SGOTM 06 - Misfits

At the rate we can produce trebs/cats and the stacks we have, we dont need it. I'd say turn it off, upgrade all the troops as the get to the ships, and lets finish this before my next turnset. Speaking of which....

You'll want to send a few galleons to the SE portion of the land mass to possibly transport the troops there ready to attack the city there, we do not know if that part connects Eastward or not, but i think i have 2 scout heading to check it out. There is a resettling party south of the ragnar capitol stack.
 
OK, I'll take a first look at AG's save this evening ...

Ahem, I didn't manage to take the look yesterday ... somehow, I was distracted by G-Minor 35 (I blame namliaM for that! ;) ).

So yesterday evening, I HAD to try to get another just-before-deadline-submission; and I still cannot believe it, but that one gave me the 3rd place :D


But now, I really plan on taking the look at the save tonight, and play it tomorrow. Promised :)
 
OK, I took a really short look at the save:
- most cities are producing Cats/Trebs, and the major cities produce Macemen. I will keep that going, except that I'll build Grenadiers instead of the Maces.
- By that, I also agree on shutting down research, and get some money!
- But the money is needed to upgrade our Macemen: this means keeping 1 or 2 cities, instead of razing them, to be able to upgrade our army?!?
- AG, I have problems to understand what you meant by
AG said:
You'll want to send a few galleons to the SE portion of the land mass to possibly transport the troops there ready to attack the city there, we do not know if that part connects Eastward or not, but i think i have 2 scout heading to check it out.
Do you mean that WESTERN part of their continent, where the second part of our army is sitting at the moment? That land seems to continue further down SW, with probably a northern connection with the rest of the continent?!? We can see more Persian and Viking culture down there?!?
- What's the plan of the other part of our army near the Viking capital? Attack that city, and split our forces. Are we sure we can handle that? What do we know about their army-strengths?
- Why are there 1 galleon AND 1 CAT on that island NE of 'our' homeland???

That's it for now, I'll take a closer look in about ~4 hours ...
 
I think the Cat and Galleon were there picking up a Village...

Cyrus we know nothing but... his power is "dwindling" with less and less cities
Saladin we know he has a MONSTER stack of units in his capitol (see my set)

We defenatly are not yet ready for that, but removing that Ragnar city or that Cyrus city somewhat due south of that stack are options

AG is refering to "the SE portion of the land mass" which is due SW of our main/home lands....
There looks to be Ragnar culture south of Lybian...

I wouldnt produce ANY Grens (ok one or two maybe) but rather build XBows, save hammers, spend money....
I wouldnt upgrade a single Maceman we have currently ONLY new ones to save the trouble of keeping a city and/or shuttling them back and forwards to our home lands.

That northern stack looks awfully burned... (badly wounded) but a medic is on the way...

6 turns (including the burn of the GM) to PP, do we want to push that?
PP give +1 commerce => We have 40-odd something Towns/Villages that will profit from it.
6 turns cost us 1200 gold we could otherwise save. Presuming some growth we will have lets say 50 extra commerce = gold at 0% research.
1200 / 50 = 24 turns + 6 (to research) => 30 turns
If the game will take longer than 30 more turns it is better to research PP.
But if the game takes longer than 30 turns it will be maybe 31 or so (IMHO) In particular if we can now use the money to upgrade (C3) XBows and (CR3) Pikes to Grens.

In case we are not goint to use the GM to burn on PP, we should settle him. Anywhere that can use the 1 food and has a market.

We are 23 XP away from the next Great General, what do we want to do with him?

Remeber to bring your :whipped: cause some cities (i.e. London, Timbuktu and sparta) have unhappy citizens just waiting to be converted into Units (cat/Treb or even Gren) or possibly a happyness building like Market/Colosseum?
Again Market/Colosseum is mostly valuable if the game lasts longer, but I think it should take to long so units certainly have my vote.
Remeber we dont need to finish with +1000 gpt, we just need enough to kill the AI.
 
How long until our next GP? A golden age would sure speed things up!
 
I think the Cat and Galleon were there picking up a Village...

Ah, OK ;)


namliaM said:
Cyrus we know nothing but... his power is "dwindling" with less and less cities
Saladin we know he has a MONSTER stack of units in his capitol (see my set)
We defenatly are not yet ready for that, but removing that Ragnar city or that Cyrus city somewhat due south of that stack are options

OK, in that case, I would suggest healing that stack, get reinforcements, raze Ragnar capital, then move South onto Cyrus, while our Southern Stack takes on Cyrus' and Ragnar's southern cities, and then moves up north to meet the other stack. Then use the combined forces to take out Saladin?!?


namliaM said:
AG is refering to "the SE portion of the land mass" which is due SW of our main/home lands....

OK, then we have been referring to the same land ...


namliaM said:
There looks to be Ragnar culture south of Lybian...

It doesn't only look to be Ragnar's culture, it's his culture for sure. Though, it could also been another island city, while the continent itself takes a southwestern turn, where Cyrus' culture comes from?!?


namliaM said:
I wouldnt produce ANY Grens (ok one or two maybe) but rather build XBows, save hammers, spend money....
I wouldnt upgrade a single Maceman we have currently ONLY new ones to save the trouble of keeping a city and/or shuttling them back and forwards to our home lands.
...
In particular if we can now use the money to upgrade (C3) XBows and (CR3) Pikes to Grens.

So, you suggest building C3-XBows and CR3-Pikes, and upgrade them to Grenadiers? Hmmm, sounds good for me!



namliaM said:
That northern stack looks awfully burned... (badly wounded) but a medic is on the way...

I saw that Medic-Explorer heading there. But there's a second Medic-Explorer heading there as well, in a Galleon with a Maceman and a Treb. I would suggest to move those units to the southern Army, to be able to heal them faster as well. No need to have 2 Medics in 1 Army!



namliaM said:
6 turns (including the burn of the GM) to PP, do we want to push that?
PP give +1 commerce => We have 40-odd something Towns/Villages that will profit from it.
6 turns cost us 1200 gold we could otherwise save. Presuming some growth we will have lets say 50 extra commerce = gold at 0% research.
1200 / 50 = 24 turns + 6 (to research) => 30 turns
If the game will take longer than 30 more turns it is better to research PP.
But if the game takes longer than 30 turns it will be maybe 31 or so (IMHO)

Hmmm, 30 turns to finish??? :eek: You're sure about that, without knowing how much land, cities and units Cyrus and Saladin have left. Not counting their island-cities we have to raze after cleaning up the continent.
But ... if you think we can do that, then I agree on not bulbing PP ...


namliaM said:
In case we are not goint to use the GM to burn on PP, we should settle him. Anywhere that can use the 1 food and has a market.
How long until our next GP? A golden age would sure speed things up!

Not sure if MoA wants to use that next GP alone to trigger a Golden Age. Because we're playing Warlords here, so the 1st Golden Age needs 2 GPersons to be triggered.
But I still think MoA's idea is the Best. Instead of settling the GM, and get +6:gold: for your 30 turns, we could it use to trigger the GA (next GPerson will be born in 5 turns, 40% for a GE) which will give us +1:commerce: on all tiles during 12 turns ... which will net us more than the GM (and that doesn't need any calculating, I think!)
Not to mention the bonus-:hammers: we get ...


namliaM said:
We are 23 XP away from the next Great General, what do we want to do with him?

Use it to get a Super-Doctor, maybe?!?


namliaM said:
Remember to bring your :whipped: cause some cities (i.e. London, Timbuktu and sparta) have unhappy citizens just waiting to be converted into Units (cat/Treb or even Gren) or possibly a happyness building like Market/Colosseum?
Again Market/Colosseum is mostly valuable if the game lasts longer, but I think it should take to long so units certainly have my vote.
Remeber we dont need to finish with +1000 gpt, we just need enough to kill the AI.

Agree on whipping those citizens, but I would also whip units instead of buildings. In fact, I wouldn't build anymore buildings from now?!?
 
:hmm: No reply?

OK, I'll play this evening, though. (in ~3 hours!)


