SGOTM 05 - Trash Team

I have the feeling the game is set back a little by the recent event of Toku coming for tea. It's a nasty situation, but it is one we can deal with.
a few axes will deal with this issue.
No real problem except pillaging.
We do need to up naval defenses to prevent this happening again. Toku just sailed all the way till the end without us noticing.
true
that's why optics will be needed soon

lordofcivs seems to have gone awol, so we'll skip him.

The means the roster becomes:

Remconius (UP)
Cam_H (on deck)
cabert
Stuge
patagonia (skip till Sept 23)
lordofcivs (awol)

Lurking: Pigswill

But I think it is fair to give cabert his turn now for the one he missed. Then cabert can resume in the regular roster after me and Cam. This to compensate for missed turns.

Let us know, cabert if you are interested in the extra turn tomorrow/friday, or if you just want to pick up after Cam.
I'll pick after Cam. I like to whip away the pop cam nurtures ;).
 
This is a tough game!

Whipped 2 axes for 2 pop each. Kicked Toku off our lands and prepared the forces to take on Isabella again.

The AI is really out teching us. We need overwhelming numbers to beat them.

We got theocracy from Barbs. Could be beneficial for extra XP. Built an academy at Karakorum. When the cottage grow it will be really good.

Spoiler the log :
Turn 276/660 (1316 AD) [12-Sep-2007 22:19:21]
Axeman promoted: Shock
While attacking in Mongolian territory at Beshbalik, Axeman loses to: Japanese Swordsman (1.68/6) (Prob Victory: 90.4%)
Comment: DARN! lose 1 axe at 90% odds!
Beshbalik finishes: Catapult
Ning-hsia grows: 4
Ning-hsia finishes: Catapult
While defending in Mongolian territory at Beshbalik, Archer loses to: Japanese Swordsman (2.76/6) (Prob Victory: 32.8%)

Turn 277/660 (1322 AD) [12-Sep-2007 22:23:33]
Archer promoted: City Garrison I
Axeman promoted: Shock
Catapult promoted: Combat I
While attacking in Mongolian territory at Beshbalik, Catapult defeats (3.20/5): Japanese Swordsman (Prob Victory: 97.3%)
Beshbalik begins: Galley (38 turns)
Ning-hsia begins: Galley (13 turns)
Turfan finishes: Catapult
Murcia grows: 4

Turn 278/660 (1328 AD) [12-Sep-2007 22:25:50]
While attacking in Mongolian territory near Beshbalik, Catapult defeats (5.00/5): Japanese Swordsman (Prob Victory: 99.8%)
Catapult promoted: Combat II
Turfan begins: Catapult (8 turns)
Mecca grows: 11
Barcelona's borders expand
While defending in Mongolian territory near Karakorum, Work Boat loses to: Chinese Caravel (3.00/3) (Prob Victory: 0.2%)

Turn 279/660 (1334 AD) [12-Sep-2007 22:28:00]
Catapult promoted: Drill I
Catapult promoted: Drill II
While attacking in Mongolian territory at Beshbalik, Catapult loses to: Japanese Longbowman (4.92/6) (Prob Victory: 21.9%)
While attacking in Mongolian territory at Beshbalik, Catapult defeats (1.70/5): Japanese Longbowman (Prob Victory: 43.3%)
Catapult promoted: Combat I
Spearman promoted: Shock
Beshbalik grows: 4
Old Sarai finishes: Catapult
Seville grows: 6
While defending in Mongolian territory at Beshbalik, Catapult loses to: Japanese Axeman (5.00/5) (Prob Victory: 0.1%)

Turn 280/660 (1340 AD) [12-Sep-2007 22:32:23]
Archer promoted: Combat I
While attacking in Mongolian territory at Beshbalik, Catapult defeats (2.00/5): Japanese Axeman (Prob Victory: 50.0%)
Old Sarai begins: Keshik (8 turns)
Karakorum grows: 13
Barcelona finishes: Granary
Seville finishes: Courthouse
Murcia finishes: Work Boat
Tech learned: Theology

Turn 281/660 (1346 AD) [12-Sep-2007 23:14:16]
Murcia begins: Archer (37 turns)
Barcelona begins: Barracks (9 turns)
Turfan grows: 11
Ning-hsia grows: 5
Attitude Change: Qin Shi Huang(China) towards Alexander(Greece), from 'Cautious' to 'Pleased'
Civics Change: Tokugawa(Japan) from 'Vassalage' to 'Bureaucracy'

Turn 282/660 (1352 AD) [12-Sep-2007 23:19:06]

Turn 283/660 (1358 AD) [12-Sep-2007 23:25:51]
Axeman promoted: Shock
Karakorum finishes: Academy
Taoism has spread: Beshbalik
Turfan finishes: Catapult
Murcia grows: 4

Turn 284/660 (1364 AD) [12-Sep-2007 23:29:33]
Turfan begins: Library (13 turns)
Karakorum finishes: Library
Seville finishes: Archer
Murcia finishes: Archer
Judaism has spread: Pharsalos (Greek Empire)

Turn 285/660 (1370 AD) [12-Sep-2007 23:32:55]
While attacking in Mongolian territory at Murcia, Axeman defeats (3.50/5): Japanese Spearman (Prob Victory: 95.5%)
Archer promoted: City Garrison I
Seville begins: Barracks (45 turns)
Murcia begins: Archer (10 turns)
Karakorum begins: Catapult (10 turns)


Remconius
Cam_H (UP)
cabert (on deck)
Stuge
patagonia (skip till Sept 23)
lordofcivs (awol)

Lurking: Pigswill


THE SAVE
 
Can't see the save - but doesn't sound too bad from the reports.

Forbidden Palace? Is it done?

Shame about the Work Boat.

Karakorum appears to be shaping up to be quite the Science Centre. What's our technology path? Optics has been mentioned, which makes sense. I think Literature for Heroic Epic would help too - Barcelona again? :undecide:

Tokugawa getting Civil Service means 'you know what' is probably not far away. :eek:

... and I take it that we're going to have another shot at Spain then before she gets Guilds?

Cabert - nice big whippable cities - I promise! :)

I'll pick it up in the next day or so.
 
Forbidden Palace needs to be started in Barcelona. I prioritised defenses for now on the continent.

What about the workboat?
 
^ Easier said than done my friend! ;)

:cowboy: The Good, The Bad, and The Ugly …

I played seven turns and decided to stop in light of an interesting proposition that may or may not be still available, but I thought I’d hold off for consultation.

In summary;

We re-declared on Isabella and were able to capture Toledo and Valencia, although the cost in troops (esp. Catapults) was great. The AI is continuing to skip away in technology, and our development has been seriously curtailed by war weariness in our major cities. Tokugawa comes to us with a peace offering on the current turn, that I initially turned down.

