SGOTM 06 - Misfits

OK so it has been atleast 10 turns since we saw Djenne and some surplus Skirmishers... They (we all seem to agree) could/might/will be headed for Nottingham.
namliaM said:
Then I suppose we should be in the Fortunetelling business, look what shows up...
The Chariot and in particular the WE will arrive RIGHT on time to defend Nottingham. The Axe is still en-route due Southwest of Horico. So it is Axe/Chariot/WE vs 4 Skirmishers.

Good call sending those units to Nottingham :goodjob:

And to continue fortune-telling ... I predict we'll have lost the Gold-Mine and the WE, due to too many defense-fights, but we'll have kept Nottingham! :confused:

namliaM said:
65 AD The now healed chariot in Hastings too joins in on the party... Yes , making Hastings devoid of Defense for the time beeing.

:eek: ... and let's hope there's no Barb incoming from the West, or some Alex-unit from Corinth!


namliaM said:
Now, what does Alex think he is doing? Looky here, a settler/Archer PAIR. On the hill the odds are to low to strike. But in the dessert I take my chance, rather than wait for the CG1 archer to track back to Athens and we have ourselves an extra Worker. And a medic, this Chariot allready had Combat 1 and has now earned himself the Medic promotion which we would be able to use if any units survive the charge on Athens.

We won the battle at only 86,6% ... unbelievable ... our RNG luck getting better :crazyeye:


namliaM said:
A good look at Carthage after we just pillaged some gold from the horse Pasture, where Hannibal is hiding a Settler and 2 workers. The workers will unfortunatly be quick in reconnecting those horses. And I bet we all know where that settler is going...
Notice the LACK off promotions on those Carthagian units ....

How do you want poor-Hanni to build a barracks, if we force him to always build an escorted Settler, by constantly razing his city and pillaging his ressources :D


namliaM said:
Quite some (un-)fortune yet to come tho...

Don't want to hear that :(
 
CfL said:
... and let's hope there's no Barb incoming from the West, or some Alex-unit from Corinth!
There are units comming thru Hastings, so I am not that worried. I have special plans for Corinth & the Wall was to be ours soon... so... well... Maybe I gambled a little bit... but a risk worth taking (at the time).

The final report to be up soon.
 
The plan was to start bombarding Corinth while the seige at Athens takes place, thus pinning the Units in Corinth (AI usually dont wonder Archers around if they are under attack). This offcourse demanded the (full) attention of one Catapult and one Axe and .... well surprising things happen in turnsets and ...

There was this god awfull C3 Phalanx heading the defence of Athens... , well read it and weap... :cry:

This C3 Phalanx really caused a lot of heartship and pain. Costing 3! Catapults to eventually hurt bad enough not to be the defender anymore. Leaving us with only 1 catapult, 2 CR3 Axemen + some assorted Axemen. 2 of whom are still across the river (I was a little to quick to strike I guess)

But then eventually finaly after losing 3 catapults and attacking with just about everything we had... finaly finaly finaly even winning some lower odd battles too (66% on the last catapult, which is now CR3)
Spoiler Blow by blow :


If you havent looked at the spoiler yet... do... Athens is ours ! And what more...

Alex build the freaking Pyramids! Just the turn before the attack. :goodjob: :eek: :lol:

<edit> Just noticed in the log that Alex popped a Great engineer to finish the Mids... finaly some luck... </edit>


And also the Forge survived the Takeover, which is nice seeing as we dont have MC yet. Guess Alex too MC from the Oracle.

Notice also the Culture from the Monument which is immediatly in place in all our cities. +1 :) everywhere, which I forgot about when I whipped London :sad: but that turned out to be a good thing.

We discover currency and MM has 160gold while Hannibal has 120. No mention of how much gold Alex has/had lying around.

Oh and then there was this matter of some roaming Skirmishers... They didnt attack Nottingham at all, tho they did pillage the gold. Then wondered over to the Rice paddy, where... there is now... a little more ... fluids... as in blood :dance:
Spoiler Another Blow by Blow :



Down side to this tho, we lost ANOTHER battle at 85% (are we counting these battles or what? 15 out of 100 we should lose... )
And I promoted all them axes to Combat 2 in order to get the best odds (I hate cover) where I would have prefered them to go CR... but ... yeah those are the breaks :sad:

So where does it leave us? We are at 0% research rate ATM with Iron Working selected, which has all of 6 beakers towards it so we can easily switch to CoL should we deside to.
Corinth is bombarded to 0% (that plan worked nicely) , with 2 CG1 and one C1 archer protecting it on the Hill. A FULL HEALTH CR3 Axe has a mear 30% chance of success :( fighting these lowly archers on the hill...

