SGOTM 07 - Xteam

Good lordy :eek::eek: :crazyeye::mischief::eek::eek: I just uploaded the save. Look at how we just squished everybody else's power graphs together.

Quick highlights: Tiwanku is ours. Stack is moving onto Karak. Madrid is awaiting Asoka to attack it, even though he has plunge a single artillery west of the city. I've moved the stack at Madrid to the south side of the city hoping that Asoka would join our stack instead he moved another tile south of that cow. :confused:

JC golden age is over and we now have a pair of GS in Beijing and we are only a few turns away from Biology.

Here's the save file.

Turn 164 to 174 log

Spoiler :
Turn 164, 1040 AD: You have discovered Constitution!
Turn 164, 1040 AD: Frederick has declared war on Huayna Capac!
Turn 164, 1040 AD: Julius Caesar has declared war on Frederick!
Turn 164, 1040 AD: The revolution has begun!!!
Turn 164, 1040 AD: SGOTM07 adopts State Property!
Turn 164, 1040 AD: The anarchy is over! Your government is re-established.
Turn 164, 1040 AD: Athens has been captured by the Indian Empire!!!
Turn 164, 1040 AD: The English Civilization has been destroyed!!!
Turn 164, 1040 AD: Asoka adopts Representation!
Turn 164, 1040 AD: Asoka adopts Slavery!

Turn 165, 1050 AD: You have declared war on Huayna Capac!
Turn 165, 1050 AD: You have trained a Work Boat in Beijing. Work has now begun on a Artillery.
Turn 165, 1050 AD: Hatshepsut adopts Free Market!
Turn 165, 1050 AD: Marie Curie has been born in Susa!

Turn 166, 1060 AD: You have trained a Galleon in Beijing. Work has now begun on a Artillery.
Turn 166, 1060 AD: James Watt has been born in Tenochtitlan!
Turn 166, 1060 AD: Cyrus's Golden Age has begun!!!
Turn 166, 1060 AD: Saladin adopts Free Market!
Turn 166, 1060 AD: St. John has been born in St. Petersburg!
Turn 166, 1060 AD: Huayna Capac's Catapult (5.00) vs SGOTM07's Grenadier (13.20)
Turn 166, 1060 AD: Combat Odds: 0.1%
Turn 166, 1060 AD: (Extra Combat: +10%)
Turn 166, 1060 AD: Huayna Capac's Catapult is hit for 31 (69/100HP)
Turn 166, 1060 AD: Huayna Capac's Catapult is hit for 31 (38/100HP)
Turn 166, 1060 AD: SGOTM07's Grenadier is hit for 12 (88/100HP)
Turn 166, 1060 AD: SGOTM07's Grenadier is hit for 12 (76/100HP)
Turn 166, 1060 AD: Huayna Capac's Catapult is hit for 31 (7/100HP)
Turn 166, 1060 AD: SGOTM07's Grenadier is hit for 12 (64/100HP)
Turn 166, 1060 AD: Huayna Capac's Catapult is hit for 31 (0/100HP)
Turn 166, 1060 AD: SGOTM07's Grenadier has defeated Huayna Capac's Catapult!
Turn 166, 1060 AD: Huayna Capac's Catapult (5.00) vs SGOTM07's Grenadier (12.27)
Turn 166, 1060 AD: Combat Odds: 0.3%
Turn 166, 1060 AD: (Extra Combat: +10%)
Turn 166, 1060 AD: SGOTM07's Grenadier is hit for 12 (81/100HP)
Turn 166, 1060 AD: SGOTM07's Grenadier is hit for 12 (69/100HP)
Turn 166, 1060 AD: SGOTM07's Grenadier is hit for 12 (57/100HP)
Turn 166, 1060 AD: Huayna Capac's Catapult is hit for 31 (69/100HP)
Turn 166, 1060 AD: Huayna Capac's Catapult is hit for 31 (38/100HP)
Turn 166, 1060 AD: Huayna Capac's Catapult is hit for 31 (7/100HP)
Turn 166, 1060 AD: Huayna Capac's Catapult is hit for 31 (0/100HP)
Turn 166, 1060 AD: SGOTM07's Grenadier has defeated Huayna Capac's Catapult!

Turn 167, 1070 AD: You have declared war on Alexander!
Turn 167, 1070 AD: Madrid has been captured by the Roman Empire!!!
Turn 167, 1070 AD: Julius Caesar converts to Buddhism!
Turn 167, 1070 AD: Louis XIV has declared war on Cyrus!
Turn 167, 1070 AD: Saladin has declared war on Louis XIV!

Turn 169, 1090 AD: SGOTM07's Artillery (18.00) vs Alexander's Maceman (9.60)
Turn 169, 1090 AD: Combat Odds: 98.8%
Turn 169, 1090 AD: (Extra Combat: +20%)
Turn 169, 1090 AD: SGOTM07's Artillery is hit for 14 (86/100HP)
Turn 169, 1090 AD: Alexander's Maceman is hit for 27 (73/100HP)
Turn 169, 1090 AD: Alexander's Maceman is hit for 27 (46/100HP)
Turn 169, 1090 AD: SGOTM07's Artillery is hit for 14 (72/100HP)
Turn 169, 1090 AD: Alexander's Maceman is hit for 27 (19/100HP)
Turn 169, 1090 AD: SGOTM07's Artillery is hit for 14 (58/100HP)
Turn 169, 1090 AD: Alexander's Maceman is hit for 27 (0/100HP)
Turn 169, 1090 AD: SGOTM07's Artillery has defeated Alexander's Maceman!
Turn 169, 1090 AD: SGOTM07's Artillery (21.60) vs Alexander's Maceman (13.60)
Turn 169, 1090 AD: Combat Odds: 95.5%
Turn 169, 1090 AD: (Extra Combat: -20%)
Turn 169, 1090 AD: (Extra Combat: +20%)
Turn 169, 1090 AD: (Plot Defense: +50%)
Turn 169, 1090 AD: Alexander's Maceman is hit for 25 (75/100HP)
Turn 169, 1090 AD: Alexander's Maceman is hit for 25 (50/100HP)
Turn 169, 1090 AD: SGOTM07's Artillery is hit for 15 (85/100HP)
Turn 169, 1090 AD: SGOTM07's Artillery is hit for 15 (70/100HP)
Turn 169, 1090 AD: Alexander's Maceman is hit for 25 (25/100HP)
Turn 169, 1090 AD: SGOTM07's Artillery is hit for 15 (55/100HP)
Turn 169, 1090 AD: Alexander's Maceman is hit for 25 (0/100HP)
Turn 169, 1090 AD: SGOTM07's Artillery has defeated Alexander's Maceman!
Turn 169, 1090 AD: SGOTM07's Artillery (18.00) vs Alexander's Pikeman (8.06)
Turn 169, 1090 AD: Combat Odds: 99.8%
Turn 169, 1090 AD: (Extra Combat: +10%)
Turn 169, 1090 AD: (Plot Defense: +50%)
Turn 169, 1090 AD: Alexander's Pikeman is hit for 28 (56/100HP)
Turn 169, 1090 AD: SGOTM07's Artillery is hit for 14 (86/100HP)
Turn 169, 1090 AD: Alexander's Pikeman is hit for 28 (28/100HP)
Turn 169, 1090 AD: SGOTM07's Artillery is hit for 14 (72/100HP)
Turn 169, 1090 AD: Alexander's Pikeman is hit for 28 (0/100HP)
Turn 169, 1090 AD: SGOTM07's Artillery has defeated Alexander's Pikeman!
Turn 169, 1090 AD: Logging Game to File: autolog.txt
Turn 169, 1090 AD: Jalal al-Din Rumi has been born in Mecca!

