SGOTM 04 - Geezers

Playing now... this is really tense!

Gandhi apparently likes Sam but this time he waited too long to land for Sam to take care of it all for me! :)

I got a lot of mixed opinions this time so hopefully as I go along I won't pick the wrong combos. :)
 
0) Turn 220 - 800 AD

Moved Great General to Nidaros. Even if we don't use him at least he's safer over there. I will most likely make him an instructor next turn since he's worth 3:science: per turn as long as we are running Rep.

Moved axe on El-Dorado N goldmine to the SW goldmine and fortified. Promoted warrior to axe. Moved one spear into city and fortified. Moved other spear to join sword and will move toward HGems if it looks worth it after seening what happens IBT or will work on defenses around El Dorado if HGems situation still looks hopeless.

El Dorado - Change settler (9) to archer (6). City will grow next turn and not even be unhappy - depending on situation I'll either rush unit or start another. Only going to make the one archer but for THIS city since it is on a hill and it is a cheaper, quicker build I think it makes sense. We can leave him an archer but then buy a quick promotion to longbow if we are threatened in the future.

Thought about withdrawing the troops and letting him just take the city but agree that we have a much better chance to hurt him on the defense. Three fortified units vs 4 attacking... if we are REALLY lucky we may keep city but at worst we should kill at least one of his units.

Hannibul only has 40 gold and he won't give it to us. He won't give us any techs either.

I know opinion was divided on this but going for peace with Khan. We lost a lot of unhappiness but it will be back when we declare again.

SO scared to hit end turn here. I hate to see what those elephants do!

IBT: HaithaGems razed with no loses to Gandhi. He didn't even take much damage. :(

Sword: 1.2/6
Elephants: 2.9/8, 6.4/8, 8/8 This is trouble. :(

1) Turn 221 - 815 AD

It seems like El Dorado is his most likely target so pulling the troops in to defend the mines and the city. If I could get there in time I'd try to take out the injured but he'd be healed by the time I can get there.

Axeman took out barb spear on New Sarai corn.

Great General is now an instructor at Nidaros which took one turn off of research.
Great Engineer lightbulbs machinery. We can now build berserkers as soon as we finish CS.

Can trade corn and gold to Hannibal for Fur and 7gpt. Don't really think this is a great deal so don't make it. Could also trade corn or gold for the fur but we don't need happy right now. Might be a good trade right before we redeclare to help with war weariness.

Change research to 60% which is -4gpt. Civil Service due in 13.

Nidaros build changed from market (5) to axeman (3).
Yayoi build changed from trireme (7) to spearman (13). Plan to rush this later to get back to trireme before we start losing hammers to decay.

We are really hurting for defensive units in the north. The army in the south is healing atm and will start toward Ning as soon as it is healed.

IBT: Gandhi 3 elephants start moving toward El Dorado. Was hoping he'd sit longer to heal before moving. Swordsman is apparently healing.

2) Turn 222 - 830 AD

Uppsala finishes swordman and starts axeman for city garrison. It only has a spearman (and the new swordsman) in it now. New sword starts moving south to join army.

IBT: One elephant moved to corn. The two damaged elephants moved back to the sword (old HGems site).
We'll lose the corn but with the extra time I'm a lot more confident that we'll keep the city and the mines.

3) Turn 223 - 845 AD

Iron Sheep: Market --> Spearman (9)
El Dorado: Archer --> Spearman (3)

Had planned to start moving army toward Ning but several are still damaged so wait another turn for healing. Change my mind and start moving the healed units with the cats so that we can start bombard right away and the rest catch up for next turn. Unit supply starts costing us again (I'd moved them all into city to heal to save money and because units heal faster in own territory).

Barbarian axe bugging Hannibal's city down south. Barbarians will be a problem again with all that open territory. Need to keep some troops in New Sarai to keep those developed villages from being pillaged.

IBT: Elephant pillages El Dorado corn. Other 3 units still healing on old city site. Random thought - maybe we should settle it one east of where it was - that would mean he'd have to attack across river next time and would still get us the good tiles.

Hannibal has Engineering now but isn't willing to trade it. I ask him to friendship gift us CS every turn but so far no good. I don't expect it but I've been shocked in the past so can't hurt to try. :)

4) Turn 224 - 860 AD

Nidaros axeman finishes and build goes back to previously started market. Due to the extra xp building here I slot in one more axeman so now Axe (3) Market (6). Room for one more unit before decay on market. Unless troops needed desperately I'll finish market next so that we are all set to build UU there when research finishes.