1370AD: Opening Turn

Tokugawa had a ‘Settler party’ of sorts (a Combat II Axe + Settler) heading for the east coast of the main island south east of Murcia. We had a wounded Axe on an adjacent tile, and I decided to take a Keshik off our SoD to cover our injured Axe.

1376AD

Feudalism is discovered freely.

We re-declare on Spain and send our SoD towards Toledo … the city with the City Garrison III Longbow fortified on a hill :sad:. A Keshik broke from the pack to steal a Worker – they stood vulnerable in the open. Further to the east we unloaded three Keshiks.

Meanwhile on our home island a Galley moved into Ning-Hsia in light of the two lingering Japanese Galleys.

… and for the second time in this game I have to ungroup a team of three Workers!

IBT: A Spanish Catapult darted out of Toledo and dished out to our SoD some collateral damage, but died and allowed a Keshik to promote to Medic I.

1382AD

Chehalis has Longbows.

Barcelona: Barracks > Forbidden Palace

We lose a Keshik to Tokugawa’s Axeman, but a second Keshik cleaned up, and we have ourselves yet another Worker.

The war with Spain spells instant war weariness, and the whip comes out in Karakorum and Tufan.

We send a couple of City Raider Axes towards Toledo.

IBT: The SoD remained untouched, but one of our City Raider Axes fell to a Spanish Crossbow out of Toledo.

1388AD

Karakorum: Catapult > Forge
Tufan: Library > Theatre
Old Sarai: Keshik > Catapult

Isabella’s Crossbow falls to a Keshik, and we bombed Toledo down from 40% to 4%.

A quick glance at Edo revealed several Samurai.

To the north of Murcia, two Persian Galleys brought four Persian Horse Archers. Murcia whipped a Spear from scratch, while the Spear in Seville got sent to Murcia.

1394AD

Civil Service is researched, and we revolt to Bureaucracy and Organised Religion. There were a few of our cities with Hinduism, not a lot, but a few, and with Barcelona working on The Forbidden Palace at a slow pace, I decided that the switch was worth it, especially with cottage-heavy Karakorum to enjoy Bureaucracy. The Anarchy was to last two turns.

Four Catapults attacked Toledo, and the dreaded Longbow drops its health by only one-third. We have insufficient units to take the city, and wait for reinforcements.

Galleys arrived near Old Sarai, and are filled with five Catapults and a Keshik.

IBT: Persian Horse Archers landed outside Murcia.

1400AD

The battle for Toledo continued, and two more Catapults die before the Keshiks go in. A further Keshik perishes to a Maceman, but eventually the city falls!

sgotm5_1370_toledo.jpg


Our whipped Spearman took out one of the Persian Horse Archers. The city had; an Axe an Archer, and Seville’s Spearman (0/1
move.gif
).

1406AD

Cyrus’ Horse Archers divided up with pillaging rather than city capture in mind, and our two Spearmen were able to reduce the invasion down to a single unit, albeit they were both quite injured in the process.

War weariness continued to bubble, and Forges were whipped in Mecca and Karakorum. Old Sarai’s Catapult was also whipped.

We dropped the SoD of Catapults next to Valencia – a roaming Spanish Horse Archer and a city defending Longbow was what we faced.

IBT: Tokugawa came to us with an interesting offer; 10 turns of peace for Drama and 110:gold:. The roster had agreed earlier that Tokugawa would almost certainly never become an ally, and I questioned whether giving Japan anything for peace was in our best interests.

The roaming Spanish Horse Archer defeated our Keshik, leaving five Catapults outside Valencia.

1412AD

Karakorum, Mecca, and Old Sarai all begun work on Theatres.

One Catapult took out the Horse Archer, and two Catapults fell before we were able to take out Valencia’s Longbow, but the Taoist Holy City was now ours.

sgotm5_1370_valencia.jpg


We discovered Literature.

Premature end of turnset

I was unable to get Tokugawa to offer the same deal for peace again (he wants Barcelona) however he may agree to go with the Drama + 110:gold: deal if we put it to him. I'm putting it to the group to discuss whether settling for peace with Japan is worth paying for. As noted, he has Samurai.

Qin and Cyrus have Pikes.

Research-wise, we can pick up Compass next turn if we want to ‘up’ the :science: rate – rather than spending our cash on Longbow upgrades.

There’s one Persian Horse Archer left – and it should be easy to defeat.

Qin has a Caravel floating close to Ning-Hsia’s Fishing Boats – expect them to be pillaged.

The Catapults around Valencia can be rounded up for the mainland.

There’s still a sleeping Settler available (originally for the Chinese bridge).

I've opted to send a Worker out into dangerous territory, and try to hook up and build a Horses Pasture outside Barcelona - he may or may not make it :shifty:.

East side of Main Continent;

sgotm5_1370_main_screenie.jpg


Home;

sgotm5_1370_home_screenie.jpg


Cities;

sgotm5_1370_cities.jpg


Tech tree (Literature and Feudalism this turnset) - options at slow tech' rate;

sgotm5_1370_tech.jpg




Turn log:
Spoiler :
Here is your Session Turn Log from 1370 AD to 1412 AD:

Turn 285, 1370 AD: Temujin's Axeman (5.50) vs Tokugawa's Spearman (3.47)
Turn 285, 1370 AD: Combat Odds: 95.5%
Turn 285, 1370 AD: (Extra Combat: -10%)
Turn 285, 1370 AD: (Extra Combat: +10%)
Turn 285, 1370 AD: (Plot Defense: +50%)
Turn 285, 1370 AD: (Combat: -75%)
Turn 285, 1370 AD: Tokugawa's Spearman is hit for 25 (75/100HP)
Turn 285, 1370 AD: Tokugawa's Spearman is hit for 25 (50/100HP)
Turn 285, 1370 AD: Temujin's Axeman is hit for 15 (85/100HP)
Turn 285, 1370 AD: Tokugawa's Spearman is hit for 25 (25/100HP)
Turn 285, 1370 AD: Temujin's Axeman is hit for 15 (70/100HP)
Turn 285, 1370 AD: Tokugawa's Spearman is hit for 25 (0/100HP)
Turn 285, 1370 AD: Temujin's Axeman has defeated Tokugawa's Spearman!
Turn 285, 1370 AD: You have discovered Feudalism!

Turn 286, 1376 AD: Isabella's Catapult (5.00) vs Temujin's Keshik (6.60)
Turn 286, 1376 AD: Combat Odds: 17.6%
Turn 286, 1376 AD: (Extra Combat: +10%)
Turn 286, 1376 AD: Isabella's Catapult is hit for 22 (78/100HP)
Turn 286, 1376 AD: Isabella's Catapult is hit for 22 (56/100HP)
Turn 286, 1376 AD: Temujin's Keshik is hit for 17 (83/100HP)
Turn 286, 1376 AD: Isabella's Catapult is hit for 22 (34/100HP)
Turn 286, 1376 AD: Isabella's Catapult is hit for 22 (12/100HP)
Turn 286, 1376 AD: Temujin's Keshik is hit for 17 (66/100HP)
Turn 286, 1376 AD: Isabella's Catapult is hit for 22 (0/100HP)
Turn 286, 1376 AD: Temujin's Keshik has defeated Isabella's Catapult!

