SGOTM 05 - Gypsy Kings

And for the invasion - at least 2 spears in the first landing group(2 spears,2 Cover+shock axe and the two 6 exp cats go on the first turn). It is better to use the island for troops storage. About the City attack - we must be fast if we land all the troups in 2 turns(using the island) the town must be down on the third. We have 2 cats at 6exp - CR1 +acc for them and the town will have 0% on the second turn.
The biggest problem will be HAs. Sal will have 4-5 at least
If Sal has that many HA's, we'll need more spears I think. How many HA's has he been landing in his attacks on Westbridge?

Are we worried about losing the block on the coast tile?

Attention!!! Toku and Alex already have Alfa in this save!!!
Toku will make peace for teology but we must not make this peace now.(i bet he will even offer this peace soon) I prefer to wait till the other AI got Alfa which will happend very soon and make more peace deals with teo. Also we need peace when our cities are 1 turn from pop so R1 dont make peace just keep watching the tech trade screen closely. We can trade to Qin without problem because he is isolated but the other AI's can trade with each other so we must make all the peace deals in one turn if possible to prevent AI trade.
Are you suggesting that we make peace with as many of the main continent AI's as we can?
 
If Sal has that many HA's, we'll need more spears I think. How many HA's has he been landing in his attacks on Westbridge?
He landed 2 HA and 2 Arch during my turn, and 3 HA and one Axe in S214's turn.

Are we worried about losing the block on the coast tile?
His fleet may be stuck circumnavigating our island. But we would need to block both sides of the south peninsula if he has more ships ... maybe that second combat 1 galley is needed?

Are you suggesting that we make peace with as many of the main continent AI's as we can?
I think yes ... the barbs don't seem to be doing much damage now ... better for us less WW and more city growth. We can always declare again when we need to.

Only reason to stay at war is if we think we are hurting them with WW, which I doubt very much.

The real question is wheter peace is worth giving them theo ... I suppose they will get and trade it themselves anyway, so why not?

But we want to wait until most have alpha, as hw suggests.

dV
 
To R1 - Sal have at least 3-4 HA IMO. They could be even up to 6-7 (if more we are doomed you know). Mecca will have 2-3 Archers(CG1) too. I expect that he will not send them on the first turn, maybe on the second or on the third(Thats how all the AIs act if you invade). Thats why i want fast attack - no more than 3 turns or we will fail IMO(2 turns is better). So we need many spears and 3 axes for the city attack. We must have 1 ready spearman on our island but this could be the new builded from Besh i think(2 Sals Galleys are away for now).
The bad thing is that we will get the support fee as the troops are out of uor borders. So the transportation must be very good - with 3 full galleys and the troops must be stored in our own territory before the load. I think a road on our most South tile will be usefull. The whole stack IMO must be around 12 units(4 spears, 4-5 Cats , 3-4 Axes or swords - this will give us the best chances for success with 2 turns attack on the E tile of Mecca). 3-4 turns in preparations are needed because we have a wounded spear and 2Cat+Axe to come near WBridge.
 
But we will need the spears only to defend our landing troops as they are too weak to attack. In any case it will be the archers which will defend Mecca against our spears. Only the last units will be HA. So 2 - 3 spears should be enough IMO. If we can manage to have more of course is better but mainly we need axes and swords. 5-6 swords/axes should be enough IMO. The rest is cats as many as possible but 4 is the minimum.
 
I intend to play tomorrow. Please keep the advise coming. As it stands right now, I favor hw's troop breakdown. Since Sal has been landing as many HA's as he has, I'd guess that he has 4-6 running around his home island. I think we will be in trouble if we don't have enough Spears to protect our Axes and Swords. If they take damaged on defense, they will have no shot at taking Mecca in 2-3 turns.
 
When I checked out Mecca, he only had 2 archers in Mecca, the rest of the troops there were only being housed in order to send them to attack us.

From the looks of the attacks he sent at us, he is only keeping 2 units in Mecca the turn after he sends out his attacks...so I think we're in good shape if we are able to attack Mecca within the next 5 turns.
 
If we attack without enough spears the HA spam will kill us. We nee not more than 3 Axes as the city wont be problem. The problem will be if he send 6-7 HA and if he succeed in 50% of the attack = contest for the wooden spoons as we are already behind.

Anyway i am on a holiday next week. So i wish you success with Sal(IMO it want be easy).
 
I have played 5 turns.

They did not go so well. Here is a recap.

