80%, and then take the city with a catapult, figuring there are no other units in range to retake it (I hope).

1244 AD: Printing Press comes in and I start Nationalism. Antium holds.

I move the army into Antium to heal and guard it with a near-full-health mace, then advance on Cumae. I whip an observatory in Moscow.

I give Philosophy, Paper, and 260 gold to Hatshepsut for Engineering: this tech is off our beeline, but if we're going to be fighting more wars before cossacks, pikes and the +1 road movement will be quite useful. Both Philosophy and Paper were rapidly becoming devalued, and neither of them have any immediate military applications. We need to save up to start Nationalism, so I set science to 0% for the moment.

1250 AD: I whip out a settler in Yaroslavl', for the island off Rome's coast. I bombard Antium's defenses and move more units into position.

1256 AD: A settler, a worker, and a longbow embark the RMBS Kara for the island. I bombard the rest of Cumae's defenses, but it has four CG longbows in it so I defer the attack for a turn so more units can arrive. I move some boats next to Cumae to speed up the process of attacking Pisae.

Neapolis comes out of resistance and I whip a library there; again, one population will starve. I set Moscow to a monastery to increase our tech rate.

1262 AD: Neapolis starts a lighthouse.

I send a suicide cat into Antium. A CR3 mace dies at 93.5%, two CR1 maces dies at 64.2% and 66.7%, then four more maces and some cats win, taking the city. I lose another mace attacking a mace that was guarding the copper and might attack somewhere IBT, but another mace cleans it up. I begin shipping units to Pisae.

1268 AD: Caesar attacks Neapolis with a mace and loses.

I land near Pisae, which is now defended by a single longbow.

I start switching cities building military to longbows for garrisons.

1274 AD: Two of Isabella's galleys appear near our shore from Gandhi's direction. Louis has made peace with her, so I so no reason not to make peace ourselves, and pocket 10 gold in addition.

I pop a hut on the island west of Rome's island and get a bunch of warriors.

I land more troops near Pisae and bombard, while reversing the flow of troops in preparation for killing Greece.

I turn science back to 100%, with Nationalism due in seven turns.

1280 AD: A great engineer is born in Rome.

I finish bombarding Pisae, then maces win all the fights, capturing the city. I dial up Caesar: he offers me Drama, Theology, and his world map for peace. I begin moving troops off the Roman island and to our mainland, except for the Roman garrisons.

We now have a lot of workers on the Roman island. I'm tempted to delete some to save money, but I think I'll wait to hear the team's opinions.

1286 AD: Hatty begs Education. Um, no.

I found Yekaterinburg. The screenshot shows it in 1352 AD:

Yekaterinburg0000.jpg


This is a nice fishing village with some production from the horses and lots of food, and the second border pop will bring in our source of whales, in case Cyrus decides to stop trading with us. (This is always a problem with Aggressive AIs.) It will also be safe from attack until Astronomy, at which point it should be able to provide its own defense if for some strange we're facing an attack from that direction.

1292 AD: Antium and Cumae come out of resistance; I whip a forge in Antium, a granary in Cumae. I shuffle troops towards Greece.

1298 AD: I christen a new RBMS Akula, and make Zim into the mainland shuttle.

1304 AD: Religion spreads in some of the Roman cities. I start bulldozing some immature cottages near Antium to make it into a production city.

1310 AD: Discover Nationalism, start Military Tradition. (Woo! Cossacks!)

Continue building up cities and moving troops.

1316 AD: Washington demands I cancel deals with the French--no way.

1322 AD: Vicky asks for open borders--I refuse for now. Montezuma demands 190 gold, and I laugh at him.

1328 AD: I finally whip an observatory in St. Pete, having burned off most of the previous whipping unhappiness and reached a size where I can afford to whip it again.

1334 AD: Mao adopts Vassalage and Theocracy. I'm guessing he's about to go to war with someone--anyone want to take guesses with who that might be?

1340 AD: Nothing of note.

1346 AD: I whip a university in Neapolis, completing our six.

1352 AD: I start Oxford in St. Pete. 65 turns to completion, sigh.

I finally assemble our six galleons full of troops off Alex's coast.

http://gotm.civfanatics.net/saves/civ4sgotm3/The_Real_Ms_Beyond_SG003_AD1352_01.Civ4SavedGame

I'll try to edit in some screenshots later.
 