Turn 287, 1382 AD: Temujin's Keshik (6.00) vs Tokugawa's Axeman (8.50)
Turn 287, 1382 AD: Combat Odds: 14.8%
Turn 287, 1382 AD: (Extra Combat: +20%)
Turn 287, 1382 AD: (Plot Defense: +50%)
Turn 287, 1382 AD: Temujin's Keshik is hit for 23 (77/100HP)
Turn 287, 1382 AD: Tokugawa's Axeman is hit for 16 (84/100HP)
Turn 287, 1382 AD: Tokugawa's Axeman is hit for 16 (68/100HP)
Turn 287, 1382 AD: Temujin's Keshik is hit for 23 (54/100HP)
Turn 287, 1382 AD: Tokugawa's Axeman is hit for 16 (52/100HP)
Turn 287, 1382 AD: Temujin's Keshik is hit for 23 (31/100HP)
Turn 287, 1382 AD: Temujin's Keshik is hit for 23 (8/100HP)
Turn 287, 1382 AD: Tokugawa's Axeman is hit for 16 (36/100HP)
Turn 287, 1382 AD: Tokugawa's Axeman is hit for 16 (20/100HP)
Turn 287, 1382 AD: Tokugawa's Axeman is hit for 16 (4/100HP)
Turn 287, 1382 AD: Temujin's Keshik is hit for 23 (0/100HP)
Turn 287, 1382 AD: Tokugawa's Axeman has defeated Temujin's Keshik!
Turn 287, 1382 AD: Temujin's Keshik (7.20) vs Tokugawa's Axeman (0.34)
Turn 287, 1382 AD: Combat Odds: 100.0%
Turn 287, 1382 AD: (Extra Combat: -20%)
Turn 287, 1382 AD: (Extra Combat: +20%)
Turn 287, 1382 AD: (Plot Defense: +50%)
Turn 287, 1382 AD: Tokugawa's Axeman is hit for 25 (0/100HP)
Turn 287, 1382 AD: Temujin's Keshik has defeated Tokugawa's Axeman!
Turn 287, 1382 AD: You have trained a Catapult in Karakorum. Work has now begun on a Forge.
Turn 287, 1382 AD: Isabella's Crossbowman (6.60) vs Temujin's Axeman (5.50)
Turn 287, 1382 AD: Combat Odds: 78.3%
Turn 287, 1382 AD: (Extra Combat: -10%)
Turn 287, 1382 AD: (Extra Combat: +10%)
Turn 287, 1382 AD: (Plot Defense: +50%)
Turn 287, 1382 AD: (Combat: -50%)
Turn 287, 1382 AD: Temujin's Axeman is hit for 21 (79/100HP)
Turn 287, 1382 AD: Temujin's Axeman is hit for 21 (58/100HP)
Turn 287, 1382 AD: Temujin's Axeman is hit for 21 (37/100HP)
Turn 287, 1382 AD: Temujin's Axeman is hit for 21 (16/100HP)
Turn 287, 1382 AD: Isabella's Crossbowman is hit for 18 (82/100HP)
Turn 287, 1382 AD: Isabella's Crossbowman is hit for 18 (64/100HP)
Turn 287, 1382 AD: Isabella's Crossbowman is hit for 18 (46/100HP)
Turn 287, 1382 AD: Isabella's Crossbowman is hit for 18 (28/100HP)
Turn 287, 1382 AD: Temujin's Axeman is hit for 21 (0/100HP)
Turn 287, 1382 AD: Isabella's Crossbowman has defeated Temujin's Axeman!

Turn 288, 1388 AD: Temujin's Keshik (5.97) vs Isabella's Crossbowman (1.84)
Turn 288, 1388 AD: Combat Odds: 99.9%
Turn 288, 1388 AD: (Extra Combat: -20%)
Turn 288, 1388 AD: (Extra Combat: +10%)
Turn 288, 1388 AD: Isabella's Crossbowman is hit for 24 (4/100HP)
Turn 288, 1388 AD: Isabella's Crossbowman is hit for 24 (0/100HP)
Turn 288, 1388 AD: Temujin's Keshik has defeated Isabella's Crossbowman!
Turn 288, 1388 AD: Your Catapult has reduced the defenses of Toledo to 22%!
Turn 288, 1388 AD: Hinduism has spread in Ning-hsia.
Turn 288, 1388 AD: You have trained a Spearman in Murcia. Work has now begun on a Archer.
Turn 288, 1388 AD: You have discovered Civil Service!

Turn 289, 1394 AD: The enemy has been spotted near Murcia!
Turn 289, 1394 AD: The revolution has begun!!!
Turn 289, 1394 AD: Temujin adopts Bureaucracy!
Turn 289, 1394 AD: Temujin adopts Organized Religion!
Turn 289, 1394 AD: Temujin's Catapult (4.70) vs Isabella's Longbowman (15.30)
Turn 289, 1394 AD: Combat Odds: 0.0%
Turn 289, 1394 AD: (Plot Defense: +25%)
Turn 289, 1394 AD: (Fortify: +25%)
Turn 289, 1394 AD: (City Defense: +100%)
Turn 289, 1394 AD: (Hills: +25%)
Turn 289, 1394 AD: (City Attack: -20%)
Turn 289, 1394 AD: Temujin's Catapult is hit for 33 (61/100HP)
Turn 289, 1394 AD: Temujin's Catapult is hit for 33 (28/100HP)
Turn 289, 1394 AD: Temujin's Catapult is hit for 33 (0/100HP)
Turn 289, 1394 AD: Isabella's Longbowman has defeated Temujin's Catapult!
Turn 289, 1394 AD: Temujin's Catapult (4.70) vs Isabella's Longbowman (15.30)
Turn 289, 1394 AD: Combat Odds: 0.0%
Turn 289, 1394 AD: (Plot Defense: +25%)
Turn 289, 1394 AD: (Fortify: +25%)
Turn 289, 1394 AD: (City Defense: +100%)
Turn 289, 1394 AD: (Hills: +25%)
Turn 289, 1394 AD: (City Attack: -20%)
Turn 289, 1394 AD: Temujin's Catapult is hit for 33 (61/100HP)
Turn 289, 1394 AD: Isabella's Longbowman is hit for 11 (89/100HP)
Turn 289, 1394 AD: Temujin's Catapult is hit for 33 (28/100HP)
Turn 289, 1394 AD: Temujin's Catapult is hit for 33 (0/100HP)
Turn 289, 1394 AD: Isabella's Longbowman has defeated Temujin's Catapult!
Turn 289, 1394 AD: Temujin's Catapult (4.45) vs Isabella's Longbowman (14.68)
Turn 289, 1394 AD: Combat Odds: 0.0%
Turn 289, 1394 AD: (Plot Defense: +25%)
Turn 289, 1394 AD: (Fortify: +25%)
Turn 289, 1394 AD: (City Defense: +100%)
Turn 289, 1394 AD: (Hills: +25%)
Turn 289, 1394 AD: Temujin's Catapult is hit for 34 (55/100HP)
Turn 289, 1394 AD: Temujin's Catapult is hit for 34 (21/100HP)
Turn 289, 1394 AD: Temujin's Catapult is hit for 34 (0/100HP)
Turn 289, 1394 AD: Isabella's Longbowman has defeated Temujin's Catapult!
Turn 289, 1394 AD: Temujin's Catapult (4.70) vs Isabella's Longbowman (13.61)
Turn 289, 1394 AD: Combat Odds: 0.0%
Turn 289, 1394 AD: (Plot Defense: +25%)
Turn 289, 1394 AD: (Fortify: +25%)
Turn 289, 1394 AD: (City Defense: +100%)
Turn 289, 1394 AD: (Hills: +25%)
Turn 289, 1394 AD: (City Attack: -20%)
Turn 289, 1394 AD: Temujin's Catapult is hit for 33 (61/100HP)
Turn 289, 1394 AD: Isabella's Longbowman is hit for 12 (77/100HP)
Turn 289, 1394 AD: Temujin's Catapult is hit for 33 (28/100HP)
Turn 289, 1394 AD: Isabella's Longbowman is hit for 12 (65/100HP)
Turn 289, 1394 AD: Temujin's Catapult is hit for 33 (0/100HP)
Turn 289, 1394 AD: Isabella's Longbowman has defeated Temujin's Catapult!

