SGOTM 05 - Misfits

well we take medina, sit and heal, send reinforcements, then when he sends units from his capital to take back medina, we can take it.
 
I'm back from the coast and will upload tonight... I hope. I have to talk to AlanH, I was using my new laptop in my hotel and being very new to it, I hit the wrong thread. So, I'm not sure if they'll let me continue. I thought I'd tell you guys first, and even though I hit the back button really fast, I still did it.

I read nothing, sent you all no info, and no PM's... so I don't think the team will be DQ'd. Since I wasn't logged in, and using a WIFI connection, they may not even know. But I do. So I feel I must report it.

I'll get back with you as soon as I hear from him. Wish me luck, I'd hate to be banned forever.

EDIT: Yes! I can stay! I'll get it tonight after reading up this afternoon. Saladin must die for his crimes, this is certain!
 
Okay, so this is what I'm hearing... continue troop buildup, take Mendina and keep it, heal and harrass. Head new troops to SaladLand. (Except for an archer in cities unhappy about no troops)

Make missionaries and spread :religion: .

Now, if we find a city going unhappy, do we want to get a settler started to replace the cities we lost?

Do we have a definite course of research?

I also intend to get workers started on a road down the peninsula for ease of troop movement.

Oh, and are we back to 10 turns? I thought we were doing 15...
 
aye 15 didnt last long did it? hehe, oh after the mini attack from saladin, people did 10 turns, so i didnt want to take it upon myself to reincrease to 15. But certainly, feel free to do so.

Road is great idea, keshiks get there fast ofcourse. Next research is either currency or code of laws, i wont settle for anything else, our economy needs it. I tend to prefer courthouses early, because they are cheaper to build and provide a substantial decrease in corruption that in some cases even causes a market to be near useless.

Oh Saladin is still pumping out axemen and might start building spearmen, we need to take out his resources, the keshiks will be great for that. lets limit him to archers!

Edit: umm rebuilding near the copper is fine, but remember, we have no way of improving our economy bar cottages right now, we need code or currency to support more cities.. I think i'd pass on the settler until we take the salad capital
 
Got it... Playing.

Okay, played and uploaded.

Here's the log:

Spoiler :
Turn 205, 575 AD: Logging Game to File: autolog.txt
Turn 205, 575 AD: Taoism has been founded in a distant land!
Turn 205, 575 AD: Qin Shi Huang converts to Taoism!

Turn 206, 590 AD: Saladin's Axeman (5.50) vs Temujin's Keshik (8.10)
Turn 206, 590 AD: Combat Odds: 7.8%
Turn 206, 590 AD: (Extra Combat: -10%)
Turn 206, 590 AD: (Extra Combat: +10%)
Turn 206, 590 AD: (River Attack: +25%)
Turn 206, 590 AD: Saladin's Axeman is hit for 24 (76/100HP)
Turn 206, 590 AD: Saladin's Axeman is hit for 24 (52/100HP)
Turn 206, 590 AD: Temujin's Keshik is hit for 16 (84/100HP)
Turn 206, 590 AD: Saladin's Axeman is hit for 24 (28/100HP)
Turn 206, 590 AD: Saladin's Axeman is hit for 24 (4/100HP)
Turn 206, 590 AD: Saladin's Axeman is hit for 24 (0/100HP)
Turn 206, 590 AD: Temujin's Keshik has defeated Saladin's Axeman!

Turn 208, 620 AD: Temujin's Axeman (5.50) vs Saladin's Swordsman (3.63)
Turn 208, 620 AD: Combat Odds: 90.4%
Turn 208, 620 AD: (Extra Combat: -10%)
Turn 208, 620 AD: (Extra Combat: +10%)
Turn 208, 620 AD: (Combat: -75%)
Turn 208, 620 AD: Saladin's Swordsman is hit for 24 (76/100HP)
Turn 208, 620 AD: Saladin's Swordsman is hit for 24 (52/100HP)
Turn 208, 620 AD: Saladin's Swordsman is hit for 24 (28/100HP)
Turn 208, 620 AD: Temujin's Axeman is hit for 16 (84/100HP)
Turn 208, 620 AD: Temujin's Axeman is hit for 16 (68/100HP)
Turn 208, 620 AD: Saladin's Swordsman is hit for 24 (4/100HP)
Turn 208, 620 AD: Saladin's Swordsman is hit for 24 (0/100HP)
Turn 208, 620 AD: Temujin's Axeman has defeated Saladin's Swordsman!
Turn 208, 620 AD: Qin Shi Huang adopts Pacifism!