The Extremely Long, Extremely Boring Autolog

Spoiler :

Turn 252, 1172 AD: You have captured Rome!!!
Turn 252, 1172 AD: You have discovered Feudalism!
Turn 252, 1172 AD: You have discovered Music!
Turn 252, 1172 AD: Tokugawa adopts Vassalage!
Turn 252, 1172 AD: Tokugawa adopts Serfdom!
Turn 252, 1172 AD: Mao Zedong adopts Hereditary Rule!
Turn 252, 1172 AD: Mao Zedong adopts Bureaucracy!

Turn 253, 1178 AD: Victoria adopts Theocracy!

Turn 254, 1184 AD: Christianity has spread in Moscow.
Turn 254, 1184 AD: Ling Lun has been born in Paris!
Turn 254, 1184 AD: Louis Pasteur has been born in Beijing!

Turn 255, 1190 AD: Charles Darwin has been born in Persepolis!
Turn 255, 1190 AD: Mansa Musa adopts Bureaucracy!

Turn 256, 1196 AD: Ernest Rutherford has been born in St. Petersburg!
Turn 256, 1196 AD: St. Augustine has been born in Kumbi Saleh!
Turn 256, 1196 AD: Gandhi adopts Hereditary Rule!
Turn 256, 1196 AD: Gandhi adopts Bureaucracy!
Turn 256, 1196 AD: Washington adopts Vassalage!

Turn 257, 1202 AD: Saladin adopts Theocracy!
Turn 257, 1202 AD: Alexander adopts Bureaucracy!
Turn 257, 1202 AD: Victoria has made peace with Kublai Khan!

Turn 258, 1208 AD: The Real Ms. Beyond's 1st Wave (Maceman) (8.00) vs Julius Caesar's Longbowman (7.50)
Turn 258, 1208 AD: The Real Ms. Beyond's 1st wave (Maceman) (8.80) vs Julius Caesar's Praetorian (4.90)
Turn 258, 1208 AD: Julius Caesar's Praetorian is hit for 25 (42/100HP)
Turn 258, 1208 AD: Julius Caesar's Spearman is hit for 32 (0/100HP)
Turn 258, 1208 AD: (Fortify: +25&#37;)
Turn 258, 1208 AD: You have captured Neapolis!!!
Turn 258, 1208 AD: The Real Ms. Beyond is the first to discover Liberalism!
Turn 258, 1208 AD: You have discovered Liberalism!
Turn 258, 1208 AD: The Real Ms. Beyond's 1st Wave (Spearman) is hit for 17 (83/100HP)
Turn 258, 1208 AD: Sinan has been born in London!
Turn 258, 1208 AD: Kublai Khan adopts Bureaucracy!

Turn 259, 1214 AD: You have discovered Astronomy!
Turn 259, 1214 AD: The revolution has begun!!!
Turn 259, 1214 AD: The Real Ms. Beyond adopts Free Religion!
Turn 259, 1214 AD: Julius Caesar's Horse Archer is hit for 23 (32/100HP)
Turn 259, 1214 AD: Victoria has completed Angkor Wat!
Turn 259, 1214 AD: Marie Curie has been born in Washington!

Turn 260, 1220 AD: The Real Ms. Beyond's RMBS Kanin (Galleon) is hit for 14 (86/100HP)
Turn 260, 1220 AD: Julius Caesar's Galley is hit for 26 (22/100HP)
Turn 260, 1220 AD: Washington's Golden Age has begun!!!

Turn 261, 1226 AD: Julius Caesar adopts Bureaucracy!
Turn 261, 1226 AD: St. Patrick has been born in Beshbalik!

Turn 262, 1232 AD: The Real Ms. Beyond's 1st Wave (Spearman) (4.26) vs Julius Caesar's Horse Archer (3.33)
Turn 262, 1232 AD: Combat Odds: 76.1%
Turn 262, 1232 AD: (Extra Combat: -10%)
Turn 262, 1232 AD: (Extra Combat: +20%)
Turn 262, 1232 AD: (Combat: -100%)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 22 (78/100HP)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 22 (56/100HP)
Turn 262, 1232 AD: The Real Ms. Beyond's 1st Wave (Spearman) is hit for 17 (80/100HP)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 22 (34/100HP)
Turn 262, 1232 AD: The Real Ms. Beyond's 1st Wave (Spearman) is hit for 17 (63/100HP)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 22 (12/100HP)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 22 (0/100HP)
Turn 262, 1232 AD: The Real Ms. Beyond's 1st Wave (Spearman) has defeated Julius Caesar's Horse Archer!
Turn 262, 1232 AD: You have constructed a Christian Temple in Moscow. Work has now begun on a Catapult.
Turn 262, 1232 AD: Julius Caesar's Horse Archer (7.20) vs The Real Ms. Beyond's 2nd Wave (Horse Archer) (6.60)
Turn 262, 1232 AD: Combat Odds: 67.4%
Turn 262, 1232 AD: (Extra Combat: -20%)
Turn 262, 1232 AD: (Extra Combat: +10%)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 19 (81/100HP)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 19 (62/100HP)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 19 (43/100HP)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 19 (24/100HP)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 19 (5/100HP)
Turn 262, 1232 AD: The Real Ms. Beyond's 2nd Wave (Horse Archer) is hit for 20 (80/100HP)
Turn 262, 1232 AD: The Real Ms. Beyond's 2nd Wave (Horse Archer) is hit for 20 (60/100HP)
Turn 262, 1232 AD: Julius Caesar's Horse Archer is hit for 19 (0/100HP)
Turn 262, 1232 AD: The Real Ms. Beyond's 2nd Wave (Horse Archer) has defeated Julius Caesar's Horse Archer!
Turn 262, 1232 AD: Abu Bakr has been born in Teotihuacan!