Turn 290, 1400 AD: The enemy has been spotted near Ning-hsia!
Turn 290, 1400 AD: The enemy has been spotted near Murcia!
Turn 290, 1400 AD: Temujin's Spearman (4.80) vs Cyrus's Horse Archer (3.15)
Turn 290, 1400 AD: Combat Odds: 90.5%
Turn 290, 1400 AD: (Extra Combat: -20%)
Turn 290, 1400 AD: (Extra Combat: +10%)
Turn 290, 1400 AD: (Combat: -100%)
Turn 290, 1400 AD: Cyrus's Horse Archer is hit for 24 (76/100HP)
Turn 290, 1400 AD: Cyrus's Horse Archer is hit for 24 (52/100HP)
Turn 290, 1400 AD: Temujin's Spearman is hit for 16 (84/100HP)
Turn 290, 1400 AD: Cyrus's Horse Archer is hit for 24 (28/100HP)
Turn 290, 1400 AD: Cyrus's Horse Archer is hit for 24 (4/100HP)
Turn 290, 1400 AD: Cyrus's Horse Archer is hit for 24 (0/100HP)
Turn 290, 1400 AD: Temujin's Spearman has defeated Cyrus's Horse Archer!
Turn 290, 1400 AD: Your Spearman has destroyed a Horse Archer!
Turn 290, 1400 AD: Temujin's Catapult (5.00) vs Isabella's Longbowman (13.00)
Turn 290, 1400 AD: Combat Odds: 0.2%
Turn 290, 1400 AD: (Plot Defense: +25%)
Turn 290, 1400 AD: (Fortify: +25%)
Turn 290, 1400 AD: (City Defense: +100%)
Turn 290, 1400 AD: (Hills: +25%)
Turn 290, 1400 AD: (City Attack: -20%)
Turn 290, 1400 AD: Your Catapult has caused collateral damage! (3 Units)
Turn 290, 1400 AD: Temujin's Catapult is hit for 32 (68/100HP)
Turn 290, 1400 AD: Temujin's Catapult is hit for 32 (36/100HP)
Turn 290, 1400 AD: Temujin's Catapult is hit for 32 (4/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 12 (73/100HP)
Turn 290, 1400 AD: Temujin's Catapult is hit for 32 (0/100HP)
Turn 290, 1400 AD: Isabella's Longbowman has defeated Temujin's Catapult!
Turn 290, 1400 AD: Your Catapult has died trying to attack a Longbowman!
Turn 290, 1400 AD: Temujin's Catapult (4.70) vs Isabella's Longbowman (11.16)
Turn 290, 1400 AD: Combat Odds: 0.2%
Turn 290, 1400 AD: (Plot Defense: +25%)
Turn 290, 1400 AD: (Fortify: +25%)
Turn 290, 1400 AD: (City Defense: +100%)
Turn 290, 1400 AD: (Hills: +25%)
Turn 290, 1400 AD: (City Attack: -20%)
Turn 290, 1400 AD: Your Catapult has caused collateral damage! (3 Units)
Turn 290, 1400 AD: Temujin's Catapult is hit for 32 (62/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 12 (61/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 12 (49/100HP)
Turn 290, 1400 AD: Temujin's Catapult is hit for 32 (30/100HP)
Turn 290, 1400 AD: Temujin's Catapult is hit for 32 (0/100HP)
Turn 290, 1400 AD: Isabella's Longbowman has defeated Temujin's Catapult!
Turn 290, 1400 AD: Your Catapult has died trying to attack a Longbowman!
Turn 290, 1400 AD: Temujin's Keshik (7.05) vs Isabella's Longbowman (8.71)
Turn 290, 1400 AD: Combat Odds: 37.4%
Turn 290, 1400 AD: (Extra Combat: -20%)
Turn 290, 1400 AD: (Plot Defense: +25%)
Turn 290, 1400 AD: (Fortify: +25%)
Turn 290, 1400 AD: (City Defense: +45%)
Turn 290, 1400 AD: (Hills: +25%)
Turn 290, 1400 AD: Temujin's Keshik is hit for 24 (74/100HP)
Turn 290, 1400 AD: Temujin's Keshik is hit for 24 (50/100HP)
Turn 290, 1400 AD: Temujin's Keshik is hit for 24 (26/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 16 (50/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 16 (34/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 16 (18/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 16 (2/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 16 (0/100HP)
Turn 290, 1400 AD: Temujin's Keshik has defeated Isabella's Longbowman!
Turn 290, 1400 AD: Your Keshik has destroyed a Longbowman!
Turn 290, 1400 AD: Temujin's Keshik (6.60) vs Isabella's Longbowman (8.08)
Turn 290, 1400 AD: Combat Odds: 39.2%
Turn 290, 1400 AD: (Extra Combat: -10%)
Turn 290, 1400 AD: (Plot Defense: +25%)
Turn 290, 1400 AD: (Fortify: +25%)
Turn 290, 1400 AD: (City Defense: +100%)
Turn 290, 1400 AD: (Hills: +25%)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 14 (35/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 14 (21/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 14 (7/100HP)
Turn 290, 1400 AD: Isabella's Longbowman is hit for 14 (0/100HP)
Turn 290, 1400 AD: Temujin's Keshik has defeated Isabella's Longbowman!
Turn 290, 1400 AD: Your Keshik has destroyed a Longbowman!
Turn 290, 1400 AD: Temujin's Keshik (6.60) vs Isabella's Maceman (8.64)
Turn 290, 1400 AD: Combat Odds: 40.4%
Turn 290, 1400 AD: (Extra Combat: -10%)
Turn 290, 1400 AD: (Plot Defense: +25%)
Turn 290, 1400 AD: (Fortify: +25%)
Turn 290, 1400 AD: Isabella's Maceman is hit for 16 (56/100HP)
Turn 290, 1400 AD: Isabella's Maceman is hit for 16 (40/100HP)
Turn 290, 1400 AD: Temujin's Keshik is hit for 24 (76/100HP)
Turn 290, 1400 AD: Temujin's Keshik is hit for 24 (52/100HP)
Turn 290, 1400 AD: Temujin's Keshik is hit for 24 (28/100HP)
Turn 290, 1400 AD: Temujin's Keshik is hit for 24 (4/100HP)
Turn 290, 1400 AD: Temujin's Keshik is hit for 24 (0/100HP)
Turn 290, 1400 AD: Isabella's Maceman has defeated Temujin's Keshik!
Turn 290, 1400 AD: Your Keshik has died trying to attack a Maceman!
Turn 290, 1400 AD: Temujin's Keshik (7.20) vs Isabella's Maceman (4.80)
Turn 290, 1400 AD: Combat Odds: 93.6%
Turn 290, 1400 AD: (Extra Combat: -20%)
Turn 290, 1400 AD: (Plot Defense: +25%)
Turn 290, 1400 AD: (Fortify: +25%)
Turn 290, 1400 AD: Isabella's Maceman is hit for 18 (22/100HP)
Turn 290, 1400 AD: Temujin's Keshik is hit for 21 (79/100HP)
Turn 290, 1400 AD: Isabella's Maceman is hit for 18 (4/100HP)
Turn 290, 1400 AD: Temujin's Keshik is hit for 21 (58/100HP)
Turn 290, 1400 AD: Isabella's Maceman is hit for 18 (0/100HP)
Turn 290, 1400 AD: Temujin's Keshik has defeated Isabella's Maceman!
Turn 290, 1400 AD: Your Keshik has destroyed a Maceman!
Turn 290, 1400 AD: Temujin's Axeman (5.50) vs Isabella's Catapult (2.06)
Turn 290, 1400 AD: Combat Odds: 99.9%
Turn 290, 1400 AD: (Extra Combat: -10%)
Turn 290, 1400 AD: (City Attack: -45%)
Turn 290, 1400 AD: Isabella's Catapult is hit for 27 (33/100HP)
Turn 290, 1400 AD: Isabella's Catapult is hit for 27 (6/100HP)
Turn 290, 1400 AD: Isabella's Catapult is hit for 27 (0/100HP)
Turn 290, 1400 AD: Temujin's Axeman has defeated Isabella's Catapult!
Turn 290, 1400 AD: Your Axeman has destroyed a Catapult!
Turn 290, 1400 AD: You have captured a Worker
Turn 290, 1400 AD: You have captured Toledo!!!
Turn 290, 1400 AD: The anarchy is over! Your government is re-established.
Turn 290, 1400 AD: A Farm has been destroyed by a marauding Persian Horse Archer!
Turn 290, 1400 AD: A Cottage has been destroyed by a marauding Persian Horse Archer!

