SGOTM 05 - Misfits

I will look at the game later today.

Maro, as our main goal immediately is to pillage Asoka, you should be able to do that. There is unlikely to be much we can actually take. Also, we will probably be mostly warmongers for much of the remainder of the game.

If we went for Nationalism, then steel & its canons will be a ways away. However, that merely means our primary goal is pillage instead of conquest.
 
Maro, as our main goal immediately is to pillage Asoka, you should be able to do that. There is unlikely to be much we can actually take. Also, we will probably be mostly warmongers for much of the remainder of the game.

The only real experience with warmongering I have had is either a early rush, or a backward civ. Since neither is our current situation, it doesn't really help. I have never really used pillaging stacks before since there is no point in destroying your future lands(true, might not happen immedietly but...) and shouldn't Asoka's main economic strength be in the center of his heartland(capital). I just don't want to mess up for the team. I can handle warmongering but just not the first "push". I can't see the save for another 12 hours anway.

Also, I have never really used grenadiers before, cavs seemed much more useful (since no-one when I played vanilla had rifles when I had cavs).
 
I know I'm not comfy with it... sounds like Maro isn't either. I'd say let Piko and cnwjr work over Asoka. I had some pikes being made, you might need a few more grennies. There are 3 knights waiting on two galleons with mixed troops, and I think one more of just cats, they should be able to land where the knights are stationed in a couple turns.

BTW... I was trying to track his ships with our caravels.
 
Well, as Maro seems unwilling to take the reins, I will work on the game either late today or tomorrow. I haven't yet opened the file, so I have no idea where we are precisely.

I think the big difference (for all of us) is that we are playing a level or two higher than we are individually used to. We are all used to being top dog in the game regardless of what the computer civs do. Here, we are behind and a bit uncomfortable.

The main reason for the pillaging is to kill his research. Taking out his towns cuts his research significantly as it takes a long time to build them back up. Same goes with any -limited- resources. Maybe even farms and definitely mines, but towns first. Yes, it would be nice to be able to take his cities and keep them, but it will be fairly hard to do. We are behind Asoka in production, so we need to focus on specific and limited goals. The only cities we should keep are those with wonders or shrines. I would raze them in a pinch, but don't see the need now.
 
Can't wait to see how you do with the troops!
 
Just looked at the save, one thing that does concern me is the city's near our islands. The city's on Saladin's island seem to be the biggest threat since almost nothing is down there. Other than that, it seems good to go. Nice to see the barbarians making some contribution to the war(their is a grenadier stack near coroboda).
 
Okay, I DoW Asoka and spent most of the time pillaging. We took down a number of towns (10-15) and still have some troops pillaging. However, Asoka sent stacks of troops against each of our little stacks and took out many of them.

I was able to keep research up around 70% with the results of the pillaging. We are still about 6 turns from Military Tradition (cavalry). No one else has this as yet. Alex DoW Cyrus a few turns ago. Last turn, Cyrus canceled open borders, so we have a much longer route to get to Asoka's lands.

I'd suggest continuing to pillage his towns until the troops are gone. :( Then take a peace treaty with him. He has been willing to take peace for a small city of ours. Maybe that will change, but the little former Chinese town he wants isn't too bad to give up. We can found another city to get the furs. I'd suggest building up a bit and going for one of the weaker players (Alex & Cyrus right now). Toku is low on score, but builds lots of units.

We took Punjab (his city on our lands). Lost it to a four frigate escorted two galleon stack. Took it back the next turn. Razed the two little cities on the south end of the Arabian continent. Am building a number of frigates to escort and take out Asoka's frigates as well.

We might be able to get another city or two. Hard to say with his defensive powers. His cities taken from Spain were weakly defended as the ships sailed by before dying to the frigates.

Toku also has Rifling, btw.

No one has steel yet.

We've a couple of cities suffering from unhappiness due to the combination of war weariness and emancipation envy.

Our next research options are: (assuming research will be cut back soon)
Constitution/Democracy combo - 30+ turns
Replaceable parts/Rifling combo - 25+ turns
Steel - 20+ turns

We will get economics soon for free from barb research + barb bleed.