Turn 263, 1238 AD: The Real Ms. Beyond's 2nd Wave (Catapult) (5.00) vs Julius Caesar's Longbowman (10.20)
Turn 263, 1238 AD: Combat Odds: 0.5%
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (City Defense: +45%)
Turn 263, 1238 AD: The Real Ms. Beyond's 2nd Wave (Catapult) is hit for 28 (72/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's 2nd Wave (Catapult) is hit for 28 (44/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's 2nd Wave (Catapult) is hit for 28 (16/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 14 (86/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 14 (72/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's 2nd Wave (Catapult) is hit for 28 (0/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman has defeated The Real Ms. Beyond's 2nd Wave (Catapult)!
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman (8.00) vs Julius Caesar's Longbowman (8.10)
Turn 263, 1238 AD: Combat Odds: 42.2%
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (City Defense: +45%)
Turn 263, 1238 AD: (City Attack: -20%)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 19 (71/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 19 (52/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 20 (80/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 19 (33/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 20 (60/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 19 (14/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 19 (0/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman has defeated Julius Caesar's Longbowman!
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman (8.80) vs Julius Caesar's Longbowman (7.83)
Turn 263, 1238 AD: Combat Odds: 63.5%
Turn 263, 1238 AD: (Extra Combat: -10%)
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (City Defense: +45%)
Turn 263, 1238 AD: (Combat: -25%)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 19 (81/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 20 (70/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 19 (62/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 20 (50/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 20 (30/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 19 (43/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 19 (24/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 20 (10/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 19 (5/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 20 (0/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman has defeated Julius Caesar's Longbowman!
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman (8.00) vs Julius Caesar's Longbowman (6.48)
Turn 263, 1238 AD: Combat Odds: 79.5%
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (City Defense: +45%)
Turn 263, 1238 AD: (City Attack: -20%)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 20 (52/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 20 (32/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 19 (81/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 19 (62/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 19 (43/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman is hit for 19 (24/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 20 (12/100HP)
Turn 263, 1238 AD: Julius Caesar's Longbowman is hit for 20 (0/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's Maceman has defeated Julius Caesar's Longbowman!
Turn 263, 1238 AD: The Real Ms. Beyond's 1st wave (Maceman) (8.80) vs Julius Caesar's Spearman (2.31)
Turn 263, 1238 AD: Combat Odds: 100.0%
Turn 263, 1238 AD: (Extra Combat: -10%)
Turn 263, 1238 AD: (Fortify: +25%)
Turn 263, 1238 AD: (Combat: -75%)
Turn 263, 1238 AD: Julius Caesar's Spearman is hit for 35 (52/100HP)
Turn 263, 1238 AD: Julius Caesar's Spearman is hit for 35 (17/100HP)
Turn 263, 1238 AD: Julius Caesar's Spearman is hit for 35 (0/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's 1st wave (Maceman) has defeated Julius Caesar's Spearman!
Turn 263, 1238 AD: The Real Ms. Beyond's 2nd Wave (Catapult) (5.00) vs Julius Caesar's Catapult (4.45)
Turn 263, 1238 AD: Combat Odds: 69.2%
Turn 263, 1238 AD: The Real Ms. Beyond's 2nd Wave (Catapult) is hit for 19 (81/100HP)
Turn 263, 1238 AD: Julius Caesar's Catapult is hit for 20 (69/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's 2nd Wave (Catapult) is hit for 19 (62/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's 2nd Wave (Catapult) is hit for 19 (43/100HP)
Turn 263, 1238 AD: Julius Caesar's Catapult is hit for 20 (49/100HP)
Turn 263, 1238 AD: Julius Caesar's Catapult is hit for 20 (29/100HP)
Turn 263, 1238 AD: Julius Caesar's Catapult is hit for 20 (9/100HP)
Turn 263, 1238 AD: Julius Caesar's Catapult is hit for 20 (0/100HP)
Turn 263, 1238 AD: The Real Ms. Beyond's 2nd Wave (Catapult) has defeated Julius Caesar's Catapult!
Turn 263, 1238 AD: You have captured Antium!!!
Turn 263, 1238 AD: You have discovered Printing Press!
Turn 263, 1238 AD: Shankara has been born in Alexandria!
Turn 263, 1238 AD: Albert Einstein has been born in Cuzco!