The plan is:

  • Shutdown Research and get the money

  • Finish the Maces in the best cities, then switch 2 of them (not Masttown, though) to Pikes

  • Heal the northern army (using that Medic-Explorer), then raze that Viking city

  • Keep moving with the southern army, raze Libyan and then continue westwards

  • Get the 2nd Medic-Explorer to the southern army

  • Keep exploring the western part of the map, using the Cat-Galleon

  • Start a Golden Age with that 2nd GPerson and the GM
 
Oh, got that wrong ... :blush:

The plan was rather to switch 2 cities to XBows, to be Combat3 promoted and upgraded to Grens, and switch Masttown and another city to Pikes, to be CRaider3 promoted ...
And build Grens in Masttown if not enough money left to upgrade ...
 
OK, the turn is done ...

- First of all, I've shut down research, changed all Scientists to Engineers, where possible. Merchants in the other cities.

- Once the GPerson was born (GE, by the way), I started a Golden Age, using him and the GM.

- London and Athens were whipped to happiness, for 2 pop.



The northern Army
They waited for 3 turns for most units to heal, they got some more reinforcements and a Medic-Explorer. Then, they moved towards Roskilde, which they razed on turn 325.
After that, they moved south, to the first Persian city, Bactra, razed on turn 329.
They are now on their way towards Persepolis ...


The southern army
First, the 3 units near Libyan took down the defenses, waited for 3 more Macemen, and razed the city on turn 323. Then, they moved towards Persian territory. Some of the units had to heal, which they did outside the borders, using that 2nd Medic-Explorer to fasten things, while some 10-12 units moved inside Persian borders, took their way to the south-most city, Arbela, and razed it on my final turn. During this time, the other units were healed, and they moved towards Persepolis and Gordium.
Ragnar's culture we saw South of Libyan is an island city; we don't know anything of the size of that island, though ...





Reinforcements
There are currently 4x3 units on the other continent, with quite some (siege) units waiting for Transports in Coventry, and many more units on their way to Coventry (they are all on GoTo-Mode!)
3 of these reinforcements took out the new Saladin city (Muscat), settled on the location of the initial Viking Capital!


Great General
The GG has been born on the last turn, and I haven't moved him yet. But as I suggested above, a Super-Medic could be interesting, for even faster unit-healing?!?


Workers
The workers chopped down most of the forests that were left. Then, they started to build some roads, to maybe shortcut some travel-paths. Not sure on that, though, but there was nothing else to do ...


Scouting out the other continent
While traveling along the Arabian coast, our scouting ship took some looks into Saladins towns. Our land-units also reported about the enemies in Persepolis ...



Here is an overview of what we have scouted so far, and the position of our armies and reinforcements ...
 
Here is the save,

and the auto-log ...
Spoiler AutoLog :

New Log Entries
----------------------------------------------------------------------------
Turn 320/660 (1550 AD) [27-Feb-2008 22:31:14]
London finishes: Maceman
Horico grows: 9
York grows: 11
Nottingham finishes: Catapult
Athens finishes: Maceman
Masttown finishes: Maceman
Carthage's borders expand
Thapsus grows: 8
Djenne finishes: Catapult
Coventry grows: 10
Kumbi Saleh grows: 8

IBT:

Turn 321/660 (1553 AD) [27-Feb-2008 22:42:51]
London begins: Pikeman (4 turns)
Nottingham begins: Catapult (9 turns)
Athens begins: Crossbowman (5 turns)
Masttown begins: Pikeman (2 turns)
Djenne begins: Catapult (5 turns)
Pikeman promoted: Formation
War Elephant promoted: Combat III
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
Trebuchet promoted: City Raider I
Trebuchet promoted: Accuracy
Knight promoted: Combat I
Knight promoted: Combat II
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
Trebuchet promoted: Barrage I
A Farm was built
Buddhism has spread: Horico
London finishes: Pikeman
Sparta finishes: Trebuchet
A Village was built near Hastings
Masttown finishes: Pikeman
Utica finishes: Trebuchet
Carthage finishes: Trebuchet
Djenne grows: 8
Timbuktu finishes: Trebuchet

IBT:

Turn 322/660 (1556 AD) [27-Feb-2008 22:54:02]
London begins: Pikeman (4 turns)
Sparta begins: Trebuchet (6 turns)
Masttown begins: Pikeman (2 turns)
Utica begins: Trebuchet (6 turns)
Carthage begins: Trebuchet (6 turns)
Timbuktu begins: Trebuchet (4 turns)
A Windmill was built near Hastings
A Cottage was built near Thapsus
A Watermill was built
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
Pikeman promoted: City Raider I
Pikeman promoted: City Raider II
Pikeman promoted: City Raider III
Pikeman promoted: City Raider I
Pikeman promoted: City Raider II
Pikeman promoted: City Raider III
Nottingham finishes: Catapult
Athens finishes: Crossbowman
A Hamlet was built near Carthage
Thapsus finishes: Trebuchet

IBT:

Turn 323/660 (1559 AD) [27-Feb-2008 22:58:28]
Nottingham begins: Catapult (9 turns)
Athens begins: Crossbowman (5 turns)
Thapsus begins: Trebuchet (10 turns)
Crossbowman promoted: Combat I
Crossbowman promoted: Combat II
Crossbowman promoted: Combat III
A Windmill was built
A Farm was built near Thapsus
While attacking in Persian territory at Libyan, Maceman defeats (4.96/8): Persian Crossbowman (Prob Victory: 61.5%)
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
While attacking in Persian territory at Libyan, Maceman defeats (5.60/8): Persian Longbowman (Prob Victory: 94.4%)
While attacking in Persian territory at Libyan, Knight defeats (8.70/10): Persian Catapult (Prob Victory: 99.6%)
Captured Libyan (Cyrus)
Razed Libyan
Libyan lost
Hastings finishes: Trebuchet
Masttown finishes: Pikeman
Canterbury's borders expand
Coventry grows: 11

IBT:

Turn 324/660 (1562 AD) [27-Feb-2008 23:07:57]
Hastings begins: Trebuchet (8 turns)
Masttown begins: Pikeman (2 turns)
Pikeman promoted: City Raider I
Pikeman promoted: City Raider II
Pikeman promoted: City Raider III
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
Knight promoted: Combat III
Horico's borders expand
Sparta finishes: Trebuchet
Hastings grows: 12
Norbert Rillieux (Great Engineer) born in Athens
Masttown finishes: Pikeman
A Hamlet was built near Thapsus
Djenne finishes: Catapult

IBT:

Turn 325/660 (1565 AD) [27-Feb-2008 23:15:44]
Sparta begins: Trebuchet (6 turns)
Masttown begins: Maceman (2 turns)
Djenne begins: Catapult (4 turns)
Golden Age begins
Catapult promoted: City Raider I
Catapult promoted: Accuracy
Trebuchet promoted: City Raider I
Trebuchet promoted: City Raider II
While attacking in Viking territory at Roskilde, Trebuchet loses to: Viking Longbowman (6.00/6) (Prob Victory: 7.3%)
Trebuchet promoted: City Raider I
Trebuchet promoted: City Raider II
While attacking in Viking territory at Roskilde, Maceman defeats (6.56/8): Viking Longbowman (Prob Victory: 99.3%)
While attacking in Viking territory at Roskilde, Maceman defeats (8.00/8): Viking Trebuchet (Prob Victory: 100.0%)
Captured Roskilde (Ragnar)
Razed Roskilde
Roskilde lost
A Farm was built near Canterbury
Pikeman promoted: City Raider I
Pikeman promoted: City Raider II
Pikeman promoted: City Raider III
Maceman promoted: City Raider I
Maceman promoted: City Raider II
London finishes: Pikeman
York finishes: Trebuchet
Nottingham finishes: Catapult
Athens grows: 15
Masttown finishes: Maceman
Carthage finishes: Trebuchet
Thapsus's borders expand
Timbuktu finishes: Trebuchet

IBT:
While defending in the wild, Knight defeats (8.60/10): Persian Catapult (Prob Victory: 99.1%)
While defending in the wild near Aden, Maceman loses to: Arabian Camel Archer (4.60/10) (Prob Victory: 13.3%)
Team 6 revolts and is no longer a Vassal State of Team 3