I also only played 10 turns. It is taking a few hours to play a turnset right now.
 
ok well deffinately taking karachi before peace, keep or raze? its a nice city, though cyrus's city may outculture it a bit, it may be close enough to home to generate some income? the city asoka wants is resource rich...multiple furs + horses, dear, marble, so i can see why he wants it.

Certainly peace with asoka soon however, there is another war on, cyrus and alexander, so since they warring over there and cyrus so silly to be so close to us with those little islands? it will boost our friendship with alex (which is the best we have i think?) if we give him a hand? To be honest, i never really liked cyrus anyway = P. And hitting him from the west as alex takes him the east, it shouldnt be much hassle?

I wont be playing tonight, but thats something to think about. i'll wait until we knock down karachi and our pillagers are dead before i go for peace i guess. Oohh we will also clear off the city of cyrus's next to karachi then? whole island free. something to think about? let me know guys :)
 
Well, taking Karachi shouldn't be too difficult, but it is probably a raze city since I took out all of its support structure. A couple of grenadiers with a couple of catapults should do it. Asoka upgraded a unit to rifleman there while I was pillaging and before the cats arrived.

Be wary of the frigates just north of that city.

Forgot to mention. I finished up the forbidden palace in Beijing.
 
ok sweet, i'll play it later tonight...(approx 3am in australia), seems rather straight forward. i'll damage india the best i can with what is available before peace. Then i will rally troups toward cyrus, his capital looks like a sitting duck :) But that may be left to the next person.
 
:lol: how blind am I, i was looking at hitting alex not cyrus, as cyrus is our best friend, gee, all that rambling over nothing. I think we should kill alex gee. Got a tad carried away hey. hrmmmm

Alex has some power, but with cyrus against him (who is equal power) we shouldn't struggle? and he IS close :)
 
Ok what can i say?

conquered all 3 of china's off mainland cities. I kept the last city... chittagong. then went peace, he demanded chittagong back i say sweet. we keep our other city he wanted and he is off qinland :)

Cyrus asked us to cease trade with alex, i did so. I have a hwole bunch of units on route to Athens, its isolated and has wonders and religous capital, on a grassland, 4 galleons reach it in 2 turns. Another 12 or so units are nearby awaiting transport :D

there are 2 other galleons with units nearby ready to pick up and begin journey to greece.

2 knights and a worker are on island to west of our mainland, i thought cyrus would culture them home, havent had the galleys there to pick them up :(


We have a great engineer?? what we going to use it on???? we can build military acadamy, not sure what else at the moment that we may want.

Asoka doesnt seem too injured, i continued pillaging his land as could, damage done, but his score still rising. Atleast i went peace before he organised a retaliation force. he has many grenadiers.

I chose to research steel. I figured emancipation won't really start effecting us terribly for another little while, but i suggest perhaps that after steel? cannons and cavalry should do nice damage for now i think? :)

Our tech rate is low, but it was only the last 2 or 3 turns that science has been down.

Hopefully this will help with cyrus relationship a little, if he would help us against india it would be a great benefit :)

ok log below, any Q's just ask, otherwise i think thats it?


Spoiler :
Here is your Session Turn Log from 1820 AD to 1834 AD:

Turn 430, 1820 AD: Isambard Kingdom Brunel has been born in Mecca!

Turn 431, 1821 AD: Medina celebrates "We Love the Dictator Day"!!!
Turn 431, 1821 AD: William T. G. Morton has been born in Persepolis!