Turn 170, 1100 AD: SGOTM07's Artillery (18.00) vs Huayna Capac's Longbowman (13.80)
Turn 170, 1100 AD: Combat Odds: 69.8%
Turn 170, 1100 AD: (Plot Defense: +25%)
Turn 170, 1100 AD: (Fortify: +25%)
Turn 170, 1100 AD: (City Defense: +100%)
Turn 170, 1100 AD: (Hills: +25%)
Turn 170, 1100 AD: (City Attack: -45%)
Turn 170, 1100 AD: SGOTM07's Artillery is hit for 17 (83/100HP)
Turn 170, 1100 AD: SGOTM07's Artillery is hit for 17 (66/100HP)
Turn 170, 1100 AD: Huayna Capac's Longbowman is hit for 22 (78/100HP)
Turn 170, 1100 AD: Huayna Capac's Longbowman is hit for 22 (56/100HP)
Turn 170, 1100 AD: SGOTM07's Artillery is hit for 17 (49/100HP)
Turn 170, 1100 AD: Huayna Capac's Longbowman is hit for 22 (34/100HP)
Turn 170, 1100 AD: SGOTM07's Artillery is hit for 17 (32/100HP)
Turn 170, 1100 AD: Huayna Capac's Longbowman is hit for 22 (12/100HP)
Turn 170, 1100 AD: Huayna Capac's Longbowman is hit for 22 (0/100HP)
Turn 170, 1100 AD: SGOTM07's Artillery has defeated Huayna Capac's Longbowman!
Turn 170, 1100 AD: Hatshepsut has made peace with Alexander!

Turn 171, 1110 AD: SGOTM07's Artillery (18.00) vs Huayna Capac's Longbowman (12.00)
Turn 171, 1110 AD: Combat Odds: 87.4%
Turn 171, 1110 AD: (Plot Defense: +25%)
Turn 171, 1110 AD: (Fortify: +25%)
Turn 171, 1110 AD: (City Defense: +70%)
Turn 171, 1110 AD: (Hills: +25%)
Turn 171, 1110 AD: (City Attack: -45%)
Turn 171, 1110 AD: SGOTM07's Artillery is hit for 16 (84/100HP)
Turn 171, 1110 AD: SGOTM07's Artillery is hit for 16 (68/100HP)
Turn 171, 1110 AD: Huayna Capac's Longbowman is hit for 24 (76/100HP)
Turn 171, 1110 AD: Huayna Capac's Longbowman is hit for 24 (52/100HP)
Turn 171, 1110 AD: Huayna Capac's Longbowman is hit for 24 (28/100HP)
Turn 171, 1110 AD: Huayna Capac's Longbowman is hit for 24 (4/100HP)
Turn 171, 1110 AD: Huayna Capac's Longbowman is hit for 24 (0/100HP)
Turn 171, 1110 AD: SGOTM07's Artillery has defeated Huayna Capac's Longbowman!
Turn 171, 1110 AD: SGOTM07's Artillery (19.80) vs Huayna Capac's Longbowman (9.07)
Turn 171, 1110 AD: Combat Odds: 99.2%
Turn 171, 1110 AD: (Extra Combat: -10%)
Turn 171, 1110 AD: (Plot Defense: +25%)
Turn 171, 1110 AD: (Fortify: +25%)
Turn 171, 1110 AD: (City Defense: +25%)
Turn 171, 1110 AD: (Hills: +25%)
Turn 171, 1110 AD: (City Attack: -20%)
Turn 171, 1110 AD: Huayna Capac's Longbowman is hit for 27 (57/100HP)
Turn 171, 1110 AD: Huayna Capac's Longbowman is hit for 27 (30/100HP)
Turn 171, 1110 AD: SGOTM07's Artillery is hit for 14 (86/100HP)
Turn 171, 1110 AD: Huayna Capac's Longbowman is hit for 27 (3/100HP)
Turn 171, 1110 AD: Huayna Capac's Longbowman is hit for 27 (0/100HP)
Turn 171, 1110 AD: SGOTM07's Artillery has defeated Huayna Capac's Longbowman!
Turn 171, 1110 AD: SGOTM07's Cannon (12.00) vs Huayna Capac's Pikeman (5.50)
Turn 171, 1110 AD: Combat Odds: 99.4%
Turn 171, 1110 AD: (Extra Combat: +30%)
Turn 171, 1110 AD: (Plot Defense: +25%)
Turn 171, 1110 AD: (Fortify: +25%)
Turn 171, 1110 AD: (City Attack: -45%)
Turn 171, 1110 AD: Huayna Capac's Pikeman is hit for 26 (42/100HP)
Turn 171, 1110 AD: Huayna Capac's Pikeman is hit for 26 (16/100HP)
Turn 171, 1110 AD: Huayna Capac's Pikeman is hit for 26 (0/100HP)
Turn 171, 1110 AD: SGOTM07's Cannon has defeated Huayna Capac's Pikeman!
Turn 171, 1110 AD: The borders of Beijing have expanded!
Turn 171, 1110 AD: Cuzco has been captured by the Indian Empire!!!
Turn 171, 1110 AD: Alexander's Crossbowman (6.00) vs SGOTM07's Grenadier (9.50)
Turn 171, 1110 AD: Combat Odds: 11.3%
Turn 171, 1110 AD: (Extra Combat: +10%)
Turn 171, 1110 AD: SGOTM07's Grenadier is hit for 14 (58/100HP)
Turn 171, 1110 AD: Alexander's Crossbowman is hit for 27 (73/100HP)
Turn 171, 1110 AD: Alexander's Crossbowman is hit for 27 (46/100HP)
Turn 171, 1110 AD: Alexander's Crossbowman is hit for 27 (19/100HP)
Turn 171, 1110 AD: SGOTM07's Grenadier is hit for 14 (44/100HP)
Turn 171, 1110 AD: SGOTM07's Grenadier is hit for 14 (30/100HP)
Turn 171, 1110 AD: SGOTM07's Grenadier is hit for 14 (16/100HP)
Turn 171, 1110 AD: Alexander's Crossbowman is hit for 27 (0/100HP)
Turn 171, 1110 AD: SGOTM07's Grenadier has defeated Alexander's Crossbowman!

Turn 172, 1120 AD: Niels Bohr has been born in Rome!