Turn 209, 635 AD: Chuang-Tzu has been born in Madras!

Turn 210, 650 AD: Imhotep has been born in a far away land!

Turn 211, 665 AD: Saladin's Swordsman (6.60) vs Temujin's Keshik (8.10)
Turn 211, 665 AD: Combat Odds: 20.7%
Turn 211, 665 AD: (Extra Combat: -10%)
Turn 211, 665 AD: (Extra Combat: +10%)
Turn 211, 665 AD: (River Attack: +25%)
Turn 211, 665 AD: Saladin's Swordsman is hit for 22 (78/100HP)
Turn 211, 665 AD: Saladin's Swordsman is hit for 22 (56/100HP)
Turn 211, 665 AD: Temujin's Keshik is hit for 18 (82/100HP)
Turn 211, 665 AD: Temujin's Keshik is hit for 18 (64/100HP)
Turn 211, 665 AD: Saladin's Swordsman is hit for 22 (34/100HP)
Turn 211, 665 AD: Temujin's Keshik is hit for 18 (46/100HP)
Turn 211, 665 AD: Temujin's Keshik is hit for 18 (28/100HP)
Turn 211, 665 AD: Temujin's Keshik is hit for 18 (10/100HP)
Turn 211, 665 AD: Saladin's Swordsman is hit for 22 (12/100HP)
Turn 211, 665 AD: Temujin's Keshik is hit for 18 (0/100HP)
Turn 211, 665 AD: Saladin's Swordsman has defeated Temujin's Keshik!
Turn 211, 665 AD: The Colossus has been built in a far away land!

Turn 212, 680 AD: Temujin's Swordsman (6.60) vs Saladin's Archer (6.15)
Turn 212, 680 AD: Combat Odds: 60.7%
Turn 212, 680 AD: (Extra Combat: -10%)
Turn 212, 680 AD: (Plot Defense: +40%)
Turn 212, 680 AD: (Fortify: +25%)
Turn 212, 680 AD: (City Defense: +70%)
Turn 212, 680 AD: (City Attack: -30%)
Turn 212, 680 AD: Temujin's Swordsman is hit for 19 (81/100HP)
Turn 212, 680 AD: Saladin's Archer is hit for 20 (80/100HP)
Turn 212, 680 AD: Saladin's Archer is hit for 20 (60/100HP)
Turn 212, 680 AD: Saladin's Archer is hit for 20 (40/100HP)
Turn 212, 680 AD: Saladin's Archer is hit for 20 (20/100HP)
Turn 212, 680 AD: Saladin's Archer is hit for 20 (0/100HP)
Turn 212, 680 AD: Temujin's Swordsman has defeated Saladin's Archer!
Turn 212, 680 AD: Temujin's Axeman (6.00) vs Saladin's Spearman (4.60)
Turn 212, 680 AD: Combat Odds: 77.3%
Turn 212, 680 AD: (Extra Combat: -20%)
Turn 212, 680 AD: (Plot Defense: +40%)
Turn 212, 680 AD: (Fortify: +25%)
Turn 212, 680 AD: (Combat: -50%)
Turn 212, 680 AD: Saladin's Spearman is hit for 22 (78/100HP)
Turn 212, 680 AD: Saladin's Spearman is hit for 22 (56/100HP)
Turn 212, 680 AD: Saladin's Spearman is hit for 22 (34/100HP)
Turn 212, 680 AD: Saladin's Spearman is hit for 22 (12/100HP)
Turn 212, 680 AD: Saladin's Spearman is hit for 22 (0/100HP)
Turn 212, 680 AD: Temujin's Axeman has defeated Saladin's Spearman!
Turn 212, 680 AD: You have captured Medina!!!
Turn 212, 680 AD: Christianity has spread in Karakorum.
Turn 212, 680 AD: Tokugawa converts to Buddhism!
Turn 212, 680 AD: Asoka has completed The Mahabodhi!

Turn 215, 725 AD: You have discovered Construction!