Move the newly completed Nidaros axe toward El Dorado. Will leave the next one as garrison.

El Dorado isn't growing anymore due to losing the corn. Other then moving off of gold mines, there is no way to change this.

IBT: Gandhi elephant stays on corn to pillage road. Rest still healing although a second elephant is now at full health.

5) Turn 225 - 875 AD

Chariot moved to fog bust west side of New Sarai.

New Sarai out of revolt this turn. Courthouse in... 44! I change it to grow faster (15) and that pushes courthouse out even further to 59 turns but I'm thinking we'll whip it after growth. We finally have a city with a religion if we want to use it for culture. In 15 turns this city will pick up two villages which will help quite a bit.

Sell corn to Hannibal for 6gpt which brings us to +1gpt at 60% science. Unit support is only 15 gpt atm but since every city except New Sarai has a unit in production this will be getting higher.

6) Turn 226 - 890 AD

Uppsala: Axeman --> Forge (17)

Elephant at El Dorado moved to hill just south of city I think headed for our village. Spearman had 67% chance so risked it and attacked and lost. Second spearman had 99.9% chance and killed won. So we traded one spear for one elephant which I'm happy with. The rest of his stack is still sitting on old HGem site.

El Dorado slots in another spearman however we'll need to go back to settler soon if not to decay. Wish that stack would come attack El Dorado so we could get rid of it. I don't dare take the army to it. It is healing really slowly which I don't understand since it is in neutral territory. Stack is now: Elephant 8/8, Elephant 4.5/8, Swordsman 3.6/6. Wish now I'd taken units over right away to try to mop up. Apparently only one promoted (which is why it is healed) and it took... 25% vs siege engines???

7) Turn 227 - 905 AD

IBT: Oddly, the injured elephant (5.3/8) moves toward El Dorado leaving the other two behind. Maybe that injured spear was too much temptation to resist. Spear is too injured to attack so retreats back into city to heal. Hopefully phant will keep coming!

Advance southern Ning-hsia army runs into a barbarian archer. One of the cats needs 1 point to promote and has 94.8% chance to win so go for the promotion... and... wins! It was the bombard cat not the city raider cat so being hurt shouldn't matter.

Nidaros: Axeman --> finishing market (5)

Barbarian culture south of New Sarai and east of Hannibal's Thapsus.

8) Turn 228 - 920 AD

Hannibal has theology now. He still won't trade engineering but would give us any of feudalim, theology, civil service, or optics if we had anything he wanted to trade.

Axeman promoted with formation (25% vs mounted) takes out the wounded elephant. Gandhi is down to one elephant one sword now which are still back at HGems site.

Moved chariot to scout barb city and it is in a decent spot. We will probably want to grab this after Ning-hsia if Hannibal doesn't get it first. Atm has 3 archers in it - if my army was still in New Sarai I'd try to grab it now but they are almost to Ning atm.

9) Turn 229 - 935 AD

Hannibal offers fish for gold but I pass.

El Dorado finishes spear and is back to settler. Not sure this is what we want but letting it go because we will need it sometime soon and I don't want to lose hammers to decay. City wasn't growing anyway and won't until we can get the corn hooked up so at least we aren't losing growth. It can be rushed in 2 as well but leaving this for Mark to decide what to do with it 'cause I really don't know what is best here.

Khan has a catapult protecting two workers which are building a road on his iron. It is still outside his culture so no mine. Was putting the troops on the forest next to the mine but move the stack so that he doesn't catapult us when we declare. Unfortunately we can't see into his city from outside borders so no way to know what is in there. There are nine troops there - 5 swords, 3 cats and 1 medic spear so hopefully that is enough. I moved the entire army except for one spear and one axe which stayed to city garrison and it never occured to me until now that it might not be enough but with him most likely having longbows in there now I'm worried.

MM Nidaros to grow faster and finish market one turn later - it will finish the same turn we get CS so Nidaros can go straight to building berserkers.

Taking a look at the power chart, Gandhi's power has steadily risen so we can probably expect another landing before too long. I think we have enough army up north to be safe now although I'll feel better when we have some berserkers to back up the others.

Tried to make a demand from Khan in hopes he'd declare next turn on us so we'd save faction with Hannibal but apparently you can't demand during peace treaty. Might be worth trying next turn as he has 110 gold but will leave that to Mark to decide. I don't do this very often so not sure if there are issues with doing this I don't know about.

Um... Hannibal has enough on his hands right now... he's pleased and I don't really think he's after us but interesting to note.