Turn 173, 1130 AD: SGOTM07's Artillery (18.00) vs Alexander's Longbowman (10.50)
Turn 173, 1130 AD: Combat Odds: 95.3%
Turn 173, 1130 AD: (Plot Defense: +25%)
Turn 173, 1130 AD: (Fortify: +25%)
Turn 173, 1130 AD: (City Defense: +45%)
Turn 173, 1130 AD: (Hills: +25%)
Turn 173, 1130 AD: (City Attack: -45%)
Turn 173, 1130 AD: SGOTM07's Artillery is hit for 15 (85/100HP)
Turn 173, 1130 AD: Alexander's Longbowman is hit for 26 (74/100HP)
Turn 173, 1130 AD: Alexander's Longbowman is hit for 26 (48/100HP)
Turn 173, 1130 AD: Alexander's Longbowman is hit for 26 (22/100HP)
Turn 173, 1130 AD: Alexander's Longbowman is hit for 26 (0/100HP)
Turn 173, 1130 AD: SGOTM07's Artillery has defeated Alexander's Longbowman!
Turn 173, 1130 AD: SGOTM07's Artillery (12.96) vs Alexander's Longbowman (8.21)
Turn 173, 1130 AD: Combat Odds: 80.2%
Turn 173, 1130 AD: (Extra Combat: +10%)
Turn 173, 1130 AD: (Plot Defense: +25%)
Turn 173, 1130 AD: (Fortify: +25%)
Turn 173, 1130 AD: (City Defense: +25%)
Turn 173, 1130 AD: (Hills: +25%)
Turn 173, 1130 AD: (City Attack: -45%)
Turn 173, 1130 AD: SGOTM07's Artillery is hit for 15 (57/100HP)
Turn 173, 1130 AD: Alexander's Longbowman is hit for 26 (57/100HP)
Turn 173, 1130 AD: Alexander's Longbowman is hit for 26 (31/100HP)
Turn 173, 1130 AD: Alexander's Longbowman is hit for 26 (5/100HP)
Turn 173, 1130 AD: Alexander's Longbowman is hit for 26 (0/100HP)
Turn 173, 1130 AD: SGOTM07's Artillery has defeated Alexander's Longbowman!
Turn 173, 1130 AD: Julius Caesar's Golden Age has begun!!!
Turn 173, 1130 AD: Cyrus's Golden Age has ended...

Turn 174, 1140 AD: SGOTM07's Artillery (18.00) vs Alexander's Longbowman (9.91)
Turn 174, 1140 AD: Combat Odds: 96.2%
Turn 174, 1140 AD: (Extra Combat: +10%)
Turn 174, 1140 AD: (Plot Defense: +25%)
Turn 174, 1140 AD: (Fortify: +25%)
Turn 174, 1140 AD: (City Defense: +25%)
Turn 174, 1140 AD: (Hills: +25%)
Turn 174, 1140 AD: (City Attack: -20%)
Turn 174, 1140 AD: SGOTM07's Artillery is hit for 15 (85/100HP)
Turn 174, 1140 AD: Alexander's Longbowman is hit for 25 (62/100HP)
Turn 174, 1140 AD: Alexander's Longbowman is hit for 25 (37/100HP)
Turn 174, 1140 AD: Alexander's Longbowman is hit for 25 (12/100HP)
Turn 174, 1140 AD: SGOTM07's Artillery is hit for 15 (70/100HP)
Turn 174, 1140 AD: Alexander's Longbowman is hit for 25 (0/100HP)
Turn 174, 1140 AD: SGOTM07's Artillery has defeated Alexander's Longbowman!
Turn 174, 1140 AD: SGOTM07's Artillery (18.00) vs Alexander's Musketman (7.92)
Turn 174, 1140 AD: Combat Odds: 99.8%
Turn 174, 1140 AD: (Extra Combat: +30%)
Turn 174, 1140 AD: (Plot Defense: +25%)
Turn 174, 1140 AD: (City Attack: -45%)
Turn 174, 1140 AD: SGOTM07's Artillery is hit for 14 (86/100HP)
Turn 174, 1140 AD: Alexander's Musketman is hit for 28 (52/100HP)
Turn 174, 1140 AD: SGOTM07's Artillery is hit for 14 (72/100HP)
Turn 174, 1140 AD: Alexander's Musketman is hit for 28 (24/100HP)
Turn 174, 1140 AD: Alexander's Musketman is hit for 28 (0/100HP)
Turn 174, 1140 AD: SGOTM07's Artillery has defeated Alexander's Musketman!
Turn 174, 1140 AD: SGOTM07's Artillery (18.00) vs Alexander's Maceman (7.56)
Turn 174, 1140 AD: Combat Odds: 99.9%
Turn 174, 1140 AD: (Extra Combat: +20%)
Turn 174, 1140 AD: (Plot Defense: +25%)
Turn 174, 1140 AD: (Fortify: +5%)
Turn 174, 1140 AD: Alexander's Maceman is hit for 26 (37/100HP)
Turn 174, 1140 AD: SGOTM07's Artillery is hit for 14 (86/100HP)
Turn 174, 1140 AD: Alexander's Maceman is hit for 26 (11/100HP)
Turn 174, 1140 AD: Alexander's Maceman is hit for 26 (0/100HP)
Turn 174, 1140 AD: SGOTM07's Artillery has defeated Alexander's Maceman!
Turn 174, 1140 AD: SGOTM07's Artillery (15.30) vs Alexander's Pikeman (3.51)
Turn 174, 1140 AD: Combat Odds: 100.0%
Turn 174, 1140 AD: (Extra Combat: +20%)
Turn 174, 1140 AD: (Plot Defense: +25%)
Turn 174, 1140 AD: (Fortify: +25%)
Turn 174, 1140 AD: (City Attack: -45%)
Turn 174, 1140 AD: (Combat: +25%)
Turn 174, 1140 AD: Alexander's Pikeman is hit for 31 (8/100HP)
Turn 174, 1140 AD: Alexander's Pikeman is hit for 31 (0/100HP)
Turn 174, 1140 AD: SGOTM07's Artillery has defeated Alexander's Pikeman!
Turn 174, 1140 AD: SGOTM07's Artillery (10.44) vs Alexander's Crossbowman (2.79)
Turn 174, 1140 AD: Combat Odds: 100.0%
Turn 174, 1140 AD: (Extra Combat: +10%)
Turn 174, 1140 AD: (Plot Defense: +25%)
Turn 174, 1140 AD: (Fortify: +20%)
Turn 174, 1140 AD: Alexander's Crossbowman is hit for 30 (0/100HP)
Turn 174, 1140 AD: SGOTM07's Artillery has defeated Alexander's Crossbowman!
Turn 174, 1140 AD: SGOTM07's Artillery (10.26) vs Alexander's Catapult (0.76)
Turn 174, 1140 AD: Combat Odds: 100.0%
Turn 174, 1140 AD: (City Attack: -45%)
Turn 174, 1140 AD: (Combat: -50%)
Turn 174, 1140 AD: Alexander's Catapult is hit for 46 (0/100HP)
Turn 174, 1140 AD: SGOTM07's Artillery has defeated Alexander's Catapult!
Turn 174, 1140 AD: Julius Caesar has made peace with Frederick!
Turn 174, 1140 AD: Sparta has been captured by the Indian Empire!!!
Turn 174, 1140 AD: The Greek Civilization has been destroyed!!!
 
I stopped right after the IBT to turn 181, so every unit can be moved. We can see into Rome and Antium.

Antium is where JC has his big stack. He has 20 offensive units there but has not attacked us on 2 IBT yet and we're about to have SAM cover for the artillery there. I've got more detailed notes and will try to post a better play log.

Turn 175 to 181 log

Spoiler :
Turn 175, 1150 AD: You have discovered Rocketry!
Turn 175, 1150 AD: Mansa Musa has declared war on Louis XIV!

