SGOTM 08 - Fifth Element

That last screen shot shows 583 gold after razing Bulawaya. We may be able to run 100% research for a few turns to rush Astro. Then we will have trade routes with the other continent and we can pick our short term allies.
 
That last screen shot shows 583 gold after razing Bulawaya. We may be able to run 100% research for a few turns to rush Astro. Then we will have trade routes with the other continent and we can pick our short term allies.
583 is the gold in our coffer. The razing only net 100 gold.
 
OK, quick question. I have played a few turns, and razed the copper city. It turns out Shaka has another city in the north on the marble. So do we war for another 3 turns to take it out, so we can avoid splitting stacks later?
I believe I had already mentioned that Shaka has a 3rd city to the left of his Copper city in my report.
 
I believe I had already mentioned that Shaka has a 3rd city to the left of his Copper city in my report.
Everybody know that. It's long time we can see those partial borders.

Those 2 cities were terribly placed. Unless Ondini has a seafood in BFC we must raze it. If we need to fill the land, there's room for a city on the PH 2W 1S of copper.

Raze Ondini, sue for peace, then wipe him.
Or sue for peace rfusing Ondini, split the stack in 2 and be prepared to finish him in 2 turns... i like best this last.
 
I can't sleep. Warning: I'm in a bad mood....

We just keep adding another 5 turns here and now there's talk of 10 more turns to this ridiculously executed war. We have like a dozen units going for the copper city. Overkill? And it looks like our wonderful super-healer is hanging out with the healthy troops, playin' a little golf like doctors tend to do I suppose. If you wanted the south city, you had to split the stack and get it way back when the horse city was taken.

We can just have fun, and politely say "nice TS" to everyone if that's what the team wants. Otherwise we need to discuss how this war could last over 50 turns (by the time we're done.) It comes down to 1) troop movement 2) lack of healer(s), 3) poor use of healers.

Movement: The path our troops took thru Zulu territory was not efficient, and it could be downright comical if we end up going down south. Our stack actually passed thru the tile which could have taken the horse city on the way to Ulundi. I don't understand how we can just wander around like this--on normal speed--and expect to finish domination.

We had no healer for half the war. We still have not promoted any regular units to be healers. The one supermedic we have moves too slowly. He needs 3 exp. When there's a badly damaged enemy unit (or chariot), he needs to attack.

Mesix wasn't clear. He said he wanted peace this turn if we get something. Well, we get:
Gold
gold/turn
a city
HBR
Trade routes w/ J
Happiness (no war weariness)
Stable - Eng will produce a chariot next turn (peace now means we put a stable in there first--good timing) Then pop out 4-5 chariots for police/healer duty.
 
Raze Ondini, sue for peace, then wipe him.
Or sue for peace rfusing Ondini, split the stack in 2 and be prepared to finish him in 2 turns... i like best this last.
It'd be 10 turns after taking the peace treaty, I assume you meant that. i think we should certainly refuse Ondini, as it is poorly placed. Regarding taking peace earlier, WT, you are probably right, but recall that we didn't know which (where) city he was offering at that stage, and also wanted to take out his copper to make him impotent.

Of course the medic is with the healthy troops, as we are still on the same turn as the city was razed. You'll note that I moved 3 maces west (edit:actually it's not in the s/s) to get a look at the western city, with about 4 maces and the medic still with MPs left. I'm guessing this is your misunderstanding due to the limited info in the screenshot. Rest assured, he will end the turn with the wounded troops.

Another point was the 0% science... the fact that 2 libs were finishing next turn meant that there would be an extra 25% :science: in 2 cities, not much, but it's greater than 0. After that 1 turn, the slider was run at 70%, and it will run at 70 and 80% to finish astro and maintain at least 50:gold: in the bank.

Assuming that Mesix is happy with the HR deal (refuse the city), are we all happy with peace? Without metal and with negligible hope of getting feudalism for lbs, Shaka shouldn't be an issue in 10 turns. He may produce a few cats, tho, but we should still take minimal losses. This does mean that any war on Joao would be delayed by about 5 turns, wouldn't it? Is that acceptable? (Assuming we want to attack him)

It's 1.30am-ish again now and I need sleep,so will play in the morning. Plan is for the peace deal, race to Astro, and line up our 2 stacks to beat on Shaka in 10. All other points will go as in previous plan.
 