Moved worker to road toward corn and to hopefully tempt another elephant over to be killed. :)

10) Turn 230 - 950 AD

It worked... elephant came after the worker but unfortunately the sword came with it this time. Worker retreating into city. Without the road we can't attack this turn but can hopefully finish them off next turn. If we are really lucky they will split to pillage and you can pick them off easily.

The Save: http://gotm.civfanatics.net/saves/civ4sgotm4/Geezers_SG004_AD0950_01.CivWarlordsSave

Here is your Session Turn Log from 800 AD to 950 AD:

Spoiler :
Turn 220, 800 AD: Geezers's Catapult (5.00) vs Genghis Khan's Longbowman (8.56)
Turn 220, 800 AD: Combat Odds: 4.6%
Turn 220, 800 AD: (Plot Defense: +2%)
Turn 220, 800 AD: (Fortify: +25%)
Turn 220, 800 AD: (City Defense: +100%)
Turn 220, 800 AD: (City Attack: -20%)
Turn 220, 800 AD: Geezers's Catapult is hit for 28 (72/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 13 (56/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 13 (43/100HP)
Turn 220, 800 AD: Geezers's Catapult is hit for 28 (44/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 13 (30/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 13 (17/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 13 (4/100HP)
Turn 220, 800 AD: Geezers's Catapult is hit for 28 (16/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 13 (0/100HP)
Turn 220, 800 AD: Geezers's Catapult has defeated Genghis Khan's Longbowman!
Turn 220, 800 AD: Geezers's Swordsman (6.60) vs Genghis Khan's Longbowman (5.34)
Turn 220, 800 AD: Combat Odds: 79.7%
Turn 220, 800 AD: (Extra Combat: -10%)
Turn 220, 800 AD: (Plot Defense: +2%)
Turn 220, 800 AD: (Fortify: +25%)
Turn 220, 800 AD: (City Defense: +25%)
Turn 220, 800 AD: (City Attack: -30%)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 20 (53/100HP)
Turn 220, 800 AD: Geezers's Swordsman is hit for 19 (81/100HP)
Turn 220, 800 AD: Geezers's Swordsman is hit for 19 (62/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 20 (33/100HP)
Turn 220, 800 AD: Geezers's Swordsman is hit for 19 (43/100HP)
Turn 220, 800 AD: Geezers's Swordsman is hit for 19 (24/100HP)
Turn 220, 800 AD: Geezers's Swordsman is hit for 19 (5/100HP)
Turn 220, 800 AD: Geezers's Swordsman is hit for 19 (0/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman has defeated Geezers's Swordsman!
Turn 220, 800 AD: Geezers's Swordsman (6.60) vs Genghis Khan's Longbowman (3.93)
Turn 220, 800 AD: Combat Odds: 95.1%
Turn 220, 800 AD: (Extra Combat: -10%)
Turn 220, 800 AD: (Plot Defense: +2%)
Turn 220, 800 AD: (Fortify: +25%)
Turn 220, 800 AD: (City Defense: +45%)
Turn 220, 800 AD: (City Attack: -55%)
Turn 220, 800 AD: Geezers's Swordsman is hit for 18 (82/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 21 (35/100HP)
Turn 220, 800 AD: Geezers's Swordsman is hit for 18 (64/100HP)
Turn 220, 800 AD: Geezers's Swordsman is hit for 18 (46/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 21 (14/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 21 (0/100HP)
Turn 220, 800 AD: Geezers's Swordsman has defeated Genghis Khan's Longbowman!
Turn 220, 800 AD: Geezers's Swordsman (5.28) vs Genghis Khan's Catapult (3.03)
Turn 220, 800 AD: Combat Odds: 93.6%
Turn 220, 800 AD: (Extra Combat: -10%)
Turn 220, 800 AD: (Extra Combat: +20%)
Turn 220, 800 AD: (City Attack: -85%)
Turn 220, 800 AD: Geezers's Swordsman is hit for 14 (66/100HP)
Turn 220, 800 AD: Geezers's Swordsman is hit for 14 (52/100HP)
Turn 220, 800 AD: Genghis Khan's Catapult is hit for 27 (73/100HP)
Turn 220, 800 AD: Genghis Khan's Catapult is hit for 27 (46/100HP)
Turn 220, 800 AD: Geezers's Swordsman is hit for 14 (38/100HP)
Turn 220, 800 AD: Genghis Khan's Catapult is hit for 27 (19/100HP)
Turn 220, 800 AD: Genghis Khan's Catapult is hit for 27 (0/100HP)
Turn 220, 800 AD: Geezers's Swordsman has defeated Genghis Khan's Catapult!
Turn 220, 800 AD: Geezers's Axeman (2.97) vs Genghis Khan's Longbowman (2.51)
Turn 220, 800 AD: Combat Odds: 66.3%
Turn 220, 800 AD: (Extra Combat: -10%)
Turn 220, 800 AD: (Plot Defense: +2%)
Turn 220, 800 AD: (Fortify: +25%)
Turn 220, 800 AD: (City Defense: +25%)
Turn 220, 800 AD: (Combat: -25%)