Turn 264, 1244 AD: You have discovered Engineering!
Turn 264, 1244 AD: You have constructed a Observatory in Moscow. Work has now begun on a Longbowman.

Turn 265, 1250 AD: You have trained a Longbowman in Moscow. Work has now begun on a Christian Monastery.
Turn 265, 1250 AD: You have trained a Settler in Yaroslavl'. Work has now begun on a Catapult.

Turn 266, 1256 AD: You have trained a Catapult in Yaroslavl'. Work has now begun on a Longbowman.
Turn 266, 1256 AD: You have constructed a Library in Neapolis. Work has now begun on a Lighthouse.
Turn 266, 1256 AD: Pytheas has been born in Kyoto!

Turn 267, 1262 AD: The Real Ms. Beyond's Catapult (5.00) vs Julius Caesar's Longbowman (11.70)
Turn 267, 1262 AD: Combat Odds: 0.2%
Turn 267, 1262 AD: (Fortify: +25%)
Turn 267, 1262 AD: (City Defense: +70%)
Turn 267, 1262 AD: The Real Ms. Beyond's Catapult is hit for 30 (70/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 13 (87/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 13 (74/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Catapult is hit for 30 (40/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 13 (61/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 13 (48/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Catapult is hit for 30 (10/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Catapult is hit for 30 (0/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman has defeated The Real Ms. Beyond's Catapult!
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) (8.00) vs Julius Caesar's Longbowman (5.13)
Turn 267, 1262 AD: Combat Odds: 93.5%
Turn 267, 1262 AD: (Fortify: +25%)
Turn 267, 1262 AD: (City Defense: +45%)
Turn 267, 1262 AD: (City Attack: -75%)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) is hit for 16 (84/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) is hit for 16 (68/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) is hit for 16 (52/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) is hit for 16 (36/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) is hit for 16 (20/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) is hit for 16 (4/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 24 (66/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) is hit for 16 (0/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman has defeated The Real Ms. Beyond's 1st Wave (Maceman)!
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman (8.00) vs Julius Caesar's Longbowman (7.02)
Turn 267, 1262 AD: Combat Odds: 64.2%
Turn 267, 1262 AD: (Fortify: +5%)
Turn 267, 1262 AD: (City Defense: +45%)
Turn 267, 1262 AD: (City Attack: -20%)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 20 (70/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 20 (50/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 19 (81/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 20 (30/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 19 (62/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 20 (10/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 19 (43/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 19 (24/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 19 (5/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 19 (0/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman has defeated The Real Ms. Beyond's Maceman!
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman (8.00) vs Julius Caesar's Longbowman (6.75)
Turn 267, 1262 AD: Combat Odds: 66.7%
Turn 267, 1262 AD: (City Defense: +45%)
Turn 267, 1262 AD: (City Attack: -20%)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 18 (82/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 18 (64/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 21 (69/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 18 (46/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 18 (28/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 18 (10/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 18 (0/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman has defeated The Real Ms. Beyond's Maceman!
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman (8.00) vs Julius Caesar's Longbowman (4.95)
Turn 267, 1262 AD: Combat Odds: 94.4%
Turn 267, 1262 AD: (Fortify: +25%)
Turn 267, 1262 AD: (City Defense: +45%)
Turn 267, 1262 AD: (City Attack: -45%)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 17 (83/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 22 (44/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 17 (66/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 17 (49/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 22 (22/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 22 (0/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman has defeated Julius Caesar's Longbowman!