Turn 216, 740 AD: The enemy has been spotted near Medina!
Turn 216, 740 AD: The enemy has been spotted near Medina!
Turn 216, 740 AD: Temujin's Axeman (5.50) vs Saladin's Axeman (4.34)
Turn 216, 740 AD: Combat Odds: 75.7%
Turn 216, 740 AD: (Extra Combat: -10%)
Turn 216, 740 AD: (Extra Combat: +10%)
Turn 216, 740 AD: (Combat: -75%)
Turn 216, 740 AD: (Combat: +50%)
Turn 216, 740 AD: Saladin's Axeman is hit for 22 (78/100HP)
Turn 216, 740 AD: Temujin's Axeman is hit for 17 (83/100HP)
Turn 216, 740 AD: Saladin's Axeman is hit for 22 (56/100HP)
Turn 216, 740 AD: Saladin's Axeman is hit for 22 (34/100HP)
Turn 216, 740 AD: Temujin's Axeman is hit for 17 (66/100HP)
Turn 216, 740 AD: Temujin's Axeman is hit for 17 (49/100HP)
Turn 216, 740 AD: Saladin's Axeman is hit for 22 (12/100HP)
Turn 216, 740 AD: Saladin's Axeman is hit for 22 (0/100HP)
Turn 216, 740 AD: Temujin's Axeman has defeated Saladin's Axeman!
Turn 216, 740 AD: Your Axeman has destroyed a Axeman!
Turn 216, 740 AD: Temujin's Axeman (6.00) vs Saladin's Swordsman (3.95)
Turn 216, 740 AD: Combat Odds: 90.5%
Turn 216, 740 AD: (Extra Combat: -20%)
Turn 216, 740 AD: (Extra Combat: +10%)
Turn 216, 740 AD: (Combat: -50%)
Turn 216, 740 AD: (Combat: +25%)
Turn 216, 740 AD: Temujin's Axeman is hit for 17 (83/100HP)
Turn 216, 740 AD: Temujin's Axeman is hit for 17 (66/100HP)
Turn 216, 740 AD: Saladin's Swordsman is hit for 22 (54/100HP)
Turn 216, 740 AD: Temujin's Axeman is hit for 17 (49/100HP)
Turn 216, 740 AD: Saladin's Swordsman is hit for 22 (32/100HP)
Turn 216, 740 AD: Temujin's Axeman is hit for 17 (32/100HP)
Turn 216, 740 AD: Saladin's Swordsman is hit for 22 (10/100HP)
Turn 216, 740 AD: Saladin's Swordsman is hit for 22 (0/100HP)
Turn 216, 740 AD: Temujin's Axeman has defeated Saladin's Swordsman!
Turn 216, 740 AD: Your Axeman has destroyed a Swordsman!

Turn 217, 755 AD: Temujin's Keshik (6.60) vs Saladin's Archer (3.75)
Turn 217, 755 AD: Combat Odds: 96.8%
Turn 217, 755 AD: (Extra Combat: -10%)
Turn 217, 755 AD: (River Attack: +25%)
Turn 217, 755 AD: Saladin's Archer is hit for 26 (74/100HP)
Turn 217, 755 AD: Temujin's Keshik is hit for 15 (85/100HP)
Turn 217, 755 AD: Saladin's Archer is hit for 26 (48/100HP)
Turn 217, 755 AD: Saladin's Archer is hit for 26 (22/100HP)
Turn 217, 755 AD: Saladin's Archer is hit for 26 (0/100HP)
Turn 217, 755 AD: Temujin's Keshik has defeated Saladin's Archer!
Turn 217, 755 AD: Your Keshik has destroyed a Archer!


Here are the highlights...

In 575 I dropped :science: to 50% just to keep us afloat.

In 590, Qin discovers Taoism, something else nice to take, I'd say... I moved the troops south a tile to the NE of Medina, hoping to take it.

In 605, an axeman stood on the vineyard, and a swordsman had been built in Medina. I could not get decent odds for taking the city, so I slaughtered the aforementioned axe, and pillaged the winery. I cover the wounded keshik with an axe.

In 620, his swordsman attacks the axeman, and dies horribly.

In 635, some cities again get unhappy, and I whip a temple in Ning, and a workboat in Old Sarai. I move the keshiks south of Mecca, and the three melee units SW of mecca. I figure I'll just pillage for awhile

In 655, OS is still unhappy, even with a new archer. You just can't please some people! On a bright note, I use the two keshiks just south Of Sals capital to pillage his best village. Since he moves an axe and sword out of Medina back toward Mecca, I send the three melee units back to the hill overlooking Medina.

So, in 680, very oddly... instead of sending his troops back to Medina, he attacks and kills one keshik. That's bad. But, he leaves the city we want guarded by an archer and spearman. That's good. We take the city with no losses. The other keshik heads for the pigs. It's time for a barbeque... Oh, the missionary also spreads Christianity to Karakorum.

In 710, a swordsman is finished in Irontown, and I start a library. In 725, we discover Construction. Salad wants peace, but doesn't want to give anything to get it. After razing our cities, he has not yet begun to pay for his crimes... it will get worse for you.