Turn 220, 800 AD: Geezers's Axeman is hit for 21 (33/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 21 (12/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 21 (0/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman has defeated Geezers's Axeman!
Turn 220, 800 AD: Geezers's Axeman (3.68) vs Genghis Khan's Longbowman (2.11)
Turn 220, 800 AD: Combat Odds: 90.9%
Turn 220, 800 AD: (Extra Combat: -10%)
Turn 220, 800 AD: (Plot Defense: +2%)
Turn 220, 800 AD: (Fortify: +25%)
Turn 220, 800 AD: (City Defense: +25%)
Turn 220, 800 AD: (City Attack: -20%)
Turn 220, 800 AD: (Combat: -25%)
Turn 220, 800 AD: Geezers's Axeman is hit for 19 (48/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 19 (29/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 19 (10/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 19 (0/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman has defeated Geezers's Axeman!
Turn 220, 800 AD: Geezers's Spearman (4.40) vs Genghis Khan's Longbowman (3.00)
Turn 220, 800 AD: Combat Odds: 93.7%
Turn 220, 800 AD: (Extra Combat: -10%)
Turn 220, 800 AD: (Plot Defense: +2%)
Turn 220, 800 AD: (Fortify: +25%)
Turn 220, 800 AD: (City Defense: +25%)
Turn 220, 800 AD: Geezers's Spearman is hit for 23 (77/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 17 (16/100HP)
Turn 220, 800 AD: Genghis Khan's Longbowman is hit for 17 (0/100HP)
Turn 220, 800 AD: Geezers's Spearman has defeated Genghis Khan's Longbowman!
Turn 220, 800 AD: You have captured New Sarai!!!
Turn 220, 800 AD: You have made peace with Genghis Khan!
Turn 220, 800 AD: You have discovered Meditation!
Turn 220, 800 AD: You have discovered Monotheism!
Turn 220, 800 AD: You have discovered Horseback Riding!
Turn 220, 800 AD: Gandhi's War Elephant (9.60) vs Geezers's Spearman (9.80)
Turn 220, 800 AD: Combat Odds: 36.5%
Turn 220, 800 AD: (Extra Combat: -20%)
Turn 220, 800 AD: (Extra Combat: +20%)
Turn 220, 800 AD: (Fortify: +25%)
Turn 220, 800 AD: (Combat: +100%)
Turn 220, 800 AD: Geezers's Spearman is hit for 19 (81/100HP)
Turn 220, 800 AD: Geezers's Spearman is hit for 19 (62/100HP)
Turn 220, 800 AD: Geezers's Spearman is hit for 19 (43/100HP)
Turn 220, 800 AD: Gandhi's War Elephant is hit for 20 (80/100HP)
Turn 220, 800 AD: Geezers's Spearman is hit for 19 (24/100HP)
Turn 220, 800 AD: Geezers's Spearman is hit for 19 (5/100HP)
Turn 220, 800 AD: Geezers's Spearman is hit for 19 (0/100HP)
Turn 220, 800 AD: Gandhi's War Elephant has defeated Geezers's Spearman!
Turn 220, 800 AD: Gandhi's War Elephant (9.60) vs Geezers's Axeman (6.75)
Turn 220, 800 AD: Combat Odds: 88.5%
Turn 220, 800 AD: (Extra Combat: -20%)
Turn 220, 800 AD: (Extra Combat: +10%)
Turn 220, 800 AD: (Fortify: +25%)
Turn 220, 800 AD: Geezers's Axeman is hit for 23 (77/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 23 (54/100HP)
Turn 220, 800 AD: Gandhi's War Elephant is hit for 16 (84/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 23 (31/100HP)
Turn 220, 800 AD: Gandhi's War Elephant is hit for 16 (68/100HP)
Turn 220, 800 AD: Gandhi's War Elephant is hit for 16 (52/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 23 (8/100HP)
Turn 220, 800 AD: Gandhi's War Elephant is hit for 16 (36/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 23 (0/100HP)
Turn 220, 800 AD: Gandhi's War Elephant has defeated Geezers's Axeman!
Turn 220, 800 AD: Gandhi's Swordsman (6.00) vs Geezers's Axeman (6.50)
Turn 220, 800 AD: Combat Odds: 32.9%
Turn 220, 800 AD: (Extra Combat: +10%)
Turn 220, 800 AD: (City Attack: -55%)
Turn 220, 800 AD: (Combat: +75%)
Turn 220, 800 AD: Geezers's Axeman is hit for 19 (81/100HP)
Turn 220, 800 AD: Gandhi's Swordsman is hit for 20 (80/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 19 (62/100HP)
Turn 220, 800 AD: Gandhi's Swordsman is hit for 20 (60/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 19 (43/100HP)
Turn 220, 800 AD: Gandhi's Swordsman is hit for 20 (40/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 19 (24/100HP)
Turn 220, 800 AD: Gandhi's Swordsman is hit for 20 (20/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 19 (5/100HP)
Turn 220, 800 AD: Geezers's Axeman is hit for 19 (0/100HP)
Turn 220, 800 AD: Gandhi's Swordsman has defeated Geezers's Axeman!
Turn 220, 800 AD: HaithaGems (Geezers) has been captured by the Indian Empire!!!
Turn 220, 800 AD: HaithaGems has been razed by the Indian Empire!!!