Turn 267, 1262 AD: The Real Ms. Beyond's 1st wave (Maceman) (8.80) vs Julius Caesar's Longbowman (5.17)
Turn 267, 1262 AD: Combat Odds: 97.7%
Turn 267, 1262 AD: (Extra Combat: -10%)
Turn 267, 1262 AD: (City Defense: +45%)
Turn 267, 1262 AD: (City Attack: -20%)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 23 (46/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 23 (23/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 23 (0/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st wave (Maceman) has defeated Julius Caesar's Longbowman!
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) (8.80) vs Julius Caesar's Longbowman (5.61)
Turn 267, 1262 AD: Combat Odds: 93.9%
Turn 267, 1262 AD: (Extra Combat: -10%)
Turn 267, 1262 AD: (Fortify: +25%)
Turn 267, 1262 AD: (City Defense: +70%)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 20 (28/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 20 (8/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) is hit for 19 (81/100HP)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 20 (0/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Maceman) has defeated Julius Caesar's Longbowman!
Turn 267, 1262 AD: The Real Ms. Beyond's Catapult (5.00) vs Julius Caesar's Spearman (4.40)
Turn 267, 1262 AD: Combat Odds: 69.7%
Turn 267, 1262 AD: (Fortify: +25%)
Turn 267, 1262 AD: Julius Caesar's Spearman is hit for 20 (68/100HP)
Turn 267, 1262 AD: Julius Caesar's Spearman is hit for 20 (48/100HP)
Turn 267, 1262 AD: Julius Caesar's Spearman is hit for 20 (28/100HP)
Turn 267, 1262 AD: Julius Caesar's Spearman is hit for 20 (8/100HP)
Turn 267, 1262 AD: Julius Caesar's Spearman is hit for 20 (0/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Catapult has defeated Julius Caesar's Spearman!
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Catapult) (5.00) vs Julius Caesar's Longbowman (0.63)
Turn 267, 1262 AD: Combat Odds: 100.0%
Turn 267, 1262 AD: (Fortify: +5%)
Turn 267, 1262 AD: (City Defense: +45%)
Turn 267, 1262 AD: (City Attack: -45%)
Turn 267, 1262 AD: Julius Caesar's Longbowman is hit for 23 (0/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st Wave (Catapult) has defeated Julius Caesar's Longbowman!
Turn 267, 1262 AD: You have captured Cumae!!!
Turn 267, 1262 AD: The Real Ms. Beyond's 1st wave (Maceman) (9.60) vs Julius Caesar's Maceman (8.00)
Turn 267, 1262 AD: Combat Odds: 72.8%
Turn 267, 1262 AD: (Extra Combat: -20%)
Turn 267, 1262 AD: (Fortify: +25%)
Turn 267, 1262 AD: (Combat: -75%)
Turn 267, 1262 AD: (Combat: +50%)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st wave (Maceman) is hit for 18 (82/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st wave (Maceman) is hit for 18 (64/100HP)
Turn 267, 1262 AD: Julius Caesar's Maceman is hit for 21 (79/100HP)
Turn 267, 1262 AD: Julius Caesar's Maceman is hit for 21 (58/100HP)
Turn 267, 1262 AD: Julius Caesar's Maceman is hit for 21 (37/100HP)
Turn 267, 1262 AD: Julius Caesar's Maceman is hit for 21 (16/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st wave (Maceman) is hit for 18 (46/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st wave (Maceman) is hit for 18 (28/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st wave (Maceman) is hit for 18 (10/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's 1st wave (Maceman) is hit for 18 (0/100HP)
Turn 267, 1262 AD: Julius Caesar's Maceman has defeated The Real Ms. Beyond's 1st wave (Maceman)!
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman (8.00) vs Julius Caesar's Maceman (1.60)
Turn 267, 1262 AD: Combat Odds: 100.0%
Turn 267, 1262 AD: (Fortify: +25%)
Turn 267, 1262 AD: (Combat: -50%)
Turn 267, 1262 AD: (Combat: +50%)
Turn 267, 1262 AD: Julius Caesar's Maceman is hit for 23 (0/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman has defeated Julius Caesar's Maceman!
Turn 267, 1262 AD: You have trained a Longbowman in Yaroslavl'. Work has now begun on a Catapult.
Turn 267, 1262 AD: Julius Caesar's Maceman (8.00) vs The Real Ms. Beyond's Maceman (8.80)
Turn 267, 1262 AD: Combat Odds: 31.9%
Turn 267, 1262 AD: (Extra Combat: +10%)
Turn 267, 1262 AD: (Combat: -50%)
Turn 267, 1262 AD: (Combat: +50%)
Turn 267, 1262 AD: Julius Caesar's Maceman is hit for 20 (80/100HP)
Turn 267, 1262 AD: Julius Caesar's Maceman is hit for 20 (60/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 19 (81/100HP)
Turn 267, 1262 AD: Julius Caesar's Maceman is hit for 20 (40/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman is hit for 19 (62/100HP)
Turn 267, 1262 AD: Julius Caesar's Maceman is hit for 20 (20/100HP)
Turn 267, 1262 AD: Julius Caesar's Maceman is hit for 20 (0/100HP)
Turn 267, 1262 AD: The Real Ms. Beyond's Maceman has defeated Julius Caesar's Maceman!
Turn 267, 1262 AD: Werner Heisenberg has been born in Madras!