I selected IW, because it enables our 4 Greek workers to chop the Jungles of York. 1 worker is just running there (just south of Hastings at the moment, with NO standing orders), the other 3 I have roading towards the Cow of Hastings ("Road to" command actually so stop them before hitting enter <sorry>), tho probably we should run one or even 2 of them to York to help chop and cottage. Also we want a worker to start clearing the Jungles for A.
The settler I killed, that worker is allready farming the rice of York. Get York to work the Rice ASAP, so it can start growing and work those Cottages.
4 Grass hills and the Gold mine require 6 food, while the Rice and CC give only 5. So we need ONE more farm in York (to the eastside on the river I think) and all the rest (including hills!) can be cottaged. Maybe we borrow the Banana from London some time to help it grow ASAP, but first Cottages.

Then finaly we want a surplus worker near Hastings to start improving I soon (replacement for Corinth). So keep 1 worker near Hastings I think.
Also dont chop any woods before they are inside our borders (13 turns) to increase their yield.

The save is here

Spoiler Autolog :

Turn 170/660 (50 AD) [15-Jan-2008 20:28:59]
London begins: War Elephant (6 turns)
Nottingham begins: Granary (30 turns)
Sparta begins: Granary (15 turns)
Horico finishes: Granary
Nottingham grows: 3

IBT:
Attitude Change: Alexander(Greece) towards Hannibal(Carthage), from 'Friendly' to 'Pleased'

Turn 171/660 (65 AD) [15-Jan-2008 20:47:58]
Hastings begins: Granary (45 turns)
London finishes: War Elephant

IBT:
Attitude Change: Alexander(Greece) towards Hannibal(Carthage), from 'Pleased' to 'Friendly'

Turn 172/660 (80 AD) [15-Jan-2008 20:52:44]
London begins: Catapult (5 turns)
London begins: Axeman (4 turns)

IBT:
Civics Change: Alexander(Greece) from 'Despotism' to 'Hereditary Rule'

Turn 173/660 (95 AD) [15-Jan-2008 20:56:16]
A Cottage was built near Horico
A Farm was built near Hastings
While attacking in Greek territory near Corinth, Chariot defeats (2.08/4): Greek Archer (Prob Victory: 86.6%)
London finishes: Axeman

IBT:

Turn 174/660 (110 AD) [15-Jan-2008 20:58:56]
Chariot promoted: Medic I
Horico finishes: Settler

IBT:

Turn 175/660 (125 AD) [15-Jan-2008 21:03:50]
Horico begins: Library (15 turns)
A Cottage was built near London

IBT:

Turn 176/660 (140 AD) [15-Jan-2008 21:12:11]
War Elephant promoted: Combat I
War Elephant promoted: Combat II
Hastings grows: 2

IBT:
A Mine was destroyed near Nottingham

Turn 177/660 (155 AD) [15-Jan-2008 21:15:50]
London grows: 7
London finishes: Catapult

IBT:

Turn 178/660 (170 AD) [15-Jan-2008 21:17:51]
London begins: Catapult (4 turns)
While attacking in Greek territory at Athens, Catapult loses to: Greek Phalanx (5.00/5) (Prob Victory: 0.8%)
Catapult promoted: City Raider I
Catapult promoted: City Raider II
While attacking in Greek territory at Athens, Catapult loses to: Greek Phalanx (3.50/5) (Prob Victory: 4.4%)
Catapult promoted: City Raider I
Catapult promoted: City Raider II
While attacking in Greek territory at Athens, Catapult loses to: Greek Phalanx (3.15/5) (Prob Victory: 39.0%)
Catapult promoted: City Raider I
Catapult promoted: City Raider II
While attacking in Greek territory at Athens, Catapult defeats (1.70/5): Greek Phalanx (Prob Victory: 66.1%)
While attacking in Greek territory at Athens, Axeman defeats (2.60/5): Greek Axeman (Prob Victory: 99.0%)
While attacking in Greek territory at Athens, Axeman defeats (5.00/5): Greek Axeman (Prob Victory: 99.4%)
While attacking in Greek territory at Athens, Axeman defeats (2.00/5): Greek Axeman (Prob Victory: 74.5%)
While attacking in Greek territory at Athens, Axeman defeats (3.00/5): Greek Phalanx (Prob Victory: 87.4%)
Christianity has spread: Athens
Captured Athens (Alexander)
Athens begins: Library (135 turns)
Tech learned: Currency