Turn 326/660 (1568 AD) [27-Feb-2008 23:25:33]
London begins: Pikeman (3 turns)
York begins: Trebuchet (8 turns)
Nottingham begins: Catapult (6 turns)
Masttown begins: Maceman (2 turns)
Carthage begins: Trebuchet (4 turns)
Timbuktu begins: Trebuchet (3 turns)
Pikeman promoted: City Raider I
Pikeman promoted: City Raider II
Pikeman promoted: City Raider III
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
While attacking in the wild near Aden, Maceman loses to: Arabian Camel Archer (0.80/10) (Prob Victory: 91.6%)
While attacking in the wild near Aden, Knight defeats (8.60/10): Arabian Camel Archer (Prob Victory: 100.0%)
While attacking in Arabian territory at Muscat, Grenadier defeats (8.40/12): Arabian Longbowman (Prob Victory: 93.9%)
While attacking in Arabian territory at Muscat, Grenadier defeats (12.00/12): Arabian Maceman (Prob Victory: 99.3%)
Razed Muscat
Horico finishes: Trebuchet
A Village was built near Horico
Athens finishes: Crossbowman
Masttown finishes: Maceman
Canterbury finishes: Maceman
Utica finishes: Trebuchet
Coventry grows: 12

IBT:
While defending in Persian territory near Persepolis, Crossbowman defeats (0.96/6): Persian Musketman (Prob Victory: 37.3%)

Turn 327/660 (1571 AD) [27-Feb-2008 23:31:43]
Horico begins: Trebuchet (8 turns)
Athens begins: Crossbowman (4 turns)
Masttown begins: Maceman (2 turns)
Canterbury begins: Trebuchet (7 turns)
Utica begins: Trebuchet (4 turns)
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Crossbowman promoted: Combat I
Crossbowman promoted: Combat II
Crossbowman promoted: Combat III
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
Crossbowman promoted: Combat IV
London finishes: Pikeman
Sparta finishes: Trebuchet
Hastings finishes: Trebuchet
Masttown finishes: Maceman
Carthage grows: 12
Carthage finishes: Trebuchet
Djenne finishes: Catapult
Timbuktu finishes: Trebuchet
Kumbi Saleh grows: 9

IBT:
Civics Change: Ragnar(Vikings) from 'Mercantilism' to 'Decentralization'

Turn 328/660 (1574 AD) [27-Feb-2008 23:37:36]
London begins: Pikeman (3 turns)
Sparta begins: Trebuchet (4 turns)
Hastings begins: Trebuchet (5 turns)
Masttown begins: Maceman (2 turns)
Carthage begins: Trebuchet (4 turns)
Djenne begins: Catapult (3 turns)
Timbuktu begins: Trebuchet (3 turns)
Pikeman promoted: City Raider I
Pikeman promoted: City Raider II
Pikeman promoted: City Raider III
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
Nottingham grows: 8
Athens finishes: Crossbowman
Masttown finishes: Maceman
Canterbury grows: 11
Thapsus finishes: Trebuchet
A Village was built near Thapsus
Djenne finishes: Catapult
Coventry finishes: Barracks
Kumbi Saleh finishes: Trebuchet

IBT:

Turn 329/660 (1577 AD) [27-Feb-2008 23:42:34]
Athens begins: Crossbowman (4 turns)
Masttown begins: Maceman (2 turns)
Thapsus begins: Trebuchet (6 turns)
Djenne begins: Catapult (3 turns)
Coventry begins: Catapult (10 turns)
Kumbi Saleh begins: Trebuchet (8 turns)
Trebuchet promoted: Barrage I
Trebuchet promoted: Barrage II
While attacking in Persian territory at Bactra, Trebuchet loses to: Persian Longbowman (0.96/6) (Prob Victory: 0.7%)
While attacking in Persian territory at Bactra, Maceman defeats (6.08/8): Persian Axeman (Prob Victory: 100.0%)
While attacking in Persian territory at Bactra, Maceman defeats (6.72/8): Persian Longbowman (Prob Victory: 100.0%)
While attacking in Persian territory at Bactra, Maceman defeats (8.00/8): Persian Spearman (Prob Victory: 100.0%)
Confucianism has spread: Bactra
Captured Bactra (Cyrus)
Razed Bactra
Bactra lost
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
A Town was built near London
Athens finishes: Crossbowman
Masttown finishes: Maceman
A Village was built near Canterbury
Utica grows: 10
Timbuktu finishes: Trebuchet
Coventry grows: 13

IBT:
While defending in the wild near Anjar, Knight loses to: Arabian Camel Archer (10.00/10) (Prob Victory: 27.0%)
While defending in the wild, Grenadier defeats (4.56/12): Barbarian Maceman (Prob Victory: 89.9%)

Turn 330/660 (1580 AD) [27-Feb-2008 23:51:11]
Athens begins: Crossbowman (4 turns)
Masttown begins: Maceman (2 turns)
Timbuktu begins: Trebuchet (3 turns)
While attacking in Persian territory at Arbela, Maceman defeats (6.56/8): Persian Musketman (Prob Victory: 69.0%)
While attacking in Persian territory at Arbela, Maceman loses to: Persian Longbowman (1.50/6) (Prob Victory: 94.8%)
Eugene of Savoy (Great General) born in London
While attacking in Persian territory at Arbela, Maceman defeats (6.96/8): Persian Pikeman (Prob Victory: 99.4%)
While attacking in Persian territory at Arbela, Pikeman defeats (4.92/6): Persian Longbowman (Prob Victory: 99.8%)
Confucianism has spread: Arbela
Captured Arbela (Cyrus)
Razed Arbela
Arbela lost
A Mine was built near Thapsus
Maceman promoted: City Raider I
Maceman promoted: City Raider II
Maceman promoted: City Raider III
While attacking in the wild near Anjar, Pikeman defeats (3.30/6): Arabian Camel Archer (Prob Victory: 95.6%)
 
Hmmm, a limit of 30000 characters per post? :crazyeye:


OK, here's the Upload-log, then ...
Spoiler UploadLog :

Here is your Session Turn Log from 1550 AD to 1580 AD:

Turn 320, 1550 AD: The villagers give you gold! You have received 46 gold!
Turn 320, 1550 AD: Churchill's Pikeman (5.69) vs Saladin's Camel Archer (4.66)
Turn 320, 1550 AD: Combat Odds: 74.0%
Turn 320, 1550 AD: (Extra Combat: -30%)
Turn 320, 1550 AD: (Extra Combat: +20%)
Turn 320, 1550 AD: (Combat: -100%)
Turn 320, 1550 AD: Churchill's Pikeman is hit for 17 (56/100HP)
Turn 320, 1550 AD: Saladin's Camel Archer is hit for 22 (62/100HP)
Turn 320, 1550 AD: Churchill's Pikeman is hit for 17 (39/100HP)
Turn 320, 1550 AD: Saladin's Camel Archer is hit for 22 (40/100HP)
Turn 320, 1550 AD: Churchill's Pikeman is hit for 17 (22/100HP)
Turn 320, 1550 AD: Saladin's Camel Archer is hit for 22 (18/100HP)
Turn 320, 1550 AD: Saladin's Camel Archer is hit for 22 (0/100HP)
Turn 320, 1550 AD: Churchill's Pikeman has defeated Saladin's Camel Archer!
Turn 320, 1550 AD: The borders of Carthage have expanded!
Turn 320, 1550 AD: John Maynard Keynes (Great Merchant) has been born in a far away land!

Turn 321, 1553 AD: Buddhism has spread in Horico.

Turn 322, 1556 AD: Saladin's Golden Age has ended...