Turn 268, 1268 AD: You have trained a Maceman in Novgorod. Work has now begun on a Longbowman.
Turn 268, 1268 AD: The borders of Rome have expanded!
Turn 268, 1268 AD: Gandhi's Golden Age has begun!!!
Turn 268, 1268 AD: Enrico Fermi has been born in Athens!

Turn 269, 1274 AD: You have made peace with Isabella!
Turn 269, 1274 AD: The villagers are hostile!
Turn 269, 1274 AD: Wilhelm Schickard has been born in Moscow!
Turn 269, 1274 AD: Isabella adopts Organized Religion!
Turn 269, 1274 AD: Washington's Golden Age has ended...
Turn 269, 1274 AD: Barbarian's Warrior (2.00) vs The Real Ms. Beyond's Longbowman (6.00)
Turn 269, 1274 AD: Combat Odds: 0.0%
Turn 269, 1274 AD: Barbarian's Warrior is hit for 33 (67/100HP)
Turn 269, 1274 AD: Barbarian's Warrior is hit for 33 (34/100HP)
Turn 269, 1274 AD: The Real Ms. Beyond's Longbowman is hit for 12 (88/100HP)
Turn 269, 1274 AD: Barbarian's Warrior is hit for 33 (1/100HP)
Turn 269, 1274 AD: Barbarian's Warrior is hit for 33 (0/100HP)
Turn 269, 1274 AD: The Real Ms. Beyond's Longbowman has defeated Barbarian's Warrior!
Turn 269, 1274 AD: Barbarian's Warrior (2.00) vs The Real Ms. Beyond's Longbowman (5.28)
Turn 269, 1274 AD: Combat Odds: 0.1%
Turn 269, 1274 AD: Barbarian's Warrior is hit for 32 (68/100HP)
Turn 269, 1274 AD: Barbarian's Warrior is hit for 32 (36/100HP)
Turn 269, 1274 AD: Barbarian's Warrior is hit for 32 (4/100HP)
Turn 269, 1274 AD: Barbarian's Warrior is hit for 32 (0/100HP)
Turn 269, 1274 AD: The Real Ms. Beyond's Longbowman has defeated Barbarian's Warrior!