Turn 176, 1160 AD: You have declared war on Julius Caesar!
Turn 176, 1160 AD: SGOTM07's Artillery (18.00) vs Julius Caesar's Longbowman (7.50)
Turn 176, 1160 AD: Combat Odds: 99.4%
Turn 176, 1160 AD: (Plot Defense: +10%)
Turn 176, 1160 AD: (Fortify: +20%)
Turn 176, 1160 AD: (City Defense: +70%)
Turn 176, 1160 AD: (City Attack: -75%)
Turn 176, 1160 AD: Julius Caesar's Longbowman is hit for 30 (70/100HP)
Turn 176, 1160 AD: Julius Caesar's Longbowman is hit for 30 (40/100HP)
Turn 176, 1160 AD: SGOTM07's Artillery is hit for 13 (87/100HP)
Turn 176, 1160 AD: Julius Caesar's Longbowman is hit for 30 (10/100HP)
Turn 176, 1160 AD: Julius Caesar's Longbowman is hit for 30 (0/100HP)
Turn 176, 1160 AD: SGOTM07's Artillery has defeated Julius Caesar's Longbowman!
Turn 176, 1160 AD: SGOTM07's Artillery (18.00) vs Julius Caesar's Musketman (8.61)
Turn 176, 1160 AD: Combat Odds: 99.3%
Turn 176, 1160 AD: (Plot Defense: +10%)
Turn 176, 1160 AD: (Fortify: +25%)
Turn 176, 1160 AD: (City Defense: +20%)
Turn 176, 1160 AD: (City Attack: -45%)
Turn 176, 1160 AD: Julius Caesar's Musketman is hit for 27 (60/100HP)
Turn 176, 1160 AD: Julius Caesar's Musketman is hit for 27 (33/100HP)
Turn 176, 1160 AD: Julius Caesar's Musketman is hit for 27 (6/100HP)
Turn 176, 1160 AD: SGOTM07's Artillery is hit for 14 (86/100HP)
Turn 176, 1160 AD: SGOTM07's Artillery is hit for 14 (72/100HP)
Turn 176, 1160 AD: Julius Caesar's Musketman is hit for 27 (0/100HP)
Turn 176, 1160 AD: SGOTM07's Artillery has defeated Julius Caesar's Musketman!
Turn 176, 1160 AD: SGOTM07's Artillery (18.00) vs Julius Caesar's Musketman (7.12)
Turn 176, 1160 AD: Combat Odds: 99.9%
Turn 176, 1160 AD: (Plot Defense: +10%)
Turn 176, 1160 AD: (Fortify: +25%)
Turn 176, 1160 AD: (City Defense: +20%)
Turn 176, 1160 AD: (City Attack: -45%)
Turn 176, 1160 AD: SGOTM07's Artillery is hit for 13 (87/100HP)
Turn 176, 1160 AD: SGOTM07's Artillery is hit for 13 (74/100HP)
Turn 176, 1160 AD: Julius Caesar's Musketman is hit for 28 (44/100HP)
Turn 176, 1160 AD: SGOTM07's Artillery is hit for 13 (61/100HP)
Turn 176, 1160 AD: Julius Caesar's Musketman is hit for 28 (16/100HP)
Turn 176, 1160 AD: SGOTM07's Artillery is hit for 13 (48/100HP)
Turn 176, 1160 AD: Julius Caesar's Musketman is hit for 28 (0/100HP)
Turn 176, 1160 AD: SGOTM07's Artillery has defeated Julius Caesar's Musketman!
Turn 176, 1160 AD: SGOTM07's Artillery (19.80) vs Julius Caesar's Musketman (5.31)
Turn 176, 1160 AD: Combat Odds: 100.0%
Turn 176, 1160 AD: (Extra Combat: -10%)
Turn 176, 1160 AD: (Extra Combat: +10%)
Turn 176, 1160 AD: (Plot Defense: +10%)
Turn 176, 1160 AD: (City Attack: -20%)
Turn 176, 1160 AD: Julius Caesar's Musketman is hit for 32 (27/100HP)
Turn 176, 1160 AD: Julius Caesar's Musketman is hit for 32 (0/100HP)
Turn 176, 1160 AD: SGOTM07's Artillery has defeated Julius Caesar's Musketman!
Turn 176, 1160 AD: You have trained a SAM Infantry in Beijing. Work has now begun on Apollo Program.
Turn 176, 1160 AD: Cyrus adopts Representation!
Turn 176, 1160 AD: Cyrus adopts Theocracy!

Turn 177, 1170 AD: SGOTM07's Artillery (18.00) vs Julius Caesar's Musketman (4.56)
Turn 177, 1170 AD: Combat Odds: 100.0%
Turn 177, 1170 AD: (Plot Defense: +10%)
Turn 177, 1170 AD: (Fortify: +5%)
Turn 177, 1170 AD: (City Attack: -45%)
Turn 177, 1170 AD: SGOTM07's Artillery is hit for 11 (89/100HP)
Turn 177, 1170 AD: Julius Caesar's Musketman is hit for 33 (33/100HP)
Turn 177, 1170 AD: Julius Caesar's Musketman is hit for 33 (0/100HP)
Turn 177, 1170 AD: SGOTM07's Artillery has defeated Julius Caesar's Musketman!
Turn 177, 1170 AD: SGOTM07's Artillery (19.80) vs Julius Caesar's Crossbowman (2.80)
Turn 177, 1170 AD: Combat Odds: 100.0%
Turn 177, 1170 AD: (Extra Combat: -10%)
Turn 177, 1170 AD: (Extra Combat: +20%)
Turn 177, 1170 AD: (Plot Defense: +10%)
Turn 177, 1170 AD: (Fortify: +10%)
Turn 177, 1170 AD: (City Attack: -20%)
Turn 177, 1170 AD: Julius Caesar's Crossbowman is hit for 37 (2/100HP)
Turn 177, 1170 AD: SGOTM07's Artillery is hit for 10 (90/100HP)
Turn 177, 1170 AD: Julius Caesar's Crossbowman is hit for 37 (0/100HP)
Turn 177, 1170 AD: SGOTM07's Artillery has defeated Julius Caesar's Crossbowman!
Turn 177, 1170 AD: SGOTM07's Artillery (19.80) vs Julius Caesar's Crossbowman (2.34)
Turn 177, 1170 AD: Combat Odds: 100.0%
Turn 177, 1170 AD: (Extra Combat: -10%)
Turn 177, 1170 AD: (Extra Combat: +10%)
Turn 177, 1170 AD: (Plot Defense: +10%)
Turn 177, 1170 AD: (Fortify: +10%)
Turn 177, 1170 AD: Julius Caesar's Crossbowman is hit for 36 (0/100HP)
Turn 177, 1170 AD: SGOTM07's Artillery has defeated Julius Caesar's Crossbowman!
Turn 177, 1170 AD: SGOTM07's Artillery (14.76) vs Julius Caesar's Catapult (0.76)
Turn 177, 1170 AD: Combat Odds: 100.0%
Turn 177, 1170 AD: (City Attack: -45%)
Turn 177, 1170 AD: (Combat: -50%)
Turn 177, 1170 AD: SGOTM07's Artillery is hit for 8 (74/100HP)
Turn 177, 1170 AD: Julius Caesar's Catapult is hit for 47 (0/100HP)
Turn 177, 1170 AD: SGOTM07's Artillery has defeated Julius Caesar's Catapult!
Turn 177, 1170 AD: SGOTM07's Frigate (8.80) vs Julius Caesar's Galley (2.80)
Turn 177, 1170 AD: Combat Odds: 100.0%
Turn 177, 1170 AD: (Extra Combat: -10%)
Turn 177, 1170 AD: (Extra Combat: +30%)
Turn 177, 1170 AD: (Plot Defense: +10%)
Turn 177, 1170 AD: Julius Caesar's Galley is hit for 33 (67/100HP)
Turn 177, 1170 AD: Julius Caesar's Galley is hit for 33 (34/100HP)
Turn 177, 1170 AD: Julius Caesar's Galley is hit for 33 (1/100HP)
Turn 177, 1170 AD: Julius Caesar's Galley is hit for 33 (0/100HP)
Turn 177, 1170 AD: SGOTM07's Frigate has defeated Julius Caesar's Galley!
Turn 177, 1170 AD: SGOTM07's Frigate (8.80) vs Julius Caesar's Galley (2.20)
Turn 177, 1170 AD: Combat Odds: 100.0%
Turn 177, 1170 AD: (Extra Combat: -10%)
Turn 177, 1170 AD: (Plot Defense: +10%)
Turn 177, 1170 AD: Julius Caesar's Galley is hit for 37 (63/100HP)
Turn 177, 1170 AD: SGOTM07's Frigate is hit for 10 (90/100HP)
Turn 177, 1170 AD: Julius Caesar's Galley is hit for 37 (26/100HP)
Turn 177, 1170 AD: Julius Caesar's Galley is hit for 37 (0/100HP)
Turn 177, 1170 AD: SGOTM07's Frigate has defeated Julius Caesar's Galley!
Turn 177, 1170 AD: Logging Game to File: autolog.txt
Turn 177, 1170 AD: SGOTM07/Asoka has 55 gold per turn available for trade
Turn 177, 1170 AD: You have trained a Work Boat in Beijing. Work has now begun on a Artillery.
Turn 177, 1170 AD: St. Peter has been born in Heliopolis!
Turn 177, 1170 AD: Saladin adopts Emancipation!
Turn 177, 1170 AD: Louis XIV adopts Serfdom!
Turn 177, 1170 AD: Louis XIV adopts Theocracy!