Turn 432, 1822 AD: Temujin's Catapult (5.00) vs Asoka's Rifleman (30.80)
Turn 432, 1822 AD: Combat Odds: 0.0%
Turn 432, 1822 AD: (Plot Defense: +25%)
Turn 432, 1822 AD: (Fortify: +20%)
Turn 432, 1822 AD: (City Defense: +75%)
Turn 432, 1822 AD: Temujin's Catapult is hit for 42 (58/100HP)
Turn 432, 1822 AD: Temujin's Catapult is hit for 42 (16/100HP)
Turn 432, 1822 AD: Temujin's Catapult (5.00) vs Asoka's Rifleman (30.80)
Turn 432, 1822 AD: Combat Odds: 0.0%
Turn 432, 1822 AD: (Plot Defense: +25%)
Turn 432, 1822 AD: (Fortify: +20%)
Turn 432, 1822 AD: (City Defense: +75%)
Turn 432, 1822 AD: Asoka's Rifleman is hit for 9 (91/100HP)
Turn 432, 1822 AD: Temujin's Catapult is hit for 42 (58/100HP)
Turn 432, 1822 AD: Temujin's Catapult is hit for 42 (16/100HP)
Turn 432, 1822 AD: Temujin's Catapult is hit for 42 (0/100HP)
Turn 432, 1822 AD: Asoka's Rifleman has defeated Temujin's Catapult!
Turn 432, 1822 AD: Temujin's Grenadier (14.40) vs Asoka's Rifleman (21.65)
Turn 432, 1822 AD: Combat Odds: 5.5%
Turn 432, 1822 AD: (Extra Combat: -20%)
Turn 432, 1822 AD: (Plot Defense: +25%)
Turn 432, 1822 AD: (Fortify: +20%)
Turn 432, 1822 AD: (City Defense: +75%)
Turn 432, 1822 AD: (Class Attack: -50%)
Turn 432, 1822 AD: Asoka's Rifleman is hit for 15 (76/100HP)
Turn 432, 1822 AD: Temujin's Grenadier is hit for 25 (75/100HP)
Turn 432, 1822 AD: Temujin's Grenadier is hit for 25 (50/100HP)
Turn 432, 1822 AD: Temujin's Grenadier is hit for 25 (25/100HP)
Turn 432, 1822 AD: Temujin's Grenadier is hit for 25 (0/100HP)
Turn 432, 1822 AD: Asoka's Rifleman has defeated Temujin's Grenadier!
Turn 432, 1822 AD: Temujin's Knight (11.00) vs Asoka's Rifleman (23.40)
Turn 432, 1822 AD: Combat Odds: 3.5%
Turn 432, 1822 AD: (Extra Combat: -10%)
Turn 432, 1822 AD: (Plot Defense: +25%)
Turn 432, 1822 AD: (Fortify: +20%)
Turn 432, 1822 AD: (City Defense: +75%)
Turn 432, 1822 AD: (Combat: -25%)
Turn 432, 1822 AD: (Combat: +25%)
Turn 432, 1822 AD: Asoka's Rifleman is hit for 13 (63/100HP)
Turn 432, 1822 AD: Temujin's Knight is hit for 30 (70/100HP)
Turn 432, 1822 AD: Asoka's Rifleman is hit for 13 (50/100HP)
Turn 432, 1822 AD: Asoka's Rifleman is hit for 13 (37/100HP)
Turn 432, 1822 AD: Temujin's Knight is hit for 30 (40/100HP)
Turn 432, 1822 AD: Asoka's Rifleman is hit for 13 (24/100HP)
Turn 432, 1822 AD: Temujin's Knight is hit for 30 (10/100HP)
Turn 432, 1822 AD: Asoka's Rifleman is hit for 13 (11/100HP)
Turn 432, 1822 AD: Asoka's Rifleman is hit for 13 (0/100HP)
Turn 432, 1822 AD: Temujin's Knight has defeated Asoka's Rifleman!
Turn 432, 1822 AD: Temujin's Knight (11.00) vs Asoka's Longbowman (9.60)
Turn 432, 1822 AD: Combat Odds: 80.8%
Turn 432, 1822 AD: (Extra Combat: -10%)
Turn 432, 1822 AD: (Plot Defense: +25%)
Turn 432, 1822 AD: (Fortify: +25%)
Turn 432, 1822 AD: (City Defense: +25%)
Turn 432, 1822 AD: (Hills: +25%)
Turn 432, 1822 AD: Temujin's Knight is hit for 19 (81/100HP)
Turn 432, 1822 AD: Asoka's Longbowman is hit for 20 (60/100HP)
Turn 432, 1822 AD: Asoka's Longbowman is hit for 20 (40/100HP)
Turn 432, 1822 AD: Asoka's Longbowman is hit for 20 (20/100HP)
Turn 432, 1822 AD: Temujin's Knight is hit for 19 (62/100HP)
Turn 432, 1822 AD: Asoka's Longbowman is hit for 20 (0/100HP)
Turn 432, 1822 AD: Temujin's Knight has defeated Asoka's Longbowman!
Turn 432, 1822 AD: You have captured Karachi!!!
Turn 432, 1822 AD: You have destroyed the city of Karachi!!!
Turn 432, 1822 AD: Medina celebrates "We Love the Dictator Day"!!!
Turn 432, 1822 AD: The borders of Shandong have expanded!
Turn 432, 1822 AD: Asoka's Grenadier (13.20) vs Temujin's Knight (13.00)
Turn 432, 1822 AD: Combat Odds: 63.3%
Turn 432, 1822 AD: (Extra Combat: -10%)
Turn 432, 1822 AD: (Extra Combat: +30%)
Turn 432, 1822 AD: Asoka's Grenadier is hit for 19 (81/100HP)
Turn 432, 1822 AD: Asoka's Grenadier is hit for 19 (62/100HP)
Turn 432, 1822 AD: Asoka's Grenadier is hit for 19 (43/100HP)
Turn 432, 1822 AD: Temujin's Knight is hit for 20 (80/100HP)
Turn 432, 1822 AD: Temujin's Knight is hit for 20 (60/100HP)
Turn 432, 1822 AD: Temujin's Knight is hit for 20 (40/100HP)
Turn 432, 1822 AD: Asoka's Grenadier is hit for 19 (24/100HP)
Turn 432, 1822 AD: Temujin's Knight is hit for 20 (20/100HP)
Turn 432, 1822 AD: Temujin's Knight is hit for 20 (0/100HP)
Turn 432, 1822 AD: Asoka's Grenadier has defeated Temujin's Knight!
Turn 432, 1822 AD: Asoka's Rifleman (15.40) vs Temujin's Keshik (5.21)
Turn 432, 1822 AD: Combat Odds: 100.0%
Turn 432, 1822 AD: (Extra Combat: -10%)
Turn 432, 1822 AD: (Extra Combat: +10%)
Turn 432, 1822 AD: (Combat: -25%)
Turn 432, 1822 AD: Temujin's Keshik is hit for 33 (67/100HP)
Turn 432, 1822 AD: Temujin's Keshik is hit for 33 (34/100HP)
Turn 432, 1822 AD: Temujin's Keshik is hit for 33 (1/100HP)
Turn 432, 1822 AD: Temujin's Keshik is hit for 33 (0/100HP)
Turn 432, 1822 AD: Asoka's Rifleman has defeated Temujin's Keshik!
Turn 432, 1822 AD: You have discovered Economics!