Inherited turn - moved units south or healed, promoted Spear Medic.
IBT - Toku wants Theology for peace, I say no!
T1 - move south or heal.
IBT - Sal lands settler + archer on south tip. Barbs lose Polynesia to Spain. Qin builds Chichen Itza.
T2 - Kill Sals Archer, Load Galley's, Change to Missionary in Westbridge.
IBT - Nothing
T3 - See Mecca (2) Archers + (1) Axe, Losing 3g/t at 0%Science.
IBT - Great Library built IFAL.
T4 - Land (3) Spears + (1) Axe in Forest next to Mecca, See (3) HA's + (1) Archer + Settler on Horses.
IBT - (3) HA's attack and all lose, but 2 spears are left ~2 health and 1 @ 0.4
T5 - Mecca now has (2) HA's, (1) Axe, (2) Archers, Settler, Galley. (1) Archer on Horses. I land (1) Axe and (1) Cat and heal Spears.
IBT - Attacked hard, lose (2) Spears + (1) Axe, Last Axe damaged (3.3), Last Spear damaged (2.8) Cat is undamaged.
T6 - Saved at beginning of turn to discuss options.

I uploaded the Save

Here is the Upload Log
Spoiler :
Here is your Session Turn Log from 650 AD to 740 AD:

Turn 210, 650 AD: Logging Game to File: autolog.txt
Turn 210, 650 AD: The borders of East Bridge have expanded!
Turn 210, 650 AD: Nabu-rimanni has been born in Kyoto!

Turn 211, 665 AD: Qin Shi Huang has completed Chichen Itza!
Turn 211, 665 AD: Polynesian has been captured by the Spanish Empire!!!

Turn 212, 680 AD: Temujin's Axeman (6.00) vs Saladin's Archer (2.40)
Turn 212, 680 AD: Combat Odds: 99.8%
Turn 212, 680 AD: (Extra Combat: -20%)
Turn 212, 680 AD: (Combat: -25%)
Turn 212, 680 AD: Saladin's Archer is hit for 30 (70/100HP)
Turn 212, 680 AD: Saladin's Archer is hit for 30 (40/100HP)
Turn 212, 680 AD: Temujin's Axeman is hit for 12 (88/100HP)
Turn 212, 680 AD: Saladin's Archer is hit for 30 (10/100HP)
Turn 212, 680 AD: Saladin's Archer is hit for 30 (0/100HP)
Turn 212, 680 AD: Temujin's Axeman has defeated Saladin's Archer!

Turn 213, 695 AD: The enemy has been spotted near East Bridge!
Turn 213, 695 AD: The Great Library has been built in a far away land!

Turn 214, 710 AD: The enemy has been spotted near Beshbalik!
Turn 214, 710 AD: Saladin's Horse Archer (7.20) vs Temujin's Spearman (11.80)
Turn 214, 710 AD: Combat Odds: 4.1%
Turn 214, 710 AD: (Extra Combat: -20%)
Turn 214, 710 AD: (Extra Combat: +20%)
Turn 214, 710 AD: (Plot Defense: +50%)
Turn 214, 710 AD: (Combat: +125%)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 25 (75/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (85/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (70/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (55/100HP)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 25 (50/100HP)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 25 (25/100HP)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 25 (0/100HP)
Turn 214, 710 AD: Temujin's Spearman has defeated Saladin's Horse Archer!
Turn 214, 710 AD: While defending, your Spearman has killed a Arabian Horse Archer!
Turn 214, 710 AD: Saladin's Horse Archer (7.20) vs Temujin's Spearman (11.80)
Turn 214, 710 AD: Combat Odds: 4.1%
Turn 214, 710 AD: (Extra Combat: -20%)
Turn 214, 710 AD: (Extra Combat: +20%)
Turn 214, 710 AD: (Plot Defense: +50%)
Turn 214, 710 AD: (Combat: +125%)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (85/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (70/100HP)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 25 (75/100HP)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 25 (50/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (55/100HP)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 25 (25/100HP)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 25 (0/100HP)
Turn 214, 710 AD: Temujin's Spearman has defeated Saladin's Horse Archer!
Turn 214, 710 AD: While defending, your Spearman has killed a Arabian Horse Archer!
Turn 214, 710 AD: Saladin's Horse Archer (6.60) vs Temujin's Spearman (11.80)
Turn 214, 710 AD: Combat Odds: 3.0%
Turn 214, 710 AD: (Extra Combat: -10%)
Turn 214, 710 AD: (Extra Combat: +20%)
Turn 214, 710 AD: (Plot Defense: +50%)
Turn 214, 710 AD: (Combat: +125%)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 26 (74/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (85/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (70/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (55/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (40/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (25/100HP)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 26 (48/100HP)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 26 (22/100HP)
Turn 214, 710 AD: Temujin's Spearman is hit for 15 (10/100HP)
Turn 214, 710 AD: Saladin's Horse Archer is hit for 26 (0/100HP)
Turn 214, 710 AD: Temujin's Spearman has defeated Saladin's Horse Archer!
Turn 214, 710 AD: While defending, your Spearman has killed a Arabian Horse Archer!
Turn 214, 710 AD: Heron has been born in a far away land!