Turn 291, 1406 AD: The enemy has been spotted near Ning-hsia!
Turn 291, 1406 AD: The enemy has been spotted near Murcia!
Turn 291, 1406 AD: Temujin's Spearman (4.41) vs Cyrus's Horse Archer (2.79)
Turn 291, 1406 AD: Combat Odds: 95.4%
Turn 291, 1406 AD: (Extra Combat: -20%)
Turn 291, 1406 AD: (Extra Combat: +10%)
Turn 291, 1406 AD: (Combat: -125%)
Turn 291, 1406 AD: Temujin's Spearman is hit for 15 (77/100HP)
Turn 291, 1406 AD: Cyrus's Horse Archer is hit for 25 (75/100HP)
Turn 291, 1406 AD: Temujin's Spearman is hit for 15 (62/100HP)
Turn 291, 1406 AD: Cyrus's Horse Archer is hit for 25 (50/100HP)
Turn 291, 1406 AD: Cyrus's Horse Archer is hit for 25 (25/100HP)
Turn 291, 1406 AD: Cyrus's Horse Archer is hit for 25 (0/100HP)
Turn 291, 1406 AD: Temujin's Spearman has defeated Cyrus's Horse Archer!
Turn 291, 1406 AD: Your Spearman has destroyed a Horse Archer!
Turn 291, 1406 AD: Temujin's Spearman (4.40) vs Cyrus's Horse Archer (3.15)
Turn 291, 1406 AD: Combat Odds: 87.8%
Turn 291, 1406 AD: (Extra Combat: -10%)
Turn 291, 1406 AD: (Extra Combat: +10%)
Turn 291, 1406 AD: (Combat: -100%)
Turn 291, 1406 AD: Cyrus's Horse Archer is hit for 23 (77/100HP)
Turn 291, 1406 AD: Temujin's Spearman is hit for 16 (84/100HP)
Turn 291, 1406 AD: Cyrus's Horse Archer is hit for 23 (54/100HP)
Turn 291, 1406 AD: Temujin's Spearman is hit for 16 (68/100HP)
Turn 291, 1406 AD: Cyrus's Horse Archer is hit for 23 (31/100HP)
Turn 291, 1406 AD: Cyrus's Horse Archer is hit for 23 (8/100HP)
Turn 291, 1406 AD: Temujin's Spearman is hit for 16 (52/100HP)
Turn 291, 1406 AD: Temujin's Spearman is hit for 16 (36/100HP)
Turn 291, 1406 AD: Temujin's Spearman is hit for 16 (20/100HP)
Turn 291, 1406 AD: Cyrus's Horse Archer is hit for 23 (0/100HP)
Turn 291, 1406 AD: Temujin's Spearman has defeated Cyrus's Horse Archer!
Turn 291, 1406 AD: Your Spearman has destroyed a Horse Archer!
Turn 291, 1406 AD: Beshbalik will grow to size 5 on the next turn
Turn 291, 1406 AD: Isabella's Catapult (5.50) vs Temujin's Keshik (6.00)
Turn 291, 1406 AD: Combat Odds: 26.8%
Turn 291, 1406 AD: (Extra Combat: -10%)
Turn 291, 1406 AD: You have suffered collateral damage! (5 Units)
Turn 291, 1406 AD: Isabella's Catapult is hit for 20 (80/100HP)
Turn 291, 1406 AD: Isabella's Catapult is hit for 20 (60/100HP)
Turn 291, 1406 AD: Temujin's Keshik is hit for 19 (81/100HP)
Turn 291, 1406 AD: Isabella's Catapult is hit for 20 (40/100HP)
Turn 291, 1406 AD: Isabella's Catapult is hit for 20 (20/100HP)
Turn 291, 1406 AD: Isabella's Catapult is hit for 20 (0/100HP)
Turn 291, 1406 AD: Temujin's Keshik has defeated Isabella's Catapult!
Turn 291, 1406 AD: While defending, your Keshik has killed a Spanish Catapult!
Turn 291, 1406 AD: Isabella's Horse Archer (6.60) vs Temujin's Keshik (4.86)
Turn 291, 1406 AD: Combat Odds: 87.1%
Turn 291, 1406 AD: (Extra Combat: -10%)
Turn 291, 1406 AD: Temujin's Keshik is hit for 22 (59/100HP)
Turn 291, 1406 AD: Isabella's Horse Archer is hit for 18 (82/100HP)
Turn 291, 1406 AD: Isabella's Horse Archer is hit for 18 (64/100HP)
Turn 291, 1406 AD: Isabella's Horse Archer is hit for 18 (46/100HP)
Turn 291, 1406 AD: Temujin's Keshik is hit for 22 (37/100HP)
Turn 291, 1406 AD: Temujin's Keshik is hit for 22 (15/100HP)
Turn 291, 1406 AD: Isabella's Horse Archer is hit for 18 (28/100HP)
Turn 291, 1406 AD: Temujin's Keshik is hit for 22 (0/100HP)
Turn 291, 1406 AD: Isabella's Horse Archer has defeated Temujin's Keshik!
Turn 291, 1406 AD: While defending, your Keshik was destroyed by a Spanish Horse Archer!
Turn 291, 1406 AD: You have discovered Literature!