Turn 433, 1823 AD: Asoka's Grenadier (12.00) vs Temujin's Knight (12.50)
Turn 433, 1823 AD: Combat Odds: 35.3%
Turn 433, 1823 AD: (River Attack: +25%)
Turn 433, 1823 AD: Asoka's Grenadier is hit for 20 (80/100HP)
Turn 433, 1823 AD: Asoka's Grenadier is hit for 20 (60/100HP)
Turn 433, 1823 AD: Temujin's Knight is hit for 19 (81/100HP)
Turn 433, 1823 AD: Temujin's Knight is hit for 19 (62/100HP)
Turn 433, 1823 AD: Asoka's Grenadier is hit for 20 (40/100HP)
Turn 433, 1823 AD: Asoka's Grenadier is hit for 20 (20/100HP)
Turn 433, 1823 AD: Asoka's Grenadier is hit for 20 (0/100HP)
Turn 433, 1823 AD: Temujin's Knight has defeated Asoka's Grenadier!
Turn 433, 1823 AD: Asoka's Catapult (5.00) vs Temujin's Knight (7.75)
Turn 433, 1823 AD: Combat Odds: 16.3%
Turn 433, 1823 AD: (River Attack: +25%)
Turn 433, 1823 AD: Temujin's Knight is hit for 14 (48/100HP)
Turn 433, 1823 AD: Asoka's Catapult is hit for 28 (72/100HP)
Turn 433, 1823 AD: Asoka's Catapult is hit for 28 (44/100HP)
Turn 433, 1823 AD: Asoka's Catapult is hit for 28 (16/100HP)
Turn 433, 1823 AD: Asoka's Rifleman (16.80) vs Temujin's Knight (4.80)
Turn 433, 1823 AD: Combat Odds: 100.0%
Turn 433, 1823 AD: (Extra Combat: -20%)
Turn 433, 1823 AD: (Combat: -25%)
Turn 433, 1823 AD: (River Attack: +25%)
Turn 433, 1823 AD: Temujin's Knight is hit for 29 (19/100HP)
Turn 433, 1823 AD: Asoka's Rifleman is hit for 13 (87/100HP)
Turn 433, 1823 AD: Temujin's Knight is hit for 29 (0/100HP)
Turn 433, 1823 AD: Asoka's Rifleman has defeated Temujin's Knight!
Turn 433, 1823 AD: Mohammed Shah has been born in Delhi!