Ok finally got everything loaded last night after dumping the first installs and starting over. Had to copy the vanilla disk and use that to install then start it with the original one and patch vanilla, then back out and install bts and patch that. All told it was about 3 hours of time to get it rebuilt on the new (to me) system. Just got to put on the HOF and I'm all set again.
 
I did not misunderstand the healer. He should be with the wounded units near ulundi. Any units that get wounded on the copper city attack can rendezvous with the healer on their way to Joao. Since we're razing that city it won't be a good place to heal.

Ondini has cow and marble--which can be traded for lots of gold/turn. With TGLH effect, it might be a keeper as it will pay for itself.

I disagree with having our army sit around for 10 turns waiting to finish the pathetic Zulu. War with J will be delayed more like 10 turns (not 5). Move everyone to J's border. We can clean up Shaka any time. Heck, let him finish settling the south area. Once we get closer to communism (not that far away now) we can take and keep all his cities.
 
The only good thing to say about this war is that it came when we didn't have astro to do any damage to the other continent. Long term the delay here shouldn't matter. J can't be given this much room to expand and slow us down in the end I tend to agree we can move on J now without delay at least till he pops some longbows.
 
I'd like to see a forge in ulundi next. Lots o choppin coming there. Observ/univ/courthouse can come after forge.
 
I did not misunderstand the healer. He should be with the wounded units near ulundi. Any units that get wounded on the copper city attack can rendezvous with the healer on their way to Joao. Since we're razing that city it won't be a good place to heal.

Ondini has cow and marble--which can be traded for lots of gold/turn. With TGLH effect, it might be a keeper as it will pay for itself.

I disagree with having our army sit around for 10 turns waiting to finish the pathetic Zulu. War with J will be delayed more like 10 turns (not 5). Move everyone to J's border. We can clean up Shaka any time. Heck, let him finish settling the south area. Once we get closer to communism (not that far away now) we can take and keep all his cities.
Right, apologies, WT, I realised what you meant as I was dropping off to sleep. :) Those damaged maces will have enough time to heal anyway in this case, but I agree in general.

Ondini decision can wait, and army will marshall on Joao's border as planned.

@culdeus: good to have you back on the field :D
 
WT, some of your critics are correct, but i cannot accept the ones about the war lenght.

1) if Shaka DoWed 8-10 turns later, we was almost ready, and the war would be 8-10 turns shorter.
2) if Shaka DoWed 6-8 turns earlier, we was toasted: what was our force in that moment? 3 warriors, one spear, maybe one axe

My opinions is that we performed what in civ3 was called a "farmer's gambit": almost no military, great teching, structures, expansion to grab key resources.
We're luck to be in this position now: tech leaders on monarch, with that poor land is not a bad situation.

Sure we need more from now on, be better focused, have a strategy and follow it in any aspect.
That's why critics are welcome, better be harsh - if the case - than polite at all costs.
One of the main reasons we play an SG is to learn, and unfortunately one of the best ways to learn is from mistakes.

BTW, using the fresher attacker first, to suicide him after the best defensive unit is a tactic i always use ;)
 
583 is the gold in our coffer. The razing only net 100 gold.

Thanks...I realized that. What I was trying to say is that with a war chest of 583 gold we can afford to run 100% science to knock a couple turns off Astronomy.
 
If we finish astronomy while we are finishing Shaka, we will be ready for Joao as the research completes opening up trade with the other continent.

I think that we can take about 4 maces to the northern city and finish it off. When that happens we will open coastal trade with Joao.

The rest of our army can go south to finish off Shaka while he is still licking his wounds. I personally don't want to waste time razing more cities because we got peace and allowed him to crank out a couple settlers.

We should be able to finish Shaka in one more turn set and have our troops poinsed to storm Joao. After Astronomy we should rush for rifelmen picking up Guilds and Banking along the way to improve our economy.
 
We need to discuss the game plan to attacking Joao since his cities are not set up well to attack several on the turn that we DOW. His only metal is at Evora, but if he gets Feudalism then metal will not be necessary for him to build defenders. We may do well to take a stack past the 1st city straight for Evora and have a few troops come behind the first stack to take the city closest to us.