Turn 323, 1559 AD: Churchill's Maceman (8.00) vs Cyrus's Crossbowman (7.38)
Turn 323, 1559 AD: Combat Odds: 61.5%
Turn 323, 1559 AD: (Plot Defense: +3%)
Turn 323, 1559 AD: (Fortify: +25%)
Turn 323, 1559 AD: (City Defense: +20%)
Turn 323, 1559 AD: (City Attack: -75%)
Turn 323, 1559 AD: (Combat: +50%)
Turn 323, 1559 AD: Churchill's Maceman is hit for 19 (81/100HP)
Turn 323, 1559 AD: Cyrus's Crossbowman is hit for 20 (80/100HP)
Turn 323, 1559 AD: Cyrus's Crossbowman is hit for 20 (60/100HP)
Turn 323, 1559 AD: Churchill's Maceman is hit for 19 (62/100HP)
Turn 323, 1559 AD: Cyrus's Crossbowman is hit for 20 (40/100HP)
Turn 323, 1559 AD: Cyrus's Crossbowman is hit for 20 (20/100HP)
Turn 323, 1559 AD: Cyrus's Crossbowman is hit for 20 (0/100HP)
Turn 323, 1559 AD: Churchill's Maceman has defeated Cyrus's Crossbowman!
Turn 323, 1559 AD: Churchill's Maceman (8.00) vs Cyrus's Longbowman (4.91)
Turn 323, 1559 AD: Combat Odds: 94.4%
Turn 323, 1559 AD: (Plot Defense: +3%)
Turn 323, 1559 AD: (Fortify: +25%)
Turn 323, 1559 AD: (City Defense: +25%)
Turn 323, 1559 AD: (City Attack: -75%)
Turn 323, 1559 AD: Cyrus's Longbowman is hit for 25 (75/100HP)
Turn 323, 1559 AD: Churchill's Maceman is hit for 15 (85/100HP)
Turn 323, 1559 AD: Cyrus's Longbowman is hit for 25 (50/100HP)
Turn 323, 1559 AD: Churchill's Maceman is hit for 15 (70/100HP)
Turn 323, 1559 AD: Cyrus's Longbowman is hit for 25 (25/100HP)
Turn 323, 1559 AD: Cyrus's Longbowman is hit for 25 (0/100HP)
Turn 323, 1559 AD: Churchill's Maceman has defeated Cyrus's Longbowman!
Turn 323, 1559 AD: Churchill's Knight (12.00) vs Cyrus's Catapult (5.00)
Turn 323, 1559 AD: Combat Odds: 99.6%
Turn 323, 1559 AD: (Extra Combat: -20%)
Turn 323, 1559 AD: Cyrus's Catapult is hit for 30 (70/100HP)
Turn 323, 1559 AD: Cyrus's Catapult is hit for 30 (40/100HP)
Turn 323, 1559 AD: Cyrus's Catapult is hit for 30 (10/100HP)
Turn 323, 1559 AD: Churchill's Knight is hit for 13 (87/100HP)
Turn 323, 1559 AD: Cyrus's Catapult is hit for 30 (0/100HP)
Turn 323, 1559 AD: Churchill's Knight has defeated Cyrus's Catapult!
Turn 323, 1559 AD: You have captured Libyan!!!
Turn 323, 1559 AD: You have destroyed the city of Libyan!!!
Turn 323, 1559 AD: The borders of Canterbury have expanded!

Turn 324, 1562 AD: The borders of Horico have expanded!
Turn 324, 1562 AD: Norbert Rillieux (Great Engineer) has been born in Athens (Churchill)!

Turn 325, 1565 AD: Churchill's Golden Age has begun!!!
Turn 325, 1565 AD: Churchill's Trebuchet (4.00) vs Ragnar's Longbowman (6.00)
Turn 325, 1565 AD: Combat Odds: 7.3%
Turn 325, 1565 AD: (Plot Defense: +25%)
Turn 325, 1565 AD: (Fortify: +25%)
Turn 325, 1565 AD: (City Defense: +70%)
Turn 325, 1565 AD: (Hills: +25%)
Turn 325, 1565 AD: (City Attack: -145%)
Turn 325, 1565 AD: Churchill's Trebuchet is hit for 24 (76/100HP)
Turn 325, 1565 AD: Churchill's Trebuchet is hit for 24 (52/100HP)
Turn 325, 1565 AD: Churchill's Trebuchet is hit for 24 (28/100HP)
Turn 325, 1565 AD: Churchill's Trebuchet is hit for 24 (4/100HP)
Turn 325, 1565 AD: Churchill's Trebuchet is hit for 24 (0/100HP)
Turn 325, 1565 AD: Ragnar's Longbowman has defeated Churchill's Trebuchet!
Turn 325, 1565 AD: Churchill's Trebuchet (4.00) vs Ragnar's Longbowman (6.00)
Turn 325, 1565 AD: Combat Odds: 7.3%
Turn 325, 1565 AD: (Plot Defense: +25%)
Turn 325, 1565 AD: (Fortify: +25%)
Turn 325, 1565 AD: (City Defense: +70%)
Turn 325, 1565 AD: (Hills: +25%)
Turn 325, 1565 AD: (City Attack: -145%)
Turn 325, 1565 AD: Churchill's Trebuchet is hit for 24 (76/100HP)
Turn 325, 1565 AD: Churchill's Trebuchet is hit for 24 (52/100HP)
Turn 325, 1565 AD: Ragnar's Longbowman is hit for 16 (84/100HP)
Turn 325, 1565 AD: Churchill's Trebuchet is hit for 24 (28/100HP)
Turn 325, 1565 AD: Churchill's Trebuchet is hit for 24 (4/100HP)
Turn 325, 1565 AD: Ragnar's Longbowman is hit for 16 (68/100HP)
Turn 325, 1565 AD: Ragnar's Longbowman is hit for 16 (52/100HP)
Turn 325, 1565 AD: Ragnar's Longbowman is hit for 16 (36/100HP)
Turn 325, 1565 AD: Churchill's Maceman (8.00) vs Ragnar's Longbowman (3.67)
Turn 325, 1565 AD: Combat Odds: 99.3%
Turn 325, 1565 AD: (Plot Defense: +25%)
Turn 325, 1565 AD: (Fortify: +25%)
Turn 325, 1565 AD: (City Defense: +70%)
Turn 325, 1565 AD: (Hills: +25%)
Turn 325, 1565 AD: (City Attack: -75%)
Turn 325, 1565 AD: Churchill's Maceman is hit for 18 (82/100HP)
Turn 325, 1565 AD: Ragnar's Longbowman is hit for 21 (15/100HP)
Turn 325, 1565 AD: Ragnar's Longbowman is hit for 21 (0/100HP)
Turn 325, 1565 AD: Churchill's Maceman has defeated Ragnar's Longbowman!
Turn 325, 1565 AD: Churchill's Maceman (8.00) vs Ragnar's Trebuchet (2.42)
Turn 325, 1565 AD: Combat Odds: 100.0%
Turn 325, 1565 AD: (City Attack: -75%)
Turn 325, 1565 AD: (Combat: +10%)
Turn 325, 1565 AD: Ragnar's Trebuchet is hit for 34 (66/100HP)
Turn 325, 1565 AD: Ragnar's Trebuchet is hit for 34 (32/100HP)
Turn 325, 1565 AD: Ragnar's Trebuchet is hit for 34 (0/100HP)
Turn 325, 1565 AD: Churchill's Maceman has defeated Ragnar's Trebuchet!
Turn 325, 1565 AD: You have captured Roskilde!!!
Turn 325, 1565 AD: You have destroyed the city of Roskilde!!!
Turn 325, 1565 AD: The borders of Thapsus have expanded!
Turn 325, 1565 AD: Cyrus's Catapult (5.00) vs Churchill's Knight (10.00)
Turn 325, 1565 AD: Combat Odds: 0.9%
Turn 325, 1565 AD: Churchill's Knight is hit for 14 (86/100HP)
Turn 325, 1565 AD: Cyrus's Catapult is hit for 28 (72/100HP)
Turn 325, 1565 AD: Cyrus's Catapult is hit for 28 (44/100HP)
Turn 325, 1565 AD: Cyrus's Catapult is hit for 28 (16/100HP)
Turn 325, 1565 AD: Cyrus's Catapult is hit for 28 (0/100HP)
Turn 325, 1565 AD: Churchill's Knight has defeated Cyrus's Catapult!
Turn 325, 1565 AD: Saladin's Camel Archer (11.00) vs Churchill's Maceman (8.20)
Turn 325, 1565 AD: Combat Odds: 86.7%
Turn 325, 1565 AD: (Extra Combat: -10%)
Turn 325, 1565 AD: (Plot Defense: +25%)
Turn 325, 1565 AD: Churchill's Maceman is hit for 21 (61/100HP)
Turn 325, 1565 AD: Saladin's Camel Archer is hit for 18 (82/100HP)
Turn 325, 1565 AD: Saladin's Camel Archer is hit for 18 (64/100HP)
Turn 325, 1565 AD: Churchill's Maceman is hit for 21 (40/100HP)
Turn 325, 1565 AD: Saladin's Camel Archer is hit for 18 (46/100HP)
Turn 325, 1565 AD: Churchill's Maceman is hit for 21 (19/100HP)
Turn 325, 1565 AD: Churchill's Maceman is hit for 21 (0/100HP)
Turn 325, 1565 AD: Saladin's Camel Archer has defeated Churchill's Maceman!
Turn 325, 1565 AD: Ragnar has renounced the protection of Saladin and is once again a free state.