IBT:
Attitude Change: Mansa Musa(Mali) towards Alexander(Greece), from 'Annoyed' to 'Cautious'

Turn 179/660 (185 AD) [15-Jan-2008 21:24:27]
Research begun: Iron Working (9 Turns)
Catapult promoted: City Raider III
Axeman promoted: City Raider I

IBT:

Turn 180/660 (200 AD) [15-Jan-2008 21:29:23]
While attacking in English territory at Nottingham, War Elephant defeats (2.80/8): Malinese Skirmisher (Prob Victory: 99.3%)
Axeman promoted: Combat I
Axeman promoted: Combat II
While attacking in English territory at Nottingham, Axeman defeats (1.00/5): Malinese Skirmisher (Prob Victory: 85.7%)
Axeman promoted: Combat I
Axeman promoted: Combat II
While attacking in English territory near Nottingham, Axeman loses to: Malinese Skirmisher (0.16/4) (Prob Victory: 85.7%)
While attacking in English territory at Nottingham, Axeman defeats (4.15/5): Malinese Skirmisher (Prob Victory: 67.1%)
While attacking in English territory at Nottingham, Chariot defeats (2.88/4): Malinese Warrior (Prob Victory: 99.1%)
While attacking in English territory at Nottingham, Warrior defeats (1.60/2): Malinese Skirmisher (Prob Victory: 99.9%)


Spoiler Upload log :

Turn 170, 50 AD: You have constructed a Granary in Horico. Work has now begun on a Settler.

Turn 171, 65 AD: You have trained a War Elephant in London. Work has now begun on a Axeman.

Turn 172, 80 AD: Alexander adopts Hereditary Rule!

Turn 173, 95 AD: Churchill's Chariot (4.40) vs Alexander's Archer (3.00)
Turn 173, 95 AD: Combat Odds: 86.6%
Turn 173, 95 AD: (Extra Combat: -10%)
Turn 173, 95 AD: Alexander's Archer is hit for 24 (76/100HP)
Turn 173, 95 AD: Churchill's Chariot is hit for 16 (84/100HP)
Turn 173, 95 AD: Churchill's Chariot is hit for 16 (68/100HP)
Turn 173, 95 AD: Alexander's Archer is hit for 24 (52/100HP)
Turn 173, 95 AD: Alexander's Archer is hit for 24 (28/100HP)
Turn 173, 95 AD: Churchill's Chariot is hit for 16 (52/100HP)
Turn 173, 95 AD: Alexander's Archer is hit for 24 (4/100HP)
Turn 173, 95 AD: Alexander's Archer is hit for 24 (0/100HP)
Turn 173, 95 AD: Churchill's Chariot has defeated Alexander's Archer!
Turn 173, 95 AD: You have trained a Axeman in London. Work has now begun on a Catapult.

Turn 174, 110 AD: George Washington Goethals (Great Engineer) has been born in Athens (Alexander)!

Turn 175, 125 AD: Alexander has completed The Pyramids!

Turn 176, 140 AD: London will grow to size 7 on the next turn

Turn 177, 155 AD: The enemy has been spotted near Nottingham!
Turn 177, 155 AD: Your Catapult has reduced the defenses of Corinth to 10%!