Turn 434, 1824 AD: You have discovered Military Tradition!
Turn 434, 1824 AD: Asoka's Rifleman (14.00) vs Temujin's Grenadier (19.20)
Turn 434, 1824 AD: Combat Odds: 20.5%
Turn 434, 1824 AD: (Extra Combat: +10%)
Turn 434, 1824 AD: (Plot Defense: +25%)
Turn 434, 1824 AD: (Combat: +25%)
Turn 434, 1824 AD: Asoka's Rifleman is hit for 23 (77/100HP)
Turn 434, 1824 AD: Asoka's Rifleman is hit for 23 (54/100HP)
Turn 434, 1824 AD: Asoka's Rifleman is hit for 23 (31/100HP)
Turn 434, 1824 AD: Temujin's Grenadier is hit for 17 (83/100HP)
Turn 434, 1824 AD: Temujin's Grenadier is hit for 17 (66/100HP)
Turn 434, 1824 AD: Asoka's Rifleman is hit for 23 (8/100HP)
Turn 434, 1824 AD: Temujin's Grenadier is hit for 17 (49/100HP)
Turn 434, 1824 AD: Asoka's Rifleman is hit for 23 (0/100HP)
Turn 434, 1824 AD: Temujin's Grenadier has defeated Asoka's Rifleman!
Turn 434, 1824 AD: Asoka's Pikeman (6.60) vs Temujin's Grenadier (7.93)
Turn 434, 1824 AD: Combat Odds: 40.2%
Turn 434, 1824 AD: (Extra Combat: -10%)
Turn 434, 1824 AD: (Extra Combat: +10%)
Turn 434, 1824 AD: (Plot Defense: +25%)
Turn 434, 1824 AD: Temujin's Grenadier is hit for 14 (35/100HP)
Turn 434, 1824 AD: Asoka's Pikeman is hit for 26 (74/100HP)
Turn 434, 1824 AD: Temujin's Grenadier is hit for 14 (21/100HP)
Turn 434, 1824 AD: Asoka's Pikeman is hit for 26 (48/100HP)
Turn 434, 1824 AD: Asoka's Pikeman is hit for 26 (22/100HP)
Turn 434, 1824 AD: Temujin's Grenadier is hit for 14 (7/100HP)
Turn 434, 1824 AD: Temujin's Grenadier is hit for 14 (0/100HP)
Turn 434, 1824 AD: Asoka's Pikeman has defeated Temujin's Grenadier!