Turn 178, 1180 AD: Your Frigate has reduced the defenses of Tiwanaku to 21%!
Turn 178, 1180 AD: SGOTM07's Artillery (18.00) vs Julius Caesar's Musketman (5.84)
Turn 178, 1180 AD: Combat Odds: 100.0%
Turn 178, 1180 AD: (Plot Defense: +11%)
Turn 178, 1180 AD: (City Defense: +20%)
Turn 178, 1180 AD: (City Attack: -75%)
Turn 178, 1180 AD: (Combat: -10%)
Turn 178, 1180 AD: Julius Caesar's Musketman is hit for 33 (67/100HP)
Turn 178, 1180 AD: Julius Caesar's Musketman is hit for 33 (34/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 11 (89/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 11 (78/100HP)
Turn 178, 1180 AD: Julius Caesar's Musketman is hit for 33 (1/100HP)
Turn 178, 1180 AD: Julius Caesar's Musketman is hit for 33 (0/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery has defeated Julius Caesar's Musketman!
Turn 178, 1180 AD: SGOTM07's Artillery (17.82) vs Julius Caesar's Musketman (8.69)
Turn 178, 1180 AD: Combat Odds: 98.2%
Turn 178, 1180 AD: (Extra Combat: -10%)
Turn 178, 1180 AD: (Plot Defense: +11%)
Turn 178, 1180 AD: (City Defense: +20%)
Turn 178, 1180 AD: (City Attack: -20%)
Turn 178, 1180 AD: Julius Caesar's Musketman is hit for 28 (59/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 14 (76/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 14 (62/100HP)
Turn 178, 1180 AD: Julius Caesar's Musketman is hit for 28 (31/100HP)
Turn 178, 1180 AD: Julius Caesar's Musketman is hit for 28 (3/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 14 (48/100HP)
Turn 178, 1180 AD: Julius Caesar's Musketman is hit for 28 (0/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery has defeated Julius Caesar's Musketman!
Turn 178, 1180 AD: Your Artillery has reduced the defenses of Madrid to 6%!
Turn 178, 1180 AD: SGOTM07's Artillery (18.00) vs Huayna Capac's Longbowman (9.72)
Turn 178, 1180 AD: Combat Odds: 98.3%
Turn 178, 1180 AD: (Plot Defense: +12%)
Turn 178, 1180 AD: (Fortify: +25%)
Turn 178, 1180 AD: (City Defense: +70%)
Turn 178, 1180 AD: (City Attack: -45%)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 14 (86/100HP)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 27 (73/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 14 (72/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 14 (58/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 14 (44/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 14 (30/100HP)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 27 (46/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 14 (16/100HP)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 27 (19/100HP)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 27 (0/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery has defeated Huayna Capac's Longbowman!
Turn 178, 1180 AD: SGOTM07's Artillery (19.80) vs Huayna Capac's Longbowman (8.06)
Turn 178, 1180 AD: Combat Odds: 99.8%
Turn 178, 1180 AD: (Extra Combat: -10%)
Turn 178, 1180 AD: (Plot Defense: +12%)
Turn 178, 1180 AD: (Fortify: +25%)
Turn 178, 1180 AD: (City Defense: +45%)
Turn 178, 1180 AD: (City Attack: -20%)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 29 (54/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 13 (87/100HP)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 29 (25/100HP)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 29 (0/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery has defeated Huayna Capac's Longbowman!
Turn 178, 1180 AD: SGOTM07's Artillery (21.60) vs Huayna Capac's Longbowman (7.31)
Turn 178, 1180 AD: Combat Odds: 100.0%
Turn 178, 1180 AD: (Extra Combat: -20%)
Turn 178, 1180 AD: (Plot Defense: +12%)
Turn 178, 1180 AD: (Fortify: +25%)
Turn 178, 1180 AD: (City Defense: +45%)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 13 (87/100HP)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 30 (37/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery is hit for 13 (74/100HP)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 30 (7/100HP)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 30 (0/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery has defeated Huayna Capac's Longbowman!
Turn 178, 1180 AD: SGOTM07's Artillery (20.52) vs Huayna Capac's Longbowman (4.95)
Turn 178, 1180 AD: Combat Odds: 100.0%
Turn 178, 1180 AD: (Extra Combat: -20%)
Turn 178, 1180 AD: (Plot Defense: +12%)
Turn 178, 1180 AD: (Fortify: +25%)
Turn 178, 1180 AD: (City Defense: +45%)
Turn 178, 1180 AD: (City Attack: -20%)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 32 (19/100HP)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 32 (0/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery has defeated Huayna Capac's Longbowman!
Turn 178, 1180 AD: SGOTM07's Artillery (19.40) vs Huayna Capac's Longbowman (2.45)
Turn 178, 1180 AD: Combat Odds: 100.0%
Turn 178, 1180 AD: (Extra Combat: -10%)
Turn 178, 1180 AD: (Plot Defense: +12%)
Turn 178, 1180 AD: (Fortify: +25%)
Turn 178, 1180 AD: (City Defense: +25%)
Turn 178, 1180 AD: (City Attack: -45%)
Turn 178, 1180 AD: Huayna Capac's Longbowman is hit for 37 (0/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery has defeated Huayna Capac's Longbowman!
Turn 178, 1180 AD: Frederick has made peace with Huayna Capac!
Turn 178, 1180 AD: SGOTM07's Artillery (19.60) vs Huayna Capac's Pikeman (2.64)
Turn 178, 1180 AD: Combat Odds: 100.0%
Turn 178, 1180 AD: (Extra Combat: -10%)
Turn 178, 1180 AD: (Extra Combat: +10%)
Turn 178, 1180 AD: (Plot Defense: +12%)
Turn 178, 1180 AD: (Fortify: +25%)
Turn 178, 1180 AD: Huayna Capac's Pikeman is hit for 35 (0/100HP)
Turn 178, 1180 AD: SGOTM07's Artillery has defeated Huayna Capac's Pikeman!
Turn 178, 1180 AD: SGOTM07's Grenadier (13.20) vs Huayna Capac's Catapult (1.50)
Turn 178, 1180 AD: Combat Odds: 100.0%
Turn 178, 1180 AD: (Extra Combat: -10%)
Turn 178, 1180 AD: Huayna Capac's Catapult is hit for 37 (0/100HP)
Turn 178, 1180 AD: SGOTM07's Grenadier has defeated Huayna Capac's Catapult!
Turn 178, 1180 AD: You have trained a Artillery in Beijing. Work has now begun on a Artillery.
Turn 178, 1180 AD: Tiwanaku has been captured by the Indian Empire!!!
Turn 178, 1180 AD: The Incan Civilization has been destroyed!!!
Turn 178, 1180 AD: Louis XIV has made peace with Saladin!