Then, in 740, Sal sends the axe and sword back to Medina, where they are cut down quickly. Again, no losses. I do miss an opportunity here. I notice a settler with two archers headed north. I could have cut one down, but didn't, not knowing what might be out of sight.

If I had killed one of the archers, the keshik, now on his way back, could have finished the other archer, and enslaved the settler to work for us. It's only a matter of time, but it could have been nice. I kill one archer anyway, but I suspect they will hole up in Mecca.

To the next player... a ship is headed south to the one anchored off the coast near mecca, with a keshik and swordsman aboard. Another galley is waiting for two swords to finish on the mianland. It may be enough to take Mecca, but we can also start a cat or two to help. Barracks are going in in Medina.

Play rough!

Mf
 
Sorry guys, but I can't play any games for an indefinite period of time. A family member has recently died so please put me in the skip roster until further notice.
 
cnwjr (Up)
Softnum (On Deck)
Piko
Mastiff_of_Ar

Skip Roster:
Heathcliff
Mauer
failedreality
marowaker
 
Maybe we should talk to Alan H about getting any reservists who might be hanging around? 4 isn't a bad number, I suppose.
 
I'm not worried about the extra workload :) I'm not sure about any imminent return of players, but gee guys, just wave when you want a turn.
 
Every four turns is fine by me... I like playing this game! And when they come back, they come back!

And Maro, you have my condolences on your loss. Family comes first. We'll be here when you're ready.
 
You want the end or the next? I think we decided if someone is on the skip roster and wants a turn, they just get the next slot...

Or am I wrong?
 
If failedreality wants to take a turn, that's okay with me. Otherwise, I will play tomorrow.

I noticed that we are researching calendar at the moment. Why? It was not one of the ones on our list of options. The most useful to us would be currency or code of laws. CoL is probably the best immediate choice as courthouses are quite useful out of proportion to their cost.

Calendar has it's pluses and minuses. It would negate stonehenge, so new cities would not grow territory fast. OTOH, it would give us the ability to get the dyes for happiness. This would lead us towards Drama for extra happiness on demand.
 
I never did get a solid response from everyone on our tech path, so I chose one we'd get to fairly quickly. If it's CoL or currency we want, feel free! The beakers won't start to diminish before we get to it, I wouldn't think, so they aren't wasted.

I completely forgot about SH... But then, we need some libraries in a bad way, too. Once we take Mecca, perhaps Salad will be more reasonable in his quest for peace! He has a couple techs we could use, and we need a little build time.

Also, I think while we research the next tech, I'd lean to currency myself, we should at the least rebuild the copper city.
 
alright good luck cnwjr! whenever you think you ready just say failedreality, but should only take a few days to reach the end of the list, i know i play straight away as i'm always here to know what everyone requests.
 
Not much of significance this turnset. I switched to CoL. Due in about 3 turns.

I traded mono to Alex for 140 gold. This allowed us to keep research at 60% with a cushion.

I have built several catapults and a couple of coliseums for happiness. Also, a temple in our capital. We have one catapult that has been diligently reducing the defenses at Sal's capital and it should be down to zero in another 3 turns. There are two more cats on the way, but it'll be about 5 turns before they arrive. A missionary just arrived in Old Sarai, and is ready to convert the pagans there. I managed to lose a keshik and a swordman taking out a new city. A swordsman is heading south to inspect Sal's next in line town.


Softnum (Up)
Piko(On Deck)
Mastiff_of_Ar
failedreality
cnwjr (Just Finished)

Skip Roster:
Heathcliff
Mauer
marowaker
 
We should consider currency or monarchy next. Currency would allow us to build a couple of markets at the high commerce cities and to possibly trade later. Monarchy would give us access to wine (after we take Mecca) and allows MP to help with the unhappiness. Calendar is a remote possibility, though we need a firm agreement to get rid of the effect of Stonehenge.

After we finish CoL and the appropriate courthouses, we should convert to Theocracy to get more experience to our troops.

In Old Sarai, after converting to Christianity, change to and whip a temple. Then probably back to the coliseum.

Mecca is likely to fall in this next turnset.

We also could get another settler on our island, but that probably should wait until we have a few courthouses or markets online.
 
aye we would have to be unlucky to not be able to take mecca even in the next 5 turns. after the catapults hit, they will be mince meat. It will be interesting to see the unit he pops out next.

i'm in agreeance with all cnwjr's points. as for calendar, i think we leave it. its 1 extra happiness. If we take beijing and get the pyramids, then its not much use
 
I'm for currency...

I'd also like to see the copper city re-founded.

And are we going to let Sal live if he gives up techs?
 
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