Turn 178, 170 AD: The enemy has been spotted near Nottingham!
Turn 178, 170 AD: Churchill's Catapult (5.00) vs Alexander's Phalanx (10.25)
Turn 178, 170 AD: Combat Odds: 0.8%
Turn 178, 170 AD: (Extra Combat: +30%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (Hills: +25%)
Turn 178, 170 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 178, 170 AD: Churchill's Catapult is hit for 28 (72/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 28 (44/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 28 (16/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 28 (0/100HP)
Turn 178, 170 AD: Alexander's Phalanx has defeated Churchill's Catapult!
Turn 178, 170 AD: Your Catapult has died trying to attack a Phalanx!
Turn 178, 170 AD: Churchill's Catapult (5.00) vs Alexander's Phalanx (8.00)
Turn 178, 170 AD: Combat Odds: 4.4%
Turn 178, 170 AD: (Extra Combat: +30%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (Hills: +25%)
Turn 178, 170 AD: (City Attack: -45%)
Turn 178, 170 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 178, 170 AD: Churchill's Catapult is hit for 25 (75/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 25 (50/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 15 (85/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 25 (25/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 15 (70/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 25 (0/100HP)
Turn 178, 170 AD: Alexander's Phalanx has defeated Churchill's Catapult!
Turn 178, 170 AD: Your Catapult has died trying to attack a Phalanx!
Turn 178, 170 AD: Churchill's Catapult (5.00) vs Alexander's Phalanx (6.00)
Turn 178, 170 AD: Combat Odds: 39.0%
Turn 178, 170 AD: (Extra Combat: +20%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (Hills: +25%)
Turn 178, 170 AD: (City Attack: -45%)
Turn 178, 170 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 178, 170 AD: Churchill's Catapult is hit for 23 (77/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 17 (63/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 23 (54/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 23 (31/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 23 (8/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 23 (0/100HP)
Turn 178, 170 AD: Alexander's Phalanx has defeated Churchill's Catapult!
Turn 178, 170 AD: Your Catapult has died trying to attack a Phalanx!
Turn 178, 170 AD: Churchill's Catapult (5.00) vs Alexander's Phalanx (4.80)
Turn 178, 170 AD: Combat Odds: 66.1%
Turn 178, 170 AD: (Extra Combat: +30%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (Hills: +25%)
Turn 178, 170 AD: (City Attack: -45%)
Turn 178, 170 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 178, 170 AD: Churchill's Catapult is hit for 22 (78/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 17 (43/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 17 (26/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 22 (56/100HP)
Turn 178, 170 AD: Churchill's Catapult is hit for 22 (34/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 17 (9/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 17 (0/100HP)
Turn 178, 170 AD: Churchill's Catapult has defeated Alexander's Phalanx!
Turn 178, 170 AD: Your Catapult has destroyed a Phalanx!
Turn 178, 170 AD: Churchill's Axeman (5.00) vs Alexander's Axeman (2.60)
Turn 178, 170 AD: Combat Odds: 99.0%
Turn 178, 170 AD: (Extra Combat: +10%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (City Attack: -75%)
Turn 178, 170 AD: (Combat: -50%)
Turn 178, 170 AD: (Combat: +50%)
Turn 178, 170 AD: Churchill's Axeman is hit for 16 (84/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 23 (37/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 16 (68/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 16 (52/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 23 (14/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 23 (0/100HP)
Turn 178, 170 AD: Churchill's Axeman has defeated Alexander's Axeman!
Turn 178, 170 AD: Your Axeman has destroyed a Axeman!
Turn 178, 170 AD: Churchill's Axeman (5.00) vs Alexander's Axeman (2.30)
Turn 178, 170 AD: Combat Odds: 99.4%
Turn 178, 170 AD: (Extra Combat: +20%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (City Attack: -75%)
Turn 178, 170 AD: (Combat: -50%)
Turn 178, 170 AD: (Combat: +50%)
Turn 178, 170 AD: Alexander's Axeman is hit for 25 (35/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 25 (10/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 25 (0/100HP)
Turn 178, 170 AD: Churchill's Axeman has defeated Alexander's Axeman!
Turn 178, 170 AD: Your Axeman has destroyed a Axeman!
Turn 178, 170 AD: Churchill's Axeman (5.00) vs Alexander's Axeman (4.05)
Turn 178, 170 AD: Combat Odds: 74.5%
Turn 178, 170 AD: (Extra Combat: +10%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Combat: -50%)
Turn 178, 170 AD: (Combat: +50%)
Turn 178, 170 AD: Churchill's Axeman is hit for 20 (80/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 19 (41/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 19 (22/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 20 (60/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 20 (40/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 19 (3/100HP)
Turn 178, 170 AD: Alexander's Axeman is hit for 19 (0/100HP)
Turn 178, 170 AD: Churchill's Axeman has defeated Alexander's Axeman!
Turn 178, 170 AD: Your Axeman has destroyed a Axeman!
Turn 178, 170 AD: Churchill's Axeman (6.00) vs Alexander's Phalanx (4.50)
Turn 178, 170 AD: Combat Odds: 87.4%
Turn 178, 170 AD: (Extra Combat: -20%)
Turn 178, 170 AD: (Extra Combat: +20%)
Turn 178, 170 AD: (Plot Defense: +25%)
Turn 178, 170 AD: (Fortify: +25%)
Turn 178, 170 AD: (Hills: +25%)
Turn 178, 170 AD: (Combat: -50%)
Turn 178, 170 AD: (River Attack: +25%)
Turn 178, 170 AD: Alexander's Phalanx is hit for 19 (34/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 20 (80/100HP)
Turn 178, 170 AD: Churchill's Axeman is hit for 20 (60/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 19 (15/100HP)
Turn 178, 170 AD: Alexander's Phalanx is hit for 19 (0/100HP)
Turn 178, 170 AD: Churchill's Axeman has defeated Alexander's Phalanx!
Turn 178, 170 AD: Your Axeman has destroyed a Phalanx!
Turn 178, 170 AD: You have captured a Worker
Turn 178, 170 AD: You have captured a Worker
Turn 178, 170 AD: You have captured a Worker
Turn 178, 170 AD: You have captured a Worker
Turn 178, 170 AD: You have captured Athens!!!
Turn 178, 170 AD: Your Catapult has reduced the defenses of Corinth to 4%!
Turn 178, 170 AD: You have discovered Currency!