Turn 179, 1190 AD: Hatshepsut has 3 gold per turn available for trade
Turn 179, 1190 AD: SGOTM07/Asoka has 182 gold available for trade
Turn 179, 1190 AD: SGOTM07's Frigate (8.80) vs Julius Caesar's Caravel (3.30)
Turn 179, 1190 AD: Combat Odds: 99.9%
Turn 179, 1190 AD: (Extra Combat: -10%)
Turn 179, 1190 AD: (Plot Defense: +10%)
Turn 179, 1190 AD: Julius Caesar's Caravel is hit for 31 (69/100HP)
Turn 179, 1190 AD: Julius Caesar's Caravel is hit for 31 (38/100HP)
Turn 179, 1190 AD: Julius Caesar's Caravel is hit for 31 (7/100HP)
Turn 179, 1190 AD: Julius Caesar's Caravel is hit for 31 (0/100HP)
Turn 179, 1190 AD: SGOTM07's Frigate has defeated Julius Caesar's Caravel!
Turn 179, 1190 AD: Your Frigate has destroyed a Caravel!
Turn 179, 1190 AD: You have trained a Artillery in Beijing. Work has now begun on a Artillery.
Turn 179, 1190 AD: Julius Caesar's Catapult (5.00) vs SGOTM07's Artillery (28.80)
Turn 179, 1190 AD: Combat Odds: 0.0%
Turn 179, 1190 AD: (Extra Combat: +10%)
Turn 179, 1190 AD: (Combat: +50%)
Turn 179, 1190 AD: You have suffered collateral damage! (5 Units)
Turn 179, 1190 AD: SGOTM07's Artillery is hit for 9 (91/100HP)
Turn 179, 1190 AD: Julius Caesar's Catapult is hit for 41 (59/100HP)
Turn 179, 1190 AD: Julius Caesar's Catapult is hit for 41 (18/100HP)
Turn 179, 1190 AD: Julius Caesar's Catapult is hit for 41 (0/100HP)
Turn 179, 1190 AD: SGOTM07's Artillery has defeated Julius Caesar's Catapult!
Turn 179, 1190 AD: While defending, your Artillery has killed a Roman Catapult!
Turn 179, 1190 AD: Julius Caesar's Crossbowman (6.00) vs SGOTM07's Grenadier (12.27)
Turn 179, 1190 AD: Combat Odds: 1.1%
Turn 179, 1190 AD: (Extra Combat: +10%)
Turn 179, 1190 AD: SGOTM07's Grenadier is hit for 13 (80/100HP)
Turn 179, 1190 AD: Julius Caesar's Crossbowman is hit for 28 (72/100HP)
Turn 179, 1190 AD: Julius Caesar's Crossbowman is hit for 28 (44/100HP)
Turn 179, 1190 AD: Julius Caesar's Crossbowman is hit for 28 (16/100HP)
Turn 179, 1190 AD: SGOTM07's Grenadier is hit for 13 (67/100HP)
Turn 179, 1190 AD: SGOTM07's Grenadier is hit for 13 (54/100HP)
Turn 179, 1190 AD: Julius Caesar's Crossbowman is hit for 28 (0/100HP)
Turn 179, 1190 AD: SGOTM07's Grenadier has defeated Julius Caesar's Crossbowman!
Turn 179, 1190 AD: While defending, your Grenadier has killed a Roman Crossbowman!
Turn 179, 1190 AD: Your land area: 154 (27.80%) is close to the Domination Limit: 282 (51.00%).

Turn 180, 1200 AD: SGOTM07/Asoka has 52 gold per turn available for trade
Turn 180, 1200 AD: Your Artillery has reduced the defenses of Antium to 50%!
Turn 180, 1200 AD: Your Artillery has reduced the defenses of Antium to 25%!
Turn 180, 1200 AD: Your Frigate has reduced the defenses of Karakorum to 18%!
Turn 180, 1200 AD: You have trained a Artillery in Beijing. Work has now begun on a Artillery.
Turn 180, 1200 AD: Werner Heisenberg has been born in Beijing!
Turn 180, 1200 AD: Julius Caesar's Crossbowman (6.60) vs SGOTM07's Grenadier (10.36)
Turn 180, 1200 AD: Combat Odds: 20.3%
Turn 180, 1200 AD: (Extra Combat: -10%)
Turn 180, 1200 AD: (Extra Combat: +10%)
Turn 180, 1200 AD: (Plot Defense: +50%)
Turn 180, 1200 AD: Julius Caesar's Crossbowman is hit for 29 (71/100HP)
Turn 180, 1200 AD: Julius Caesar's Crossbowman is hit for 29 (42/100HP)
Turn 180, 1200 AD: Julius Caesar's Crossbowman is hit for 29 (13/100HP)
Turn 180, 1200 AD: Julius Caesar's Crossbowman is hit for 29 (0/100HP)
Turn 180, 1200 AD: SGOTM07's Grenadier has defeated Julius Caesar's Crossbowman!
Turn 180, 1200 AD: While defending, your Grenadier has killed a Roman Crossbowman!
Turn 180, 1200 AD: Julius Caesar's Golden Age has ended...
Turn 180, 1200 AD: Your land area: 154 (27.80%) is close to the Domination Limit: 282 (51.00%).
 
Good lordy :eek::eek: :crazyeye::mischief::eek::eek: I just uploaded the save. Look at how we just squished everybody else's graphs together.
Yes, but then check the power graph! :D

Nice work Gator. :goodjob:

Roster:
leif - UP
ShannonCT - On Deck
Jimmy Thunder
Cactus Pete
Frederiksberg
Mad Professor
rrau
Gator
- Just played!

Mistfit - :scan:

Got to have a look at the save. Then off for :sleep:

See you in the morning... :p
 
Yes, but then check the power graph!

That was the one I was looking at. (I editted my post.)

I'm off to bed myself, nearly midnight and I have to work in the morning.

BTW, AI order is the same as on the "relations" and "technologies" tabs from the trading screens (F4). So Freddy does move before Asoka.
 