Turn 292, 1412 AD: The enemy has been spotted near Ning-hsia!
Turn 292, 1412 AD: The enemy has been spotted near Ning-hsia!
Turn 292, 1412 AD: Temujin's Catapult (5.22) vs Isabella's Horse Archer (1.84)
Turn 292, 1412 AD: Combat Odds: 99.8%
Turn 292, 1412 AD: (Extra Combat: -10%)
Turn 292, 1412 AD: (Extra Combat: +10%)
Turn 292, 1412 AD: Isabella's Horse Archer is hit for 22 (6/100HP)
Turn 292, 1412 AD: Isabella's Horse Archer is hit for 22 (0/100HP)
Turn 292, 1412 AD: Temujin's Catapult has defeated Isabella's Horse Archer!
Turn 292, 1412 AD: Your Catapult has destroyed a Horse Archer!
Turn 292, 1412 AD: Temujin's Catapult (4.75) vs Isabella's Longbowman (10.80)
Turn 292, 1412 AD: Combat Odds: 0.3%
Turn 292, 1412 AD: (Plot Defense: +25%)
Turn 292, 1412 AD: (Fortify: +25%)
Turn 292, 1412 AD: (City Defense: +25%)
Turn 292, 1412 AD: (Hills: +25%)
Turn 292, 1412 AD: (City Attack: -20%)
Turn 292, 1412 AD: Temujin's Catapult is hit for 29 (66/100HP)
Turn 292, 1412 AD: Temujin's Catapult is hit for 29 (37/100HP)
Turn 292, 1412 AD: Temujin's Catapult is hit for 29 (8/100HP)
Turn 292, 1412 AD: Your Catapult has withdrawn from combat with a Longbowman!
Turn 292, 1412 AD: Temujin's Catapult (4.75) vs Isabella's Longbowman (10.80)
Turn 292, 1412 AD: Combat Odds: 0.3%
Turn 292, 1412 AD: (Plot Defense: +25%)
Turn 292, 1412 AD: (Fortify: +25%)
Turn 292, 1412 AD: (City Defense: +25%)
Turn 292, 1412 AD: (Hills: +25%)
Turn 292, 1412 AD: (City Attack: -20%)
Turn 292, 1412 AD: Isabella's Longbowman is hit for 13 (87/100HP)
Turn 292, 1412 AD: Isabella's Longbowman is hit for 13 (74/100HP)
Turn 292, 1412 AD: Temujin's Catapult is hit for 29 (66/100HP)
Turn 292, 1412 AD: Isabella's Longbowman is hit for 13 (61/100HP)
Turn 292, 1412 AD: Isabella's Longbowman is hit for 13 (48/100HP)
Turn 292, 1412 AD: Temujin's Catapult is hit for 29 (37/100HP)
Turn 292, 1412 AD: Temujin's Catapult is hit for 29 (8/100HP)
Turn 292, 1412 AD: Temujin's Catapult is hit for 29 (0/100HP)
Turn 292, 1412 AD: Isabella's Longbowman has defeated Temujin's Catapult!
Turn 292, 1412 AD: Your Catapult has died trying to attack a Longbowman!
Turn 292, 1412 AD: Temujin's Catapult (4.75) vs Isabella's Longbowman (5.18)
Turn 292, 1412 AD: Combat Odds: 37.7%
Turn 292, 1412 AD: (Plot Defense: +25%)
Turn 292, 1412 AD: (Fortify: +25%)
Turn 292, 1412 AD: (City Defense: +25%)
Turn 292, 1412 AD: (Hills: +25%)
Turn 292, 1412 AD: (City Attack: -20%)
Turn 292, 1412 AD: Temujin's Catapult is hit for 25 (70/100HP)
Turn 292, 1412 AD: Isabella's Longbowman is hit for 15 (33/100HP)
Turn 292, 1412 AD: Temujin's Catapult is hit for 25 (45/100HP)
Turn 292, 1412 AD: Temujin's Catapult is hit for 25 (20/100HP)
Turn 292, 1412 AD: Isabella's Longbowman is hit for 15 (18/100HP)
Turn 292, 1412 AD: Temujin's Catapult is hit for 25 (0/100HP)
Turn 292, 1412 AD: Isabella's Longbowman has defeated Temujin's Catapult!
Turn 292, 1412 AD: Your Catapult has died trying to attack a Longbowman!
Turn 292, 1412 AD: Temujin's Catapult (4.75) vs Isabella's Longbowman (1.94)
Turn 292, 1412 AD: Combat Odds: 98.5%
Turn 292, 1412 AD: (Plot Defense: +25%)
Turn 292, 1412 AD: (Fortify: +25%)
Turn 292, 1412 AD: (City Defense: +25%)
Turn 292, 1412 AD: (Hills: +25%)
Turn 292, 1412 AD: (City Attack: -20%)
Turn 292, 1412 AD: Temujin's Catapult is hit for 22 (73/100HP)
Turn 292, 1412 AD: Isabella's Longbowman is hit for 17 (1/100HP)
Turn 292, 1412 AD: Temujin's Catapult is hit for 22 (51/100HP)
Turn 292, 1412 AD: Isabella's Longbowman is hit for 17 (0/100HP)
Turn 292, 1412 AD: Temujin's Catapult has defeated Isabella's Longbowman!
Turn 292, 1412 AD: Your Catapult has destroyed a Longbowman!
Turn 292, 1412 AD: You have captured a Worker
Turn 292, 1412 AD: You have captured Valencia!!!