Turn 435, 1825 AD: Asoka's Frigate (9.50) vs Temujin's Galleon (4.80)
Turn 435, 1825 AD: Combat Odds: 99.1%
Turn 435, 1825 AD: (Extra Combat: -20%)
Turn 435, 1825 AD: (Extra Combat: +10%)
Turn 435, 1825 AD: (Plot Defense: +10%)
Turn 435, 1825 AD: Asoka's Frigate is hit for 14 (85/100HP)
Turn 435, 1825 AD: Asoka's Frigate is hit for 14 (71/100HP)
Turn 435, 1825 AD: Temujin's Galleon is hit for 27 (73/100HP)
Turn 435, 1825 AD: Asoka's Frigate is hit for 14 (57/100HP)
Turn 435, 1825 AD: Temujin's Galleon is hit for 27 (46/100HP)
Turn 435, 1825 AD: Temujin's Galleon is hit for 27 (19/100HP)
Turn 435, 1825 AD: Temujin's Galleon is hit for 27 (0/100HP)
Turn 435, 1825 AD: Asoka's Frigate has defeated Temujin's Galleon!
Turn 435, 1825 AD: Nubian has been captured by the Indian Empire!!!
Turn 435, 1825 AD: Asoka's Rifleman (14.00) vs Temujin's Grenadier (19.20)
Turn 435, 1825 AD: Combat Odds: 20.5%
Turn 435, 1825 AD: (Extra Combat: +10%)
Turn 435, 1825 AD: (Plot Defense: +25%)
Turn 435, 1825 AD: (Combat: +25%)
Turn 435, 1825 AD: Asoka's Rifleman is hit for 23 (77/100HP)
Turn 435, 1825 AD: Asoka's Rifleman is hit for 23 (54/100HP)
Turn 435, 1825 AD: Asoka's Rifleman is hit for 23 (31/100HP)
Turn 435, 1825 AD: Asoka's Rifleman is hit for 23 (8/100HP)
Turn 435, 1825 AD: Temujin's Grenadier is hit for 17 (83/100HP)
Turn 435, 1825 AD: Asoka's Rifleman is hit for 23 (0/100HP)
Turn 435, 1825 AD: Temujin's Grenadier has defeated Asoka's Rifleman!

Turn 437, 1827 AD: Ning-hsia celebrates "We Love the Dictator Day"!!!