Turn 179, 185 AD: The enemy has been spotted near Nottingham!
Turn 179, 185 AD: Mansa Musa has 160 gold available for trade
Turn 179, 185 AD: Hannibal has 120 gold available for trade
Turn 179, 185 AD: Your Catapult has reduced the defenses of Corinth to 0%!
Turn 179, 185 AD: The Temple of Artemis has been built in a far away land!
Turn 179, 185 AD: A Forest has grown near Horico!

Turn 180, 200 AD: The enemy has been spotted near Horico!
Turn 180, 200 AD: Churchill's War Elephant (9.60) vs Mansa Musa's Skirmisher (4.00)
Turn 180, 200 AD: Combat Odds: 99.3%
Turn 180, 200 AD: (Extra Combat: -20%)
Turn 180, 200 AD: Churchill's War Elephant is hit for 13 (87/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 30 (70/100HP)
Turn 180, 200 AD: Churchill's War Elephant is hit for 13 (74/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 30 (40/100HP)
Turn 180, 200 AD: Churchill's War Elephant is hit for 13 (61/100HP)
Turn 180, 200 AD: Churchill's War Elephant is hit for 13 (48/100HP)
Turn 180, 200 AD: Churchill's War Elephant is hit for 13 (35/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 30 (10/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 30 (0/100HP)
Turn 180, 200 AD: Churchill's War Elephant has defeated Mansa Musa's Skirmisher!
Turn 180, 200 AD: Your War Elephant has destroyed a Skirmisher!
Turn 180, 200 AD: Churchill's Axeman (6.00) vs Mansa Musa's Skirmisher (4.00)
Turn 180, 200 AD: Combat Odds: 85.7%
Turn 180, 200 AD: (Extra Combat: -20%)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (84/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (68/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (76/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (52/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (52/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (36/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (28/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (4/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (20/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (0/100HP)
Turn 180, 200 AD: Churchill's Axeman has defeated Mansa Musa's Skirmisher!
Turn 180, 200 AD: Your Axeman has destroyed a Skirmisher!
Turn 180, 200 AD: Churchill's Axeman (6.00) vs Mansa Musa's Skirmisher (4.00)
Turn 180, 200 AD: Combat Odds: 85.7%
Turn 180, 200 AD: (Extra Combat: -20%)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (84/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (68/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (52/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (76/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (52/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (36/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (20/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (28/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (4/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 24 (4/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 16 (0/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher has defeated Churchill's Axeman!
Turn 180, 200 AD: Your Axeman has died trying to attack a Skirmisher!
Turn 180, 200 AD: Churchill's Axeman (5.00) vs Mansa Musa's Skirmisher (4.00)
Turn 180, 200 AD: Combat Odds: 67.1%
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 22 (78/100HP)
Turn 180, 200 AD: Churchill's Axeman is hit for 17 (83/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 22 (56/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 22 (34/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 22 (12/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 22 (0/100HP)
Turn 180, 200 AD: Churchill's Axeman has defeated Mansa Musa's Skirmisher!
Turn 180, 200 AD: Your Axeman has destroyed a Skirmisher!
Turn 180, 200 AD: Churchill's Chariot (4.00) vs Mansa Musa's Warrior (2.00)
Turn 180, 200 AD: Combat Odds: 99.1%
Turn 180, 200 AD: Churchill's Chariot is hit for 14 (86/100HP)
Turn 180, 200 AD: Mansa Musa's Warrior is hit for 28 (72/100HP)
Turn 180, 200 AD: Churchill's Chariot is hit for 14 (72/100HP)
Turn 180, 200 AD: Mansa Musa's Warrior is hit for 28 (44/100HP)
Turn 180, 200 AD: Mansa Musa's Warrior is hit for 28 (16/100HP)
Turn 180, 200 AD: Mansa Musa's Warrior is hit for 28 (0/100HP)
Turn 180, 200 AD: Churchill's Chariot has defeated Mansa Musa's Warrior!
Turn 180, 200 AD: Your Chariot has destroyed a Warrior!
Turn 180, 200 AD: Churchill's Warrior (2.00) vs Mansa Musa's Skirmisher (0.16)
Turn 180, 200 AD: Combat Odds: 99.9%
Turn 180, 200 AD: Churchill's Warrior is hit for 20 (80/100HP)
Turn 180, 200 AD: Mansa Musa's Skirmisher is hit for 19 (0/100HP)
Turn 180, 200 AD: Churchill's Warrior has defeated Mansa Musa's Skirmisher!
Turn 180, 200 AD: Your Warrior has destroyed a Skirmisher!