Turn 221, 815 AD: Geezers's Axeman (5.50) vs Barbarian's Spearman (2.66)
Turn 221, 815 AD: Combat Odds: 99.3%
Turn 221, 815 AD: (Extra Combat: -10%)
Turn 221, 815 AD: (Combat: -50%)
Turn 221, 815 AD: Geezers's Axeman is hit for 14 (86/100HP)
Turn 221, 815 AD: Geezers's Axeman is hit for 14 (72/100HP)
Turn 221, 815 AD: Barbarian's Spearman is hit for 28 (72/100HP)
Turn 221, 815 AD: Geezers's Axeman is hit for 14 (58/100HP)
Turn 221, 815 AD: Geezers's Axeman is hit for 14 (44/100HP)
Turn 221, 815 AD: Barbarian's Spearman is hit for 28 (44/100HP)
Turn 221, 815 AD: Barbarian's Spearman is hit for 28 (16/100HP)
Turn 221, 815 AD: Barbarian's Spearman is hit for 28 (0/100HP)
Turn 221, 815 AD: Geezers's Axeman has defeated Barbarian's Spearman!
Turn 221, 815 AD: You have discovered Machinery!
Turn 221, 815 AD: Ivan the Terrible (Great General) has been born in a far away land!

Turn 222, 830 AD: You have trained a Archer in El Dorado-sala. Work has now begun on a Settler.
Turn 222, 830 AD: The borders of Iron Sheep have expanded!
Turn 222, 830 AD: Bernard Montgomery (Great General) has been born in a far away land!
Turn 222, 830 AD: Carl Friedrich Gauss (Great Scientist) has been born in a far away land!

Turn 223, 845 AD: Geezers's Trireme (2.00) vs Barbarian's Galley (1.42)
Turn 223, 845 AD: Combat Odds: 88.1%
Turn 223, 845 AD: (Plot Defense: +10%)
Turn 223, 845 AD: (Class Attack: -50%)
Turn 223, 845 AD: Barbarian's Galley is hit for 23 (77/100HP)
Turn 223, 845 AD: Geezers's Trireme is hit for 16 (84/100HP)
Turn 223, 845 AD: Barbarian's Galley is hit for 23 (54/100HP)
Turn 223, 845 AD: Geezers's Trireme is hit for 16 (68/100HP)
Turn 223, 845 AD: Geezers's Trireme is hit for 16 (52/100HP)
Turn 223, 845 AD: Barbarian's Galley is hit for 23 (31/100HP)
Turn 223, 845 AD: Barbarian's Galley is hit for 23 (8/100HP)
Turn 223, 845 AD: Geezers's Trireme is hit for 16 (36/100HP)
Turn 223, 845 AD: Barbarian's Galley is hit for 23 (0/100HP)
Turn 223, 845 AD: Geezers's Trireme has defeated Barbarian's Galley!
Turn 223, 845 AD: You have trained a Axeman in Nidaros. Work has now begun on a Market.

Turn 225, 875 AD: You have trained a Spearman in El Dorado-sala. Work has now begun on a Settler.