Turn 270, 1280 AD: The Real Ms. Beyond's Longbowman (5.64) vs Barbarian's Warrior (2.00)
Turn 270, 1280 AD: Combat Odds: 100.0%
Turn 270, 1280 AD: Barbarian's Warrior is hit for 32 (68/100HP)
Turn 270, 1280 AD: Barbarian's Warrior is hit for 32 (36/100HP)
Turn 270, 1280 AD: Barbarian's Warrior is hit for 32 (4/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's Longbowman is hit for 12 (82/100HP)
Turn 270, 1280 AD: Barbarian's Warrior is hit for 32 (0/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's Longbowman has defeated Barbarian's Warrior!
Turn 270, 1280 AD: The Real Ms. Beyond's 1st wave (Maceman) (8.80) vs Julius Caesar's Longbowman (6.30)
Turn 270, 1280 AD: Combat Odds: 84.5%
Turn 270, 1280 AD: (Extra Combat: -10%)
Turn 270, 1280 AD: (Fortify: +25%)
Turn 270, 1280 AD: (City Defense: +25%)
Turn 270, 1280 AD: (City Attack: -20%)
Turn 270, 1280 AD: (Combat: -25%)
Turn 270, 1280 AD: The Real Ms. Beyond's 1st wave (Maceman) is hit for 16 (84/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman is hit for 23 (77/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman is hit for 23 (54/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's 1st wave (Maceman) is hit for 16 (68/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman is hit for 23 (31/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman is hit for 23 (8/100HP)
Turn 270, 1280 AD: Julius Caesar's Longbowman is hit for 23 (0/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's 1st wave (Maceman) has defeated Julius Caesar's Longbowman!
Turn 270, 1280 AD: The Real Ms. Beyond's Maceman (8.00) vs Julius Caesar's Horse Archer (5.45)
Turn 270, 1280 AD: Combat Odds: 89.3%
Turn 270, 1280 AD: (Extra Combat: +10%)
Turn 270, 1280 AD: (City Attack: -45%)
Turn 270, 1280 AD: (Combat: +25%)
Turn 270, 1280 AD: Julius Caesar's Horse Archer is hit for 24 (76/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's Maceman is hit for 16 (84/100HP)
Turn 270, 1280 AD: Julius Caesar's Horse Archer is hit for 24 (52/100HP)
Turn 270, 1280 AD: Julius Caesar's Horse Archer is hit for 24 (28/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's Maceman is hit for 16 (68/100HP)
Turn 270, 1280 AD: Julius Caesar's Horse Archer is hit for 24 (4/100HP)
Turn 270, 1280 AD: Julius Caesar's Horse Archer is hit for 24 (0/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's Maceman has defeated Julius Caesar's Horse Archer!
Turn 270, 1280 AD: The Real Ms. Beyond's Maceman (8.00) vs Julius Caesar's Archer (3.15)
Turn 270, 1280 AD: Combat Odds: 99.8%
Turn 270, 1280 AD: (City Defense: +50%)
Turn 270, 1280 AD: (City Attack: -45%)
Turn 270, 1280 AD: Julius Caesar's Archer is hit for 31 (69/100HP)
Turn 270, 1280 AD: Julius Caesar's Archer is hit for 31 (38/100HP)
Turn 270, 1280 AD: Julius Caesar's Archer is hit for 31 (7/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's Maceman is hit for 12 (88/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's Maceman is hit for 12 (76/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's Maceman is hit for 12 (64/100HP)
Turn 270, 1280 AD: Julius Caesar's Archer is hit for 31 (0/100HP)
Turn 270, 1280 AD: The Real Ms. Beyond's Maceman has defeated Julius Caesar's Archer!
Turn 270, 1280 AD: You have captured Pisae!!!
Turn 270, 1280 AD: You have made peace with Julius Caesar!
Turn 270, 1280 AD: You have discovered Drama!
Turn 270, 1280 AD: You have discovered Theology!
Turn 270, 1280 AD: Rosalind Franklin has been born in Berlin!

Turn 271, 1286 AD: Yekaterinburg has been founded.
Turn 271, 1286 AD: You have trained a Longbowman in Yaroslavl'. Work has now begun on a Catapult.

Turn 272, 1292 AD: You have constructed a Christian Monastery in Moscow. Work has now begun on a Theatre.
Turn 272, 1292 AD: You have trained a Catapult in Rostov. Work has now begun on a Theatre.
Turn 272, 1292 AD: You have constructed a Forge in Antium. Work has now begun on a Lighthouse.
Turn 272, 1292 AD: Zhou has been captured by the Incan Empire!!!

Turn 273, 1298 AD: You have trained a Longbowman in Novgorod. Work has now begun on a Theatre.
Turn 273, 1298 AD: Buddhism has spread in Rome.
Turn 273, 1298 AD: You have constructed a Lighthouse in Neapolis. Work has now begun on a Granary.
Turn 273, 1298 AD: Judaism has spread in Neapolis.

Turn 274, 1304 AD: You have discovered Nationalism!
Turn 274, 1304 AD: The borders of Neapolis have expanded!
Turn 274, 1304 AD: You have constructed a Granary in Neapolis. Work has now begun on a Theatre.
Turn 274, 1304 AD: Frederick adopts Vassalage!
Turn 274, 1304 AD: Frederick adopts Serfdom!
Turn 274, 1304 AD: Huayna Capac adopts Bureaucracy!
Turn 274, 1304 AD: Montezuma adopts Vassalage!

Turn 275, 1310 AD: You have constructed a Jewish Temple in St. Petersburg. Work has now begun on a Theatre.

Turn 276, 1316 AD: You have constructed a Theatre in Yaroslavl'. Work has now begun on a Horse Archer.
Turn 276, 1316 AD: You have constructed a University in Rome. Work has now begun on a Courthouse.
Turn 276, 1316 AD: You have constructed a Lighthouse in Pisae. Work has now begun on a Granary.

Turn 277, 1322 AD: The borders of Antium have expanded!
Turn 277, 1322 AD: Cyrus adopts Bureaucracy!
Turn 277, 1322 AD: Gandhi's Golden Age has ended...
Turn 277, 1322 AD: Louis XIV adopts Theocracy!