Turn 215, 725 AD: The enemy has been spotted near Beshbalik!
Turn 215, 725 AD: Saladin's Horse Archer (6.60) vs Temujin's Axeman (8.00)
Turn 215, 725 AD: Combat Odds: 26.8%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Extra Combat: +10%)
Turn 215, 725 AD: (Plot Defense: +50%)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 22 (78/100HP)
Turn 215, 725 AD: Temujin's Axeman is hit for 18 (82/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 22 (56/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 22 (34/100HP)
Turn 215, 725 AD: Temujin's Axeman is hit for 18 (64/100HP)
Turn 215, 725 AD: Temujin's Axeman is hit for 18 (46/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 22 (12/100HP)
Turn 215, 725 AD: Temujin's Axeman is hit for 18 (28/100HP)
Turn 215, 725 AD: Temujin's Axeman is hit for 18 (10/100HP)
Turn 215, 725 AD: Temujin's Axeman is hit for 18 (0/100HP)
Turn 215, 725 AD: Saladin's Horse Archer has defeated Temujin's Axeman!
Turn 215, 725 AD: While defending, your Axeman was destroyed by a Arabian Horse Archer!
Turn 215, 725 AD: Saladin's Horse Archer (6.60) vs Temujin's Axeman (8.00)
Turn 215, 725 AD: Combat Odds: 26.8%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Extra Combat: +10%)
Turn 215, 725 AD: (Plot Defense: +50%)
Turn 215, 725 AD: Temujin's Axeman is hit for 18 (82/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 22 (78/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 22 (56/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 22 (34/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 22 (12/100HP)
Turn 215, 725 AD: Temujin's Axeman is hit for 18 (64/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 22 (0/100HP)
Turn 215, 725 AD: Temujin's Axeman has defeated Saladin's Horse Archer!
Turn 215, 725 AD: While defending, your Axeman has killed a Arabian Horse Archer!
Turn 215, 725 AD: Saladin's Spearman (4.00) vs Temujin's Axeman (7.52)
Turn 215, 725 AD: Combat Odds: 10.4%
Turn 215, 725 AD: (Extra Combat: +10%)
Turn 215, 725 AD: (Plot Defense: +50%)
Turn 215, 725 AD: (Combat: +75%)
Turn 215, 725 AD: Saladin's Spearman is hit for 30 (70/100HP)
Turn 215, 725 AD: Saladin's Spearman is hit for 30 (40/100HP)
Turn 215, 725 AD: Saladin's Spearman is hit for 30 (10/100HP)
Turn 215, 725 AD: Saladin's Spearman is hit for 30 (0/100HP)
Turn 215, 725 AD: Temujin's Axeman has defeated Saladin's Spearman!
Turn 215, 725 AD: While defending, your Axeman has killed a Arabian Spearman!
Turn 215, 725 AD: Saladin's Spearman (4.40) vs Temujin's Axeman (7.52)
Turn 215, 725 AD: Combat Odds: 13.1%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Extra Combat: +10%)
Turn 215, 725 AD: (Plot Defense: +50%)
Turn 215, 725 AD: (Combat: +75%)
Turn 215, 725 AD: Saladin's Spearman is hit for 29 (71/100HP)
Turn 215, 725 AD: Saladin's Spearman is hit for 29 (42/100HP)
Turn 215, 725 AD: Temujin's Axeman is hit for 13 (51/100HP)
Turn 215, 725 AD: Saladin's Spearman is hit for 29 (13/100HP)
Turn 215, 725 AD: Saladin's Spearman is hit for 29 (0/100HP)
Turn 215, 725 AD: Temujin's Axeman has defeated Saladin's Spearman!
Turn 215, 725 AD: While defending, your Axeman has killed a Arabian Spearman!
Turn 215, 725 AD: Saladin's Horse Archer (6.60) vs Temujin's Spearman (6.71)
Turn 215, 725 AD: Combat Odds: 62.8%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Extra Combat: +30%)
Turn 215, 725 AD: (Plot Defense: +50%)
Turn 215, 725 AD: (Combat: +125%)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 23 (77/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 23 (54/100HP)
Turn 215, 725 AD: Temujin's Spearman is hit for 16 (39/100HP)
Turn 215, 725 AD: Temujin's Spearman is hit for 16 (23/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 23 (31/100HP)
Turn 215, 725 AD: Temujin's Spearman is hit for 16 (7/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 23 (8/100HP)
Turn 215, 725 AD: Temujin's Spearman is hit for 16 (0/100HP)
Turn 215, 725 AD: Saladin's Horse Archer has defeated Temujin's Spearman!
Turn 215, 725 AD: While defending, your Spearman was destroyed by a Arabian Horse Archer!
Turn 215, 725 AD: Saladin's Horse Archer (6.60) vs Temujin's Spearman (6.49)
Turn 215, 725 AD: Combat Odds: 64.8%
Turn 215, 725 AD: (Extra Combat: -10%)
Turn 215, 725 AD: (Extra Combat: +20%)
Turn 215, 725 AD: (Plot Defense: +50%)
Turn 215, 725 AD: (Combat: +125%)
Turn 215, 725 AD: Temujin's Spearman is hit for 17 (38/100HP)
Turn 215, 725 AD: Temujin's Spearman is hit for 17 (21/100HP)
Turn 215, 725 AD: Temujin's Spearman is hit for 17 (4/100HP)
Turn 215, 725 AD: Saladin's Horse Archer is hit for 23 (77/100HP)
Turn 215, 725 AD: Temujin's Spearman is hit for 17 (0/100HP)
Turn 215, 725 AD: Saladin's Horse Archer has defeated Temujin's Spearman!
Turn 215, 725 AD: While defending, your Spearman was destroyed by a Arabian Horse Archer!