Turn 326, 1568 AD: Clearing a Forest has created 24 ? for Timbuktu.
Turn 326, 1568 AD: Churchill's Maceman (8.00) vs Saladin's Camel Archer (5.06)
Turn 326, 1568 AD: Combat Odds: 91.6%
Turn 326, 1568 AD: (Extra Combat: +10%)
Turn 326, 1568 AD: Churchill's Maceman is hit for 20 (80/100HP)
Turn 326, 1568 AD: Churchill's Maceman is hit for 20 (60/100HP)
Turn 326, 1568 AD: Churchill's Maceman is hit for 20 (40/100HP)
Turn 326, 1568 AD: Churchill's Maceman is hit for 20 (20/100HP)
Turn 326, 1568 AD: Saladin's Camel Archer is hit for 19 (27/100HP)
Turn 326, 1568 AD: Saladin's Camel Archer is hit for 19 (8/100HP)
Turn 326, 1568 AD: Churchill's Maceman is hit for 20 (0/100HP)
Turn 326, 1568 AD: Saladin's Camel Archer has defeated Churchill's Maceman!
Turn 326, 1568 AD: Churchill's Knight (8.60) vs Saladin's Camel Archer (0.88)
Turn 326, 1568 AD: Combat Odds: 100.0%
Turn 326, 1568 AD: (Extra Combat: +10%)
Turn 326, 1568 AD: Saladin's Camel Archer is hit for 24 (0/100HP)
Turn 326, 1568 AD: Churchill's Knight has defeated Saladin's Camel Archer!
Turn 326, 1568 AD: Churchill's Grenadier (12.00) vs Saladin's Longbowman (7.20)
Turn 326, 1568 AD: Combat Odds: 93.9%
Turn 326, 1568 AD: (Plot Defense: +25%)
Turn 326, 1568 AD: (City Defense: +45%)
Turn 326, 1568 AD: (Hills: +25%)
Turn 326, 1568 AD: (City Attack: -75%)
Turn 326, 1568 AD: Churchill's Grenadier is hit for 15 (85/100HP)
Turn 326, 1568 AD: Churchill's Grenadier is hit for 15 (70/100HP)
Turn 326, 1568 AD: Saladin's Longbowman is hit for 25 (75/100HP)
Turn 326, 1568 AD: Saladin's Longbowman is hit for 25 (50/100HP)
Turn 326, 1568 AD: Saladin's Longbowman is hit for 25 (25/100HP)
Turn 326, 1568 AD: Saladin's Longbowman is hit for 25 (0/100HP)
Turn 326, 1568 AD: Churchill's Grenadier has defeated Saladin's Longbowman!
Turn 326, 1568 AD: Churchill's Grenadier (12.00) vs Saladin's Maceman (5.71)
Turn 326, 1568 AD: Combat Odds: 99.3%
Turn 326, 1568 AD: (Extra Combat: +10%)
Turn 326, 1568 AD: (Plot Defense: +25%)
Turn 326, 1568 AD: (City Attack: -75%)
Turn 326, 1568 AD: Saladin's Maceman is hit for 28 (72/100HP)
Turn 326, 1568 AD: Saladin's Maceman is hit for 28 (44/100HP)
Turn 326, 1568 AD: Saladin's Maceman is hit for 28 (16/100HP)
Turn 326, 1568 AD: Saladin's Maceman is hit for 28 (0/100HP)
Turn 326, 1568 AD: Churchill's Grenadier has defeated Saladin's Maceman!
Turn 326, 1568 AD: You have captured Muscat!!!
Turn 326, 1568 AD: You have pillaged 2 ? from the destruction of Muscat!!!
Turn 326, 1568 AD: Cyrus's Musketman (10.80) vs Churchill's Crossbowman (9.30)
Turn 326, 1568 AD: Combat Odds: 62.7%
Turn 326, 1568 AD: (Extra Combat: -20%)
Turn 326, 1568 AD: (Extra Combat: +30%)
Turn 326, 1568 AD: (Plot Defense: +25%)
Turn 326, 1568 AD: Cyrus's Musketman is hit for 18 (82/100HP)
Turn 326, 1568 AD: Cyrus's Musketman is hit for 18 (64/100HP)
Turn 326, 1568 AD: Cyrus's Musketman is hit for 18 (46/100HP)
Turn 326, 1568 AD: Cyrus's Musketman is hit for 18 (28/100HP)
Turn 326, 1568 AD: Churchill's Crossbowman is hit for 21 (79/100HP)
Turn 326, 1568 AD: Churchill's Crossbowman is hit for 21 (58/100HP)
Turn 326, 1568 AD: Churchill's Crossbowman is hit for 21 (37/100HP)
Turn 326, 1568 AD: Cyrus's Musketman is hit for 18 (10/100HP)
Turn 326, 1568 AD: Churchill's Crossbowman is hit for 21 (16/100HP)
Turn 326, 1568 AD: Cyrus's Musketman is hit for 18 (0/100HP)
Turn 326, 1568 AD: Churchill's Crossbowman has defeated Cyrus's Musketman!

Turn 327, 1571 AD: The enemy has been spotted near Horico!
Turn 327, 1571 AD: Nottingham will grow to size 8 on the next turn
Turn 327, 1571 AD: Carthage has grown to size 12

Turn 328, 1574 AD: The enemy has been spotted near Athens!
Turn 328, 1574 AD: The enemy has been spotted near Horico!
Turn 328, 1574 AD: Cyrus has 200 gold available for trade
Turn 328, 1574 AD: Clearing a Forest has created 20 ? for Canterbury.
Turn 328, 1574 AD: Clearing a Forest has created 20 ? for Djenne.
Turn 328, 1574 AD: Clearing a Forest has created 24 ? for Timbuktu.
Turn 328, 1574 AD: Nottingham has grown to size 8
Turn 328, 1574 AD: Canterbury has grown to size 11
Turn 328, 1574 AD: Utica will grow to size 10 on the next turn
Turn 328, 1574 AD: Coventry will grow to size 13 on the next turn
Turn 328, 1574 AD: Coventry will become unhealthy on the next turn