Power = XTeam^2 ;)

(At least I think that's a comprehensible joke from what I remember of algebra from over 20 years ago - could just be totally wrong :crazyeye: :confused:)
 
Good job Gator.

Looks like we have the units in place to kill most Roman units in the next few turns. Stack south of Madrid can kill three units there and move toward Rome next turn. Karakorum stack can clear Karakorum and load onto galleons for Beshbalik. Antium stack can attack in a couple turns after a few more units have assembled (from across the river?). Asoka has units heading toward Roman territory. If we stick with the plan of killing all but one defender and leaving a single artillery behind, Asoka should walk into those cities soon.
 
DJMGator13 said:
I just uploaded the save. Look at how we just squished everybody else's power graphs together.

I suppose it's no longer a secret to the other teams that we are heading for domination ;). It will be interesting to see if MW and Misfits can keep their power lead compared to us.

I wonder if Asoka is reluctant to attack Madrid because it is squeezed by culture from all sides? Maybe he wants to capture Rome first? Anyway we have got to move on. I don't think we should leave an artillery behind - I would rather redirect one that is currently on its way from Beijing to Antium.

I think we should save our GS's for creating Academies in selected cities. Madrid may be a candidate now that Asoka is taking so long to capture. Provided that Asoka stay in Free Religion and Free Speech Madrid can get 2nd border expansion in only 6 turns with an Academy because it's also a Holy city. Without it will take 10 turns. The city that comes last out of revolt may also be a candidate for an Academy since this will mean fat cross expansion in one turn.
 
I suppose it's no longer a secret to the other teams that we are heading for domination ;). It will be interesting to see if MW and Misfits can keep their power lead compared to us.
:lol: Do you think it ever was a secret?

I'll be keeping an eye on the power graph. Should be interesting.

I wonder if Asoka is reluctant to attack Madrid because it is squeezed by culture from all sides? Maybe he wants to capture Rome first? Anyway we have got to move on. I don't think we should leave an artillery behind - I would rather redirect one that is currently on its way from Beijing to Antium.
Could be? I think this is right, we need to get a move on for Rome. There is an Artillery unit near Bombay that we can swing down to Madrid.

Asoka has units readily available for Antium and Karakorum, those shouldn't be a problem. Madrid is a problem and I think we need to ask Asoka to attack Madrid again. Don't know where that Artillery unit is heading, but I wish it would go back to Madrid.

@Gator - do you remember what is in Beshbalik? I ask because once Karakorum is taken, I wonder if we can reallocate some of the units to attacking Antium, if needed, and send the rest to Beshbalik? I'm a bit concerned that until Antium falls, Asoka may not prioritize getting troops to the west coast.

I think we should save our GS's for creating Academies in selected cities. Madrid may be a candidate now that Asoka is taking so long to capture. Provided that Asoka stay in Free Religion and Free Speech Madrid can get 2nd border expansion in only 6 turns with an Academy because it's also a Holy city. Without it will take 10 turns. The city that comes last out of revolt may also be a candidate for an Academy since this will mean fat cross expansion in one turn.
The best use for the two Scientists would seem to me to be Academies in Madrid and, possibly, Cuzco? As Cuzco has a head start on culture, it can fill the void between it and Berlin. Or would Berlin be better?

I'm a bit concerned about happiness in Beijing again? We are getting the double whammy, war weariness and emancipation demand. After Biology, we could head for Democracy, but that is going to take a while. Fighting Rome is also going to take some time and the question is how many more Artillery units should we produce? I think we will need some more to rapidly take Berlin, Hamburg and Kyoto, perhaps another stack of 6 or 7. Red faces will soon start to bite into production. We could build a couple of War Elephants as MP or we could bite the bullet and build Globe in 3 turns, not needing any more MP?

Good thing we're researching Biology! Just did another check of pop% and we're currently at 40.2%, of pop on our continent, with the requirement remaining 40. Talk about cutting it close?
On the other continent, Cyrus and Louis and Hattie and Monty are still duking it out. Probably not much will happen however regarding changing population numbers.
 
The best use for the two Scientists would seem to me to be Academies in Madrid and, possibly, Cuzco? As Cuzco has a head start on culture, it can fill the void between it and Berlin. Or would Berlin be better?

Cuzco will get a second border expansion on its own soon (6 turns?). We'll know better where we need the expansion after Asoka starts capturing Roman cities.

I'm a bit concerned about happiness in Beijing again? We are getting the double whammy, war weariness and emancipation demand. After Biology, we could head for Democracy, but that is going to take a while. Fighting Rome is also going to take some time and the question is how many more Artillery units should we produce? I think we will need some more to rapidly take Berlin, Hamburg and Kyoto, perhaps another stack of 6 or 7. Red faces will soon start to bite into production. We could build a couple of War Elephants as MP or we could bite the bullet and build Globe in 3 turns, not needing any more MP?

Happiness wont be a problem. Each 10% on the culture slider gives 2 happiness. After Biology, there's really no important tech goal. Our GNP is not much compared to Asoka's anyway. We can reduce our beaker rate as much as we need for happiness and for saving some cash to upgrade our last grenadier.
 
Happiness wont be a problem. Each 10% on the culture slider gives 2 happiness. After Biology, there's really no important tech goal. Our GNP is not much compared to Asoka's anyway. We can reduce our beaker rate as much as we need for happiness and for saving some cash to upgrade our last grenadier.
:blush: Thank you. I forgot about the culture slider! :rolleyes:
Been thinking about how to get to the next tech for so long... :faint:
Should have slept a little later... :lol: :lol: :lol:
 
Had an idea of how we can partially shut down Asoka's research after Biology is discovered. We ask for as much of his gpt as we can get. Then we give it back to him after a while as a lump sum of gold hoping that he will use it for upgrades. Of course we may need some of his gold ourselves for upgrading the odd grenadier or longbow to SAM. It may be possible to ask multiple times for more gpt.
 
Had an idea of how we can partially shut down Asoka's research after Biology is discovered. We ask for as much of his gpt as we can get. Then we give it back to him after a while as a lump sum of gold hoping that he will use it for upgrades. Of course we may need some of his gold ourselves for upgrading the odd grenadier or longbow to SAM. It may be possible to ask multiple times for more gpt.

I'm not sure that we need to shut down Asoka's research. He needs very little gold for upgrades (Deity AI get a 95% discount). I would say we should get him to research Democracy so he can adopt Universal Suffrage for the hammer and rush-buying benefits. We just need to make sure he completes the research on Democracy so we can queue up the Statue of Liberty.
 
ShannonCT said:
I'm not sure that we need to shut down Asoka's research. He needs very little gold for upgrades (Deity AI get a 95% discount). I would say we should get him to research Democracy so he can adopt Universal Suffrage for the hammer and rush-buying benefits. We just need to make sure he completes the research on Democracy so we can queue up the Statue of Liberty.

Nonetheless Asoka has only upgraded 6 out of 33 units to SAMs and he doesn't have much gold. And he still hasn't upgraded the archers we have given to him :(. We can always cancel the gpt deal later when all upgrades are done. I think it's more important to strengthen Asoka's (and our own) military than getting Democracy fast.
 