Roster (update) :
ChrisFromLux => UP
Mastiff_of_Ar => On deck for economy work (maybe insert Marowaker?)
ArcadicGamer
namliaM => Captured Athens

From now on I will link to The dotmap so everyone can find it easy like.

CNWJR => Out of this for a while, Unable to load the save
MaroWaker => Out of this till Januari 18th Should soon be joining us :)
 
Wow, great turns! :goodjob:

Captured Athens, including the Pyramids :crazyeye: Unbelievable :D
Prepared Corinth, destroyed MM's Skirmishers, Good Job!

... and losing (too many) battles at over 85% ... well ... we're used to that, aren't we :mischief:
 
So, do we need a massive cottage spam now?

Also, when is Hanny due for his demise. I think he's next, and needs to go fairly quickly. I don't want his UU after us. We need to keep him pillaged, and go get him. In fact, clearing the island might be the best strategy, keeping only MM's capitol.

Have we selected our city for the GP farm? A few scientists could really help our research!

Oh, and what civic are we choosing? HR or Rep?

EDIT: Another interesting thing... since the barbs can't attack us, it'll be interesting to see where they settle. They might do us some favors, too!
 
Well, I am now officially able to play the save but do allow some time for my turns since I have not played all the time. I have lurked the thread every now and again but haven't looked at the save yet.

Alex built ALL 4 of the early wonders for us?!? Wow......
 
Well, I am now officially able to play the save but do allow some time for my turns since I have not played all the time. I have lurked the thread every now and again but haven't looked at the save yet.

Alex built ALL 4 of the early wonders for us?!? Wow......

It's way different than our first game, eh MW? We actually discuss and decide stuff before we play our turns! :lol: We did okay last time, but never made a dotmap or anything...

So, no comments on my questions?
 
So, do we need a massive cottage spam now?

Have we selected our city for the GP farm? A few scientists could really help our research!

Oh, and what civic are we choosing? HR or Rep?

EDIT: Another interesting thing... since the barbs can't attack us, it'll be interesting to see where they settle. They might do us some favors, too!
Cottaging everything is most likely a better economy for our lands...

B is the GP farm and should have a settler coming, and it would make a decent one till irrigation.

HR might be better from a WW standpoint, and we have about 0 specialists right now. Then again, the military one might be the best till we kill our continent.
 
I have looked at the save, and the only comment right now is that there is a fogbusting warrior south of London that can be removed since we just stole the GW. Also our finances are in a terrible shape (but you didn't need me to figure that out).
And where should I go on the roster?

Mastiff_of_Ar said:
It's way different than our first game, eh MW? We actually discuss and decide stuff before we play our turns! We did okay last time, but never made a dotmap or anything...

Definetly. BTW, I do not recognise MW immediatly so try not to use that. How about maro?
 