Turn 216, 740 AD: The enemy has been spotted near Beshbalik!


The Autolog is here
Spoiler :
New Log Entries
----------------------------------------------------------------------------
Turn 210/660 (650 AD) [31-Aug-2007 10:44:58]
Spearman promoted: Medic I
Turfan Hammers finishes: Catapult
East Bridge's borders expand
Attitude Change: Qin Shi Huang(China) towards Saladin(Arabia), from 'Pleased' to 'Cautious'
Attitude Change: Qin Shi Huang(China) towards Alexander(Greece), from 'Pleased' to 'Cautious'
Attitude Change: Tokugawa(Japan) towards Cyrus(Persia), from 'Annoyed' to 'Furious'
Attitude Change: Tokugawa(Japan) towards Alexander(Greece), from 'Friendly' to 'Pleased'
Attitude Change: Alexander(Greece) towards Qin Shi Huang(China), from 'Pleased' to 'Cautious'

Turn 211/660 (665 AD) [31-Aug-2007 10:51:53]
Turfan Hammers begins: Spearman (5 turns)
Beshbalik finishes: Spearman

Turn 212/660 (680 AD) [31-Aug-2007 10:54:27]
Beshbalik begins: Swordsman (8 turns)
West Bridge Ham begins: Christian Missionary (15 turns)
While attacking in the wild, Axeman defeats (4.40/5): Arabian Archer (Prob Victory: 99.8%)

Turn 213/660 (695 AD) [31-Aug-2007 11:00:34]

Turn 214/660 (710 AD) [31-Aug-2007 11:03:14]
Karakorum finishes: Catapult
While defending in Arabian territory at Mecca, Spearman defeats (2.20/4): Arabian Horse Archer (Prob Victory: 95.9%)
While defending in Arabian territory at Mecca, Spearman defeats (2.20/4): Arabian Horse Archer (Prob Victory: 95.9%)
While defending in Arabian territory at Mecca, Spearman defeats (0.40/4): Arabian Horse Archer (Prob Victory: 97.0%)

Turn 215/660 (725 AD) [31-Aug-2007 11:06:44]
Karakorum begins: Catapult (8 turns)
Karakorum begins: Axeman (7 turns)
Karakorum begins: Swordsman (8 turns)
Spearman promoted: Combat III
Turfan Hammers finishes: Spearman
While defending in Arabian territory at Medina, Axeman loses to: Arabian Horse Archer (0.72/6) (Prob Victory: 73.2%)
While defending in Arabian territory at Mecca, Axeman defeats (3.20/5): Arabian Horse Archer (Prob Victory: 73.2%)
While defending in Arabian territory at Mecca, Axeman defeats (3.20/5): Arabian Spearman (Prob Victory: 89.6%)
While defending in Arabian territory at Mecca, Axeman defeats (2.55/5): Arabian Spearman (Prob Victory: 86.9%)
While defending in Arabian territory at Mecca, Spearman loses to: Arabian Horse Archer (0.48/6) (Prob Victory: 37.2%)
While defending in Arabian territory at Mecca, Spearman loses to: Arabian Horse Archer (4.62/6) (Prob Victory: 35.2%)