As far as the other continent goes, it looks like HRE is the whipping boy. He appears to be Buddist on a continent full of Hundus. Once we meet HRE we may want to make peace with him if we plan to take out his enemies one by one. Alternatively we may want to find a way to drive a wedge between a couple of target civs and the rest of the continent if we don't want to war with everyone all at one time. Gifting Liberalism to a couple of civs should get them to adopt Free Religion which will end the diplo bonus for shared religion.

If my count is correct then there are currently 27 Hindu cities and 13 Jewish cities. That is a whopping 40 GPT from the 2 shrines in Delhi. Is there really any other viable target for our spearhead onto that continent?
 
Delhi may be a better site for Wall Street than Parma.
 
I say we drive straight to Lisbon taking all cities along the way, no backtracking. Possible peace treaty then if there isn't much culture pressure from the surrounding cities. Otherwise, take the northern cities, heading to Gandhi.
 
Sorry for the most delayed ts in the history of CiV. I had a 3 hour window to get it all done and posted yesterday, which should have been comfortable, but instead I was battling smitfraud. Special thanks for the creator of that virus. :cheers:

Things went off pretty well, which most cities doing their library, lh, granary, forge kind of things. In addition, the first missionary is on the caravel, a spy is heading for Joao, and a few cats are rolling toward the front. We got a GE!!

The war...was over in part 1. Unfortunately I made 2 errors. Firstly, after stopping for advice, upon loading to end the war, I looked around for MMing, and then pressed enter.:sad: One lost turn of peace. Oh well. The second error was amassing our mace stack on the border on the turn astro finished in order to attack, but we can't attack until next turn, being 10 turns after the wine deal. I'm not sure if this will put him "on alert" 1 turn early. Anyway, no big deal.

3 wonders were built IDL (check the turn log), and Gandhi finished philosophy and hence has taoism. Charlie and Boudi both got GGs, and so must still be bickering.

It looks like I only took 1 screenshot,and it's of the astro splash screen :crazyeye: I won't bother with that. So, a debarcle of a turnset with a boring report. One of my best. ;)
Spoiler autolog :
Turn 145/500 (700 AD) [31-Oct-2008 11:54:00]
Parma begins: Monument (3 turns)
Parma begins: Market (9 turns)
Marbles begins: Harbor (4 turns)
Marbles begins: Lighthouse (8 turns)
Marbles begins: Granary (4 turns)
Stoneopolis begins: Granary (3 turns)
Stoneopolis begins: Courthouse (10 turns)
Ulundi begins: Granary (3 turns)
Ulundi begins: Courthouse (10 turns)
Sweetacshon: Turn science to 0% for a turn, as we have 2 libs coming in this turn, 1 that was whipped in FarCanal (formerly uMgu). Core cities retooled a little to commerce, and agreed build changes made.
Fifthburg finishes: Market
Engineering finishes: Lighthouse
FarCanal finishes: Library
Ulundi grows: 5
Ulundi finishes: Library
Nobamba's borders expand

IBT:
Attitude Change: Pericles(Greece) towards Boudica(Celtia), from 'Pleased' to 'Friendly'
Attitude Change: Pericles(Greece) towards Gandhi(India), from 'Pleased' to 'Friendly'
Civics Change: Gandhi(India) from 'Barbarism' to 'Vassalage'

Turn 146/500 (720 AD) [31-Oct-2008 12:16:23]
Fifthburg begins: Granary (2 turns)
Engineering begins: Chariot (2 turns)
FarCanal begins: Granary (10 turns)
Ulundi begins: Forge (30 turns)
Sweetacshon: The army advances toward Bulaweyo. Get Joao's wine and 6gpt for pig and marble. It'll give him 10 tuns of peace, but we can use the happy and cash 'til astro.
Sweetacshon: I notice we are STILL
Sweetacshon: giving all EPs to Shaka! :nono: Set to Joao 'til we can see his demographics, then we can even it out or decide on the next target.
Fifthburg finishes: Granary
FarCanal grows: 4
Ulundi finishes: Granary

IBT:

Turn 147/500 (740 AD) [31-Oct-2008 12:36:16]
Fifthburg begins: Confucian Missionary (4 turns)
FarCanal begins: Granary (5 turns)
Maceman promoted: City Raider III
Maceman promoted: City Raider III
Maceman promoted: City Raider III
Maceman promoted: City Raider III
Maceman promoted: City Raider III
Sweetacshon: That's a strong axe, I'll have to sac a mace to save our promoted ones.
Maceman promoted: City Raider I
While attacking in Zulu territory at Bulawayo, Maceman loses to: Zulu Axeman (3.30/5) (Prob Victory: 21.5%)
While attacking in Zulu territory at Bulawayo, Maceman defeats (8.00/8): Zulu Archer (Prob Victory: 68.6%)
While attacking in Zulu territory at Bulawayo, Maceman defeats (1.20/8): Zulu Archer (Prob Victory: 73.6%)
While attacking in Zulu territory at Bulawayo, Maceman defeats (4.40/8): Zulu Archer (Prob Victory: 94.3%)
Maceman promoted: City Raider II
Maceman promoted: City Raider I
While attacking in Zulu territory at Bulawayo, Maceman defeats (3.68/8): Zulu Axeman (Prob Victory: 90.4%)
Captured Bulawayo (Shaka)
Razed Bulawayo
Bulawayo lost
A Cottage was built near Parma
A Cottage was built near Ulundi
Sweetacshon: It goes to plan, losing 1 green mace.
Sweetacshon: Shaka is now offering the same deal, but with Ondini (which we don't want) instead of the other city.
Sweetacshon: It will take 3 more turns to eliminate him in the north.

New Log Entries
----------------------------------------------------------------------------
Turn 147/500 (740 AD) [01-Nov-2008 09:06:31]
Fifthburg grows: 10
Nichola Tesla (Great Engineer) born in Fifthburg
Engineering finishes: Chariot
Nobamba grows: 4

IBT:

Turn 148/500 (760 AD) [01-Nov-2008 09:08:31]
Engineering begins: Spy (3 turns)
Sweetacshon: Damn. What an idiot! I accidentally press enter. :rolleyes:
Suryavarman II(Khmer) and Shaka(Zululand) have signed a peace treaty
Tech learned: Horseback Riding
A Cottage was built near Stoneopolis
Sweetacshon: Peace with Shaka.
Sweetacshon: Bingo! A GE!!!
Ulundi begins: Forge (12 turns)
Sweetacshon: Max food in those cities with :) to burn.
Fifthburg finishes: Confucian Missionary
A Hamlet was built near Parma
Engineering grows: 9
Stoneopolis finishes: Lighthouse
A Hamlet was built near Nobamba

IBT:
Attitude Change: Shaka(Zululand) towards Suryavarman II(Khmer), from 'Furious' to 'Annoyed'

Turn 149/500 (780 AD) [01-Nov-2008 09:20:53]
A Cottage was built near Fifthburg
Chariot promoted: Combat I
Ulundi grows: 6

IBT:

Turn 150/500 (800 AD) [01-Nov-2008 09:23:46]
Fifthburg begins: Confucian Missionary (3 turns)
Marbles grows: 8
Engineering finishes: Spy
A Hamlet was built near Stoneopolis
A Hamlet was built near FarCanal
Nobamba grows: 5

IBT:
Taoism founded in a distant land

Turn 151/500 (820 AD) [01-Nov-2008 09:30:29]
Engineering begins: Catapult (4 turns)
A Cottage was built near Fifthburg
Sweetacshon: Joao plugs a city into the gap between us on the site of the ruins.
Fifthburg grows: 11
Marbles finishes: Forge
Engineering's borders expand
FarCanal grows: 5
FarCanal finishes: Granary
Ulundi grows: 7

IBT:
Confucianism has spread: Leiria (Portuguese Empire)

Turn 152/500 (840 AD) [01-Nov-2008 09:35:42]
Sweetacshon: I notice Gandhi has philosophy.
Fifthburg finishes: Confucian Missionary
A Hamlet was built near Fifthburg
A Hamlet was built near Parma
Marbles finishes: Harbor
Stoneopolis finishes: Granary

IBT:
Civics Change: Pericles(Greece) from 'Barbarism' to 'Vassalage'