B is the GP farm and should have a settler coming, and it would make a decent one till irrigation.

We'll probably find something we can farm like crazy over by MM for later...

Still, with Rep we get +3 happy in five cities, right? I like that better than +1 per unit, because we'll rarely have more than one or two per city.

Couple other things we might want to consider. Now that we have Athens, are we going to build more wonders? Since we have the stone, HG, CI, ND, & AW are all available soon. (Is the Colossus built yet?)

Also, any thoughts yet on where the national wonders might go?
 
Representation and HR will both take care of happyness issues we might have... HR is the cheaper of the 2 given the fact we have economic problems + (near) no specialists, makes HR much better of a choice than Rep.

Policestate at this point is not needed. It only gives +25% to military which we are only building from London ATM, it would help if we had massive WW or were massbuilding units. So I think HR and revolt before Athens comes out of revolt?

GP Farm IMHO would be ATHENS. We had planned on B beeing just that (to get the scientist we want for an Academy or 2) BUT Athens is allready going to be pumping out 7 GPP from Mids, Wall, Hedge and Oracle. We maybe want to add GL to it? If so making Athens into a monster GPP and give a chance for that GS. Tho it makes Literature just that little bit more important, we also want it for the Heroic Epic.

I think we are going on a cottage spam right now, actually we are allready doing just that. Except we are just starting, every grassy field/hill should get a cottage I think, ONE exception beeing the one tile in York that is on the river... this should get a farm. And offcourse A beeing our intended unit pump, mines and farms there... NO cottages.

Looking at The dotmap from a while ago...
B. I am not so sure we want it now... Is it worth settling that?
I. We want ASAP (there is a settler 'gaurding' Hastings atm)
A. We want ASAP (as soon as we can remove a bit of that jungle)

We can do one of 2 things:
1) Get the FP into Athens and "minimize" the cities on our continent
2) Get the FP into H or Carthage and make a second center there.

There is a lot of jungle out east that needs chopping, so there is merrit for both. But first we have to take care of the 2 remaining AI, tho how/when we do it is depending on above options.
Also we want to get to 50% breakeven ASAP (-16 GPT atm)

With a few cottages and the Gold of Nottingham, Hastings and I getting online we should be there in no time. Even better if we add Courthouses.

Nottingham can do with a courthouse, so lets see when those builds are finished. Thats 2 chops (basicaly)
- 3 turns on the current one (finishing the Granary)
- 10 turns to mine the gold (1 to move and 9 to mine)
- 11 turns to cottage the forrest (1 to move and 10 to cottage)
So ideally we should have CoL in 24 turns? But that is way to fast even if you count in the 100+gold we should get from Corinth somewhere in that time frame.
Same goes for just about every city we have, courthouses can really help but they need hammers.... IW will allow us to chop down York's jungles (we settled York to early maybe? Or delayed IW to long?).
York should work the Rice when the farm is done. Will grow to size 2 to work the mine again in 7 turns.
Leaving it at +3 food/turn, with a granary size 3 is only 39-21 = 21/3 = 7 turns away and it can work a cottage.
Size 4 => 42-19=23/3 = another 8 turns away, another cottage
Size 5 => 45-21=24/3= 8 turns to another cottage

Courthouses in
Horico saves 2 gpt
Nottingham saves 2.5 gpt
York saves 1 gpt
Sparta 2.5
Hastings 2
Athens 3?
On average one hamlett (someplace) = Courthouse same place. So if we can get York to size 8 working hamletts = Courthouses allround with no hammers needed.
Tho courthouses will help tremendously, I think getting York to size 8 is much easier and faster than building Courthouses allround (some cities have real low hammer counts besides chops), maybe we should try and prepare some chops for when we get CoL (=> Be REAL carefull with the workers)?

So I think tech priorities:
IW
CoL
Literature
CS
Astronomy
In that order?

Horico is currently working the horses and spice, which I think should be the 2 cottages now?? To make $$$ over hammers (and grow slightly faster for more unit support)

Make sure London works the cottages too?
Sparta, cottages and make sure to get the banana chopped and farmed for food pretty soon after IW.

@Marowaker
I think a good place to slide into the roster would be either now if you feel up for the task ahead (cottaging and prepare for Corinths demise I think). Or slide in after Chris (next set) where I think you get to sack Corinth.

Depends on when Chris can take it and how ready you feel.
 