The Save
 
Is Tokugawa threatening us, really?
If you see troops massing, then giving drama for peace is a good thing.

If you see no strong troops coming, a few LB should be enough to reassure the cities.

About tech, I think machinery is clearly the strongest option for us. CBs vs samurais, you know.

If you want to go on playing cam, I won't mind.
Else I can play this afternoon (= in 6 or so hours)
 
Go machinery next. We should prioritise the downline anyway. Knights, grenadiers and, eventually, cannons beckon.

The AIs will be ahead of us in tech for some time. But if we pick our fights and are ready to sign peace in case the manure hits the windmill, we should be fine.

Looks like we now have a solid base on the continent. We could start thinking about really harassing Toku and Cyrus. Would it be worth it to send longbow/mace/keshik teams to the Persian core, or would they just get stomped on?
 
If you want to go on playing cam, I won't mind.
Else I can play this afternoon (= in 6 or so hours)

All yours big fella! :)

I'd really like to finish off Spain in this conflict, but I burned a lot of Cat's just in taking out two cities (sorry - but 'no pain, no gain' allegedly). Madrid would be great to grab, but if nothing else it's currently useful as a buffer between us and Japan.

Go machinery next. We should prioritise the downline anyway. Knights, grenadiers and, eventually, cannons beckon.

Stuge - I think you're right on Machinery (and perhaps 'Steel bee-line' of sorts) in that the opposition has essentially moved into the Medieval Era while we're fluffing around with Classical Age units. Really Keshiks without anti-melee coverage (or in a couple of instances, anti-Elephant coverage too) are just going to get skewered from now on.
 
Inherited turn : I see a horsearcher threatening 2 of our workers that already have moved :(
Luckily (or from very good foresight), there are spearmen in the city next to him. Badly wounded but 2 of them will do the trick. The first dies, the second wins.

I spot another vulnerable worker on the wanabee horse pasture next to barcelona. This one gets covered by 2 keshiks (2 horsearchers in mycenae). We could capture this city quite easily. Too bad it's worth nothing.



I switch Barcelona to a LB (to be whipped next turn).
I move troops (keshik, catapult, axe) towards santander (defended by 1 spearman).
We certainly need more troops!
I reassign citizens to commerce tiles all over the place. Machinery in 6 (at 50% which costs us 13 gpt, meaning we'll still have enough money to upgrade at least one archer somewhere if needed).

There is a chinese caravel near our coast, could get nasty!
China is ready to sue for peace at the price of all our techs (ie drama and CS).

I put 2 catapults in galleys, as well as the settler who sleeps there.
Where is he supposed to go.

Turn 1 : I finally understand that myceane is greek.
Well, nothing lost there.
I unload the settler in the double clam spot, which seemed good in order to claim all land tiles on the island. Then I remember it's a SG, and maybe I should check what he was intended for.

So here I am, game saved, ready to go on.
Let me add that we're not doing too bad in the tech department. compass will be learnt all by itself quickly enough (it's more than 90% in). So does paper (not as fast, but still coming in), music, optics and philosophy.

Our options :
1) try to grab as much land as possible, with as little cities as possible to go for domination without sinking our research.
This means no overlapping and runing the cultural slider (which also sinks research) at some point. We could even go for cultural, we have enough religions on our hands :eek:. In any case, I think we should remedy all the 0 culture city issues we have. Theatres are cheap.
2) stick with the conquest plan, also a late one. Meaning that the settler is to be used for the chinese culture bridge indeed and nothing else. I think this isn't really going to happen. Qin will sink our galleys one by one.

You have guessed it, I favour option 1.
 
Good turns, Cam.

Let's sign peace with Toku if het gets nasty.

I am hinging towards option 1 too, cabert.
 
Go Team Go.

(I'd say something constructive if I could open a save).
 
Inherited turn : I see a horsearcher threatening 2 of our workers that already have moved :(
Luckily (or from very good foresight), there are spearmen in the city next to him. Badly wounded but 2 of them will do the trick. The first dies, the second wins.

Foresight. :D

I spot another vulnerable worker on the wanabee horse pasture next to barcelona. This one gets covered by 2 keshiks (2 horsearchers in mycenae). We could capture this city quite easily. Too bad it's worth nothing.

I switch Barcelona to a LB (to be whipped next turn).

There's a chance that either Tokugawa or Isabella could have sent out a unit to capture that Worker, but it was a risk that I was willing to take. Barcelona would benefit a lot from that Horse Pasture just in terms of improved productivity for the city. It's my firm recommendation that we press on with The Forbidden Palace there ... in my turnset before the last one I got our six Courthouses built, yet there was no progress with The Forbidden Palace. I have made a start and switched to Organised Religion while trying to build up the population of that city, and whipping a Longbow was not what I had in mind. As always - happy to go with the roster, but I believe that The Forbidden Palace in Barcelona will significantly improve our commerce.

On the other hand - :hammers: overflow from a whipped Longbow might be a good way of pushing along production of The Forbidden Palace.

I think that we should also consider The Heroic Epic city - maybe Toledo?

We certainly need more troops!

I admit - I went through a lot. The dreaded Toledo CG3 Longbow took six Catapults alone to bring down.

I put 2 catapults in galleys, as well as the settler who sleeps there.
Where is he supposed to go.

He was originally for an island to the north east to act as a culture bridge to China. The plan was cancelled because we didn't have enough cash to support another city, so he's been lingering on our home turf ever since. The suggestion's been put that he can go to the west island, east of Valencia.

Our options :
1) try to grab as much land as possible, with as little cities as possible to go for domination without sinking our research.
This means no overlapping and runing the cultural slider (which also sinks research) at some point. We could even go for cultural, we have enough religions on our hands :eek:. In any case, I think we should remedy all the 0 culture city issues we have. Theatres are cheap.
2) stick with the conquest plan, also a late one. Meaning that the settler is to be used for the chinese culture bridge indeed and nothing else. I think this isn't really going to happen. Qin will sink our galleys one by one.

You have guessed it, I favour option 1.

Yep - Domination's the plan. We previously 'poo-poo-ed' the proposal to put a city south of Mecca, but I think that we're OK to review that now our finances aren't so dire and we'll be looking for land-grab opportunities.