Turn 329, 1577 AD: The enemy has been spotted near Athens!
Turn 329, 1577 AD: The enemy has been spotted near Horico!
Turn 329, 1577 AD: Your Catapult has reduced the defenses of Bactra to 33%!
Turn 329, 1577 AD: Your Catapult has reduced the defenses of Bactra to 22%!
Turn 329, 1577 AD: Your Catapult has reduced the defenses of Bactra to 11%!
Turn 329, 1577 AD: Your Catapult has reduced the defenses of Bactra to 0%!
Turn 329, 1577 AD: Churchill's Trebuchet (4.00) vs Cyrus's Longbowman (7.50)
Turn 329, 1577 AD: Combat Odds: 0.7%
Turn 329, 1577 AD: (Fortify: +25%)
Turn 329, 1577 AD: (City Defense: +100%)
Turn 329, 1577 AD: (City Attack: -100%)
Turn 329, 1577 AD: Your Trebuchet has caused collateral damage! (2 Units)
Turn 329, 1577 AD: Churchill's Trebuchet is hit for 27 (73/100HP)
Turn 329, 1577 AD: Cyrus's Longbowman is hit for 14 (86/100HP)
Turn 329, 1577 AD: Cyrus's Longbowman is hit for 14 (72/100HP)
Turn 329, 1577 AD: Cyrus's Longbowman is hit for 14 (58/100HP)
Turn 329, 1577 AD: Churchill's Trebuchet is hit for 27 (46/100HP)
Turn 329, 1577 AD: Cyrus's Longbowman is hit for 14 (44/100HP)
Turn 329, 1577 AD: Cyrus's Longbowman is hit for 14 (30/100HP)
Turn 329, 1577 AD: Churchill's Trebuchet is hit for 27 (19/100HP)
Turn 329, 1577 AD: Cyrus's Longbowman is hit for 14 (16/100HP)
Turn 329, 1577 AD: Churchill's Trebuchet is hit for 27 (0/100HP)
Turn 329, 1577 AD: Cyrus's Longbowman has defeated Churchill's Trebuchet!
Turn 329, 1577 AD: Your Trebuchet has died trying to attack a Longbowman!
Turn 329, 1577 AD: Churchill's Maceman (8.00) vs Cyrus's Axeman (2.99)
Turn 329, 1577 AD: Combat Odds: 100.0%
Turn 329, 1577 AD: (Fortify: +25%)
Turn 329, 1577 AD: (City Attack: -75%)
Turn 329, 1577 AD: (Combat: -50%)
Turn 329, 1577 AD: (Combat: +50%)
Turn 329, 1577 AD: Churchill's Maceman is hit for 12 (88/100HP)
Turn 329, 1577 AD: Cyrus's Axeman is hit for 31 (59/100HP)
Turn 329, 1577 AD: Churchill's Maceman is hit for 12 (76/100HP)
Turn 329, 1577 AD: Cyrus's Axeman is hit for 31 (28/100HP)
Turn 329, 1577 AD: Cyrus's Axeman is hit for 31 (0/100HP)
Turn 329, 1577 AD: Churchill's Maceman has defeated Cyrus's Axeman!
Turn 329, 1577 AD: Your Maceman has destroyed a Axeman!
Turn 329, 1577 AD: Churchill's Maceman (8.00) vs Cyrus's Longbowman (1.53)
Turn 329, 1577 AD: Combat Odds: 100.0%
Turn 329, 1577 AD: (Fortify: +25%)
Turn 329, 1577 AD: (City Defense: +100%)
Turn 329, 1577 AD: (City Attack: -75%)
Turn 329, 1577 AD: (Combat: +10%)
Turn 329, 1577 AD: Churchill's Maceman is hit for 16 (84/100HP)
Turn 329, 1577 AD: Cyrus's Longbowman is hit for 23 (0/100HP)
Turn 329, 1577 AD: Churchill's Maceman has defeated Cyrus's Longbowman!
Turn 329, 1577 AD: Your Maceman has destroyed a Longbowman!
Turn 329, 1577 AD: Churchill's Maceman (8.00) vs Cyrus's Spearman (1.55)
Turn 329, 1577 AD: Combat Odds: 100.0%
Turn 329, 1577 AD: (City Attack: -75%)
Turn 329, 1577 AD: (Combat: -50%)
Turn 329, 1577 AD: Cyrus's Spearman is hit for 39 (49/100HP)
Turn 329, 1577 AD: Cyrus's Spearman is hit for 39 (10/100HP)
Turn 329, 1577 AD: Cyrus's Spearman is hit for 39 (0/100HP)
Turn 329, 1577 AD: Churchill's Maceman has defeated Cyrus's Spearman!
Turn 329, 1577 AD: Your Maceman has destroyed a Spearman!
Turn 329, 1577 AD: You have captured Bactra!!!
Turn 329, 1577 AD: You have destroyed the city of Bactra!!!
Turn 329, 1577 AD: Clearing a Forest has created 9 ? for Djenne.
Turn 329, 1577 AD: Clearing a Forest has created 36 ? for Athens.
Turn 329, 1577 AD: Masttown will grow to size 14 on the next turn
Turn 329, 1577 AD: Masttown will become unhealthy on the next turn
Turn 329, 1577 AD: Utica has grown to size 10
Turn 329, 1577 AD: Coventry has grown to size 13
Turn 329, 1577 AD: Coventry has become unhealthy
Turn 329, 1577 AD: Saladin's Camel Archer (12.00) vs Churchill's Knight (10.00)
Turn 329, 1577 AD: Combat Odds: 73.0%
Turn 329, 1577 AD: (Extra Combat: -20%)
Turn 329, 1577 AD: Churchill's Knight is hit for 21 (79/100HP)
Turn 329, 1577 AD: Churchill's Knight is hit for 21 (58/100HP)
Turn 329, 1577 AD: Churchill's Knight is hit for 21 (37/100HP)
Turn 329, 1577 AD: Churchill's Knight is hit for 21 (16/100HP)
Turn 329, 1577 AD: Churchill's Knight is hit for 21 (0/100HP)
Turn 329, 1577 AD: Saladin's Camel Archer has defeated Churchill's Knight!
Turn 329, 1577 AD: While defending, your Knight was destroyed by a Arabian Camel Archer!
Turn 329, 1577 AD: Barbarian's Maceman (5.98) vs Churchill's Grenadier (8.82)
Turn 329, 1577 AD: Combat Odds: 10.1%
Turn 329, 1577 AD: (Extra Combat: -10%)
Turn 329, 1577 AD: (Barbarian Combat: +5%)
Turn 329, 1577 AD: Churchill's Grenadier is hit for 16 (54/100HP)
Turn 329, 1577 AD: Barbarian's Maceman is hit for 24 (44/100HP)
Turn 329, 1577 AD: Barbarian's Maceman is hit for 24 (20/100HP)
Turn 329, 1577 AD: Churchill's Grenadier is hit for 16 (38/100HP)
Turn 329, 1577 AD: Barbarian's Maceman is hit for 24 (0/100HP)
Turn 329, 1577 AD: Churchill's Grenadier has defeated Barbarian's Maceman!
Turn 329, 1577 AD: While defending, your Grenadier has killed a Barbarian Maceman!