Definetly. BTW, I do not recognise MW immediatly so try not to use that. How about maro?

Works for me! They've been calling me MoA, just in case you missed it... :crazyeye:

EDIT:

GP Farm IMHO would be ATHENS. We had planned on B beeing just that (to get the scientist we want for an Academy or 2) BUT Athens is allready going to be pumping out 7 GPP from Mids, Wall, Hedge and Oracle. We maybe want to add GL to it? If so making Athens into a monster GPP and give a chance for that GS. Tho it makes Literature just that little bit more important, we also want it for the Heroic Epic.

So you think we should skip more wonders? At times, I'll build them and take the $$$ if the AI beats me to them. (Let's hope the other continent is Monty, Izzy, and JC, and they've been doing nothing but fighting!)

Oh, and you mean National Epic, right? I'd put HE in our unit pump...
 
@Marowaker
I think a good place to slide into the roster would be either now if you feel up for the task ahead (cottaging and prepare for Corinths demise I think). Or slide in after Chris (next set) where I think you get to sack Corinth.

Depends on when Chris can take it and how ready you feel.

I don't feel ready yet and I want to steal from all of you the pride of eliminating Alex (unless there is another Greek city that we haven't seen yet) so I will go in after Chris.

EDIT:Cross post wit MoA :crazyeye:
 
Now that we have Athens, are we going to build more wonders? Since we have the stone, HG, CI, ND, & AW are all available soon. (Is the Colossus built yet?)

Also, any thoughts yet on where the national wonders might go?

I actually have to look up some of these initials...

Nationals
HE (Heroic Epic) => A
NE (National Epic) => Athens? If we get the time and place

Maybe:
HG (Hanging Gardens) => Maybe... but needs an Aqueduct first
ND (Notre Dame) => +1 :) on the continent, may help battling WW
UoS (University of Sankor) => +2 beakers for state religion buildings
SM (Spiral Minaret) => +2 gold for state religion buildings (detour to Devine right)

Non intresing
Colossus => No way, we are going to be working like 10 water tiles... No way, we need this (capture it maybe, but build? Waste of hammers)
CI (Chicken Pizza) => No need, useless wonder anyway
AW (Ankor Kwatsch) => +1 hammer/priest :sad: Nah ! Another waste of hammers I think.

It offcourse also depends on the eventual victory we have in mind. I think conquest/domination will beat out any other victory option. So we should go for that. Space may be the easiest.
Assuming Conquest/Domination, this would ideally be done with Catapults/Macemen/Knights/XBows + Astronomy. Maybe pick up Steel for Grenandiers and Cannons.

IF we skip over CS and Meditation and research Optics we can burn a GS on getting Astronomy (See the techtree in my sig) maybe even 2 GS as one will give roughly 2500 beakers and Astro is 4290.
Then beeline Chemistry and steel going thru Guilds, Gunpowder, Engineering, Chemistry and Steel.
While delaying CS we can stockpile Xbows and Axemen ready for upgrades.
Kill research and upgrade all our Old units to fight at the front.

For HR we can make one city someplace not connect to the road network. City G maybe, this can the stomp out Warriors like there is no tomorrow for MP happiness if needed. (at the cost of 2 gpt) It has 3 hills and the Rice for 10 hammers/turn = 5 warriors every 12 turns. => 15 warriors = Representation, with the added flexibility of moving them around.
 
I don't feel ready yet and I want to steal from all of you the pride of eliminating Alex
I might have misjudged the elimination of Alex slightly.
There are 3 Axemen and a Catapult at Corinth in 3 turns, but a CR3 Axe only has 30% chance. So with 3 Archers in Corinth I think we need more reinforcements from Athens.

Those units need 2 turns to heal. Then 5 to get to Corinth ready to attack. So maybe in 7-8 turns allready Alex is gone :lol:

I hope no one minds the Initials...

Oh and I forget Calander someplace in the techorder...
 
Let's hope the other continent is Monty, Izzy, and JC, and they've been doing nothing but fighting!

I doubt that unfortunatly. Unless the other continent is all islands(Unlikely) they are all the same religion(the one at COL) so unless Monty is killing them early, I wouldn't bet on it.

So maybe in 7-8 turns allready Alex is gone :lol:

Thanks a lot.

Maybe instead I should go now because I am the person who has had the least number of turns to play(0).
 
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