Turn 153/500 (860 AD) [01-Nov-2008 09:38:46]
Fifthburg begins: Confucian Missionary (2 turns)
Fifthburg finishes: Confucian Missionary
Parma grows: 8
Engineering finishes: Catapult
Nobamba grows: 6
Nobamba finishes: Library

IBT:

Turn 154/500 (880 AD) [01-Nov-2008 09:43:20]
Fifthburg begins: Catapult (2 turns)
Engineering begins: Spearman (3 turns)
Nobamba begins: Spearman (4 turns)
Engineering begins: Catapult (4 turns)
A Cottage was built near Marbles
A Cottage was built near Ulundi
Tech learned: Astronomy
Engineering grows: 10
Stoneopolis grows: 8

IBT:

Turn 155/500 (900 AD) [01-Nov-2008 09:46:14]
Research begun: Education (5 Turns)
FarCanal begins: Market (50 turns)

Spoiler turnlog :
Here is your Session Turn Log from 700 AD to 900 AD:

Turn 145, 700 AD: Logging Game to File: Suryavarman II.txt
Turn 145, 700 AD: Turn science to 0% for a turn, as we have 2 libs coming in this turn, 1 that was whipped in FarCanal (formerly uMgu). Core cities retooled a little to commerce, and agreed build changes made.
Turn 145, 700 AD: You have constructed a Library in FarCanal. Work has now begun on a Forge.
Turn 145, 700 AD: You have constructed a Library in Ulundi. Work has now begun on a Granary.
Turn 145, 700 AD: The borders of Nobamba have expanded!
Turn 145, 700 AD: Oliver Cromwell (Great General) has been born in Vienne (Boudica)!
Turn 145, 700 AD: Gandhi adopts Vassalage!
Turn 145, 700 AD: A joyous marriage in the Hindu tradition has forged new bonds between Greek and Indian peoples, who both adore the new couple and are pleased with the behavior of the inlaws from the other nation.

Turn 146, 720 AD: The army advances toward Bulaweyo. Get Joao's wine and 6gpt for pig and marble. It'll give him 10 tuns of peace, but we can use the happy and cash 'til astro.
Turn 146, 720 AD: I notice we are STILL
Turn 146, 720 AD: giving all EPs to Shaka! :nono: Set to Joao 'til we can see his demographics, then we can even it out or decide on the next target.
Turn 146, 720 AD: You have constructed a Granary in Ulundi. Work has now begun on a Courthouse.
Turn 146, 720 AD: St. Augustine (Great Prophet) has been born in Aachen (Charlemagne)!