Turn 438, 1828 AD: Temujin's Frigate (8.80) vs Asoka's Frigate (8.32)
Turn 438, 1828 AD: Combat Odds: 53.7%
Turn 438, 1828 AD: (Extra Combat: -10%)
Turn 438, 1828 AD: (Extra Combat: +20%)
Turn 438, 1828 AD: (Plot Defense: +10%)
Turn 438, 1828 AD: Asoka's Frigate is hit for 19 (61/100HP)
Turn 438, 1828 AD: Asoka's Frigate is hit for 19 (42/100HP)
Turn 438, 1828 AD: Asoka's Frigate is hit for 19 (23/100HP)
Turn 438, 1828 AD: Asoka's Frigate is hit for 19 (4/100HP)
Turn 438, 1828 AD: Asoka's Frigate is hit for 19 (0/100HP)
Turn 438, 1828 AD: Temujin's Frigate has defeated Asoka's Frigate!
Turn 438, 1828 AD: Temujin's Frigate (8.80) vs Asoka's Frigate (5.92)
Turn 438, 1828 AD: Combat Odds: 94.9%
Turn 438, 1828 AD: (Extra Combat: -10%)
Turn 438, 1828 AD: (Extra Combat: +20%)
Turn 438, 1828 AD: (Plot Defense: +10%)
Turn 438, 1828 AD: Asoka's Frigate is hit for 20 (37/100HP)
Turn 438, 1828 AD: Temujin's Frigate is hit for 19 (81/100HP)
Turn 438, 1828 AD: Asoka's Frigate is hit for 20 (17/100HP)
Turn 438, 1828 AD: Temujin's Frigate is hit for 19 (62/100HP)
Turn 438, 1828 AD: Temujin's Frigate is hit for 19 (43/100HP)
Turn 438, 1828 AD: Asoka's Frigate is hit for 20 (0/100HP)
Turn 438, 1828 AD: Temujin's Frigate has defeated Asoka's Frigate!
Turn 438, 1828 AD: Temujin's Catapult (5.00) vs Asoka's Rifleman (27.44)
Turn 438, 1828 AD: Combat Odds: 0.0%
Turn 438, 1828 AD: (Plot Defense: +26%)
Turn 438, 1828 AD: (Fortify: +25%)
Turn 438, 1828 AD: (City Defense: +45%)
Turn 438, 1828 AD: Temujin's Catapult is hit for 41 (59/100HP)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 9 (91/100HP)
Turn 438, 1828 AD: Temujin's Catapult is hit for 41 (18/100HP)
Turn 438, 1828 AD: Temujin's Catapult is hit for 41 (0/100HP)
Turn 438, 1828 AD: Asoka's Rifleman has defeated Temujin's Catapult!
Turn 438, 1828 AD: Temujin's Catapult (5.00) vs Asoka's Rifleman (19.23)
Turn 438, 1828 AD: Combat Odds: 0.0%
Turn 438, 1828 AD: (Plot Defense: +26%)
Turn 438, 1828 AD: (Fortify: +25%)
Turn 438, 1828 AD: (City Defense: +45%)
Turn 438, 1828 AD: (City Attack: -45%)
Turn 438, 1828 AD: Temujin's Catapult is hit for 37 (63/100HP)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 10 (81/100HP)
Turn 438, 1828 AD: Temujin's Catapult is hit for 37 (26/100HP)
Turn 438, 1828 AD: Temujin's Catapult is hit for 37 (0/100HP)
Turn 438, 1828 AD: Asoka's Rifleman has defeated Temujin's Catapult!
Turn 438, 1828 AD: Temujin's Catapult (5.00) vs Asoka's Rifleman (22.22)
Turn 438, 1828 AD: Combat Odds: 0.0%
Turn 438, 1828 AD: (Plot Defense: +26%)
Turn 438, 1828 AD: (Fortify: +25%)
Turn 438, 1828 AD: (City Defense: +45%)
Turn 438, 1828 AD: Temujin's Catapult is hit for 39 (61/100HP)
Turn 438, 1828 AD: Temujin's Catapult is hit for 39 (22/100HP)
Turn 438, 1828 AD: Temujin's Grenadier (14.40) vs Asoka's Rifleman (13.72)
Turn 438, 1828 AD: Combat Odds: 53.2%
Turn 438, 1828 AD: (Extra Combat: -20%)
Turn 438, 1828 AD: (Plot Defense: +26%)
Turn 438, 1828 AD: (Fortify: +25%)
Turn 438, 1828 AD: (City Defense: +45%)
Turn 438, 1828 AD: (Class Attack: -50%)
Turn 438, 1828 AD: (Combat: -25%)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 19 (62/100HP)
Turn 438, 1828 AD: Temujin's Grenadier is hit for 20 (80/100HP)
Turn 438, 1828 AD: Temujin's Grenadier is hit for 20 (60/100HP)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 19 (43/100HP)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 19 (24/100HP)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 19 (5/100HP)
Turn 438, 1828 AD: Temujin's Grenadier is hit for 20 (40/100HP)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 19 (0/100HP)
Turn 438, 1828 AD: Temujin's Grenadier has defeated Asoka's Rifleman!
Turn 438, 1828 AD: Temujin's Knight (11.00) vs Asoka's Longbowman (9.41)
Turn 438, 1828 AD: Combat Odds: 71.8%
Turn 438, 1828 AD: (Extra Combat: -10%)
Turn 438, 1828 AD: (Plot Defense: +26%)
Turn 438, 1828 AD: (Fortify: +25%)
Turn 438, 1828 AD: (City Defense: +45%)
Turn 438, 1828 AD: (Hills: +25%)
Turn 438, 1828 AD: Asoka's Longbowman is hit for 19 (52/100HP)
Turn 438, 1828 AD: Asoka's Longbowman is hit for 19 (33/100HP)
Turn 438, 1828 AD: Asoka's Longbowman is hit for 19 (14/100HP)
Turn 438, 1828 AD: Asoka's Longbowman is hit for 19 (0/100HP)
Turn 438, 1828 AD: Temujin's Knight has defeated Asoka's Longbowman!
Turn 438, 1828 AD: You have captured Pune!!!
Turn 438, 1828 AD: You have destroyed the city of Pune!!!
Turn 438, 1828 AD: Temujin's Grenadier (14.40) vs Asoka's Rifleman (10.76)
Turn 438, 1828 AD: Combat Odds: 78.5%
Turn 438, 1828 AD: (Extra Combat: -20%)
Turn 438, 1828 AD: (Fortify: +25%)
Turn 438, 1828 AD: (City Defense: +20%)
Turn 438, 1828 AD: (Class Attack: -50%)
Turn 438, 1828 AD: (Combat: -25%)
Turn 438, 1828 AD: Temujin's Grenadier is hit for 17 (83/100HP)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 23 (77/100HP)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 23 (54/100HP)
Turn 438, 1828 AD: Temujin's Grenadier is hit for 17 (66/100HP)
Turn 438, 1828 AD: Temujin's Grenadier is hit for 17 (49/100HP)
Turn 438, 1828 AD: Temujin's Grenadier is hit for 17 (32/100HP)
Turn 438, 1828 AD: Temujin's Grenadier is hit for 17 (15/100HP)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 23 (31/100HP)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 23 (8/100HP)
Turn 438, 1828 AD: Temujin's Grenadier is hit for 17 (0/100HP)
Turn 438, 1828 AD: Asoka's Rifleman has defeated Temujin's Grenadier!
Turn 438, 1828 AD: Temujin's Knight (10.00) vs Asoka's Rifleman (1.90)
Turn 438, 1828 AD: Combat Odds: 100.0%
Turn 438, 1828 AD: (Fortify: +25%)
Turn 438, 1828 AD: (City Defense: +20%)
Turn 438, 1828 AD: (Combat: +25%)
Turn 438, 1828 AD: Asoka's Rifleman is hit for 17 (0/100HP)
Turn 438, 1828 AD: Temujin's Knight has defeated Asoka's Rifleman!
Turn 438, 1828 AD: You have captured Chittagong!!!
Turn 438, 1828 AD: You have made peace with Asoka!
Turn 438, 1828 AD: Ning-hsia celebrates "We Love the Dictator Day"!!!