Turn 216/660 (740 AD) [31-Aug-2007 11:48:02]
Turfan Hammers begins: Spearman (5 turns)


I think we should withdraw the Spear and the Cat to the island this turn and the Axe next if he survives. Build more Spears and Axes and Try Again!
 
My first thought, not at the game right now, is that we may need to keep ships on the coast, to withdraw wounded troops to heal as we cycle fresh ones in to the forest square. We could win a war of attrition on that square with that approach, and eventually take Mecca. He did lose 6 units to kill 3 of ours ... he can't keep that up forever, can he?

This would mean we need another promoted galley I think ... Turfan or WestB would have to build it I think.

dV
 
Doesn´t sound good. I think you´re right with saying we should withdraw to safe our units. I also agree to another galley to land more troops in the first landing.

@ R1

Did you only heal the wounded units or did you fortify them? Or is there no difference between those two options? I mean it would be better to fortify all landed units to give them the fortification bonus instead of just healing them. But I am not sure if there is a difference...
 
no difference...healing just fortifies them until they reach full health again, at which point they automatically stop fortifying. Otherwise, you have to keep watch on them to make sure you don't leave them fortified too long.
 
no difference...healing just fortifies them until they reach full health again, at which point they automatically stop fortifying. Otherwise, you have to keep watch on them to make sure you don't leave them fortified too long.
Not sure what "fortified too long" is refering to ??? :confused: :crazyeye: Unless you mean fortified longer than needed to heal?

The heal command, as I understand it, keeps them in place healing and fortifying, but once healed they return to the active move cycle (remain fortified but they come up in the move queue the turn healing is done). If you give the fortify command, my understanding is that they heal and fortify just as fast as the heal command, but after healed they are still out of the active move cycle (so you might forget they are there ! :eek: ).

I guess that is what Thrallia is saying? Or am I fuzzy on this?

dV
 
That is exactly what Thrallia tried to say. My concern was if one only heals a unit will it lose the fortify bonus the turn it awakes again? In this case it could be better to fortify a unit. Of course one has to keep an eye on it not to forget the unit.
 
I believe it makes no difference, units gain 5% defense bonus every turn they do not move up to a max of 25%. Sal just hit us with at least 7 HA's over 2 turns. We need more Spears. Since it seems a majority is good with the regroup strategy, I'll try to play 5 more turns later today and get a new save up.
 
I played 5 more. No real news.

The Upload log
Spoiler :
Here is your Session Turn Log from 740 AD to 800 AD:

Turn 216, 740 AD: Saladin's Horse Archer (6.60) vs Temujin's Axeman (5.44)
Turn 216, 740 AD: Combat Odds: 73.8%
Turn 216, 740 AD: (Extra Combat: -10%)
Turn 216, 740 AD: (Extra Combat: +10%)
Turn 216, 740 AD: (Plot Defense: +50%)
Turn 216, 740 AD: (Fortify: +5%)
Turn 216, 740 AD: Temujin's Axeman is hit for 19 (47/100HP)
Turn 216, 740 AD: Temujin's Axeman is hit for 19 (28/100HP)
Turn 216, 740 AD: Temujin's Axeman is hit for 19 (9/100HP)
Turn 216, 740 AD: Saladin's Horse Archer is hit for 20 (80/100HP)
Turn 216, 740 AD: Temujin's Axeman is hit for 19 (0/100HP)
Turn 216, 740 AD: Saladin's Horse Archer has defeated Temujin's Axeman!
Turn 216, 740 AD: Saladin's Galley (2.00) vs Temujin's Galley (2.40)
Turn 216, 740 AD: Combat Odds: 27.2%
Turn 216, 740 AD: (Extra Combat: +10%)
Turn 216, 740 AD: (Plot Defense: +10%)
Turn 216, 740 AD: Temujin's Galley is hit for 18 (82/100HP)
Turn 216, 740 AD: Saladin's Galley is hit for 21 (79/100HP)
Turn 216, 740 AD: Saladin's Galley is hit for 21 (58/100HP)
Turn 216, 740 AD: Temujin's Galley is hit for 18 (64/100HP)
Turn 216, 740 AD: Temujin's Galley is hit for 18 (46/100HP)
Turn 216, 740 AD: Temujin's Galley is hit for 18 (28/100HP)
Turn 216, 740 AD: Saladin's Galley is hit for 21 (37/100HP)
Turn 216, 740 AD: Saladin's Galley is hit for 21 (16/100HP)
Turn 216, 740 AD: Temujin's Galley is hit for 18 (10/100HP)
Turn 216, 740 AD: Saladin's Galley is hit for 21 (0/100HP)
Turn 216, 740 AD: Temujin's Galley has defeated Saladin's Galley!