Turn 226, 890 AD: Geezers's Spearman (4.80) vs Gandhi's War Elephant (4.44)
Turn 226, 890 AD: Combat Odds: 67.1%
Turn 226, 890 AD: (Extra Combat: -20%)
Turn 226, 890 AD: (Extra Combat: +20%)
Turn 226, 890 AD: (Combat: -100%)
Turn 226, 890 AD: Geezers's Spearman is hit for 19 (81/100HP)
Turn 226, 890 AD: Gandhi's War Elephant is hit for 20 (80/100HP)
Turn 226, 890 AD: Geezers's Spearman is hit for 19 (62/100HP)
Turn 226, 890 AD: Gandhi's War Elephant is hit for 20 (60/100HP)
Turn 226, 890 AD: Geezers's Spearman is hit for 19 (43/100HP)
Turn 226, 890 AD: Gandhi's War Elephant is hit for 20 (40/100HP)
Turn 226, 890 AD: Geezers's Spearman is hit for 19 (24/100HP)
Turn 226, 890 AD: Geezers's Spearman is hit for 19 (5/100HP)
Turn 226, 890 AD: Geezers's Spearman is hit for 19 (0/100HP)
Turn 226, 890 AD: Gandhi's War Elephant has defeated Geezers's Spearman!
Turn 226, 890 AD: Geezers's Spearman (4.80) vs Gandhi's War Elephant (1.77)
Turn 226, 890 AD: Combat Odds: 99.9%
Turn 226, 890 AD: (Extra Combat: -20%)
Turn 226, 890 AD: (Extra Combat: +20%)
Turn 226, 890 AD: (Combat: -100%)
Turn 226, 890 AD: Geezers's Spearman is hit for 16 (84/100HP)
Turn 226, 890 AD: Geezers's Spearman is hit for 16 (68/100HP)
Turn 226, 890 AD: Geezers's Spearman is hit for 16 (52/100HP)
Turn 226, 890 AD: Gandhi's War Elephant is hit for 24 (16/100HP)
Turn 226, 890 AD: Geezers's Spearman is hit for 16 (36/100HP)
Turn 226, 890 AD: Gandhi's War Elephant is hit for 24 (0/100HP)
Turn 226, 890 AD: Geezers's Spearman has defeated Gandhi's War Elephant!
Turn 226, 890 AD: You have trained a Axeman in Nidaros. Work has now begun on a Market.
Turn 226, 890 AD: John Dalton (Great Scientist) has been born in a far away land!

Turn 227, 905 AD: The enemy has been spotted near El Dorado-sala!
Turn 227, 905 AD: Geezers's Catapult (5.00) vs Barbarian's Archer (3.00)
Turn 227, 905 AD: Combat Odds: 94.8%
Turn 227, 905 AD: Geezers's Catapult is hit for 15 (85/100HP)
Turn 227, 905 AD: Geezers's Catapult is hit for 15 (70/100HP)
Turn 227, 905 AD: Barbarian's Archer is hit for 25 (75/100HP)
Turn 227, 905 AD: Barbarian's Archer is hit for 25 (50/100HP)
Turn 227, 905 AD: Geezers's Catapult is hit for 15 (55/100HP)
Turn 227, 905 AD: Barbarian's Archer is hit for 25 (25/100HP)
Turn 227, 905 AD: Barbarian's Archer is hit for 25 (0/100HP)
Turn 227, 905 AD: Geezers's Catapult has defeated Barbarian's Archer!
Turn 227, 905 AD: Galileo Galilei (Great Scientist) has been born in a far away land!

Turn 228, 920 AD: The enemy has been spotted near El Dorado-sala!
Turn 228, 920 AD: The enemy has been spotted near El Dorado-sala!
Turn 228, 920 AD: Clearing a Forest has created 44 ? for El Dorado-sala.
Turn 228, 920 AD: Geezers's Axeman (6.00) vs Gandhi's War Elephant (5.02)
Turn 228, 920 AD: Combat Odds: 73.0%
Turn 228, 920 AD: (Extra Combat: -20%)
Turn 228, 920 AD: (Extra Combat: +20%)
Turn 228, 920 AD: (Combat: -25%)
Turn 228, 920 AD: Gandhi's War Elephant is hit for 19 (47/100HP)
Turn 228, 920 AD: Gandhi's War Elephant is hit for 19 (28/100HP)
Turn 228, 920 AD: Gandhi's War Elephant is hit for 19 (9/100HP)
Turn 228, 920 AD: Geezers's Axeman is hit for 20 (80/100HP)
Turn 228, 920 AD: Gandhi's War Elephant is hit for 19 (0/100HP)
Turn 228, 920 AD: Geezers's Axeman has defeated Gandhi's War Elephant!
Turn 228, 920 AD: Your Axeman has destroyed a War Elephant!
Turn 228, 920 AD: You have trained a Spearman in El Dorado-sala. Work has now begun on a Settler.