Turn 147, 740 AD: That's a strong axe, I'll have to sac a mace to save our promoted ones.
Turn 147, 740 AD: Suryavarman II's Maceman (8.00) vs Shaka'sAxeman (10.75)
Turn 147, 740 AD: Combat Odds: 21.5%
Turn 147, 740 AD: (Extra Combat: +20%)
Turn 147, 740 AD: (Plot Defense: +65%)
Turn 147, 740 AD: (Fortify: +25%)
Turn 147, 740 AD: (City Attack: -20%)
Turn 147, 740 AD: (Combat: -50%)
Turn 147, 740 AD: (Combat: +75%)
Turn 147, 740 AD: Shaka's Axeman is hit for 17 (83/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 23 (77/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 23 (54/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 23 (31/100HP)
Turn 147, 740 AD: Shaka's Axeman is hit for 17 (66/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 23 (8/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 23 (0/100HP)
Turn 147, 740 AD: Shaka's Axeman has defeated Suryavarman II's Maceman!
Turn 147, 740 AD: Suryavarman II's Maceman (8.80) vs Shaka'sArcher (7.20)
Turn 147, 740 AD: Combat Odds: 68.6%
Turn 147, 740 AD: (Extra Combat: -10%)
Turn 147, 740 AD: (Plot Defense: +65%)
Turn 147, 740 AD: (Fortify: +25%)
Turn 147, 740 AD: (City Defense: +70%)
Turn 147, 740 AD: (Hills Defense: +25%)
Turn 147, 740 AD: (City Attack: -45%)
Turn 147, 740 AD: Shaka's Archer is hit for 22 (78/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 22 (56/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 22 (34/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 22 (12/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 22 (0/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman has defeated Shaka's Archer!
Turn 147, 740 AD: Suryavarman II's Maceman (8.00) vs Shaka'sArcher (6.00)
Turn 147, 740 AD: Combat Odds: 73.6%
Turn 147, 740 AD: (Extra Combat: +10%)
Turn 147, 740 AD: (Plot Defense: +65%)
Turn 147, 740 AD: (Fortify: +25%)
Turn 147, 740 AD: (City Defense: +50%)
Turn 147, 740 AD: (Hills Defense: +25%)
Turn 147, 740 AD: (City Attack: -75%)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 17 (83/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 17 (66/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 17 (49/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 23 (77/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 17 (32/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 23 (54/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 23 (31/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 23 (8/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 17 (15/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 23 (0/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman has defeated Shaka's Archer!
Turn 147, 740 AD: Suryavarman II's Maceman (8.00) vs Shaka'sArcher (4.95)
Turn 147, 740 AD: Combat Odds: 94.3%
Turn 147, 740 AD: (Plot Defense: +65%)
Turn 147, 740 AD: (City Defense: +50%)
Turn 147, 740 AD: (Hills Defense: +25%)
Turn 147, 740 AD: (City Attack: -75%)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 15 (85/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 15 (70/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 15 (55/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 25 (75/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 25 (50/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 25 (25/100HP)
Turn 147, 740 AD: Shaka's Archer is hit for 25 (0/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman has defeated Shaka's Archer!
Turn 147, 740 AD: Suryavarman II's Maceman (8.00) vs Shaka'sAxeman (5.28)
Turn 147, 740 AD: Combat Odds: 90.4%
Turn 147, 740 AD: (Extra Combat: +20%)
Turn 147, 740 AD: (Plot Defense: +65%)
Turn 147, 740 AD: (Fortify: +25%)
Turn 147, 740 AD: (City Attack: -75%)
Turn 147, 740 AD: (Combat: -50%)
Turn 147, 740 AD: (Combat: +75%)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 18 (82/100HP)
Turn 147, 740 AD: Shaka's Axeman is hit for 21 (45/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 18 (64/100HP)
Turn 147, 740 AD: Shaka's Axeman is hit for 21 (24/100HP)
Turn 147, 740 AD: Shaka's Axeman is hit for 21 (3/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman is hit for 18 (46/100HP)
Turn 147, 740 AD: Shaka's Axeman is hit for 21 (0/100HP)
Turn 147, 740 AD: Suryavarman II's Maceman has defeated Shaka's Axeman!
Turn 147, 740 AD: You have captured Bulawayo!!!
Turn 147, 740 AD: You have destroyed the city of Bulawayo!!!
Turn 147, 740 AD: It goes to plan, losing 1 green mace.
Turn 147, 740 AD: Shaka is now offering the same deal, but with Ondini (which we don't want) instead of the other city.
Turn 147, 740 AD: It will take 3 more turns to eliminate him in the north.
Turn 147, 740 AD: Logging Game to File: Suryavarman II.txt
Turn 147, 740 AD: Nichola Tesla (Great Engineer) has been born in Fifthburg (Suryavarman II)!
Turn 147, 740 AD: Charlemagne has completed The Mahabodhi!
Turn 147, 740 AD: Gandhi has completed The Parthenon!
Turn 147, 740 AD: Olmec (Barbarian) has been captured by the Greek Empire!!!

Turn 148, 760 AD: Damn. What an idiot! I accidentally press enter. :rolleyes:
Turn 148, 760 AD: You have made peace with Shaka!
Turn 148, 760 AD: You have discovered Horseback Riding!
Turn 148, 760 AD: Peace with Shaka.
Turn 148, 760 AD: Bingo! A GE!!!
Turn 148, 760 AD: Max food in those cities with :) to burn.
Turn 148, 760 AD: You have constructed a Lighthouse in Stoneopolis. Work has now begun on a Granary.

Turn 149, 780 AD: Engineering celebrates "We Love the Monarch Day"!!!

Turn 150, 800 AD: Engineering celebrates "We Love the Monarch Day"!!!
Turn 150, 800 AD: Taoism has been founded in a distant land!