Turn 218, 770 AD: The enemy has been spotted near Beshbalik!
Turn 218, 770 AD: Clearing a Forest has created 44 ? for Turfan Hammers.

Turn 219, 785 AD: The enemy has been spotted near Beshbalik!
Turn 219, 785 AD: Socrates has been born in Mecca!

Turn 220, 800 AD: The enemy has been spotted near Beshbalik!

The Autolog
Spoiler :

Turn 216/660 (740 AD) [31-Aug-2007 11:48:02]
Turfan Hammers begins: Spearman (5 turns)
While defending in Arabian territory at Medina, Axeman loses to: Arabian Horse Archer (4.80/6) (Prob Victory: 26.2%)
While defending in Arabian territory near Mecca, Galley defeats (0.20/2): Arabian Galley (Prob Victory: 72.8%)
Attitude Change: Qin Shi Huang(China) towards Saladin(Arabia), from 'Pleased' to 'Cautious'
Attitude Change: Qin Shi Huang(China) towards Alexander(Greece), from 'Pleased' to 'Cautious'
Attitude Change: Tokugawa(Japan) towards Cyrus(Persia), from 'Annoyed' to 'Furious'
Attitude Change: Tokugawa(Japan) towards Alexander(Greece), from 'Friendly' to 'Pleased'
Attitude Change: Alexander(Greece) towards Qin Shi Huang(China), from 'Pleased' to 'Cautious'

Turn 217/660 (755 AD) [01-Sep-2007 14:02:14]
Galley promoted: Combat II
West Bridge Ham grows: 2

Turn 218/660 (770 AD) [01-Sep-2007 14:03:56]
Turfan Hammers finishes: Spearman

Turn 219/660 (785 AD) [01-Sep-2007 14:09:54]
Turfan Hammers begins: Swordsman (6 turns)
Turfan Hammers begins: Spearman (5 turns)
Turfan Hammers begins: Swordsman (6 turns)
Beshbalik finishes: Swordsman

Turn 220/660 (800 AD) [01-Sep-2007 14:16:37]
Beshbalik begins: Spearman (7 turns)


The roster order is

Lehm - Up Now
Conquistador 63 - on deck
hellwitch - in the hole
da_Vinci - waiting
Thrallia - waiting
g_storrow - waiting
Scout 214 - waiting
Ronnie1 - just played
 
That is exactly what Thrallia tried to say. My concern was if one only heals a unit will it lose the fortify bonus the turn it awakes again? In this case it could be better to fortify a unit. Of course one has to keep an eye on it not to forget the unit.
I think a unit remains fortified unless it moves ... so you can awaken it, then give it the fortify command and it remains fortified at its previous level, as long as it has not moved. But I will check to be sure.

dV
 
Please feel free to give some advise already...
I would land defensive forces first, just like I did, and hope we get luckier on our combat. I believe our plan was solid, 7 HA's were just too many. We are going to need to pillage those horses sooner or later.

Sal will probably land the settler/archer next to our C2/Cover Axe just like he did before, easy pickings!

We can keep Sal's 2 galleys in limbo if we close the coast after we land the next full party at Mecca. He will sail east when it is closed and return west when it is open. 1 galley moving troops to the island can block it every other turn, causing Sal to sail in circles.

Build troops, we have a missionary building in Westbridge for Beshbalik. We could pop rush it soon if we wanted.

I am chopping the last forest in Turfan to speed troop production.

Good Luck!
 
My only thought is that we might need a 4th galley to land 8 at once ... 4 axe and 4 spear or a 5/3 mix ... swords in forest might not be a bad antidote for HA as well.

So we might want to be making that 4th galley, if six at a time proves not to be enough ...

dV
 
I think we need to go soon, before the 4th galley can make a difference.
 
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