Turn 330, 1580 AD: The enemy has been spotted near Athens!
Turn 330, 1580 AD: The enemy has been spotted near Horico!
Turn 330, 1580 AD: Saladin has 260 gold available for trade
Turn 330, 1580 AD: Your Catapult has reduced the defenses of Arbela to 69%!
Turn 330, 1580 AD: Your Catapult has reduced the defenses of Arbela to 60%!
Turn 330, 1580 AD: Your Catapult has reduced the defenses of Arbela to 51%!
Turn 330, 1580 AD: Your Catapult has reduced the defenses of Arbela to 41%!
Turn 330, 1580 AD: Your Catapult has reduced the defenses of Arbela to 32%!
Turn 330, 1580 AD: Your Trebuchet has reduced the defenses of Arbela to 17%!
Turn 330, 1580 AD: Your Trebuchet has reduced the defenses of Arbela to 1%!
Turn 330, 1580 AD: Churchill's Maceman (8.80) vs Cyrus's Musketman (7.89)
Turn 330, 1580 AD: Combat Odds: 69.0%
Turn 330, 1580 AD: (Extra Combat: -10%)
Turn 330, 1580 AD: (Plot Defense: +1%)
Turn 330, 1580 AD: (Fortify: +25%)
Turn 330, 1580 AD: (City Defense: +45%)
Turn 330, 1580 AD: (City Attack: -75%)
Turn 330, 1580 AD: (Combat: -10%)
Turn 330, 1580 AD: Cyrus's Musketman is hit for 21 (79/100HP)
Turn 330, 1580 AD: Cyrus's Musketman is hit for 21 (58/100HP)
Turn 330, 1580 AD: Cyrus's Musketman is hit for 21 (37/100HP)
Turn 330, 1580 AD: Cyrus's Musketman is hit for 21 (16/100HP)
Turn 330, 1580 AD: Churchill's Maceman is hit for 18 (82/100HP)
Turn 330, 1580 AD: Cyrus's Musketman is hit for 21 (0/100HP)
Turn 330, 1580 AD: Churchill's Maceman has defeated Cyrus's Musketman!
Turn 330, 1580 AD: Your Maceman has destroyed a Musketman!
Turn 330, 1580 AD: Churchill's Maceman (8.00) vs Cyrus's Longbowman (4.83)
Turn 330, 1580 AD: Combat Odds: 94.8%
Turn 330, 1580 AD: (Plot Defense: +1%)
Turn 330, 1580 AD: (Fortify: +25%)
Turn 330, 1580 AD: (City Defense: +25%)
Turn 330, 1580 AD: (City Attack: -75%)
Turn 330, 1580 AD: Churchill's Maceman is hit for 15 (85/100HP)
Turn 330, 1580 AD: Cyrus's Longbowman is hit for 25 (75/100HP)
Turn 330, 1580 AD: Cyrus's Longbowman is hit for 25 (50/100HP)
Turn 330, 1580 AD: Churchill's Maceman is hit for 15 (70/100HP)
Turn 330, 1580 AD: Cyrus's Longbowman is hit for 25 (25/100HP)
Turn 330, 1580 AD: Churchill's Maceman is hit for 15 (55/100HP)
Turn 330, 1580 AD: Churchill's Maceman is hit for 15 (40/100HP)
Turn 330, 1580 AD: Churchill's Maceman is hit for 15 (25/100HP)
Turn 330, 1580 AD: Churchill's Maceman is hit for 15 (10/100HP)
Turn 330, 1580 AD: Churchill's Maceman is hit for 15 (0/100HP)
Turn 330, 1580 AD: Cyrus's Longbowman has defeated Churchill's Maceman!
Turn 330, 1580 AD: Your Maceman has died trying to attack a Longbowman!
Turn 330, 1580 AD: Churchill's Maceman (9.60) vs Cyrus's Pikeman (4.47)
Turn 330, 1580 AD: Combat Odds: 99.4%
Turn 330, 1580 AD: (Extra Combat: -20%)
Turn 330, 1580 AD: (Extra Combat: +10%)
Turn 330, 1580 AD: (Plot Defense: +1%)
Turn 330, 1580 AD: (Fortify: +25%)
Turn 330, 1580 AD: (City Attack: -20%)
Turn 330, 1580 AD: (Combat: -50%)
Turn 330, 1580 AD: Cyrus's Pikeman is hit for 28 (72/100HP)
Turn 330, 1580 AD: Cyrus's Pikeman is hit for 28 (44/100HP)
Turn 330, 1580 AD: Cyrus's Pikeman is hit for 28 (16/100HP)
Turn 330, 1580 AD: Churchill's Maceman is hit for 13 (87/100HP)
Turn 330, 1580 AD: Cyrus's Pikeman is hit for 28 (0/100HP)
Turn 330, 1580 AD: Churchill's Maceman has defeated Cyrus's Pikeman!
Turn 330, 1580 AD: Eugene of Savoy (Great General) has been born in London (Churchill)!
Turn 330, 1580 AD: Your Maceman has destroyed a Pikeman!
Turn 330, 1580 AD: Churchill's Pikeman (6.60) vs Cyrus's Longbowman (2.26)
Turn 330, 1580 AD: Combat Odds: 99.8%
Turn 330, 1580 AD: (Extra Combat: -10%)
Turn 330, 1580 AD: (Plot Defense: +1%)
Turn 330, 1580 AD: (Fortify: +25%)
Turn 330, 1580 AD: (City Defense: +25%)
Turn 330, 1580 AD: Churchill's Pikeman is hit for 18 (82/100HP)
Turn 330, 1580 AD: Cyrus's Longbowman is hit for 21 (4/100HP)
Turn 330, 1580 AD: Cyrus's Longbowman is hit for 21 (0/100HP)
Turn 330, 1580 AD: Churchill's Pikeman has defeated Cyrus's Longbowman!
Turn 330, 1580 AD: Your Pikeman has destroyed a Longbowman!
Turn 330, 1580 AD: You have captured Arbela!!!
Turn 330, 1580 AD: You have destroyed the city of Arbela!!!
Turn 330, 1580 AD: Clearing a Forest has created 30 ? for Athens.
Turn 330, 1580 AD: Churchill's Pikeman (7.80) vs Saladin's Camel Archer (4.87)
Turn 330, 1580 AD: Combat Odds: 95.6%
Turn 330, 1580 AD: (Extra Combat: -30%)
Turn 330, 1580 AD: (Extra Combat: +20%)
Turn 330, 1580 AD: (Combat: -125%)
Turn 330, 1580 AD: Saladin's Camel Archer is hit for 25 (75/100HP)
Turn 330, 1580 AD: Churchill's Pikeman is hit for 15 (85/100HP)
Turn 330, 1580 AD: Churchill's Pikeman is hit for 15 (70/100HP)
Turn 330, 1580 AD: Saladin's Camel Archer is hit for 25 (50/100HP)
Turn 330, 1580 AD: Saladin's Camel Archer is hit for 25 (25/100HP)
Turn 330, 1580 AD: Churchill's Pikeman is hit for 15 (55/100HP)
Turn 330, 1580 AD: Saladin's Camel Archer is hit for 25 (0/100HP)
Turn 330, 1580 AD: Churchill's Pikeman has defeated Saladin's Camel Archer!
Turn 330, 1580 AD: Your Pikeman has destroyed a Camel Archer!
 
Looks Good. I think that with a bit of luck and some CR3 Grens and more suicidal trebs we can wrap this puppy up in 30 turns. the stack in Cyrus' capitol is bad, but nothing we cant handle. I'll look at the save possibly tonight if all goes to plan with my new upgrade.
 
Nice going chris...

Is persepolis worth keeping? Or should we just raze it?
It has:
8gpp Great Lib :mad:
2gpp Great Lighthouse (+7 commerce)
2gpp Hagia
2gpp Chicken Pizza
2gpp Spiral
5gpp Artemis
====
21gpp/pt

I think keeping it is a defensive headache... but just throwing the option out there.

Comments:
- We are building Macemen in Masttown, I suggest changing that to Pikes.
They get CR to and are cheaper to build.
- Landing units
We appearently have a shortage in boats we need to build some more boats, maybe a rotation of Pike/Galleon in Masttown? To add to our transportation needs?
Also I think we can just put them units on land near Coventry and have them walk on their own, sure its slower getting them there, but we get more units faster...
In that respect there is a road missing on a hill in that route... We may want to keep a worker or two (or transport some workers over) to complete that road and make travel a little faster.

- Land type
Cyrus/Saladin seem to connect up due west that is nice...

- GG
I dont think we need a super healer, rather a super attacker....
I would attach him to a Pike for
1) Free promotion to Gren
2) 29xp = 5 promotions, C2 / Cr3 /Leadership gren :)

- Islands
We need some boats to go support our island attacks.
 
Is persepolis worth keeping? Or should we just raze it?
It has:
8gpp Great Lib :mad:
2gpp Great Lighthouse (+7 commerce)
2gpp Hagia
2gpp Chicken Pizza
2gpp Spiral
5gpp Artemis
====
21gpp/pt

I think keeping it is a defensive headache... but just throwing the option out there.

Hmmm, I don't think we should keep it! We would have to keep units stuck there for defense, leaving us less units to attack. And if someone manages to re-conquer it, we would have to make the detour to Persepolis again, take down the defenses again and loose some more units ...

And for getting those GPP, I don't think that's worth it either. Athens produces 44GPP/turn, and will give birth to another GPerson in ~25 turns. And that's a GPerson we have no real use for :(

So, IMHO, raze that city!!!


namliaM said:
Comments:
- We are building Macemen in Masttown, I suggest changing that to Pikes.
They get CR to and are cheaper to build.

That's true ... but they also cost 45:gold:-more to upgrade, and Masttown also produced 1 Maceman/turn. That's why I kept it building Maces, whereas I switched London, Athens and ? to building XBows and Pikes ...


namliaM said:
- Landing units
We appearently have a shortage in boats we need to build some more boats, maybe a rotation of Pike/Galleon in Masttown? To add to our transportation needs?

True, I had some transport-shortages. But there was 1 Galleon near Libyan, on the start of my set, that was badly damaged. I moved that ship back to Coventry to heal inside the city (still 4 turn, IIRC), so it just took its first passengers onboard on my final turns ...
And once the scouting-ship has circumnavigated 'their' continent, it can also join the transporting-force.

On the final turns, I landed the troops straight west of Coventry (NW of Ragnar's ancient capital). Thats 1 more turn onboard the ship, but it finally gets the units faster to action; especially once they have to move north to fight Saladin ...

Once the continent starts to be cleared, we can use the ships to move units to their island cities, as we won't need anymore reinforcements on their main land.