Of course, if we built the Forbidden Palace in Barcelona, our commerce would get better yet.

Cabert - while I'm turning into some kind of anti-group-Workers-Nazi, I didn't break up the 2x2 Workers near Ning-Hsia (which has also picked up Hinduism!).

Should we look at Hindu Missionaries more seriously now - maybe at least out of Ning-Hsia? Or do we keep on with 'Cat Power'?

Good turns, Cam.

Let's sign peace with Toku if het gets nasty.

I'm sorry that we went through about a dozen units for those two cities and other miscellaneous conflicts - I was happy (relieved) that Murcia didn't get taken though through some RNG trickery.

Really don't know what to do about Tokugawa - I was inclined to go with peace.

I agree that we should press on to take out the two outer Spanish cities with a major co-ordinated push on Madrid (sounds good in theory! ;)).

Go Team Go.

(I'd say something constructive if I could open a save).

:lol: ... good to see that you're still with us! Are you sure you can't get the game to load still? :undecide:
 
Turn 294 : I settle my dual seafood+horses city. Sue me :p. It starts a theatre (yes, before the courthouse).
Santander gets razed, the axeman had over 99% odds :).
Lb overflow into the forbidden palace, and barcelona is back to size 3. I plan to overuse the whip this way for a long time there. Don't be surprised to see 6 unhappies from whipping there.
I move the workers into the woods for chopping out the Forbidden palace, maybe we don't need to whip that much finally ;).
With science at 80%, we're 2 turns from machinery.

Turn 295 : not much. Troop moving, city building. I had 2 galleys moved next to the japanese fleet. One got sunk :(.

Turn 296 : compass and machinery both in. Start optics.
I sue for peace with qin. I see no way we were going to hurt him in the next 10 turns anyway, and CS he asked for isn't such a big deal now. He had chokonus anyway...
Mecca finishes the theatre, starts a market. If we had marble, I would have started the national epic there, but it's a bit expensive.
I trade stone to qin for deers and 6 gpt (and to up the relations we have with him, he is annoyed!).
No more japanese galleys in our waters.
I sue for peace with tokugawa for drama+90 gold. Let's focus on spain!
I sell Tokugawa clams for 6 gpt (and to up our relations to this cautious guy!).
I sell dye to alexander for 1 gpt, hopefully he will start trading techs at some point!
I whip a forge in old sarai for 3 pop points. Time for some (happy) troops.


Turn 297 : I didn't spot him, but cyrus brought an elephant to toledo. Of course, the city is guarded by keshiks :mischief: and one dies. He gets avenged by the axe returning home from santander.
This is our national hero IMHO.
I switch murcia to a theatre (to be whipped for 2 next turn).

Turn 298 : I move our catapult filled galleys towards spain. Only spearmen there :). Should be easy.
I whip the theatre in murcia. Growth due in barcelona next turn, I switch to a longbow (to be whipped next turn).

Turn 299 : I changed my mind on barcelona, with the horse pasture online. It would be a pity not to work it! Back to Forbidden Palace there.
Toledo is out of revolt. I whip a library and a temple there. We want culture. Nothing beats the whip for fast culture :) (+there was no way, short of pushing the culture slider to 100% to keep them happy).

Turn 300 :
First turn of bombing vs panplona. Troops closing in.
I spot a spanish horse archer near murcia and toledo. All workers retreat in murcia and I whip a spear there (2 whips in 3 turns there. It's down to size 1 and it doesn't even have a granary :eek:.)

Turn 301 :
Panplona is captured and kept at the cost of one catapult (78%+ odds, no luck there).
I whip a mace in turfan (for 2 pop, no more unhappies).

Turn 302 : optics in. I set our research to engineering. Believe it or not, no one has paper yet. Meaning we could try to get liberalism first :eek:.
I set ninghsia to a library, to be whipped next turn.

I have screenies if you want them, but it doesn't seem too useful now.
Note that spain would give us a city for peace. A city I cannot locate on the map!

the save

edit : I forgot to do so, but we should move our workers to our culture bridging island. Lots to do there, whereas there isn't much to do for them in our homeland.
 
Roster

Remconius (on deck)
Cam_H
cabert
Stuge (UP)

patagonia (skip till Sept 23)
lordofcivs (awol, PM sent)

Lurking: Pigswill

Where is lordofcivs?

Plan, kill off Isabelle, take on Cyrus next?
Techwise I would like to see guilds, gunpowder after engineering. Liberalism is nice, but let the AI race for that while we upgrade our military.
 
Sorry - I'm not 'current';

Haven't seen Cabert's game but appreciate the report.

Kill Spain - Industrial Age victory? ... or am I too cautious?;

My 'gut feel' is that we should press on and take out Spain, and then consolidate for a few turnsets and catch up until we have better units to work with and refresh the ones that we're losing now.

Catapults are still an important part of our plans and we should keep churning them out, but I see more hope in a wave of Grenadiers and Cannons than a piecemeal and prospectively perilous chipping away at the enemy with obsolete units. I admit that warmongering without a tech' edge is one of the weaker aspects of my game - Cat's, Crossbows, and Maces might be all that's needed? :undecide: Cavalry rather than Grenadiers might also work - my preference is Chemistry-Steel over Military Tradition, but it's a thought.

Cabert raises an interesting prospect regarding Liberalism - it will take time, but with the passive Barbarian effect we might get Philosophy for next-to-nothing by the time we finish Education. My concern is that without going after Education and the lack of Monasteries, it will take a really long time to get from where we are now to completing Steel.

I like Toledo for the Heroic Epic and to press on with the Forbidden Palace in Barcelona.

I'm surprised that Tokugawa hasn't come after us yet and we should brace for that. If we take Madrid soon and don't settle peace with Japan, I envisage that he might focus his unit build up at attacking Madrid - we'll need a mixed SoD down there to cope I'd guess.

Should we make an effort to spread Hinduism now that we're in (or at least 'were') Organised Religion and Ning Hsia has picked it up. A Hindu Monastery in Karakorum would be good. If we wanted we could also look at spreading Taoism and building a Taoist Monastery there too.
 
cam, you may have missed it, but I already sued for peace with Japan.
We're currently at war with spain and persia.
Persia has the most land, he must be hurt (+ he wanted Toledo for peace :nono:).

About warmongering with obsolete units, I'm not too worried.
The techpace is rather slow all over the board, so we're not outteched yet.
 
I agree let's take on Cyrus after Spain (kill Spain to reduce WW and increase Barb-tech rate)

Cats and Maces should do the trick. Can we build maces yet?

I checked the save. If we put Barcelona to full hammer production (at -2 food) we can have the FP in 9 turns. That is worth it IMHO. Will reduce the maintenance of our new cities, should provide 15 gpt or more.
 
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