Turn 439, 1829 AD: You have trained a Grenadier in Karakorum. Work has now begun on a Taoist Temple.

Turn 441, 1831 AD: You have trained a Work Boat in Old Sarai. Work has now begun on a Work Boat.

Turn 442, 1832 AD: Deal Canceled: Dye to Alexander for Gold Per Turn (7)

Turn 443, 1833 AD: Rene Descartes has been born in Tarsus!
 
oh! alex has 2 frigates west of athens!! so beware!! we have 2 inbetween them and our galleons. we also have one frigate heading from the north of athens, and another to the west of our galleons.
 
Not too much to say this time.

Alex is easier to attack than Cyrus, but is stronger. About our own strength. He also seems to have Military Tradition (cavalry). I would get the additional galleys ready to unload before DoW him.

Trade deer to Asoka for 21 gold.

Build lots of cavalry.
 
i missed that deer trade? hrmm, we can't scout alex's capital yet, but the thing is, i expect most of his units are on the pangaea against cyrus. If we can defeat him at sea, then his islands should be hard to defend, via sea is his only way to reinforce his islands, and they are what i suggest we kill off first.

I think the 5 or 6 catapults should help take his capital easy enough, the galleon between our island and saladland is moving a great engineer to our mainland, so drop it off before going to pick up the 3 units waiting at saladland
 
I think we need to start keeping the larger cities we capture. Little ones can be razed, but we need the production and commerce the larger ones will produce to have a decent chance in this game.

It is beginning to look like our only chance to win might be to survive to the end with the best score. Population counts a lot to that score.
 
I'm not sure who is up next. Either maro or mastiff.

I noticed that we can get open borders again w/Cyrus. Go for it.

The great engineer can be used a couple of different ways.
1) Research - have to see what for and how much it helps before deciding
2) Pentagon - put at our stone city w/Heroic Epic
3) Ironworks - put in same place probably instead of Pentagon. Have to wait for steel.
4) Great Engineer - again same place. I really don't think this is a useful option this late in the game.

I think Pentagon is best unless the tech research can complete a needed tech.

BTW, don't pillage a city's resources if we plan on keeping it. We can definitely use the resources ourselves.
 
I can play it if Maro isn't around... I forget the actual order.

EDIT: Since I haven't heard anything, I'll play tonight unless someone else comes along.
 
Okie dokie...
 
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