In other words, I'm not really convinced we need more ships!


namliaM said:
Also I think we can just put them units on land near Coventry and have them walk on their own, sure its slower getting them there, but we get more units faster...
In that respect there is a road missing on a hill in that route... We may want to keep a worker or two (or transport some workers over) to complete that road and make travel a little faster.

As I said above, landing the units a bit more to north is more interesting, IMHO. It takes the ships 1 turn longer to deliver their cargo, but the units gain more travel-turns, the further north we attack.

And like I said, that injured ship restarted its duty 2-3 turns ago, and the scouting-ship should have reached Coventry in ~5 turns, so it can start transporting as well ...


namliaM said:
- Land type
Cyrus/Saladin seem to connect up due west that is nice...

Yes, the coast goes straight from Susa to Gordium, in my opinion. In other words, the size/lay-out of their continent has been revealed!

I believe Cyrus has another city in between Persepolis, Gordium and Susa, and probably 2 other citites north of that. And the rest seems to be owned by Saladin.
There were some 2 or 3 Camel Archers attacking our northern army on their move from Roskilde --> Bactra --> Persepolis ...


namliaM said:
- GG
I dont think we need a super healer, rather a super attacker....
I would attach him to a Pike for
1) Free promotion to Gren
2) 29xp = 5 promotions, C2 / Cr3 /Leadership gren :)

That would be another good choice, of course. I, in general, always like to have a Doc-General, but probably, it's too late for that?!?


namliaM said:
- Islands
We need some boats to go support our island attacks.

We can use our existing boats to deliver units to their islands, once Saladin is down to ~6 cities. By that time, we should have more than enough units on their continent to finish him off.

There don't seem to be that many island-cities ... Ragnar has that northern island, and that one south of Ex-Libyan.
Cyrus has at least one city SW of Gordium, and Saladin has that city in the NW ...
For now, that's all we know off, and there isn't that much land we haven't discovered ...
 
CfL said:
So, IMHO, raze that city!

I agree, but I am just putty the option out there….



CfL said:
Cost 45 more to upgrage

Cheaper to build = More expensive to upgrade… but I think at what 1.something upgrades we can do (I did the math earlier) + raze $$$ I think we can afford to spend some money on upgrades to get more units faster.



CfL said:
transport-shortages

It is one turn one way… so two turns round trip… that is an extra trip to “AI country” on the short boat-trip. Offcourse you cannot load and unload on the same turn… but with some management I think we ultimately get more units to the front faster when doing the short boat trip vs the longer one, eventho on the short term we might be faster if we do the 2 turn trip.

As far as unit count goes we do not NEED the cats/Trebs on the frontline NOW. But we do need that at some point… Maybe we should switch some more cities to XBows/Grens cause we seem to have plenty of Cats/Trebs as it is…



CfL said:
Once the continent starts to be cleared

I disagree, with Ragnar hiding on some stupid Islands we are still supporting the WW for him (some 5 cities razed = a nice bit of WW) killing him will allow us to keep pushing harder in the long run. So I think we need to allot one boat due south and one north to transport some units.

It probably wont take much … 2 cats/Trebs and 4 CR3 Macemen/Grens should do the trick (= 2 boat trips from the AI-mainland to the islands) and hopefully 2 trips back….



CfL said:
I’m not really convinced we need more ships

Maybe we don’t need more ships but we need to use them more efficiently IMHO. => Shorter trips



CfL said:
Doc-General

How much healing do we need to do? Offcourse there are big stacks out there to be killed… but how much better is medic 3 over medic 2?

He heals 15 hitpoint/turn more… going from 20 to 35 hitpoint/turn In effect healing just about anything in 3 turns. While a medic 2 will heal just about anything in 4 turns. This is a 25% increase in healing speed.

But that is worst case, offcourse any unit with a 34 hp wound only needs 1 turn with a medic3 over the 2 turns needed for Medic 2, which is a 50% increase in healing speed.

We have enough battering rams (trebs/cats) as it is do we don’t really need a super city raider … Best make him a medic I guess….



CfL said:
and there isn’t that much land

There is still quite some black stuff around, I wouldn’t be surprised if we find another few AI cities out there.

My point is this

These island cities –in general- don’t have much production at all, so something like four Cr3 units + 2 Seige (Trebs) per >1 tile island city can do a lot of damage vs 2 or 3 LBs/Muskets. We don’t need a full assault force like we do for the main continent. The sooner we remove the island cities, maybe even prior to the mainland cities, the sooner we win.

+ Totally killing an AI = no more WW => Keep pushing harder. So killing Ragnar sooner = -eventually- killing Cyrus sooner = -eventually- killing Saladin sooner = -eventually- winning sooner :D
 
Is there more than one Raggy island city? I only see one...

Oh, and I'm up? I've been home sick for a couple days, but I can play once we're done discussing...

What are the promos for the supermedic... I've never made one. And should he be a gren?
 
Cheaper to build = More expensive to upgrade… but I think at what 1.something upgrades we can do (I did the math earlier) + raze $$$ I think we can afford to spend some money on upgrades to get more units faster.

Well, if you did the calculations, then OK. I continued on producing Maces in Masttown, because it simply build a Mace every turn. No turn where it didn't produce one ... of course, that won't go on forever; somewhere, there will be 1 turn without one, but it also saves us 45:gold:/turn ...

But if you're sure we won't run out of Money, then OK ... switch it to Pikes ...


namliaM said:
It is one turn one way… so two turns round trip… that is an extra trip to “AI country” on the short boat-trip. Offcourse you cannot load and unload on the same turn… but with some management I think we ultimately get more units to the front faster when doing the short boat trip vs the longer one, eventho on the short term we might be faster if we do the 2 turn trip.

Are we sure we need that long-term goal ... if we merge our 3 troops, get the reinforcements we already have to the front, we should start rolling faster through their cities, if we kamikaze enough Siege units ...


namliaM said:
As far as unit count goes we do not NEED the cats/Trebs on the frontline NOW. But we do need that at some point… Maybe we should switch some more cities to XBows/Grens cause we seem to have plenty of Cats/Trebs as it is…

I agree on that. I just kept producing Cats/Trebs everywhere, except in thos cities with Instructors, but now I think we have really enough of them. So we could switch the most productive cities to Pikes?!?
But why produce Grens in those cities, instead of upgrading Pikes?


namliaM said:
I disagree, with Ragnar hiding on some stupid Islands we are still supporting the WW for him (some 5 cities razed = a nice bit of WW) killing him will allow us to keep pushing harder in the long run. So I think we need to allot one boat due south and one north to transport some units.

Of course, WW for Ragnar keeps going. But if there's no action, it doesn't get worse. Ragnar seems to only have island cities left, So no fighting at the moment = no more WW.
Of course, killing him would eliminate his portion of the WW. On the other hand, our cities are quite happy at the moment. Only 2 with -1:mad: ...


namliaM said:
It probably wont take much … 2 cats/Trebs and 4 CR3 Macemen/Grens should do the trick (= 2 boat trips from the AI-mainland to the islands) and hopefully 2 trips back….

I agree on that ... preferably, 4 CR3-Grens, and no city shall stand a chance! I would use new units from home to do that though, and keep the units on their continent rolling, no?!?


Is there more than one Raggy island city? I only see one...

There's one island in the North (Birca), and you can see his culture South of where Libyan was located. (That's not on the screenshot, though)


Mastiff_of_Ar said:
Oh, and I'm up? I've been home sick for a couple days, but I can play once we're done discussing...

Yes, according to namliaM's roster, you're up. And I think he's right :)

But a message for maroWaker: don't sleep too deep ;) ; I think you might get the honor of finishing this game. I doubt 20 turns will be enough :(


Mastiff_of_Ar said:
What are the promos for the supermedic... I've never made one. And should he be a gren?

Well, the most important promo for the Super-Medic is 'MedicIII'. That heals units in the same tile, and in all adjacent tiles extra 15% damage.
To get 'MedicIII', your prerequisites are 'CombatI' --> 'MedicI' --> 'MedicII'. That leaves room for another promotion, which should 'Morale', I think, for faster movement!

And he should definitely NOT be a Gren. GG-Units can be promoted for free ... so take a Pike, get the GG attached, and upgrade him to a Gren for 0:gold: :goodjob:
 
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