Turn 229, 935 AD: The enemy has been spotted near El Dorado-sala!
Turn 229, 935 AD: The enemy has been spotted near Nidaros!
Turn 229, 935 AD: Clearing a Forest has created 44 ? for Iron Sheep.
Turn 229, 935 AD: Yayoi will grow to size 7 on the next turn
Turn 229, 935 AD: Tipu Sultan (Great Prophet) has been born in a far away land!
Turn 229, 935 AD: New Tech(s) to trade: Gandhi

Turn 230, 950 AD: The enemy has been spotted near El Dorado-sala!
Turn 230, 950 AD: The enemy has been spotted near Nidaros!


Interesting it included part of what happened on Sam's turn I guess cause I started in 220 and he ended in 220 so it counted it for both of us?
 
From turn 1 : "Yayoi build changed from trireme (7) to spearman (13). Plan to rush this later to get back to trireme before we start losing hammers to decay."

I think to avoid decay we need to be back on the trireme by next turn. Since the situation is stabalized it might be worth flipping so the trireme is first and spear finishes up afterward if rush doesn't look good. I forgot to take care of this so pointing it out so you can look at it. Yayoi grows next turn as well... my brain is fried I don't know what is best here so somewhat glad I forgot in this case.

I can't believe it takes me almost four hours to play 10 turns. :crazyeye:
 
Nice work, Jenarie. I knew your cautious instincts would see us through and manage our risk appropriately. No major losses was the objective and you achieved that. Mark can now mop up and move on.
 
Nicely managed Jenarie. :goodjob: You had posted about half your turnset when I had a check this morning before going to work so it's nice to see we didn't suffer too much damage. I'm somewhat concerned that we're leaving those gold mines by the water unprotected although I understand why you did it. Let's just hope that Ghandhi doesn't make another landing there.

Looking forward I think we need to reassess our objectives. It's 950 AD and we haven't even got Bureaucracy yet. I suggest that once we take Ning-Hsia we consider whether it's worth continuing the war with Khan. This war is dragging on far too long and taking our economy down with it. I feel we need to start concentrating on building up our economy and research.
 
I got it, but I am quite busy at work at the moment. I try to play tomorrow, but on Saturday at the latest.
 
I am not opposed to the idea of peace with Khan, because in a quest to get Gandhi to the stars the earliest, we need him to have as many tech trading partners as possible, so having him in around - in a position where he can't threaten to win himself, wouldn't be all bad.

Again, we come back to the principle that our number one objective must be to survive until the space race. But, beserkers and caravels must be top targets right now.
 
I hope we hear from Thrallia soon! It is miserable to lose your computer so I feel sorry for him but I also feel sorry for us losing out on all his ideas! :)
 
Good job on handling the herds. :goodjob: I wonder how often he is going to do this:( .
Our navel Mace Men going to be handy when we relocate. It would be nice if we can build up enough to just discourage Gandhi. Hopefully we will remove Khans iron supply before we go for peace.:scan:
 
wow, Gandhi is getting powerful fast. We'll definitely need to relocate to a different continent at this rate...

As far as Khan is concerned, I'm all for ignoring him once we get rid of his iron. He won't be able to do anything else to us then and it won't be worth it to us to keep fighting him.

However, I think that once we peace him we should spam our settlers southward and allow Gandhi to take some of our northern cities. We can't continue to stay where we are, and migrating to Khan's former lands may be a good bet for at least the short term. With Khan's old improvements in place any cities we plant there should grow fairly quickly.

Finally, after we get CS, what should we research? The only really compelling tech I see to aim for is Optics so we can get contact with more civs. As you guys can see, the AI techs much faster in warlords than it does in vanilla...the AI on monarch is much more difficult to outtech than it was in our last SGOTM.

Oh yeah...I've got my computer back! :D Hurray!
 
wow, Gandhi is getting powerful fast. We'll definitely need to relocate to a different continent at this rate...

As I commented earlier I don't think this a viable option in the short term. Ignoring the fact that Astro and the necessary galleons are quite some way distant there is also the issue that it will take a while before we have the necessary military strength to invade any other civ. :cry:

As far as Khan is concerned, I'm all for ignoring him once we get rid of his iron. He won't be able to do anything else to us then and it won't be worth it to us to keep fighting him.

However, I think that once we peace him we should spam our settlers southward and allow Gandhi to take some of our northern cities. We can't continue to stay where we are, and migrating to Khan's former lands may be a good bet for at least the short term. With Khan's old improvements in place any cities we plant there should grow fairly quickly.