Turn 151, 820 AD: Joao plugs a city into the gap between us on the site of the ruins.
Turn 151, 820 AD: You have constructed a Forge in Marbles. Work has now begun on a Harbor.
Turn 151, 820 AD: The borders of Engineering have expanded!
Turn 151, 820 AD: You have constructed a Granary in FarCanal. Work has now begun on a Forge.
Turn 151, 820 AD: Confucianism has spread in Leiria.

Turn 152, 840 AD: I notice Gandhi has philosophy.
Turn 152, 840 AD: You have constructed a Harbor in Marbles. Work has now begun on a Lighthouse.
Turn 152, 840 AD: You have constructed a Granary in Stoneopolis. Work has now begun on a Courthouse.
Turn 152, 840 AD: Pericles adopts Vassalage!

Turn 153, 860 AD: New Tech(s) to trade: Augustus Caesar
Turn 153, 860 AD: Pericles has 6 gold per turn available for trade
Turn 153, 860 AD: Parma has grown to size 8
Turn 153, 860 AD: Engineering will grow to size 10 on the next turn
Turn 153, 860 AD: Stoneopolis will grow to size 8 on the next turn
Turn 153, 860 AD: Ulundi will grow to size 8 on the next turn
Turn 153, 860 AD: Nobamba has grown to size 6
Turn 153, 860 AD: Augustus Caesar has completed Shwedagon Paya!
Turn 153, 860 AD: Zu Chongzhi (Great Scientist) has been born in Athens (Pericles)!

Turn 154, 880 AD: New Tech(s) to trade: Gandhi
Turn 154, 880 AD: Augustus Caesar has 4 gold per turn available for trade
Turn 154, 880 AD: You have discovered Astronomy!
Turn 154, 880 AD: Marbles will grow to size 7 on the next turn
Turn 154, 880 AD: Engineering has grown to size 10
Turn 154, 880 AD: Engineering has become unhappy
Turn 154, 880 AD: Stoneopolis has grown to size 8
Turn 154, 880 AD: Cao Cao (Great General) has been born in Aachen (Charlemagne)!
Turn 154, 880 AD: Atisha (Great Prophet) has been born in Delhi (Gandhi)!

Turn 155, 900 AD: Boudica has 110 gold available for trade
Turn 155, 900 AD: Boudica has 4 gold per turn available for trade

not before time <--
edit:I forgot to add that while the chariot scouted his nearest 2 cities, Joao had roughly 12 units floating around,mainly sword, axe, and archer, and also sent 1 axe down toward Shaka. It might be worth diverting 1 mace for southern protection. Also it'd be advisable not to have the medic as the only spear in a stack.
 
I'm looking around the save file and see mostly good things. You were able to get Astron in 10 turns. Great! We got a GE!! I'm shocked. Woulda bet money on GM. This in an excellent bit of luck.
I'm surprised to see the army so far east. When the new city popped up, I would have split the army to attack both of J's cities simultaneously. I'll probably delay the war to move them into the proper position for a quicker war. He also has a scary axe (and archer) in our land, so I'll have to guard against that. Your idea of holding back 1 mace might be wise...or maybe just build a new one and send it to the front.

Picky things:
We have 3 workers on the same forest. That's not good management of movement cost.

We have a cottage no one is working.

It is a sin that Marbles has no lighthouse or granary yet. That city should have been a slavery machine and those 2 buildings should have been in (or certainly the lighthouse) before those workers were built so long ago.

We had a debate going on what to do with the GG. By default he's sleeping, but saving him was only one of the choices we had. Catapults with 3 exp are like cats with 0 exp, so I was leaning towards an instructor for the cats. However, I'm still worried about WestPoint needing a level 6 unit, and I'd like a 2nd healer.

I'll work on a plan tomorrow. Lots of fun stuff ahead.
 
The GG would make a great maceman (eventually a rifelman). Attach him to a fresh unit that is alone (to maximize the exp). Give him +100% exp and 3 CR levels followed by combat promotions. He can upgrade for free as we tech. He will easily be level 6 by the time we conquer Joao and take a couple cities on the other continent. Building West Point on the other continent makes the most sense.
 
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