Turn 278, 1328 AD: St. Petersburg has grown to size 6
Turn 278, 1328 AD: You have constructed a Observatory in St. Petersburg. Work has now begun on a Theatre.
Turn 278, 1328 AD: Tokugawa adopts Theocracy!
Turn 278, 1328 AD: Mao Zedong adopts Vassalage!
Turn 278, 1328 AD: Mao Zedong adopts Theocracy!

Turn 279, 1334 AD: Saladin has 50 gold available for trade
Turn 279, 1334 AD: St. Petersburg has grown to size 7
Turn 279, 1334 AD: Rostov will grow to size 12 on the next turn
Turn 279, 1334 AD: Taoism has spread in Yekaterinburg.
Turn 279, 1334 AD: Victoria adopts Organized Religion!
Turn 279, 1334 AD: Kobo-Daishi has been born in Washington!

Turn 280, 1340 AD: Louis XIV has 460 gold available for trade
Turn 280, 1340 AD: Mao Zedong has 6 gold per turn available for trade
Turn 280, 1340 AD: Deal Canceled: Peace Treaty (10 Turns) to Julius Caesar for Peace Treaty (10 Turns)
Turn 280, 1340 AD: Novgorod has grown to size 11
Turn 280, 1340 AD: Rostov has grown to size 12
Turn 280, 1340 AD: You have trained a Horse Archer in Yaroslavl'. Work has now begun on a Pikeman.
Turn 280, 1340 AD: Rome has grown to size 6
Turn 280, 1340 AD: You have constructed a Courthouse in Rome. Work has now begun on a Market.
Turn 280, 1340 AD: The borders of Yekaterinburg have expanded!

Turn 281, 1346 AD: St. Petersburg will grow to size 8 on the next turn
Turn 281, 1346 AD: You have constructed a University in Neapolis. Work has now begun on a Theatre.
Turn 281, 1346 AD: Zhang Qian has been born in London!
 
I have more thoughts, but for now I'm going to write some stuff about our cities.

Moscow: is far below its happy cap and has a lot of tiles it's not working. We need to grow it as much as possible. Don't whip it unless it's an emergency. It's finished all its infrastructure so it can and should stay on military.

St. Petersburg: needs to strike a balance between growth, science/great person output, building Oxford, and whipping infrastructure, while not stacking unmanageable unhappiness, to boost its happy cap.

Rostov: doesn't have much production and is one of our key science cities. I think we shouldn't whip it and should keep it building commerce infrastructure.

Novgorod: produces a lot of commerce, but also a lot of production. I snuck in some infrastructure, but we may need it to build military if we go to war with Mao.

Yaroslavl': needs to remain on military for now, as it has no commerce infrastructure. Workshops suck unbelievably at this point in time, enough so I'd almost rather have put cottages there, but maybe they'll be useful later.

Arretium: This city is a junk fishing village, but has some production and a grassland I irrigated. I'd probably just have it build commerce infrastructure while growing.

Neapolis: is specialized as a commerce city/fishing village. I whipped in a library and a university to build Oxford and help push back the Indian culture. It's working on a theater for the same reason.

Rome: has an academy and several mature cottages, so should stay on commerce. I have it building a market for that reason, and I whipped in a library and university for the same.

Antium: has three hills and grasslands copper, so I respecialized as a production city by farming over hamlets. It should get essential infrastructure and a barracks, then probably start building units.

Cumae: has mature cottages, silk, and an academy but no food. I don't know what to do with this city. It can be a decent commerce city/fishing village, but it needs food for that. Maybe we should farm over the silk, or give it a farm from Antium, or both?

Pisae: is a junk fishing village. I wouldn't even have taken it if it wasn't on the main Roman island and had marble. It has no food and never will. We should give it a granary and a lighthouse, then have it start work on a courthouse while growing ad infinitum.

About the Roman territories in general: I think we should consider farming or cottaging over some of the silks. Silk is a terrible commerce resource, giving only +3 from the plantation; cottages have a much better long-run return, and farms could help some of the food-poor cities grow. We don't need the silks for trade (no one has resources they're willing to trade us, anyways), so why not put them to better use?

We should also look at overlapping tile allocation on the Roman continent: I didn't do much adjustment because most of those tiles weren't being worked due to whipping anyways, but moving the tiles around between cities might help get food to appropriate places and commerce to cities with improvements.

Yekaterinburg: is a commerce city. It needs a workboat, a granary, a workboat, and a lighthouse whipped in that order, then should whip and build commerce infrastructure.

In general, don't forget that cities with excess food can add scientists and engineers, particularly if they're near the happy cap. I was focused on whipping the Roman cities down to size, so I wasn't running many scientists there, but in the future we probably want some in the high-food cities.
 
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