Finally, after we get CS, what should we research? The only really compelling tech I see to aim for is Optics so we can get contact with more civs. As you guys can see, the AI techs much faster in warlords than it does in vanilla...the AI on monarch is much more difficult to outtech than it was in our last SGOTM.

I agree on peace, tech and settlers. We may have to revisit Khan at a later date, especially if he spams settlers. I disagree on letting Ghandhi getting a foothold until we are ready to move elsewhere. It'll just make it easier for him to attack us.

Oh yeah...I've got my computer back! :D Hurray!

Congratulations. :goodjob: Nice to see you back. Out of interest is this a repaired computer or a new, or at least different, computer?
 
it is a repaired computer.

I'm working on building an upper end Vista computer, but haven't been able to afford all the parts yet.
 
Welcome back Thrallia. Just in time too.:)

Well for either short term or long term needs, we must focus on making contact with everyone. This can only be done by knowing optics and the only way to assure we get optics is to learn it ourselves. So I would say this is some thing we all probably agree.

I also agree that we need to spam the land with some zerk backup.;) Once we have Ning H. I am ok with co-existing with Khan.

I also think it is too (way) early to let Gandhi take our Cities. We need to build up our forces here and establish a colony prior to any serious concideration being given to relocation.

But sooner we do it the better off we will be.

BTW we have no idea how many we might be able to contact through culture boundary jumping. May be we can move before Astro? That would be nice.
 
If we can move before astro, then it would be much easier to do so...Trebs(engineering) and Zerks(CS/Machinery) can easily chew up any civs coastal cities. With just 6-8 galleys full of them we could easily migrate elsewhere if we could reach them.
Edit: Trebs and Zerks are still usable even against rifles because they keep their amphibious trait when getting upgraded!

Note: remember that in Warlords, culture bridges do not collapse upon declarations of war as they do in vanilla.

As for letting Gandhi take our northern cities, I also believe it should not be done till we are close to taking off for better lands(eg. farther from Gandhi!)
With Courthouses and an already established infrastructure thanks to Khan, our settler spamming should do well as long as we send an escort or two with each settler. I feel that we'll be great shape for a science explosion once we do that and get courthouses and an FP up. Additionally we need to decide if we are going to bother with a GP farm up north or if we should turn the city site that was once Karakorum into ours. It had cottages already and a lot of flood plains, generally a good spot for a science/commerce/GP city.
 
Well, the AIs start to find us now. :)

0) 950AD : move a spear and an axe on the jungle hill at El Do. Maybe Gandhi suicides them. However I do not want them to go on that tile as it will be harder to kill them.

IBT : Gandhi decides not to attack the units on the hill and moves on the flat land at El Do :D
Peace deal with Khan expires

1) 965AD : lose a spear on the sword at El DO
spear kills the phant
axe finishes the sword

declare war on Khan

IBT : nothing

2) 980AD : start bombarding Ning Hsia defended by two longbows

IBT : Civil Service -> Optics

Nidaros : market -> zerk

3) 995AD : revolt to Bureaucracy

IBT : we meet Brennus, I trade him alphabet for 30 gold as this is all he offers

4) 1010AD : lose a cat on the attack on Ning Hsia
sword kills longbow in Ning Hsia
sword kills longbow in Ning Hsia and we take the city

we get 154 gold and it already has a trading post and a granary

IBT : Iron Sheep : catapult -> catapult

5) 1025AD : not much

IBT : nothing

6) 1040AD : there is an Indian caravel moving along our Northern coast

IBT : we meet Mehmed II. He is up quite a number of techs

7) 1055AD : just moving units

IBT : Nidaros : zerk -> forge

8) 1070AD : just moving units again

IBT : Yayoi : trireme -> forge

9) 1085AD : we kill three archers at Phrygian and take the city
Ning Hsia comes out of resistance, due to the developed cottages there it even generates a little more money than it costs

I trade corn for silks and gold for 6 gpt to Brennus

This takes away some unhappiness and cities start growing again and our deficit goes down to -8gpt

IBT : El Do : settler -> zerk

Hannibal circumnavigates the world

10) 1100AD : not much

I would resettle Haitha at the same spot. This time we will have better defense there and we should be able to hold it.
 
A nice productive turnset mark. :goodjob:

EDIT: I've lost track of who's next. :blush: Is it Thrallia?
 
Roster :

Thrallia - welcome back on deck
Htadus
Sam
Jenarie
Mark - just played
Harbourboy - UP
 
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