Nice going Gator. :D

Asoka's unwillingness to upgrade is a concern. It means we're bleeding his treasury too much I suspect. :confused:

Let's try to find a way to knock the rest off in the minimum number of turns. I might even have a chance to look at the file this weekend... :eek:
 
Nonetheless Asoka has only upgraded 6 out of 33 units to SAMs and he doesn't have much gold. And he still hasn't upgraded the archers we have given to him :(. We can always cancel the gpt deal later when all upgrades are done. I think it's more important to strengthen Asoka's (and our own) military than getting Democracy fast.

Asoka's unwillingness to upgrade is a concern. It means we're bleeding his treasury too much I suspect. :confused:
Wouldn't taking a few cities provide sufficient Gold for upgrades?

We're at a point where we really do not need to perform more upgrades, although a few might be nice. Once Asoka has Korakorum and Madrid (or Antium), at 95% upgrade cost, he should be able to perform all the upgrades he needs?
 
Nice going Gator. :D

Asoka's unwillingness to upgrade is a concern. It means we're bleeding his treasury too much I suspect. :confused:

That is correct, but I put the gold to better use then he did at the time. Now it is his turn for the gold. I’ve been taking Asoka’s gold almost as fast as he got it, so he’s never really had a chance to spend it. It allowed us to keep our science at 100% or 90% while still upgrading almost every unit we have. We still have a few “older” units to upgrade; only pressing one might be the frontline medic cat.

There is a w/b on the way to Sparta’s fish and I qued up another w/b this turn that can head for the second whale by London or the fish by Tiwanaku, if it was destroyed by Asoka. This will also give us another hammer overflow and put us back on 1 turn artillery for several turns.

The Tiwanaku capture for Asoka was nice because HC had 2 workers and a settler in the city on capture. We can also sail thru the city and drop off near Berlin now if needed. Our 2 frigates have killed 2 Roman galleys and a caravel trying to get past Tiwanaku, there’s another caravel guarding a sea resource in that southern strait but I’ve seen nothing else coming through. Our galleon could not see into Besbalik when it headed to Rome.

Hindu missionary was successful in Cuzco on turn 176 1160AD.

Louis and Salad made peace on the IBT to 179 1190AD

Something major I noticed late in my turnset was that JC did not attack the Madrid stack until I moved into his territory. So while I attacked from German lands he never counter attacked us. So far he has not attacked the 2 artillery pieces at Antium even though he has 20 offensive type units in the city. If this holds true we should be able to sit on that German tile NW of the Antium and pick off every unit without ever facing a counter attack. Apparently he can only attack us if he declares on Freddy.

Some other notes for leif:

- make sure to use the <ctrl> key when selecting the next unit to build so it goes in front of the Apollo and the 2 turn artillery piece.
- I was able to get Salad’s 150 gold by asking him to “help a friend” which he gladly did. Hatty and Louis helped us also. I asked these 3 during turn 177 1170AD, collecting 150 gold, 50 gold and 20 gold respectively.
- I did the marble trade for 4 gpt on turn 177 and then Asoka gave us an extra marble right back so we still have a marble we don’t really need.
- I’ve stayed away from trading for both Military Tradition and Economic to keep Asoka from wasting hammers building West Point and switching civics (as team discussed earlier).
- Units loaded on a galleon in a city can not unload that turn (unless in another city)
- War weariness seems to spike on the IBT that we eliminate a civ, you’ll have to adjust with the culture slider for a turn and then reassess the next turn. I saw +5 WW when we eliminated Alex while still at war with HC and then we got to +4 WW when we eliminated HC. Now that we have the extra +2 unhappy from emancipation this needs to be watched so it doesn’t surprise you.
- We’re currently earning +1fpt so there was no need to convert our mined plain hill to a windmill. But if we did convert it to a windmill I think we could give away one of our health resource (rice or corn) back to Asoka to aid his growth.
- There is also a crab resource that is needs a w/b (not a high priority) in our territory north of London. We could get some minor gpt for it, but food for Asoka with w/b is a much higher priority.
 
I just went back thru my notes and not counting the gold we got from gpt deals, I pulled in just over 2900 gold during my set. Surpisingly it was almost a 50-50 split between gifts from Asoka and trades from other AIs. We got 1475 from Asoka and 1440 from the others thru selling techs, demands and "asking for help".
 
I just went back thru my notes and not counting the gold we got from gpt deals, I pulled in just over 2900 gold during my set. Surpisingly it was almost a 50-50 split between gifts from Asoka and trades from other AIs. We got 1475 from Asoka and 1440 from the others thru selling techs, demands and "asking for help".

That would explain the lack of upgraded units for Asoka. I expect that left to his own devices, Asoka will upgrade his units quite quickly.
 
The Plan.

Military.
We have a stack headed for Karakorum and it is accompanied by a Rifle and Grenadier of Asoka's. This stack heads for and takes Karakorum.

There is a stack building near Antium.This stack bombards Antium to 0% culture and then we need to decide if we can "safely" attack across the river or not. With 15% culture, the Artillery have a 74.5% chance of victory. Should that go above 80%, I think we should attack from the safety of Fred's lands. Asoka has units in the area that should be able to come to claim the city shortly.

Now for the problem, Madrid. I think the stack south of Madrid needs to head for Rome this turn, especially with Asoka's Artillery unit headed that way. There is an Artillery unit north of Bombay that can be at Madrid in three turns. The risk is that Julius will reinforce Madrid and require us to bring other units to attack it, delaying its fall. I think this may be worth taking as there are no units of Asoka's close to being there, so I think we should request Asoka attack Madrid.

We will need to see what Asoka's Artillery unit does? If it goes to Rome, hopefully it won't suicide? :eek: If all goes well, we should get Rome fairly quickly, optimistically looking at it now? Who knows what will happen, but we should have it reduced as quickly as possible.

Once we have Rome under control, Antium, Madrid and Karakorum in hand, then we should declare on Fred and work on Berlin and, if enough units are available from home, Hamburg. Then on to Kyoto.

Logisitics.
Work Boats to Sparta and Tiwanaku.
Workers continue to farm around cities for maximum pop growth with Biology.
We continue to produce Artillery units as quickly as we can.

I see no worker turns needed in our territory at this time.
Need to keep an eye on WW and the culture slider.

Antium, Karakorum and Beshbalik are not Hindu, but as long as Asoka keeps Free Religion, all should produce culture to fuel border expansion. As SCT pointed out, Cuzco will indeed get a second border expansion in 6 turns, that's good!

Once we have cities in hand and can see what Asoka is building, we can stop and assess where we want to employ our Great Scientists.

Finances.
I believe that Asoka will have sufficient Gold for upgrades if I can leave him alone after city capture. Karakorum and Antium should provide more than enough Gold for his upgrades.

Once Biology is researched, we shut down research and use the culture slider to maintain order. If we have anything left, we can put it into research with Asoka. The other option, if we're worried about Asoka's Gold supply, would be to set research to 0% and gift the excess Gold in lump sums to Asoka each turn?

Due to our power rating, I think that if we need Gold we can go to the civs pleased with us and ask for it as Gator has done and we should get it.

I think we should allow Asoka to head for Democracy but keep in mind that when he completes it, we need to get Statue of Liberty in our queue. It appears that we do not need any hammers against the wonders, they simply need to be queued up? Is this correct?

As Gator reminded me, we should avoid trading for Military Science or Economics.

Within three turns, Asoka will produce 3 SAM's and 2 Arty units. :thumbsup:

What did I forget? :crazyeye:
 
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